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sewenewes.4176

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Everything posted by sewenewes.4176

  1. A sweepstake where a very limited number of participants win and a discount which everyone can take advantage of are two very different things. As an aside, the sweepstake was also not available for most of Europe and for the entirety of Asia and Oceania. It was available for the USA, of course. :)
  2. The question is, why did they go out of their way to do it like that? They couldn't have thought it would be fun, so what was the purpose of it? Unless anet devs has some chip on their shoulders, it doesn't make sense. To waste the player's time which increases their played time metric. Even subscription based games try to push those numbers because you can present it to investors as proof that your game is still popular even when revenue was less than expected. Players being tied up with a game for longer times has advantages that are small on their own but add up when you look at the whole picture. The more time it takes to accomplish your goals in the game the less likely you'll have time to play other games of this genre and get enticed by them. Your presence is also part of the content for others and the longer you are online the more content you are providing. If you use any gem store skins or expensive skins that can be bought from the auction house then your presence also serves as an advertisement and the more you advertise microtransactions and the gem-to-gold exchange, the better. You are also more likely to engage with the gem store or the auction house if you stick around longer, especially if you see other players with appealing cosmetics.
  3. Twitch and YouTube are both awful platforms. YouTube is geared towards people not tech-savvy enough to use ad blockers and is full of low quality clickbait for that reason. Twitch used to be about gaming but has since shifted to focus on selling parasocial relationships since the big bucks come from people who think they are establishing a genuine connection with streamers by throwing money at them. Those eyeballs on big name streamers are there not because of the game but because of the streamer and unless the streamer is an active player of the game (instead of streaming it a few times then moving on to something else) the eyeballs don't get converted to players, much less payers. Twitch drops on their own won't convince them to go through the process of creating an account and downloading gigabytes of data just so they could check out what the reward is. Active players who have the stream going for the drops do boost the ranking of the game but once again that's not enough on its own unless some bigshot streamer becomes an active player and herds their flock of sheep towards the game. To be frank with you, and I admit that this is cynical of me, I'm glad this game doesn't attract those folk. WoW has plenty of them and they're very fair-weather players who exclusively flock around their streamer of choice and engage in questionable behaviour, often to the detriment of other players, so that "senpai" notices them. /edit/ Speaking of terrible advertisement, I just remembered this sad video. Never forgetti that regretti.
  4. I apologize if I make it seem like the game needs to be turned into easy-mode or hold everyone's hand. I think the best way I can explain what I mean by "lack of clarity" is giving a concrete example. People who I have invited over to the game or have met and started chatting with while playing could all read what the skills said, what the specialization traits said, what the stat portion of the character panel said. They weren't illiterate or stupid. What they struggled with (those who did struggle) was seeing the bigger picture of how a build comes together. Yes, these people all played through the core game and even did some HoT before going to PoF. So the issue isn't them boosting and then standing around Amnoon, asking questions that have extremely self-evident answers. My go-to method to help them learn (instead of just telling them what gear to buy, what rune to slap in it, and what traits to click on) was to show them gw2skills.net and the open world section of metabattle.com then let them ask questions. I would advise them to pick a build on metabattle that they are interested in and then copy it over to the skill builder website and play around with it. Customize it. Look at the kind of numbers they get, the kind of buffs, debuffs, and cc they would have access to with what they made. I talk with them as they play around with that website and we discuss what are their favourite weapons and then I prompt them to look at what stats and traits and runes would make their chosen weapons and damage type better and what kind of utilities those weapons would cover and which ones would need to come from their utility skill slots. I then send them some gold (since as new players they typically can't afford this on their own) once they decided on their custom build and they buy the needed equipment. This process doesn't hold their hand or gives them some sort of automatic win. What it does is helps them see all the information in a complete package and gets them engaged with the whole process enough so that they have a clear picture of how everything synergizes together. The next time they are repeatedly defeated by something they have the ability to analyze what is going wrong and then make informed changes. We also fight enemies together and then I let them fight some alone so they can get a feel for how much damage they are dealing roughly on their own and how well-equipped they are for applying or breaking cc and when they should be using said cc instead of just pressing it when it's off cooldown. I feel that if something like this could be put inside the game as a tutorial and hand out players a free set of equipment (soulbound and with no selling price) that they are allowed to pick then it would prompt them to engage with making and understanding builds and also guarantee that everyone gets a decent start in the expansions. Maybe it would be enough to take gw2skills and re-create an in-game version of it then tack it onto the template system? Just spitballing here. You gave a good idea yourself with your suggestion in that second post. Maybe I'm being too generous in my assumption of people's willingness to learn but so far in my time spent gaming I have only encountered a handful of people who really were, like you said, staunchly opposed to learning and making the game better for themselves. Humans are naturally curious creatures. It wasn't turning as big of a revenue as their other titles but it was still turning a profit and paying for itself. Maybe they considered a low revenue (even if still profitable) product to be a shameful addition to their line-up? To me it always seemed like politics at play but don't think we'll ever find out the truth. I miss it terribly though, along with the community. No one has made a game like that since. I compare them because we don't have access to more accurate numbers. It would be nice if we could see how much of a quarter's revenue comes from those days when the expac was available for purchase but we don't. That's also why I looked at the sales quarter and the quarter following it as that's the more fair metric I could think of, so 37331 + 30557 for HoT and 20145 + 34903 for PoF. There's no way to prove that the quarter in which HoT launched is significantly boosted by the holiday gem sales (especially since you mentioned gemstore offerings being poor at the time) instead of the sales from HoT itself or that the quarter after it saw more revenue from HoT purchases than from the gemstore. Just like there's no way prove that the revenue in Q3 of 2017 wasn't significantly boosted by the launch of PoF or, the other way around, most of its sales actually happened in Q4. I tried speculating how much the expansion sales would account for within those revenues but just don't have enough data for it. Lets take Q3 off the revenue (missing out on the first 8 days of sales) for PoF then and just go with Q4 (a three month long period) which is 34903, like you said. But then lets also take off the quarter after HoT launch since it had plenty of time (a two months and a week long period) in the limelight during its launch quarter, leaving 37331. So HoT is in the lead there although not by much.
  5. No one said they launched on the same quarter? I included a link that shows the revenue from the Q4 of 2015 till the Q4 of 2019. Both expansion launches and the quarters following them are included in the graph. Here's a picture which only tracks it up to the the Q2 of 2019 but keeps count from launch. Someone informed me that a pop-up notification for premius services prevents them from seeing the numbers on the original link. This is the raw data. https://i.redd.it/eyr4apfmkfk31.png Even with HoT still being sold at the time and more gem store offerings, PoF brought in less revenue both during its launch quarter and the one following it than HoT did. To me that shows that HoT could not pull in as many players as HoT could. Why? Because at the time of HoT launching the only measurement of the product prospective buyers had was the base game and people enjoyed the base game. Revenue fluctuated at healthy levels and only began to trend down once the content drought sat in. Even at its lowest quarter (in the pre-expansion drought) the base game was outperforming the time between HoT and PoF and has been begun to outperform PoF since the end of 2018. So the players who were happy with the base game by far and large bought into the expansion. There were protests due to its price and the base game getting bundled with it but most of the active playerbase was in Verdant Brink after launch. Then the increased difficulty hit them like a bag of bricks and with no explanation as to why their previously working playstyle and build was suddenly not good enough for this new content. That's when the complaints started and many were told to get good. (Reminds me of what happened in Wildstar, actually.) Revenue fell off sharply and though Arenanet didn't give player numbers, it was obvious from how much players struggled to reach higher levels of the meta events (or even just complete them), get hero challenges done for their elite spec, or get high enough mastery levels that a large percentage abandoned Maguuma and likely the game with it. It's not hard to imagine that a significant number of those who quit back then didn't return for PoF as they already got burned once. As for why I think NCSoft would lie? I have been there through the closure of City of Heroes, Tabula Rasa, and Wildstar. They view the western market with derision and mistrust and have already forced Arenanet to lay off a lot of people due to their side projects not working out and the game's revenue falling continously. They might have been justified in this decision but we don't know if it was actually them pressuring Arenanet to diversify into other projects with their existing IP, especially after the failure of MxM. I can easily see that being the case considering they supported Arenanet making a mobile game despite Guild Wars 2 not doing particularly well at the time. https://mmoculture.com/2019/08/ncsoft-guild-wars-2-on-mobile-mentioned-during-financial-call/ I didn't specify what they nerfed, just that the overall experience of playing in Maguuma was made easier which includes nerfs to hero points, mastery points, champions, reduced time needed to learn masteries, and buffs to rewards. There were changes to some group events and meta events and to certain mobs as well. Maybe none of these count as nerfing the zones themselves though. As an interesting addition, I have learned during my search that the enemies in Silverwastes were nerfed following the release of HoT. I never realized it as I barely played that zone before HoT came out. I actually wonder why they changed them. https://www.mmogames.com/gamearticles/tyrian-chronicle-heart-of-thorns-getting-easier/ https://forum-en.gw2archive.eu/forum/game/hot/ArenaNet-please-stop-nerfing-content Oh and a screenshot of some lovely players reacting to the change. https://imgur.com/150oL6m Bonus link from reddit that offers a good discussion on what happened with and after HoT. https://www.reddit.com/r/Guildwars2/comments/e1j7j1/what_actually_happened_with_arenanet_after_hot/ Again, I'm pointing these things out not because I have a bone to pick with the game or Arenanet but because I very much enjoy the game and want to see it continue for many years to come. Considering its revenue model, relying mostly on micro transactions, it needs to do more to keep new or less savvy players around. If many are frustrated by their foray into HoT or PoF and don't have a clear vision of what can be changed in their choices or playstyle to tackle these challenges then they will eventually quit or put the game on backburner. Either way, they stop participating in the game and so the game loses both content and revenue with them leaving. They aren't present to interact with others, to participate in group events, to buy and sell on the auction house, to farm gold, or to buy gems with cash. The things Joote mentions in their posts are complaints I've heard from plenty others who then stopped logging in.
  6. It isn't in the game. If you want to learn about builds, synergies, get tips on how and when you should use your crowd control skills (with or without breakbar) or which skills and traits are the best for cleansing ones you put on yourself you have to go outside of the game and look on external websites. There is no explanation of the difference between power and condition damage and how builds should usually focus on one or that wearing gear with a lot of toughness will make enemies focus on you so that if you want to aim for a defensive build then you should go for vitality first and foremost. There is no explanation of how combo fields and finishers work now how one should prioritize their skills aka have a basic rotation. None of that is explained. There are no sample builds within the game that show you a good baseline set-up for open world which you could then tweak further as you learn more. None of that is in the game and you are ignoring that because you are determined to prove that this game doesn't need to explain anything more to anyone since it's incredibly intuitive and easy to play if we ignore the repeated complaints about difficulty coming from many players since the existince of Heart of Thorns. Here, let me copy again what my idea was. Is this in the game? Is anything even remotely this detailed in the game? No? Then the explanation isn't in the game. Here is how WoW did its class trial which actually teaches you about your abilities and how they work together. I suggested going for a text-based approach in this game because voice acting is expensive and in the future if Arenanet changes some skills or traits in significant ways then they would have to re-record voice lines for explaining those. The point is, we don't have anything like this in Guild Wars 2 beyond, perhaps, the dodge tutorial. I have repeatedly said that most of my friends never boosted a single character and those that did never struggled for a moment because they are former raiders and know the drill on how to go to theorycrafting websites. Everyone can read what is written in the skill and trait descriptions but as I already mentioned it, being able to read descriptions doesn't immediately translate to applying the knowledge successfully. This isn't about my friends, however. We help each other out and usually play together, schedules permitting. This is about those who play this game without experienced friends to help guide them. Those are the ones I would like to see receive more help. Either way, discussing this with you is clearly leading nowhere so I'm bowing out of this thread. I have made my suggestions and that's pretty much all I can do.
  7. Reading comprehension. I specifically said that it's people who don't have former experience with the genre that struggle. It's not that they can't comprehend what "knockdown" or "slow" means when reading it in the skill description but rather not understanding how to fully utilize those skills. They use often just use them as part of a normal rotation, hitting the buttons on cooldown, not understanding what commanders are asking for when they tell people to use crowd control, or understanding the word itself but not when and for what they should be using those skills. It's one thing to speak English and understand what knockdown means. It's another to understand what knockdown is for and when it should be pressed. If you want the most common example of this, observe the number of rangers with a longbow who push around enemies in nonsensical ways that puts them and their group at a disadvantage and yet it keeps happening even when people in chat are pleading with them to stop. You're assuming a lot of things and putting words into my mouth. I never said that what they do is wrong or should not be allowed. I love making my own builds as well and they're often more about fun than performance. However, the base game is made easy enough that players truly can do whatever they want and still succeed. In HoT and PoF the stakes are increased and though nothing prevents you from playing a mesmer in soldier gear with condition focused weapons and random traits, it's not exactly conductive to surviving. Again, you're assuming a lot of things. I never recommended boosting to anyone and never will. Some of the people I know are going through the story chronologically at their own pace, some are jumping between doing the story and doing some current content, and some did indeed go straight to the "endgame" but they were almost all former WoW players and raiders so they knew the drill and immediately tabbed over to metabattle and snowcrows, did the math, bought everything needed, and sat up the most effective builds right from the get-go, then started working on leveling crafting and pushing fractals for ascended. They aren't the ones who struggle in this game or any other. I'm not even sure why you are against the suggestion to extend the tutorial system for inexperienced players. WoW has done it with their class trial and the starting experience despite how old the game is and it does actually help players get a grasp on the basic rotation and defensives of their class/spec. Players can opt out of it so no one is forced to endure the horrors of unwanted explanations.
  8. No. They really don't. An incredibly high number of players have absolutely no idea how they work beyond getting annoyed when one is applied to them by an enemy. I'm not exaggerating when I say that during the times I have helped lead meta events and did hero point / mastery point trains I had to explain crowd control (not just breakbars!) to at least every fifth player on average. They also didn't realize you could break crowd control effects on you through certain skills. They also had no idea about combo fields and finishers. You assume the issue is that those people are lazy and don't read when the reality is that they are bombarded by flashy effects and information that makes little sense to those not used to these sort of games. You are arguing against my points from the prespective of a seasoned player. I have seen firsthand how much of a difference is between friends who came over to this game after having been active players of this genre for years and friends who installed this as their first MMORPG. The pseudo action combat doesn't help things as far as simplicity goes and is already a barrier to those used to the slower, purely tab target style gameplay. Due to the freedom offered when it comes to builds, even people who read and understand the information presented are often led astray by the abundance of choices - most of which are traps that will make you deal inadequate damage or have inadequate access to crowd control and condition cleanse. Many players run around with weapons (and abilities) that don't synergize with their stats or selected specializations. This isn't a problem in the base game because you can go through it with any oddball combination and not realize there's a problem thus it won't be evident why you're suddenly dying to everything in HoT and PoF. Perhaps. As I said, my sample size only extends to friends and guildies. Maybe the majority simply "got gud" by just playing the expansions more. Or maybe they quit. There is something to be said for the big revenue and activity drop following Heart of Thorns. I vividly remember countless posts detailing frustration with the new content during that time. Have to assume that a lot of them didn't return since the sales for Path of Fire were a lot lower.
  9. If the difficulty of the expansions wasn't perceived by a not-insignificant percentage of players as much higher than that of the base game then we wouldn't be seeing these kind of threads repeatedly. Both on this forum and on other websites. My sample size is small of course but when talking with players who actually played through the living story chapters in chronological order, they all noted that the difficulty increase was actually a lot smoother and better presented than when they initially just jumped from base to Silverwastes to Verdant Brink. The difficulty difference between Thorns and Fire is minimal as far as actual combat goes but the distance from which enemies lock on to you and for which they follow you is extreme in the latter. That's not the point though. In the base game those mechanics either teach nothing to the player because they are so insigficant in their effect or they teach the wrong thing by allowing players to power through them with a defensive build or ignore them by sitting at range constantly. The importance of crowd control is not only for breakbars but for, as the name implies, controlling the enemies. Interrupting certain attacks, positioning the enemy in certain ways, or simply slowing them down for kiting are often the difference between life and death in the expansions even if you fight only regular baddies but you can breeze through the base game with only your auto-attack and hodgepodge equipment of random stat distribution and runes. I'm not surprised by the number of players I see asking about what crowd control is, how to use it, or why should they bother to use weapon skills or choose utilities that deal little damage (since their main purpose is CC) because the base game teaches you nothing initially but then throws you to the proverbial wolves as soon as you leave it behind. It's not just the combat itself but also the need for specializations, weapons, gear, and runes that synergize with each other. The episodes (particularly season two and the first half of season three) ramp up the difficulty pretty nicely and gradually turn previously insignificant attacks or debuffs to more lethal ones. Here is my idea, just so I do more than just criticize. When you meet with the Dragon's Watch to go off to Elona (or previously, Maguuma) none of them tells you to make sure your equipment is up to date and your skills up to scratch before you all leave. No dialogue option to explain to you how those things work. Taimi, being the local genius and all, could perform an "analysis" on you and then offer you a set of soulbound gear and specialization choices set-up that she has "calculated" to increase your chances in battle by some made-up metric. You would get the option to pick from lets say four pre-set options (two power and two condition focused ones) and you could have a friendly battle with Dragon's Watch members to see how those pre-sets work for you before you make your decision. It could start with Braham charging at you with a knockdown while Rox shoots at you from range, then Kasmeer and Marjory get pulled in as a magic AoE and melee poison combo, then finally Taimi sending in Scruffy as a veteran with a breakbar. Taimi would also have dialogue options where she could give a brief explanation of breakbars, crowd control, how the different stats work, the pros/cons of the two damage types, and the importance of runes and sigils. This would also be an excellent opportunity to explain and showcase the much coveted (and monetized!) build template feature. Taimi could explain that its the reason she is able to manifest out of thin air for you these different gear sets and help you recall your previous fighting style at a moment's notice. A guild can help answer your questions (ideally) and members can come and help you with whatever your are struggling with but that's just that. They can. Doesn't mean they will. A guild consists of people with their own needs and wants and interests who may or may not help you at any given time. It's not a summoning scroll that calls for henchmen to do your bidding. It is an option but not the solution.
  10. Except the baseline story of each expansion already starts at a greatly increased difficulty (compared to the default) with mechanics that are either not utilized in the base game or are present in a much weaker form that makes it easy to ignore them or even just not notice them to begin with. I have brought players into the game over the years and this was an issue they all ran into. When we weren't playing together and they tried to tackle the expansions on their own, relying on the help of other players in the same area, they found the difficulty too punishing and in the past two years found the number of players on these maps too few and too spread out. The only freely accesible content in the base game that gives you any hint of what is to come in the expansions are The Silverwastes and Dry Top. The former is mostly populated on maps that are doing RIBA zergs or shovel/chest runs and the latter is very abandoned. The addition of the skyscale made the problem a lot worse in the open world. People who have it are now hovering above the dangers of the world, skipping past not just the enemies but also other players fighting them. Those who have just started or playing through the game at a slower pace are stuck watching people fly straight to a given objective and then taking off again. No engagement with other players or with the happenings of the world.
  11. https://en-forum.guildwars2.com/discussion/comment/1429219/#Comment_1429219 Yup. If you want to rush content, then it's not game's fault despite of what some people on this forum seem to think. Except new players and those returning from longer stretches of inactivity typically do not have access to the living story episodes. I don't mean to say Arenanet doesn't deserve the money for said episodes. Frankly, they're well worth it even if you don't get them for free. However, new players or those out of the loop have no way of knowing that. They are directed towards the latest content as that's where most players are. When they struggle with the combat and can't make sense of the story they either quit or start asking questions at which point they are told to play through the living story because it puts everything in context and also teaches you about the more difficult enemies and environmental dangers you have to face in both expansions. Not to mention giving you access to additional masteries that make traversing Heart of Thorns and Path of Fire much easier. So they go to the story tab and notice how many episodes they are missing and see the price for getting them all then rightfully ask why the story and what is essentially a combat tutorial for the expansion are both hidden behind a paywall. One which they were not told about when buying the game. Since they're new or returnees from a long hiatus they won't know that said episodes are more than worth the asking price. They also will not have the gold to convert for gems. All they see is a somewhat steep up-front cost for what can be considered an integral part of the game. That turns off quite a few players There should be some sort of stop-gap solution for this.
  12. Don't worry, the charr aren't hurting those mounts. They are merely giving them weight training.
  13. If you create a charr but don't choose the bulkiest body and tallest height combined with the longest teeth then are you even living life?
  14. WildStar had a roadmap too. Tabula Rasa had two years before getting taken behind the shed and shot with its designer unlawfully terminated. City of Heroes was shut down right after a big content patch while it was still very much profitable. Good times. What I'm saying is, you may trust Arenanet but never trust NCSoft. The executives there would pull the plug on their own mother's life support for a sufficient sum of money. Don't think of what may or may not be here tomorrow. Just strap in and enjoy the ride while it lasts.
  15. Because cross-promotions are funded by the retailer, not the supplier. Take it up with Best Buy. People understand that this promotion is coming from Best Buy but they also remember Arenanet repeatedly disregarding players outside North America in previous promotions. Promotions that they actually had a say in. Players are jaded but to be fair to Arenanet, this modus operandi isn't unique to them. A lot of 'murican companies do business as if they had no customers from outside the country even if they have just as many or even more of those than North American ones. They could e-mail out discount codes for online gem purchases (so no double-dipping in combination with the discounted cards) and it would show good will on their part even if they limited those codes to one per account. It's not a mindblowing discount and for many it's not about the cash saved but the ever-present impression that they are less valuable customers purely due to their geographical location.
  16. Playable quaggan or riot. With a racial skill that activates rage mode.
  17. For me personally the only solution was to get someone to stay in the instance as a wisp while I played through it. They didn't assist me in any way but their mere presence prevented disconnections for whatever reason. This does unfortunately mean that if I wish to play any story instance, I need to find a poor sod to slav squat in it.
  18. I'm sure people would love to finish the story instances but unfortunately said instances tend to disconnect during un-skippable cutscenes or right after boss fights. While sitting through the same scenes of forgettable characters talking about forgettable things is no doubt enjoyable for some players, I would wager that most are not keen on the repeated exposure. Nine out of ten pact commanders recommend feeding Braham and Kasmeer to junundu wurms.
  19. That has been happening to me for over a year. Tried three different browsers, deleted cookies and cache over and over and also disabled adblock just to be sure. No luck. Each time I have to contact support, I can only do it anonymously because of this. I have noted the issue in my tickets but never received help. Don't contact support often so I came to accept this quirk. Small indie company and all that.
  20. The odds being disclosed won't stop people falling victim to the exploitative nature of gambling. If it did, casinos and bookies would have gone out of business by now. Those who are vulnerable will continue to get preyed on regardless of how many licenses a company pays for.
  21. Excuse me but do you have a license for making forum threads? Jokes aside, this is about power play and nothing else. The regulations aren't protecting people but of course those campaigning for these laws will frame it as a humanitarian effort. In reality some old dogs in power are learning new tricks now that they finally realized the kind of money that can be made through these means and how exactly it works so they want a slice of that pie for themselves. Notice they don't ban lootboxes or even try to regulate it in any meaningful way but merely require these gaming companies to cough up some cash to continue with their business model.
  22. Zenimax gives you more crowns for your buck if you buy the bigger packages and they also do crown discounts once or twice a year but both of those things have led to their store becoming overpriced and oversaturated. They know most people save up money and only buy crowns in bulk or during sales so to counter it they have steadily increased prices across the boards and flooded the shop with variations of the same items with most of the truly unique options locked away in gamble boxes. What you might think is a good deal was still carefully calculated to pull as much money out of you as possible. Remember, the house always wins.
  23. Hearing impaired people have been playing a sub-par quality game since the launch of Heart of Thorns then. Exactly. Which is why it's frustrating that the "subtitles" are actually blocks of text farted into the chat box (if you are lucky and they actually appear there, quite a few stuff remains chat-bubble only) and get scrolled past very quickly while you have to fight or perform other tasks and so have no chance to actually read what is going on. I'm considered a quick reader, finishing a page of an average book under a minute with no compehension loss, but that doesn't help if I don't get the chance to even glance at the chat because I have to focus on the gameplay. If there wasn't too much yapping then I can scroll back after everything is said and done and read the dialogue afterwards but that's like if you watched a movie without sound and then got to hear the sound separately right after. If there is a lot of talking I can't even do that because the chat won't scroll back after a certain point. This hampers my gameplay experience considering that I actually care to engage with the stories told in both Guild Wars 1 and 2. I have originally posted in this thread because I believed this is a good opportunity to show the hearing majority what it's like to play this game when you can't follow the story naturally and so we could come up with ideas on how Arenanet could deliver their story better without necessarily going back to the old method of having characters awkwardly emote in front of a mostly static background. Even without covid, this situation can happen again. It sort of has been happening already if you remember Zojja. They can't get the voice actor back and haven't found a suitable replacement so the character got shelved with her story unfinished. A change of delivery would benefit hearing players just as much as the hearing impaired ones since I've seen quite a few complaints about important bits of dialogue getting drowned out by combat sounds, overlapping with other lines, or going entirely unheard because the person wandered too far.
  24. I also like to tell older people with impaired reflexes and coordination that five year olds can skip rope and touch their toes with no trouble.
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