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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 the game on 13 characters so far, and I have finished Season 3 on about 30 characters (both zones and stories). If you're going for achievements you have to spend a fair whack of time in each zone and later achievements drive you back to those same zones. Hearts are not the quests in this game, dynamic events are. I really wish people would stop referring to hearts as the quests. They were only added to keep people in areas where dynamic events spawned, because people from other games needed marks on their maps. There are 303 hearts in the open world, but the game launched with over 1500 dynamic events in the same area. On the topic of collections filling that role, there are easier collections and harder ones. Not all of them require a wiki to complete and because people don't take the time to think about it, because it's easier to run to a website, they miss the actual problem solving involved. Sure there are some that are longer/more difficult, but you can pick and choose which ones you do, or which you look up. The roller beetle collection was pretty easy to do without using the wiki for example. My point was that with the story being instance based, it can't provide that, you literally aren't on the actual open world map with other players. I believe hearts were the "replacement" for the traditional quests in that those are the tasks you complete for npcs on each map, but I agree in that the dynamic events resemble quests much more. I personally really like dynamic events and stick around to do them when I see them just for the experience of it. But nothing is driving players to these, their start triggers are a mystery to most players and you don't get anything valuable out of them unless you saught it out specifically in pursuit of an achievement that requires it's completion. Even then, most dynamic events that I see, in core Tyria primarily, are happening and failing with no participants or being done by a single over leveled player. I would disagree that the beetle collection didn't require, or at least incentivise players to end up on dulfy, I didn't know where any of the timed spawn boss monsters were, and I wasn't going to spend 45 minutes looking for it when I could just look up where it was. It's possible it was easy for you because you seem to spend a ton of time thoroughly completing these areas, which is impressive by the way, that represents a lot of time invested, I'd be curious to hear what drives you to do it over and over. I would distinguish between collections that are difficult to complete and those that are tedious and who's vague hints prompt players to consult a guide. There seem to be many of the former and few of the latter. Chukka and Chumpa though, that I just started, I am having fun with and am making a point to not really use a guide for. My point is that the story instance can provide quest like material, ,because single player games do. When I quest in most MMOs I quest solo anyway. When I quest in story mode here, I can take people with me and usually do, so I'm not sure what your point is. I said I wish there was something keeping players running around the open world maps, I also mentioned that the personal story was like the quests I wished there were but they were instance based they can't/don't provide the first part. Just taking one or two friends into the story is not what i'm talking about. Mmo's are not single player by design. But when you're doing story, a good part of it is in the open world too. Take the Ember Bay story. I've done that on 30 characters and each charcater I bring through has to do stuff in the open world. I run it with new guildies doing it, and show them the zone. The fact is, I've gotten all my "farming" done for everything I need by zone completing on multiple characters and running the events in those zones, often while I was doing the story. The story in Ember Bay requires you to do every single event area on the map. The story in Siren's Landing requires you to do every heart on the map where events spawn. Naturally while I'm in those zone, I do metas too and I'm not alone. If you think this isn't already happening,you're not paying attention. This week I took an alt account to get my roller beetle in Kourna. I had to do a number of things in Kourna, including a bounty. I popped a mentor tag, called out some stuff in map chat, and there were people there to do everything. I ended up doing the Kourna meta several times, a bounty, and a few other odds and ends I needed. Just like when I got to kessex hills and pop a tag and call out the spider queen I get help. I'm honestly not sure what you're on about, because I'm playing these zones all the time and I get content done. If you dont' believe me, I'd be happy to show you. I was much more referring to core Tyria and the core Tyria personal story to lvl 80
  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 the game on 13 characters so far, and I have finished Season 3 on about 30 characters (both zones and stories). If you're going for achievements you have to spend a fair whack of time in each zone and later achievements drive you back to those same zones. Hearts are not the quests in this game, dynamic events are. I really wish people would stop referring to hearts as the quests. They were only added to keep people in areas where dynamic events spawned, because people from other games needed marks on their maps. There are 303 hearts in the open world, but the game launched with over 1500 dynamic events in the same area. On the topic of collections filling that role, there are easier collections and harder ones. Not all of them require a wiki to complete and because people don't take the time to think about it, because it's easier to run to a website, they miss the actual problem solving involved. Sure there are some that are longer/more difficult, but you can pick and choose which ones you do, or which you look up. The roller beetle collection was pretty easy to do without using the wiki for example. My point was that with the story being instance based, it can't provide that, you literally aren't on the actual open world map with other players. I believe hearts were the "replacement" for the traditional quests in that those are the tasks you complete for npcs on each map, but I agree in that the dynamic events resemble quests much more. I personally really like dynamic events and stick around to do them when I see them just for the experience of it. But nothing is driving players to these, their start triggers are a mystery to most players and you don't get anything valuable out of them unless you saught it out specifically in pursuit of an achievement that requires it's completion. Even then, most dynamic events that I see, in core Tyria primarily, are happening and failing with no participants or being done by a single over leveled player. I would disagree that the beetle collection didn't require, or at least incentivise players to end up on dulfy, I didn't know where any of the timed spawn boss monsters were, and I wasn't going to spend 45 minutes looking for it when I could just look up where it was. It's possible it was easy for you because you seem to spend a ton of time thoroughly completing these areas, which is impressive by the way, that represents a lot of time invested, I'd be curious to hear what drives you to do it over and over. I would distinguish between collections that are difficult to complete and those that are tedious and who's vague hints prompt players to consult a guide. There seem to be many of the former and few of the latter. Chukka and Chumpa though, that I just started, I am having fun with and am making a point to not really use a guide for. My point is that the story instance can provide quest like material, ,because single player games do. When I quest in most MMOs I quest solo anyway. When I quest in story mode here, I can take people with me and usually do, so I'm not sure what your point is.I said I wish there was something keeping players running around the open world maps, I also mentioned that the personal story was like the quests I wished there were but they were instance based they can't/don't provide the first part. Just taking one or two friends into the story is not what i'm talking about. Mmo's are not single player by design.
  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 the game on 13 characters so far, and I have finished Season 3 on about 30 characters (both zones and stories). If you're going for achievements you have to spend a fair whack of time in each zone and later achievements drive you back to those same zones. Hearts are not the quests in this game, dynamic events are. I really wish people would stop referring to hearts as the quests. They were only added to keep people in areas where dynamic events spawned, because people from other games needed marks on their maps. There are 303 hearts in the open world, but the game launched with over 1500 dynamic events in the same area. On the topic of collections filling that role, there are easier collections and harder ones. Not all of them require a wiki to complete and because people don't take the time to think about it, because it's easier to run to a website, they miss the actual problem solving involved. Sure there are some that are longer/more difficult, but you can pick and choose which ones you do, or which you look up. The roller beetle collection was pretty easy to do without using the wiki for example.My point was that with the story being instance based, it can't provide that, you literally aren't on the actual open world map with other players. I believe hearts were the "replacement" for the traditional quests in that those are the tasks you complete for npcs on each map, but I agree in that the dynamic events resemble quests much more. I personally really like dynamic events and stick around to do them when I see them just for the experience of it. But nothing is driving players to these, their start triggers are a mystery to most players and you don't get anything valuable out of them unless you saught it out specifically in pursuit of an achievement that requires it's completion. Even then, most dynamic events that I see, in core Tyria primarily, are happening and failing with no participants or being done by a single over leveled player. I would disagree that the beetle collection didn't require, or at least incentivise players to end up on dulfy, I didn't know where any of the timed spawn boss monsters were, and I wasn't going to spend 45 minutes looking for it when I could just look up where it was. It's possible it was easy for you because you seem to spend a ton of time thoroughly completing these areas, which is impressive by the way, that represents a lot of time invested, I'd be curious to hear what drives you to do it over and over. I would distinguish between collections that are difficult to complete and those that are tedious and who's vague hints prompt players to consult a guide. There seem to be many of the former and few of the latter. Chukka and Chumpa though, that I just started, I am having fun with and am making a point to not really use a guide for.
  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 make that collection available to everyone. Are you saying they did the wrong thing? No. I don't mind ArenaNet making things accessible, thats not the point. Actually my problem with the Skyscale initially was the unnecessary time gating they put in which they have since toned down. I was responding to the position that adding additional "obstacles" in the way of new skins and such things, either something like jumping puzzles or Fractals, whatever else, would "lock" people out of getting them. You were trying to make this point of accessibility, which I don't mind to certain degrees, but that isn't a reason to not do something. You were saying they shouldn't add obstacles in the way of skins or other things that involves content people "don't" or "can't" do. Well for one they already have such things, Fractal skins, Raid weapon skins, Caladbolg skins, Elite Specialization weapon and armor skins. All of these are behind achievements or content that some players might not do or have no interest in doing, but that isn't a valid reason not to do more of that for the game. Maybe some players "can't" because they are newer, don't know the game well enough, or they have some physical disability that limits what they can do in the game. I understand that, but the idea that a game developer shouldn't provide rewards behind obstacles for the sake of content longevity or just for the sake of interesting content isn't healthy for the game. Imagine if the developers of Sekiro and the Dark Souls franchise had buckled to the outcries of people finding the game too difficult and they wanted some "easy mode" added to the game? Which they did quite a bit of shouting for when Sekiro came out, even some game journalists elected themselves to be the voice of gamers with disabilities and said that the developers should have added an easy mode for them to make it "more accessible" for them. I understand the sentiment, I really do, but as I pointed out in a previous post someone with a physical disability came out and said that if they added an "easy mode" to the game it would ruin the experience and it wouldn't be true to the developers vision and what makes their games so astoundingly amazing. Accessibility is great and all, but using it as an excuse not to add more content like what was suggested to the game just...it doesn't help anything. Honestly I can't fathom why players wouldn't want more skins and such accessed through playing the game rather than purely purchasing them off the gem store.This last line nails it. Also as far as some content being daunting to players, I have definitely had the experience of wanting to peruse a goal then looking up the process on the wiki or looking through the extent of the collection and being talked out of it because I don't understand, am not prepared for, or feel that it is disproportionate to the reward. And if someone echoed that feeling I would still understand. I have also grown in the game to use those experiences to push into the new content, learn about it, and overcome it. I am currently working on Aurora quite a while after it came out originally, not that living world season 3 maps are less relevant and at least not current content, and it's been quite motivating to see that I am able to still do these things that seem big, daunting, and undefined.
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