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perilisk.1874

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Posts posted by perilisk.1874

  1. @yoni.7015 said:You are still spreading lies. We will get some templates for free. Only if you want to have more you have to pay. And I mean you are telling us you have a car and a house, I am sure you will manage paying a little money for a game. So that other people maybe will get a house and a car.

    That's half true, at best (for build templates, which is the chief source of complaint). You currently effectively have three builds in game, one each for PvE, PvP, and WvW. After build templates go live, you will still have three build templates, but they will be general purpose. If you actually used a separate build for each mode, you didn't gain anything, really.

  2. @yoni.7015 said:

    @yoni.7015 said:Some people just have to get offended and cry about it. Even when it is about people getting paid for their work.

    They already get paid for their work. this isn't going to give devs extra pay, this is 100% going to the money grubbing people at the top.

    Oh no a Company wants to make profit. How dare they. Time to wake up from your dreamworld. We don’t live in communism.

    No, we don't. That means customers have the right to close their wallets to businesses for any reason they like, including feeling revolted at their business practices. The thing about casual games like GW2 is, it's pretty easy to just walk away for a while and not bother with it.

  3. @yoni.7015 said:

    @"Randulf.7614" said:In every suggestion thread for 7 years, players expected and even requested it to be monetised by selling slots.Did they? I definitely didn't suggest anything like that. In fact, 7 years ago i would have been absolutely horrified and surprised by the whole idea. And the only thing that have changed in 7 years is that i am no longer as surprised as i would have been then.Guess my belief in Anet was slowly dying bit by bit all over the years every time they have pushed the envelope even further and tested what the community can still stomach.

    You are surprised that they want to make money so that they can pay their employees? Do you work for free? Some people here seem to live in a Dreamworld where everything is free and no one has to pay for anything.

    I like living in a world where not literally everything a business does that costs them money is monetized somehow. It's nice to know that when I go to a restaurant I can, e.g., stop in the restroom without worrying about whether I brought forty cents for the stall lock, twenty-five cents for the metered water dispenser, fifteen cents for the soap dispenser, and a nickel for the paper towel dispenser. I'm still perfectly happy to pay much larger amounts per item for the meal.

    Sometimes companies realize that the little things need to be free so that they can keep selling the big ones. Making people pay to keep a list of chatcodes just feels scummy -- how long until they decide that playing the game with notepad open is a breach of ToS because people would rather do that than pay 10 bucks to keep an extra code or two ingame?

    Edit: It's especially annoying to keep hearing players be accused of greed when the most common demand you see on the forms is, effectively, "when are we going to be able to pay $60 for a chunk of content rather than getting dribbles for free?"

  4. @"Dami.5046" said:I don't think they are being greedy, I think the players are.You ASKED for it, If you think about the man hours and development and just how much free stuff we get given and you complain about a charge on a QOL item?We have to pay for bank we have to pay for more inventory. You get given some slots and if you want more then fine, you need to pay.Spare me the 'I'm not going to play anymore' BS - If you don't want to support the game anymore you're either not playing anyway or not a worry.

    I mean, imagine you had been complaining about needing a car for a while. Then, eventually, your parents bought you a used car to help you out. Several years later, the city says "Hey, we heard you say needed a car. Good news, we are now providing car rentals to everyone in town. First half-hour each day is free, after that you need to pay. Oh, also, we towed your car and scrapped it, so you have no choice but to use this system."

    And then people say "Hey, look, they deserve to get paid for buying that fleet of rental cars. And you were whining that you wanted a car, so why are you mad?" For a lot of people out there, Arenanet isn't giving them much of anything (other than some inventory slots, granted) -- they're taking something away and then nickel and diming them to get it back. Of course it's going to piss them off, it's a net loss either way: they don't pay and lose functionality, or they do and lose money while being right back where they started. It's not greedy to charge for giving people something they need. It's absolutely greedy to charge people for something they only need because you took away what they had, which you did no work on and no moral right to.

    Arenanet should have never considered charging for anything other than the inventory slots. Their own official build template system could have just been a loss leader to enhance the value of gear templates.

  5. @"ugrakarma.9416" said:About Schopenhauer, theres elements of "misoginy" in him, (but im not bashing the philosopher cuz its a long history), the origin of desire is life, so the woman by perpetuating the life, they perpetuate the suffering(according to the Budhism influence), It is something that would clash with Dwayna the goddess that perpetuates life, its can feed a narrative about a hipotetical "anti-Dwayna" villain.

    And of course, Kralkatorrik ended up being the one whose line was propagated, through daughters and granddaughters, in a way most directly analogous to mortal reproduction. Another happy accident? Of course, neither purified Glint nor Aurene suffered from his Torment (yet, that we know of) -- but that could always just be taken as philosophical repudiation of his (Schopenhauer's, not Kralkatorrik's) misogyny.

  6. Insofar as the gear templates actually store the gear, and constitute free inventory slots, basically, there's no way they were ever going to be free and I'm fine with it.

    And I would even be fine with a little paid convenience of storing build templates with the account, in the cloud, in a way that survives moving from computer to computer or reinstalling or whatever -- but only as a supplement to a very generous free client-side storage for build templates. I mean, they're chatcodes. You can paste them from build sites or a text file or whatever. Limiting them so strictly and charging, when there's no technological reason they can't be practically unlimited in number, just feels like holding people upside-down and shaking the pennies out. It feels sleazy, which is sad since it's something people were looking forward to.

  7. "Also they will continue to do things seperately after marriage, which means there could be more inequality between them. Braham was raised by his father specifically because his mother left to grow her legend, which he supported - even insisting no one should tell her when he was dying so she wasn't tempted to come home."

    I wonder to what extent this is actually Norn culture as it always was, and to what extent this is Norn culture being negatively impacted by the loss of Owl, who seemed to have some role in family stuff.

  8. Theory: The Elder Dragons are meditations on different philosophies of (or about, or opposed to) nihilism, as identified by their secondary domains. Not a philosophy major, so if anyone knows better than me, please jump in and correct me. Also, I haven’t spent more than an hour or so thinking about it, so maybe I’m way off base with some of this.

    Zhaitan - Nietzsche, not surprising that the person people immediately think of when they hear “Nihilism” also gets first crack at the story. Even the name is basically a mashup of Nietzsche and Shaitan. "Shadow" is a deep spiritual darkness that stands in opposition to the blinding light of the Six (and is distinct from the mere absence of that light in fallen gods), and it's no surprise that the Dragon sits on the city of the gods and proclaims “the gods are dead” -- in fact, it’s indicative of authorial intent. Zhaitan represents an assault on higher meaning, in favor of an endless, empty life of mere flesh and blood and endlessly repeated routine (witness the eternal recurrence of the Risen continuing to work as they did in life, without purpose).

    Mordremoth - My best guess is Kierkegaard, or rather it represents a sort of anti-existentialism? It’s not exactly solipsistic, but thematically there is a rejection of the distinction between self and others (which works for Mordremoth since the Sylvari minds, both Dream and Nightmare, are all part of the same gestalt as its own mind, and similarly it views its body as the entirety of the jungle it controls and corrupts), and as far as the Mordrem are concerned, there is a suppression of authentic individuality into perfect sameness. The dragon fails to properly conceive of itself as a particular embodied individual consciousness in a separate world populated by more of same. I’m not super sure about this one, but this sort of intuitively works for me.

    Kralkatorrik - Buddhism (or Schopenhauer if we’re sticking with Western philosophy) make the connection between desire and suffering which is very much wrapped up in Kralkatorrik’s Fury -- his unbridled will to consume which directly causes his suffering.

    Jormag - Heidegger. This Dragon addresses the political side of the discussion -- it corrupts via the Will to Power. Here is a picture of Bangar.

    Primordus - Kelvin (he's a natural philosopher). Think about it.

    Sclerybda, or Selbbub, or whatever - No idea, obviously. We can never know. Oh, well, there you go. I like the vaguely Lovecraftian notion people have suggested of a dragon that literally corrupts knowledge and memory, even remotely, through poorly understood means. The dragon of bitrot, the monster in the realm of Forms. It’s sort of a really aggressive take on epistemological nihilism that goes beyond philosophy into applied information theory -- the deliberate erasure of knowledge and meaning to create absolute uncertainty.

  9. @Konig Des Todes.2086 said:That was pretty much what ArenaNet tried to do with Scarlet. Uniting a bunch of evil factions and (unintentionally) fighting for the Elder Dragons. So I hope not.

    Maybe they'll prove that Scarlet could have conceptually worked, with better writing? Anyway, I don't think Bangar is going to smoosh together random factions to make fancy glowy versions. I don't think he has much leeway to bring non-Charr under his banner, excluding the Sons of Svanir (because Jormag) and maybe the Centaurs (because screw humans, and also because trailer). Ogres are no friend to Charr, skritt are comic relief and are also literal mice. Kodan and Quaggan aren't making nice with any friends of Jormag. Grawl Jormag-worshippers, maybe.

  10. Depends on what you mean by Pact. It seems pretty obvious that he will be working with the Norn. However, it will be hard to exploit the whole Charr supremacy angle (by Bangar or the writers, take your pick) if it's a union of different races. Bangar is more focused on unifying the Charr internally, anyway. Charr respect Norn, for whatever reason, more than mice, rats, and talking shrubs. Though you could find the same weird incongruity in historical alliances between real world... uh, racist/nationalist political movements that will just get turned into "kitten"s, probably.

    Of course, Jormag is the real brains here, just like Mordremoth was with Scarlet. Jormag might well find that Charr and Norn are not sufficient, and court malcontents and revolutionaries among all the races.

    I do think they are intentionally creating parallels between the Bangar/Jormag relationship and the PC/Aurene relationship, which does mean that, as an antagonist, Bangar would be the mirror of the PC (and people have definitely requested that sort of antagonist, even here on the forums). I think it also means that, as much as Bangar wants to have "his own dragon", Jormag also wants its own "Pact Commander". Of course, neither Jormag nor Bangar actually understand the relationship between the PC and Aurene; the traits that make them evil characters (in particular, thinking of others/relationships as tools to use) also blind them to the way good characters think and feel, which will likely cause their downfalls (Bangar in particular).

  11. @RyuDragnier.9476 said:Reading this, it makes it seem like Charr society is a jab at toxic masculinity and the older American mindsets. You aren't allowed to show emotion, you aren't allowed to cry, real men don't cry. Empathy and kindness are for weaklings. Born weak, are constantly sick, or old? Too bad, if you can't take care of yourself you're better off dead. We're better than you because of how we look. Etc etc. Basically outdated notions that cause harm in the long run.

    It seems a little... not narcissistic, but something similar... to assume that any and all social commentary must be regarding a particular modern society. If the names and terms they use weren't enough of a clue, they borrow a lot from the Romans and Spartans in many respects, including their ethos.

  12. @Kalifax.3046 said:I'm still kinda new to the game, so I was hoping to find out that all the prefixes are viable. If most of them go unused, why aren't Arenanet buffing them?

    It's mostly due to the fact that some roles are governed by multiple attributes (e.g., direct damage is based on power, precision, and ferocity, while condition damage is governed by both condition damage and expertise), while other critical mechanics are not really tied to attributes at all (hard CC, active defense).

    GW1 worked better in a couple of ways -- one, you mostly allocated stats as desired, and gear was just a bonus on top of that (and every gear bonus over +1 came at the cost of health, so it was only really desirable if you genuinely needed the boost). Two, each skill was tied to an attribute, so the usefulness of an attribute was directly related to the usefulness of the associated skills.

  13. @Thornwolf.9721 said:as it turns out even the citizens of divinities reach share xenophobia.

    Not moreso than other races, really. There's a lot of hostililty to charr and centaurs specifically, but they're currently at war with centaurs, and the adults making those comments have spent most of their lives at war with charr in a conflict that not only spanned centuries, but which resulted in the complete destruction of one civilization, the almost complete destruction of another, and that indirectly caused most of the political troubles of the surviving kingdom. It's true that humans themselves caused a lot of their own problems, but only as a result of the assult. The charr currently represent a very real and existential threat to the survival of humanity in Tyria (the continent).

    The gods a parallel to greek gods, they are neither good or evil but are whimsical. The ONLY RACE they care about are the humans, so when and if tyria goes to explode I promise the humans will be whisked away by their gods but the rest of us will be left to fend for ourselves

    That isn't true, either. They do have a special relationship with humans, but they also have followers in other races, especially the forgotten (and probably the quaggans, by another name). It was prevalent in GW1, but they dialed it back in GW2 mainly to let each playable race have its own religion-equivalent.

  14. I'm inclined to think that her purifying ability is a remnant of the magic in the Forgotten ritual used to free Glint (but now backed up with the power of an Elder Dragon).

    If draconic corruption is analogous to a virus, with the Elder Dragons as Patient Zero (well, One through Six; I would baselessly speculate that Ma Tyria was Patient Zero), you could think of Glint as someone that gained immunity and shared the antibodies with her scions, and Aurene is now producing those antibodies to cure external corruption.

  15. Hmmm... maybe Zojja bounced back quickly after HoT and decided to mount an expedition against this dragon, sort of like Braham with Jormag. She even told us all about it and invited Destiny's Edge and the Commander to catch up and help once we were able. Unfortunately, it cursed her with its horrible magic, and now everyone has practically forgotten she ever even existed. She's actually been traveling with us the whole time, occasionally seen or perceived, and then immediately forgotten.

  16. Some balance issues and overpowered combinations could best be addressed by ensuring that each skill effect is governed by, at most, one attribute (may also help with gear variety). So, some specifics...

    Damage:

    First, split direct damage into Basic Damage and Piercing Damage. Also, split conditions into Ravages (damaging conditions) and Debilitations (the rest).

    Power would govern Basic Damage, which would correspond to most ordinary direct damage, especially cleaving/AoE attacks.

    Precision would govern Piercing Damage, which would include most (extra) direct damage from critical hits as well as single-target spike damage, and which would ignore some or all Armor (but not Toughness)

    "Ardor" (formerly condition damage) would govern Ravages. Mostly buffing damage, but maybe playing a role in duration if it makes more sense for the condition.

    Control:

    Ferocity would govern Hard CCs. Diminishing returns with the actual effects, but linear scaling on breakbar impact.

    Expertise would govern Debilitations, but would not affect Ravages (damaging conditions).

    Support:

    Concentration would still govern boons. Regeneration would scale to level, but not healing power. Retaliation damage would either scale to level, or to damage dealt by the attack being punished.

    On a slight tangent, Might should split into two boons (Might and Fervor), Might to boost Basic Damage, Fervor to boost Condition Damage, with Fury being reworked as a boost to Piercing Damage.

    Healing power would govern most healing except regeneration or healing tied to a different attribute (e.g. healing based on damage dealt) and barrier.

    Sustain:

    No change to Vitality

    No change to Toughness. That said, it would be nice to eventually have some new mechanics that let Toughness play a role in active or group defense abilities. Hopefully making it more effective than armor against Piercing Damage should increase its value as an attribute.

    Other:

    There is the question of critical hits, since precision would now (solely) govern the damage, but not the chance. As an initial step, they could simply pick a decent chance (say, 15%) and assign it generally to each skill. But in the long run, not only should critical chance be tweaked per skill (even to the extent that some skills always or never critical), but in some (many?) cases, RNG should be replaced with conditional checks like those used in GW1. E.g., a skill that always counts as a critical for mechanics if it interrupts an enemy, or strips a boon, or hits an enemy that is on fire, etc.

  17. The Searing, the Cataclysm, and the Jade Wind were all massive, genocidal acts of widespread destruction.

    It's true that the Searing had more survivors, and that life bounced back, but it took a while, and Ascalon still looks like crap in a lot of places (though some of that might just be pollution from Charr society).

    The Cataclysm seems the most destructive of all, from a terrestrial perspective. However, clearly sea life was able to colonize the continent in short order, so not a total loss from a natural perspective (say, relative to the Brand or something).

    The Jade Wind was at least as omnicidal as the Cataclysm. The affected areas have been somewhat recolonized by people and terrestrial life as of GW1, but of course they've had an extra two centuries, versus the Searing, so it's hard to compare.

    However, I agree with those that argue that the Searing was the willful, broadly accepted act of one society against another, whereas the Cataclysm and Jade Wind were the acts of individuals (who were under malign supernatural, rather than social, influences) against their own societies and which don't meaningfully implicate those societies.

  18. @Bellefon.1259 said:

    @"Irenio CalmonHuang.2048" said:

    Necromancer

    The scourge elite specialization has also undergone a significant change such that its shade skills will only fire around them when they do NOT have a shade up.

    This change creates a choice between whether scourges expose themselves to some melee risk but charge in to affect foes around them, or whether they hang back and summon a shade near their foe and are unable to affect themselves with shade abilities (unless they also place one on their own location). We'll be keeping a close eye on the results of this change and making adjustments accordingly.

    This change seems to punish scourges for using their unique elite specialization mechanic. It discourages using shade skills at range, and seems to favor scourges as melee fighters without having good melee skills. Fighting that ranger? — don’t shade them or lose significant defense from arrows and pets. Chain stunned by warrior/engi? — won’t be able to activate shade on yourself due to cast time, therefore locked out of all F shade skills until other shades disappear.

    Shroud is the infamous "second health bar" that compensates necros for their lack of mobility/blocks/evades. Scourges don't have shroud, but rely on barrier, the 5-second health bar topper. Placing a shade anywhere but on top of the scourge is a 15-second lockout from having any local use of shade skills = less barrier = less defense.

    Hoping this gets a harder look before release, but if not, then please also consider:
    1. removing the 1/2 sec cast time to Manifest Sand Shade (F1), allowing faster re-positioning, making the choice one of "here or there but not multiple locations";
    2. removing the 1/2 sec activation delay that was later added to shade skills (F2-F5) to compensate for time needed to reposition shades; and
    3. maybe modifing Manifest Sand Shade (F1) to be a single-shade toggle (eliminating 3 shades): press once to place, and while shade still exists, press again to remove shade, thus making necro act as the shade — thus giving a controlled choice about where shades activate.

    One more thing: I have to assume, without testing, that since Garrish Pillar (F4) won’t activate near the scourge if they are not on an active shade, or have no shades active, seems like traited Transfusion won’t activate either?

    Experimentation is fine. I can’t judge Death Magic yet, so I'm open to exploring. Maybe it will be awesome, maybe a one week experiment to experience baseline leather-class armor.

    Rather than have to think about sitting in my shades, thus limiting mobility further, sadly, I’ve already begun to train myself to never press F1 again.

    I think it would have made more sense to shrink the PBAoE effect in size and target cap for each shade deployed. No shades=big PBAoE, 1 out=medium PBAoE, 2 out=small PBAoE, 3 out=no PBAoE. If the tech permitted, just having all shades and the local effect share a target cap would be ideal.

  19. Between strike missions and build templates, they're starting to getting rid of the obstacles to having more GW1-style content.

    That is, like OW, public strike missions are just show up and play -- but unlike OW, where each event might involve anything from one solo player to a zerg, there is a fairly consistent group size. Large enough that you can push players toward adopting specialized roles and that a couple of bads can be carried, small enough that each person can see that their contribution matters, and (if they design their encounters well) the battlefield can stay legible rather than being a giant smear of special effects.

    Unlike raids, but like GW1 bonus objects (or bronze/silver/gold in adventures), the difficulty isn't so much "pass/fail" as it is "fail/pass/excel/master". There's the ability to push people to do better, without people feeling like their time was wasted if they fell just a bit short of ideal.

    But none of that will actually deliver on a reason to try different builds until they actually commit to deliver challenges that require diverse tactics to overcome, which mostly means fighting enemies like you would fight players. I don't mean obnoxious gimmick abilities like OHK autoattacks or 15-second evades or uncounterable stealth, and definitely not "mechanics" in the raid sense of one-off abilities unrelated to the general combat system. I mean:

    • Trading single big enemies for coordinated groups of elites (for boss-level encounters) or veterans (for minor fights)
    • Increase enemy action rate, so that punishment abilities like confusion make sense.
    • Utilize enough CC so that stunbreaks and stability make sense, but not substantially more than you would permit players to have.
    • More enemy movement and positioning -- at least being smart enough to stand in good circles and avoid bad ones, and to utilizing flanking attacks.
    • Use of support abilities and healing, use of combo fields.
    • Use of mechanics like boon and condi conversion, boon stripping, condi cleanse
    • Use of active defenses (including dodging and endurance, so weakness/vigor play some role!) -- but similar to what a player has. Ascalon ghost blocks are fine, 3-hour branded griffin evades are not.

    Which mechanics are present/emphasized should vary by encounter, the better to promote shaking up your standard skillset, but pure non-reactive DPS should be hard countered in nearly every case. With build templates, it should become easier for public strike groups to sort out roles on the fly based on whatever composition they got.

    That sort of design really doesn't work for OW at all since it requires a certain amount of specialization and coordination which is impossible to achieve with a solo player or two, and irrelevant for a zerg, but it could work well for strikes.

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