Jump to content
  • Sign Up

Tiny Doom.4380

Members
  • Posts

    194
  • Joined

  • Last visited

Tiny Doom.4380's Achievements

  1. I did part one solo last night and part two solo this morning. Until I came here and read this thread I had no idea either was intended to be group content. I thought there was a problem with the in-game description. Since I couldn't see a "solo" option in game I tried both. The public one was non-functional with about ten people in map chat discussing what they were meant to do and why it wasn't working so I tried the "Squad" version. I played through the first part solo and assumed it was meant to be that way. It was very easy all the way to the final boss, which was annoying but only in exactly the same way many bosses in the last two seasons were. That was last night. This morning I logged in and did part two, which was even easier, including a much easier final boss fight. It didn't occur to me at any point that the content was meant for a group - it seemed to be tuned very well for solo play. I was on my full heal druid, who I always use for Living Story stuff and this episode played exactly like any other so i would suggest that whatever your solo experience in other chapters on a given character, this won't be much different. There was, however, some discussion in map chat suggesting that, if you don't own a Commander tag on the account you're playinng, you won't even see the "private squad" option so you will have no solo option. If that's true (I can't test it) then it ought to be changed. Other than that, I'd say that if you want to do it solo you should just choose the Private Squad option and go in alone. It's perfectly doable.
  2. And ppl like that are not the majority of this game. Should we set difficulty of every game in a lvl that my friend can play every part of every game? He is missing one hand btw.Yes, we should. It's that simple.
  3. The Tournament Era was my favorite. I've never seen the point of fighting for the sake of fighting. The original conception was a "take and hold territory" game and that mindset was at its peak during and for a year or so after Tournaments. What really killed the game mode (although it's been a slow, lingering death) was the introduction of the Megaserver to PvE. That began the slide away from real Server loyalty, without which WvW becomes the equivalent of an eternal warm-up for a competetive match that never starts. Links accelerated the decline as did the introduction of skirmishes and reward tracks. Anything that drew attention away from the only thing that should matter - winning the match. Now we're in the era of "someone tell me why we're here again". Everyone running around to no purpose, day after day, week after week. It's like a particularly dull version of Valhalla.
  4. It's undeniably a very short episode but I don't believe that's a problem in itself. The pacing is actually good and the content is a huge improvement over most of the tedious, longwinded and painful filler that padded out many episodes of the last two seasons. I vastly prefer the new approach, especially the absence of the "learn new skill A, learn new skill B, Learn new skill C, now put them all together while dodging lava pits during an artillery barrage" trope that served to make every episode both a boring and a miserable experience. The problem is the length of time between episodes. Whisper in the Dark has about as much content (less, in fact) than we routinely got in every bi-weekly episode of Season One. Granted, those episodes didn't come with new maps, the lack of which did become a problem in itself, eventually, but we've had plenty of new maps now. If we could have the current amount of content on at least a monthly schedule, happening in existing maps, that might work better. I would certainly take these shorter episodes with better content and gameplay every time over what we suffered for the preceding several years, though. That said, this episode has its problems other than length. The voiceover/dialog is very flaky. I could hear Rytlock and Cre talking all the time I was with Marjory, even though they were on another part of the map doing something entirely different. That was by no means the only time I heard the dialog from one scene while I was engaged in another, either. Also, while the atmosphere was excellent and the plot solid enough, the charater interaction was off. Several characters really didn't sound like themselves. Rytlock was virtualy incoherent at times and Marjory was almost unrecognizeable. She was less emotional back when Belinda was actually killed and I don't recall any character development since then that would explain her almost terrified reactiion to yet another hallucination. It's not like she hasn't seen mind tricks before, either. She is going out with Kasmeer, after all...
  5. What's more, Guesting was only ever relevant before the change to Multiservers. I'm surprised it still even exists. Since you can't - and never could - use it for WvW, which is now the only part of the game that uses named servers, surely Guesting could and should have been removed long ago.
  6. I'm curious as to who you think your audience is if you imagine they're finding the description of falling damage reduction over-complicated. It's about as straightforward and basic a concept as you could imagine. If that's too complicated then most of the game must be completely incomprehensible. I'll also +1 the request to split this between game modes, if you insist on going ahead with the pointless and unecessary change. I've survived so many lemming rushes over cliffs in WvW thanks to having fall reduction traited. Bear in mind that gliding is frequently not an option in that game mode and there are no flying or hovering mounts there. The original functionality of the trait in WvW is largely unchanged after seven years.
  7. I'd use that. It's a great idea. Even better would be a filter you could add words of your choice to, which would then be replaced with "kitten". Other MMOs have this function (although not with the kitten part).
  8. it was more popular when it mattered - by having tournaments. Tournaments will never be held again because of match manipulation, burnout from overplay, and poor rewards. Even now, the lack of reward makes the game mode stale. I understand why they won't make great rewards, but they ought to, since PvE and PVP offer much greater incentives to play.ANet's given reason for not doing Tournaments is player burnout. That could easily be avoided by having smaller, more intelligently organized Tournaments. For example, A Tournament could consist of seven one-day matches held across seven weeks, Round One on Saturday, Round Two on Sunday etc etc. Or every Saturday or whatever. Or there could be a single week tournament, 7 days. Hard to burn out in a week. Endless possible combinations could be tried. They could vary each time so as to spread any possible burnout. One person's Match Manipulation is another person's strategic planning. I thought the alliances and team-ups in the Tournaments were one of it's strengths, not one of its problems. This kind of strategic planning, co-operation and potential treachery is inherant in a tripartite competitive format. It should be the norm, not the exception. As for rewards, harldy anything in GW2 ever gives any rewards worth having so I find that a moot point.
  9. Simple answer to that is people who do it aren't bored. Some of them say they are for effect but the ones who really are bored stop.
  10. Didn't vote in the poll because I don't consider myself a "WvW Main". These days, I play some WvW every day I log in, which is pretty much every day. How much depends on what's going on. Could just be some dailies, could be several hours. When GW2 started I barely looked at WvW for the first year. I started to get into it before the first tournament and became heavily invested from then on until Path of Fire came out. During that period, which was maybe 3-4 years, I played more WvW than any other game mode and I played it on two (sometimes three) accounts. What drove me was server pride. As that declined, so did my interest. I'm not interested in fighting other players per se, only in that they need to be killed to maintain the supremacy of my homeworld. Now no-one, not even me, cares much about home worlds, I can't really see much point in the game mode. Couldn't care less what guild does what. Been in a guild of maximum four people, mostly two, for seven years, which suits me fine. I am in a much larger guild that does WvW as well but even that hasn't done much organized play for a long time. Future of the mode is bleak even if ANet does ever get around to the alliance restructuring. As someone who also plays GW2 PvE I would say that has sufered almost exactly the same decline. It was good once. Now it's not and hasn't been for ages. Just waiting for something else to come along, really.
  11. WvW is partly what many MMOs used to call PvPvE - PvE objectives in a PvP setting.
  12. these are interesting ideas. There are no "off hours" in a global game. For whatever reason, we have two server clusters - EU and NA. Clearly that doesn't represent the audience the game has acquired. Unless ANet is going to open specific data centers for the other major time-zones, each of which have substantial populations relative to WvW, there are going to be plenty of people whose prime playing time is NA's or EU's "off hours". There are businesses that trade on exclusivity, by limiting access to their products and services to make them seem more attractive than their intrinsic value suports, but massively multiple online games, particularly ones that emphasize collaboration, co-operation and accessibility, aren't among them. Putting limitations in place that prevent customers who've purchased the game from playing any part of it based on the time of day they choose to play - which could and, correctly, would be associated with the part of the world in which they live, would be a PR disaster. What they might have done to ameliorate this predictable problem from the start would have been to come up with a scoring system that took time-zones into account. Not a penalty but a split, so that each match scores in phases, for example. Or separate matches during a week - or a couple of weeks - with staggered reset times and an aggregate score across all matches to decide who won the set. There are plenty of ways it could have been arranged that would have resulted in a more balanced outcome than the very basic system we've been using.
  13. Where did you see that? If thats true i'm much more hopeful and it might even be a power staff buff https://en-forum.guildwars2.com/discussion/comment/977739/#Comment_977739 I've been playing staff ele in WvW for five years. It comes and goes. I just ride it out.
  14. GW2 certainly does have "lootboxes" in the widely-understood vernacular, and has had since launch. They are known as "Black Lion Chests" and have been relatively uncontroversial and somewhat popular for almost seven years. Their ever-increasing price on the Trading Post suggests they are getting more popular rather than less. As far as the transfer of the OP's account from their brother is concerned, it would seem to be in violation of Sections 2(f)(iv), 4(a), 5(e)(i), and quite specifically 9(b) of the [EULA](https://www.guildwars2.com/en/legal/guild-wars-2-user-agreement/[EULA](https://www.guildwars2.com/en/legal/guild-wars-2-user-agreement/ "EULA").
  15. Whether people enjoy a story or not has precious little to do with whether it's "good". We could argue forever about what "good" even means, as indeed academics do for decades over stories that are vastly better-known and cuturally longer-lived than anything in GW2 will ever be. We can, and should, talk about how much or how little we enjoyed it, though. That's useful feedback. Personally, I thought it was poor-to-middling fare, with the opening resurrection being one of the weakest segments. I didn't think it was especially bad by the established, standards of Living World but it was significantly less enjoyable than some chapters have been, mostly because it felt very rushed indeed and because so much of the action seemed to happen off-screen. It's true that the idea of Aurene resurrecting via having eaten Joko was a very well-known possibility. More to the point, I never thought she was permanently dead for a very simple reason: no-one is EVER dead in GW2. The entire game runs on the concept of death being little more than a change of career. Entire populataions return as Awakened or ghosts , frequently retaining the memories and personalities they had when they were alive. Individuals return as visitations from their new existences in other realms (Eir, for example) and again talk and behave just like they did when they were living. The Player Character themselves died and got better! The most surprising thing about Aurene's death isn't the way she was brought back but that anyone, including the Commander and all his allies, ever doubted for a second that she would return. Their entire life-experience tells them that death is transient. Rather than moping about in forced-walk slomo the lot of them should have been having a high-level, intensive seminar on how Aurene would return and how long it would take so they could get their plan for what to do when she did. GW2 really isn't a setting where the death of a major character can have anythign like the impact it might in a movie or a book. Speaking of which, can we have Scarlet back now, please?
×
×
  • Create New...