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Curse You:
More insults, frankly, I'm not surprised.
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I merely display a general garment. Do you insinuate it is cut to some particular person’s fit?
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Fitz Rinley
Mispelled or mis-typed?
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So I'm supposed to know that you mis-typed it now?
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Most people have the capacity of identifying when a key stroke simply didn’t register to the system, over registered in the case of two many letters, is a near-by key (eg. grom instead of from), etc.
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Fitz Rinley:
So, by this logic if I like apple pie I should want to change it to peach cobbler. Because obviously if I do like something then it should be changed: -(P) = -P. Of course, if someone does not like something they seek to change it. Imagine if people only cleaned their houses when they liked how clean and uncluttered they were.
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Does changing your pie affect everyone else in your city? No. If someone doesn't clean their house, does everyone on the block have to walk through piles of dirty clothes? No. So your analogies, are totally flawed.
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Incorrect. First, it is not my logic pattern but yours. You reasoned that a person should not want to change something when they do not like it. The inverse is they should want to change the things they like. Both patterns are flawed. The pattern is yours. You now add an additional element of outside influence/interaction in order to attempt to wiggle out of your flawed logical protocol. Such would be:
–(P) =/= -P if -|P|∩Q.
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Fitz Rinley:
And again I acknowledged that there was some finding of it in low end uselss vetted builds. No one running around Hell's Precipice going, "GLF Ranger with Concussion Shot" is there?
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Is anyone running around there saying "GLF Searing Flames ele". Probably not, since they would be useless unless the group has a winter ranger. But does that mean that the build is useless? Hardly.
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I used Hell’s as an example, I have never seen anyone ask for the skill in a any recruitment. I have seen rangers asked for traps, specific traps, Barage, and to leave their pets at home. (In general Beast Mastery is merely and only for playing around or using the animal as a diversionary sac. It has no value as a primary and supportive PvE build, and the only decent vetted build has no room for a resurrect because of how poorly BM is handled.) That aside, the skill remains unpopular and relatively useless because of an extreme cost that limits the ranger in other areas.
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Fitz Rinley:
So, you assume I must be the only player with a bad connection or bad computer. I will grant I do not have the highest end gaming computer. It is only an E6600 Duo Core 2.4 GHz with nVidia 7900 Video Card and I am only working on High Speed DSL. My current FPS is 60 and my average ping is 153. Certainly, I should expect poor performance and lousy tracking.
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Everyone else with bad connections and bad computers, has learned that they shouldn't complain, since it's not like Arena Net can do anything about it.
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However, since I do not have either, and since the problems with tracking and difficulties in an area go up specifically with the amount of activity in that area, it seems to me the difficulty is on their end. As an example, the problems in Altrumm Ruins area when there are hundreds of Sweatshop/Bot Farmers running all over it (worse than I ever saw Elona’s Reach).
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Fitz Rinley
No I did not. I know full well the ranger class is, unlike most, is especially geared with augmentive skills that are across 5 attribute areas. The difficulty in putting together any ranger build is in limiting the ranger not only to a theme, but to attribute lines, while throwing away useful opportunities in order to prevent watering down the skills one chooses by spreading Att Pts too thinly. Expertise has its benefits, especially since no one else may have it. But also, for every increment of Expertise one lessens one's oportunities elsewhere in the Ranger build.
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EvilSod said this too but, 5 attributes? What kind of ranger are you playing? You claim to know rangers, but say this.
Also, it's never been very effective to use 4 attributes. Sure there are builds that can do it, but rangers are horrible at it. Beast mastery has always been the weakest ranger attribute, mainly due to the requirement of a pet to use more than half the skills. Ranger have never been about using specific attributes, that's reserved for Elementalists and Necromancers. Rangers have always been about a theme.
Re-arranging attributes makes some skills weaker? When did they make that happen? *end sarcasm*
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Well, since you are new, I will explain it too you using Wa/Mo directions. Using a 20th level Wa/Mo and I can have:
A. 3 attributes lines, say: Str 12 Wpn 12 Heal 3 (Res Chant) - r 0
B. 4 attribute lines, say: Tac 11 Wpn 11 Str 8 Heal 3 - r 4
C. 5 attribute lines, say: Str 9 Wpn 9 Tac 9 Prot 9 Heal 3 – r 2
D. 6 attibute lines, say: Str 9 Wpn 9 Tac 9 Prot 8 Smite 5 Heal 2 – r 1
Now the problem with mode D is that all skills in the bar will be ‘’watered down’’ in strength/effectiveness in comparison to any skill in the bar of modes A through C. Hence, as I indicated a Ranger cannot spread themselves through all of their attributes without watering down their skills.
If we look at a theme such as poison, for the Ranger it is set in Beast Mastery and Wilderness Survival – meaning Marksmanship and Expertise bring us down to mode B minimum and more likely mode C. A Necromancer on the other hand has all skills for poison in Curse and Death; this allows building in mode A or B. Elementalists rarely them outside of one attribute and so are almost always in mode A. But if we consider burning we come across the same kind of thing. For Paragons, the only burning skill not in Leadership, is in their weapon attribute. For Dervish all burning is in Mysticism, for Rangers, it is Marks and Wilderness, leaving an opportunity to advance to mode A if expertise is rank 3. However we could drop down to mode B, put expertise at rank 8 and carry Mark of Rodgort at rank 3 for 2 extra sec of fire damage on every hit with our flame string. These are examples of the difference between theme and mode. Themes are things like: Poison, interrupt, burning, daze, penetrating, etc. The more branching out among attributes one must do to follow a theme the weaker the skills will be when one expresses or executes that theme because the limits in mode will not support it.
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Fitz Rinley:
ANet has done a great deal to earn bashing. They have worked hard to receive that attention. Why would I possibly deny them the fruits of their desire? If they did not want that attention, then they should have taken some moral values into consideration when placing control of PvE content areas under PvP play while freeing PvP players from all need to interact with PvE play. And no, things like scroll drops in FoW/UW does not eliminate what is essentially an immoral action. Nor is this the only one.
With respect to all the issues I had after Factions came out, ANet has made it possible to view colors before one wastes them one one's armor, and they have partially alleviated storage so that I do not need more than one mule to hold quest materials, crafting materials, collector items, and options I might some day see better of.
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They want suggestions, not people who have no clue what they're talking about demanding things.
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I actually made a suggestion and no one else has. I proposed a set of figures for discussion and adjustment and began amending them as discussion was starting to take form. No one else has made any effort whatsoever except to indicate they are happy not being interrupted by rangers and do not want any ranger skills that could interrupt them.
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Curse You :
So it's now immoral for them to change their game? Well I have something to say to that, or should I say, I have something you signed that conflicts very much with your statement.
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Originally Posted by EULA
(a) Content. You acknowledge that by using the Software and the Service you will have access to graphics, sound effects, music, animation-style video, content, layout, design, files, data, characters (and items and attributes associated with characters), game objects and text (collectively, "Game Content"). NC Interactive does not pre-screen Game Content as a matter of policy. YOU UNDERSTAND AND AGREE THAT NC INTERACTIVE HAS THE RIGHT, BUT NOT THE OBLIGATION, TO REMOVE ANY CONTENT (INCLUDING YOURS) IN WHOLE OR IN PART AT ANY TIME FOR ANY REASON OR NO REASON, WITH OR WITHOUT NOTICE AND WITH NO LIABILITY OF ANY KIND.
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You might try paying attention to what you read. But since you want a slightly better break down:
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Originally posted by Fitz Rinley:
Considering the negativity:
1. The only way a person can test to see if something is positive is to first deny it.
This may seem strange, but it is the very nature of inquiry. You can only question or quest on something which you do not have positive evidence of. If you did have positive evidence you would not need to question or search it out (quest on it). Scientific inquiry is based on a control group and denial of the something to find a result. Gossip is based on an idae and its denial to determine its truth. (Person 1: They eloped! Person 2: No, Really? Person 1: Yeah, really it was on such and such date at...)
My opinions on:
Pro's on GW: Prophecies:
1. Involved story webbing meant to capture interest for 1 year of play.
2. Skill access readily available either thru PvP unlocks (roughly a build a day for most) or skills reward quests.
3. Extensive area to map out with many yet developable areas for links to future campaigns.
4. Leans to Occidental story telling style.
Con's (excluding bugs I think):
1. Details of play poorly or completely not elaborated by manufacturer in provided materials.
2. Character builds uneven in power to concept forcing players to play standard builds, and eliminating optional possibilities.
3. AoE nerf lessening the value and power of many spells, but especially the elementalist class.
4. Original key codes in nearly illegible script.
5. Excellent but repetitive graphics.
6. Gold intensely difficult to get for most players (inspiring E-baying and high levels of scamming).
7. Desirable drops intensely difficult to get for most players (inspiring E-baying and high levels of scamming).
8. Promoted as a Massive Multiplayer On-line Role Playing Game (MMORPG) when it is a Massive Multiplayer On-line Game (MMOG).
9. A poorly executed system of Favor meant to coerce casual players into professional PvP play at the Hall of Heroes by denying access to content then established for that purpose. This is a continuing issue that disregards the opportunities to play of local people with alternative life schedules to their regions peak hours access. Nor was the statement that people who do not have access should go win it for themselves, since the majority of players cannot be professional Hall of Heroes combatants.
Pros GW: Factions:
1. Involved story webbing meant to capture interest while drawing players into a PvP orientation over 6 months of play.
2. Skill access available for purchase earlier than in Prophecies.
3. Smaller areas with greater amount of enemies to increase intensity of action (slightly overboard on this one).
4. Leans to Oriental story telling style.
5. Improved graphic detailing in almost every artistic way.
6. Armor attributes no longer controls style options - improved options of play.
7. Desirable weapons and off-hand items now available from collectors along with more options for collectables in general.
8. Lower and higher level green drops available from beginning area on thru.
9. Interactive with most of the Prophecies campaign.
10. New key codes clearly legible.
11. Gold easier to get.
12. Drops improved with Factions upgrade.
13. Addition of titles as game play optional goals.
Con's (excluding bugs I think):
1. Access to skills via skills quests eliminated after initial secondary quests.
2. Details of play still poorly or completely not elaborated by manufacturer in provided materials.
3. Character builds uneven in power to concept forcing players to play standard builds, and eliminating optional possibilities.
4. Adjustment of Death Attribute Skills to balance PvP play of Minion Masters based upon Factions based access permanently destroys traditional Minion Master builds, resulting in many hostile players.
5. The number of gold sinks exponentially increased.
7. Promoted as an extension of Prophecies play where PvP would recieve some improved status.
8. A poorly executed system of Faction resulting in player over player control of access to game content areas (again meant to coerce casual players into professional PvP style play).
9. A poorly prepared marketing and production plan for determining demand for Collectors Edition of game, resulting in a hostile community.
10. Changes in play (particularly alliance battles and GvG) after the preview event so that people felt they did not get the product expected.
In addition:
The term ''rift'' in the following is used to mean a gap of perception, opportunity, or agreement.
1. There are rifts between avid PvP and PvE gamers who would like to see the game defined solely as the style of play they prefer, resulting in much negativity.
2. There are rifts between longstanding players who may or may not have experience back to Beta work in original game, but who have always had access to every exploit available since game release, and those who have come later expected to achieve the same things/wealth/personal experience as those with a year in game. (This rift is ofcourse bridged by those with varying degrees of time in game.)
3. There are rifts between professional players and casual players where each define the other as snobby or lazy respectively. The first appear to define self-esteem based on excessive effort to accomplish and impune that of others if they do not do the same things. The latter appear to relax thru the social and gaming opportunities available and find the excessive effort tediously unneeded.
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