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daimon.9876

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Everything posted by daimon.9876

  1. I didn't start playing WvW until about 4 years ago. Before that I was only PvE with occasional PvP. Then I got a good WvW guild, and I have really enjoyed playing that mode. That said, I'd like to see it thrive and grow, and I don't really see that happening. Mostly, I think this is due to the mode being neglected, and mostly I think that neglect is due to this mode not being a strong revenue stream. OTOH, I think there are things that can be done to make more revenue here. So, here are my suggestions for things that could bring revenue: More/Better/Faster WvW Rewards: Really, this has to be done and should be the main priority. One of the main problems trying to recruit people into the game mode is that they can get WAY MORE GOLD PER HOUR playing PvE/PvP content. They want to obtain skins, unlock items, do achievements, etc. And in WvW all of these things AND gold go far slower than they do in, for example, Fractals, Rift Hunting, playing open world Meta Events, or PvP Tournaments. A lot of players feel like they'd be wasting time in WvW because they just aren't going to unlock much while playing there. Anet can sell a lot more to WvW players if there are a lot more WvW players. There won't be unless the mode is more rewarding. New Tactivator: Skyscale Defense: works like a Banner Tactivator. Allows a player (or maybe more than one player? - say 3-5 players) to mount a skyscale which appears in the courtyard. The skyscale can then be used within a radius of the objective to bomb players using the fireball skill. If dismounted (either on purpose, or by being downed), the skill is lost for that round of the tactivator, just like with a Banner Tactivator. How to monetize it: helps push more WvW players into PvE to obtain skyscales, helps sell more skyscale skins, brings more players into WvW. New Tactivator: Siege Turtle: works like a Dune Roller. How to monetize it: helps push more WvW players into PvE to obtain siege turtles, helps sell more turtle skins, brings more players into WvW. Elite Guild Skins: The "Guild Armor" and "Guild Weapons" that can be crafted are a bit ordinary and boring. Maybe make some fancier, more customizable versions that are sold through the gem store. Or, better yet, maybe make a way to add some kind of "Guild" decoration to some existing armor sets (ones where it will fit) and sell that through the gem store. If I could add a guild emblem to the chestplate of one of my favorite skins, I'd definitely buy that upgrade in the store, and am sure lots of my WvW friends would, too. Also, some things with Guild emblems that could go in the gem store: Capes, Gliders, Warclaws that carry a flag/banner, Kites (why did you remove the Guild Kite?), a Banner/Flag that can be "planted" in WvW, an Emote Tome that lets you wave a banner with your guild emblem. Warclaw Skins: They're added kind of slowly, and in particular there are several that go with "sets" which could easily be sold to players who have the rest of the "set." For example: Cozy Wintersday, Shiverpeaks, Awakened, Spooky, Mad King (and BTW, why isn't there a roller beetle skin in this set that's just a riding Jack O' Lantern? - it's such an obvious idea - cmon guys!). Personally, I'd like to get 2-3 of those to complete my sets.
  2. I propose an idea for a gizmo or item for the home instance obtainable through a complex side-story quest for Gorrik. If you help him invent a new device, he'll give you one. It will allow various seasonal currencies (things in the Wallet) to be converted into other seasonal currencies. Most specifically, it allows map currencies (things in the bank/storage) and things like fractal relics or war supplies to be reduced to one of these: 1) Unbound Magic, 2) Volatile Magic, 3) Static Charges. It can then either be kept in that form or be "solidified" back into another map item. As with most Asuran inventions, it is less than perfect and there's a "randomness" to the process, such that the relationship between input and output quantities is not entirely predictable. It should have some typically Asuran acronym and name, such as: R.I.C.H.E.S. = Resonance Infusion Conflux Harmonics Ethereal Synergizer The reason I'm suggesting it as a QoL addition is because I'd like to be able to use the massive amount of one currency I have to buy some of another, so that I can get something I need without having to go farming for ages to obtain the currency. I've already got a huge pile of X that I have no plans to use, but I have none of Y. It will take me 2 weeks of farming 2 hours per day to get Y. I want the Y (or at least some of it) now without having to do the farming. The trade-off is that I risk losing a great deal of resource X due the inefficiency of the device. I'm not sure if it's possible or if it would be game-breaking. I just tire of having to go and do some event or map over and over for days to obtain something when I've got tons of other stuff that I'll probably never use. If there's some way to make it easier to "trade" these things, that would be wonderful.
  3. Overall, I like the system. I just think it needs some fine tuning. I think ONE fix solves most of these problems: Let players choose 3 out of 6 achievements. How I would most like to see that work is where you can only actually do 3. Once you have done your 3, the other 3 are locked out. I'm not sure if the "locked out" feature is possible without serious coding, but clearly the "do 3 of 6" is possible with the existing code, as the weeklies have a "do 6 of 8" format. Then, if something is broken (Valdhertz), or it's content you hate, or it takes too long for the reward offered, you can choose something else.
  4. I agree with the OP on points 1 and 4. On the first point, having a choice is awesome because I don't like certain content (JPs mainly) and would vastly prefer anything else. On the fourth point, yeah, giving people dailies they don't have access to is lame. My guildie couldn't do one today because he needs to play a bunch of story and get masteries in order to do it. For a system that gives different things to different accounts, it sure doesn't seem to take your progression into account at all. Adding another super-important point that's been mentioned elsewhere: Please, for the love of God, don't put things in the Wizard's Vault that are bugged! I had "defenses" in WvW the other day, and it was basically 1.5 hours of gameplay to get one. Not because it's hard or I have no skill, but because I had to actively participate in 5 defenses before ONE registered. Today I've got Valdhertz, which bugs out when too many people enter at once. And on a daily? There's a ton of people in there constantly, so no way to start it. I'd wager Vasburg is also in the list, and that also bugs out frequently. Broken systems should be automatically excluded. Or better, fix the bug so we can do the daily/weekly and also just so it's fixed and the game is better. Final point, please remove all WvW jumping puzzles from the list. Having these in the Vault is like a signpost to toxic people saying, "you can spend your day/week having fun by ruining this daily/weekly for hundreds of players."
  5. Agreed! The way that "defenses" are registered (or rather, not registered) in WvW is entirely broken. Until it is repaired, may I humbly suggest removing all daily/weekly "defense" objectives from the game. I want my daily and weekly Wizard's Vault, and I don't want to have to play for 2 hours to get a single daily done. Pro tip for those having this problem: there's some kind of new exploit as of the most recent patches that allows people to portal directly to the Lord in any Garrison. If you just camp on the Lord and drop traps there, you'll get your "objective" and your "keep" defenses easily.
  6. I was a bit worried the first time I dipped into WvW with the new Weekly Achievements active. Why? The population was way higher, with all the maps queued, some with ridiculous ones like 50 queue. The "increase" in population on all maps seemed to consist primarily of PvE noobs who were running useless builds and melted like butter that's been left out overnight whenever challenged by actual WvW players. Despite the fact of the second point above, there's still no challenging a mob of 100 when you're only 20 in an organized squad, so sometimes the mob of noobs just destroys your entire guild before you know what hit you. A lot of these achievements are things that I won't get if I just play WvW the way I have been for the last few years. I'll have to completely re-arrange my style of playing. I'll have to join other tags and run around doing stuff I consider kind of a stupid waste of time like killing a bunch of dolyaks and taking way more camps and towers than I usually would. These are so lopsided towards capturing objectives that, rather than encouraging fun fights between groups, they encourage massive map blobs to run around capturing objectives at lightning speed in order to get the Weekly meta achievement. After the first weekly reset on these achievements, I thought they weren't quite as bad as I had thought at first. I did have to go outside of my normal way of playing WvW in order to get them all. The most annoying were Dolyaks, Camps, and Towers. I did WAY more PPT than I would normally do, and this cut down on the number of much more entertaining fights that I'd normally engage in. Also, while the population and queues increased this last week, the quality and fun decreased. We had totally unbalanced maps where there was on one map, for example: a massive 50-man map blob of experienced organized players on voice on one opposing team, another opposing team consisting almost entirely of PvE noobs who seemed to have no idea how to play, and our team which consisted of two small organized guild squads and a mix of PvE noobs and roamers who were (as usual) not well-organized. Nobody could switch border because all the maps were queued. On a usual night, people would have swapped borders and everything would have been fine. Due to the massive queues, we were stuck on this border for the entire evening. One team consisted of butter that we cut through like a plasma cannon. The other team was invincible. Wasn't much fun. My thoughts on improvements: I would start with aligning the new rewards with how the majority of players who are usually in WvW play the game. If you're a player who spends 8 hours or more per week in the game mode, the 8 gold achievement should be something you get simply by playing. If only 10% of the players who play regularly will get this without completely changing their style of play...then the reward is NOT for WvW players. It's for Achievement Hunters and to drag PvE players into a mode they usually ignore. And that sucks for the people who are there because they like the mode. It changes WvW into a place where you queue for ages to play against noobs for camps, towers, and keeps that you'd normally ignore in favor of actual fights with other players. Some more specific ideas: Change "Ruin Runner" from "capture 5 ruins" to "get Bloodlust in the Borderlands 2 times" - at least this requires organization between players rather than just a quick and boring "capture." Replace "Dolyak Denier" (a totally sleep-inducing objective) with "Weekly Defender" - Defend 5 Objectives. I think Weekly WvW Ranker would be a more fun achievement for most long-term and involved WvW players than either of the counters for towers or camps. If you're going to keep the ones for towers, keeps, and camps, I'd prefer if you adjust the numbers downward a bit so I don't have to go out of my way to capture a bunch of objectives I'd normally ignore in favor of having more fun fights between groups of players. Weeklies I hope I NEVER see: killing Veteran Creatures or capturing Sentries, and my worst nightmare would be one for Obsidian Sanctum jumping puzzle. If you add the first two, they'd be sleep-inducing like the dolyak achiement. If you add the JP, I'd just give up on weeklies entirely. I don't need something that terrible in my life.
  7. This would be a very useful QOL improvement. I can't count the number of times some troll and/or idiot has spawned a banker, trading post, or other [F] object directly on top of a crafting station, actual banker, actual trading post, or other [F] object. Most often, this can easily be solved by carefully clicking on the object I actually want, but sometimes the two have been placed so close that there's no way to access the one I actually want, and I have to go to another map. On some occasions, the thing I want to access doesn't exist anywhere else, and I have to go do something else while I wait for the dropped [F] object to despawn. It seems to me that this issue can be easily solved by disallowing the spawn of any [F] object in the players' inventories within a radius of an existing in-game [F] object.
  8. Same issue here, on tips from other players, I've tried the following without positive result: Killing her clones. Killing the nearby champions that spawn in the room. Trying on a character who hasn't done the event before. Trying on a character who hasn't done the corresponding story before. Doing the event from the very start of the event chain.
  9. I had this problem, and was able to fix it using my VPN. Here are my background details and observations: I've been playing for years, and have never had this problem until yesterday. I'm in Ukraine. I had just re-installed Windows 10 due to having upgraded my SSD. I tried the QoS thing - didn't work. I tried the command line argument - didn't work. I tried my VPN - worked like a charm. My VPN is "CyberGhost." I looked under "HighSpeed Beta Servers." I selected "Losangeles-S451-i06." The IP for this server is 217.138.217.40 I took out the command line argument from the shortcut. I launched and the download proceeded as normal (at about half the bandwidth I get connecting in Europe, but at least it is working now). I hope this helps someone else.
  10. Everything with this event was working 100% and without problems up until the point when I completed the Achievement "Junundu-Wurm Certified." Then one of the targets quit working. I can't find a way to make it work again. Have tried different maps, different characters, different days. No matter what I do, this achievement is now impossible. For me, it is the first target that is broken. All the others work fine.
  11. Everything with this event was working 100% and without problems up until the point when I completed the Achievement "Junundu-Wurm Certified." Then one of the targets quit working. I can't find a way to make it work again. Have tried different maps, different characters, different days. No matter what I do, this achievement is now impossible. For me, it is the first target that is broken. All the others work fine.
  12. It would be really cool to have a Sylvari set of mount skins that come in a box together like the Branded, Exo-Suit, and Awakened sets. The devs could draw inspiration from existing Mordrem, Sylvari, and Nightmare Court models and creatures in order to produce a new set of mount skins in keeping with the design of the Sylvari. It would be even cooler if they all had the "bioluminscent" feature that Sylvari have when it comes to coloring them. There could even be a side story to go with the idea, helping the Pale Tree to produce the new creatures. Here are a few creatures that could inspire some ideas: Raptor: Mordrem Guard MountJackal: Bioluminescent Lurcher / Teragriff / Mordrem Wolf / Thorn Wolf / Fern Hound / Sylvan Hound / Nightmare HoundGriffon: Minor Mordrem WyvernBeetle: Rolling Devil
  13. Started playing original GuildWars in 2006 between the releases of Factions and Nightfall. In my opinion, Path of Fire contains some the best content available in either game in terms of: story, graphics, playability, re-playability, new mechanics, maps, collections and achievements, and new specializations/skills. ArenaNet has raised the bar on their other (also great) content. It still continues to shock me that this game hasn't become more successful than WoW. I tried WoW for a while, but after one playthrough to max level, I was so fed up with its inadequacies in comparison to GW1 that I was done with it. Compare that with today's latest content in GW2, and ArenaNet's game is vastly superior.
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