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Malitias.8453

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Everything posted by Malitias.8453

  1. OP: "Multiboxing should be agains the ToS" (which strongly implies it currently isn't) Rando: "But Multiboxing is allowed by ANet! Here's proof!"
  2. Wait a few months, then try again. https://en.wikipedia.org/wiki/World_Hello_Day Edit: But also, hi.
  3. And my point, or the one I was trying to make, is that there are plenty of games that do just fine without even including RNG-based loot in the first place. It might be a stretch, but I have the suspicion that the trend of making most rewards, even the important ones, RNG-based kind of paved the way for the rise of those scummy tactics. Again, might be a stretch, but it seems plausible to me.
  4. It would be so awesome if you could do this for each ability individually as well..
  5. What the... you haven't played many games obviously. There's always the question of how much of the rewards are RNG based and if the majority of important items can be acquired with certainty. Games like Dark Souls, Sekiro, Outward(apart from the last DLC, screw that DLC) have close to no meaningful items or mechanics tied to RNG. The importance of the rewards that are tied to RNG is what can make it frustrating. Random rewards also used to be the absolute exception in competitive genres like strategy and fighting games. And I can't remember anything that involved RNG back when I played Donkey Kong and Super Mario on the SNES. Adventure Games like Monkey Island have no RNG whatsoever.
  6. I'll just leave this here in case people haven't seen it yet (it says mobile, but it's become a lot more common on other platforms as well)
  7. I don't know if ANet does this, but a friend of mine who is very susceptible to gambling and wasted too much money on PoEs mystery boxes, contacted the support to disable his accounts possibility of buying them and they did that. It's worth giving that a try, I think.
  8. Well, technically this wording would mean you are not allowed to quote this (and neither am I) because we are publicly discussing moderation now. 😜 Good thing our law doesn't work like that Edit: Just found this: https://www.guildwars2.com/en/legal/the-forums-code-of-conduct/ Discussing / Debating Moderator or GM Actions -challenge the removal of a thread or post; instead e-mail Forums@Arena.Net with questions -debate the closure of a thread -petition on behalf of a forum member whose forum or game account has been suspended or terminated
  9. I absolutely agree. I was just curious and looked into why the forced name change might have occured and tried to answer OPs question.
  10. I'm not sure, but maybe sexuality is not supposed to be part of a character name, same as something like "lesbian charr" or "gay charr". naming policy This states they do not permit names that reference sexual acts. One could argue that the sexuality also references to the sexual act and is thefore not permitted.
  11. How does this thread conflict with ToS/forum rules?
  12. I've had similar situations and feel like the trading post in general is very "oops-prone", especially when it's lagging and you're not sure if you really clicked a button. You have to be very patient with it.
  13. Can we get this discussion back on track and unstuck it as well by not just focusing on a single specific thing (dueling) and instead talk about why increasing player interactions in general might be beneficial in an MMO?
  14. I played at launch and quit after 2 weeks. I came back roughly 2 months ago. I think that classifies as a "new" player. HoT without flying mounts and also no springer was the best experience I had with the game. I strongly disagree with most of what OP said here. What OP describes as "filler" felt highly engaging and interesting to me. Unlocking masteries, which make you see new possibilities of maneuvering the map was a form of progression I really enjoyed, especially because of the verticality. It seems OP just dislikes exploration that involves having to think about how to reach your destination. As for this part I also had almost the opposite reaction. I unlocked the raptor by boosting a character, but only really used it for core tyria, because that content was just way too boring to me. When I played HoT and saw people using skyscale, springer or griffon I didn't feel frustrated about not having them yet, I just saw something I might want to work towards. Tbh I was way more hyped for the yeetle after seeing people use it in TD than the griffon. I can't say OP is wrong for not liking these things, but when he says they're not fun, as if it's a fact for everyone, I definetely say he's wrong.
  15. Yes, of course. Unless mounts are disabled, yes. That's what mounts do. They make traveling around zones easier. This applies to every zone in the game that allows mounts. ... is this thread a bait?😅
  16. Games that offer freedom in how you build your character do this to accomplish one or both of the following goals: 1. Giving the player the tools to create a playstyle or character fantasy he enjoys. It's a form of creative expression. 2. The process of coming up with a good build idea (often referred to as theorycrafting) is part of the challenge of the game and, if done correctly, offers more good solutions than a single human being could possibly come up with. It's a form of creative problem solving. Path of Exile is notorious for the complexity of its build creation and beloved for its build diversity. It's the games main selling point. Grim Dawn is very similar in that regard. Archeage, like it or not, also has an astounding amount of build diversity. Guild Wars 1 has an insane amount of build diversity. More often than not "optimal" is something you can only say about a GW1 build in a very very specific situation. Optimal is also not even close to required to succeed or be worthwhile. And there are a lot more games like that, which offer vast good build diversity. They're games where "balance" includes the players capability to create a build, the same way shooters often balance their weapons around the players capability to aim and fighting games balance the moves around the players capability to react. I think your idea that more options just means more bad options largely comes from GW2, which indeed has a very very low percantage of worthwhile skill/trait combinations in comparison to the amount of skills and traits there are. And this is one of the main points of criticism being brought up here, or at least that's why it's brought up, I think.
  17. Just google "MMORPG". It's right next to WoW. When people look for and want to play an MMORPG, it will be really hard not to hear/read about the current MMO giants, which includes GW2. I would expect them to launch a marketing campaign once they are ready to share more information about the next expansion. Most people I know which tend to play MMOs have played GW2 and quit because they prefer a gear treadmill for PvE or were frustrated with the lack of build diversity and the state of PvP. I have very high doubts marketing is what is needed.
  18. Hmm... looking back through the posts you seem to be right. I focused my attention very heavily on this part: It's what was stuck in my head last night.
  19. So you just preemptively assumed forcing grouping is what was suggested? Edit: Just being in a group, forced or not, does not mean you have players interacting with each other. I can't count the fractals I've run where noone even said "hi" to each other and we simply stomped through it without every interacting with one another. The examples given are just the most prominent features games have which involve some kind of interaction. I think OP has stated often enough that these are just examples, not the golden standard. Incentivizing solutions instead of forcing them IMO is always the better way, because it always means there has to be another solution. Figuring out your own solution is what makes games appealing to me and why I especially enjoy games with build diversity. The cooperation part is very much what is being questioned in this thread. The lack of interaction between players working towards the same goal is what gives a lot of people the feeling of "playing alone together". Questioning if this aspect of the game needs improvement is only reasonable, especially in a game that is designed for cooperation.
  20. @Arnox.5128 Disclaimer: I'm not saying that the things I write here are what everyone or anyone responding to this post wants, I am simply trying to answer the question of how to improve/increase player interaction. This is just my take on analyzing the topic and figuiring that question out. This topic kind of got stuck in my head. A lot of multiplayer games have parallel gameplay where you might work towards the same goal at the same time and place, but you don't work WITH the other players. Let's take a typical dungeon party as an example and focus on mechanical interaction first: From a mechanical standpoint, there is no interaction between the players that simply slap the enemy. A warrior placing all his banners to buff the group is not interaction (Interaction is a kind of action that occurs as two or more objects have an effect upon one another.), because the warrior acts upon the group, but there is no direct mechanical response from the group toward the warrior. The same thing of course applies to a healer, be it in GW2, WoW or FFXIV. You act on the group, but without an action coming back at you in response (The healer yelling at you to gtfo of the void zone is communication, not mechanical interaction). An example of player interaction would be the Siren's Reef Fractal, where you toss the bags/chest to each other to avoid spawning the ghosts and getting the objective to its desired location as fast as possible. Not really a suprise, as this is similar to how a very popular teamsport works. The other players positions directly influence your decision of where and when you throw the bag and the other player has to react to react to where you throw the bag in return and the cycle repeats. Let's look at another game that, under normal circumstances, does a very good job at player interaction: Vermintide Unless you are really good at the game, you will usually need at least one other player to reliably shut down a passage from incoming enemies with your melee attacks. Your position and your allies position is constantly of importance to each other as you try to cover each other while evading enemy attacks. You are working together. Then there's interaction in the form of communication. Incentives for communication are usually the need for help(giving or receiving), be it in the form of information or fighting alongside each other to defeat an encounter, or a desire to express yourself. The former requires for example a certain level of danger in order to occur or a puzzle, which you can't seem to figure out. The need to express yourself arises from extraordinary events. The last man standing being able to barely win the fight, someone having a piece of equipment or set you want to compliment the player on or even frustration about other players or an encounter. The reason a lot of people remember Classic WoW as a game that was very social is largely due to how often this form of player interaction, communication, was incentivized to get good rewards. So to your question, what the game needs [to have more player interaction], are more mechanics like the one in Siren's Reef (not necessarily the exact same) and maybe integrate mechanics following these principles to some extent into some skills the player has. Also rewarding content that incentivizes seeking aid and some coordination would help with that. Puzzles that are not that easy to figure out and fights that are hard enough to make you either seek or give aid. I remember asking for help getting to vista as well as offering help to someone who tried to get to one the wrong way. The same applies to finding and overcoming the HPs in HoT the first time I explored that expansion. In the end it takes a game designer, who understands how player interaction works and wants to add more of it into the game. =P
  21. Mechanically impossible to solo? Who suggested that? Where? 🤨
  22. To be honest I'd just like to have more useful/competitive elite skills. Best case scenario you can choose between 2 elite-skills, one of those coming from the elite spec.
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