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Tails.9372

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Posts posted by Tails.9372

  1. > @"Cyninja.2954" said:

    > Here is the main problem:

    > Your assumption that a cost less than a decent rune set is in any way rare.

    >

    > Sorry, but at 20-30 gold grinds per hour in game. Anything worth less than 2k gold is pretty much common. There is a reason you can see legendary T1 weapons left and right as well as people reskinning them.

    >

    > Rare means RARE. As in you don't get to see it at every corner.

    If anything I'd assume that an item with sub asc rarity is a lot easier / less expensive to get than your average legendary. You're also ignoring the "+ a decent amount of map currency (like how it is for some of the non OW infusions)" part of my comment here. Also, even if you could buy the infusion for 20 gold that still makes 360 gold for the full intensity per character you want to use it on as infusion effects (unlike skins) are not part of the wardrobe system.

     

     

    > @"Cyninja.2954" said:

    > You want an easy and accessible infusion/enrichment?

    No, as stated above I want them to use map related infusions to add replay value to the content. If they also want to add some leg infusions as part of a legendary journey or whatever (which I'm not opposed to) then that's another story.

     

    > @"Konig Des Todes.2086" said:

    > 20g? Really? That's way too low. That makes it cheaper than completing *one* illuminated boreal weapon

    No it's not, that's exactly where the other infusions are. You're also ignoring that skins (unlike infusions) are a one time deal so they're not really comparable here and if you want the effect at full intensity you still have to pay 360 gold per character.

     

    > @"Konig Des Todes.2086" said:

    > If you meant 200g, that'd be more realistic, and would mirror where Ghostly Infusion was for quite some time

    Ghostly Infusions have always been at 20 gold + content currency, 200 gold was just the resale value for the TP.

     

  2. > @"Konig Des Todes.2086" said:

    > > @"Tails.9372" said:

    > > > @"Khisanth.2948" said:

    > > > The price is quite volatile right now but at least based on the first post it has already dropped in price by a huge chunk.

    > > It's down because the wiki updated the material requirements, it's still ~500 times more expensive as it should be.

    >

    > And since the materials are easily farmed, it's going to continue to drop until the most expensive component is the ectos.

    The ecto price alone makes the thing 100 times more expensive as it should be.

     

     

    > @"Danikat.8537" said:

    > So if players want rare, valuable items which they imagine other players may be impressed to see them using they need to accept that those items are going to be some combination of difficult, expensive, time consuming and luck-based to obtain. Without that it's just another random skin everyone can get whenever they want, which apparently devalues it.

    These items should first and foremost be used to add replay value to the content, that's what most maps desperately lack and aura infusions are one of the few things which could provide said replay value. But as shown in the past having an ultra rare infusion which no one can realisticly expect to drop is not enough to add sufficient replay value to the content. Also, no one is saying that people should be guaranteed to get the infusions every time they play the meta but like I said 20 gold + a decent amount of map currency (like how it is for some of the non OW infusions) should be enough.

     

     

    > @"Danikat.8537" said:

    > But I've seen enough topics and comments on this forum about how there's no good drops, everything is trash loot and there needs to be more rare and valuable items so players have something worthwhile to go after to understand why Anet would respond to that feedback **by putting expensive and difficult to obtain items into the game.**

    That is like one of the few things the game **does not** have a shortage of.

  3. > @"Khisanth.2948" said:

    > > @"Tails.9372" said:

    > > > @"Khisanth.2948" said:

    > > > The price is quite volatile right now but at least based on the first post it has already dropped in price by a huge chunk.

    > > It's down because the wiki updated the material requirements, it's still ~500 times more expensive as it should be.

    > >

    >

    > That is a pretty simple problem though. If there is something that you think is not worth the price then don't try to get it.

    Except my problem isn't with the item but with the underlying content design. If something fails to add a sufficient amount of replay value to the content then it's just a waste of resources. They've done good job with the raid infusions but they constantly screw up when it comes to the OW ones.

  4. > @"Khisanth.2948" said:

    > The price is quite volatile right now but at least based on the first post it has already dropped in price by a huge chunk.

    It's down because the wiki updated the material requirements, it's still ~500 times more expensive as it should be.

     

  5. > @"Ayrilana.1396" said:

    > > @"Tails.9372" said:

    > > > @"Ayrilana.1396" said:

    > > > > @"Tails.9372" said:

    > > > > > @"Ayrilana.1396" said:

    > > > > > > @"Tails.9372" said:

    > > > > > > The only "fix" this mission could use is to lower the number of players required to break the BB at the end by one every time the CC fails.

    > > > > >

    > > > > > That goes against the point of these as being a stepping stone for raids.

    > > > > Except visions of the past have never been introduced as a "stepping stone for raids".

    > > >

    > > > Based on what?

    > >

    > > The simple fact that there is no official source stating such a thing, FS is nothing but instanced MP content for the icebrood saga.

    >

    > There’s no official source stating that it isn’t.

    Sure there is: the way the content has been presented by the game to the player. The way Aurene describes the content does not indicate any increase in "difficulty" at all (quite the opposite).

  6. > @"Ayrilana.1396" said:

    > > @"Tails.9372" said:

    > > > @"Ayrilana.1396" said:

    > > > > @"Tails.9372" said:

    > > > > The only "fix" this mission could use is to lower the number of players required to break the BB at the end by one every time the CC fails.

    > > >

    > > > That goes against the point of these as being a stepping stone for raids.

    > > Except visions of the past have never been introduced as a "stepping stone for raids".

    >

    > Based on what?

     

    The simple fact that there is no official source stating such a thing, FS is nothing but instanced MP content for the icebrood saga.

  7. > @"Cuks.8241" said:

    > I think its good to have both variants. Some on the TP, to boost the production, gold and material sink. Also interesting items to trade for people that are into economy. And account bound for **the real prestige items**.

    Sure, if they change them to be realistically obtainable through farming the content in question. As of right now it's more realistic to finish unlocking every skin in the wardrobe including the gemstore / BL ones (through in game gold to gem conversion) before you drop even one of these items.

  8. The one where you could go to Istan and didn't have to worry about wether or not there is a farmtrain going on. Now I don't like Istan as a map but I really liked how you didn't have to play for like an hour to get a pay off. I take Palawadan over SW / DF farming any day of the week and GH is / was probably my favorite meta in the game (which TBH is not saying much).

     

    But that aside I've enjoyed everything else about equally since nothing I really care about ever improved in a substantial way.

  9. > @"Cheshire King.6970" said:

    > I will be doing mostly PvE stuff in case you asked.

    This says pretty much nothing, what kind of PvE are you talking about? Casual open world / story content? Fractals? Raids?

     

    As saerni said there is generally no point in having both P/P and a rifle but not because "having double projectile weapons will put you at a disadvantage in content with a lot of reflects", the issue is much simpler: it's simply redundant to have both P/P and a rifle. Rifle lacks the range to deliver the kind of sniper gameplay people would assume to get (and the stupid "jumping around for Silent Scope" doesn't help either) so they end up filling pretty much the same role.

     

    In regards to P/P vs. rifle it's quite simple: objectively speaking rifle is superior to P/P **in every way** (and I wouldn't count on A-Net to change anything about that unless ofc. they feel like nerfing rifle into the ground) but people still play P/P because they prefer the gameplay.

  10. > @"Astralporing.1957" said:

    > those are all things that aren't easy to fix now

    While it might not be the easiest thing in the world to fix it's not exactly the hardest thing to fix either (it's definitely not in the "too much effort to be realistic" category). They just have to link every piece of armor to 3 different skins, one from each weight class e.g.:

     

    The Visor (the basic ascended heavy armor helm) would have 3 skins liked to it:

     

    - for the light armor skin: "Apprentice Band"

    - for the medium armor skin: "Rawhide Mask"

    - for the heavy armor skin: "Illustrious Visor"

     

    Then all the player has left to do is to select the weight class for the displayed set of skins (with the default being whatever the weight class of the player actually is) and transmute if nessesary. /done

     

    This might take some effort to set up but it's not like as if they would have to redo any skins and once it's done you get a lot more value out of the existing (and future) armor skins so I don't see any logical reason as for why it wouldn't be worth the effort (but then again decision making @ A-Net seems to often times work in mysterious ways).

     

  11. > @"notebene.3190" said:

    > I wouldn't mind the ability to change my base weight class.

    It would require some work to set up but technically speaking adding an option to change the weight class for skins should be possible and would IMO also be worth the effort.

     

    > @"Taril.8619" said:

    > unlikely given its tenuous profitablility...

    I'd question whether or not that is actually the case, they only need to set up the system one and it would effectively triple the amount of skins available to the players. Right now when they introduce new armor sets many people only get the one for the waight class they actually play while with such a system all 3 sets would become viable options meaning they would get significantly more value out of the effort they invested to create these (and future) sets.

  12. Balancing issues aside there are mainly 3 things I still want to see in GW2:

     

    - ranged weapons with matching sound / projectile animations

    - casual friendly, repeatable (as in both decently rewarding without a daily / weekly reward limit) instanced content

    - a proper racing mode with proper racing tracks (and not this improvised OW stuff we have right now) for both the beetle and griffon

  13. > @"yann.1946" said:

    > It might just be more effecient to get raiders back into raids then it is to get non raiders into it.

    It depends on what exactly the goal is. Getting raiders back is indeed more efficient than trying to get new people into the current raids but if the goal is to get as many people as possible to play raids (or raid like content) then focusing on getting new players into it is a better way to achieve this goal than focusing on a miniscule part of the player base.

  14. > @"Astralporing.1957" said:

    > Also, they are clearly only asking _raiders_ for their thoughts in there

    Yes and no, he was asking "Why do you play raids (**in any game**) in the first place?" and there are many players who raid in other games but avoid doing so in GW2.

     

    Also, notice how many answers players give don't actually require raids but they (and the devs for that matter) seem to falsely equate raids (and at least in regards to the devs I'd assume also instanced content in general) with a higher level of difficulty which is why raids in GW2 will always be niche content and also why stuff like OW content will always be rather bland.

     

  15. > please continue sharing your ideas and letting us know the kinds of things you want in the game. I can't guarantee a particular outcome but it's important that we know your thoughts as they help us weigh decisions

    Don't be fooled, this is pure corporate speech. If they really wanted to collect player feedback for their decision making they would have just opened a thread asking for general ideas on topic X and open another thread with a poll after narrowing their options down (not to mention that there is already more than enough feedback out there). This however is generally not how they proceed when it comes to addressing issues / developing new content which tells you everything you need to know.

  16. > @"Blood Red Arachnid.2493" said:

    > Anyway, I think people are missing the point. There's interclass balance, and then there's intraclass balance. Adjusting under-performing traits and builds within a profession isn't supposed to make the profession overall more competitive when compared to other professions. What it is supposed to do is open up the class to having more viable options, while also making those other builds more fun to play. This isn't much consolation to us try-hards, but to the RPers and other eccentric players, they're happy that their quirky spec has been buffed a bit.

     

    Issue is that even if they want to cater to "underperforming" things they'd need to understand what they are doing first which usually doesn't seem to be the case, the trait Deadly Aim is prove of that. When they buffed Invigorating Precision from 15 to 20% it just showed that they don't seem to understand the "issue" they wanted to address because in that case there was none that needed addressing.

     

    Their whole approach to balance seems to be entirely based on usage data and devoid of any understanding for both the class and the playerbase.

  17. I think an official personal DPS meter would be a good thing for the game as you would be the only one who has access to your data. There were other games with build in personal meters and not a single one of them had the issues some people claim they would bring.

     

    Also, iirc A-Net once said something like "the top players do ~10 times as much damage as the average casual". Well, how do you think they got these numbers if not for them already using DPS meters to monitor player performance?

  18. > @"Mini.4806" said:

    > So why, oh why in the kitten do *glaring* issues *never* get addressed?

    Because many problems which are obvious to anyone who actually plays the game are not reflected in the data. If something is, for whatever reason, even mildly popular in spite of their performance based issues (and vice versa) then HF waiting until the end of time for some fix that actually solves the issue (in one way or another).

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