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Garrison Storm.3046

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Everything posted by Garrison Storm.3046

  1. Ok, in addition to all of the ideas that should have happened already (tacklebox, persistent fishing stacks, etc) here's my new wrinkle to fishing: You are fishing. You have a bite! Based on RNG (which could be boosted with various items), suddenly your chill mini-game morphs into an epic battle! Some kind of added mechanism is added to the mini-game to increase difficulty, and the fish becomes a "WHOPPER"; a fish that is twice the size of what you were going to catch... and rewards are improved. New achievement line, added corresponding gem-store utility items, etc... Maybe?
  2. Well... while I agree that I wouldn't expect any sweeping changes, they did add a new line of fish and holes with the SOTO release, and continue to add rod and skiff skins... I'm optimistic that there will continue to be some refinement and love for the anglers.
  3. I haven't done many of these, about 20 to this point. All public. I've done most of my runs just in the past week... and the best time was 23 minutes... the worst was 32. 25-28min was pretty consistent. Never a fail... I'm wondering is this is more a thing of the past, when it was first introduced? Tags vs no tags, ascended buffs vs nothing.. doesn't seem to matter too much these days, in my limited experience. Anyway, a question... you replace the Public casual button-mashers with a Private fancy combo-buttoners, and... what does that do to the time? Presumably that's the only gain... you get through it quicker... So how quick would be expected? 15 minutes? And that's at a cost of what... 5 gold for the stuff to open? Do the tags recoup that through tips/charges, or is the 10 minute time savings rationale enough? We're certainly not doing it for the non-essence rewards... The Rune of Holding is the one drop that could justify the time expenditure, if only it dropped with a little more regularity than what I'm seeing... Maybe just poor RNG, but I've got 1 so far... a negligible return for the time investment to date. Like everyone, I am running these for the gain in Essences... and if I still need them as I progress towards the armor requirements, maybe I'll approach 100 runs for the achieve and ascended weapon box. I sure hope not; 50 hours of my life spent on that single instanced event borders on cruel... But all part of the grind, which loops back to OP's point... Just about everything in GW2 is about the repetition, the grind... Either repetition within events and instances, and then repetitions of the events themselves for whatever the ultimate goal of that particular event. I don't love it, as some elements are more enjoyable than others, but not sure it's very different from the majority of the game content.
  4. I would agree with the ability to suppress... though I do enjoy whacking the occasional Ambient Rabbit or Rat for the 6 figures or so, that pop up on the screen! 🙂
  5. Agreed.. but why even do that for specific items? Just time-gate it, or lock it within the vendor (hidden or not), if it's availability is triggered by changing circumstance... we see both of these concepts already in place throughout the game...
  6. I am in the opposite camp... Make all Hearts not repeatable, or at least keep vendors unlocked! Captain Lindel of Claypool: "You're one of us now, friend. You're welcome to take a look at my supplies and see if there's something you want"...
  7. It seems that per Wiki, unlocking/completing all HoT masteries requires 144 out of 198 possible points... There are 15 adventures, for which I believe you get MP each for both Silver and Gold... So, while I think some of the Silver-tiered masteries are easier than some of the non-Adventure based masteries, technically I don't think you have to do any Adventure-based masteries at all...
  8. I've seen this implemented in a few single-player games, to great fun and effect... with the cost to create and cast increasing substantially with the power (range, duration, etc) of the spell... But... this would seem to be an incredibly complex integration for GW2 at this advanced stage in its development... Seems like something that would need to be implemented as part of the base design process for the next game release (GW3, not the next GW2 expansion). Could be interesting though.
  9. Just to add to the list, I did this, within only a couple of seconds to spare, with Ranger... Pact Commander, Relic of Speed and Quickening Zephyr.
  10. I also find Adventures (and JPs) to be generally challenging, and probably don't have Gold on half of them... I remember this one (think I had to do it for Astralaria), and it wasn't easy... requiring many repetitions. With each successive failure, my simmer turns to boil turns to rage... and I walk away; my return dependent on my commitment. In order to try and mitigate these challenges where I know that I will encounter difficulty, is to give myself 30 minutes, after which, I stop. I start with the understanding that I will remain calm, because in 30 minutes it will be over, and also that I will be unlikely to succeed... this cuts down on the frustration and expectations are lowered. In most cases for me, there is still an element of luck (or lack of skill, in my case), where I will fall or miss and need to restart. Maybe it seems like a crazy approach to some, but in most cases I do improve because ultimately through repetition I learn the paths/mechanics to succeed, or I simply luck out an execute a flawless run, and the method doesn't allow my frustrations to mount to the point where it is affecting my game-play. Of course, as with improvement in anything, you need to accept that some things just take time, and be willing to make that investment. Hang in there and best of luck.
  11. There are many threads on this topic. My preference is to vary activities so that you don't go too numb with the grind. With respect to profitability, you want to gauge how much time is spent waiting around... with respect to any 'farm', the time spent doing nothing is time that could be spent elsewhere. For example, there are several people running Core World Boss trains... this is a relaxing three hours geared more towards the social aspect, or experiencing the events for the first time, but not so much for profitability, as the value of the end-rewards becomes diluted in missed opportunity as there is far too much standing around either between events or drawn-out pre-events. Anyway, my personal favorite in balancing engagement interest with profitability as a go-to remains Drizzlewood, which I don't think you've mentioned... Lots of movement, varied events and activities as you navigate both South and North metas, and the mats in those chests add up... It's one of the few maps that I continue to actually enjoy after many iterations.
  12. They've already gone down the 'combat vehicle' road with the mounts... the problem is not the idea (in moderation), it's how it is implemented to balance with the rest of the game. I believe that OPs suggestion is over the top, but tweaking some aspect would be welcome and added diversity to the skiff, beyond fishing. You sit in the skiff, while being bombarded by catapult fire... I'm not asking for a guided missile system, but maybe being able to return fire with my ranged weapon would be reasonable? Pirates are in the game already... and you can outfit yourself as such already as well.. so I think the 'junk' is already here... 🙂
  13. The name of the event is in the upper right corner of your screenshot. https://wiki.guildwars2.com/wiki/Destroy_Psylithium_Generators_to_free_Quaggan_prisoners
  14. Running with Rift Hunting group last night made for quick work on multiple fronts as we completed Weekly Rift Hunts, the Champions, the Events and the Kryptis kills from Wizard's Tasks... If you're also still grinding essences, seemed like a pretty efficient way to go, if maybe not the "fun" that you are looking for...
  15. You will need 530 mastery points to complete all current masteries, out of 686 available mastery points... So there are plenty of extra Mastery point opportunities vs Mastery points required to complete all masteries. Central Tyria - 49 / 83 Heart of Thrones - 144 / 198 Path of Fire - 110 / 130 Icebrood Saga - 63 / 76 End of Dragons - 89 / 115 Secret of Obscure - 75 / 84 You can cross reference these two lists for available mastery points in order to plan what you can optimally do to complete each mastery, based on your playstyle, and avoid some of the more cumbersome achievement related points: https://wiki.guildwars2.com/wiki/Mastery https://wiki.guildwars2.com/wiki/Mastery_point_unlocks Best of luck!
  16. While I agree that it would be nice to have them refreshed in some capacity (scaling for fewer people would be great, although addressing the few paths that require multiple people might be problematic), an excerpt from a very recently published interview with Game Director Josh Davis pretty much confirmed what we've known for awhile about dungeons and where they stand on Anet's to-do list: Question: The base game's dungeons look a bit like leftover content at this point, but they can be really cool in terms of story and atmosphere. Did you consider adding Challenge Modes to make them relevant once again for the endgame loop? No, this is not something we’re currently considering. Question: As a follow-up on the endgame topic, could you share which activities you plan to focus on for future improvements and expansion? In the first half of next year, we’ll be introducing the Temple of Febe Strike Mission Challenge Mode and a new 5-player Fractal Dungeon and Challenge Mode. Beyond that, I think fans will be pretty stoked when they hear about our plans for endgame PvE content in our next expansion! https://wccftech.com/guild-wars-2-qa-arenanet-on-switch-to-yearly-expansions-secrets-of-the-obscure-learnings-and-2024-update/
  17. I would agree for cases where you can use the vendor; a few copper is better than none. There is also the Jade Bot Junk Converter for those who prefer that convenience. The point was to have some means of quickly disposing items that are not sellable through vendor and/or worthless through the TP, and have them not appear again in inventory so you're not repeatedly managing items that are worthless to the user. The list would be subjective as everyone has their own preference... But anything that I don't use and can't sell or salvage, resulting in item deletion, would be on my list... Festival tonics, Halloween Finishers, etc.
  18. Everyone's trash is another's treasure... So, given the subjectivity of every item and in absence of providing actual value in trade: Provide an option to right-click on an item and select "Delete this and all identical items received in the future automatically". Then provide access to the list somewhere, where you can optionally remove the auto-deletion to reverse the decision, from that point in time...
  19. I think the big problem there is by the time you get to round 5-6 you're basically done. Unless you're playing with a group of lemurs jumpin on keyboards, you've build enough catapults, ballistas, and snowmen that it basically plays itself, and now you do....what for 4 more rounds besides just wait for Toxx? While there is some satisfaction in watching those mobs appear and then, under an overwhelming volley, disappear before moving... I would agree that this event becomes tedious. I guess they could try to adjust the damage and/or resiliency of the mobs and/or siege weapons... feels like this would be endless tinkering to get the right balance. Simplest solution might be to just end the event after round 5-6, before you are reduced to spectator mode.
  20. So yes, unintended use. Thank you... informative indeed... Anet themselves pretty much clarified the situation with their closing remarks. As this particular use-case is not of personal interest regardless, the Turtle will continue to remain parked in the garage!
  21. Regarding the JP, I also struggle with JPs in general, but after implementing all of the tips received last year and with a little practice, I would say my success rate this year is about 1 in 4, and that's on the easy path. Not an ace by any means, and enough frustration that I don't bother to do it past the Annual requirement, but at this point the failures are a result of my sloppiness and not difficulty... My 'favorite' smh moment of this year... trying to creep forward to center myself on a peppermint disc, only to initiate a roll/dodge forward... right off the disc! WHY DID I NEED TO CREEP FORWARD??!! SMH... LOL. Anyway, while subjective I admit, but all to say that this one is definitely 'learnable' compared to some of the other challenging JPs in the game.
  22. Well at my current pace (or lack thereof), it would take me waaaaaaaaaaayyyy longer than once! But I acknowledge that if you are that committed, you can grind your way through by focusing on just a few of the notes... So out of curiosity, if you are really good at this, how many rounds/songs would it take to hit 1000?
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