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blp.3489

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Posts posted by blp.3489

  1. If what we have got so far is all we were getting I would be a little disappointed, but that's not my expectation. I'll wait for a few weeks to see the rest of the content in this chapter before coming to a conclusion. Potentially, having something new every week might be better than a single drop that's played through in a few hours and then another two month wait. We'll see.

  2. My theory is that after the six days are up there will be crystal bloom npcs that you can take on missions. I assume that they'll bring some new feature or mechanic. It also looks like, depending on the amount of participation in the six day event, you will be able to get some sort of bonus rewards from a new vendor NPC that will appear with the crystal bloom contingent. So, I think you just need to do enough missions to earn five of the crystal bloom support crystals and spend them at the vendors. It's not clear to me whether obtaining and spending more crystals will give you higher tiers of rewards, or if those come with more participants.

     

    Based on the image on the announcement page I'm guessing that a similar process will happen with an Ebonhawke contingent and an Awakened contingent. If so, the missions will evolve over the coming weeks to include new npcs. I would guess that there may be new missions as well, the graphic that showed outbreak locations had locations that weren't the current mission locations.

     

    That's all my conjecture but it seems to fit with what we've seen and heard so far.

  3. > @"kharmin.7683" said:

    > > @"blp.3489" said:

    > > > @"kharmin.7683" said:

    > > > > @"blp.3489" said:

    > > > > Although I only read two pages of the linked thread my thought is that it would be great if they brought the area of effect speed boost to PVE so that someone with the warclaw could help people without mounts move at a common faster speed, making it easier to play with others. For the short period of time I hadn't got the warclaw yet in wvw I thought that was one of the best features ever, now I just wish there were more players without warclaws in wvw that I could share speed with. :)

    > > > This would dis-incentivize people in PvE from purchasing mounts. Not sure that would be in Anet's best interests.

    > >

    > > I think the number of people who would say "I don't need/want a mount because I can sometimes hitch a ride with someone on a warclaw" is vanishingly small.

    >

    > You might be right. I might be right. Neither of us has any stats to prove one way or the other. I was basing my premise on the many threads here on the forum of players complaining how others with mounts shoot across the maps and finish events before non-mount players even arrive. If players are able to "hitch" with someone and get to these events, why then would they spend anything to get their own mounts? /shrug

     

    You are quite optimistic if you think that there will be enough players riding warclaws to events to make hitching a ride even a little bit reliable. But you are right, neither of us can say for sure. I would be pleased if they tested it out. If it turns out that there are *a lot* of players that want to give others a ride to events it wouldn't be a wholly bad thing to indulge them. It depends on the event of course but many of the meta events require a mount with some vertical ability to keep up, so warclaws wouldn't be a complete solution in any case.

  4. > @"kharmin.7683" said:

    > > @"blp.3489" said:

    > > Although I only read two pages of the linked thread my thought is that it would be great if they brought the area of effect speed boost to PVE so that someone with the warclaw could help people without mounts move at a common faster speed, making it easier to play with others. For the short period of time I hadn't got the warclaw yet in wvw I thought that was one of the best features ever, now I just wish there were more players without warclaws in wvw that I could share speed with. :)

    > This would dis-incentivize people in PvE from purchasing mounts. Not sure that would be in Anet's best interests.

     

    I think the number of people who would say "I don't need/want a mount because I can sometimes hitch a ride with someone on a warclaw" is vanishingly small.

  5. Although I only read two pages of the linked thread my thought is that it would be great if they brought the area of effect speed boost to PVE so that someone with the warclaw could help people without mounts move at a common faster speed, making it easier to play with others. For the short period of time I hadn't got the warclaw yet in wvw I thought that was one of the best features ever, now I just wish there were more players without warclaws in wvw that I could share speed with. :)

     

    I disagree with people that say the post-nerf warclass has no utility in wvw, I find that the most important feature the warclaw provides is a common movement speed so that a group of players who have different base move speeds can travel together without the faster players having to continually pause or loop back. This makes playing with others easier and therefore more attractive, imho. When I started wvw the warclaw was already in use so I don't know if there was some other way to deal with this issue prior to warclaws.

     

    So, that would provide a unique ability for the warclaw in PVE that wouldn't infringe on the capabilities of the other mounts.

  6. Presuming that there was sufficient new content of some sort to reasonably call it an expansion I would buy it. I would still have been happy to buy PoF if it had had fewer and/or smaller maps as long as it had mounts and an engaging story. For me the important thing is to have new things to enjoyably spend time doing or new ways to enjoy old content. It's hard to imagine doing that with zero new maps, but if they can do it that's fine with me.

     

    One thing it might be nice to see is new "opponents" (both creatures and player-like characters) with various higher degrees of difficulty but without essential/important things (e.g. masteries, hero points) gated behind them so that those who want a challenge can get it without the more casual players being stopped from moving forward. Such opponents don't absolutely need to be on new maps as long as they don't interfere with what's on the current maps. Maybe there are rival orders that are sending agents out to kill you while your order is trying to find and eliminate their agents, and encounters can occur anywhere. Perhaps you have masteries that prevent them from finding you or that advertise your location so that they find you more frequently, and masteries that help you find them. Maybe they have gatherings or a stronghold that you can find out about and go attack. Rather than looting your opponents, your order has something like a reward track that gives you rewards based on your attacks on your enemy order. If you don't want any of this, or you haven't reached the required level, you just don't join an order. Oh heck, call the orders guilds and call it guild wars... Oh, and one more thing, enemy agents don't attack you if you are in a zerg, or attack in larger numbers or higher levels, and maybe they run away if suddenly outnumbered or outclassed. Occasionally large groups from the enemy guild appear someplace and guild members get a call to come help.

     

    One of the potentialities that doesn't seem to have been exploited in the game so far is speed. In martial arts speed is a dominant factor. A simple way to adjust difficulty is to just adjust speed. If a player has permanent quickness it makes a given piece of content easier, if the content got quickness it would become more difficult. And of course there's slowness, ala chilled, as well. Playing while slowed would demand greater precision, playing while quickened requires the player to be, well, faster. One could play with higher speeds reducing damage/effects of skills, you can't do as much damage per hit if you are hitting faster. Perhaps there are masteries related to speed. I think this would add a whole new dimension to at least the non-pvp part of the game. Being able to replay the game with "permanent quickness" would be a whole new experience. I remember playing in the Silverwastes with a character that had frequent bouts of swiftness/quickness/superspeed (I don't remember which) and it was the most exhilarating play ever. There was a squad during Halloween that I assume one or more characters were sharing out a lot of swiftness and quickness and it was way more fun than playing with any other squad. The mastery in wvw where your mount lets nearby players move at mount speed is really fun the first few times it happens. Even after you are used to it it is more fun running around at superspeed than clomping along on your mount. Unfortunately being mounted has other advantages so I don't do it that often. I bet they could come up with a really fun new elite spec that was all based around speed.

  7. Do you expect "Dragon Response Missions" to be that much different from "Strike Missions"?

     

    I think the recent Mount Stealth mastery was really cool, and the underwater skimmer mastery is nice. I really like masteries that aren't tied to a few maps, I hope we'll see more of them. I wouldn't call masteries dead quite yet. It would be really cool to see some weapon or skill masteries, something like the Koda's Flame from Bitterfrost, but useable anywhere.

     

    From anecdotal observation it seems that players really want new shinies so it makes a certain amount of sense for ArenaNet to create a lot of new shinies.

     

    But I _would_ like to see some new wvw development.

     

    All just my personal opinion.

  8. > @"Fuchslein.8639" said:

    > I'm talking about reward tracks that give you the special skins from WVW and PVP. Just like WVW and PVP get almost all skins through tracks ^^.

     

    It would be great if wvw and pve players could get the special skins from raids, the legendary armor from raids looks so much cooler than the wvw version.

  9. > @"sephiroth.4217" said:

    > The perks of being an event organizer I guess, spend 200g on a prize and keep the other 200g people send in for tickets to win said prize

     

    I'm not sure how to parse this, you are spending 200g and collecting 200g, or you are spending 200g and collecting 400g for 200g in personal profit?

     

    Personally gaining 200g out of each event, i.e. doubling your money, seems a bit excessive, but I guess as long as the participants know that is what is happening I guess it is their choice. Gambling has a surprising appeal to a lot of people.

     

    I wonder if you have found a lot of suckers or this was a troll post.

     

     

  10. > @"Vavume.8065" said:

    > > @"Tekoneiric.6817" said:

    > > I'm generally not a fan of limited player content.

    >

    > I'm generally not a fan of zerg player content.

     

    On one extreme you have limited player content that requires you to follow an exact script, and if you don't you cause the whole party to fail, and therefore hate you; on the other extreme you have zerg content where nothing you do really matters, you can just press 1 and occasionally revive other players till everything is dead.

     

    The thing I enjoy most in wvw is where you and a few other players run into a similar number of players from another team with both groups being made up of somewhat random classes so you have to play everything by ear. And I kinda like how if twenty opposing players suddenly appear and trounce me into oblivion I can just laugh, because there's no such thing as "fair" to get worked up about in such a random environment. It does give me a warm fuzzy feeling when a group of twenty you just ran into lets you run away, or, very rarely, downs you but doesn't kill you if you aren't somewhere threatening.

  11. > @"NotTooFoolish.7412" said:

    > (it's like adding a new pve map, hoping that more ppl start playing wvw... yes I'm referring to the newest addition, they are nothing alike).

     

    I have no idea if the intention behind the south map of Drizzlewood Coast was to attract players to wvw, but I do think that it did succeed in bringing a few of the enjoyable dynamics from wvw to pve, at least to some extent.

     

    Separate from that, one of the things I liked about south Drizzlewood was that there were a lot of NPCs that were similar to players in their abilities (type of attacks/skills not level of ability). I think it would be great if more NPCs were more like player characters, and with improved AI rather than just having more HP, stronger attacks, and more complicated mechanics. If the "elite" npcs switched to other attacks when their seige weapon gets destroyed, if they try to run away when they are losing, stuff like that. In some cases even just raising the frequency of their skill uses would make them more challenging, many of them only attack every few seconds. I suspect that to a great extent you could adjust the level of the npc purely with their speed. I read somewhere on the forums that when HoT first launched it had more intelligent enemies, but they had to scale them down because they were "too difficult" for many players. If that's true it's a shame they can't put them back in somewhere that won't interfere with players who just want to complete the story or get their hero points.

     

    I didn't enjoy the north side of the Drizzlewood map as much, it seemed like just mindless zerging. I wish the meta in the south would continue to some extent while north was going on.

     

    > Besides not all raid encounters are "Largos wrecking a whole party with one hit" or "Dhuum throwing you to the other side of the room if you stand at an awkward angle"... There are some pretty easy ones to start with...

     

    Is there a list somewhere that ranks the raids in approximate order of difficulty?

     

     

  12. Is there any advantage to a piece of legendary armor over ascended before you get the whole set? It seems like being able to change runes on less than the whole set isn't that useful, although I guess it would cut costs a little, but given the cost of the armor... It will take many weeks to make a whole set because of the number of skirmish tickets needed and the limit of those per week, I wonder if I get it piece by piece something might happen over such a long time frame, for example deciding I want a different weight or something.

    Anyway, for those of you who have been there and done that, do you have any advice?

  13. > @"lummuss.6850" said:

    > To this day, I haven't finished taking the mastery of the skimmer that dives, and I don't even intend to take it. I find it very unnecessary, since the gameplay under water is very undervalued in the game. To this day I believe that this new skimmer skill was to trick players and save you the trouble of creating a completely new mount ...

     

    Collecting all that underwater unbound magic in Bitterfrost is so much faster and more relaxing with the underwater skimmer.

  14. Do we really need stuff that is soulbound and can't be salvaged or sold to venders? I know that if you have four of them you can dump them in the mystic forge but between my characters I have a lot of soulbound items in numbers less than four that are just sitting there. Why not allow them to be sold to vendors? It's hard to bring myself to "Destroy" exotic items because I don't have four of them even though I may never have four on that particular character.

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