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Cleopatra.4068

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Everything posted by Cleopatra.4068

  1. Why discuss anything at all? I mean, the game has been around for, what, 9 years now. I’m sure everything that possibly could be discussed has already been discussed somewhere. Why not just put the forums in read only mode? Then people wouldn’t need to waste time policing the forums for threads they think shouldn’t exist.
  2. When the demand exceeds the supply, that is a shortage. Not getting as many as you want when you want them is literally the definition of a shortage. Neither of these things are the definition of shortage. MC are available, on the TP at market prices OR over time, for FREE if you need them. Even if those options don't fulfill your own self-defined criteria for reasonable access to MC's, that's certainly no reason to claim we have a shortage to justify the idea Anet needs to appease people with more access to MC's. No 're-defining' of established language can hid the fact that every one of these MC threads is simply a complaint about the price of MC's in a fair market by people who aren't patient enough to collect them via login rewards or content that gives them as rewards.Shortage: noun, a situation in which there is less of something than people want or need Literally the definition. In the dictionary. I’m redefining nothing.
  3. When the demand exceeds the supply, that is a shortage. Not getting as many as you want when you want them is literally the definition of a shortage. Is it? So if I want some private jets and yachts but can't afford them it means there is a global shortage on private jets and yachts? Yes, that is why they are so expensive. If people churned them out like they grew on trees, they would be cheap and everyone would have them. In this scenario, however, it would be more accurate to ask what would happen to the prices if supply of the parts used to make the yachts and jets were artificially constrained by a monopoly. In this scenario, the supply of mystic coins is being artificially constrained by a monopoly on the supply, i.e. ArenaNet. This is what makes legendaries so expensive.
  4. When the demand exceeds the supply, that is a shortage. Not getting as many as you want when you want them is literally the definition of a shortage.
  5. who use byte type theses days seriously (specialy in c++ since it's what the game is build on) Bit manipulation is used a lot to save memory in game engines. I don’t think that applies to this scenario though, as the counter would have to be saved in a database to make it persistent.
  6. Um... you realize that "critical" isn't some sort of "gaming word" and it has its normal meaning (ok, multiple, but there's no way around that either, that's how languages work) irl too? What if you watch the news and hear about someone being in "critical condition", but you don't know what "critical" means? I mean... seriously... It means you need to check what it means and learn a new word. What "critical" in "critical hit" means? It literally means "critical".So then you hit something and you see in chat "you've critically hit x for 32678687 dmg" and you notice that "critical hit dealt 32678687 dmg" while "regular hit dealt 1234 dmg". And just like that... you learned something new if previously you didn't know about it. But lets go to your made up complaint about people not understanding what "condition dmg" means... Well, they reach level 13 and then they read:https://i.imgur.com/614Uj0n.jpg So, really, when I say "it's explained in the game already" this is EXACTLY what I mean. It doesn't mean "I'm against explaining things" like you try to make it seem for some reason. Almost all of your leveling up process is a tutorial and if that doesn't help, not much else will. Calling it a made up complaint is the sort of thing which leads me to believe that you simply have no empathy for people less knowledgeable than yourself. Using words that exist in the language with definitions that don’t exist in the dictionary makes them jargon. Taking the position that not understanding jargon is not a user interface issue is fine. I disagree with you, I think it hurts user experience for everyone that doesn’t understand the jargon. Liuterally the only reason I call it "a made up problem" is because you try to repeatedly insist it's not explained anything and I "don't care beacuse for me it's just self-evident", while very clearly it IS explained in the game. Nobody likes to be wrong, sure, but in this case, as presented by the screenshot above you objectively are wrong about things not being explained in the game and no tutorial in the game. Am I somehow lying here? ...and are you trying to claim that "critical" is not in dictionaries and it's some kind of jargon? What? I disagree that the explanation is sufficient for people who don’t have any idea what your talking about to understand. “Conditions are negative status effects that players and creatures use. They include damage conditions (bleeding, burning, confusion, poison and torment), movement-impairing conditions (cripple, chill, immobilize), and debilitating conditions (blind, weakness, vulnerability, and slow). Certain skills can remove these effects from you and your allies.” So they are negative effects that do damage, movement-impairment, or debilitation. Where is damage over time explained? Where are stacks explained? How do I know what expertise and condition duration do? Critical is certainly a word in the English language, and would have definitions in the dictionary. I’m claiming that the definition in the dictionary does not match the one in the game. If I search for definitions of critical, these are the first to pop up: adj. Judging severely and finding fault.adj. Relating to or characterized by criticism; reflecting careful analysis and judgment. Soooo, I’m insulting the mobs? That makes no sense. Here is a definition that comes closer to the actual meaning: being in or approaching a state of crisis Does it mean that one critical hit leads to the death of the mob? 2? Why not? It was a “critical” hit? If I am critically injured in real life, doesn’t that mean I’m approaching a state of crisis? In gaming terminology, critical hits basically are just extra packets of damage. How “critical” they actually are depends on how much you have invested in them. That doesn’t line up with the real world definition. It’s gaming jargon.
  7. Um... you realize that "critical" isn't some sort of "gaming word" and it has its normal meaning (ok, multiple, but there's no way around that either, that's how languages work) irl too? What if you watch the news and hear about someone being in "critical condition", but you don't know what "critical" means? I mean... seriously... It means you need to check what it means and learn a new word. What "critical" in "critical hit" means? It literally means "critical".So then you hit something and you see in chat "you've critically hit x for 32678687 dmg" and you notice that "critical hit dealt 32678687 dmg" while "regular hit dealt 1234 dmg". And just like that... you learned something new if previously you didn't know about it. But lets go to your made up complaint about people not understanding what "condition dmg" means... Well, they reach level 13 and then they read:https://i.imgur.com/614Uj0n.jpg So, really, when I say "it's explained in the game already" this is EXACTLY what I mean. It doesn't mean "I'm against explaining things" like you try to make it seem for some reason. Almost all of your leveling up process is a tutorial and if that doesn't help, not much else will. Calling it a made up complaint is the sort of thing which leads me to believe that you simply have no empathy for people less knowledgeable than yourself. Using words that exist in the language with definitions that don’t exist in the dictionary makes them jargon. Taking the position that not understanding jargon is not a user interface issue is fine. I disagree with you, I think it hurts user experience for everyone that doesn’t understand the jargon.
  8. 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. I fully agree. I'm not sure what the stop-gap should be myself, haven't put enough thought to it yet. But I think you describe the bulk of the issue quite well for returning folks. It's natural for them to be pushed/gravitate toward the most recent content, which will often be very different from what they remember. To make matters worse, it's likely that abilities and traits they depended on prior to taking a break have been radically changed (or even removed altogether) as a result, breaking any synergies they might have leaned heavily on. The thing is, IMO the vast majority of these issues can be solved if the returning player just reads the tooltips and gains a sense of what still works and what doesn't via combat testing. It's not that hard to refine your build, although not everyone coming back to the game might have the resources on hand to re-gear several characters fully. I think the best solution would be for ANet to somehow incentivize the act of staying in a sort of tutorial or testing instance for returning players, where they can hit/get hit by dummies to get their feel for the game back. The tool tips are1) Frequently wrong, they forget to update them when they update the skills Sure, so the solution to this is simply updating the tooltips, not whatever was listed above by another person. Which ones?Any of the terms can be confusing if you don’t know what they mean. Precision, might, crowd control, break bar. I’ve seen people ask in the forums what condition damage meant. If they don’t know what condition damage is, how are they supposed to know what expertise or duration mean? If someone has never played an rpg before, reading the words does not give them comprehension. Yes, a lot of players, maybe even most, have played these types of games before, but not all. There should be explanations, in game, for those people. ...so you don't have anything in particular in mind, just the general "something for someone might maybe potentially be confusing!"? If that's the way we're looking at things then nothing is EVER going to be enough. Not sure what's the purpose of that approach.And the terms you've just listed are already explained in the game in a rather simple language, pretty sure enough to have a basic understanding of those terms. It's getting insane how many times I have to repeat this very same thing in this thread and still in the answer someone will pretend it's not a fact. Which ones?There are plenty of skills in the game that say things like “grants x effect on evade” or “grants x effect when inflicting x type damage”. But what counts as an evade? A dodge? A skill that teleports you? So again nothing specific in mind, mostly just "maybe something for someone somewhere"?What dodge is? Doesn't the game tell you what dodging is? Don't you have a literal key bind for "dodge"?What's evade? Most (all?) skills that evade tell you they evade. When you evade the attack, there's literally a word "evade!" popping up on your character, what's unclear about that? How is this not specified? What exactly is confusing or "not specified" about "you evade => you get a second of invuln"? What do you mean what does "inflicting x type damage mean?" ? It means you inflict "x damage", which is pretty clearly specified by your skill/trait/upgrade component. I don't see the reason why something like traits or upgrades would not count for some reason when it's not specified ("except..."; "...from using x" etc) anywhere.Why are you so hard set on creating fake complaints and nonexistant problems "for someone that might be existing somewhere and maybe potentially have a problem with this thing that isn't a problem for anyone else"? I don't really see the point of that? I asked you for specifics and you still didn't answer with anything specific outside of "maybe someone doesn't understand this already explained thing". If "applying bleed causes x" is not enough then what even is? I asked for specifics, you still didn't give me any. So not sure what else there is to answer to this than what I've already wrote above. Up until this point it all seems to be "maybe someone won't understand this pretty clearly specified thing because I said so?", right? Or did I not understand something you've said here or missed specific examples of what you're talking about? Again (like the answer to your point #1 from previous post), if some tooltips are inaccurate, then all it means is that they should be updated. That's about it. I don't know if you agree with it or not, because you've skipped right over it in your response. You keep saying “people don’t want to read”. What I’m saying is that at least some people do read it and still don’t understand what they are supposed to understand. ...how?Also lets not forget that it was the response to your complaint about "information being scattered all over the place", by which you've meant (because you said so right after) that "each trait, skill, utility and upgrade having its own tooltip/description" is somehow confusing and bad? How is it bad? How else do you describe what a singular skill, trait or upgrade does? Honestly, I don't even understand what hat complaint is supposed to be. Yup, which is nothing else than "Skipping the tutorial and then complaining about no tutorial" -something we've already seen example of in this thread. Not exactly the game's problem tbh. People with actual undeniable real life problems like that need to work around them by having accessibility tools of their own. This is not somehow limited to gw2 that it can just solve and bringing it up in this thread during the complaint of "not enough tutorials and whatnot" seems pretty misguided imo. Again, not exactly "gw2 problem" and something like adding second tutorial between expansions doesn't change a thing about it.The training buildup of LITERALLY unlocking singular skill slots per level during leveling process is already as gradual/gentle learning curve as you can get. Not sure what is this argument about "dyslexia" supposed to be. Those people can and understand what they read. Maybe maybe maybe... maybe this is something you can say about LITERALLY anything anytime and anywhere. All of these are blind guesses that "maybe someone somewhere doesn't understand a word". Oh well, there are dictionaries around, I don't know what else to tell you about that. No amount of "added tutorials" fixes anything if "maybe someone somewhere does or doesn't" is all you'll repeat, right? You obviously have no interest in listening to anything anyone says. You think explaining things is a waste of time, and don’t care about anyone else’s opinion on the subject. Got it. I do. This is the very reason I asked you about any specifics of what you're talking about. It's just that I didn't get any. You say that some things/terms aren't explained enough and then listed a bunch of things that actually are explained. Isn't this what happened here? Nope. I gave you specific examples of terms that can be confusing to people. Expertise, might, precision. You think those are self explanatory terms, I don’t. No, that's not what I said. And then somehow you'll try to tell me I'm the one not reading. Those term are explained in the game. I literally don't know how to say it any more clearer than that. Explamples you gave: "bleed activates x" -but which bleed? This that? The answer to that is very clearly any bleed, because it's not specified in any other way. It looks like you're trying to create problem where there's none. If bleed activates something, then applying bleed counts as applying bleed. You're looking for exclusions where there are none. You might want to re-read. I say it is explained what they do. And you keep getting skills/traits/slots one-after-one, which means you can't possibly get a slower build up to get accustomed with the game's mechanics that come together to create a build.I keep writing it's already explained in the game and for some reason you keep telling me I'm saying it's self explanatory. No, that's not what I'm saying. Again, I'm saying that it is explained. To be fair, I think I responded to you before you added half of your post. You say these terms are explained, but how are they explained. Precision increases critical hit chance. Ok, what is a critical hit? I know it’s an extra packet of damage that is added a percentage of the time, and that percent is based off of critical hit chance, but would a person who has played a bunch of mobile games and wants to try a pc game know that? Would your friend who never games but who you talked into trying your favorite hobby know that? Or let’s say someone knows the basics of the terminology, but doesn’t know how aggro in the game works. They are getting killed a bunch, so they buff up toughness thinking it will help. Maybe in core, it seems to. Then they go to PoF or HoT, and all it does is bring a ton of aggro to them. The tool tips don’t actually explain how to design a build, what is important, or what you need to have a good build. Even if you have a basic under Of the terminology, it doesn’t mean you understand the how the terminology functions in this game. The combat system is great, because it offers so much ability to modify your build to your own play style. It also offers so much ability to make a mess. Some explanations, or a tutorial on building could help with that.
  9. I agree "CC" and "breakbar" are not self-evident to the new player, but guess what? Those are player-instituted terms, not something ANet ever put into the game. ANet isn't responsible for explaining something they never said in the first place. We should stick to terms the game itself pushes onto players. Well, the game did add the break bars and the crowd control skills. I don’t think those terms are specifically listed on tool tips, though, so I suppose it doesn’t apply to those. It is a feature of the game that is poorly explained and leads to lack of understanding.As for each of the stats, they are... you guessed it... explained by their tooltips. If you don't know what Precision does, that means you don't even know how to mouse over your stats on the hero panel where it tells you exactly what the stat does generally, and right next to it the game even tells you exactly how much crit chance your current precision is giving you. The one exception to this would be condition damage, for which the tooltip very unhelpfully says "increases condition damage." I think that tooltip could be vastly improved by listing all the damaging conditions in the game with their icons, similarly to how conditions affected by expertise are listed in the condition duration tooltip. The other skills also say things that can be confusing if you don’t know what they mean. Critical chance increases critical hits. Ok, what does that mean if you don’t know what a critical hit is? I know this seems self explanatory if you play a lot of games, but imagine if someone you know who doesn’t play a lot of games read it. Would they know what it meant? A lot of players start playing because friends/family/significant others asked them to play. If the person who got them in the game isn’t around to explain, where do they find that information? I think people have trouble understanding the confusion that can occur when a ton of new terminology gets thrown at someone. Eh. With the exception of the condition damage tooltip and the boons I mentioned above, the bar for getting that information as a first-timer to games is extremely low. If you know that tooltips exist in the game, and you can figure out where to look up stats and your gear, it really isn't hard to figure out what's going on. That's not to say that just looking at tooltips without being able to intelligently test performance is enough to make a player a buildcraft master - but it's certainly a solid start, and I question the general capacity of anyone truly mystified by GW2's terminology on such a basic level. I started playing GW2 without any understanding of the terminology. I was horribly confused. The only MMORPG I had played before was Vendetta Online. Someone from that game suggested GW2 to me, then never played themselves. Vendetta Online is a space MMO which focuses on ship rotation speed and torque and speed as stats. It had no condition damage or boons or cc. I had no idea what anything meant when I started. It doesn’t make me incapable of understanding, just unfamiliar to begin with. I was overwhelmed by the UI and had to google everything. It happens. For the most part, the answers to your questions are self-evident (if you get X proc on applying bleed, it generally works on all the procs of bleed within the constraints of an ICDs). And besides, if you're at the point where you're starting to worry about that level of synergy, you're the type of player making good use of the information the game provides, and probably understand that you can either read the (spammy and admittedly unhelpful combat log) and watch conditions/buffs on your bar/your target's bar to figure out if effects are proc-ing or not. Generally the game is pretty clear about when a normal dodge procs something, or when an actual evasion due to an evasive ability does the trick, but I admit that there are places where it's not entirely clear. For instance, the ranger trait Light on your Feet says it gives you an effect upon dodging, but it also procs when you use shortbow 3 (which is a backwards evade) and I believe it also works on Lightning Reflexes (another backward evade-granting move). I think it makes you the kind of person who is trying to make good use of the information. It doesn’t mean you are successfully doing so. Here's the thing - how did those people figure it out so they could tell you? Hm? Magic? Nope, they tested it in-game, and likely even showed you (if it's a video) how they did it. I agree it is poor design to need to have to test some basic things that could be made clearer in the tooltip, as in my ranger trait example above. I didn't know those other evades proc-ed the effect for sure until I tried it, and it wouldn't have taken too much extra text to explain how that proc actually triggers. But at the same time, it's disingenuous to pretend like this is at all difficult to figure out, and that players need to turn to some expert outside source to get this information. Obviously they did not psychically divine the information. They had a better understanding of the game to begin with and could employ that knowledge to good use. I’m not attempting to imply that no one knows what this stuff means. I’m saying some people don’t know what it means. They play through the base content just fine, because you don’t have to understand how making builds works there. Then they go to the expansions, using the same build they did in core, which they may have spent a lot of time developing based off of flawed understanding, and now nothing works. They get frustrated and angry. I believe reasonable people can disagree on this issue, so we'll just agree to disagree here. Using the English language client as my baseline, I believe the in-game information (primarily through tooltips) is more than sufficiently accessible to anyone of reasonable reading comprehension around age 12-13 and up. I guess you don't see it the same way. You do mention scattering information, and in the case of listing conditions and boons, I would agree the game misses a few easy opportunities to present them all at once to the player. But aside from that, even the external sources mirror the game's interface when it comes to player data. The one improvement I can think of is how the GW2 build editor site has your stats listed off to the side, always visible no matter what screen you're on. That would help players directly observe the effect of their choices on their stats, and something other games do as well. Like, how is this ANet's problem to solve? Are you saying that if someone downloads a game that isn't in their language, ANet should offer... what? Roll up their sleeves and localize the game in that language? Have some sort of in-game wiki page just in that language? Also, do external sources magically make themselves readable to dyslexic visitors? What could the game possibly do for these people? FF14 does a good job showing the players how each concept works, instead of putting notes in tool tips. You play short instances that show you, via example, what something does and why it is useful. I’m not saying GW2 needs this exact system, but there are other ways to do this that are arguably more effective. Now this is something I fully agree with you on. Not really sure there's any way to tell how important of an issue this is. Even stuff like annoying exit surveys on uninstallation are unreliable, if someone just decides to delete the game folder wholesale or chooses not to respond to a game they're no longer interested in playing.
  10. 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. I fully agree. I'm not sure what the stop-gap should be myself, haven't put enough thought to it yet. But I think you describe the bulk of the issue quite well for returning folks. It's natural for them to be pushed/gravitate toward the most recent content, which will often be very different from what they remember. To make matters worse, it's likely that abilities and traits they depended on prior to taking a break have been radically changed (or even removed altogether) as a result, breaking any synergies they might have leaned heavily on. The thing is, IMO the vast majority of these issues can be solved if the returning player just reads the tooltips and gains a sense of what still works and what doesn't via combat testing. It's not that hard to refine your build, although not everyone coming back to the game might have the resources on hand to re-gear several characters fully. I think the best solution would be for ANet to somehow incentivize the act of staying in a sort of tutorial or testing instance for returning players, where they can hit/get hit by dummies to get their feel for the game back. The tool tips are1) Frequently wrong, they forget to update them when they update the skills Sure, so the solution to this is simply updating the tooltips, not whatever was listed above by another person. Which ones?Any of the terms can be confusing if you don’t know what they mean. Precision, might, crowd control, break bar. I’ve seen people ask in the forums what condition damage meant. If they don’t know what condition damage is, how are they supposed to know what expertise or duration mean? If someone has never played an rpg before, reading the words does not give them comprehension. Yes, a lot of players, maybe even most, have played these types of games before, but not all. There should be explanations, in game, for those people. ...so you don't have anything in particular in mind, just the general "something for someone might maybe potentially be confusing!"? If that's the way we're looking at things then nothing is EVER going to be enough. Not sure what's the purpose of that approach.And the terms you've just listed are already explained in the game in a rather simple language, pretty sure enough to have a basic understanding of those terms. It's getting insane how many times I have to repeat this very same thing in this thread and still in the answer someone will pretend it's not a fact. Which ones?There are plenty of skills in the game that say things like “grants x effect on evade” or “grants x effect when inflicting x type damage”. But what counts as an evade? A dodge? A skill that teleports you? So again nothing specific in mind, mostly just "maybe something for someone somewhere"?What dodge is? Doesn't the game tell you what dodging is? Don't you have a literal key bind for "dodge"?What's evade? Most (all?) skills that evade tell you they evade. When you evade the attack, there's literally a word "evade!" popping up on your character, what's unclear about that? How is this not specified? What exactly is confusing or "not specified" about "you evade => you get a second of invuln"? What do you mean what does "inflicting x type damage mean?" ? It means you inflict "x damage", which is pretty clearly specified by your skill/trait/upgrade component. I don't see the reason why something like traits or upgrades would not count for some reason when it's not specified ("except..."; "...from using x" etc) anywhere.Why are you so hard set on creating fake complaints and nonexistant problems "for someone that might be existing somewhere and maybe potentially have a problem with this thing that isn't a problem for anyone else"? I don't really see the point of that? I asked you for specifics and you still didn't answer with anything specific outside of "maybe someone doesn't understand this already explained thing". If "applying bleed causes x" is not enough then what even is? I asked for specifics, you still didn't give me any. So not sure what else there is to answer to this than what I've already wrote above. Up until this point it all seems to be "maybe someone won't understand this pretty clearly specified thing because I said so?", right? Or did I not understand something you've said here or missed specific examples of what you're talking about? Again (like the answer to your point #1 from previous post), if some tooltips are inaccurate, then all it means is that they should be updated. That's about it. I don't know if you agree with it or not, because you've skipped right over it in your response. You keep saying “people don’t want to read”. What I’m saying is that at least some people do read it and still don’t understand what they are supposed to understand. ...how?Also lets not forget that it was the response to your complaint about "information being scattered all over the place", by which you've meant (because you said so right after) that "each trait, skill, utility and upgrade having its own tooltip/description" is somehow confusing and bad? How is it bad? How else do you describe what a singular skill, trait or upgrade does? Honestly, I don't even understand what hat complaint is supposed to be. Yup, which is nothing else than "Skipping the tutorial and then complaining about no tutorial" -something we've already seen example of in this thread. Not exactly the game's problem tbh. People with actual undeniable real life problems like that need to work around them by having accessibility tools of their own. This is not somehow limited to gw2 that it can just solve and bringing it up in this thread during the complaint of "not enough tutorials and whatnot" seems pretty misguided imo. Again, not exactly "gw2 problem" and something like adding second tutorial between expansions doesn't change a thing about it.The training buildup of LITERALLY unlocking singular skill slots per level during leveling process is already as gradual/gentle learning curve as you can get. Not sure what is this argument about "dyslexia" supposed to be. Those people can and understand what they read. Maybe maybe maybe... maybe this is something you can say about LITERALLY anything anytime and anywhere. All of these are blind guesses that "maybe someone somewhere doesn't understand a word". Oh well, there are dictionaries around, I don't know what else to tell you about that. No amount of "added tutorials" fixes anything if "maybe someone somewhere does or doesn't" is all you'll repeat, right? You obviously have no interest in listening to anything anyone says. You think explaining things is a waste of time, and don’t care about anyone else’s opinion on the subject. Got it. I do. This is the very reason I asked you about any specifics of what you're talking about. It's just that I didn't get any. You say that some things/terms aren't explained enough and then listed a bunch of things that actually are explained. Isn't this what happened here? Nope. I gave you specific examples of terms that can be confusing to people. Expertise, might, precision. You think those are self explanatory terms, I don’t. What is there to discuss? I gave you examples of what kinds of traits and tool tips can be misleading to people. You just say they are self explanatory. If you aren’t willing to acknowledge that those things aren’t self explanatory to everyone, then you really don’t give any indication that further discussion or examples is going to be helpful.
  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. I fully agree. I'm not sure what the stop-gap should be myself, haven't put enough thought to it yet. But I think you describe the bulk of the issue quite well for returning folks. It's natural for them to be pushed/gravitate toward the most recent content, which will often be very different from what they remember. To make matters worse, it's likely that abilities and traits they depended on prior to taking a break have been radically changed (or even removed altogether) as a result, breaking any synergies they might have leaned heavily on. The thing is, IMO the vast majority of these issues can be solved if the returning player just reads the tooltips and gains a sense of what still works and what doesn't via combat testing. It's not that hard to refine your build, although not everyone coming back to the game might have the resources on hand to re-gear several characters fully. I think the best solution would be for ANet to somehow incentivize the act of staying in a sort of tutorial or testing instance for returning players, where they can hit/get hit by dummies to get their feel for the game back. The tool tips are1) Frequently wrong, they forget to update them when they update the skills Sure, so the solution to this is simply updating the tooltips, not whatever was listed above by another person. Which ones?Any of the terms can be confusing if you don’t know what they mean. Precision, might, crowd control, break bar. I’ve seen people ask in the forums what condition damage meant. If they don’t know what condition damage is, how are they supposed to know what expertise or duration mean? If someone has never played an rpg before, reading the words does not give them comprehension. Yes, a lot of players, maybe even most, have played these types of games before, but not all. There should be explanations, in game, for those people. ...so you don't have anything in particular in mind, just the general "something for someone might maybe potentially be confusing!"? If that's the way we're looking at things then nothing is EVER going to be enough. Not sure what's the purpose of that approach.And the terms you've just listed are already explained in the game in a rather simple language, pretty sure enough to have a basic understanding of those terms. It's getting insane how many times I have to repeat this very same thing in this thread and still in the answer someone will pretend it's not a fact. Which ones?There are plenty of skills in the game that say things like “grants x effect on evade” or “grants x effect when inflicting x type damage”. But what counts as an evade? A dodge? A skill that teleports you? So again nothing specific in mind, mostly just "maybe something for someone somewhere"?What dodge is? Doesn't the game tell you what dodging is? Don't you have a literal key bind for "dodge"?What's evade? Most (all?) skills that evade tell you they evade. When you evade the attack, there's literally a word "evade!" popping up on your character, what's unclear about that? How is this not specified? What exactly is confusing or "not specified" about "you evade => you get a second of invuln"? What do you mean what does "inflicting x type damage mean?" ? It means you inflict "x damage", which is pretty clearly specified by your skill/trait/upgrade component. I don't see the reason why something like traits or upgrades would not count for some reason when it's not specified ("except..."; "...from using x" etc) anywhere.Why are you so hard set on creating fake complaints and nonexistant problems "for someone that might be existing somewhere and maybe potentially have a problem with this thing that isn't a problem for anyone else"? I don't really see the point of that? I asked you for specifics and you still didn't answer with anything specific outside of "maybe someone doesn't understand this already explained thing". If "applying bleed causes x" is not enough then what even is? I asked for specifics, you still didn't give me any. So not sure what else there is to answer to this than what I've already wrote above. Up until this point it all seems to be "maybe someone won't understand this pretty clearly specified thing because I said so?", right? Or did I not understand something you've said here or missed specific examples of what you're talking about? Again (like the answer to your point #1 from previous post), if some tooltips are inaccurate, then all it means is that they should be updated. That's about it. I don't know if you agree with it or not, because you've skipped right over it in your response. You keep saying “people don’t want to read”. What I’m saying is that at least some people do read it and still don’t understand what they are supposed to understand. ...how?Also lets not forget that it was the response to your complaint about "information being scattered all over the place", by which you've meant (because you said so right after) that "each trait, skill, utility and upgrade having its own tooltip/description" is somehow confusing and bad? How is it bad? How else do you describe what a singular skill, trait or upgrade does? Honestly, I don't even understand what hat complaint is supposed to be. Yup, which is nothing else than "Skipping the tutorial and then complaining about no tutorial" -something we've already seen example of in this thread. Not exactly the game's problem tbh. People with actual undeniable real life problems like that need to work around them by having accessibility tools of their own. This is not somehow limited to gw2 that it can just solve and bringing it up in this thread during the complaint of "not enough tutorials and whatnot" seems pretty misguided imo. Again, not exactly "gw2 problem" and something like adding second tutorial between expansions doesn't change a thing about it.The training buildup of LITERALLY unlocking singular skill slots per level during leveling process is already as gradual/gentle learning curve as you can get. Not sure what is this argument about "dyslexia" supposed to be. Those people can and understand what they read. Maybe maybe maybe... maybe this is something you can say about LITERALLY anything anytime and anywhere. All of these are blind guesses that "maybe someone somewhere doesn't understand a word". Oh well, there are dictionaries around, I don't know what else to tell you about that. No amount of "added tutorials" fixes anything if "maybe someone somewhere does or doesn't" is all you'll repeat, right? You obviously have no interest in listening to anything anyone says. You think explaining things is a waste of time, and don’t care about anyone else’s opinion on the subject. Got it.
  12. 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. I fully agree. I'm not sure what the stop-gap should be myself, haven't put enough thought to it yet. But I think you describe the bulk of the issue quite well for returning folks. It's natural for them to be pushed/gravitate toward the most recent content, which will often be very different from what they remember. To make matters worse, it's likely that abilities and traits they depended on prior to taking a break have been radically changed (or even removed altogether) as a result, breaking any synergies they might have leaned heavily on. The thing is, IMO the vast majority of these issues can be solved if the returning player just reads the tooltips and gains a sense of what still works and what doesn't via combat testing. It's not that hard to refine your build, although not everyone coming back to the game might have the resources on hand to re-gear several characters fully. I think the best solution would be for ANet to somehow incentivize the act of staying in a sort of tutorial or testing instance for returning players, where they can hit/get hit by dummies to get their feel for the game back. The tool tips are1) Frequently wrong, they forget to update them when they update the skills Sure, so the solution to this is simply updating the tooltips, not whatever was listed above by another person. Which ones?Any of the terms can be confusing if you don’t know what they mean. Precision, might, crowd control, break bar. I’ve seen people ask in the forums what condition damage meant. If they don’t know what condition damage is, how are they supposed to know what expertise or duration mean?If someone has never played an rpg before, reading the words does not give them comprehension. Yes, a lot of players, maybe even most, have played these types of games before, but not all. There should be explanations, in game, for those people. Which ones?There are plenty of skills in the game that say things like “grants x effect on evade” or “grants x effect when inflicting x type damage”. But what counts as an evade? A dodge? A skill that teleports you? A skill that grants a second of invulnerability by which you “evade” an attack? That isn’t specified. And what does inflicting x type damage mean? Using a skill that does that type of damage seems obvious, but what about other ways of inflicting that damage? If I get extra stacks of might on inflicting bleed, do traits that add bleed count? Do upgrades that add bleed stacks count? Sometimes it just isn’t clear, and often times it isn’t consistent. Some upgrades count, and others don’t. Some traits count, and others don’t. Usually once I have a firm understanding of how the build works, then I understand how the interactions function and why. I don’t get that understanding from reading the tool tips, however. I get that understanding of the build by reading websites that list the builds and explain them, or by watching YouTube videos of someone explaining them. I get that understanding by copying what other people have done and trying it out. Only then do I understand what the tool tips were trying to say. And yes, those resources are available, but that is just an indication that those explanations are not available in the game in a manner that is widely understood by everyone. Because each of them is "their own thing" and each of them can interact (or not) with others based on what they do. Not sure how that's somehow an issue? Moreover it won't change if you just received a "premade build" assigned to your class/character -you'd still need to read all of it and understand what it does. Again, if someone doesn't want to read, it's not exactly game's problem as far as "explaining stuff" goes. You keep saying “people don’t want to read”. What I’m saying is that at least some people do read it and still don’t understand what they are supposed to understand. Sure, maybe some people “don’t want to read”. And maybe some people cannot read. Maybe they are playing the game in a language not their native language. Maybe they are dyslexic. Maybe they did read and still don’t understand what the heck is going on. It is the game’s problem in so far as the game loses customers who might pay them money if the game was more user friendly to them. Maybe the cost of adding a better explanation is higher than the revenue lost. I’m not sure how you would determine that metric, however, as I’m not sure there is any way to calculate how many players leave the game due to lack of understanding of the game.
  13. 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. I fully agree. I'm not sure what the stop-gap should be myself, haven't put enough thought to it yet. But I think you describe the bulk of the issue quite well for returning folks. It's natural for them to be pushed/gravitate toward the most recent content, which will often be very different from what they remember. To make matters worse, it's likely that abilities and traits they depended on prior to taking a break have been radically changed (or even removed altogether) as a result, breaking any synergies they might have leaned heavily on. The thing is, IMO the vast majority of these issues can be solved if the returning player just reads the tooltips and gains a sense of what still works and what doesn't via combat testing. It's not that hard to refine your build, although not everyone coming back to the game might have the resources on hand to re-gear several characters fully. I think the best solution would be for ANet to somehow incentivize the act of staying in a sort of tutorial or testing instance for returning players, where they can hit/get hit by dummies to get their feel for the game back.The tool tips are1) Frequently wrong, they forget to update them when they update the skills2) Confusing if you don’t already know what all the terms mean, which a lot of people don’t.3) misleading, with terminology indicating that interactions will or won’t happen when they actually don't or do4) scattering information all over the place. You have tool tips on your traits, your weapon skills, your utilities, your upgrades. Trying to keep all of the information straight in your head may be easy for some people, but it is not for others. Personally, I find the tool tips useless. I never understand what they are talking about until I’ve already researched my build on meta battle, YouTube, and played it for multiple hours. It’s only in retrospect that I realize what the tooltip was trying to say.
  14. How comes there is soooo many player that are crazy competant without installing a third party program, nor doing 5min of golem required to do acceptable dps/maintain good enough boon and there close to no lfg "come as you are"? I don't get it... if none of these are needed how comes I rarely ever sees groups with no requirements and when there is any it's either a dramatically low level or mostly filled with player from high level guild/static?IMO the problem is people having trouble to determine whether or not the content is suitable to their gameplay and that they rather blame the others for it than adapt their gameplay to the content. I think there are two entirely different problems going on in these conversations. One problem, as you say, is people who overestimate their abilities and try to join content that they aren’t ready for or aren’t suited for. The second problem is elitists insulting large swaths of the player population and making themselves completely unsympathetic to a large percentage of the player base. You can discuss the first problem politely without contributing to the second problem. A calm, logical explanation of your viewpoint is perfectly reasonable. A nasty “omg, I hate all the casuals, they are horrible morons who are ruining the game” explanation of your viewpoint is unhelpful and provokes people who ordinarily wouldn’t care about the conversation at all into arguing with you. I don't recall a single response in this thread which mirrors what you said. Even the "elitist", as you decided to name part of the player base while remaining "polite", while disagreeing with the problem have been giving advice and recommendations. You're basically the only one making this claim as far as I can tell, maybe referring to subjective perception, experience or hear say, I wouldn't know. You never did answer if you personally have actually tried accessing this content and which hurdles came up for you. A 3rd party application is not needed. There is a damage golem available to all. In fact it is absolutely possible to prepare, get ready and practice completely in game. The damage golem is placed right next to the raid entrances. Really? You cannot think of a single, impolite, elitist response in this thread? I think you need to re-examine your definition of impolite and elitist. Nope, I see people disagreeing, stating opinions or facts about performance. I don't consider direct wording to be impolite. What I do consider impolite is insinuations, unsubstantiated claims and strait up fabrications.Like what you are doing now?
  15. How comes there is soooo many player that are crazy competant without installing a third party program, nor doing 5min of golem required to do acceptable dps/maintain good enough boon and there close to no lfg "come as you are"? I don't get it... if none of these are needed how comes I rarely ever sees groups with no requirements and when there is any it's either a dramatically low level or mostly filled with player from high level guild/static?IMO the problem is people having trouble to determine whether or not the content is suitable to their gameplay and that they rather blame the others for it than adapt their gameplay to the content. I think there are two entirely different problems going on in these conversations. One problem, as you say, is people who overestimate their abilities and try to join content that they aren’t ready for or aren’t suited for. The second problem is elitists insulting large swaths of the player population and making themselves completely unsympathetic to a large percentage of the player base. You can discuss the first problem politely without contributing to the second problem. A calm, logical explanation of your viewpoint is perfectly reasonable. A nasty “omg, I hate all the casuals, they are horrible morons who are ruining the game” explanation of your viewpoint is unhelpful and provokes people who ordinarily wouldn’t care about the conversation at all into arguing with you. I don't recall a single response in this thread which mirrors what you said. Even the "elitist", as you decided to name part of the player base while remaining "polite", while disagreeing with the problem have been giving advice and recommendations. You're basically the only one making this claim as far as I can tell, maybe referring to subjective perception, experience or hear say, I wouldn't know. You never did answer if you personally have actually tried accessing this content and which hurdles came up for you. A 3rd party application is not needed. There is a damage golem available to all. In fact it is absolutely possible to prepare, get ready and practice completely in game. The damage golem is placed right next to the raid entrances. Really? You cannot think of a single, impolite, elitist response in this thread? I think you need to re-examine your definition of impolite and elitist.
  16. How comes there is soooo many player that are crazy competant without installing a third party program, nor doing 5min of golem required to do acceptable dps/maintain good enough boon and there close to no lfg "come as you are"? I don't get it... if none of these are needed how comes I rarely ever sees groups with no requirements and when there is any it's either a dramatically low level or mostly filled with player from high level guild/static?IMO the problem is people having trouble to determine whether or not the content is suitable to their gameplay and that they rather blame the others for it than adapt their gameplay to the content. I think there are two entirely different problems going on in these conversations. One problem, as you say, is people who overestimate their abilities and try to join content that they aren’t ready for or aren’t suited for. The second problem is elitists insulting large swaths of the player population and making themselves completely unsympathetic to a large percentage of the player base. You can discuss the first problem politely without contributing to the second problem. A calm, logical explanation of your viewpoint is perfectly reasonable. A nasty “omg, I hate all the casuals, they are horrible morons who are ruining the game” explanation of your viewpoint is unhelpful and provokes people who ordinarily wouldn’t care about the conversation at all into arguing with you. If a 3rd party application is necessary to know whether you are ready for that content or not, then there is something wrong with the user interface. All of that information should be able to be determined from the game itself.
  17. I don’t understand the raiding community at all. They complain they never get new raids. Then they yell at anyone who wants to play raids that they are all too incompetent, lazy, casual, and suck at the game to play with them. So no one plays raids. So ArenaNet doesn’t make anymore raids. So raiders yell at all the people who they wouldn’t let play raids for not playing raids. It just goes around and around in a circle that somehow never seems to be the raiding communities fault. If you want people to play raids, stop insulting people who want to play them and let them play with you. Stop creating artificial barriers to growing the raiding community by placing ridiculous hoops for people to jump through in the way. Want to play raids with us? First, install a third party application, then spend hundreds of hours whacking a training golem until the third party application says your DPS perfectly matched our arbitrarily defined measure of competence. Sure....I’ll get right on that. Then, join a training guild and spend months running training runs once a week until you have obtained our arbitrarily defined measure of KP and LI that indicates you aren’t too noob to live. That doesn’t sound condescending, insulting, rude or overbearing at all. Who wouldn’t want to play with a community of condescending, insulting, rude, overbearing elitists like that? The hoops aren’t really even the problem. The problem is that only assholes want to play with assholes. GW2 apparently doesn’t have enough assholes playing to support the raiding community.
  18. I think which is hardest will depend on the player, and what kinds of things they are good at. I think races and JP are different skills. One is platforming, the other two are racing. The difficulty is going to be measured differently by people with different skill levels at the activity. Being good at jumping doesn’t make you good at drifting and vice versa. Personally, I suck at all of them. 3-D platforming/racing is just not my strong suit. That doesn’t make the content too hard, it just makes it something I’m not going to do. I can only fall so many times in a jumping puzzle before I get the urge to toss my computer at a wall. Other people are good at it, enjoy it, and play them a lot. It’s way to difficult for me, because my skill level runs in the negative numbers. I don’t want them changed to suit my level of ability, though, as that would ruin them for all the people who like doing them.
  19. How do you know most players hate underwater combat? I like underwater combat. Just because vocal people hate underwater combat doesn’t mean most players hate it.
  20. they aren't exactly easier to make human looking because you reference humans, with every anthropomorphic design you come up with you are pulling something out of the human design be it in parts or a whole, whereas humans are already humans. that's just my take on it anyway. im all for getting more customisation for all characters since i play each race too and i prefer not looking like the next person as much as possible No I didn't mean human looking I meant 'human' as in give them personality/character/a unique design. I think this has to do with the uncanny valley. It is easier to make animals look human-y without creeping people out than it is to make humans without creeping people out. That comes more into play with hyper-realistic graphics styles. GW2 has more of a cartoonish style so it doesn’t get too close to the uncanny valley with any of the races. I’d love to see new character options for my asuras. I like making them look more mousy or foxy than droopy and haggard. There are only a few faces suited to that right now. I don’t use hair on my charr at all right now because they are all too weird looking. They all look punk rock or something. I would love a look that just gave my charr a nice mane. Some more simple stuff for all the non-human races would be great. I think it's more to do with the ability to exagerate expressions via ears, snarls etc and symbolism via things such as horns (e.g ram horns versus antelope horns) and markings (e.g tiger stripes versus housecat markings)Oh, I see. Yes, I misunderstood your first post.
  21. they aren't exactly easier to make human looking because you reference humans, with every anthropomorphic design you come up with you are pulling something out of the human design be it in parts or a whole, whereas humans are already humans. that's just my take on it anyway. im all for getting more customisation for all characters since i play each race too and i prefer not looking like the next person as much as possible No I didn't mean human looking I meant 'human' as in give them personality/character/a unique design. I think this has to do with the uncanny valley. It is easier to make animals look human-y without creeping people out than it is to make humans without creeping people out. That comes more into play with hyper-realistic graphics styles. GW2 has more of a cartoonish style so it doesn’t get too close to the uncanny valley with any of the races. I’d love to see new character options for my asuras. I like making them look more mousy or foxy than droopy and haggard. There are only a few faces suited to that right now. I don’t use hair on my charr at all right now because they are all too weird looking. They all look punk rock or something. I would love a look that just gave my charr a nice mane. Some more simple stuff for all the non-human races would be great.
  22. The boss fights in instances drive me nuts because I always have to google them to find out what the mechanics are supposed to be. Once you know how they work, most of them are not actually hard. I must be missing the bossy sense some people have, though, because I can never, ever, figure out by myself what it is I’m supposed to do. I hate having to google the answers.
  23. To expand on this for the OP, it:Creates a sense of scarcity so people drop more money more often to get something before it rotates out because of FOMO.Can make people check the cash shop weekly which in turn makes it more likely someone will buy something in the meantime. It also trains people to check out the store periodically even if they don't have something specific in mind.Items like vouchers and bundles that contain vouchers are more desirable because there is no advanced notice on rotation. If all items were available all the time, that would be great for players but video game marketers are convinced that would mean a drop in revenue. Think of it as the video game version of stores changing their layout periodically (forcing you to spend more time looking at more products), putting things like milk at the back of the store (making you walk through aisle(s) to reach it), and having highly marked-up small items at the till to tempt you. There's an easy way to make it more convenient for the customer but marketing says inconveniencing the customer will make more money so that's what the company does instead. Still I think the current rotation is way too slow, we should not wait for half a year to buy something.I think the rotation is too slow as well. There have been items I wanted, checked the store for daily for, and they never came. Then I take a break from playing, and by the time I come back I no longer remember exactly what it was I wanted or why. So it never gets purchased. Right now I want the volatile magic gathering tools because I am playing those maps. If they don’t come back until I’m done playing LS4, though, I will probably never buy them. I’m not going to go back and play those maps again later just because the tools come back 6 months from now. I want them for convenience. They are only convenient while I need them. If the rotation comes around while I’m playing them, they will get purchased. If it comes around once I’m done, I won’t. Some stuff is always useful, but other stuff isn’t.
  24. Because games have been using multiple rendering solution since the mid 90s, when switching your rendering solution is as easy as selecting it in a dropdown menu. Plus unofficial mods porting old games to newer versions of DirectX (complete re-writes, not like the GW2 addon). This game already has multiple rendering solutions, as it also used OpenGL to support Mac machines. That isn’t necessarily relevant. Just because other games could upgrade doesn’t mean this one can. This game already has rendering solution but that doesn't mean that this one can have multiple rendering solutions...You first say that this game used to have multiple rendering solutions and then you say that this game can't.Just because it had multiple rendering solutions already doesn’t mean it can add a NEW one.
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