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Olvendred.3027

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  1. I don't even think it's timed, I think it's random. So sometimes you get a lot more than others, even if the dps is good.
  2. Convergences aren't terrible, but they need to cut down on the boring time-wasting repetition. Do we need the "kill 3 bosses" event before the "kill 5 bosses then another boss" events on each island? Do there need to be 5 lieutenants per island rather than, say, 3? It could even be alright if you could get champion bags and other regular drops throughout, but all the rewards are at the very end. The final bosses are the most interesting part and I'd like to see more variety there.
  3. It should override existing food, so you can refresh it and also overwrite any less-good food buff you might happen to have. Or even overwrite an ascended buff you don't want (like condition damage on a power character, or healing, etc). And I think it's pretty rare to accidentally eat the cake when you don't want to, unless you're constantly running around pressing F without looking.
  4. This makes no sense. There's no possible way that increasing the cap "promotes inactivity." If you got the AA, you were playing. In fact, it's the opposite. If you can accumulate a currency, you're incentivized to play at any time, because you can always keep getting more and it'll be useful later, even if you don't want to spend it right now. But if the currency is capped, you lose the incentive to play once you've gained that season's rewards that interest you. While yes, you can keep spending AA endlessly for a bit of gold, many players aren't going to be super eager beyond the seasonal skins and some of the limited-quantity items.
  5. They could also use the existing system where you just type the number you want into a vendor.
  6. They don't seem to have considered the possibility that there can be more options without more rewards. We could have 12 dailies, like before, but you would only get rewards for the first 4, if that's the reason for the limited number. Same with weeklies.
  7. They did remove it. The reason was that they added extra rewards (in the bouncy chests) for capping/defending towers and keeps, and then a bunch of people started camping out to farm those defence rewards by constantly just repairing, especially at SMC. Prior to that, however, almost no one bothered and it wasn't a problem. So the solution is just to separate achievement progress (including WV) from the extra rewards. Let people get their defend events for repairing, but don't make it something that can be farmed for rewards.
  8. There's a very simple solution: 1) Repairing gives guaranteed defence credit 2) No extra rewards if repairing was your only reason for defence credit.
  9. (Note this is about daily tasks/achievements, not the log-in rewards.) I'm not opposed to dailies as a concept. They're a good thing to have in a game like this. But they're only good when they work in certain ways: They should help guide players to content that they might not otherwise have thought of. And they should be completely optional, rather than something people feel they have to log in for. The addition of dailies to the Wizards Vault (WV) breaks both of these. The old dailies were very good at the first (though admittedly they could have guided players to a greater variety of content over the course of time): players were guided to all different maps and content they wouldn't otherwise return to, and the dailies brought players together to do similar things (important in an MMO). But they were also completely optional: the rewards were a nice boost, but not all that important. The main thing was the 2 gold, and you could make as much gold as you like playing anything. Similarly, there's always plenty of scope to farm xp, mats, wvw or pvp progress, etc. You weren't tied to the dailies. The new dailies in the WV are the opposite; and will be, even if the proper options between PvE/WvW/PvP are restored. They're very generic, meaning they don't prompt players towards certain content or bring them together. If you log in feeling aimless about what to do, you'll get no guidance there. At the same time, the new dailies will become much more of a chore, because they're such an important element in the new flagship rewards system. You can get 65 AA per day from dailies, and 770 AA per week from weeklies. That makes dailies 37% of the total available AA (or 33% if you include specials, but who knows how consistent those will be). There's no other way to get AA, and AA is now one of the most important ways of getting rewards in the game, so suddenly it feel much more needful to log in every single day, and cross those tasks off the list. (This is even worse because of the pointless AA storage cap, so you can't save for later, but that's another topic.) I suggest reverting dailies completely to the previous system. It worked; the people who like dailies enjoyed it; the people who didn't like dailies ignored it. At the same time, monthlies could replace dailies in the WV, to provide the same proportion of AA. Monthlies are much better for important rewards systems, because players have flexibility in when to play. You can knock them out inside a week if you want, or you can gradually work towards them at your own pace. They can also help guide players to various different content without being too specific: for example, one of the old monthlies was to do 20(?) jumping puzzles in a month. That means you have to find and complete various JPs, a form of content you would probably otherwise ignore. But at the same time, the choice of where to go and which ones to do is yours. It also provides the opportunity for organised groups to do the content together, such as a commander leading a train through all certain activities. Monthlies are fun and engaging, which is why pretty much everyone loved the old ones. The main problem with the old monthlies was that they were extremely repetitive, which can easily be solved by having a greater variety of tasks rotating through over time. I know Anet wants to increase engagement by making more players log on each day, but to do that the gameplay and rewards system have to be engaging. It might seem counter-intuitive, but giving players both more guidance and more flexibility would be far more engaging than the new system implemented for dailies, which will quickly just become a chore.
  10. Yep, this is a complete downgrade. If they want to limit the amount of rewards you can get per day/week, they should just... limit the amount you can get per day or week. Once you've done 4 dailies, or 9 weeklies, or whatever, then that's all. There's no reason to remove choice and flexibility from players while doing it.
  11. The new system would be a lot better if it didn't include dailies. Weeklies, monthlies, quarterlies - these give the flexibility to play a lot when you want, and not at all at other times. Dailies are what make it a chore.
  12. What is the purpose of this? It's much less flexible than the current daily system, where you see all the options and do the ones you want. Especially if you have to choose your categories in advance, rather than just deciding what to do while you're playing. There's a cap on rewards, as I understand it, so seeing more options isn't going to give you more rewards.
  13. Thank you for the persistent suggestions, but this is a real problem that we have tested extensively: as I said, trying every single rift in the achievement multiple times, not just relying on the API. That thread from the original release of those achievements, when there was a bug that: a) the NE Metrica Province rift gave no achievement progress, but b) the S Caledon Forest rift gave progress for 2. That bug was supposedly fixed in the next update, however for certain accounts the Metrica one still gives no progress (hence this thread). My guess is that this current bug is only for accounts that got partial progress on on the Tarnished Coast achievement before the supposed fix (in my case, I did the Metrica one and realised it didn't grant progress, so stopped until later). If you completely started it after the fix, you won't get the same bug.
  14. I have the same problem, and have also checked by repeating all the Tarnished Coast rifts several times.
  15. WvW is an inherently unequal game mode, which is fine, but it means there are lots of situations where you are literally unable to kill any attacking enemies or their siege. Does this mean you should never defend, if only to slow them down? Repairing may not be the ideal solution, but there needs to be an easy and reliable way to get defend participation without killing any players or siege. Until they implement that, this change needs to be reverted
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