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Valdrimari.2769

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  1. I am still buying the Guild Wars 2: End of Dragons expansion soon, and in spite of all the expansion has to offer, a big integral part of Cantha is completely missing: competitive missions that are PvP-based that can be joined with other players in a PvE area of the map. Those PvE/PvP competitive missions were known as the Jade Quarry and Fort Aspenwood in the original Guild Wars (to any new players reading this who may not know). However, I am suggesting new competitive missions be implemented (and more than just 2 of them, each with different kinds of gameplay objectives). That is what made the competitive missions interesting is it was a form of 'conquest' in an MMORPG on the map itself (always changing) and I strongly believe the concept of conquest should be revisited. This is therefore not a suggestion for the team over at Anet to bring back Jade Quarry and Fort Aspenwood (it may not fit the expansions' current reimagining) but to consider implementing an alternative form of conquest somewhere in the game. This implementation can be pitched to players as Guild Wars 2: Conquest with a different war story and different reasons as to what it is the new orders are fighting for and why. And instead of 2 orders (like with the Luxons and Kurzicks) there can be up to 4 different orders. A Guild Wars 2: Conquest addition to the game will be awesome. It would also be more than just 'claiming' an outpost alone like in the original Guild Wars and enjoying what the outpost NPCs have to offer. Players can also get access to exclusive passageways, roads, shortcuts, routes by water (now that we have boats we can use), etc. for claiming certain parts of the map (even small island areas) that lead to materials, mines, mini games, anything. Thank you for your time. Valdrimari
  2. Most of us in the GW2 community know the musical instruments have been broken for about 2 years now, and since no one on the Anet team is implementing a fix for them (or not trying to fix them any longer), they really should be removed from the Gem Store to prevent new players from wasting their money. Not everyone in the game is a master music player, and playing the scripts for those players 'was' enjoyable to compensate for their lack of musical ability. It brought the community more together in the big cities. Now, not only do the instruments not work with the scripts anymore that GW2 music tabbers took hours to tab, even players like me who had my Midi Keyboard mapped for manually playing the in-game musical instruments cannot play the instruments like that anymore because of the delay on octave changing and how notes/chords are being completely missed. Thank you for looking into this. It is not a good business practice to sell Gem Store items that are broken or that once worked in a better game state.
  3. I call for gunspears! Gunspears: spears with a very long barrel for bullets to shoot out with a functional trigger along the barrel, adjacent in design to the actual spear's sharp-tipped pole with a fake trigger along the pole to balance out the weight of the weapon adjacent to the functional trigger. Think of it like a double-barrel shotgun in design, half sharp-tipped pole, half gun barrel, and with one functional trigger and one fake trigger for weapon balance and for show. Now that would be awesome! There is so much potential for spears with a touch of creativity, and it really is sad most of you guys do not understand how awesome spears truly are and what the developers can actually do to make them even more awesome.
  4. You hit enemies like a piñatas with a staff and knock them down or knock them out most of the time at best; you hit enemies like piñatas with a spear, too, and it can also be thrown at enemies to knock them out, to knock them down, or to kill them in melee or at range. That is the difference. A spear is therefore more diverse and effective in usefulness than a staff. Easier to kill an enemy with a spear, thrown or not thrown, than it is to kill an enemy with a staff, thrown or not thrown. So to say spears will just be like equipped staves is completely inaccurate. Staves and spears were created for different purposes, and despite their similarities, a spear or any stick/pole arm weapon with a single or double-ended pointed tip is an upgrade from a staff. Staves are child's play compared to spears, and even if a staff is magical, it is still child's play compared to a magical spear. Can you stab through more watermelons with a staff? I didn't think so...
  5. An awesome Elite Skill for a spear user would be the use of two spears (whereupon the Skill Bar changes with Elite spear attacks), the second spear which replicates the weapon power of the users' main spear, performing a mix of spin attacks, a simultaneous stab, interchanging stabs, one after another, between both spears, and then a mighty spear throw attack for when the enemy is out of range.
  6. I agree! I do not want this issue being forgotten, either. Hopefully, a fix is still in the works, as you say and seem to be confident about.
  7. I was not suggesting Anet's developers roll the game back 'now' to see what went wrong; my question in my other post was more about asking why the developers did not roll the game 'back then'.
  8. Throwing spears is not 'a Ranger thing'. Warriors in games, in war movies (fiction or non-fiction), and throughout history in the real world have used spears far more than Rangers/archers have ever used spears in games, in movies, or throughout history in the real world. You will find far more references of Warriors using spears in the history books, on Wikipedia [on spears], etc. (or whatever source you choose to read from) than you will references of Rangers/archers using spears. Any mention of Rangers/archers using spears was a borrowed idea from the ways of the Warrior, not the other way around. Furthermore, by design, spears are meant both for melee combat and ranged combat; a spear is not pointed at its end for no reason, to not be thrown. Suggesting long-range combat only for spears makes no sense.
  9. Just because the farmer in that tale just so happened to be using a quarterstaff that day does not mean a staff is better than a spear, because had the farmer that day been wielding a spear instead against the blademaster, the story would have been much different saying that all agreed (from the authors you cited) that the spear was among the best, if not the very best, of all hand weapons. The funny thing, regardless if the farmer was wielding a staff or a spear that day, is the spear still wins for factual reasons very well explained below. Read on. One end being blunt for staves (for blunt trauma) and one end being pointy for spears (for piercing killing blows) is not the only difference between a staff and a spear. A spear can be thrown and a staff can be thrown, too (technically), yet throwing a staff at an enemy is nowhere near as effective vs. throwing a spear at an enemy. A spear can also be thrown at enemies and it can also be twirled around to perform attack combos on enemies like a staff, yet a staff is meant only to stay in the users' hand to perform attack combos on enemies, meaning a spear is more effective both in the users' hands and out of the users' hands, unlike a staff. Furthermore, a thrust from a staff to the ribs may deal blunt trauma damage, resulting in bruising, yet a stab from a spear to the ribs will go through the ribs and into and through the heart, resulting in death. Notice the difference in word use I used between 'a thrust' and 'a stab'. To stab (like with a spear) means to pierce or to wound somebody with a pointed tool or a pointed weapon with very little force needed, whereas to thrust (like with a staff) means to make advance with full-on force, and you would be very hard-pressed to break through one's skin all the way to the bone using a staff. If you were to pit an army of 1,000 men with staves against an army of 1,000 men with spears charging at one another, there would be far more staff-user casualties than spear-user casualties. But what if both weapons, the staff and the spear, pitted against each other from either army were imbued with magic? Again, there would still be more staff-user casualties than spear-user casualties. Example: If the leader from the spear-user army had a magical spear he sent flying at the staff-user army at a constant velocity of 40-50 mph, it would go through many more enemies than if the leader from the staff-user army were to also send out a magical staff flying at the same velocity at the spear-user army. Those are the facts (not opinions) regarding the clear differences in usefulness and effectiveness between a staff and a spear. So what weapon wins: the spear or the staff? The spear wins. The Warrior in GW2 should therefore have access to the likes of the spear more suited for actual 'killing' enemies (like the other weapons a warrior uses with sharp edges and pointed ends: axes, swords, daggers, pole arms, spiky maces, etc.) just like a staff is more suited for mages/spellcasters known to have more 'magical' properties about it that can also be used for melee combat. Sure, warriors in history have also been known to use blunt weapons like the hammer and even their shield against their enemies, for argument sake, yet a staff is no more suited for a true warrior just like a hammer is not suited for a true mage/spellcaster. That is not to say spears cannot also be imbued with magic in the fantasy worlds in movies and in games, but if we are to go by tradition, no mage/spellcaster is using a spear for their walking stick or spell casting no more than Gandalf did in the Lord of the Rings, no more than Vivi did in FF9, and no more than Jafar did in Aladdin. Conclusively, there are already too many classes that use the staff to the point of boredom: Elementalist, Necromancer, Mesmer, Ranger, and Thief. Not only that, there are two other melee classes that are close to what the Warrior is who can also use a staff: Guardian and Revenant. End of this debate, folks! Vote for a change; vote for spears!
  10. I really wish one of the developers working on the instruments bug would tell us what update and what part of that update in 2018 broke the instruments, because the developers have tried to fix the instruments a couple times with a couple tweaks, so they do have that information. Another thing that we would like to know is why a fix for the instruments in the game's code tied to the instruments has been hard to do. Further, why didn't the game get rolled back to a previous working state when the instruments were actually working, and then compare the old game code with what happened in the new game code as a result of the 2018 update.
  11. It has been 1 year, 4 months, and 4 weeks since the GW2 instruments broke, and we, the musician community, ask that you please fix the instruments we paid for, Anet. Notes not playing on the octave they are supposed to is still an issue, and music we used to be able to play is no longer playable whether using a script or not using a script, or even when using a Midi keyboard that allows for chords to be played across all octaves at the same time without having to keep pressing the Change Octave buttons. Playing the instruments was such an enjoyable pastime in the major Cities when we wanted to chill and take a break from PvE, or play while waiting for matches in PvP, and that was all taken away from us (musicians, music tabbers, and listeners alike) when an update broke the instruments back in Nov. 26, 2018. Please consider backtracking on the faulty patch note(s) released around the end of 2018 to figure out what broke the instruments. Thank you for your time.
  12. Not even the slowest songs can play correctly without playing in the wrong Octave (with a script or no script), and it has been since Monday, November 26th, 2018, that the instruments broke. Meanwhile, thousands of players' Gems have been wasted on broken Instruments (until a fix is devised), and there has been no update on a fix for the Instruments for months. The June 25th, 2019 Patch Notes https://en-forum.guildwars2.com/discussion/80491/game-update-notes-june-25-2019#latest fixed one long-known problem with the Instruments, and it reads: Increased the limit on the number of musical notes that can be played per second on all musical instruments before their skills are forced to cooldown. yet that Patch did not fix the other issue after the November 26th, 2018 Patch Notes were released. The instruments need to be fixed, because I did not pay money for broken Instruments, and neither did other players.
  13. Please Increase limit on the number of times the 'Change Octave' buttons can be pressed on the instruments (still no fix after Patch). After 7 months, notes/chords are still playing in the wrong octaves be it I play manually using a Midi Keyboard (which makes switching octaves easier immediately upon pressing another note on another octave) or be it I use a script for more complex songs. And even before Nov. in 2018 of last year when the instruments were working, the Change Octave buttons even back then needed to be tweaked more to increase the limit on the numbers of times they can be pressed, that way, notes/chords across different octaves can be played effectively. Your team only 'increased the limit on the number of musical notes that can be played per second on all musical instruments before their skills are forced to cooldown.' like the Patch Notes say, yet they forgot about/did not fix the other half of the real issue. Thank you for looking into this.
  14. That makes sense, then. That still leaves the other issue, though, with the instruments not being fixed after 7 months, even with the June 25, 2019 Patch. To be specific, notes are still being played in the wrong octave, even when playing slow songs. I just tried to play FF9 - Court Jesters, and the notes/chords across different octaves are not playing right. It's like Anet only 'Increased the limit on the number of musical notes that can be played per second on all musical instruments before their skills are forced to cooldown.' like they said in the Patch Notes, yet they did not increase the limit on the number of times the Change Octave buttons can be pressed so notes/chords across different octaves can be played effectively at the same time.
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