Tag Archives: gw2 gold

Guild Wars 2 The First Hour: a NPE Reflection

At this point, dyes and the wardrobe are shown to me. I’m guessing this wasn’t an actual unlock so much as it was just pointed out to me explicitly? I honestly did not attempt to use dyes or the wardrobe before. Given that, it might be good that these elements are directly noted for the player — character customization is a big draw in GW2. I also had seen that I could already use the BLTC, which is why I assume that these were not “unlocked” here but are just mentioned. (since BLTC is a “reward” for level 8 ).This was not introduced with the September patch, but I did note here that I really, really like how the heart system was updated from a mail message to a direct UI notification to deliver some cash as a reward, the NPC’s thanks, and explicitly noting the vendor unlock. That was a good change, in my opinion, and a good example of the UI clearly pairing with game activity.

Level 7

I took the greatsword that was offered as a level-up reward and swapped to it. Suddenly the center of the screen filled with notifications about skills 2-4 of the greatsword being unlocked, to bring it up to par with the weapon set I had and the unlocks appropriate for level 7. So that’s 3 new skills (4 if you count the first skill, which all weapons start with unlocked) that I might have no clue about that I have access to immediately. This presents an interesting trade-off: there is no learning-via-use anymore that encourages exploration and learning of new weapons via use, but at the same time there’s no need to go through a slow process of fighting with multiple weapons to ensure that all skills get unlocked. I can see arguments for either. However I still feel that the former system awarded player-driven character progression while the new one promotes game-dictated progression.

Harvesting nodes have been all over on the map and in the world, but I have had no direction about them at all. This is not new, but why are the skillpoints and vistas hidden from new players while these remain wholly visible and available for interaction? This appears to be more arbitrary execution of what is presented.

Level 8

Sweet, underwater gear. There’s underwater combat in this game? I actually had forgotten that we wouldn’t have been able to do anything underwater before. Fortunately Caledon is laid out in such a way that it’s easy to get gw2 gold before hitting any of the water-heavy areas of the map. I wonder what new players in Metrica Province’s southern areas or who go poking around in the lake in Wayfarer Foothills think about this level requirement. Perhaps there should be a means of introducing water mechanics, and maybe this unlock/gear reward is a first step — a bad first step, but a first step in the right direction nonetheless.

I noted that I was told about the BLTC here, but I had already used it on this character. So this is an example of how this system doesn’t always “lock” elements behind levels, but it hides them or doesn’t mention them until later. I don’t get this mentality, though I think it’s silly to quibble about it — all it does is ensure new players are made aware of things at a slower pace and has no ill effects on veteran players. HOWEVER I can’t help but wish the skill slots and things like weapon swapping and skill point challenges were likewise just mentioned at level-ups rather than truly unlocked.

I see that it tells me Level 9 will bring about banking and gathering. I can already see nodes on the map and interact with them, as I noted, so why the wait until level 9 to even mention them to a new player? ESPECIALLY considering that, at this point, new players haven’t been able to do any story and have been forced to wander around their starting area map to level, likely coming across various resource nodes already. This is an illogical hesitation on introducing a game feature accessible from the beginning. Gathering is even a great activity to encourage, as it awards XP to a character and highlights how GW2 does not treat resources on a first-come-first-serve basis, a fantastic fact about how the game world operates.

I still can’t even access the story. Those visions I had sure seemed important, and Caithe mentioned that there was a lot to do to safeguard the lands. But I guess wandering around the forest is a lot more important for now. If I progress on this character to continue exploring the NPE, I am apprehensive about the personal story’s pacing and its logic, especially given how later elements have been re-ordered (with some content even cut, based on what I’ve read here on the forum).

I shudder to think what would have happened in this hour if I had taken this guardian into WvW. Would I have been able to do anything other than spam 1 for a while? I doubt it.

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Guild Wars 2 Suggesting

Anet, I’m not an employee or a dev or anything more than a player, but given the current state of the game and living world content progress, I am suggesting the following be implemented:

End game raid content. There are lots of avenues to do this, at the moment:

New Fractals of the Mist. (GW1 Has an expansive history, use more of it! Agony resistance should probably have a rework, special to sporadic or specific fractals, but if not that’s fine.) *Hell, if you fancy, include some of the old GW2 history in the fractals. Reanimate nightmare court. Drop marionette again. Toss Orr back above the waves. Drop SAB in. Toss in Mad King, if he isn’t coming back in october. Include token rewards for the content so players can grind gw2 gold for gear.

Of course, you also have Dhuum, the Mursaat, the forming of the jade sea, and -many- other features to play around with here. Gw1 lore is -laden- with ideas.

New World Bosses (Wurm was a nice example of what the game could use more of. Tequatl was a nice drop. for the effort put in, they do not drop the correct tier of rewards. Implement more bosses that require organization like wurm, but make the drops worth the challenge.

Greatly improved rewards for Existing world bosses, tied to scale up in difficulty for ‘stackable’ world bosses. (Shatterer now can drop -ascendeds-, but stacking his right claw is no longer possible. Behemoth dtops Rares regularly, but players cannot stand in front of him when his portals go up. If these events fail, all players close to the boss get wiped.)

New Dungeons. Tyria is huge, we can handle going out of our way to the far reaches for some new dungeons/tokens/sets with usable stats. Examine the metrics for underplayed dungeons, find out why they are underplayed, and offer larger rewards for these dungeons.coughhonorofthewavescough.

Eliminate boss stacking. (you did it with spider queen, love to see it with shatterer.)

Every once in a while, Rework the WVW maps. Terrain changes on Server vs Server worlds will increase replay value, require re-familiarization with the map, and add another layer of planning to commanders that may be just going through the motions. just leave them long enough to not frustrate commanders with the changes.They dont even have to be complete reworks. A little touch up to lions arch and some random battlescarring made a huge difference; carry that into WVW.

PVP Maps. Additions to the current map roulette for PVP would be beneficial for the PVP community. Regarding Skyhammer, either remove it, or alter the breakable pane behavior and greatly increase skyhammer cooldown, to prevent domination of the map by a single necro or ranger.

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