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FrizzFreston.5290

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  1. Magicfind increases the rarity (colour) of your drops, not increase the rarity (preview category) of them. Since the junk items are the lowest rarity (colour) more magic find means less junk items. Working as intended. This has been brought up previous years as well I believe. (Just not with this item)
  2. > @"hugo.4705" said: > This year is coming the third expansion, End Of Dragons, and with it maybe new guild halls (Echovald forest, Jade Sea...) and it would actually be nice to have additions to guild halls. Along the episodes, we have new decorations to put in, but it is nothing compared to eye of the north that is so upgraded right now that it feels like a lounge, why buying lounge anymore? On the contrary, guild halls are put aside, and feel old and clunky whereas it is possible to revitalize them: > > 1- (Edited, replaced) Clearing decos recipes to be more straight and easy. Think as example of plants where each time you have to re-use a ceramic and the previous same plant "version". > Like chairs, instead of upgrading into another chair by using another chair, would better to directly ask only for planks and dowels. > > 2-Add possibility to add an asura gate leading to major cities, dungeons, raids and fractals. It can be done like Eye of the north, with an NPC selling you the gate links options. Also basic services like banker, trading post. > > 3-Add crafting stations, same as above, you can have an npc selling them, or as a guild upgrade. > > 4-Either increase deco limit when it is possible or make us able to shrink/expand deco size. Ability to rotate the deco on the three axis. > > 5-You can reuse the cut before launch bestiary mechanics to allow us to cartography many animals and npcs around to unlock recipes for npc crafting for scribe. Doesn't necessarely need to expand Scribe to 500, but just adding Npcs as craftable decos to make the hall more living, no need of dialogue, just basic npc standing, stretching sometime, eventually using talk if put near another. Allies or Foes factions but always as pacific npcs. You can states they are illusion or perfected clockworks. > > 6-More support to help us create activities in our guild hall, we have everything for race making apart checkpoint, boost orb and starting/ending line. I would like to be able to put a jumping puzzle end chest too, you can code it the way, only 5 by guild halls and daily per account. The foes/allies npcs would fill the jp too. > > 7-More diveristy of decos, half are human easily, I don't find a single asuran asset from metrica province, not a single charr stool, not a single sylvari house.... > > 8-More guild missions and type of mission? With everything that have been added, preventing an awakened invasion, doing a roller beetle race, participate in a certain meta in LS map or doing series of strikes could be missions. Doing a full dungeon run (story + all paths) or a raid could also be mission. Why none related to adventures? Like X numbers need to complete it with gold? > > Yes I know it requires a work, yes I know there are many thread about it. But simply can't stay like this 6 more years. Attribute a team to guild hall, hire more, anything. > Edited 1. Seems unnecessary, doesn't make the guildhall better. You're creating a permanent item, so some time invested isn't all that bad, theres no need for mass production. It ofcourse would be convenient, not saying it isnt, just not much of an improvement. 2. Personally, simply expanding the guild portal functionality ( extra guild hall updates) would make more sense than having an additional asura gate to be honest. But yes. 3. Would now at least make sense. Also a bank upgrade, everyone uses the scribing station as a bank anyhow. I dont see how this isn't a thing yet. 1. 4. 5. And 7. Are basically the same. There's alot decoration improvements and extra decorations that could be added. It is a big point to improve upon, though, i wonder how much it would improve the guildhall as such. I guess it would improve my time there, but otherwise everyone else in my guild wouldnt really care. The only thing I see as different is in 5, which is collecting NPCs for the the guild hall. Which i think falls more under 6. 6. Any kind of activity in guildhalls I personally think would need to come with some sort incentive to do so. But the more I think about eye of the north and how that works with starting things like strikes, defense missions and visions of the past, I think giving some of that functionality to guildhalls, would make guildhall much more of a community hub. Like directly starting dungeons or raids, or any of those things I mentioned. Maybe not all, but some of those have public join options, where it definitely doesn't matter where you start from. I think feeling more connected with your guildmates or simply people you choose to be a guild with is more important than standing in a map where you don't really know anyone or want to talk to anyone anyway. That isnt meaningful as sharing your own clubhouse.
  3. > @"Roads.5130" said: > > @"Sol.6340" said: > > Tell me, you're wvw players aren't you? I wasn't looking to get flamed, and that's all sorts of rude. I'm expressing my displeasure and that's allowed. Bug off. > > The thing is you are just pointing the finger at the wrong person. And for some reason also denying the possibility of a solution to losing all those years of wonderful memories and community and everything else. Sometimes the machine you own is more valuable than the friendships you made and maintained with them.
  4. Its like asking to allow your personal formula 1 race car to be able to drive on public roads. Sure to some extend its possible, and the infrastructure can be adapted to your fancy machine. But this comes at a cost, sometimes it just costs too much and then your fancy car is sadly not supported on your usual roads. Is it the people who make the roads or the people who buy the incompatible machine?
  5. > @"Fipmip.7219" said: > > @"Sobx.1758" said: > > > @"Fipmip.7219" said: > > > > @"FrizzFreston.5290" said: > > > > > @"Fipmip.7219" said: > > > > > > @"FrizzFreston.5290" said: > > > > > > > @"Fipmip.7219" said: > > > > > > > A moderately well known fact about Nintendo is when Shigeru was making _Super Mario 64_ for the nintendo 64, he discovered making pinpoint accurate jumps within a 3D space is just something that does not work. At all. Making a jumping game in 3D requires a pretty high degree of forgiveness to make it fun, a certain understanding of the player to make "good enough" judgement for a jump. However, the fine fellows at Anet don't seem to have gotten the memo, and as such we have minuscule stalagmite platforms, catchy headbanging geometry in awkward places, and unclear directional cues. > > > > > > > > > > > > > > The pirate cave in Lions Arch immediately starts off with a *Guess the pixel perfect position you have to drop down into to even start the god kitten puzzle." There's no time to avoid obstacles if you get it wrong, and you can barely move in midair to begin with. You are then lead through a pitch black maze in which if you miss the rather unclear cue to walk through a wall and turn left at the end, guess what you'll be wandering through pitch blackness for as long as it takes you to realize you can use your minimap to navigate through without the help of the spirit in the first place. When you do finally get out of the maze, it is again, extremely unclear where to go, the answer is to spam jump your way up some rather badly textured geometry to a tunnel above and to your right. > > > > > > > > > > > > > > There's problems with pretty much every puzzle I've tried so far with absolutely no signs of learning from Anet throughout the years of releasing expansions. I would like to at very least like to see some clear directional cues with the puzzles released in PoF, with the path clearly laid out in what you're supposed to do. I get that from time to time you may want players to navigate some form of maze, but the fact the maze is there and the different possible paths the maze has needs to be clearly shown. Don't make people randomly jump off unrecoverable cliffs just because they think you might have hidden the correct path down there. If you want to make a jumping puzzle difficult, you'll want to outfox your players using clever tricks, not make them struggle to overcome core gameplay elements. > > > > > > > > > > > > Sorry you don't like jumping puzzles, I can understand that, but it doesn't mean they're bad. It means theyre not in your field of interest. > > > > > > > > > > > > I dunno where to place Jumping puzzles in the Gaming universe, but at least they are unique, as far as I know. And I enjoyed every single one of them. Doesn't mean everyone does of course, especially as I can navigate and explore those not as random cliffs and jumps better than some. (Definitely not the best but still good enough) and more than anything I can deal with falling to my death many many times before getting frustrated if I get at all frustrated. > > > > > > > > > > > > Dealing with failure or falling or even dying in GW2 jumping puzzles is a must. > > > > > > > > > > > > Griffonrook Run is a perfect example of that. You need/can to drop down by running or jumping off cliffs, where jumping off might kill you and running off doesn't, or take a slower path. Something you can only know if you failed first. If you can't handle that, then you will not have fun with GW2 JPs for alot of the time. > > > > > > > > > > > > > > > > > > > > > > I think you should realize my take is a little more nuanced than that. But this thread has gotten to the stage where most of the new comments are behind the point of discussion. > > > > > > > > I didnt see that post was over 2 years old. :( > > > > > > > > Also read your other posts now, which make a much clearer picture of what you mean. Your first post isnt that nuanced, so yeah... > > > > > > > > Anyway, I still think JPs in this game are simply of another caliber than your normal platforming game. Its a side activity that are fabricated with the limitations of this game's engine are imo clearly the Devs having fun with it. Lots of them arent as polished, but I have always looked past that as it never bothered me. Then again, trying to jump on weird geometry is something I still do ingame right now. > > > > > > the fact this thread was necroed from 2 years ago has no impact on the number of comments it has. My original point is that while I didnt say I disliked jumping puzzles (which I clarify later), I think that they could have been built better and more frictionlessly with the games core controls and visuals interface. To simply say 'oh its just another sort of caliber' is akin to baking a cake with eggshells as a main ingredient, using too little flour, and calling it innovation. It is not a new, interesting reinvention of a familiar concept. it is a familiar concept done carelessly. The fact that some people actually like eggshell cake too little flour has little to do with it. > > > > It's funny because literally the opposite can be said right back at you. So many people don't have a problem with these jumping puzzles along with its learning process and actually like them that the fact a few people -like you- dislike them is akin to the few people that argue the eggshell cake is better because they like it. > > You literally take your opinion about small part of **mostly optional** content and then claim that anyone that likes it is weird. Well... "No, u". :D > > > > Also there's a varying degree of difficulty levels among the JPs, so pick the ones you're comfortable with and leave those "too hard for you" for people that enjoy them, just like those people don't try to claim that easy jumping puzzles somehow should be redesigned to be much harder "because it's an eggshell cake". > > There's the tiny problem of ignoring textbook game design principles, which is the case im making here. call it subjective, call it biased, whatever makes you feel better about your own opinion. Many of the old jumping puzzles make you fight the game rather than the puzzle. I'm willing to bet more people dislike them as opposed to like them for mainly this reason. I'm wondering how much this discussion matters. It is well known that JPs and the game engine are at odds with eachother. JPs have been pushing the game engine to do some crazy stuff, making them not as polished. Having problems with the camera, problems with geometry etc. Problems with lag or timing. Others are actually designed to be frustrating or having such weird jumps that most people can't do them without a guide. Or designed to make you explore the right route where you cant find the route without trial and error. I feel like if you want textbook design jumping puzzles, you're not going to find that in every JP in this game. I don't have a problem if that makes them more niche or if thats bad game design. It is a side activity where devs show their creativity and crazy ideas. Some work, some are a bit awkward with camera or jumps, but i haven't had a huge issue with that. Not sure why you're so sensitive to it. I rather have the core game experience be more streamlined than this side activity where the rewards barely matter.
  6. > @"Fipmip.7219" said: > > @"FrizzFreston.5290" said: > > > @"Fipmip.7219" said: > > > A moderately well known fact about Nintendo is when Shigeru was making _Super Mario 64_ for the nintendo 64, he discovered making pinpoint accurate jumps within a 3D space is just something that does not work. At all. Making a jumping game in 3D requires a pretty high degree of forgiveness to make it fun, a certain understanding of the player to make "good enough" judgement for a jump. However, the fine fellows at Anet don't seem to have gotten the memo, and as such we have minuscule stalagmite platforms, catchy headbanging geometry in awkward places, and unclear directional cues. > > > > > > The pirate cave in Lions Arch immediately starts off with a *Guess the pixel perfect position you have to drop down into to even start the god kitten puzzle." There's no time to avoid obstacles if you get it wrong, and you can barely move in midair to begin with. You are then lead through a pitch black maze in which if you miss the rather unclear cue to walk through a wall and turn left at the end, guess what you'll be wandering through pitch blackness for as long as it takes you to realize you can use your minimap to navigate through without the help of the spirit in the first place. When you do finally get out of the maze, it is again, extremely unclear where to go, the answer is to spam jump your way up some rather badly textured geometry to a tunnel above and to your right. > > > > > > There's problems with pretty much every puzzle I've tried so far with absolutely no signs of learning from Anet throughout the years of releasing expansions. I would like to at very least like to see some clear directional cues with the puzzles released in PoF, with the path clearly laid out in what you're supposed to do. I get that from time to time you may want players to navigate some form of maze, but the fact the maze is there and the different possible paths the maze has needs to be clearly shown. Don't make people randomly jump off unrecoverable cliffs just because they think you might have hidden the correct path down there. If you want to make a jumping puzzle difficult, you'll want to outfox your players using clever tricks, not make them struggle to overcome core gameplay elements. > > > > Sorry you don't like jumping puzzles, I can understand that, but it doesn't mean they're bad. It means theyre not in your field of interest. > > > > I dunno where to place Jumping puzzles in the Gaming universe, but at least they are unique, as far as I know. And I enjoyed every single one of them. Doesn't mean everyone does of course, especially as I can navigate and explore those not as random cliffs and jumps better than some. (Definitely not the best but still good enough) and more than anything I can deal with falling to my death many many times before getting frustrated if I get at all frustrated. > > > > Dealing with failure or falling or even dying in GW2 jumping puzzles is a must. > > > > Griffonrook Run is a perfect example of that. You need/can to drop down by running or jumping off cliffs, where jumping off might kill you and running off doesn't, or take a slower path. Something you can only know if you failed first. If you can't handle that, then you will not have fun with GW2 JPs for alot of the time. > > > > > > I think you should realize my take is a little more nuanced than that. But this thread has gotten to the stage where most of the new comments are behind the point of discussion. I didnt see that post was over 2 years old. :( Also read your other posts now, which make a much clearer picture of what you mean. Your first post isnt that nuanced, so yeah... Anyway, I still think JPs in this game are simply of another caliber than your normal platforming game. Its a side activity that are fabricated with the limitations of this game's engine are imo clearly the Devs having fun with it. Lots of them arent as polished, but I have always looked past that as it never bothered me. Then again, trying to jump on weird geometry is something I still do ingame right now.
  7. This fixed for me since yesterday after i senda bug report. I did start the new storybit also though with the first defense mission done. So should be one of those things.
  8. > @"Fipmip.7219" said: > A moderately well known fact about Nintendo is when Shigeru was making _Super Mario 64_ for the nintendo 64, he discovered making pinpoint accurate jumps within a 3D space is just something that does not work. At all. Making a jumping game in 3D requires a pretty high degree of forgiveness to make it fun, a certain understanding of the player to make "good enough" judgement for a jump. However, the fine fellows at Anet don't seem to have gotten the memo, and as such we have minuscule stalagmite platforms, catchy headbanging geometry in awkward places, and unclear directional cues. > > The pirate cave in Lions Arch immediately starts off with a *Guess the pixel perfect position you have to drop down into to even start the god kitten puzzle." There's no time to avoid obstacles if you get it wrong, and you can barely move in midair to begin with. You are then lead through a pitch black maze in which if you miss the rather unclear cue to walk through a wall and turn left at the end, guess what you'll be wandering through pitch blackness for as long as it takes you to realize you can use your minimap to navigate through without the help of the spirit in the first place. When you do finally get out of the maze, it is again, extremely unclear where to go, the answer is to spam jump your way up some rather badly textured geometry to a tunnel above and to your right. > > There's problems with pretty much every puzzle I've tried so far with absolutely no signs of learning from Anet throughout the years of releasing expansions. I would like to at very least like to see some clear directional cues with the puzzles released in PoF, with the path clearly laid out in what you're supposed to do. I get that from time to time you may want players to navigate some form of maze, but the fact the maze is there and the different possible paths the maze has needs to be clearly shown. Don't make people randomly jump off unrecoverable cliffs just because they think you might have hidden the correct path down there. If you want to make a jumping puzzle difficult, you'll want to outfox your players using clever tricks, not make them struggle to overcome core gameplay elements. Sorry you don't like jumping puzzles, I can understand that, but it doesn't mean they're bad. It means theyre not in your field of interest. I dunno where to place Jumping puzzles in the Gaming universe, but at least they are unique, as far as I know. And I enjoyed every single one of them. Doesn't mean everyone does of course, especially as I can navigate and explore those not as random cliffs and jumps better than some. (Definitely not the best but still good enough) and more than anything I can deal with falling to my death many many times before getting frustrated if I get at all frustrated. Dealing with failure or falling or even dying in GW2 jumping puzzles is a must. Griffonrook Run is a perfect example of that. You need/can to drop down by running or jumping off cliffs, where jumping off might kill you and running off doesn't, or take a slower path. Something you can only know if you failed first. If you can't handle that, then you will not have fun with GW2 JPs for alot of the time.
  9. Devs, the imo blackest dye isnt black enough! Make it blacker! Alternatively, the whitest white isn't white enough! Make it whiter! Why do I have the feeling these requests always seem so ridiculous. You might as well buy a different monitor where black pixels are more truly black then cheaper monitors where they are one gradient off of "true black".
  10. > @"Obtena.7952" said: > > @"Hannelore.8153" said: > > So yes, ArenaNet does gut old content and then sell it back as new content. They have a history of it, even. > > OK ... but that doesn't change my point. I wasn't arguing they never did it such a thing. I also didn't qualify 'gutting' old content. IMO, if old content needs to be 'gutted' to be better and there is a cost associated to that ... that's fine to me. That's ALSO not what I'm talking about. I'm talking about Anet restricting players from content just to sell it back to them .. that is NOT what happend with GH development. Please dont talk to WvW players. Alot of WvW felt like they did re-sell old WvW features, with added fact that WvWers should go out of WvW into PvE to get a guild hall. (Not a huge problem imo, but I'm not so purist when it comes to games.) But in the end, its a moot point whether they factually did or didn't, if people feel it was unfair or are labeling it as reselling. I mean, then you can try to say that they didnt because this and that technicality, it doesn't change the reaction players (still) have to the way it happened. Similar to what OP here has for ideas of the game. They have ideas for the entire game based on what they feel is fun, which isn't necessarily what other people find fun, nor actually good design for a game cemented on another design all together. This whole focus on the New Player experience was a nightmare last time, where imo ArenaNet got the teaching part quite wrong, and gutted the atmosphere of the early areas doing so. I don't think changing it now again, especially in the way suggested by OP is going to help all that much, and skipping it outright might actually not be a bad thing. Personally I don't think trying to ease people into features over the course of a leveling experience will teach people better. All that is needed is a good introduction whenever you happen upon a new feature. GW1 had that with better labeling. Outposts missions, challenge missions, cities all had their separate icons, as a small example. Of course Gw2 is much more convoluted, with more elements. It might simply need better categorization and labeling of such. Or perhaps as simple as a questionmark or wiki-button at certain features or UI elements that link to the wiki or some such. I dunno if it even needs that, as its real hard for me to imagine not getting into this game.
  11. > @"kharmin.7683" said: > > @"Lily.1935" said: > > > The leveling process itself should be looked at as well. In my opinion the leveling process is worse and less meaningful than it was at and near the launch of the game. It wasn't perfect but it made you try things out. Noting other aspects of the leveling process I'd personally lock the player out of the PoF mounts and gliding until they reach level 80. I'd suggest a leveling mount that was, say 50% faster than player speed, maybe less that had no flashy abilities that was available to level 1-79 players so they could get that mount fix new players crave. Could even be used as a part of the advertising campaign. > > > I cannot disagree more. GW2 is so very alt-friendly, that locking out mounts that are currently account-wide would (IMO) detract from one of the more significant attractions to the game. What is the actual purpose that you are trying to serve with this suggestion? It almost seems as if it is another veiled whine about mounts in core zones. > Its a difference in interest. GW2 at the beginning was less structured and each character had its own story and relevance. After they redesigned the leveling experience (in like idk 2015?) this has felt less relevant and was more structured, so that right now you blitz past. For some thats actually a plus for other it ruined that original longer starting experience. Mounts make this even more obvious, and accountbound "character" achievements make each new character way more accessible but each character also has less of a personal story. For some that personal story part of each character is more important than the accessibility. Forothers its the other way around.
  12. A bigger wintersday tree decoration... since the first decoration year.
  13. > @"Psientist.6437" said: > > @"FrizzFreston.5290" said: > > > @"Cuks.8241" said: > > > > @"Dadnir.5038" said: > > > > Sure, they could increase the taxe for the item priced above 10k to 20% then increase it to 30% for the item above 50k, then 40% for the item at 100k and above... etc. And with only 50% refund if the item is removed by the player that put it on the trading post? Wouldn't it be a lovely middle point? > > > > > > Except no one would use TP for high priced items than. People that deal with large sums already try to avoid TP to avoid tax. > > > > So why raise the cap? People already avoid it to avoid tax. > > > > Plus this way, everything above 10k will be ingame mail and can be easier flagged as suspicious. > > > > The cap is therefore not going to change. > > Let me see if I understand. > Every Big Spender is willing to work outside the EULA and implicate themselves in Thyrian tax evasion so we should make that the only option for anything trading naturally above the trade service limit. > Big Spender demand above the trade service limit can be considered suspicious. > Are you implying that the studio designed the drop rates for some infusions with these ideas in mind? No, just the opposite, I would imagine that those who work outside the EULA are likely to be Big Spenders. That innocent Big Spenders have to deal with limitations because of that might be unfortunate, but in the interest of all players.
  14. > @"Cuks.8241" said: > > @"Dadnir.5038" said: > > Sure, they could increase the taxe for the item priced above 10k to 20% then increase it to 30% for the item above 50k, then 40% for the item at 100k and above... etc. And with only 50% refund if the item is removed by the player that put it on the trading post? Wouldn't it be a lovely middle point? > > Except no one would use TP for high priced items than. People that deal with large sums already try to avoid TP to avoid tax. So why raise the cap? People already avoid it to avoid tax. Plus this way, everything above 10k will be ingame mail and can be easier flagged as suspicious. The cap is therefore not going to change.
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