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Linken.6345

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Everything posted by Linken.6345

  1. > @"mercury ranique.2170" said: > > > @"Lonami.2987" said: > > > > > **Very likely** > > > * [**Tengu:**](https://wiki.guildwars2.com/wiki/Tengu) Said to have been the 6th scrapped race from GW2, they have a large presence in the game, and their own large territory in the middle of the other playable races. They use the charr skeleton, which would make development and armor adaptation easier, though it's unlikely they would go back to adapt every armor skin. Lot of unique bird and Asian-themed customization. > > > * [**Largos:**](https://wiki.guildwars2.com/wiki/Largos) Very easy to implement, since they would use the same skeleton as the humans, sylvari, and norn. Most of the armor skins would be very easy to adapt too. The wings could be a problem, but they've never been stated to be a biological part of them, and for all we know they could be special assassin backpacks. Lot of fish and underwater-themed customization. They would fill the classic spot of the dark elves, and bring a dark anti-hero race to the mix. > > > > Nothing in the game has a skeleton. It is not how game modeling works. It has a form and in that form there is nothing. You do see some skeletons in game production, used to design motion but it is not needed in the actual game. It is the outside of the body what matters. That means Tengu can't be based on the Charr model and Largos not on the Humanoid model. They would still require a redesign of all armor in the game. > > > > > Well mixing up skeleton and mesh is a easy thing to do if your not in the industry yourself. I had to look it up on the wiki since I rememeber them talking about charr and tengu sharing something. https://wiki.guildwars2.com/wiki/Tengu + Tengu have the same mesh as the charr, but different animations. The tengu seen in the Heart of Maguuma and in Guild Halls have their own, unique animations and mesh, including Izu Steelshrike, who previously had the original animations.
  2. > @"Khisanth.2948" said: > > @"Linken.6345" said: > > > @"Khisanth.2948" said: > > > > @"mindcircus.1506" said: > > > > > @"Fueki.4753" said: > > > > > Not everyone uses META builds, story bosses should not be balanced around those. > > > > I agree... good thing none of them (including the ones you referenced) are. > > > > Likewise, I don't believe story instance bosses should be balanced around straight up bad builds, like say the IBS prologue story boss is. > > > > > > Meanwhile some people might decide to do something silly like bringing a pure healing build. > > > If I brought my heal tempest to the fight with Balthazar in "The Departing" it would take around 40 minutes while most of my other character/builds will be able to clear it in 3-8 minutes which seems reasonable. Actual run time might be a bit longer due to the unavoidable dialog bits. Oh and then there is the final fight. The game provides Sohothin to make it easier and faster but then people insist on not using it but still complain it takes too long. :/ > > > > > > > There is an achievement for not useing it. > > well at some point a person is going to have to accept responsibility for their bad decisions Great players do more damage then the sword, not saying Im one of em tho :open_mouth:
  3. > @"Samnang.1879" said: > They need to make a confirmation. Sometimes I run out of boundary by accident... Only sometimes so the other times it was intentional?
  4. > @"Teratus.2859" said: > > @"Sobx.1758" said: > > > @"Teratus.2859" said: > > > > @"Sobx.1758" said: > > > > > @"Teratus.2859" said: > > > > > > @"Sobx.1758" said: > > > > > > > @"Teratus.2859" said: > > > > > > > > @"yoni.7015" said: > > > > > > > > > @"Zoid.2568" said: > > > > > > > > > > @"yoni.7015" said: > > > > > > > > > > > @"Zoid.2568" said: > > > > > > > > > > > > @"yoni.7015" said: > > > > > > > > > > > > No thanks, underwater combat is no fun. > > > > > > > > > > > > > > > > > > > > > > They can make it fun with a revamp. > > > > > > > > > > No, they can’t and they don’t have to. Just leave it like it is. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > So leave ít boring when ít can be fixed?? > > > > > > > > > > > > > > > > It will stay boring and the majority of players don’t like underwater content. So why waste resources on something only a very small minority enjoys? > > > > > > > > > > > > > > > > > > > > > > Fair enough, then lets get rid of Raids, PvP, WvW, Fractals and Strike missions then because only a minority of players enjoy those as well. > > > > > > > 100% focus from here on out only on PvE story.. > > > > > > > Lets also get rid of the most underused/underpowered classes as well and stop making new specs for them.. since that's a waste of resources as well. > > > > > > > > > > > > ...but he didn't say "remove underwater combat", right? How is this even remotely valid comparison when you're suddenly talking about removing existing content? > > > > > > Now if you want to talk about raids, pvp, wvw, fractals and strike missions in context of "leaving it how it is" then... that's mostly what is actually happening. > > > > > > > > > > > > And I agree with yoni, I don't like underwater combat and don't want much/anything to do with it. Not even mentioning "underwater only especs" or mass underwater skill rework, while the regular skills AND traits still need the revamp. > > > > > > > > > > Already explained it in my last post in reference to what Yoni said was a "waste of resources" > > > > > > > > Didn't notice that before, but after reading that explanation -which I'm not sure I understood correctly- you've pretty much agreed that it's an irrelevant comparison ("*Removing the classes would be a waste though*" and removing IS what you were talking about), right? Ok then. > > > > > > > Yeah but only removing the classes part, the reason still stands for everything else I said to jokingly get rid of as they require resources to keep in the game.. server costs etc so their existence by the same logic Yoni was using is a waste of said resources because only a minority of players enjoy them. > > > > See... you seem to "admit it's different", but then circle right back into "it's the same logic" -the whole point is that it's by far NOT. ^^ > > It's irrelevant if it's played by minority or not, nobody brought up removal of anything, but you and that just doesn't stand as a comparison at all. > > > No I didn't. > The "same logic" here is that Yoni's argument is based on revamping and upgrading underwater gameplay is a "waste of resources" because "only a minority enjoys it" > The other comparison's I made are based on the exact same argument.. they cost resources to exist and only a minority enjoys them.. therefore they should be removed from the game to save resources, an overall net gain in the long term. > The only difference between those forms of content in the context of the argument is that underwater content does not require additional resources to exist because it's directly tied into commonly used PvE maps, it would cost more resources to remove it, same as removing professions would.. ergo an overall net loss. > > > > > > It's fine if you don't like underwater content, though if you don't mind answering, why don't you like it? > > > > > Do you just dislike the concept of it? or do you just not find it fun because of the lack of build diversity and skills and weapons you can use there?.. too restrictive etc. > > > > > > > > It feels bad, out of place and I don't see the reason for it in most cases other than some limited cheesy content that you might get into *once in a while* at best, for which current version of aquatic combat is enough. I doubt reworking traits/weapons/adding 5 *(<- random number :D )* more skills that are currently unavailable per class would change anything about that. > > > > > > A lot of why it feels bad though is because of how limited it is, how few weapons you can have and how a number of skills or even entire class mechanics are crippled and unusable there. > > > > I disagree. It feels bad, because it feels bad. If I had 5 different weapons and a few trap skills (oof) available to pick from, it wouldn't suddenly make that combat "feel better" for me. So no, as I said in my previous post, I don't think that's the issue and subsequentially the way to suddenly make me like it. > > > That's fine then, although "it feels bad" isn't a very descriptive for why you dislike it. > It seems your stance is simply you don't like it and you don't want to like it.. and honestly I can respect that because I do the same thing with a lot of things I don't like as well, it's a normal, natural response to things you find unpleasent. > Although the bitter reality with that attitude is often your opinions end up being disregarded on those subjects.. I've been there plenty of times myself as well so I get it. > > > > Another issue is the lack of big content there which is linked to the above problem.. can't exactly have big awesome world bosses and bounties etc there when the combat is so lacking compared to the land. > > > > Again, I disagree. "Having big content there" is not a way to make me like underwater combat. It's the way to make me **dislike that "big content there"**, which is also why I don't want that content. > > > Maybe not for you but it would for others, the point is though that it doesn't exist.. at least with Raids and Fractals and WvW etc people can try it and then say yay or nay based on whether they like it. > Underwater however has not been given the same fair shot. > The sad part is it was apparently supposed to, the Vanilla game did get a chunk of content cut and one of the things that was apparently cut was an underwater world boss. > There were also supposed to be Manta enemies or creatures in the game too https://imgur.com/TiYlqVl which share a lot of similarities with the Skimmer mount so it's a fair assumption this design was repurposed or used to inspire the Skimmer's design. > > > > > If people want to push for weapon/skill/trait reworks, then push for the land versions, because some of them are outdated, bugged, unusable or intentionally gutted to -maybe- wait for a rework. > > > > Why would you want or need aquatic combat? Just for that vertical movement that in reality changes nothing? > > > > > > Pushing for weapons and reworks benefits both land and water combat > > > > I don't think pushing for water combat revamp somehow begefits land combat tbh. Unless you mean removal of the skills that don't work underwater and in this way it influences the land combat, at which point... no, thanks. > > > As I went on to mention the addition of land weapons becoming usable underwater would require a change to certain things in the game that could swing both ways. > It is extremely unlikely this change would ever happen if the focus was on giving underwater weapons to land builds, but it would be likely to happen if it was a large project to improve the underwater combat. > > > >one of the things many including myself have asked for is for more land weapons to become usable underwater which would greatly improve the combat there, if this ever became reality it would work in reverse as well with Spear and Trident becoming possible new land weapons. > > > People are always asking for more new weapons types like spears and polearms but it's impossible to start throwing whole new ones in at this point in the game, but making some water ones usable on land would be a way they could do that and have a wide array of skins available for them. > > > > Not much against some of the water weapons becoming available on land for some especs as a stylistycal choice, but I also don't see it as anything absolutely needed, seeing how I think anet already proved they can give any weapon any role/playstyle/mechanic/range they want (I'm also fine with that). So kind of "meh" either way here, but I know some warriors want land spear and who am I to be against that :D > > That said, making those available on land has nothing to do with revamping underwater combat. It would -probably- still be *a different spear with different skillset* in both environments. > > > But it would be the same weapon therefore it would have access to all the existing skins, that is largely the main problem regarding Anet adding in entirely new weapon types despite years of people asking for Polearms, Spears and Scythes etc.. you'd have an extremely small list of skins to chose from compared to all the old weapons and that gap would never close, Anet simply do not want to do that. > > The way Gw2 is setup right now crossing the weapons can't be done.. something about underwater and land weapons functioning different or something I guess, i'm not an Anet dev so I can't say for sure but Devs have said in the past that it would take a lot of work to cross the weapons like that and they just don't have a good enough reason to do it which is why they haven't done it. > That's why it's unlikely to happen just for Warriors to get land Spear's even though it's a great weapon choice for them to have and a lot of people want it. > > It would need a big reason to justify that kind of thing see, that's why if the focus was to add and expand the underwater content with a ton of land weapons it would be far more likely to happen as the same changes that would allow for you to use a Sword or a Dagger underwater would also allow for a Spear or Trident to be used on land with a lot less effort involved. > > > > As for me I like the atmosphere of underwater regions, it's different and a change of pace from always being stuck on land. > > > > That atmosphere is not enough for me to like a combat system -I'd even want that IF I wanted to go sightseeing underwater, the combat just gets in the way, but apparently it all comes down to personal preferentions, so to each their own :p > > > Aye it's mostly a preference thing. > Although the combat is the same.. really the only difference mechanically is the vertical aspect as you yourself said before. > > In terms of actual combat gameplay the lack of skills plays a lot into why underwater content turns many away. > The easiest way to give an example of that is to just imagine if your favourite class only had 2-3 land weapon sets.. > > Lets use Warrior for an analogy here.. what if Warrior only had a Hammer and a Rifle.. with the same skills and stats etc etc it does now and couldn't use anything else.. but all the other classes are exactly the same as they are now? > People would completely trash the warrior class, call it garbage and useless and they would hate playing it because there would be just too big a difference between a Warrior and all the other classes. > That is pretty much the exactly what happens when people compare Underwater and Land combat in Gw2, There's just to big a gap between the two because one has been so heavily neglected while the other has had years and years of attention and refinement. > Sure there will always be those who just hate the concept of the Warrior and would never play it even if it got upgraded to be on par with the other classes but there are a lot of people who would be willing to give it that chance. > > > > I like the combat there and as far as underwater content goes and by extent vertical combat in general there are no MMO's out there that do it anywhere near as good as Gw2 does. > > > > There was aion, I've played it and my opinion about the flying combat (slap wings on underwater combat, get rid of *water color filter* and you have flying btw) waas similar to underwater combat here. Just didn't like it (but also it might have been even slightly less reliable). I'm no the one to decide whether I'm correct or not, but it didn't seem like a lot of people valued vertical combat as well. For me it's an unneeded gimmick that adds pretty much nothing and has no actual value -whether you run/chase in a straight line or diagonally makes pretty much no difference for the practical ingame combat reasons. > > > I played Aion as well.. and yes while Vertical combat was a thing there it is no contest between which game did it better lol > Gw2 is far more modern though and has one of the best combat systems of any MMO on the market today so it's not really a fair comparison. > Aion really didn't go into the vertical stuff much either, the vast majority of the game had flying and vertical combat disabled which was such a shame in a game that was literally advertised on you being able to fly. > > > > Gw2 by far has the best underwater system in any MMO.. and it's painful to see that it doesn't take advantage of that. > > > > ...I don't know about that, I don't see anything exceptional in it? > > > Again I would blame that on it's potential not being tapped. > It's really the same as the land combat, has all the same potential.. if only it were tapped. > If you love the land combat in Gw2 then really you're looking at what underwater could be if it had the same care put into it. > > > >a crippled build system and far too many pointless limitations.. it has so much potential but Anet have not brought it out. > > > > Again, I don't see that potential. Adding vertical movement just adds no value for me and that's about most of what underwater combat does. But maybe I'm still missing it, what exactly is that "potential" here? Second weapon/utility skillset? Meh. Add more (actually don't add, just rework *whatever aged badly*) to land battles where most people spend most of their time. > > > It's the same as the land combat, the strength of GW2's combat system is in it's build system.. how you set your traits, what skills and weapons you use, how you customise your stats and gear and all of that designed to work together with your skill as a player to make you a force to be reckoned with in the world. > The underwater content is crippled in that regard because of the lack of weapons and skills you can use, that in turn diminishes the effectiveness of some traits or in some cases makes them completely or nearly completely redundant. > Overall it strongly restricts the effective build diversity potential you have access to in this content and that is one major reason why Underwater content is looked down on compared to land content.. it's just "not as good" but it's the same combat system, the potential is there it's just untapped, the land combat proves that. > You could have the same level of combat quality underwater in Gw2 as you can on land, and that's what we want and why so many of us keep calling for these underwater reworks. > Now has never been a better time to do this either since we're finally going to be dealing with the Deep Sea Dragon in End of Dragons. > And that will be a major disappointment if it ends up being fought and killed on the land. > > > > And considering the fact that one of this games main antagonists is a gigantic water dragon.. and we'll be going after it soon, it will be a major disappointment if the Water content continues to get so neglected. > > > > Well, hopefully it learns how to fly, because I don't want to go down there. > > > > ...or at least crawl out on a beach *or something*? > > Hahaha that's exactly what I don't want to happen XD > Going deep down in the ocean and having full water maps is way too much as well, as much as i'd personally enjoy them there does have to be some limits. > But they could do some really awesome things with this dragon involving both combat styles and I so hope they do. > Fighting it just on land would be such a disappointment.. it's a water dragon, it should have something water combat related.. that should go without saying really. It will be zhaitan 2.0 instead of airships we got charr submarines and instead of laser cannons we got torpedo tubes we have to press f on.
  5. > @"brotherdave.3710" said: > I appreciate the link, but my problem is I found him, and he had a merchant symbol above his head. I could not continue the quest, only buy Ice cream. Are you sure your inside your home instance? He is not supposed to be a merchant until you complete the whole quest line. If you read the link you would have seen. + Upon becoming Rank 425 Chef, Sous-Chef Seimur Oxbone will contact the character, asking them to prepare a Chef's Tasting Platter to be presented to him in the **home instance**.
  6. > @"Khisanth.2948" said: > > @"mindcircus.1506" said: > > > @"Fueki.4753" said: > > > Not everyone uses META builds, story bosses should not be balanced around those. > > I agree... good thing none of them (including the ones you referenced) are. > > Likewise, I don't believe story instance bosses should be balanced around straight up bad builds, like say the IBS prologue story boss is. > > Meanwhile some people might decide to do something silly like bringing a pure healing build. > If I brought my heal tempest to the fight with Balthazar in "The Departing" it would take around 40 minutes while most of my other character/builds will be able to clear it in 3-8 minutes which seems reasonable. Actual run time might be a bit longer due to the unavoidable dialog bits. Oh and then there is the final fight. The game provides Sohothin to make it easier and faster but then people insist on not using it but still complain it takes too long. :/ > There is an achievement for not useing it.
  7. Its just a bonus when you do events in the map. They trickle in while I do events and achievement I need on the maps usually.
  8. Linsey murdock the one who added materials the material storage is no longer with the company. Might be why the draconic lodestones aint in there yet. Edit Might not be true only source i got is 2.54m in this video.
  9. > @"Fueki.4753" said: > Rather than more new systems that get abandoned along the way, I'd Arenanet to revitalize instanced group content like Dungeons and Strike Missions. > They could also add more of Season One to the scrying Pool. > > Arenanet could also develop and add fractals that are aimed at the average players. All fractals are aimed at the average players. You even got 4 different difficulties to target even the low and lower skilled players. Dont just see the added challenge motes witch are far and few in bettwen all the other content drops and say there is too little for the average or low skilled players.
  10. Not sure if its been said before, not going to read through 60 pages sorry. Heart of thorns recipe boxes could use something in them other then said recipe like the warbeast boots one. Otherwise they are not a reward when you got all of them just a thing you got to delete. https://wiki.guildwars2.com/wiki/Plan_for_Harrier%27s_Warbeast_Boots Edit I guess they could just stop dropping as well but unsure if that is harder to code.
  11. > @"Astralporing.1957" said: > > @"Hesione.9412" said: > > Given that I still haven't got the achievement https://wiki.guildwars2.com/wiki/The_Shatterer_(achievements)#No-fly_Zone I'm not sure that players understand breaking the defiance bar is needed. > That one is problematic, because the breakbar is tuned so high it's practically impossible to break with using class cc skills alone. You need to have a significant number of players using the bomb skill from gliding in order to be able to deal enough breakbar damage (when i say significant number, i mean somewhere between 25 to 50% of all players, depending of how efficient the glider attacks would be - see further on that). > > Another problem is that the timing is so tight, you need to be either at the launchpad or already in the air when the breakbar appears in order to be in time. If you start running to launchpad when you see the first sign of breakbar phase starting, you will be too late. Which requires people checking the timer. Which, again, gets compolicated, because timer is not constant - it gets affected by the length of each healing crystal spawn phase (basically, the internal, invisible timer for breakbar phases stops when crystals appear, and starts again only once they all get destroyed, which takes a variable amount of time). > > That's why it's next to impossible to see the breakbar broken ina normal, pug attempt. You generally only see that when there's enough discord-coordinated players involved to take care of that part of mechanic. > You sure it cant be done with the new legion waystation?
  12. Still as silly as the first time I read it. Guess we will have a use for the necro bots that farm 24/7 tho.
  13. > @"Firebeard.1746" said: > > @"Ayrilana.1396" said: > > I’d rather they focus on the existing ones over creating yet another system they’ll later abandon. > > Ouch, this hurt. I was advocating for something with more staying power. Though it is fun sometimes to navigate old content. > > They're not really building out their existing ones very much -> We haven't had a new legendary in a long time, over a year now, almost 2, we've received like 2 new fractals, but they only matter when they're a daily and most people don't like doing Sunqua. And we've had no new raids (note: not a progression system, it's an end-game activity, which is far different). The only thing they've added is metas in IB. And strikes. > > Neither of those last 2 things are a progression system. I think we need some end game goals to chase, not necessarily systems. Not quite a year yet but pretty close https://wiki.guildwars2.com/wiki/Conflux You could always try to go for infusions those are endgame progression right?
  14. You can already draw on the mini map. I wouldent be against somehow making commander markers usable in group. Its tech they already have just need to scale it down to parties instead of squads.
  15. What will this add that talking in party/whisper chat dont already do?
  16. > @"Kaalcifer.8249" said: > Hello there :) > I'm planning buying a mac and unfortunately, the only game I'm playing is GW2... > I'm ok to use GeForce Now and have try (free FGN account) on my girl friend's mac mini. But even i have a really good connexion, i dont feel it confortable (good graphic, good speed) . Does the hardware using GFN count ? Does GW2 woks at his best on GFN ? How can i do it for the best ? Does the gaming quality depend of arena or nvidia ? > Thanks for helping and feedback ^^ > Then turn around and buy a pc instead mate.
  17. > @"Hesione.9412" said: > > @"Astyrah.4015" said: > > > @"Hesione.9412" said: > > > And, what I found a bit hard to get my head around at first when coming from another MMO: I couldn't pick which skills and the order of them in my 1-0 slots. Which is also a big difference from GW1. > > > > also came from other mmorpgs. > > > > i was able to get around the fixed weapons skills pretty quickly when i was new, my main gripe back then was i couldn't have a "hotbar 2" to put consumables and other items (non skills) on it > > The other thing is when people say "CC" they don't mean "CC". They mean "break bar" (BB?). That one still annoys me, coming from a game (you can guess which one) where having CC, and how much CC, was the turning point for some raids - particularly when most of the raid group was still gearing up. CC == "adds". The first few times I heard it, I was looking out for the adds. > > Also "break bar" has as many syllables in it as "CC", so it's not like "CC" is quicker to say.... No what they say is use cc= crowd control skills to nuke the break bar. So instead of saying cc the bb they stop at cc.
  18. The only think I use them for is grinding flax. I sell the spillover to merchants when ever my material storage is full
  19. Repair the game never seen anything like that seriously looks like you used paint to draw a green line.
  20. OP maybe you should try Albion online mate.
  21. > @"Ailuro.2780" said: > > It comes up because the OP is partially complaining he doesn't get that detailed information in the game ... and I'm arguing it shouldn't need to be there. > > First of all, please don't insinuate things that I'm not claiming. My post is purely what I think would benefit new players. Like I said, I've been playing for nearly 8 years now. I have no issue reading the wiki or watching youtube for information. The same way you clearly don't have an issue for it. However, you're arguing against the idea of an option of it being in-game but that's purely subjective and an opinion because it suits **yourself**. > > Secondly, I've provided repeated examples of players who reach end-game content, and you haven't replied to that at all as if those kinds of players don't exist. There seems to be a very bad habit here in this post of misquoting, and not replying to the full argument. > > Finally, just answer this one simple question. Should there be an option for players to learn mechanics in-game through the help of incentive missions, NPC, and whatever it it is because many comments have offered alternative but great ideas? If no, then okay that's not the option for yourself but that doesn't mean just because you dont' want to do it, other players shouldn't have the chance to make an option. No there should not be such an option you got the whole world to learn mechanics. If you want to learn them you will if not no optional mission will ever make you learn it. Look at the optional dodge tutorial in game as an example and still alot of people dont know how to dodge.
  22. What class and were? I think we need alot more information here. Is it you or monsters that this happen to for example?
  23. > @"Astralporing.1957" said: > ...what upcoming raid? Did i miss some reveal hidden away somewhere in a corner of the internet? No you did not, I think OP mixed raid up with expansion.
  24. > @"SexyMofo.8923" said: > Of course they have a place: in the trash can where they belong. They are a great example of horrible game design. I hope the devs learned a lot. Dont trash the 1 dev they had on this task mate its quite rude.
  25. This earlier thread sadly dident have any answer either. https://en-forum.guildwars2.com/discussion/65858/the-lone-bear
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