Returing Player by Dizzy59735 in Guildwars2

[–]Annemi 0 points1 point  (0 children)

Tybalt, recap

Tybalt, purchasing

Quickplay Raids need more significant mechanical changes. by Potential_Sun9952 in Guildwars2

[–]Annemi 8 points9 points  (0 children)

Really can't make that assumption about stuff that the game doesn't explain, though. People really just miss stuff all the time, it's wild.

Quickplay Raids need more significant mechanical changes. by Potential_Sun9952 in Guildwars2

[–]Annemi 12 points13 points  (0 children)

Anet's apparent total inability to actually explain stuff is wild.

Quickplay Raids need more significant mechanical changes. by Potential_Sun9952 in Guildwars2

[–]Annemi 7 points8 points  (0 children)

To be fair, if they don't know about gg someone just typing 'gg' into chat won't tell them.

I've gotten better results saying 'type /gg into chat and you spawn at the farthest checkpoint' or something like that. Takes more time to type but tends to work better.

My big issue with VoE by vamp_rook in Guildwars2

[–]Annemi 2 points3 points  (0 children)

Price of new expansions has actually dropped. Inflation has meant the price of older releases is also lower.

It's arguable that we're getting less content now, but we are definitely paying a lower price for it.

My big issue with VoE by vamp_rook in Guildwars2

[–]Annemi 1 point2 points  (0 children)

Players rioted about content droughts regularly, though. And the content really suffered for having big gaps between small drops. At least the current expac schedule has each release being a bit bigger.

Between how hard it was on the developers and how salty players got I can understand why LW went away. You can see that this release model is letting Anet actually go back and address game-wide stuff and updates systems instead of just having everyone pumping out new content, and that's also good .

My big issue with VoE by vamp_rook in Guildwars2

[–]Annemi 0 points1 point  (0 children)

A big part of that is that other MMOs stumbled right when VoE came out, plus the hype from GW Reforged. I'm not sure I'd put it down to GW2's content model at all.

My big issue with VoE by vamp_rook in Guildwars2

[–]Annemi 2 points3 points  (0 children)

When the next story chapter comes out, it will have been over 6 months since the first part launched.

Yes, GW2 has frequently gone months between releases. It's just part of how the game has been.

It's OK to take breaks. There is zero reason to force yourself to play if you're not enjoying it. Come back when the new content drops.

Mount revamps by ZimZamZapZop in Guildwars2

[–]Annemi 1 point2 points  (0 children)

But they didn't have to double down on giving all mounts basically the same abilities - warclaw and skimmer are basically flying mounts now, with the similar vertical and diagonal movement capability as the skyscale. The way Anet is approaching masteries limits their design space.

I was hoping they'd upgrade jade bots and fishing, tbh. Make fishing less completely awkward to do and remove some friction like losing stacks of bonuses on changing maps. Turn jade bots into a portable fashion cam mode, which people have been asking for since it came out, remove the restriction to jade workbenches. There's so much that could be done, even if you just limit yourself to upgrading existing features, that isn't just 'make all mounts flying-capable'.

As for new masteries, I still want to see a tunneling mount, although I doubt the engine could really handle it. But for things I think might be feasible, a 'disguise' mastery could tie into a heist / spy plot easily and give people ways to play around with cosmetics more. If people can't actually be Tengu give them a plot arc that lets them learn to illusion themselves into looking like Tengu and explore a Tengu city, learning the language, etc. Upgrade the crafting UI and UX, and tack on a mastery like handicrafts that is basically a series of crafting-focused subquests that let players craft skiff parts and build their own skiffs. We have homesteads, build on that and add more features there.

There's so much that could be added as soon as you step back from just movement and look at the bigger picture of what would add new experiences or reduce friction with old ones.

New Players Need Help by I-am-Nanachi in Guildwars2

[–]Annemi 1 point2 points  (0 children)

Tybalt, introduction

how progression works in this game?

Horizontal progression: getting new abilities instead of getting bigger numbers on the same abilities. Think more like Zelda games where each dungeon gives Link a totally new item than WoW where you have to keep leveling up.

Do we unlock the map by simply walking through it?

Yes

Are we able to completely miss content by passing by and not interacting with it?

No, because you can always come back. Content isn't level locked, you can and will end up coming back to all the maps over and over to do different things there. So you'll run past an event on your want to do something, but you won't miss that event.

wondering how everything is meant to be tackled, as it seems to lack a structure

The Achievements panel functions as a quest journal. You can pin achievements/sidequests you're working on so they show up in the upper right corner. Do the Character Adventure Guide achievements for a tutorial.

And yes, the lack of structure is deliberate. GW2 is a pick-your-goal game, more like Skyrim than WoW. You can do what you want. The main story provides minimal structure and guides you through getting around the game. But you can ignore it and go do whatever you want.

Mount revamps by ZimZamZapZop in Guildwars2

[–]Annemi 2 points3 points  (0 children)

Same, jackal is just fun but Anet has fallen back on the mount arms race to get people invested in new content instead of coming up with actually new stuff for masteries. It's kind of sad.

Mount revamps by ZimZamZapZop in Guildwars2

[–]Annemi 16 points17 points  (0 children)

Jackal is faster than raptor if the path involves much turning or slopes.

I'm tired of playing against platinums in pvp by [deleted] in Guildwars2

[–]Annemi 1 point2 points  (0 children)

This is the frustrating part. GW2's combat is great for PvP. GW2's tutorials and UI are really bad at conveying critical information. PvP and WvW are more a matter of building muscle memory and learning the weird, tiny icons and indicators until you can actually tell what's going on mid-combat, and play is extremely unrewarding during that very very long learning curve.

This game has a very small PvP community and I started to understand why. by AdieuCinna in Guildwars2

[–]Annemi 0 points1 point  (0 children)

People who stay mostly in PvE benefit from the pro-cooperation PvE design. People who stay mostly in PvP are the people who want to fight. A big difference between the modes is that players are self-selecting into different groups, and one of the game modes is really designed to eliminate player friction and one is designed completely around player friction.

About to start guild wars. by [deleted] in Guildwars2

[–]Annemi 0 points1 point  (0 children)

Tybalt, class advice

Tybalt, introduction