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Cyninja.2954

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Everything posted by Cyninja.2954

  1. 1. first fight your condi pressure caused exactly 0 deaths. People getting knocked down caused deaths. Your condi was cleansed and converted against an ideal situation public blob of clueless people. 2. random off hour cloud with obviously no condi cleanse trying to flip Durios. 3. same as 2 just between Quentin and Danelon Decided that watching past that 3rd point was not worth my time. Meanwhile if you bothered to look through the rank of the "enemies" you fought, pretty much all of them were sub 150 or 620 (and don't gimme that people have alt account bs, those were new players mostly). Congratulations on farming n00bs and new players. Burn guard has its place, and you showed decently where that is: as noob filter.
  2. From the link @"Inculpatus cedo.9234" provided: > You do not have to follow all 5 initial marks simultaneously. For example, just follow one red indicator in the direction that it is pointing and eventually it will change to blue. Once blue, just continue in the same direction that it spawns on your screen until it becomes green, then follow the same direction again until you can see the small pulsating yellow-green orb circle. The 30 minutes are more than sufficient to single track each and every marker. In fact, it shouldn't take more than 5-10 minutes for all 5. GL
  3. > @"Lonami.2987" said: > I think everyone here would like other players to be wielding good gear, instead of rare equipment with soldier stats. This system would be a step forward to fix that problem, while also opening the way for veterans to be able to test different builds far more easily. Hyperbole much? The recent patch made all stats available on the trading post. There are exotic items which are stat selectable for 1g a piece for some slots, other slots are easily filled with exotic items from events or rewards. Getting full exotic is a matter of minutes even for new players. As mentioned there are very easy and fast acquirable ascended items like trinkets and even some weapons. This type of not game state reflective statement does not make your argument any stronger, it merely suggests you are out of touch with this games gearing and reward system. I'd say what most players want, if they know it or not, is a functioning itemization system for a MMORPG. Now you can make an argument that itemization should be removed, but then do make that argument and stop beating around the bush. Again, ascended gear was introduced BECAUSE players were leaving the game at launch due to lack of gearing incentives, make an argument how this is not applicable years later. > @"Lonami.2987" said: > You would lose the item upon storage, so you would lose the ability to use the Mystic Forge to swap stats as many times as you want too. If you like to swap stats often, you shouldn't store your equipment. > Nobody swaps stats "often". As mentioned by me, the cost of swaping stats in ascended gear is around 30-40% of the item cost. Great for changing an undesired DROP into a desired stat, too expensive to do regularly over crafting another item. Enter the convenience of legendary gear or crafting multiple ascended items. Here another example of you not being in touch of how this game and how it's systems are actually being used. > @"Lonami.2987" said: > You know you can already do that, right? You need to use the Mystic Forge and the bank though, instead of it being a single click away. That's the only difference. Have you ever actually stat swapped an ascended item? Maybe do that first, then make this claim again. Hint: it's not free.
  4. > @"Lonami.2987" said: > > @"Cyninja.2954" said: > > As far as the pros and cons... seems like you forgot to actually include some actual cons: > > - this system removes long time itemization motivation from the game, something ascended gear was specifically introduced to combat > > - this system decentivizes crafting of legendary gear which leads to less long term goals again, might aggravate current players who invested into this gear as well as have drastic in-game market effects > > - increasing legendary runes/sigils stats causes a direct power creep which makes legendary gear mandatory. That is a move away from the current stance of legendary items not being stats beneficial > > * How does it remove itemization? You still need to get the gear in the first place. Also, by storing ascended gear you'd lose the ability to swap stats through the Mystic Forge, so you'd need to get a new piece to get a new stat. You are assuming players get an item with a certain stat combination only 1nce. You are assuming that exchanging runes/sigils is free for ascended gear or that each and every single stat combination will use the exact same rune. You are in no way compensating for the fact that ascended gear **DROPS**. How many legendary items have you had drop? You are in no way compensating for the fact that stat changing current ascended gear costs around 5 gold+inscription+loss of runes/sigil (which makes this go up to around 10-15 gold and above depending on stat changed too and rune/sigil lost). You are completely ignoring that from the available stats, only around 5-8 are actually desirable. Even worse, the proposed system gets worse as you apply it to cheaper and cheaper ascended items. The cheapest ascended items you can get are trinkets both in gold value of converted resources as well as time spent in acquisition. This is the reason that legendary trinkets are by far the most expensive upgrades to make. So yes, it removes itemization in a huge degree. maddoctor.2738 did a nice calculation of how even crafting nearly all stat combinations is cheaper compared crafting 1 T2 legendary. That is not even needed, given a majority of those stats aren't even desirable and never will be. > @"Lonami.2987" said: > * Legendary gear has all existing stats, present and future, that functionality remains intact. In fact, if you're using multiple stats, getting legendary gear instead of ascended would be far more convenient (and in some cases, possibly cheaper as well). Not with your system which tilts the benefit even more in favor of ascended gear. It's not even desirable now and will barely become desirable IF the legendary armor gets introduced and works how we assume it does. > @"Lonami.2987" said: > * No one said legendary runes/sigils should be getting better stats, read the thread again. > True, I misread that part and only got the upgrade part. Still devalues runes and sigil in the same way as legendary gear because once again, from the available runes/sigil only a small subsection is actually used/desirable. Your idea not only adds convenience, it literally REMOVES the necessity to craft multiple items per character. It makes ascended gear, which as mentioned can drop and does drop rather often in endgame activities, scale to the amount of characters per account. This scaling will already pose a significant challenge with legendary gear IF it gets introduced (and for the record, I'm still not sure legendary gear will work the way we all believe), it will makes itemization absolutely pointless if implemented for gear below legendary level. FYI, by the time I did accumulate the amount of legendary gear I have, I also accumulated around 60-70, yes 60-70, **full sets** of ascended armor, hundreds of weapons and trinkets. My 34 characters are nearly ALL full ascended with multiple gear sets each. How? I've been running fractals, raids, WvW and even in part Spvp for years. I've probably crafted around 6-7 sets of those, the rest was from drops. Even those 6-7 sets would have been more than enough to deck out ALL my characters now with pretty much any stat I would desire. With your system, I would have been "done" with itemization in this game around 4 years ago.
  5. > @"Gorani.7205" said: > All that new discussion after Woodenpotatoes daily video? *grin* Thread was created on the 23rd, was revived on the 30th, the WP video went live on the 31st. Just saying.
  6. > @"Teratus.2859" said: > > @"Cyninja.2954" said: > > Would be great, the Abaddon fight from Guild Wars 1 was pretty cool story wise. > > > > Would even provide a great opportunity for a lore related challenge mode: one where the player group receives less (or even no) support from Kormir and thus has to fight a harder fight (would also explain why hopefully dialogue is cut, as it is mostly from existing CMs). > > The fractal wouldn't have been about the Gw1 Nightfall campaign, it would have been about Abaddon's original fall a long long time before Gw1 when he rebelled against the Gods and started a war amongst the Divines. > We would have got to witness the moment when Abaddon was struck down by the other Gods and imprisoned the destruction caused by that event is what turned the Crystal Sea into the Crystal Desert. Ah, yeah that could also be really interesting. I mistook the setting. When abaddon went against the other 5, yeah. Tbh anything Abaddon related could be fun to experience. The only fear I would have is that a fractal would be to short to really tell a good story. That said, with the expansion coming up and Cantha being the setting, I got to quote: > @"Tseison.4659" said: > A Shiro fractal would be great as well for EoD, or even a Raid revolving around Raisu Palace with Shiro being the end boss of course. Absolutely this but ONLY if it is done properly.
  7. > @"Astralporing.1957" said: > > @"maddoctor.2738" said: > > And I don't see how the addition of the cap demotivated you and your friends from playing the game. I play the game for the content it provides, not the daily AP. See how that works. > Removing the cap would not remove any content from the game, so i don't see why it would affect you at all. > Assumption: You are a new player. You join this game late. You might not be super competitive, but you would like to catch up in AP to some extent. Veteran players are years ahead already atm, now you get to tell that person: sorry but you will NEVER catch up daily AP wise and this discrepancy continues to grow form now on even beyond 4 years (which is already hilariously long). All AP rewards need to be balanced around the new maximum which will too continue to grow, making these even less achievable for new players. Next assumption: You have easy 10 AP per day available to you opening up all achievement rewards as achievable as a function of time, instead of time and content played. You now only go for the easy 10 AP from dailies forgoing the permanent achievements. Content in the game loses players. Net result: other players are affected by this change in not a positive way. For what? To solve an issue with player retention which has far more to do with content and delivery of interesting content via daily grinds.
  8. Would be great, the Abaddon fight from Guild Wars 1 was pretty cool story wise. Would even provide a great opportunity for a lore related challenge mode: one where the player group receives less (or even no) support from Kormir and thus has to fight a harder fight (would also explain why hopefully dialogue is cut, as it is mostly from existing CMs).
  9. > @"Astralporing.1957" said: > Why? Removing the cap would incentivize the veteran players to log in more often than just for holidays and for a week for each story patch. Again, if your only motivation to log into the game is the 10 AP from dailies, this game has serious problems. In essence you are trying to make the argument that offering some AP for dailies can solve fundamental problems of player retention that game would have or is having, which is as mentioned at best a band-aid fix, at worst inefficient and at a significant cost to other players enjoyment. > @"Astralporing.1957" said: > As a result, i stopped doing dailies shortly after i've reached the AP cap, which contributed significantly to my lessened time investment in game overall. This is also true to all players that pushed for higher APs from among the circle of my personal friends. For all of them the moment they reached the daily cap market the point at which their motivation for continued play started to go down. Nonsense and limited analysis. The reason you spent less time in the game was because there was no content which was gripping you. You are blaming this on lacking motivation to do dailies, which take near no time at all, when in reality all you were was burned out or lacking any actual content to play. Keeping players or rather forcing players to do dailies BECAUSE they can't fine anything meaningful to do is NO solution for lacking motivation or content. It never will be and should not be treated as such. EDIT: This is not limited to Guild Wars between and can be seen in many other MMORPGs which burden their players with tons of dailies which players feel forced to complete. Suffice to say most of those games work off of other business models and draw a direct benefit from keeping players subscribed. This is doubtful for GW2 since a player so disinterested in this game that he only logs in for the dailies might not be a large spender and worse might not return once burnout sets in on top of no content. EDIT 2: > @"Astralporing.1957" said: > Just look again at the original reason why the cap was introduced. Basically, it was introduced, because a certain group of players wanted to be able to have a _lower_ investment into this game. They wanted to have _less motivation for playing_. And that's exactly the kind of reasoning i am strongly against. You are pretending as though players who have reached nearly all AP have not spent enough time in the game. I can guarantee you that the top of the leaderboards players are all 15k+ hour accounts if not more. Again, those players were essentially done with the game. If your only motivation for playing is AP, you are better off taking a break. Which also opens up the question of how much a developer can cater to players who spend so much time on the game in the first place. That said, there a tons of reasons for the AP cap without even those player demands, one of them being the developers lack of desire to deal with the AP rewards to begin with. None of that matters though since there are direct benefits to keeping the cap which have already been mentioned, especially in regard to new players as well as burnout etc.
  10. > @"maddoctor.2738" said: > A common reason for the removal of the cap is to earn achievement rewards without completing achievements. Let's take 2 players, Player 1 wants the cap removed so they can get the rewards they want by finishing the dailies and Player 2 that plays both dailies and finishes the permanent achievements. If the cap is removed Player 1 will get access to the current achievement rewards, at a slower pace, but they will earn them. But, when they reach the reward they want, Player 2 would already have access to a lot of NEW rewards. And given how Player 1 isn't finishing as many achievements as Player 2, the gap between them with a cap will increase as time goes on. At some point Player 1 will calculate that it would take years to earn the latest rewards available to Player 2. > > **The removal of the cap is a short term solution for those that want Hellfire/Radiant skins, but that assumes nothing they want will be added on the achievement rewards in the future. Without a cap the gap between players who finish permanent achievements, and players who don't, will widen year after year and make situation worse, not better, for those that are asking for a cap removal.** Very good analysis. Removing the AP cap brings with it multiple problems, nicely described here. The only real benefit to removing the cap is player retention and artificial binding them to the game both via requiring them to acquire the AP as well as easier access to higher AP rewards, which obviously would be beneficial IF the gained player retention is higher than the loss due to an ever widening AP gap (not in favor of new players). At that point one has to ask though: if the only thing keeping players playing the game is an arbitrary number growth derived from regular 5 minute dailies and some AP skins which are often forgotten 5 minutes after attaining them (and being utterly devalued by an infinite daily AP reward)? How serious must the player retention issues be?
  11. > @"Moradorin.6217" said: > I have never been one to buy ap with items/gold nor do I repeat grind things JUST for more AP. I have done many non-repeatable things for AP. I like doing content, Dailies give a variety of tasks people end up doing which ever mode and they get used to the reward progress from dailies then it stops at the cap all of a sudden and its noticeable and removes some of the fun for no good reason. Which is why I think its bad. Yes, and the 10 AP from dailies are among the easiest achievements possible. They devalue nearly all other AP by how insignificantly easy they are. We have barely reached a point where the daily AP do not make up the vast majority of the available AP, with the 15k now being slightly above 1/3 of total AP available. There is no reason to hand out even more AP in this way and return to a time where daily AP where a majority of the possible AP, given how they signify no type of achievement what so ever.
  12. > @"Moradorin.6217" said: > > @"maddoctor.2738" said: > > > @"Ayrilana.1396" said: > > > Along with removing daily AP, all of the AP tied to unavailable achievements should be removed as well. This way those who actually care to compete are on even ground as every AP is obtainable. It'll be an actual achievement system. > > > > Given how they never removed achievement points even when they replaced an achievement with another one (remember Drakkar?) it's quite likely that they do not want to mess with achievement point totals in any way. Probably due to the problems it would create with rewards. The better option for unavailable achievements is to provide a new way of acquiring them. An increase of the daily AP limit up to the amount of unavailable AP is one such proposal that appears often on the forums. > > Im pretty sure I recall various things having the repeatability of AP giving activies caped from patches after release more than once. As far as I know they never rolled back the AP some people got from repeat grinding before those patches. That is untrue. Every achievement which got capped had the AP adjusted for all players who had more from that achievement. You are mistaken.
  13. > @"Faline.8795" said: > I am going to agree with the OP, even though he finds paragraphs to also be a high learning curve. lol /hug > > Professions still confuse me. Having to _guess_ what mats to use... I shouldn't have to refer to an outside source to avoid frustration. > > SO MANY BUILDS! And if you pick the wrong build, forget getting into a group. > > Way too many stats. Could use some trimming. > > But of course I realize I am speaking for myself. There are a lot of people who like that stuff. I think it can end up chasing some away. For crafting, you can use gw2crafts.net if you do not want to experiment and craft as was intended by the developers. The original idea was to try things out and level crafting that way and the discovery system was intentionally designed that way for people to experiment. If you do not want to experiment, use a guide. For groups and builds, there are youtube guides, websites, guilds, other players, etc. who can all help. Most can be found via using google others via asking in game. You CAN figure things out on your own if you are so inclined, obviously others have managed to do so in the past. You do have many resources to turn towards though, most of them easily found. As to requiring specific gear, if you are this new and inexperienced, there is literally no group you could or should join which would require anything. Fractals on tier 1 come to mind, where you can go in naked if need be and succeed. The easier strike missions or the dragon response missions in normal mode too require very little in proper builds or gear to succeed. I get that this game can be difficult for players who do not want to invest a lot of time into discovering things. What I can not accept is players not being able to use basic searches in say google or other search engines to help themselves. It's 2021, the internet is not new to any of us.
  14. Simply put: The expansion purchase unlocks just that: the expansions, in this case HoT and PoF. Living world or in this recent case Living Saga are in essence mini DLCs which are unlocked free of charge to all players who log in 1nce while any episode is active. Sort of as a free gift for playing the game or at the very least following it. Otherwise they cost 200 gems each, significantly reduced when buying the complete packs. I will agree that the wording on playing the latest episode of the Icebrood Saga can be misleading.
  15. If I recall correctly, I hit the 15k AP cap around 1.5-2 years ago. My stance before was that the cap is fine, my stance after and even after this significant time has not changed. 15k from dailies is a LOT of time spent on dailies (over 4 years). If this game is in any way supposed to attract and encourage new players to even try to stick with the game, some achieve-able goal must remain in all aspects. What most players I believe lack when they want more AP from dailies is available achievements to work towards. So the answer or solution to mitigate or deal with players who are unhappy they hit the AP cap is to provide other achievements that they can work towards, which in turn means regular significant content releases with interesting and enjoyable achievements to work towards. That said, very little achievements in this game come close to the ease of acquiring 10 AP for near no work. That will not be fixable for players who are at the AP cap.
  16. > @"Khisanth.2948" said: > > @"Randulf.7614" said: > > From memory, I thought all machine weapon parts were 100% chance from the meta chest. Are you manually looting the big giant end chest just to be sure? From noxious pods it's a lot rarer > > I think it used to give all parts you have collections unlocked but it got changed to only give 1 weapon part per run. > > If OP has more than one collection unlocked then it probably gave a part for a different weapon. Can deny, it never gave all parts and always only 1 part with completing the meta (and that one was chosen at random from all available eligible weapon collections). Unless with was like a week 2 fix, because I finished these collections rather early in the HoT life cycle. @ topic creator, the unlock from the pods is rare. Around 1 in 40 or so if I recall, making it rare enough to also not drop at all per meta. As mentioned by others it IS a guaranteed drop from the meta chest. So make sure you fly over to the final island and loot it. Which unlock you get from the ones available is random though.
  17. > @"Yggranya.5201" said: > > @"Teratus.2859" said: > > Sounds fine to me. > > Nolan North is a popular and respected voice talent. > > Before you start with the "find someone so much better" stuff do note that he also voiced Mordremoth, Palawa Joko and Rhoban in the game too. > > > > > > The Commander is supposed to be sort of a bland stand in for the player to some degree which is why the writing in this game and lack of choice on our part often gets criticised. > > The Commander isn't a character like Taimi, Braham and Rytlock are.. they're us and that's a really hard thing to relate to when we have to follow a set in stone story like this where we don't get much in the way of a choices.. especially when in today's gaming industry there are such high and common demands for voice acting not to mention how every player has a different opinion or ideal of what/who their commander is. > > > > This is also why certain elements of who/what the commander is are also never discussed in the game.. such as romantic relationships and sexuality etc > > Commander has to be bland so more people can relate to him/her.. so that people can fill in the blanks with their own traits that they want their character to have and this can vary heavily even between different character's a person makes. > > Solution: Stop paying exorbitant prices for VA, save a ridiculous fortune and use it to make a better game. > > How could people "relate" to a bland moron with no choices who follows blindly to what someone tells them to do regardless of their position/title, common sense, and even if the commander would say "that's a bad idea" it will be hand-waved as if the commander said nothing. The usual jargon by Taimi. If saying nothing leads to the same solution, why even bother opening your mouth? Spend that money somewhere else. Only slightly above a blank slate character that are in other games, but not by much, and only in the sense that they are more a character than just a weapon pointed at the next doomsday threat. Although they all wield the commander like a weapon regardless. I actually want to know how people can "relate" to that. Sound like the usual BS, like people "relate" to a **genocidal** villain as long as they have a sob story. Pfft... I believe we have recent pandemic caused occurrences which show that your point is not applicable to the entire player base and might even be harmful to the game as a whole. The desire to have VA added for episodes which had none was rather great and was expressed both on these forums as well as in game multiple times (people in LA asking about lacking VA, when it will get added, etc.). It was also very noticeable how much immersion went out the window during the time where we had no VA for eipsodes. YOU might not see the value in voice acting, others certainly do. Just as YOU have certain opinions on other parts of the game quite a few others will likely disagree on. As to how much money should be spent on VA: I recommend people play some games with actually bad VA, then come back to this game. It'll give you a lot of appreciation of the quality here. It might not be the best VA out there and some single player games have really been amazing, but as far as MMORPGs this one is among the top 3 if not even top 2. As to the male human voice actor or most voice actors for that matter, I enjoy most of them. My favorite being the female Sylvari (how could I not, Jennifer Hale is amazing).
  18. > @"Jeroen.2397" said: > ok, i guess i'll see if i can find a training session that will allow me to join. > If not, i can afford to splurge on this > thanks for the info Give it a shot. Try not to give to much about what others say, the drama and hyperbole in the forum is at level 1,000 and above. Ideally use a training discord and not the lfg, EU has Crossroads Inn, US has the Raid Academy. Many guilds also have raid rosters and often more casual raid guilds will train new players (one which I am member of does) which is a great way to get to know new people. Good Luck.
  19. > @"Shaqix.6839" said: > You asked the wrong question. Not **where,** but **how** and **when**._ Feedback_ is a skill that can reflect projectiles or protect your team. But you don't use it on the enemy or allies, but on a specific enemy attack (Matthiass) or to protect its allies from attack. It all depends on **what your goal is,** because both descriptions you found **are correct.** This. If this is about pve, then where to place feedback is nearly irrelevant as long as it is somewhere between the NPC and the players. The important part is when to use it.
  20. So we have come full circle have we? I remember a time when players were asking for skill splits so that competative modes could see better balance. Now that we have split skills, there is players demanding the opposite. Funny.
  21. I'd be happy with some system be put in place for managing infusions and cosmetic auras in general. I don't consider pressuring, whining and/or making bold threats about purchasing or not purchasing a product a reasonable approach. EoD will sell on its own merits and I will then decide if I want to spend money on it or not.
  22. > @"Mungo Zen.9364" said: > It feels like the Heirloom system you detailed above will devalue Legendary gear. Part of the draw of the Armory is that it will provide _more_ value for Legendary gearing, potentially driving more players to invest their time and gold into farming and crafting Legendary gear. The gear sharing option of Legendary Armory has already inspired many players to start their first Legendary or work towards adding more to their collection. > > By pairing that same advantage with Ascended gear, you make Ascended more valuable to attain as well. If a player can cherry pick the stats they want by crafting Ascended gear and using your Heirloom system, then why would they ever move towards crafting Legendary items? This. I'm sorry. I get the first ascended set seems like a huge amount of work. Followup sets difficulty depends on which content is played, but any "endgame" content like fractals, strikes or raids will provide players with tons of ascended gear over time. Any player who spends at least some time in this content, be it T4 fractals or the "easy" strikes, will end up with a couple of sets within a year. There is 0 reason to make ascended gear account unlocked and give it the same benefits of select-able stats besides completely removing itemization from this game. As far as the pros and cons... seems like you forgot to actually include some actual cons: - this system removes long time itemization motivation from the game, something ascended gear was specifically introduced to combat - this system decentivizes crafting of legendary gear which leads to less long term goals again, might aggravate current players who invested into this gear as well as have drastic in-game market effects - increasing legendary runes/sigils stats causes a direct power creep which makes legendary gear mandatory. That is a move away from the current stance of legendary items not being stats beneficial
  23. I was at 6 legendary armors, all 3 backpieces, all pve trinkets and 5 legy weapons when the announcement was made (Shining Blade, Bolt, Minstrel, Exordium and Nevermore). The goal was to have 9 legendary armors which I scrapped with the announcement. Over the last year I crafted: Flameseeker Prophecies, Frenzy, Howler, Kraitkin, Kamohoali'i Kotaki, Meteorlogicus, The Moot, The Predator, Rodgort, Astralaria, HOPE and Sharur. Missing only Incinerator to have every weapon at least 1nce with Frostfang and Eureka on the to-do list for dual setups. The Spvp and WvW trinkets too. Long story short: almost done with legendary crafting account wise.
  24. I like it simply for the fact it changes everything, which most other infusions do not do.
  25. The item you linked is a jewel and thus an **upgrade for exotic jewelry**. This will only work on **exotic trinkets**. This will not work on ascended trinkets. In order to be able to use this effect with ascended gear, the **refractor needs to be upgraded to an infusion**. The recipes are on the page. Obviously this also means that in case of an infusion, you will not be able to slot the infusion into exotic trinkets but rather into ascended gear.
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