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Illconceived Was Na.9781

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Everything posted by Illconceived Was Na.9781

  1. No one is making that argument.Because (a) a Griffon is not a bird, (b) a Griffon doesn't exist in our world, © and everything in GW2 is artificial in some way besides the obvious. There are, however, lots of reasons why it would be bad for Guild Wars 2, and fine for other games. GW2 already allows skipping zones by use of waypoints; mount travel is slower. Other games tend to have more stuff that people want to skip; generally, all zones in GW2 have potentially interesting areas.Everything in GW2 is balanced (theoretically). Each mount is setup to have their own niche, to be less useful in some arenas. Each is setup to have advantages/disadvantages compared to 'walking'.In the end, it's a design choice: it's more fun this way (in ANet's opinion, and that of many players).
  2. Nearly all story achievements are more easily done with more people. And all of them, including this one, are doable solo. I realize the game is tailored to grouping - working with people. Kind of wish there was some endgame mode to get you "neat loot" for solo questing comparable to group raiding. p.s. there might be and im overlooking it right now, but ya know...It's an MMO. It undermines both the "massive" and the "multiplayer" aspects for ANet to spend any energy at all on solo content. And yet, they have setup all of the personal stories (and related achievements) to be solo-possible (if not always solo-friendly).
  3. Yes. (Along with many other achievements.)If the game keeps track, then the UI should, too.
  4. Nearly all story achievements are more easily done with more people. And all of them, including this one, are doable solo.
  5. The devs almost always leave such matters up to the community. (For better or worse, they prefer that we discover mechanics.)
  6. The acquisition methods are hard to compare because they are so different. If you just look at hearts, Thunderhead is quicker (faster heart). If you just look at events, Istan is a lot faster. It's arbitrary to insist that all collections have to be equal effort or that each peace of a collection has to be little more than comparable. Istan is my least favorite of the LS4 maps and yet I found it to be easy enough to build up the local materials, sometimes even easier. Sources for branded masses are nodes (0-3, often 0), chests (0-1, often 0), hearts (5/heart-toon-day), map completion (25), meta (5 each), reward track (50), daily chests (1). Sources for kralk ore are meteor strikes ("lots"), chests (1 each), metas (15 per character from boss alone, 15-30 per account from chests), map completion (25), reward track (250), hearts (25/heart-toon-day), map rewards (1), daily chests (5). Roughly speaking, if you participate actively in Istan events, you'll accumulate kralk ore 5-15 times more quickly than active participation in Thunderhead peak can generate masses. I'm sorry that the OP doesn't like the system. However, I believe that they misstated the case by over-dramatizing the parts that they don't like, and ignoring many of the viable options for increasing supply.
  7. As you have explained, the reason that the situation is fraught in any and all games is due to human nature. Some people are jerks & some are just insensitive. Accordingly, no system is going to work well for everyone all of the time. There is no set of mechanics, with or without a strong reporting system, that is going to insulate us all from every group drama.
  8. Likely, it could be bolder. The problem is that it would put ANet into the position of having to judge right and wrong in a lot of ambiguous situations. There's no perfect solution. It's just a question of which system has the less-objectionable downsides and perhaps more or better upsides.
  9. When the game launched, the person who started the group was the leader; they had the power to kick anyone/everyone. Here's a few of the things that happened: Leader would take on 4 PUGs. Get to the final boss. Kick all four, invite friends.Group would get to final boss, dislike something that one of the people did, kick them before the fight.Leader would DC; group would get kicked from instance (since the two mechanics are intertwined).Leader would be the toxic one, Leeroying this way and that, messing up mechanics, etc. The other four could do nothing.Leader would go AFK. And not return. The other four could do nothing: leader would get rewards, even if the rest four-personed the instance.People begged and screamed for something better. (And to be fair: calmer voices also offered suggestions.) Over time, the system evolved to the current mechanic: majority rules. Two people can't kick anyone in a full party; it takes three votes. tl;dr current system isn't perfect. It might not even be "good". It's just less worse than any of the alternatives.
  10. Think of Gorrik's item as the first ever (and only) "recipe discovery sheet", as opposed to the usual "recipe sheet" that we are used to. It has the same effect as a single character visiting the crafting station and discovering the recipe. Regardless of what your character does, the recipe can be discovered and rediscovered by any character on your account, once you've reached that part of the overall collection process. The "sheet" just removes the necessity from figuring out the ingredients manually (or via the wiki). I wish ANet had just stuck with a standard recipe sheet; this way made it more confusing (even if the intent was noble).
  11. It's Memorial Day weekend in the US. Response times are probably slower the usual.
  12. Any character can purchase the 4g ingredient, as long as the collection has been unlocked.Gorrik gives a single recipe, which can be used by any character, regardless of story completion.Once learned, any other character can discover the recipe in the anvil-tab of the Cooking station. The only wonky part of it is that the recipe has to be re-discovered, which makes the Gorrik-given item misleading. (Normally, consumed recipes unlock the details for the account; in this case, it acts as if the character discovered it.) Huh. That's ... weird. OK. Thanks.Definitely weird, yeah.Throws everyone for a loop, unless one happens to have read about it first. (And even then.)
  13. Any character can purchase the 4g ingredient, as long as the collection has been unlocked.Gorrik gives a single recipe, which can be used by any character, regardless of story completion.Once learned, any other character can discover the recipe in the anvil-tab of the Cooking station.The only wonky part of it is that the recipe has to be re-discovered, which makes the Gorrik-given item misleading. (Normally, consumed recipes unlock the details for the account; in this case, it acts as if the character discovered it.) The only thing I forgot to test is whether the recipe can be discovered before any other character has used Gorrik's consumable, although it doesn't really matter, since the collection unlocks along with Gorrik providing a recipe consumable. Accounts that haven't unlocked the collection can't buy the 4g ingredient, so it's moot for them. edit: rephrased
  14. I don't see the advantage of imposing this structure (plus, it assumes that ANet already has plans to release two expansions, when we aren't sure that they have plans for even one).
  15. Why do you feel like trash pulling people off walls? You're using it as intended. It's not all that hard to avoid, since there's an obvious tell and an annoying delay before you can send people into the void.
  16. The short version is: the modder just has to make it stable enough; ANet has to make it work for everyone, all sorts of machines, all sorts of circumstances, with 99.99999% uptimethe modder doesn't have to worry about memory/data transfer except for their own app; ANet has to worry about it for the entire gamethe modder doesn't have to QA the entire game, just their app; ANet has to check everything for artifacts/issues, everywhereANet would have to modify early source code (or adjust for it), without all the original devs in order to identify all the potential issues/assumptions.
  17. Here are some of the reasons stated above: All; time is more valuable than gold.1+; didn't want to wait for the event(s)None (friendly mesmers)None ("like to do the content myself")1-5 (or more); "I hate JPs" and/or "too weary for JPs"1 exactly; "last one needed"(if possible, I'll keep updating this, as new reasons are added)
  18. I've done 5 metas. And while I enjoy this meta a lot, it's a lot of time for "just one thing."
  19. tl;drMaybe there's an issue, maybe not; the evidence isn't conclusive.Even if there is, it's a temporary issue appetite of a small subset is sated. Afterward, we'll find other, more complicated issues that impact the map/meta. Then report that as the issue. That can be addressed by adjusting the rules for when a map opens/shuts, or by changing the way people get into new maps. It's also not necessarily the main reason maps are shutting down: people would leave anyhow right after the meta completes, because (a) some people are only going to stay for one, clean loot, and leave or (b) those looking for more meta will use LFG to find a map closer to the end. Those who are achievement hungry will soon have their 25 bridge events and will stop doing whatever it is that people think they are doing that has whatever downstream impact that people imagine might be going on. Change the bridge event spawning rules, and that affects everyone who will ever play the game in the future. That might turn out to be a good thing; it probably won't if the only thing ANet considers is this one achievement.
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