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starlinvf.1358

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Posts posted by starlinvf.1358

  1. 16 hours ago, GBEW.5947 said:

    loot in this game is one of the worst experiences by far. I am currently saving up for a dragonvoid infusion and having to do the majority of that saving with unid gear is so boring. this game needs more mid teir drops that arent uber rare. Stuff like the draconic lodestone, worth about 10-20 gold dropping a bit more often would be well appreciated

    loot is unimportant. that is how you don’t fall into the trap WOW creates.  crafting is king. crafting is fair. crafting is stable. you can always get what you want. and in the off season you get even more value off the economy. because it sure as hell beats the old days where legendary gear required some to get a lucky drop and decide to sell it for a not insane price. 

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  2. 23 hours ago, Astralporing.1957 said:

    I'd get rid of personality system as a system, but retain the overall flavour of having different responses to things based on different approach. And i'd sprinkle in some additional flavour options based on your race and class (those do happen already from time to time, but are extremely rare).

    Notice, that's not just about different ways of approaching a goal. Sometimes i'd really, really like an option to be able to express how dumb i think an idea narrative forces me along with is. Even if that were to change nothing.

    they do that.  but it has to go nowhere, because players get jealous easily.  during LW4 theres a a couple of story missions that give you options if you’re an engineer. in the end you get extra turrets in a fight, that don’t help much. 

    designing really good scenarios end up causing people to meta game it. imagine people demanding only one class to do a world boss.  thats how low the IQ bar is for pugs. 

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  3. On 4/11/2024 at 4:53 PM, Garrison Storm.3046 said:

    Given the complexity of what was included, and the summary from the link provided above:  "Since then, this mechanic has little to no presence in the game and doesn't produce any noticeable gameplay effect", it seems to be a lot of effort invested with very little return.  

    While it's not something that I particularly care about, I can see the appeal for those who are into the roleplay aspect of the game.  

    Maybe something a simply as a series of consumables; tonics or whatever, could provide temporary personality effects/animations to satisfy those who are interested?

    if it made farming easier, you’d change your mind in a heart beat. intimidate mobs into dropping more rare mts

  4. 19 hours ago, Gehenna.3625 said:

    It always is a supply vs demand issue but it is odd that elder wood is about half the price of mithril ore these days, particularly because mithril is also everywhere in high level zones and it takes only 2 ore to create an ingot, but it takes 3 elder wood to create a plank.

    So I think the question really is what happened to the supply vs demand situation of elder wood compared to mithril ore.

    mithirl is getting eatten up to make legendary armor.  with no legendary weapons in high demand, wood has a chance to stock pile.  

    Now would be a good time to consider processing curios for gen 2 legendaries if you plan on getting one   

    • Like 1
  5. 4 hours ago, Epsilon Indi.2031 said:

    As someone who's had to patch stuff in code that's far more simple than whatever this game runs on, sometimes a 'simple fix' isn't as simple as it seems on a surface level.  There's probably some extra problems layered throughout the code for this specific point that causes multiple problems when one thing is fixed and it has to continually be pushed back as every new fix breaks something else.

    Whack-a-mole with bugs,  especially with content that's from the core game.

    I love it too when people suggest a work around thats more complicated than the fix it self.

     Like when the database channels broke down, and some maps were crashing, and people were saying they should make the servers save itself so of it crashes, it can restore itself to the state before crashing. wtf do you think a recovery system is?  you need a working database to do that.  and if you do that you’ve fixed the original problem.  

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  6. On 4/13/2024 at 4:24 PM, Danikat.8537 said:

    Does it matter what shape the tag is?

    I suspect the starting point was wanting to add more varieties of commander tag and deciding a different shape would be easier to distinguish than more colours and the styalised cat face is distinct enough from the original, and also a fun novelty for players.

    Anet do seem to like cats (I mean, one playable race is based on cats) so it probably seemed like a logical choice to them, but I don't see why it matters when choosing which squad to join.

    It was almost entirely an in-joke.  Every game that has a mode with one or two people trying to coordinate large groups of pugs will inevitably be compared to herding cats.  Cats are the opposite of herd animals, as they do not follow instructions without excessive effort to train. 

    Hence the catmander tag represents one attempting to herd cats. 

    • Like 3
  7. 1 hour ago, ZephidelGRS.9520 said:

    My problem is why Confusion being good at what it does is even a problem at all. From what I can see, even before nerf it was only extra effective in a very few specific Raid encounters while still being a subpar condition everywhere else. So why was that situation unacceptable to warrant the change in the first place?

     

    Confusion is a pvp geared condition.  Its designed with an attentive players as its counter play, and punishes skill spamming.  AI doesn’t do that, so its stuck in pve limbo; as pve only cares about dps.  Overworld wants burst, raids want sustained.  And confusion fits neither thanks to the trigger requirement.

    Its one of those “the encounter design is the root of the problem” situations. And it won’t change because players can’t handle even marginally smart AI behavior.   the alternative is    more flurry type mob attacks, but those freak out players as well. And raid meta tendency for glass canons would not help adoption. 

    The OP idea is not terrible. But it trades confusions true damage potential easy damage, which is what makes the idea unreliable under the current dev approach to balance.  

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  8. On 4/6/2024 at 1:05 AM, ShadowKatt.6740 said:

    What's a combo?

     

     

    I kid....kinda. I've elaborated more in other threads but all I can say is that combos feel so absolutely impotent and situational that unless I have to do 3 combos for the Daily, I forget they even exist in the game. Even when I'm solo, and I spend a LOT of time solo, I don't bother with combos and that is the one time I can actually control it! I SHOULD want to combo, to throw down a combo field of some kind and then combo off that for some great effect. But there is none, and I don't care about them. 

    I'm a very technical player. I'm not a meta-chasing, min-maxxer but I do spend a lot of time working on my builds and synergies. In my opinion nothing should ever stand along. Every weapon skill you have should be buffed by your traits and pair with your utilities. Combos SHOULD be right up my alley. But they're just not woth it. I wish I had a solution to this but there's nothing I can suggest that would be balanced. I think that combos need to have their effects turned WAY up...but then in big boss fights you have combos inadvertantly going off left and right just because of scale. So I'm not sure what to do about them.

    A big problem is the current boon focused meta still existed in beta; it just relied more on combos, because classes were designed with combos as a boon source.  Might was and still is too valuable with how DPS is king. So every dungeon party wanted an ele for might blast and dps. Thief or Mes for group stealth to skip, War banners for stat stacking and extra might, and Rangers if you wanted to troll with pet aggro.  

    Because modern boon meta is all about max boon upkeep, the power scaling on top of the power creep makes combos weaker then auto spamming or even single skill uses in newer especs.  

    combo are good for active playstyles…. which is why they killed it. In its place is more passive boon gen or boon gen built into offensive skills. 

    • Like 1
  9. 55 minutes ago, draxynnic.3719 said:

    Context?

    I don't know of anyone using thief for support in competitive, and in PvE, heal alacrity spectre is a PITA to actually use due to having to switch targets all the time.

    When it comes to warrior staff - staff pretty much has to carry warrior for warrior to be a healer at all, at least in PvE (healbreaker existed in sPvP before staff, but it was really more of a support/bruiser hybrid than a full support). Warrior utilities, traits, and mechanics have almost no foundation for support at all, so it all has to go on the weapon. Guardian, by contrast, especially firebrand, has a good amount of support in utilities, traits and mechanics, and so doesn't have to lean on the weapon so heavily.

    The heals per second have dropped a bit relative to the field, and maybe the healing on staff and mace could be increased a little to account for that, but guardian, especially firebrand, has a pretty big bag of tricks to draw from. Thief and warrior aren't exactly the professions I'd be envious over when it comes to support.

    Warrior has 2 trait lines for support, 2 utility types are support focused and warhorn has no offensive use.   The catch was, and still is, that Warrior support based around passive bonuses that got outpaced by the hard pivot to rampant boon generation thats at the core of all especs now.  
     

    As a front liner, it doesn’t need to be a boon spammer, because classic guardian and ele filled those jobs.  Freeing up warriors to do what they’re designed to do….. control the play field. 

     

    When anet gave up on emphasizing class playstyles to become a different WOW clone, it inherited all of WOW’s core design problems. Vertically stacking buffs, buff density, and doubling down on the two dps metrics.  Control no longer matters in any real significance, so naturally everything becomes fixated on DPS-in and DPS-out 

  10. On 3/27/2024 at 12:17 PM, MysteryDude.1572 said:

    New people get overwhelmed by what? All this freedom they stumble upon character creation? just.. literally go out and explore. You got questions ? Use the chat function to make an actual conversation... It's not that complicated.

    There are straight up a shocking number of players who still think all chat in MMOs are toxic, and just disable or ignore it out the gate.  These people then insist that a game MUST teach the player everything in a level design format, or its an utter failure of game design. 

    To this day people complain about needing a wiki to explain any given process, regardless of how the game tutorializes it, because they can’t be bothered to experiment or use shared knowledge.  

  11. 2 hours ago, Iustitian.9176 said:

    The effect should be changed to "Fear you inflict remove a boon" and we have two core elements of the necromancer in one relic. Case closed.

    fear converts stab to fear.  

  12. 4 hours ago, Puck.3697 said:

    It whys it fun? The playstyles the same, nothing changed in regards to anything you actually interact with, unless it’s nerfed to a point it’s uncompetitive and players won’t take it into groups, it rly doesn’t have any effect

    I keep forgetting “fun” means “muh power fantasy that is fragile because real life”.  Games can’t be fun unless it makes one forget a sense of insecurity. 

    Feels like this gets worse every year. Instead of an easy challenge to beat, it can’t pose any risk of suboptimal lest it be the same as hostile game design. 

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  13. 50 minutes ago, Shiyo.3578 said:

    Can't have sidegrade/horizontal content that requires any actual grind because the player base can't handle it(See: Masteries during HOT).

    Can't have cosmetic grinds because this game is Buy to play and the best cosmetics go into gacha boxes and the cash shop.

    Can't have gear grinds because they advertised this game as no gear grinds.

    Anet has backed themselves into a corner and created a game that has no reason to be played.

    you need more imagination. there still auto clickers and actual time games left to copy

  14. 2 minutes ago, Teknomancer.4895 said:

    Do you mean the wiki itself as a standalone site, or do you mean this performance issue happens when launched from the /wiki chat command?

    If the first, then it's community-driven as discussed above. If it's the invoked-from-chat-window thing, that might indeed be a dev issue.

    /wiki just sends a request to explorer to open a weblink.  it uses the default browser set in windows. so it would depend on browser behavior

  15. 52 minutes ago, StraightPath.3972 said:

    @devs
    On slower connections the main page loads real slow. Mostly due to massive filesizes of graphics.
    Website optimization happens to be my real life skill so if you want I'll be happy to help (be it tips or right down implementing the fixes)

    so it can’t have x amount of graphics because you have a slow connection?   why not run pi hole or a browser plugin that stops auto loading images and assign it to websites?

    I also didn’t realize anyone even uses the main page.  most people either use google or /wiki because the search function defaults to exact match. 

  16. 2 minutes ago, DreamyAbaddon.3265 said:

    I have to strongly disagree. Hear me out:
    The GW2 universe is like any universe; StarWars, StarTrek, whatever. It's just the lore and world and races we use. Meanwhile, the writers of the game can choose a race and character they want to tell a story of and make a compelling story about that character in this world. The story wouldn't have to be about the world itself but the characters and their relationships and struggles. All you need is motivation, flaws, and how the main char will overcome their flaws and deal with obsticles to reach the climax and achieve their goals for a satisfying ending. Everything else about the world is extra. Seeing how the other races interact in the future and stuff. There can be tons of great side missions too like in Mass Effect games or Starfield or even Fallout games. Side missions could be the bread and butter of Guild Wars 3 were you get to know the characters in other planets and solve their problems. Making new friends and enemies along the way.

    I love to see how the Mists can be used as a worm hole to travel longer distance using space ships

    Something like a WarpDrive but call it the MistDrive using modern tech to travel through mists to reach other solar systems or galaxies.

    But you also need the stories to follow the logic of the world.  Otherwise you get the 40k Inquisitor: Draco types stories.    And the games you cited all have one thing in common.... the story HAS to revolve around a single person being the most important person in the universe.  In Fallout, you're the only Vault Dweller that wasn't a total idiot, and somehow managed to stopped other people from making the wasteland worse then it already was.  In Starfield, you were so special and chosen, that other chosen ones from other universes were sent over to kick your kitten.  For Mass Effect... literally the only person who is given the choice to save the universe; and you will always pick the wrong one, because the problem is circular.  The sides quests that landed up being the most interesting are the ones where you weren't the center of the story.  But at the same time, depending on when in the time line you encounter those side quests, the quest would have to ignore your main character energy to not let you solve the problem in ways other than what the side quest wants to do.  

    So what if you made a game entirely about side quests?  Its called Halo ODST.  And it got criticized for being hard to follow, and not having a story of its own.  Other games in similar formats usually get called meandering or unfocused.  Without a main throughline to keep things on a track, people routinely have trouble understanding what they should be doing.  Breath of the Wild had that issue at first, because very little story happens in forefront of that game; from a series that had very strong main story lines for most of its life.  

    Even within Guildwars 2, there were chapters that functionally operated as their own storylines headed by other characters.  And people didn't seem to respond well to those episodes. 

     

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  17. I'm gonna go out on a limb and say that a single player game will NOT work within the Guildwars universe.  And this is largely to do with the lore itself.   Guildwars thematically has largely been about people coming to together to solve a big problem.  The Lore actually does not like the idea of a singular chosen one.  Whenever a single person tried to solve a big problem, they either made the problem worse, or invented a whole new problem that everyone else now has to deal with. (And I extend this idea into everything involving Aurene, dating all the way back to Kaithe taking the Egg) Even in GW1, it was heavily implied that you were part of a diverse group of heroes who banded together to stop an existential threat.  In GW2, that was the premise of the entire 2nd and 3rd acts; with at least half the options in the first act being about leadership and cooperation.  

    To make a single player campaign in the way modern players expect things (aka straight up power fantasy), you'd end up being the villain with how this universe treats powerful independents.  Even the OG Best Dude of Tyria's History, ended up causing not only one of the single biggest disasters (the Crystal Dessert), but set the stage for all subsequent major magical disasters (including the Guildwars, the Sinking of Orr, speeding the cycle of the Dragons, and Nightfall being the weakest campaign of the 4 major story lines).  His name was Abbadon.  And he gave the people of Tyria the gift of Magic.  And what did we learn?

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  18. 13 hours ago, Efar.8153 said:

    yes, i also noticed that the new spell animations look kind of cartoonish(flashy and at the same time not that pretty?)  -  they remind me of the new wow spells... hmm

    Thats probably not a coincidence. With the amount of people complaining the game should be more like WoW, and a lot of Blizzard Devs being laid off over the last 3 years, theres a decent chance some of them ended up in entry level jobs at Anet.  

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  19. On 3/18/2024 at 11:32 AM, Omega.6801 said:

    What's been bothering me the most is the shift in weapon design since EoD. Ever since EoD weapon models have become more and more clunky and toy like, the models look bigger and more like something you'd see in WoW than in GW2.

    Designing on a budget, and having to reuse assets to achieve volume.  Welcome to captialism. 

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  20. 3 hours ago, illuminati.8453 said:

    Yeah, it makes no sense.  If people like to constantly zoom in during fights, then let them have that option.  But, for me, I am always having to zoom out several times a fight without fail.  I'm pretty sure others are doing this too.  

    It has been requested so many times that you may be on to something about them not being able to stop it.  I'd at least like @Rubi Bayer.8493 to inquire about it.  

     

    update - just did unlocking wizard's tower - every time I had to fly when I would land my camera would be zoomed in.  I'm not sure if it is the champion doing it, the flying, or collision with the platform but this happens so often it is maddening.  I assumed it was the same code that zooms in when a boss fight starts, since the effect is similar, but it feels more like a bug than something intended. 

    Its a lowest common denominator problem.   There are people so oblivious they don't know where to look when something important happens. So the camera is supposed to zoom in on it, so those players know a thing is happening and can see it and comprehend it.   Though I'd argue they don't comprehend anything.   If you had the option to disable it, someone would disable it, and then blame Anet for not high lighting important things happening during large battles.   yes, people are dumb enough to forget they toggled a setting.   

    And we're not even at the bottom yet.  Players keep finding new dumb ways to be bad at the game, will blame the devs for it, and demand the devs make it so they're dumb actions stop causing them consequences that come with doing things in dumb ways that make you bad at the game.    And you can't just ignore it, because you get called incompetent for using bad design and not being accessible, and hostile to (insert X group name here).

    I'm not exaggerating.  The threads that lead us here are created on the forums several times per day.  

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