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Mewcifer.5198

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Posts posted by Mewcifer.5198

  1. > @"Court.7180" said:

    > > @"Mewcifer.5198" said:

    > > > @"Court.7180" said:

    > > > > @"Mewcifer.5198" said:

    > > > > > @"Court.7180" said:

    > > > > > > @"Mewcifer.5198" said:

    > > > > > > > @"Court.7180" said:

    > > > > > > > > @"Mewcifer.5198" said:

    > > > > > > > > > @"Court.7180" said:

    > > > > > > > > > Lets put the fanboy-ism aside and really take a look at why Gw2 is failing.. and lets not start a debate as to whether or not its failing, the numbers speak for themselves.. I love the game don't get me wrong. But the development of the game is lacking severely. I don't want it to die, I want them to do better!

    > > > > > > > >

    > > > > > > > > Can you give me a source for the numbers. I find it is helpful to have all the data when talking about things.

    > > > > > > >

    > > > > > > > https://mmo-population.com/r/guildwars2

    > > > > > > > Has the numbers. Yes its still considered a "healthy" game by current standards. But the player base logs in to do things like dailies instead of play the game for extended sessions (self included). Just look at the subscriber to daily player ratio and those "daily players" have a good amount of pop-in players.

    > > > > > >

    > > > > > > How do you know what people log in to do?

    > > > > >

    > > > > > Very simple answer: I play the game.

    > > > >

    > > > > But you just said that you only log in for things like dailies. How do you know what *other* people are doing?

    > > >

    > > > I recently started logging in for just dailies, scheduled raids and other in-out things. I'm speaking of the games history since I and others have been playing. People talk on many different platforms inside and outside of the game.

    > >

    > > So it is purely anecdotal/speculation when you say that the playerbase only logs in for dailies.

    >

    > Subscribers: 13,263,802 - Daily Players: 378,018

    > What's anecdotal about those numbers?

     

    I looked into that website and it seems like it isn't actually an accurate source of numbers.

  2. > @"Court.7180" said:

    > > @"Mewcifer.5198" said:

    > > > @"Court.7180" said:

    > > > > @"Mewcifer.5198" said:

    > > > > > @"Court.7180" said:

    > > > > > > @"Mewcifer.5198" said:

    > > > > > > > @"Court.7180" said:

    > > > > > > > Lets put the fanboy-ism aside and really take a look at why Gw2 is failing.. and lets not start a debate as to whether or not its failing, the numbers speak for themselves.. I love the game don't get me wrong. But the development of the game is lacking severely. I don't want it to die, I want them to do better!

    > > > > > >

    > > > > > > Can you give me a source for the numbers. I find it is helpful to have all the data when talking about things.

    > > > > >

    > > > > > https://mmo-population.com/r/guildwars2

    > > > > > Has the numbers. Yes its still considered a "healthy" game by current standards. But the player base logs in to do things like dailies instead of play the game for extended sessions (self included). Just look at the subscriber to daily player ratio and those "daily players" have a good amount of pop-in players.

    > > > >

    > > > > How do you know what people log in to do?

    > > >

    > > > Very simple answer: I play the game.

    > >

    > > But you just said that you only log in for things like dailies. How do you know what *other* people are doing?

    >

    > I recently started logging in for just dailies, scheduled raids and other in-out things. I'm speaking of the games history since I and others have been playing. People talk on many different platforms inside and outside of the game.

     

    So it is purely anecdotal/speculation when you say that the playerbase only logs in for dailies.

  3. > @"Court.7180" said:

    > > @"Mewcifer.5198" said:

    > > > @"Court.7180" said:

    > > > > @"Mewcifer.5198" said:

    > > > > > @"Court.7180" said:

    > > > > > Lets put the fanboy-ism aside and really take a look at why Gw2 is failing.. and lets not start a debate as to whether or not its failing, the numbers speak for themselves.. I love the game don't get me wrong. But the development of the game is lacking severely. I don't want it to die, I want them to do better!

    > > > >

    > > > > Can you give me a source for the numbers. I find it is helpful to have all the data when talking about things.

    > > >

    > > > https://mmo-population.com/r/guildwars2

    > > > Has the numbers. Yes its still considered a "healthy" game by current standards. But the player base logs in to do things like dailies instead of play the game for extended sessions (self included). Just look at the subscriber to daily player ratio and those "daily players" have a good amount of pop-in players.

    > >

    > > How do you know what people log in to do?

    >

    > Very simple answer: I play the game.

     

    But you just said that you only log in for things like dailies. How do you know what *other* people are doing?

  4. > @"Court.7180" said:

    > > @"Super Hayes.6890" said:

    > > Apples and Oranges. And with those stats I still choose GW2 over WoW because making payments on a video game was one of the worst things the gaming community ever accepted. I have not and will not ever play a game with a monthly payment. Anet pulled off an amazing game without forced monthly payments to keep playing.

    >

    > Yes they did do a great job. But clearly its not enough.. when's the last time we had an expansion? or a real surge of new content. Last thing I saw was a freaking skimmer under water (seriously?). No new water mounts? Still waiting on Legendary Armory! If they had proper funding from continual income they could afford to do so much more. I'm in the same boat as you, I don't like paying for mmorpg's but I see the benefits of it when comparing it to other games strategies.

     

    When you say they could do more, what do you want them to do exactly?

  5. > @"Court.7180" said:

    > > @"Mewcifer.5198" said:

    > > > @"Court.7180" said:

    > > > Lets put the fanboy-ism aside and really take a look at why Gw2 is failing.. and lets not start a debate as to whether or not its failing, the numbers speak for themselves.. I love the game don't get me wrong. But the development of the game is lacking severely. I don't want it to die, I want them to do better!

    > >

    > > Can you give me a source for the numbers. I find it is helpful to have all the data when talking about things.

    >

    > https://mmo-population.com/r/guildwars2

    > Has the numbers. Yes its still considered a "healthy" game by current standards. But the player base logs in to do things like dailies instead of play the game for extended sessions (self included). Just look at the subscriber to daily player ratio and those "daily players" have a good amount of pop-in players.

     

    How do you know what people log in to do?

  6. > @"Teratus.2859" said:

    > > @"Mewcifer.5198" said:

    > > > @"Teratus.2859" said:

    > > > > @"Mewcifer.5198" said:

    > > > > > @"Tsunami.4516" said:

    > > > > > I disagree with your assertion of difficulty entirely.

    > > > >

    > > > > You disagree that it might be difficult?

    > > > > Does that mean you think it will be or won't be? Because I only said might be. How does one disagree with a might be statement?

    > > > >

    > > > > I do not know exactly how anet coded in mounts.

    > > > >

    > > > > I do know there was a few notable bugs early on with their implementation. Like being kicked for inactivity while running around on a mount.

    > > > >

    > > > > I also know that there are bugs with first person and weapons already.

    > > > >

    > > > > So it might be difficult to hide your mount when in first person, but I can't make a definitive statement as to whether or not it will be.

    > > > > But if they do it, I anticipate plenty of bugs that would make them not stay hidden.

    > > >

    > > > I'm not 100% sure but I am pretty sure that mounts are coded in a similar way that transformations are.. likewise the same for novelty and open world chairs as they also work in a very similar way to mounts.

    > > > This is one of the reasons we can't use transformation tonics while mounted or sitting on chairs likewise the same in reverse.. even combat tonics that use the same frame/skeleton structures as playable races can't be used on mounts nor can you use mounts while those transformations are active.

    > >

    > > If they are a transformation then why did they kick people for inactivity even when moving around on them?

    > > I had sort of assumed they coded them the way they coded moving platforms and then just locked the character in place on them while 'transforming' them to be in the pose for riding.

    > > So a mix of coding, a transformation code that is used to lock the character in place/puts them in the riding pose, and then the coding that moves the character like with moving platforms.

    >

    > No idea.. might have been a bug, could also have been the moving platform thing too or a mixmatch I honestly don't know for sure.

    > Wonder if there is a video or something going into any detail on their development.. maybe a clip from a stream or something.

    > Would be interesting to watch ^^

     

    There might be something in the guild chats, but I tend to not watch them so someone who does would have to let us know if there is.

  7. > @"Court.7180" said:

    > Lets put the fanboy-ism aside and really take a look at why Gw2 is failing.. and lets not start a debate as to whether or not its failing, the numbers speak for themselves.. I love the game don't get me wrong. But the development of the game is lacking severely. I don't want it to die, I want them to do better!

     

    Can you give me a source for the numbers. I find it is helpful to have all the data when talking about things.

  8. > @"Teratus.2859" said:

    > > @"Mewcifer.5198" said:

    > > > @"Tsunami.4516" said:

    > > > I disagree with your assertion of difficulty entirely.

    > >

    > > You disagree that it might be difficult?

    > > Does that mean you think it will be or won't be? Because I only said might be. How does one disagree with a might be statement?

    > >

    > > I do not know exactly how anet coded in mounts.

    > >

    > > I do know there was a few notable bugs early on with their implementation. Like being kicked for inactivity while running around on a mount.

    > >

    > > I also know that there are bugs with first person and weapons already.

    > >

    > > So it might be difficult to hide your mount when in first person, but I can't make a definitive statement as to whether or not it will be.

    > > But if they do it, I anticipate plenty of bugs that would make them not stay hidden.

    >

    > I'm not 100% sure but I am pretty sure that mounts are coded in a similar way that transformations are.. likewise the same for novelty and open world chairs as they also work in a very similar way to mounts.

    > This is one of the reasons we can't use transformation tonics while mounted or sitting on chairs likewise the same in reverse.. even combat tonics that use the same frame/skeleton structures as playable races can't be used on mounts nor can you use mounts while those transformations are active.

     

    If they are a transformation then why did they kick people for inactivity even when moving around on them?

    I had sort of assumed they coded them the way they coded moving platforms and then just locked the character in place on them while 'transforming' them to be in the pose for riding.

    So a mix of coding, a transformation code that is used to lock the character in place/puts them in the riding pose, and then the coding that moves the character like with moving platforms.

  9. > @"coso.9173" said:

    > > @"kharmin.7683" said:

    > > 1600 gems is $20USD That's less than going to a movie. Sorry if you can't afford it, but the cost is quite reasonable especially for a F2P game.

    >

    > That's more than a whole month of a sub based MMO. I disagree that it should be the default price for regular skin.

     

    It is also cheaper than buying the mount skins that WoW offers for $$$

  10. > @"Tsunami.4516" said:

    > I disagree with your assertion of difficulty entirely.

     

    You disagree that it might be difficult?

    Does that mean you think it will be or won't be? Because I only said might be. How does one disagree with a might be statement?

     

    I do not know exactly how anet coded in mounts.

     

    I do know there was a few notable bugs early on with their implementation. Like being kicked for inactivity while running around on a mount.

     

    I also know that there are bugs with first person and weapons already.

     

    So it might be difficult to hide your mount when in first person, but I can't make a definitive statement as to whether or not it will be.

    But if they do it, I anticipate plenty of bugs that would make them not stay hidden.

  11. People keep saying "you don't need to have all the masteries within the first couple days" but its getting close to a month since the latest living story came out, so obviously this thread is not complaining about wanting them so quickly.

     

    I also feel like these types of comments are distracting from the main point.

     

    This thread has gone slightly off topic but the original topic was "are there enough reasonably obtainable mastery points" and has since evolved into discussions of previous inplementations of mastery points and what makes for more enjoyment when playing the game in regards to mastery points.

     

    No one proposed the idea that they should be able to instantly unlock every mastery in the first day or two of the release.

  12. > @"Tsunami.4516" said:

    > To simplify: make first person perspective available without the obstruction of anything, while mounted.

     

    To do this would require the game to essentially turn your mount model invisible to just you only when you are in first person mode.

     

    Theoretically possible, but coding that might be difficult. I could see a dev doing it on the side as a passion project, but I would rather the devs work on other things during their paid time.

  13. About the mastery points not requiring any actual mastery. I literally bought 3 of them by just buying weapons from the tp. A bit pricey but also no real effort required.

     

    I would prefer more masteries to be unique one off tasks as opposed to repeating things ad nauseam. With some requiring a decent challenge to obtain, but not so many that it frustrates people trying to get mastery points.

     

    Whatever happened to bounty boards? A mastery point for killing every bounty on a board at least once is a good way to give points.

  14. > @"Shiyo.3578" said:

    > Masteries were meant to be sidegrade character progression but they nerfed them in HoT then afterwards they've been literally free with zero effort. These actually require effort again and that's good - you don't need them to play the game but they make you slightly stronger in fun ways. I hope they continue to make masteries require some amount of effort to max.

     

    I wouldn't call crafting and replaying the same meta over and over and over again effort. One is just materials, the other is just plain boring.

  15. > @"Cyninja.2954" said:

    > > @"Mewcifer.5198" said:

    > > > @"Cyninja.2954" said:

    > > > > @"Mewcifer.5198" said:

    > > > > Currently the icebrood saga requires 43 mastery points to have completed while there is only 50 available points.

    > > > >

    > > >

    > > > The wiki is missing some points. I have 9 spare points. From what I can tell, the wiki does not account for multiple mastery points being available from the same achievements track. Case in point: the Moral Breaker achievement, which goes up to 50 completions of the Cold War strike, rewards 2 mastery points, 1 at first completion and another at 10. This is not accounted for in the wiki. Not sure which other achievement is missing.

    > > >

    > > > The spare and total amount of mastery points have steadily been increasing with the release of more episodes. Making it easier to acquire sufficient mastery points as the Season/Saga progresses. If memory serves me right, after the first Episode, there was only 1 spare mastery point, after the previous episode it was 6, now it's 9.

    > > >

    > > > This is likely to not make mastery points meaningless to early.

    > >

    > > You are right that as a season/saga goes on the number of spare points increase. I just don't remember the last living stories feeling like this. It seems like with the increase in the ratio they are also increasing how grindy the achievements that give the masteries feel.

    > >

    > > Maybe it's just me though. I work more hours now. So having less time to play makes grinding a lot more frustrating.

    >

    > This is due to I believe 2 factors:

    > 1.) any previous season after Expansion used the same mastery points as the expansion preceding it, thus both requiring but also expanding upon the mastery points available and starting with a far bigger pool of potential spare points

    >

    > 2.) previous season masteries were far less comprehensive. They were minor additions on top, while this Saga/Season, they are of central importance. Ancient Magics required 24 mastery points to finish, Rollarbeetle (12), Skyscale (12) and Crystal Champion (14) required a total of 38 mastery points. The Icebrood Saga masteries already out require them with 43 points required, without the benefit of left overs from a preceding expansion.

    >

    > Both of those points make it seem as though it is far harder to get the required mastery points this time around, which is actually true. Given the overall total spare points for past content though, I am sure this will be far less of an issue towards the end of this "mastery point cycle".

     

    This makes a lot of sense. I didn't think about the rollover from expacs.

     

    So this is more like starting out a new expansion itself, except because not all the content is there at the moment, many of the masteries people would go for because they are easy aren't out yet.

  16. > @"coso.9173" said:

    > i partiularly dislike mastery points being given as a reward for doing the same event 15 to 20 times. i just loathe that kind of line of thought. specially when the event is in itself a meta event that takes a long time.

     

    I don't mind having to do an event multiple times. But I totally feel you on the long meta part of that. Doing it more than once a day mushes my brain.

  17. > @"zealex.9410" said:

    > > @"Mewcifer.5198" said:

    > > > @"Cyninja.2954" said:

    > > > > @"Mewcifer.5198" said:

    > > > > Currently the icebrood saga requires 43 mastery points to have completed while there is only 50 available points.

    > > > >

    > > >

    > > > The wiki is missing some points. I have 9 spare points. From what I can tell, the wiki does not account for multiple mastery points being available from the same achievements track. Case in point: the Moral Breaker achievement, which goes up to 50 completions of the Cold War strike, rewards 2 mastery points, 1 at first completion and another at 10. This is not accounted for in the wiki. Not sure which other achievement is missing.

    > > >

    > > > The spare and total amount of mastery points have steadily been increasing with the release of more episodes. Making it easier to acquire sufficient mastery points as the Season/Saga progresses. If memory serves me right, after the first Episode, there was only 1 spare mastery point, after the previous episode it was 6, now it's 9.

    > > >

    > > > This is likely to not make mastery points meaningless to early.

    > >

    > > You are ring that as a season/saga goes on the number of spare points increase. I just don't remember the last living stories feeling like this. It seems like with the increase in the ratio they are also increasing how grindy the achievements that give the masteries feel.

    > >

    > > Maybe it's just me though. I work more hours now. So having less time to play makes grinding a lot more frustrating.

    >

    > I mean achievements in general have gotten more grindy but thats unrelated to how tight or not the mastery points have been, you could have the same tightness and the achievements be less grindy.

     

    Right now I think the tight feeling is closely tied with the fact that I have played on the maps enough to have more than enough XP but I am still chasing those points.

     

    I even spent a good amount of gold getting the points that are locked behind the early tiers of the weapon collections.

  18. You know how Kralkatorrik messing with the mists brought old things back forward in time and stuff.

    What if... Giant mist disturbance bubble.... aaaand old Lions Arch is back!

     

    I'm just kidding of course, this wouldn't make sense in the story anymore and, personally, I am not bothered by new LA. Although I never saw old LA myself. I did spend a lot of time in broken LA and I really liked it.

  19. > @"Svarty.8019" said:

    > > @"Archangel.6793" said:

    > > When will we see generation 3 legendaries?

    >

    > I hope they spend a lot more time and effort on them than some of the awful ones we've had;

    >

    > Flames of War,

    > Eureka,

    > Meteorlogicus,

    > Shooshadoo,

    > Chuka and Champawat,

    > The Minstrel.

    >

    > All hideous, gaudy, tasteless - revolting, even.

    >

    > Obviously some will disagree, but hey, it's my post and I can type what I want in it. This is called, "opinion".

     

    You know. There is more respectful ways of expressing opinions.

     

    Let me try and help you out:

     

    "I hope they spend some time going in a different direction with designs. Some of the previous legendaries, like Flames of War, Eureka, Meteorlogicus, Shooshadoo, Chuka and Champawat, and The Minstrel, just come across as gaudy and tasteless to me. I know that some people like them, but I personally would like to see something different with new legendaries."

     

    There you go. Much better.

  20. > @"Cyninja.2954" said:

    > > @"Mewcifer.5198" said:

    > > Currently the icebrood saga requires 43 mastery points to have completed while there is only 50 available points.

    > >

    >

    > The wiki is missing some points. I have 9 spare points. From what I can tell, the wiki does not account for multiple mastery points being available from the same achievements track. Case in point: the Moral Breaker achievement, which goes up to 50 completions of the Cold War strike, rewards 2 mastery points, 1 at first completion and another at 10. This is not accounted for in the wiki. Not sure which other achievement is missing.

    >

    > The spare and total amount of mastery points have steadily been increasing with the release of more episodes. Making it easier to acquire sufficient mastery points as the Season/Saga progresses. If memory serves me right, after the first Episode, there was only 1 spare mastery point, after the previous episode it was 6, now it's 9.

    >

    > This is likely to not make mastery points meaningless to early.

     

    You are right that as a season/saga goes on the number of spare points increase. I just don't remember the last living stories feeling like this. It seems like with the increase in the ratio they are also increasing how grindy the achievements that give the masteries feel.

     

    Maybe it's just me though. I work more hours now. So having less time to play makes grinding a lot more frustrating.

  21. Currently the icebrood saga requires 43 mastery points to have completed while there is only 50 available points.

     

    3 require you to craft weapons (luckily not a whole set since that would be over 100 gold each. Ouch.) and 3 require instanced group content. And a whopping 5 require you to grind 5000 commendations in drizzlewood each.

     

    Could anet maybe be a little bit more liberal with mastery points in the next episode?

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