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Rasimir.6239

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Everything posted by Rasimir.6239

  1. Gather it then and remove the collision? Obviously.As far as I'm aware gathered tree stumps have the same collision as full saplings.
  2. Personally I'm hoping to get that scarf (the regular one, not the gold one), but can't devote a lot of time to racing for the simple fact that every track with a chance to get stuck on something will make me violently sick. I made it through the dailies for the first couple of days by timing the offending races (Maelstrom and Brisban for days 1+2) so that I had a few hours to lie down afterwards, and I'm not exaggerating. If I wasn't hoping for the scarf and some of those tonics I wouldn't have tried at all. Beetle races are fun, but for those of us that tend towards motion sickness every time the flow of movement breaks the fun has to be carefully enjoyed in small time frames.
  3. Painfully farmed all of the t3 and t4 dust needed to craft Nevermore, then accidentally hit "craft all" on the gift of dust and ended up with four of those (instead of the two I needed) and not enough dust to craft the gift of energy.
  4. Considering that even my fairly short, mostly casual friend list has at least 12 people on it raiding weekly with different raid groups/communities (EU only) I challenge your assumption as wildly innacurate. I do however see that many of them semi-pug by asking around among friends (considering how often I as a person not regularly raiding get asked to fill in with this or that raid group) rather than putting their run on lfg if they are a few people short, so I'm definitely not convinced that few groups on lfg (which could also just mean that the groups that do go up on lfg are filled quickly) mean few people raiding.
  5. Q: why do players do world bosses?A: I don't I do join in events I stumble upon during normal play, and very rarely this includes a world boss, but it could just as well be any other event on the map.
  6. As I said before, I can see luck used for new skins (like the yearly new years back pieces that require luck to upgrade), minis or guild hall decorations (more recipes that use those new years lamps), but nothing that gives another material advantage. The goal here is to remove the billions and trillions of Luck that Gw2 players have.Minis and guildhall deco will not do that.People will not waste it on that. To the advantage thing.I can somewhat understand it. The longer Anet wait with a solution, the harder it gets. The players wont stop hoarding it. Because we know, some day, Anet HAS to find an answer to this problem. Until then, We wait. And the answer anet say to us could be -why are you saving luck just delete it. Answer: Chance. They COULD create a Luck Sink.They COULD create none. Hoarding it doenst hurt as much as loosing potential money/valuables. A chance of making a good profit is ok for a minor inconvenience.So what is it? A problem or a minor inconvenience?
  7. As I said before, I can see luck used for new skins (like the yearly new years back pieces that require luck to upgrade), minis or guild hall decorations (more recipes that use those new years lamps), but nothing that gives another material advantage.
  8. Its almost 2019. If you have not your 300% yet you are ether a Casual or new.Anet throws out Luck like Candy on Halloween.People with a lot of playtime and/or spending a good bit of time farming Istan/Silverwastes/AB probably have, but I suspect you are seriously overestimating the amount of people who play like that. I know I've been playing for 6 years, closing in on 10k hours in game, with a variety of interests (pretty much everything except pvp, hardcore pve farming or world boss trains), salvaging most if not all blues and greens I find, and I'm just closing in on 250% magic find. Many of my friends with similar playtime are considerably below 300%, too. It doesn't really matter whether you got to 300% buying blues and greens or ecto salvaging. If you've spent time and/or resources pushing your magic find, then your reward is the benefit you gain from said magic find. It's not much different from people reaching the daily achievement cap, or people with playstyles that give them more bloodstone dust/empyrial fragments/dragonite ore than the daily eaters can consume, or people farming specific maps to the point where they run into diminishing returns: rewards in this game are not linear, but (hard or soft) capped to encourage people to really play what they enjoy rather than "optimizing" their playtime to maximize rewards, often at the cost of enjoyment. It's a fine line ANet has to work on, to keep the game rewarding enough to satisfy many, while trying to avoid the "reward above enjoyment" focus most similar games on the market fall prey to to keep people logging in. It's also one of the primary reasons why I play GW2 rather than other games on the market. One day I will get to 300% magic find. In a way I am actually looking forward to it, as that will be the point when spending luck on any of the other sinks (crafting, decorations, guild advancement) will be pure fun instead of a trade-off against personal benefit. It will take a bit of getting used to, just like reaching the daily achievement cap took a bit of getting used to, but nevertheless to me those hard caps are a strong point of this game, as they keep the game balance tilted towards "play what you enjoy" and play a part in avoiding the feeling of falling behind if you don't do x, y or z the way similar games do. As such, I hope ANet will not implement additional sinks of luck that give personal/account benefits. If they do see the need to add more sinks for luck, cosmetics like skins, minis or guild decorations should be the way to go.
  9. Making exclusive and account-bound chest items tradeable player to player is not likely to happen, as that would directly contradict the account-bound status. Sure "giving them as gift" sounds great at first, but essentially that would create a market for exclusive items that can only be traded outside of the trading post. I'll "gift" this blc exclusive skin to you if you "gift" me 10k gold ... I don't think anyone of us wants to go there, least of all ANet. Suddenly you have a market of highly sought-after goods without any of the securities the trading post offers, either to the buyer/seller or to the in-game economy as a whole.
  10. Oh, and thanks for motivating me to look these up (I only had a very faint memory of a guild emblem back item skin). I just realized there's also a backpack that would go well with one of my characters (who is also using the guild chest piece), I need to go and get that one :) .
  11. If displaying your guild emblem is what you are after, there is guild armor ( light medium heavy ) that displays the emblem on the chest piece.
  12. I've crafted HoT legendaries without running a lot of HoT metas (I just don't enjoy meta events). Most of my gems did come out of the forge thanks the the number of orbs and crests I had accumulated in my material storage, and a good number of them did in fact come from harvesting orichalcum and ancient wood on PoF maps. Getting gems isn't nearly as bad a problem as you make it out to be. As for the PoF metas, they could indeed use some extra incentive to get more people to try them, although I still believe a good part of the problem is not the metas but more the community that as a whole never got used to them (much like the Chak Gerent was in the first few months of HoT, or Tequatl after the revamp). What's needed is really more of a marketing campaign for those metas so people stop believing they're impossible and start getting the mechanics spread. Interesting loot could help that process along, but something as unexciting and (thanks to the forge recipies) fairly easy to aquire like amalgamated gemstones isn't really the right way to do it.
  13. Seeing how low the time needed for participating in events is compared to other game modes, and the multitude of things you can do on the side (map exploration, experience gain (which potentially leads to spirit shards), achievements, harvesting, gathering materials from mobs), getting a gift of exploration just by spending 6-8 hours in open world maps tagging enough events to keep your "participation" up sounds vastly easier and cheaper (as you can advance a lot of other goals at the same time) than spending the same time getting and keeping your participation in wvw for a gift of battle reward track. Personally I occasionally dabble in wvw smallscale with friends but am more of a pve open world player overall. I find both gifts in a good spot right now and have yet to see a suggestion that comes close to offering an alternative to the current aquisition methods that is as engaging (and thus meets ANet's goal of player participation for getting the gift) as the current methods instead of just being a shortcut to the gift for those who don't fancy what's currently required to get them.
  14. Despite being a veteran of several MMOs, he had to ask me if this was a usual occurance in this game and if he had anything to fear for being reported (for killing mobs near an afk player ;) ).
  15. For me it really depends. If I'm near death and the champ is still going strong, sure. But if it's down to the wire where we're both at like 5%, there's nothing more frustrating than interference at such an exciting moment. Seems fair enough to me. (That's why I checked the bar.) I've been in situations where I am close to a dirt nap yet too busy to say "A little help here?" to someone who passes by whom I see out of the corner of my eye. I sorta go with the flow -- join in or not, as you wish. Of course, a res is always appreciated if you don't. ;) How about this as a suggestion: Have an indicator that could be a keybind toggle that would give a visual indication that help is needed and would be appreciated. It would be quicker (maybe) than putting "help" in chat...it would take only one keystroke and would go some towards giving a clue that help is/is not wanted.How about doing it the other way around? If I'm in deep trouble I don't want to have to remember what keybind I put my "help please" on, nor hope that the people that pass by even read chat and/or have chat bubbles turned on. The person that wants to solo will have much more time to ask others to leave them alone than the person that wants (and needs) help.Helping people should be the norm, not the exception, so putting an extra "help me please" indicator in game not only requires people to move a sliver of their concentration away from the fight at hand (which when worst comes to worst they can't afford as missing one red circle or not reacting quite as quickly as they should could be the end of them) but also sends out the message that helping isn't the norm, which this game doesn't need.
  16. Some of us are more heavily oriented towards being completionists than others. My own goal is to complete every single map on every single one of my characters. I couldn't even tell you why, other than I just want to. {Shrug}.You still have the story option if meta isn't your thing, and you can do that entirely solo.
  17. As was said above, you get that point more or less automatically while playing the story of the associated living world episode. I don't think I've done the meta event even once (I just don't enjoy meta events), but have full Istan map completion on several characters, all of whom picked up the poi while playing through the story.
  18. One of the things I feel GW2 has always been great at is providing an environment where people of different interests and skills play and cooperate together. Over the years it's become even better at doing this, from megaservers to lfg to multi guild guildchat and so on. This had led to me dipping my toes into a lot of different content, including wvw and pvp, something I've rarely done in previous games. In WvW especially I enjoy the fact that I can come in and play at my own schedule, but there are a lot of people around I've gotten to know over the last 5 or so years that I very much enjoy playing with or alongside. We've got a server-wide voice comm installed that I like to use whenever I want to play with others in WvW, and active admins that make it possible for players from linked servers to get on there, too. I know which public commanders I like running with and which ones I'd rather stay away from. I never saw the need to join a wvw guild, since the way I play wvw doesn't really mesh with the more rigid requirements many of the wvw guilds have. Instead I have a lot of friends, some in my main guild (which can't really be classified as PvAnything as its main point is being a community of individuals who like to play their own way, including those that don't dare set foot in wvw as well as those that practically live there and have several thousands of wvw ranks to show for it), some in other guilds that I like to join when playing wvw. Being "forced" to choose one main wvw guild/alliance doesn't really sit well with me. It is in a way just a smaller pool of people to regularly play with (where our current server, despite the linking, was and is a decently larger pool), but it also forces a choice not only on me but also on a lot of those I like to play with. Some of my friends are in more "serious" wvw groups that play guild raids several times a week. They'll be forced to choose between guild raids and wvw with their more casual friends. Some of my friends tend to avoid each other. Right now I can jump onto this or that borderland depending on who I want to play with. If this proposal is put into action, then they will definitely not be associating with each other through guild or alliance, so I will have to choose one over the other. I am not playing this game for loot, or for fights, or for ap, or for being competitive in any aspect. I am playing this game for fun, and the large, diverse community as well as the ease to choose at any moment to play with this or that part of the large pool is a major part of that fun. This proposal will very likely limit the pool of familiar faces I will be able to casually roam or zerg around in wvw with in the future. Being not in a large guild nor in any guild that is primarily wvw focussed, I will have to choose a few faces out of the many I like to play with as guaranteed team members, while most of the rest of the team/world/whatever has a very real chance to be total (or mostly) strangers. Besides affecting me and other wvw casuals that don't want to or can't commit to a serious wvw guild (since most of those guilds expect much higher commitment than the more casual pvx players are willing to give to any one game mode), what effect will this change have on communication and conflict within the future worlds? Right now people have a chance to switch servers if the general communication or the kind of play the server generally enjoys isn't to their liking. In the future more casual communities will be mixed right in with the more competitive ones, opening a whole bag of possible conflicts. While I see this concept has got a lot of thought behind it, I've got a very uneasy feeling. I rarely enjoy sPvP because of the random teams and the different levels of expectation and cooperation you are forced to deal with unless you go in with a full team (which, considering my pool of friends, I rarely get the chance to do). Will wvw be similarly "mixed up" once this change goes through, simply because I am not part of a large alliance of familar faces, seeing how wvw is not my primary game mode?
  19. Btw, in my (casual) guild there is an age difference of 53 years between the oldest and youngest member ;) .
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