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Chingalling.1208

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  1. I'm sure the subtly of some effects was a design choice. I tend to prefer more flashy legendaries like you seem to, I am working toward Eternity myself. I do think that the cool effects that it does have, the transformations and "additions" to the weapons that pop during use should be bigger or emphasized more. A lot of character animations are way too fast for you to be able to appreciate or even see the effect sometimes. You could tell me there was no effect on a warrior's "hundred blades" and I would believe you.
  2. I'm sure development is in some capacity under way for the next season of the living world, but what do people want to see most in the next major batch of content? Things like;Earn-able wardrobe skinsAnother new mountUnder water combatVertical progression of some kindLucrative farmsLong term goalsAn abundance of short term goalsA new raceNew charactersCreative new story direction My votes would go toward earnable weapons, armor, and auras with unique skins, an abundance of lengthy open world content (the kind that doesn't promote zergs as much), and if the gods blessed us.. a Tengu race.
  3. Sometimes the idea is brought up in conversations about existing and new mmos, that mmos these days are much less social than they used to be, and that you aren't forced to interact like you used to in older mmos or older iterations of mmos. Anet likes to emphasize making friends in their game, but it can be argued that they don't always incentivise that. How social do you tend to be playing gw2? In what ways and in what areas of the game are you most or least social? And would you prefer that more interaction was incentivised?
  4. I remember that, and i'm honestly glad to see someone still appreciative of their commitment to that. I just see a need for something more in between fast repeatable hearts and long term self made goals. In retrospect, the personal story is kind of this (among other things), but I just wish there was more keeping players running around the zones with a sense of purpose and progression, and the personal story being instance based obviously doesn't provide that. The story does provide that for me, if I want all the achievements out of it. In fact, I've done the story and completed every zone in
  5. I remember that, and i'm honestly glad to see someone still appreciative of their commitment to that. I just see a need for something more in between fast repeatable hearts and long term self made goals. In retrospect, the personal story is kind of this (among other things), but I just wish there was more keeping players running around the zones with a sense of purpose and progression, and the personal story being instance based obviously doesn't provide that. The story does provide that for me, if I want all the achievements out of it. In fact, I've done the story and completed every zone in
  6. I remember that, and i'm honestly glad to see someone still appreciative of their commitment to that. I just see a need for something more in between fast repeatable hearts and long term self made goals. In retrospect, the personal story is kind of this (among other things), but I just wish there was more keeping players running around the zones with a sense of purpose and progression, and the personal story being instance based obviously doesn't provide that. The story does provide that for me, if I want all the achievements out of it. In fact, I've done the story and completed every zone in
  7. I think there are more reasons than that but upon thinking about it, the enemy concentration can be pretty dense and littering a map with mobs can be a nuisance sometimes, I'd like it much more if there were fewer stronger mobs, ones that actually tested you a bit.
  8. I remember that, and i'm honestly glad to see someone still appreciative of their commitment to that. I just see a need for something more in between fast repeatable hearts and long term self made goals. In retrospect, the personal story is kind of this (among other things), but I just wish there was more keeping players running around the zones with a sense of purpose and progression, and the personal story being instance based obviously doesn't provide that.
  9. Yeah collections sometimes scratch that itch for me but I don't find the ui to be very well suited for quests, especially since often I find myself leaving the game and going to a guide because the tips in the collection are too vague, path of least resistance and all.
  10. I'm thinking smaller scale and much more numerous edit, I misread that as coalescence, diagnosed dyslexic, how do I delete lol
  11. Could gw2 benefit from "traditional" quests? Quests that take longer than hearts and take you all around the zone or in between neighboring zones keeping you there with a sense of purpose. Either in place of or alongside hearts. Maybe have quest specific rewards instead of the usual little bump of karma and silver. I personally think so, and think it would be a worthwhile resource investment. I find myself craving that type of loop in guild wars even though I was never a wow player or anything like that. Want to know what people think.
  12. A real game, yes, but the silence and commitment to bad philosophies is discouraging for sure.
  13. I don't think this'l ever happen, they chose to make it how it is gradually losing altitude instead of prema flight like in wow or other games, which I think is consistent with their other philosophies (flawed as they may be). Though I kind of agree with you mostly just because it gives me anxiety flying with the griffon or skyscale in a way, I wish I could more lazily and indefinitely fly rising and lowering in a more roleplay-ey way.
  14. I'm in favor of Teapot's idea of a core gw wizard's tower raid that acts as an easier introduction to raiding for players transitioning into that type of endgame.
  15. The OP said that "obstacles are what make a game." I was pointing out games in which that isn't true. How much it's true in Guild Wars depends on the individual player and the ANet development team. And the development team is very clearly concerned about the amount and type of obstacles they put in players' paths on the way to various goals. Did you do the skyscale collection? Did you notice all the things ANet put in place so people could bypass certain parts of it (like the jumping puzzles)? Did you notice the adjustment they made to the timer for the game of catch? They did their best to
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