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TheThief.8475

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  1. Thb I have much more fun in Dragon Stands or Verdant Brink metas, if we talk about reward, Drizzlewood sure is better, but when it comes fun, when you are playing a meta for almost (or more than) an hour, there is just no competition with HoT maps. Change my mind. (meme moment)
  2. > @"radda.8920" said: > > @"TheThief.8475" said: > > > > > I mean that they are a GREAT way to play the instanced story chapter that you used to play alone. I don't say they are a good repeatable content, they are just great if you play each of them one time. **I would like to see instanced story chapter in this format in EoD**. > > OH GOD, no...arena don't listen to it, don't destroy cantha with that kind of mediocre content, i beg you > > I can't believe I'm reading such an idea. It will already be hard to endure this horror until the expansion and now some players offer to keep this content for EoD... :# > Well after seeing the feedback on this forum, reddit and in-game, you are very much in the minority. FORTUNATELY. There is absolutely no place for the story in DRM and it's always the same thing over and over. > > I have never been so bored with some content and yet I have been playing guild wars regularly for 15 years. > You dislike em so much even the first time you played em? lol I was suggesting to use this format for some story instances (single player story istance, i guess it is clear- and just when it makes sense) not for repeatable content, i have played them once and i liked it. I wont grind em like you all did, to the point that you don't even want to see something similar again
  3. For some minutes i could not buy gems (conversion page had no buttons working) after some time buttons were funcional again, i bought gems with gold : 150 gold payed 0 gems reiceived what the fuck
  4. Lol if it happened to me i would have contact the support for sure (if it requires grind)
  5. > @"sorudo.9054" said: > i do love the old system, however, let me indulge your interest with a redesign. > > the weapon skills unlock like normal, you use them and more get unlocked. > but the more skills you unlock the faster others unlock, after 3 full bars unlocked the others can be unlocked with one single attack. > that way the "grind" is allot less and you can still use all of it before level 6 (like the NPE forces you to do), allowing even new players to experience the game early on without ridicules restrictions. > > another part i would like to change is when utility skills are unlocked, even while i agree that level 11 is a good number, they pushed the elite skill to lvl 31 while it was on lvl 30. > i would like to see the elite skill slot to be usable at lvl 25, the sooner they know how elite skills work the better. > another thing that kinda annoys me more than it does good is the locking down slots, unlock all slots(except elite) at lvl 11 would only fuel players to experiment with builds early on. > > and one last thing, allow the removal of NPE for veteran players, this does require at least 1 level 80 character but it removes the annoyance that veterans are treated like babies. I would like to see a rework of the old system too, i'd just decrease a bit the exp, since it is actually useful to unlock skills gradually as you use them, for example, i got an ele to lv80 using only a staff, got a PvE build from metabattle, scepter + warhorn, and it has been a mess to understand something about it XD. Gradually unlocking may help to understand better each skill you unlock. I don't actually remember how much time we used to spend to unlock the 5 skills, but i think that unlocking all skills for a weapon in 1-2 minutes would be okay(for example 4 kills to unlock skill 2 and 3 - each - and 6-7 kills to unlock skill 4 an 5 -each), could help to learn, while not annoying the player too much. I partially agree with the removal on NPE for veterans, but only if they have already unlocked that weapon skill. For example if you have unlocked all staff skills on an elementarist, then you delete it and create a new one (elementalist again), you will have staff skills unlocked, but not the other weapons. This would help learning the skills the first time you use them.
  6. > @"Vayne.8563" said: > > @"TheThief.8475" said: > > > @"Danikat.8537" said: > > > Do you remember the part where you had to unlock each weapon skill individually by using that weapon? Not just each slot but each skill? So on a profession without many weapons/skills to choose from it could be quick, but unlocking everything on an elementalist took ages because you had to do each weapon 4 times over (once for each element). It wasn't directly tied to levels, but it's not like you started the game with all weapon skills unlocked. > > > > > > I think this system is simpler because you don't have to go out of your way to make sure you unlock skills. As soon as you level up enough to unlock a slot you have access to that skill on all weapons, and you get XP from everything so you'll unlock them all just by playing. But you still have to find or buy that weapon before you can use it's skills, and new players will still need to experiment with each weapon to find out which one they like best, so overall I think it's one of the more trivial changes and I'd be hesitant to say one way is better than the other. > > > > No I don't remember this part, may be one of my pause periods, anyway if you compare what we have now with something worse, it may feel good, but just compare what we have now, to the initial release, this is what I'am comparing in this post, imo was much better. > > Whats your opinion? > > Both the current iteration and the original had their problems. > > In the original version of the game, you could run from green star to green star and do your story as soon as you got to it, as long as you were high enough level. You didn't have to wait 10 levels. This had two effects. The first was you sometimes had to stop doing story in the middle of an arc TO level. The other is that people were trained to follow stars on the map, which is how other games work and not this one. > > This game has always been about setting your own goals. And doing it the old way didn't teach that at all. The leveling experience before was good for me, but not good for everyone. The leveling experience now is better for some people and not better for others. Anything that Anet does is pretty much going to annoy a segment of the playerbase. > > That said, changes were made to keep people playing. They didn't like the retention rate, which is why they changed it. They tested the oritignal system on 1000 people and used the results to create the new system. Wrong or right, the old system wasn't working for the game. Of course, we have no real clue if player retention went up or not. I'm curious, indeed, to know if it improved XD
  7. > @"Einlanzer.1627" said: > > @"maddoctor.2738" said: > > > @"TheThief.8475" said: > > > I remember when I used to play my first beloved thief in 2013 and **I had already all 5 weapons skills at level 2**! : wasn't it so much more fun than now? > > > > No. Because when you got more weapons later on you have to "Grind" again to unlock their skills. With the current system once you unlock the skills, they are unlocked on every weapon you try ever after. There is nothing more annoying than getting a brand new weapon and having no skills to use. They made unlocking the skills of your first weapon slower, but they did speed up the unlock process for multiple weapons considerably. > > Hard disagree. Unlocking the skills on a per weapon basis was actually more fun. It didn't take very long, and it taught you how to use them properly. I do agree, but looks like veterans are not open to this change-that is anyway not meant for veterans but for new players- (it shouldn't affect their experience)
  8. > @"voltaicbore.8012" said: > > @"TheThief.8475" said: > > > This is not what i meant, I mean they can introduce some mechanics from strike bosses to story bosses, like aoes to dodge, "drakkar style" waves that you can jump over, this kind of things that involve more the player (they usually add new mechanics that you can't often see or understand at first glance- instead of using some of the mechanics that players know already- and are fun to play). > > The last thing I want is more hp for last bosses (they are already more than enough, if you think about mordremoth story fight) > > Dunno man. When I see you say stuff like this > > > @"TheThief.8475" said: > >The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight. > > > > A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend. > > it seems pretty clear that (1) you don't think "solo story bosses" work, and (2) you want something that is NOT "solo story bosses", which presumably is "strike mission style" fights done in a group. > > But I guess now you're saying you never really wanted the group aspect of (2), and what you _really_ want is just more of the strike mission _mechanics_ ? That would be nice, but I'm not sure ANet has ever shown us that they know how to do an interesting solo fight. It's not that I disagree with your desire - I, too, would like to see more interesting boss fights. But I just don't think ANet can pull it off. One of the few times they did with the pre-nerf Caudecus fight, apparently enough people cried that they pulled back. > > So to answer your question more clearly: yes I would like to see more interesting things in boss fights, but no I do not want ANet to even try to do it. I have no faith that I will like the outcome. > > > > Yes it is true that I would like 10 ppl boss fight (i'm sorry but i don't even nemember what i wrote some days ago)but there is no need to force it. You could be able to choose to play it either in party or in a single player mode. Same mechanics for the fights, with exception of group mechanics (balanced obv). A lot of games like ff14, world of warcraft, has some raid/ dungeon bosses for the main story, and a lot of ppl play and is happy with it, so i thought it could aswell work in gw2, but is alsotrue that they did it from the begin, while in gw2 it would be a big change . Just a weird dream, we will see what the future holds.
  9. > @"Linken.6345" said: > > @"TheThief.8475" said: > > > @"maddoctor.2738" said: > > > > @"TheThief.8475" said: > > > > I remember when I used to play my first beloved thief in 2013 and **I had already all 5 weapons skills at level 2**! : wasn't it so much more fun than now? > > > > > > No. Because when you got more weapons later on you have to "Grind" again to unlock their skills. With the current system once you unlock the skills, they are unlocked on every weapon you try ever after. There is nothing more annoying than getting a brand new weapon and having no skills to use. They made unlocking the skills of your first weapon slower, but they did speed up the unlock process for multiple weapons considerably. > > > > So how would you improve the system? You think it is ok as it is? Should they add skill 2 at level 1 or update the current tutorial quest? > > > > Its ok as as so quick to level anyway, I do it the rare times I run out of tomes for key runner. Man i don't want to be rude, but you are not the subject of the post, new players are. You already know the game and it's ok for you to press 1 for 5 minute or so on a new char. For new players first impressions, who knows.
  10. > @"voltaicbore.8012" said: > > @"TheThief.8475" said: > > > @"voltaicbore.8012" said: > > > > @"Blude.6812" said: > > > > > @"TheThief.8475" said: > > > > > > @"Blude.6812" said: > > > > > > > @"TheThief.8475" said: > > > > > > > > @"Dawdler.8521" said: > > > > > > > > > @"Linken.6345" said: > > > > > > > > > > @"TheThief.8475" said: > > > > > > > > > > > @"Linken.6345" said: > > > > > > > > > > > > @"TheThief.8475" said: > > > > > > > > > > > > > @"zealex.9410" said: > > > > > > > > > > > > > Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability. > > > > > > > > > > > > > > > > > > > > > > > > > > Also strikes, major fights in story could then be strikes for groups. > > > > > > > > > > > > > > > > > > > > > > > > I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight. > > > > > > > > > > > > > > > > > > > > > > > > A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend. > > > > > > > > > > > > > > > > > > > > > > The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again. > > > > > > > > > > > > > > > > > > > > I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan? > > > > > > > > > > > > > > > > > > > > People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found). > > > > > > > > > > People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right? > > > > > > > > > > > > > > > > > > > > > > > > > > > > They changed it at release it was a 5 man dungeon instance. > > > > > > > > > Yes there was alot of complaints that their story ended with a party instance. > > > > > > > > Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale. > > > > > > > > > > > > > > > > > > > > > > Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real. > > > > > > > > > > > > > > > > > > > > > But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D > > > > > > > > > > > > Hope not!!!!!!!!! > > > > > > > > > > > > > > > > So you prefer to spam 1 :confused: > > > > > > > > LMAO! You really have no idea at all how I play. I do know that forced strike missions are something I don't want. > > > > > > > > > > +1 from me - I don't spam 1, but I also do not feel like having forced strikes for story completion. I'm not looking for _great_ gameplay when it comes to story instances, I'd prefer something more engaging than Zhaitan but nothing close to the time-padded nature of DRMs. I actually really liked the pre-nerf Caudecus fight from LWS3, and would welcome more story bosses like that. > > > > I kinda agree with cadecous fight. I don't understand one thing tho: do you dislike strikes? I mean you would not like a "strike mission" boss fight even if you could play it solo? > > Strikes are fine, and DRMs are fine - I just don't want them in story, period. > > Soloing things is not a problem. I solo all the DRMs, and I solo both dungeons and fractals (the ones that are mechanically soloable, anyways. Still haven't found workarounds for Deepstone). > > ANet has proven that it doesn't really know how to scale things between solo and 5-man content very well (if at all) - even if a soloable strike mission was added as a story boss, it would be a pointless gigantic HP sponge. It wouldn't be interesting gameplay, and it certainly wouldn't add story value. It would, in fact, be a waste of time for all involved. This is not what i meant, I mean they can introduce some mechanics from strike bosses to story bosses, like aoes to dodge, "drakkar style" waves that you can jump over, this kind of things that involve more the player (they usually add new mechanics that you can't often see or understand at first glance- instead of using some of the mechanics that players know already- and are fun to play). The last thing I want is more hp for last bosses (they are already more than enough, if you think about mordremoth story fight)
  11. > @"voltaicbore.8012" said: > > @"Blude.6812" said: > > > @"TheThief.8475" said: > > > > @"Blude.6812" said: > > > > > @"TheThief.8475" said: > > > > > > @"Dawdler.8521" said: > > > > > > > @"Linken.6345" said: > > > > > > > > @"TheThief.8475" said: > > > > > > > > > @"Linken.6345" said: > > > > > > > > > > @"TheThief.8475" said: > > > > > > > > > > > @"zealex.9410" said: > > > > > > > > > > > Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability. > > > > > > > > > > > > > > > > > > > > > > Also strikes, major fights in story could then be strikes for groups. > > > > > > > > > > > > > > > > > > > > I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight. > > > > > > > > > > > > > > > > > > > > A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend. > > > > > > > > > > > > > > > > > > The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again. > > > > > > > > > > > > > > > > I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan? > > > > > > > > > > > > > > > > People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found). > > > > > > > > People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right? > > > > > > > > > > > > > > > > > > > > > > They changed it at release it was a 5 man dungeon instance. > > > > > > > Yes there was alot of complaints that their story ended with a party instance. > > > > > > Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale. > > > > > > > > > > > > > > > > Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real. > > > > > > > > > > > > > > > But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D > > > > > > > > Hope not!!!!!!!!! > > > > > > > > > > So you prefer to spam 1 :confused: > > > > LMAO! You really have no idea at all how I play. I do know that forced strike missions are something I don't want. > > > > +1 from me - I don't spam 1, but I also do not feel like having forced strikes for story completion. I'm not looking for _great_ gameplay when it comes to story instances, I'd prefer something more engaging than Zhaitan but nothing close to the time-padded nature of DRMs. I actually really liked the pre-nerf Caudecus fight from LWS3, and would welcome more story bosses like that. I kinda agree with cadecous fight. I don't understand one thing tho: do you dislike strikes? I mean you would not like a "strike mission" boss fight even if you could play it solo?
  12. > @"maddoctor.2738" said: > > @"TheThief.8475" said: > > I remember when I used to play my first beloved thief in 2013 and **I had already all 5 weapons skills at level 2**! : wasn't it so much more fun than now? > > No. Because when you got more weapons later on you have to "Grind" again to unlock their skills. With the current system once you unlock the skills, they are unlocked on every weapon you try ever after. There is nothing more annoying than getting a brand new weapon and having no skills to use. They made unlocking the skills of your first weapon slower, but they did speed up the unlock process for multiple weapons considerably. So how would you improve the system? You think it is ok as it is? Should they add skill 2 at level 1 or update the current tutorial quest?
  13. > @"Svarty.8019" said: > > @"TheThief.8475" said: > > > @"Svarty.8019" said: > > > > @"TheThief.8475" said: > > > > There are a tons of other improvements that arenanet could do to improve > > > ... improving existing things isn't how game development works. > > > > > > > > > > This is why dungeon are dead and PvP is dead :) > > You've probably seen it before, but for those who haven't : > The bible of design.
  14. > @"Khisanth.2948" said: > > @"TheThief.8475" said: > > > @"Khisanth.2948" said: > > > > @"Danikat.8537" said: > > > > It wasn't directly tied to levels, but it's not like you started the game with all weapon skills unlocked. > > > > > > It wasn't tied to levels but the unlocks are faster at higher levels > > > > > > With the current system weapon skills unlock ... > > > slot 2 at lv2 > > > slot 3 at lv4 > > > slot 4 at lv6 > > > slot 5 at lv8 > > > > > > but you are lv2 as soon as you exit starting instance and walking near a single map objective(PoI/wp/etc.) gets you to lv3 > > > Characters also gain exp as essentially 2x rate for levels 1-15 > > > > > > The old system was tedious if you wanted try different weapons while at low level. At higher level both are more ore less the same the same. > > > Old system requires killing stuff to unlock each weapon's slots individually. Current system requires killing stuff to unlock each slot across all weapons. Both can be reduced to "killing stuff". > > > > > > Both system can be a bit tedious but the old one can be worse depending in some situation. > > > > > > > With old sistem you could unlock all skills for 2 weapons at level 4, ignoring quest and exploration to kill things and unlock skills, now you are somehow forced to explore and do quest, since, if you don't it takes a lot of time to level up. You had more freedom this is a fact. > > Killing mobs is one of the worst ways to accomplish anything in the game. Meanwhile exploration is one of the things the game was designed for. > > So in your opinion encouraging people to do the wrong thing is good but pushing them towards doing the intended thing is bad because "freedom". Are you a politician or planning to become one? > > > Don't tell me you can always level up by just killing things, no one would do that for no reason, to unlock skills maybe, yes :) > > Do you just plan to stay at lv4 forever? > I mean, when i play an mmorpg what appeal me the most is the combat system (for example FF14 is a gorgeus game but i can't play it because i don't like combat system at all), killing things is best way to learn how it works and if u like it. If you want to level up faster you explore, if u want to unlock skills faster, you kill mobs, what's the probem with it? You also say that exploration is one of the things the game was designed for, doesn't it apply to combat too ? LOL
  15. > @"Blude.6812" said: > > @"TheThief.8475" said: > > > @"Dawdler.8521" said: > > > > @"Linken.6345" said: > > > > > @"TheThief.8475" said: > > > > > > @"Linken.6345" said: > > > > > > > @"TheThief.8475" said: > > > > > > > > @"zealex.9410" said: > > > > > > > > Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability. > > > > > > > > > > > > > > > > Also strikes, major fights in story could then be strikes for groups. > > > > > > > > > > > > > > I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight. > > > > > > > > > > > > > > A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend. > > > > > > > > > > > > The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again. > > > > > > > > > > I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan? > > > > > > > > > > People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found). > > > > > People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right? > > > > > > > > > > > > > They changed it at release it was a 5 man dungeon instance. > > > > Yes there was alot of complaints that their story ended with a party instance. > > > Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale. > > > > > > > Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real. > > > > > > But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D > > Hope not!!!!!!!!! > So you prefer to spam 1 :confused:
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