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int randInt return.7810

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  1. The Void-Corrupted Orb backpiece has 4 dye channels, but none of them seem to do anything. Tried on all races, a couple genders.
  2. I had a similar though; although I posted it to Reddit instead. Favorite weapons could just be 1 slot equipment templates; and then Copy/Equip features that already exist for templates would make it easy to swap around weapons while preserving stat, sigil, infusion, and wardrobe settings. Using the template functionality should also work with legendary weapons with regular sigils, and regular weapons with legendary sigils, since all of the components are staying within template slots instead of falling out into your inventory. https://imgur.com/y0vugTR
  3. The 'revert' button sounds like a step in the right direction at least, making templates act more like templates.I'm curious what events will define the point that is reverted too, and how gear will be stored before/after the reversion. Will character selection/map change/disconnects impact the 'revert' point? Will loading another template impact the revert point? If I hit the revert button; does the now unused gear drop into my inventory? Does the gear only in the revert point drop in to my inventory when the revert point is updated?
  4. Maybe turn other players into small gingerbread people instead of wisps? :/ Keeps the flavor of wintersday, easy to see your character for jumps, easy to see others to know if platforms will vanish.
  5. Over a month in with build templates, heres some more feedback... The gear template system wasn't bad enough to make me quit the game.I have stopped spending money on the game though, and play much less and have considered quitting weekly. Trying to play multiple game modes or test builds just feels like being punished for not spending more gems, so I don't really do that anymore.I stopped working towards any legendaries as well, since those seem like a waste now. Since my main issues with the build template system (high cost, low limits, not actually being templates, working poorly with legendaries) barely seem to be acknowledged at all, it feels like a waste of time to suggest or hope for any kind of improvement. The copy/paste for trait templates mostly works though, even if both slot types are questionable at best and seem to be a tereible use of gems.I can copy them to a notepad file where they won't change, and usually pasting into the game from notepad works.It also is handy for sharing details with other players.
  6. My suggestions... The number of free templates should be increased, probably to least double the current free slots for each type. Increase the limits, ideally at least double for everything. Reduce the cost or add better bundles for additional slots up to the new limit. Refund the price difference to players who already bought slots. Once templates are in a better state, add some cosmetic animations to play when switching builds; similar to finishers or mail carriers.These would provide optional monetization and appeal even to players who don't buy additional slots, and should be less controversial.
  7. I'm not buying any additional slots for now. I wouldn't be able to buy enough for some of my mains with legendaries anyways, and the prices are excessive. 800 gems for a whole template... (Build+gear)I may as well wait and see if they ever go on sale for a reasonable price. Evil Genie is supposed to be a forum game, not a software development methodology.
  8. I've used the ArcDPS build templates for quite a while, since around when it started supporting legendary armor.It revitalized my interest in the game, and I ended up crafting a total of 4 legendary armor sets and buying more than a few gems since then.I've bought bag slots and 20/32 slot bags to put gear into.I would not have done most of that without the build templates from ArcDPS.Build templates solved many problems I had with managing multiple builds across characters, jumping between raiding and WvW on multiple characters.Stat swapping on legendary armor was actually useful, since I didn't have to try and memorize every single variation I wanted to use. I've been optimistically waiting for Arenanet's build templates even before then, and I was excited to see them finally starting to demo the feature in the august announcement video. I even ended up buying one of those supply drops after that. When they finally showed off what they had been working on, it was just a massive disappointment.Through all the waiting for in game build templates, I had never even considered that somehow the official build templates would offer less than a 3rd party tool that didn't always work quite right and needed to be updated regularly to avoid crashing. It's likely that most of the population won't even need as many build templates/gear templates as they are given for free.After 7 years without build templates in game, much of the game population is basically self-selected against needing build templates.If you really needed build templates to play, you likely would have used ArcDPS templates or just left the game by now.Even after build templates are released, there will likely be a lot of play styles that don't use build templates anyways. Build templates will raise the limits on having multiple builds you can easily use on each character, and that will give a lot of players more freedom than they had. Those limits will still exist though, and the costs will continue to discourage players from more diverse builds and game play before they reach the limits.Magi gear for karma might be cheap, but are you really willing to fork out a few hundred gems to have a heal build on this character?Can you even buy more slots, or did you already need one or two for wvw?Maybe that limit will eventually be high enough that it doesn't matter, but it sure doesn't look like that will be the case for initial release. Build templates could have removed those limit completely.They could have pushed the limits so high as to be irrelevant.Instead, it's just a little higher. And many of the users who wanted templates the most actually had the limit pushed down on their heads. As a player who has been using build templates and has been wanting for in-game templates for years, this isn't looking great even with 3.6k gems in my game wallet.I don't know how many characters I will be able to get enough template slots for with that many gems, but I do know that 'enough' isn't possible for all of them.I don't seem to be alone in that either.Instead of celebration for finally getting build templates, I see more posts about players going through the 5 stages of grief. I am still hoping that Arenanet will improve their templates, and address the slot limits and reconsider their monetization plans.Maybe they can present a solid roadmap for improvements with the first release of build templates, and maybe the costs won't be that bad for the available slots.There's still plenty of room for a great release, especially if they can bump all the slot limits way up and have nice monetization plan. I'm not longer as optimistic as I was though, and I would like to point out that I have in fact ALREADY PAID GEMS AND GOLD TO STORE MY GEAR in various bag and bank slots.I'm not particularly looking forward to finding out how much I have to pay to store my gear, because I already paid for that.I don't think there is a number that won't feel bad.
  9. I would have preferred unlimited templates (or a much higher template limit) to templates having gear storage built in. We already had the inventory system for that, and it was already monetised in both gold and gems. Now the extra bag slots and bags are going to be obsolete for equipment, and I should have just hoarded gems to buy build template slots instead? And then I won't even be able to buy enough build template/gear template slots for some of my characters anyways.
  10. I would like to know the cost of the templates, and what the arena net stance on third party templates will be going forward. I have heard fears that the existing 3rd party templates will be taken away with the release of official build templates, despite the significant functionality differences. Third party templates can't give you inventory space, but can handle far more builds and make better use of legendary equipment (which tends to be a fairly significant investment). New features are generally good, but taking away features is rarely well received, such as when the Aetherpath removed an existing dungeon path. The potential negatives of removing third party templates seem to mostly impact the raiding population, which is already seeing fears of strike missions replacing raid development, so it would be good to have some clarification.
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