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Will 3rd Expansion happen at all?
Tolmos.8395 replied to yefluke.3168's topic in Guild Wars 2 Discussion
I don't think the game is in much risk of not being "saved", assuming NCSoft doesn't knee-jerk shut the whole thing down. Being realistic, the MMO industry as we know it is changing drastically. MMOs like GW2 are out going out of style, which means the ones we have now are probably some of the last we'll see for a while. New MMOs are taking the form of action oriented microtransaction based games from Korea like Black Desert, fps/third person games like Anthem or Destiny, or more console friendly versions like Sea of Thieves. There hasn't been a successful GW2/Final Fantasy XIV/World of Warcraft in a number of years, and I don't think there are many in the works at the moment. There are a few, but their hype trains are much smaller these days than in days past. This means there won't be a lot of choices, truth be told. GW2 is one of the last games of its kind we'll get to play, and when it's gone it will be gone. A lot of folks will continue to come back for that reason alone, not including the fans who honestly enjoy the game and just want to keep playing. As long as there are still some people who older style MMOs, this game will keep trucking. It's only when that interest dies out that we'll probably start to need to worry about GW2. -
Before everyone gets all uptight, I might remind folks that this is mostly for male characters, and maybe Asura females. The base female underwear for the chest is hideous compared to the bikinis you could get in game; Asura being the only exception of having something that actually has some semblance of design to it. This is really so dudes can run around without shirts on all day. And, in light of the way female vs male armor in the game looks, that's a really fair thing to ask for lol
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I've been begging for this since the game released. It ended up causing one of my friends to quit, and so this issue has been pretty near and dear to me ever since. An hour into a mission he wasn't enjoying, he got DCed. He could never bring himself to do the mission again, and without doing story stuff the game got boring for him. A month or so later he stopped logging in completely. Honestly, it makes me nervous to do long missions. I got pretty antsy in the Zhaitan mission because of how long it was taking, thinking about how much I did NOT want to do it all over again if I got DCed. Rather than focusing on how much fun the mission was, I started focusing on how problematic it would be for me if I got DCed. I have no idea what sort of architectural changes would be required on the dev end to make this happen, but this is really high on my wish list for this game. There was a reason the problem was handled in Guild Wars 1, and I was desperately hoping it would be taken as seriously here. If it had been, I'd probably still be able to play with my buddy.
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I actually don't think making it top priority is the best idea. If we get this checkbox I'm checking it and leaving it on forever. But I still want to do non-RP PVE, and I feel that if I've joined a party, squad, or guild, or put someone on my friends list, then those are the people I want to default join in maps. It's a much smaller pool for me than thousands of RPers out there. If I've gone to the trouble of marking someone as being of particular relevance to me, however transitorily in the case of parties and squads, then the game should try to load me into the same maps as them. (Caveat: to prevent stalking, friend weighting should only occur for players who have friended each other). Once my list of named people has been checked through for map joining, THEN toss me in with others who have flagged as RP. The "join in" map feature is handy but it's much better to just start out sharing the map. I would imagine it would be a top priority, primarily because the logical flow for things like this is conscious decision first, followed by passive decisions next. Checking a checkbox whose sole purpose is to change your server channel is the highest level conscious decision you can make about where to end up. After that, passive things like friends list and guild, etc etc. If friends list overrode the checkbox, then folks would have to sanitize their friends list to make the box work. I doubt that would pass Anets QA to get released I see your point. It's certainly an arguable one (lawyer speak for it has a solid basis). I think I'm coming from a slightly different angle, though. To me, actively selecting a person to friend, guild, party, or squad with is a conscious decision and moment-to-moment choice. Whereas flagging for RP is a one time choice that then becomes a passive factor. "Please put me in maps with random people who also say they RP" vs "Please put me in the same DS map as the squad I joined, oh and if there are non-squad RP people porting to DS hey, if enough of the squad has flagged RP odds are the loners will be with us too." Could help that my friends list is very short and with one exception contains people I'm always happy to see, that exception being a proven scam beggar who always needs just 3 more of x valuable mat, in map after map, day after day, and I want to know it's that same jerk if I see the begging. Besides, think of the pool sizes. What are the odds that a dozen or two on your friends list will all simultaneously decide to join the same zone as you? Whereas out of thousands of RPers, given a goal of just randomly getting mixed with them, the odds are much higher.I can definitely see your point in the aspect of parties. Parties should trump everything else. Now, the following is just my own opinion. Different software devs view things in different ways, so just because I see it this way doesn’t mean a thing in regards to how the devs at Anet would see it: The reason that I figure the checkbox is a logical higher sorting than friends list is because friends list is what we would normally refer to as a “fire and forget” sort of thing. You add someone to your list and don’t think about it. Currently, there are few reasons to clean that list out. On the other hand, the checkbox is a single purpose action, to specifically designed to say “override where you normally would send me and send me here instead.” This distinction is important, because people could have very full friends lists. If the player logging in decides “ok, I want to RP today”, but members of their friends list are non-RPers hanging out in the zone they want to RP in, the player would be beholden to the choices of their friends list to where they end up. What is important here is level of effort to correct. If the checkbox overrides all, then not ending up in the right instance because of that box could be corrected with an action as simple as unchecking and rezoning. In contrast, if friends list overrides the checkbox, correcting the issue would require removing the offending players from the friends list and then rezoning. Depending on the length of the friends list, this could be a timely undertaking if you also want to add them all back once in the zone.
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I actually don't think making it top priority is the best idea. If we get this checkbox I'm checking it and leaving it on forever. But I still want to do non-RP PVE, and I feel that if I've joined a party, squad, or guild, or put someone on my friends list, then those are the people I want to default join in maps. It's a much smaller pool for me than thousands of RPers out there. If I've gone to the trouble of marking someone as being of particular relevance to me, however transitorily in the case of parties and squads, then the game should try to load me into the same maps as them. (Caveat: to prevent stalking, friend weighting should only occur for players who have friended each other). Once my list of named people has been checked through for map joining, THEN toss me in with others who have flagged as RP. The "join in" map feature is handy but it's much better to just start out sharing the map. I would imagine it would be a top priority, primarily because the logical flow for things like this is conscious decision first, followed by passive decisions next. Checking a checkbox whose sole purpose is to change your server channel is the highest level conscious decision you can make about where to end up. After that, passive things like friends list and guild, etc etc. If friends list overrode the checkbox, then folks would have to sanitize their friends list to make the box work. I doubt that would pass Anets QA to get released
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It would be nice if you roleplayers could enter WvW in "guest mode" and be seen as NPCs by the other players. More than once I've gone into a group full burst before noticing say chat and trying to disengage. The tone of frustration suggested that this was pretty common.This goes beyond players in WvW. World is used as one of the considerations when picking what instances of a map someone will go on. Removing the ability for the RP community to pick a single world reduces the chance for them to matched in a map instance with each other in the game at large without already being in the same guild or in a squad. We'd like to find a way to fix this if we can. Would some kind of RP check-box or special title that when selected prioritizes MegaServer Shards be possible?I’d definitely prefer a checkbox to a title. I like my current title!
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It would be nice if you roleplayers could enter WvW in "guest mode" and be seen as NPCs by the other players. More than once I've gone into a group full burst before noticing say chat and trying to disengage. The tone of frustration suggested that this was pretty common.This goes beyond players in WvW. World is used as one of the considerations when picking what instances of a map someone will go on. Removing the ability for the RP community to pick a single world reduces the chance for them to matched in a map instance with each other in the game at large without already being in the same guild or in a squad. We'd like to find a way to fix this if we can.Very happy to see that this is on y’alls radar. Just knowing you are aware of the situation and hopeful to find a solution is a big boost of confidence.
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And what if I command without a pin. You saying that you will hinder a alliance size or world size based off someones commanding potency. Makes me not want to wear a pin what so ever. Honest question here but... why? I mean, what detriment is there to wearing the pin if you are already doing everything else?
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Did Anet say you have to? Guilds is only for sorting players on the world. In the extreme example of someone having 0 guilds joining WvW, I'm assuming he will just join a random world thats not full, for the duration of being logged on. Another random world the next time he logs etc. Alternativly setting that random world as the home world until reset. At least that would be the logical method. Thats exactly what it is, you have to join guilds if you dont wanna rely on your luck to being put in same server. Otherwise you'll be placed randomly. Its not by random. Its based off you contacts and what guilds you are in. who you party with. So if you choose to not have any guild claimed as your WvW guild, it will STILL take into account what guilds you're in when it places you. Furthermore Arena Net has alluded to the fact, that it is still able for such an individual to Transfer during the 8 week Season so you are indeed never trapped.Uhm isnt it kind of hard to take into account what guild you are in if you have no guild and no friends? I highly doubt the MMR can place you based on data that doesnt exist. Remember we arent all veterans with 5 guilds, new players are gonna have to join WvW too. if you have no guilds and no friends. why would you care where you're placed. They just wanna leech of the good guild/commanders of a server, get carried and then say ¨kitten i am maguuma kitten¨, without actually trying to be good and acomplish something on their own. This profile describes anyone complaining on this post basically. Some of us have concerns about eliminating servers that aren't in any way connected to wvw itself. As far as WvW is concerned, if it is truly effective at the goal it seems to have set, that is "Have roughly equal population coverage in wvw no matter what the time of day" then I will consider it not only a rousing success, but also easily the best thing to ever happen to the wvw community as a whole. That said, there are certain aspects of the non-wvw community that this could impact in an extremely negative way (Yes I am mostly referring to the RP community, yes I know most of you don't care.) It's not a bad thing to bring this to their attention and hope that they can find some ways of addressing those concerns. After all, that's the entire point of them posting this so far in advance, right? There is a fair point as far as new players go, and how this might affect their impressions about wvw sense of community/etc. I think the best suggestion regarding that so far has actually be 12 weeks instead of 8 for reshuffles... make a wvw season last an entire 3 months instead of just two. That little bit of extra time with the current match-up can make or break how you feel about your current world's guilds/alliances/commanders and help you decide whether you want to stay with them, or try and find a new group in a new match-up.The only point to servers is WvW. Without that, we're all on a mega cluster server that share the code and hardware. The term Server is wrongly used. Everyone is on the same server instead use the term world. Again. Servers don't mean anything to PvE or SPvP. That is the case now, but it was not always so. It used to be that on the "unofficial" RP servers (Tarnished Coast in NA, and Piken Square in EU) people could be out wandering the world and have a high probability of finding other people who were just out and about RPing. Ever since the mega-server system was implemented, finding that is about as frequent as finding a precursor. It still happens from time to time, but it's pretty rare. Eliminating servers entirely, and thereby eliminating server-priority for mega-server instance selection, will make RP hard to find EVEN IN THE CITIES which was the last place we could be wandering around and still run in to other Roleplayers. It will no longer be rare in the open world, it will be gone completely. What I am asking them to consider is a non-wvw alliance system that would give mega-server selection priority to people in the same alliance. It's really my only concern on the matter (well that, and of course how effective the algorithms they use for determining the wvw World Selection are). It may not mean anything to you, but to the RP community it means a HELL OF A LOT. What is stopping the RP community from playing together exactly. After this? Possibly being separated onto different channels from each other. There are too many RPers to squish into a single guild, even if they were all willing to throw away ties with their current guilds to all try to squeeze together into a single one hoping the megaserver will put them in the same instance. I dont understand what being separated into different channels means. You dont have to squish them into a single guild. You can make an alliance of many like minded guilds. You dont have to throw away any ties of anything. Say that you and I both log into the game at the same time, and want to play together (but are not part of the same guild). Depending on certain factors, we could both be standing in the exact same place in Divinity's Reach and not be able to see each other. We would be in different channels on the megaserver. Right now, your chosen shard (Tarnished Coast, for RPers), gives some priority for where you end up. If we both logged in and were both part of TC, we'd likely be in the same channel and see each other. No shards, however, means that prioritization will be relegated to guild based only. Now, the issue with this is: if you have 100 players all log in who want to RP, and they are part of different guilds, they could end up on 2 or even 3 different channels, all split apart. If some of those players are (and have been for some time) part of larger guilds that are not RP oriented, but that they have emotional bonds/ties with, then an RP alliance may not be something that they can do. That's the problem. RP is a playstyle heavily reliant on running into like minded people in the same game world. If they are split amongst several game worlds dynamically, without some means of control over which channel they end up in, that puts a pretty solid hamper on their gameplay. So far the solution I've been suggesting is allowing for alternate types of alliance, not just WvW ones. Chances are the WvW guilds don't want a bunch of RPers making guilds and tagging them as WvW just so they can form an alliance, as this could mess with how worlds are sorted. Allowing us to tag a guild as "RP" and only allowing those tagged guilds to ally with other guilds tagged as "RP", with mega-server sorting priority based on alliance, but not world sorting priority, would solve a lot of this problem. An alternate solution is to allow us a chat command that can let us type in the IP of a shard and automatically move to that one, then the GW2RP site could keep track of the IPs of active RP shards and people could easily get in to them. This is the less than ideal solution though.I just mentioned this in another thread, but I'll mention it here as well: Another solution is to keep the server selection that exists, but not have it apply to WvW. Right now, the only reason the WvW change is hurting anything else is because the server selection at start up is deemed unnecessary, since it isn't being used for WvW anymore. But, it actually affects more than just WvW. So, instead, if we keep that selection, everything works itself out. WvW can continue with all of its proposed changes, including the new Dynamic Worlds system they are planning, and the rest of the game can continue to function on the static worlds that already exist.
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Did Anet say you have to? Guilds is only for sorting players on the world. In the extreme example of someone having 0 guilds joining WvW, I'm assuming he will just join a random world thats not full, for the duration of being logged on. Another random world the next time he logs etc. Alternativly setting that random world as the home world until reset. At least that would be the logical method. Thats exactly what it is, you have to join guilds if you dont wanna rely on your luck to being put in same server. Otherwise you'll be placed randomly. Its not by random. Its based off you contacts and what guilds you are in. who you party with. So if you choose to not have any guild claimed as your WvW guild, it will STILL take into account what guilds you're in when it places you. Furthermore Arena Net has alluded to the fact, that it is still able for such an individual to Transfer during the 8 week Season so you are indeed never trapped.Uhm isnt it kind of hard to take into account what guild you are in if you have no guild and no friends? I highly doubt the MMR can place you based on data that doesnt exist. Remember we arent all veterans with 5 guilds, new players are gonna have to join WvW too. if you have no guilds and no friends. why would you care where you're placed. They just wanna leech of the good guild/commanders of a server, get carried and then say ¨kitten i am maguuma kitten¨, without actually trying to be good and acomplish something on their own. This profile describes anyone complaining on this post basically. Some of us have concerns about eliminating servers that aren't in any way connected to wvw itself. As far as WvW is concerned, if it is truly effective at the goal it seems to have set, that is "Have roughly equal population coverage in wvw no matter what the time of day" then I will consider it not only a rousing success, but also easily the best thing to ever happen to the wvw community as a whole. That said, there are certain aspects of the non-wvw community that this could impact in an extremely negative way (Yes I am mostly referring to the RP community, yes I know most of you don't care.) It's not a bad thing to bring this to their attention and hope that they can find some ways of addressing those concerns. After all, that's the entire point of them posting this so far in advance, right? There is a fair point as far as new players go, and how this might affect their impressions about wvw sense of community/etc. I think the best suggestion regarding that so far has actually be 12 weeks instead of 8 for reshuffles... make a wvw season last an entire 3 months instead of just two. That little bit of extra time with the current match-up can make or break how you feel about your current world's guilds/alliances/commanders and help you decide whether you want to stay with them, or try and find a new group in a new match-up.The only point to servers is WvW. Without that, we're all on a mega cluster server that share the code and hardware. The term Server is wrongly used. Everyone is on the same server instead use the term world. Again. Servers don't mean anything to PvE or SPvP. That is the case now, but it was not always so. It used to be that on the "unofficial" RP servers (Tarnished Coast in NA, and Piken Square in EU) people could be out wandering the world and have a high probability of finding other people who were just out and about RPing. Ever since the mega-server system was implemented, finding that is about as frequent as finding a precursor. It still happens from time to time, but it's pretty rare. Eliminating servers entirely, and thereby eliminating server-priority for mega-server instance selection, will make RP hard to find EVEN IN THE CITIES which was the last place we could be wandering around and still run in to other Roleplayers. It will no longer be rare in the open world, it will be gone completely. What I am asking them to consider is a non-wvw alliance system that would give mega-server selection priority to people in the same alliance. It's really my only concern on the matter (well that, and of course how effective the algorithms they use for determining the wvw World Selection are). It may not mean anything to you, but to the RP community it means a HELL OF A LOT. What is stopping the RP community from playing together exactly. After this? Possibly being separated onto different channels from each other. There are too many RPers to squish into a single guild, even if they were all willing to throw away ties with their current guilds to all try to squeeze together into a single one hoping the megaserver will put them in the same instance. I dont understand what being separated into different channels means. You dont have to squish them into a single guild. You can make an alliance of many like minded guilds. You dont have to throw away any ties of anything.Say that you and I both log into the game at the same time, and want to play together (but are not part of the same guild). Depending on certain factors, we could both be standing in the exact same place in Divinity's Reach and not be able to see each other. We would be in different channels on the megaserver. Right now, your chosen shard (Tarnished Coast, for RPers), gives some priority for where you end up. If we both logged in and were both part of TC, we'd likely be in the same channel and see each other. No shards, however, means that prioritization will be relegated to guild based only. Now, the issue with this is: if you have 100 players all log in who want to RP, and they are part of different guilds, they could end up on 2 or even 3 different channels, all split apart. If some of those players are (and have been for some time) part of larger guilds that are not RP oriented, but that they have emotional bonds/ties with, then an RP alliance may not be something that they can do. That's the problem. RP is a playstyle heavily reliant on running into like minded people in the same game world. If they are split amongst several game worlds dynamically, without some means of control over which channel they end up in, that puts a pretty solid hamper on their gameplay.
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Did Anet say you have to? Guilds is only for sorting players on the world. In the extreme example of someone having 0 guilds joining WvW, I'm assuming he will just join a random world thats not full, for the duration of being logged on. Another random world the next time he logs etc. Alternativly setting that random world as the home world until reset. At least that would be the logical method. Thats exactly what it is, you have to join guilds if you dont wanna rely on your luck to being put in same server. Otherwise you'll be placed randomly. Its not by random. Its based off you contacts and what guilds you are in. who you party with. So if you choose to not have any guild claimed as your WvW guild, it will STILL take into account what guilds you're in when it places you. Furthermore Arena Net has alluded to the fact, that it is still able for such an individual to Transfer during the 8 week Season so you are indeed never trapped.Uhm isnt it kind of hard to take into account what guild you are in if you have no guild and no friends? I highly doubt the MMR can place you based on data that doesnt exist. Remember we arent all veterans with 5 guilds, new players are gonna have to join WvW too. if you have no guilds and no friends. why would you care where you're placed. They just wanna leech of the good guild/commanders of a server, get carried and then say ¨kitten i am maguuma kitten¨, without actually trying to be good and acomplish something on their own. This profile describes anyone complaining on this post basically. Some of us have concerns about eliminating servers that aren't in any way connected to wvw itself. As far as WvW is concerned, if it is truly effective at the goal it seems to have set, that is "Have roughly equal population coverage in wvw no matter what the time of day" then I will consider it not only a rousing success, but also easily the best thing to ever happen to the wvw community as a whole. That said, there are certain aspects of the non-wvw community that this could impact in an extremely negative way (Yes I am mostly referring to the RP community, yes I know most of you don't care.) It's not a bad thing to bring this to their attention and hope that they can find some ways of addressing those concerns. After all, that's the entire point of them posting this so far in advance, right? There is a fair point as far as new players go, and how this might affect their impressions about wvw sense of community/etc. I think the best suggestion regarding that so far has actually be 12 weeks instead of 8 for reshuffles... make a wvw season last an entire 3 months instead of just two. That little bit of extra time with the current match-up can make or break how you feel about your current world's guilds/alliances/commanders and help you decide whether you want to stay with them, or try and find a new group in a new match-up.The only point to servers is WvW. Without that, we're all on a mega cluster server that share the code and hardware. The term Server is wrongly used. Everyone is on the same server instead use the term world. Again. Servers don't mean anything to PvE or SPvP. That is the case now, but it was not always so. It used to be that on the "unofficial" RP servers (Tarnished Coast in NA, and Piken Square in EU) people could be out wandering the world and have a high probability of finding other people who were just out and about RPing. Ever since the mega-server system was implemented, finding that is about as frequent as finding a precursor. It still happens from time to time, but it's pretty rare. Eliminating servers entirely, and thereby eliminating server-priority for mega-server instance selection, will make RP hard to find EVEN IN THE CITIES which was the last place we could be wandering around and still run in to other Roleplayers. It will no longer be rare in the open world, it will be gone completely. What I am asking them to consider is a non-wvw alliance system that would give mega-server selection priority to people in the same alliance. It's really my only concern on the matter (well that, and of course how effective the algorithms they use for determining the wvw World Selection are). It may not mean anything to you, but to the RP community it means a HELL OF A LOT. What is stopping the RP community from playing together exactly.After this? Possibly being separated onto different channels from each other. There are too many RPers to squish into a single guild, even if they were all willing to throw away ties with their current guilds to do so, in hopes that the megaserver will put them in the same instance.