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Elden Arnaas.4870

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  1. That's interesting. It's more of a solution to the larger number of elementalist skills than what Anet has done. And it introduces other limitations. I rapidly change through attunements to do combos, and this would severely limit that. It might make Weaver simpler, though.(or totally mess it up)
  2. Hopefully Anet has come to terms with the fact that everyone isn't going to raid. No matter what the motivation. If raids get their own Wizard's Vault category, fine. If they try to lump them in with regular PvE, this will surely cause backlash.
  3. So the attunement is tied to weapon type? Or to a specific weapon of each type? i.e., I'd have to change to a different staff to get air on staff, or all staves would be fire, all wands would be water, etc... ?
  4. So for example, staff would be fire, scepter would be water, focus would be earth, etc... Or you'd have a fire staff, water staff, earth staff, etc... Or am I totally misunderstanding?
  5. I can't see a way to implement it that wouldn't be cumbersome. But it might be useful if they did it right. Oh wait...
  6. How would that work? you can only change attunements when you change weapons? That would be interesting.
  7. That's a different issue, which Anet tried to solve by severely limiting elementalist and engineer access to different weapons. Like many of their 'solutions' this is a partly effective kluge. Locking a class into one weapon for a combat encounter is limiting in ways that 'more skills per weapon' can't compensate for. Weapon swap out of combat is helpful in other ways, but not resolve this issue. It would be interesting for all of the classes to have as many skills as elementalist does, with all the filler skills that go along with that. More skills does not necessarily mean more useful skills. But definitely means more to keep track of and more options to run through to get to the one you want.
  8. +1 to in combat weapon swap for elementalists and engineers, instead of the new weapon.
  9. It's kind of an unsolvable problem - Anet hypes and promotes new content, which is not suitable for new players.(this is legit, they *need* to promote new content) But now new players want to rush out and do the new content.(especially if they have friends that are already playing, and doing the new content) But the new content is too difficult for inexperienced players, leading to new player dissatisfaction and backlash. Anet *should* promote new content. This is a natural part of running an online game. But this makes a conflict by tempting new, inexperienced players into high level content that they aren't ready for. Meanwhile, these convenience items are great for experienced players with lots of alts. The obvious fix would be to put a 'must have at least one level 80 character to use this item' requirement on the various boosts and shortcuts. But then new players are going to consider that unfair, and react badly. There's no easy solution. But I think that a level 80 requirement would be the closest thing. As for any of this making G2W pay to win, I think that just shows the inexperience of the players making that accusation. I believe that they haven't seen *true* pay to win, or they'd know that these things *aren't* it. I think these boost items are problematic in certain ways, but not pay to win.
  10. It's been my experience that developers generally appreciate thought and ingenuity that goes into creative use of their products. They often admire when customers find... loopholes. Though they will be offended by really heinous misuse/abuse.(finding ways to tank metas, rip off other players, etc...) They can't endorse exp- misbehaviors, but they admire the thought and determination that goes into discovering them.(so long as it doesn't go too far, isn't malicious, etc...) Laying down the rules and the smackdown comes from management. This is where (in my experience) developers get offended the most - management nerfs their creations, that players were just having fun with. Describing the Siege Turtle as 'lowkey useless' would probably offend the developers that implemented it. I wouldn't say that when they could make it way more useful with one function: the turtle parks, puts out its feet to stabilize itself(becoming immobile) and the pilot can now swap seats and use the guns. To me, that would solve the most glaring issue with the Siege Turtle. But because it's meant to be a two person mount, they won't do that.
  11. Okay, I guess I've just missed it on those days. That one definitely should not be in the rotation. It is absolutely PvP.
  12. At least the Southsun activity isn't still in the rotation. That one really was straight-up PvP.
  13. Hopefully someone from Anet will respond to this, but I doubt it. I think were much more likely to get someone's copy of a reply from Customer Support. re: memser portals - It is weird, but obviously they're allowed. Just as weird is that mounts generally *aren't* allowed at JPs, though that would actually be the player actively dong *something*, rather than just passively accepting help. I'd like to know why, but I'm not holding my breath. Also, helping someone through difficult parts of a map clear is not the same as just TP'ing characters at a JP. The players on the map clear have to work at it - they get help, but they have to do most of it themselves. JP portalling is pretty passive, but allowed for some reason.(and I'm very glad it is, I'm horrible at jumping)
  14. HoT hero point trains are players being lead by another player/other players. They just guide you around and help you know what to do and where to go in a fairly efficient way. There are almost always mesmer portals at difficult to reach places. You aren't doing it for them, you're helping them do it. One of the guilds I'm in used to do map clears.(minus hearts) We didn't do anything for anyone, we just guided them and helped them get around. Taught them where to go, helped them through dangerous areas, and portaled them to difficult to reach places. we did this for several years, and no one got actioned for it. Because( and this is subjective) we were just playing the game. If we had told everyone to stand in one place and let them use TP to friend for each location, that may have been arbitrated differently. Memer portals exist, TP to friend exists, mounts exist, Siege Turtle way pointing exists. Each of these things can be used properly, or abused. And it's totally subjective, and Anet will never give us the details, because that would help people fine tune misbehavior to avoid detection. We can see some evidence of what Anet considers over the line, though. Mesmer portals are not blocked anywhere in the open world(that I know of) Yet there are no mount zones and invisible walls around certain jumping puzzles. Now Anet is banning for turtle portalling under certain circumstances. It would be nice to get some sort of clarification on the turtle portalling, but that is only going to be in second, third, etc... hand information. So this will may remain unresolved. Neferpitouh.4356 has just raised an interesting point. This could be viewed an infringing on gem store WP unlocks. That would be sad, but might actually be true.
  15. When the group I game with started SoTO, we went around the maps using TP to friend to help each other out. It wasn't one person systematically taxiing the others to various points in the map- we were just playing naturally helping each other as we explored the maps. We were just playing the game. I think that when you make a systematic effort to unlock way points(or anything else) it crosses the line and becomes an offense. Or maybe their detection software needs to be updated/retrained. We'll probably never know as they're pretty tight-lipped about this sort of thing. I'll continue to play the game using various teleports in a way that's natural to playing the game But I'll never sell or give away map clears for waypoints/hero points/whatever. I try to avoid trouble.
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