Jump to content
  • Sign Up

thruine.8510

Members
  • Posts

    82
  • Joined

  • Last visited

thruine.8510's Achievements

  1. Of all the games I play and have played, this is the only one that has a special currency they sale in the store to change your look. Most of the other games just charge a small amount of silver. And this is the same with getting a haircut for your character. And I think that's the whole point. It's about charging your players. For me, I'd rather they develop a subscription service that simply allows subscribers to change their look free of charge as long as you are subscribed. Any type of incidental money maker they currently have could fall under it such as before they got rid of repairs, they could have been included (that's over now though). People who would subscribe aren't going to spend all that much money in the store for transmutation charges anyways so if you need money that badly then try to grab a few more people that might think a collection of perks worthwhile. Hopefully don't do like ESO and make one thing absolutely essential and the rest just junk to clutter up your players' inventory. That just makes them quit in annoyance and got play GW2 or something.
  2. I don't get the hate on how some dress. It might not be my choice (heck I just run around in a Dragon Watch outfit most times). I do wish the color contrast was turned down slight because I really can't figure out what some are wearing but I always enjoy how creative some are.
  3. Every time you feel the urge to buy a key just ask yourself if you need some lion figurines and dyes cause that's what you're getting. I get that same urge to buy them but I always take a beat and remember what they give. They never give anything worthwhile. Some people claim they do but they're liars (I know some have that luck but this is how I keep myself in check). They exist solely to take money from you and give nothing in return. Want to pay salary? Buy some keys and think of it as money you just throw at them. Just the other day, I ended up buying gardening plots instead of keys and a frosty looking outfit. I just want to spend at times and keys are the absolute last thing I allow myself to think on.
  4. I'd like a reveal each week but it can be light on details. Maybe the class/weapon combo we will be seeing with some hint of what they'll be able to do but can be very short and very light on specifics. I just want something tangible to thing about on something I know is coming. Oh the name too maybe if its not spoilery in some way.
  5. I don't think that's a GW2 problem but a problem with MMOs as a whole. I get they want to tell a story and for the most part I find it enjoyable. But it would be so much better done with a single player game where the time can be taken. Even then sometimes it isn't but a MMO just presents so many issues that impact story. For every one person that wants them to spend more time to get it right is another wanting them to hurry along. Yes, yes. So they're sad. Now they're happy. Let's move it along. Its sort of interesting that this isn't a single player game given the desire to focus on story but a MMO where story usually comes way after gameplay and gearing. I saw someone mention the ups and downs of characters and that probably happens due to how the game comes together. Of course no one writes a character to experience such huge emotional shifts without intention. They are probably attempting to get all the story beats in and there are usually lots more there than gameplay. And the interaction we have with the story isn't even that intense with this game. I'm not sure why MMOs started caring about story so much when they don't lend themselves to them very well. Even WoW is doing this but it comes off as rather monotone. But it seems MMOs feel there is a need to have more story with well developed characters. I like it for the most part but surely its trying to mesh two opposing things together. While I've enjoyed plenty of stories in MMOs, they always feel like they suffer. These days we have studios like BioWare known for their storytelling making shooters with it instead of sticking to the one game type that's done it well before when really a barebones story does fine for those. Of course I don't know how Living World would even be a thing if you didn't have a story to give it reason for existing. shrug I think characters will react and respond how the game needs them to over their personality. Even if incredibly rich and detailed a personality, if they need a reason to move the player to point B and that personality has to suddenly switch to make that happen then it switches. If a character like Taimi dies, its assumed that its done to affect the Commander but since I'm the Commander, I get to decide if he cares or not. You'd have to be writing both to have the results wanted for killing a character. Which is why MMOs are so terribly hard for story telling. Since its 'our' game, we even want to decide how the other characters should behave. Which is why the calls for death, I think since they didn't conform to what we as players may think they should. I think at least. I know when a character annoys me its usually because I don't think they should be acting out of my perceived idea of their character. Don't tell stupid jokes when I think you should be serious or don't put yourself in danger when you know its going to make me go out of my way etc.
  6. I know after hearing about LWS1, I am so disappointed I didn't play through it because it sounded exactly like what so many would have liked. Or course the internet being the internet... I have always found that if someone wants to tell me a story, its better to just let them do that. Once its over, then I'll form an opinion. Most things are much better if you get to look back instead of trying to look forward. And character deaths are also like that. If you let them tell their story, if the character is to die its more likely to feel more satisfying. Well, unless you're the Internet then nothing is ever not world shattering bad. I do dislike when writers are asked why they kill characters and it being because they felt not enough shock. Chances are when they die and it feels bad that its done solely for shock. After the Women in Refrigerators thing a years ago, I noticed writers killing random characters except females even though it was the female characters seemingly heading that way. That's over I think but it brought to light how death was being used badly. Good deaths are those that aren't expected but at the same time they help make a character feel complete while also giving the story new areas that wouldn't exist before. If you can get there easily without character death then that death is being wasted to me.
  7. Can't she just regrow her like a little Groot?
  8. Well, bro, I think I did just that in my last response. Now your opinion may seem like fact to you but that doesn't change that its just opinion. And in any case if the writers like writing her and people like her in the game then that seals the deal of her fate. Chances are she's more likely to die when new writers come along that don't care to write the character. But simply putting her in structure school removes her from future stories so its interesting that death was called for. Death has rarely had long term consequences for this level of story and more often serves of that one episode where the hero was sad. Though it would be interesting to see if the story of GW2 killing off a crippled child would make traction.
  9. And so what? Not everyone automatically hates those character types. Our characters are basically that in all the worst ways. There's never going to be a time when we face losing them. Characters like that can stay the same or I've seen them grow. She's a little girl and we'll have to see where she grows. I think people need to think just how many characters are done well anywhere. Its not that big of a number. Taking them off the board before you ever get the chance to explore them fully just strikes me as wrong unless you are churning out so many good characters you're a modern day prodigy in writing today. Sure, I find her annoying at times like I do most children in fiction. I think back to any time a hero has children and they become the most annoying aspect of a show. Lots of fans hate female love interest of heroes. I can't think of any of those where fans don't want them dead. I don't know what it is about fans needing some blood. It certainly doesn't elevate the material. It leaves less to work with. Someone mentioned not many deaths in all the story, but in the personal story we have lots of them. They are just mostly nameless. Just replaying the personal story besides the various unnamed deaths, I lost Apatia and Zott over the course of a handful of chapters. Didn't have much development but I thought they were interesting enough I'd like to see them continue. We've already have such a small of well known characters as it is. But getting rid of those we do have because they annoy someone, that's just a poor excuse to me. I happen to find most Asura to be incredibly annoying and think of ways we could destroy the race if a Guild Wars 3 ever happens. I hope to god we never see them in another game. But if they're there, I'll get over it and maybe start to appreciate them more. Characters like Taimi help but to me, her characteristics are an Asura issue not deus ex machina. They're all that.
  10. It seems this is purely about like and dislike. I think most comments reflect that. Mostly the reason people use "to give the story impact" or "to really draw us in" are just an attempt to cover it up. If I like (sometimes even hate) a character, I'm more apt to dislike them dying because creating characters I respond to at all is seemingly difficult. Especially if they're given any type of cohesive personality. I can think of some characters that just have no affect on me at all and its difficult to care at all what happens to them. I try. I'd rather have the hatred of a character.
  11. Its hard to judge with this one though because you can do things out of order so easily (PoF before Core) and we probably see a lot of those in the starting areas are free players who move on before settling into Orr.
  12. Ah, thanks. I thought it meant there was some way to pick different maps through the interface like I've found in some games with such interesting names as Map 1 and Map 2. Sounds like the same concept but you have to go through players to shift between them. Still I wish someone hadn't changed the title of the the thread. Orr will be completely broken when dynamic events aren't possible to do solo and no one wants to do them any longer which seems to be the case on new patch day. Me personally, I'd want all areas of the game to at least keep up the appearance that age hasn't affected the game for people coming in. Making something core like dynamic events require groups constantly entering effectively has removed the Straits from the game (yesterday). Of course you could still go there, do some of the map completion but the actual story of the map is gone replaced by where's the portal to the next map at. It lost something huge compared to my first playthrough and they really should ensure that doesn't happen more than absolutely necessary. Edit: Logged in today and the temple was cleared (thanks unknown people) so got the completion. Seemed all the rest were still contested so I guess just the temple was cleared. I got the tail end of someone trying to start on of the precursors but it failed before I could help so I feel bad for that player that wanted to complete it but they didn't stick around to retry it for the moment. Not that good of a design but what can you do.
  13. I've been unable to clear the temple due to fire constantly raining down from somewhere I've failed to find yet. I think I've found two triggers and the lasers are one of them but there are so far apart I can't reach the other before they destroy it even at max settings. I thought maybe this will work as long as one survives but I'm either missing some invisible damage they take or it fails without all three. The other is a submarine deal which I thought I completed but then I guess I lost where the next step goes. I figure lasers would attract more people since they are right there in the fort but three attempts failed with no defeats. This just makes me think this game is way top heavy and will go the way of EverQuest. And since I am pretty new (maybe a month played total even though I started the first of the year) so when you say another map, what are you talking about and how do I do it?
  14. Not sure what you mean by learning something in the wiki but thanks for the other two suggestions. If you mean triggering them, that's where I'm having issue after checking and the only one I got to start was the lasers at the fort (which I'm not sure are part of the event) but failed since I could n't keep up the running back and forth. But I ain't doing nothing but rethinking this game so I'll give it a shot again.
  15. Well that's depressing. This is only my second character I've gone through, or tried to go through, this region and planned to take all characters though. I like any character I play to do absolutely everything. I had no idea they had set the Straits up in such a way that once content ages, like it all does, it becomes impossible for later players to do it. Especially with the policy of never touching anything old by the devs, players are going to end up coming into the game (I know they are) thinking its broken like I did. If I could just get it to trigger, I'd run from each camp myself but I couldn't even get that to start.
×
×
  • Create New...