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Lascax.2163

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  1. I love this kind of posts! They're a very good insight on what happens behind online games and to remember how great is the always-online model of GW2 servers! Please, do more of these: I'll surely read them.
  2. I think the issue is that maybe they can't make those "Unique", so just enabling the entire crafting for a new Slumbering one ( that at this point could be equipped with the Original one ) would be the same as allowing second crafting of the 2nd gen weapons.
  3. I totally understand that concern. I'll elaborate a little further what I am proposing. I am suggesting to make the Slumbering versions of those 3 "PvE" trinkets available to craft after their Original unlocks as an added item to the LA, but that craft would be as expensive as crafting an entirely new Legendary Trinket ( similar to the WvW/PvP slumbering version ). This would mean not having to touch the original unlocks. It's obviously not a perfect solution ( I doubt there can be, with the systems being like that for those trinkets ), because it also means crafting the same items twice for those having those items, but it's a case where we have to consider which would allow better player agency: not having that option and leaving it like that, or giving the option to craft slumbering versions? I'll explain with more details how I would personally try to implement those versions. I want to reiterate that obviously what I'm going to say could be something you already discussed with the team, but I hope that my feedback as a player ( and Game Designer learner ) can help. Slumbering Version characteristics: It is indipendent to the Original version in the LA ( to avoid touching existing systems as much as possible ) It is not "Unique": one can use both the Original and Slumbering ones ( this is again to avoid issues with the current systems ) It can be crafted for about the same gold cost of the Original one, considering the price of WvW/PvP versions and thus being fair in comparison ( one-time Season items can be tied to Season currencies, while one-time Raid items to the Legendary Divinations ) Consequences about Player Agency and Fairness: Gives the players the possibility to access to a 2nd Legendary Accessory/Ring; this should not be a huge issue because characteristic 3 makes them as costly as getting another Legendary, similar to 1H weapons The previous point could rise the necessity to enable the crafting of a 2nd Legendary WvW Ring to avoid imbalance; this would allow further Player Agency and makes it fair to the WvW players PvP players get an imbalance by having a Legendary Amulet; this is the only debatable issue I can see with this implementation, but this could be corrected if there will be future PvP Accessories/Rings People having currently awakened versions would have to craft again for a Slumbering one, not a direct access to the preferred version; this is just a consequence of systems giving more Player Agency over time and it's better to have an added option rather than not having that option at all: furthermore there never was ( afaik ) a promise to enable effect-less trinkets, so it can be assumed that those who acquired them were mostly interested in the Original version I know that this is not an ideal solution, and possibly it can be made better, but considering the major issues ( current systems and lack of player agency ), this is one of the better options to add on the current systems with less consequences to the playerbase and less heavy rework for the developers. Consequences 3 and 4 are the only ones that players could be unhappy for, but considering that the alternative is not giving at all a very desired choice for most of the Players, it is about going for the compromise that expands Player Agency in a major way, solving most of the issues. I hope to not sound condescending, arrogant or somehow too bold explaining my proposed solution. I am 7k+ hours in GW2 and I just want to help it getting better over time for me and the community by giving my feedback. I hope it helps and, if it's something that's not feasible, at least we get to a better understanding between us, players and developers. I also want to thank you for the added communication: it is very appreciated.
  4. I can understand this reasoning, coming from personal experiences with similar systems in videogames. Did you evaluate to enable the crafting of "slumbering" versions of these items if you've unlocked the Original ones? I don't know about the crafting cost for such a thing, but at this point even enabling the general option for slumbering versions of all Trinket slots, allowing implicitly full Legendary trinkets, is worth the utility and agency given to players. If in the future there will be new Legendary Trinkets with new effects people interested in them will still chase them (I will).
  5. I contacted support and they confirmed they're working on the issue.The last item is still bugged and empty as of now, so I'm saving it until a new fix will come.
  6. The new Drizzlewood WvW Track gives only desert stuff and many like me wasted WvW potions there. Can we expect a refund? Are you going to replace it with a proper repeatable track?
  7. Lesson learned: next time major issues happen, login ASAP hoping to get major compensation. I'll try to not be again so conscious to stop myself and friends from logging in to avoid ANet's any issues. I'll clog the servers like the others will.
  8. What I just don't get is: instead of getting so many wasted resources into unrewarding Strikes, why not make easier difficulty mode from existing raids?Something you can even pug and then, once you've seen the general mechanics, make you get into the regular runs?As a veteran raider, I don't even care if the easy mod would get the same rewards as actual Raids anymore: I just want people to enjoy that content and have fun playing with newcomers.Make a proper Content Guide into this game that doesn't even tell you properly what a combo field is and how CC works.The difficulty roadmap is not an issue of tiers of difficulty: we have lots of stuff in the game already that gets you into harder and harder content ( Fractals ), but if you make a Content Guide with tiered objectives ( like get full-rare gear, then exotic, then try dungeons, now fractals, now here's some agony resistance and a ring... ) people will likely try to clear that "Hero Path".Make an UI with Path and Sections that give you some rewards that prepare you to engage further content, with a proper icon near the WvW and PvP ones.Make completing that Path something visible ingame, like a different hue on the nickname changing like the Extra Life title. Blue for beginner players, lighter cyan for veterans, so you can see that guy with an almost white nickname and ask "how did you get that?". Teach your players to play your game.
  9. Well, I know it may sound preposterous in this time and age in this industry , but when you release a triple-monetized feature one would expect to not have something breaking entire classes ( revenant still not addressed ) and functional ( no auto-swap in gamemodes ).
  10. "Hey, we heard you back!Thank you for waiting 3 weeks, it'll be worth it!So, we are going to tell you we'll finish implementing the Build Templates next year.See ya next time!"
  11. Until we see actions taken through meaningful updates into the actual game, another "we're listening" means nothing.
  12. Not even an Equip Template per gamemode.Price too high.No account unlocks.Clunky implementation ( you can't link a command to a certain equip/build combo ).Overall it's not only greedy implementation, but in certain parts it's even worse than what we had before.My feedback: thumbs down.
  13. Chronos have been unplayable since the removal of the Illusionary Persona. Is there any plans to recover this huge loss? It suffers not only in PvE, where it's clunky and generally unfun, but it suffers also hugely in WvW, where clone generation is nearly impossible.I would bring much more discussion about how the removal of the trait hugely destroyed any chance for this spec to be enjoyable, but really: it's just about locked shatters.Adjusting the CDs of the shatters could've been a good compromise, if deemed necessary ( imo it wasn't ) but the complete removal is like playing a costantly handicapped spec that suddenly lost 5 skills to get 4 very hard-to-trigger skills, and they're not even available one after another.You can't create the clones roaming before getting smashed, and you can't create them in squads because of the huge AoE damage instantly killing them and the frenetic action.Realistically, if there is a plausible reason why this has to be the chrono situation from now on, at least tell me how we should play it because with almost 4 years on playing this spec and 7 playing mesmer I just don't get it.
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