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Astralporing.1957

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Everything posted by Astralporing.1957

  1. > @"Balsa.3951" said: > > @"Ashantara.8731" said: > > > @"Balsa.3951" said: > > > Except we're fighting white walkers right now in the story lol > > > > Yes, but this isn't HoT but the Icebrood Saga, sooo... ;) Also, frozen Ryland isn't nearly as scary as the Night King. :p > > u turning pesos now, and the night king is Jormag So, the Night King was a lady that was threatening you by being able to talk you to death. Duly noted. ...seriously, you're grasping at straws at this point.
  2. > @"Linken.6345" said: > Wvw is a pve zerg way of getting legendary armor. > Some mobs are just smarter since there are real players behind them. That seems like something a SPvP player might say. Too bad it just isn't true.
  3. > @"Ahrya.3097" said: > **Scavenger's Chasm** (I don't recall if you need to find all 12 orbs to get the achievement, but doing so without a guide can be quite time consuming. There are no restrictions on mounts or gliders iirc which has made it much easier to do, but im assuming your going to be jumping old school style) You need 12 for the achievement, i think, but the orbs are not unique, and do not disappear unless used - meaning, you can get the easy ones, wait a day for all orbs to reset, get them again, and so on until you get 12 or more, and only then open the chests for achieve.
  4. > @"Mikael Ekvall.6039" said: > Both Guild Wars 2 and FFXIV have up coming expansions hinting som kind of End (and a new start). End of dragons and Endwalker. Both companies have clarified that this not the End for the actual game but for a story or part of it. I think it is a bit funny that both have chosen a name for their expansion that indicate and "End". Also funny that they in interviews have to explain that they are not shutting down the game ? In both cases those expansions are meant to be a closing of a long story arc spanning the base game and all previous expansions, so using the world "end" is justified. And at least for FF XIV, the explanations of it not being an actual end have absolutely no connnection to the expansion title (seeing as they were given before that title was even revealed), but due to a certain quote in one of the post-Shadowbringers patches' storylines that mentioned setting forth into "a final chapter in the tale of this star". So, generally, a coincidence. Which may or may not be funny, depending on your idea of fun.
  5. > @"Naxos.2503" said: > Sometime, you die more than usual. In those cases, you even get to visit the afterworld ! Which is strangely human themed for some reason. Considering that the underworld is a domain of one of the _human_ gods, that's not surprising at all.
  6. > @"Voltekka.2375" said: > So, whats the recipe for making gen2 leggy weapons in wvw and pvp? If you think there should be one, ask for it. Two wrongs don't make a right. Hint: i have both PvP backpack and raid armor. I still support alternative ways of obtaining those. Barring that, at the very least there should be an PvE armor set obtainable through methods similar to gen1/gen2 leg weapons. Making the only PvE legendary armor locked behind a niche content was definitely a bad decision in the first place.
  7. > @"XenoSpyro.1780" said: > That's all Scholar is, a raw damage boost. Fireworks with my traits gives me 100% vigor uptime. 5% damage doesn't mean anything if you're lying on the ground. If you need to dodge often enough for the vigor to matter, your dps is going to suffer way beyond mere 5%.
  8. > @"Linken.6345" said: > Or they have 2 formats new and old we dont know. That would be an extremely dumb decision from a software point of view. That is the difference between GW2 and the example i gave - multiformat support is generally a staple in image viewing software, and they are build from ground up to support it, so adding a support for one more format is generally not a big deal. Doing it in a game that up, until that point worked with only one format would be a completely different issue however. It would add a whole new level of complication (said "multiformat support" intermediary) to something that was up until that point much simpler, which would be basically asking for something to break.
  9. > @"Linken.6345" said: > > @"Astralporing.1957" said: > > Actually, from what i understand, it _did_ affect old backpacks. Adding the colour channels is one step, and this one they did only for new backpacks, that's true. At the same time however adding just mere _capability_ of posessing colour channels is also a step that had to be done, and required a rework. Basically, all the old backpacks also had to be reworked into the new model even if they weren't to be making full use of it. > > > > _Think of it like migrating from one proprietary file format to another, that offers more options. **Even if old files would not be enhanced with those new options**, they would still need to be converted to the new format._ Except in the case of data files we usually can automate the process. > > So your saying here is anet can have all backpacks with color channels they just refuse to do so? > Instead of having old backpacks gen 1 new backpacks gen 2 like i understand it and the two cant mix? > > Maybe we should start demanding them flip the switch then since they are already in the system and can be dyed by your statement. That's not how it works. Again, i'll give you an example, since you seem to have not understood the previous one (i marked it in the quote for better visibility). Think about some old digital image file format, that does not support colour - all the data that is there is just whether the pixel is "lit" (black), or not (white). At some point you decide to start using images with colour. That requires moving to a new format, which supports this, so, you go and _convert the old pictures to the new format_. That does **not** mean those pictures will suddenly stop being black and white though - for that you would need someone to add that colour to them first. Old backpacks were _converted_ to the new format, but they did not have the colour channels added. First step required a lot of work, but the second step would require even more - which is why they skipped on it. Now, it probably means if they ever felt the need to add colour channels to a specific old backpack, they _could_ do so, but doing that to all of them is quite unlikely. And, as i pointed out, there are way, way more weapons than there are backpacks.
  10. > @"Filip.7463" said: > > @"Astralporing.1957" said: > > Tradable, i don't think so. As @"Ayrilana.1396" said, that was fully intentional, as a result of being able of buying gen1 weapons on tp causing quite a mixed reactions. You might have better results asking for a separate SPvP-based path for those weapons (similar to how gen 2.5 weapons eventually got their separate PoF acquisition methods in addition to the original HoT-based one) > > What is wrong with buying legies on tp? Cuz people dont have to grind boring stuff (aka map comp)? Let's just say that not everyone was fine with something that was supposed to show dedication to the game being straight out buyable with using your credit card (remember, that gem to gold conversion exists). As such, other avenues for obtaining those items, that still do require dedication to the game (even if through playing different parts of it) may be more widely acceptable to the community.
  11. > @"lummuss.6850" said: > If the exotic backpack is on the same tab as the rare backpack, then I believe they should have the same chance of dropping. It makes no sense! Why? You do realize, that, for example, precursors are on the same drop table as other exotic weapons? Not everything on the same drop table has the same drop chance. It's nothing new - it has always been that way. > Since the exotic backpack is so hard to buy, why not create a new "super rare" flap and put it there? You do know that you can simply upgrade the rare backpack to exotic version? There's a mystic forge recipe for that.
  12. Tradable, i don't think so. As @"Ayrilana.1396" said, that was fully intentional, as a result of being able of buying gen1 weapons on tp causing quite a mixed reactions. You might have better results asking for a separate SPvP-based path for those weapons (similar to how gen 2.5 weapons eventually got their separate PoF acquisition methods in addition to the original HoT-based one)
  13. > @"Linken.6345" said: > > @"Astralporing.1957" said: > > They did it for backpacks, that's true, but there's far less backpacks than there are weapons. And it still took them years for this. > > Ofcourse it wont just reapplied to the old ones as well just look at backpacks they made a break through can now dye new but that dident affect old backpacks at all. Actually, from what i understand, it _did_ affect old backpacks. Adding the colour channels is one step, and this one they did only for new backpacks, that's true. At the same time however adding just mere _capability_ of posessing colour channels is also a step that had to be done, and required a rework. Basically, all the old backpacks also had to be reworked into the new model even if they weren't to be making full use of it. Think of it like migrating from one proprietary file format to another, that offers more options. Even if old files would not be enhanced with those new options, they would still need to be converted to the new format. Except in the case of data files we usually can automate the process.
  14. > @"Larissa Ketan.1460" said: > old topics yet still unanswered by anet.... They actually _have_ answered it, more than once. Weapons not being dyeable is a consequence of a certain decision result made in the early stages of game design, that is unfortunately not easy to reverse now. Adding colours requires not only changes in the game code. They'd need to redo all the already existing weapon models to the new system. No, apparently it's not possible to just leave all existing weapons as they are, and only add colour channels to new ones - the system would be reapplied retroactively to all old weapons as well, even if their colour channels were to remain locked to original selection. They did it for backpacks, that's true, but there's far less backpacks than there are weapons. And it still took them years for this.
  15. > @"Sirius.4510" said: > I'd rather see a "back to the future" approach - a new game that takes the essence of GW1, but makes it feel more fluid and modern, and moves on with a new story. I have no particular desire to see a re-run of the GW1 story again - large parts of it weren't really _that_ good anyway. > > But the instancing, that actually was a good idea. I don't think we really "got it" at the time - with all the MMOs floating around - but it's far easier to prevent combat from degenerating into all the lag, visual noise, etc we get from raid bosses now. > > Last but not least... anything like this needs a business case. Adding a fresh coat of paint to GW1 is probably not going to recoup costs if you don't have something to sell to prospective players that they actually want to spend money on. If it doesn't look like it'll make money, I don't see NCSoft green-lighting it. One thing speaking for it would be GW1 occupying pretty much an unique niche on the market. While GW2 needs to compete with all the other MMORPGs out there (and is holding on mainly due to being "the one casual MMORPG"), GW1 was far more unique, and had no real competition out there. WHich, btw, is still true even now.
  16. > @"Nephalem.8921" said: > > @"Fuchslein.8639" said: > > I would like to have video proof please how you run fractals every day in 20 or even 15min, with random, casuals groups(no groups that have XY prerequisites). > I mentioned meta groups for the 15-20min runs. 40 should be doable. As the devs informed us at some point, 40 mins is the average completion time for Twilight Oasis alone.
  17. > @"maddoctor.2738" said: > The easiest solution is when they add a new race, to start their story from that point onward. So if a new race is added with the expansion, it will only take part in the expansion content and forget the previous living world seasons and of course the previous expansions. For example, a playable Tengu will start from the Dominion of Winds, then move on to Cantha. Same with Largos, they'd be in their water city and find a reason to move to Cantha. They will never fight Zhaitan, Mordremoth or Kralkatorik. > > And this isn't even a new idea, especially for Arenanet, it's how the story of Guild Wars Factions (and Nightfall) worked, players that started in Prophecies and players that started in Factions had a completely different story up to a certain point, interacting with different characters. Tyrians will have Dragon's Watch and be the champions of Aurene, Canthans will have a new story to become the champions of Kuunavang. In fact, disregarding a new race, I'd really love it if I could play a Canthan HUMAN (yes human), with a brand new Canthan exclusive storyline, that doesn't know anything about what's happening outside Cantha. > > No need for retcons, no need to mess the story. That worked, because each campaign was a self-contained story. Basically, the story in each campaign was assuming it was being done by someone that started in said campaign, with characters from other campaigns being shoehorned-in at some later point. This does not work if your expansion story is a continuation of the previous storyline. I.E. if the new storyline includes Aurene, then you being the Commander (and Aurene's Champion) or not becomes an important plot point. Of course, Anet has been known to ignore a lot of character's background for the sake of the story in the past (the infamous Snining Blade oath being a good example of that), but that's not exactly what we should be encouraging.
  18. > @"sokeenoppa.5384" said: > Anet actually made raids to be niche, and even said that participation was higher than expected and that raids were a success. > > Yes without me linking any source for this im just a guy shouting at forums, some1 else feel free to link source because i dont like to use forum search with my phone. Yes, they sure said that, but there's few things you need to consider. First, Anet is always hyperoptimistic about any of their new content. They were praising their build templates as well, if you haven't noticed. You may also not remember, that LS2 was a big success that clearly shown that Anet was fully capable of developing this game without expansion and releasing an expension-level content through LS. And it has been such a "big success" up until the very point they revealed they were working on HoT. If you look at dev statements, it would be very hard to find a part of this game that _isn't_ a success. And yet here we are. Second, they were sending mixed messages about that "niche" content. Sure, they were saying that it's the content for the chosen few, but at the same time they were clearly expecting most mainstream PvE players to be funneled into that content. They _wanted_ raids to be popular, and to become **the** endgame for **all** PvE players. So, i believe the "elite" and "for the chosen few" remarks were just kind of PR speech, but not their actual desire. Third, when they were saying that, they were still during the initial wave of popularity any relatively new content gets. Ultimately, though, that popularity didn't last, and eventually raids became more and more niche, way beyond Anet's expectations. So niche they finally realized it's hard to justify supporting them any further. Also, it's clear that they heavily underestimated the effort required for making legendary armor set. We don't know if they originally intended more sets for different parts of the game, but they definitely had to cancel any such idea after the Envoy set as released a whole year late. The WvW and SPvP sets are without any unique skins not because "legendary with unique skin set" schtick was somehow reserved for raids, but simply because they could not devote enough resources to make more sets of comparable, legendary quality (and introducing an unique, legendary set look that would be significantly inferior to Envoy would cause probably even more pushback than those armor sets simply inheriting ascended armor look)
  19. While an underground map might sound interesting in theory, i do remember how painful navigating through Tangled Depths was. If we couple it with the recent tendency to heavily underuse waypoints, it would almost certainly turn into a nightmare. So, probably not a good idea. Same with the Canthan "Kaineng City" style environment . Basically, unless Anet starts utilizing waypoints as freely as in Core again, introducing anything that is _not_ a relatively flat surface you can use mounts to swiftly traverse through would end up very painful.
  20. > @"broman.6359" said: > What I am trying to say is: the first step to raids is very tough but after you put effort in it the LI just fly to your account. They don't become any more likeable or interesting with time, though. If you didn't like that type of content in the beginning, you'll not be very likely to change your mind later on.
  21. > @"Fangoth.4503" said: > > @"Samnang.1879" said: > > (and the talking dragons don't help :# , are dragons meant to talk in human voices :# )... > i think they tried to capture a dragon to voice jomag but it appear its not that easy to find one irl Not with their budget, anyway.
  22. > @"Obtena.7952" said: > > @"Astralporing.1957" said: > > > @"Obtena.7952" said: > > > See, this is where you have to understand that what sets GW2 from it's peers is that relative to THOSE game, the threshold is low. > > Except it isn't. Those other games with content tuned-up higher (relatively) than in gw2? Those are also games where balance of impact between skill and gear is shifted massively away from skill compared to gw2. > > OK ... I'm not debating how skill and gear interact here compared to other games. GW2 allows players to choose from a wide range of builds that they can be successful with. Many other MMO's don't. Success threshold is low and this is why you can take "_40% less DPS_" builds and win. If you did that in other games, you would be crushed. Some games are even gear-gated it's that obvious. GW2 doesn't do any of that to it's players. > > > > So, that "higher tuned" threshold in other games quite often can be passed with far less skill than the supposedly "easier" content from GW2. > > Yeah maybe .. but I'm not making an argument about player's skill here. But it is very relevant. How big the threshold is depends on the game's mechanics. That "40% less dps" means something different in GW2, where the dps difference between average and top is 10x, and, say FF XIV where it's more around 3x. If you look at that, you will see that 40% leeway threshold in gw2 is more like 12% threshold in FF XIV. And that's usually less than the difference between you in the gear that's available when the content gets released, and you after you geared up in a better stuff (either from this very content, or from next patch in the cycle). Basically, wait 3 months and you have that much advantage even without the instance having any leeway at the start (and, obviously, they always do have some leeway). So, again, what is easier and what is harder?
  23. > @"Nephalem.8921" said: > > @"Fuchslein.8639" said: > >Along with all these reworkings you can't do fractals+recs as casual within 30-40min anymore.... > Of course you can. As long as nobody runs pepega builds like MM necro, scourge or druid. "as casual". Running those builds is very much part of being casual.
  24. > @"Obtena.7952" said: > See, this is where you have to understand that what sets GW2 from it's peers is that relative to THOSE game, the threshold is low. Except it isn't. Those other games with content tuned-up higher (relatively) than in gw2? Those are also games where balance of impact between skill and gear is shifted massively away from skill compared to gw2. So, that "higher tuned" threshold in other games quite often can be passed with far less skill than the supposedly "easier" content from GW2. This is, btw, a reason why those other games have it easier when it comes to balancing the content for different types of players. Because putting way more emphasis on gear - the part that all types of players, regardless of skill, can have in common, makes it so the gap between more casual and more hardcore content becomes way smaller. And that every type of content you create can be aimed at a much wider band of your game population.
  25. > @"Mortifera.6138" said: > > @"Astralporing.1957" said: > > > @"Mortifera.6138" said: > > > The obvious solution is to make PoF maps more rewarding... but that would require a sub fee. ? > > Why? It's not like making HoT maps more rewarding required sub fee, so i don't see why PoF would be different. > > HoT maps are more difficult, so players receive the proportionate reward. Seeing as how no one want HoT difficulty back, sub fee is the only other option. I don't see how one has any relation to the other. Those two things are completely independent and serve different purposes.
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