The whiners got what they wanted.
In your face PvErs >:
On a serious note, I enjoy this greatly. It should make a lot of people happy while not nullifying anything else. So I'm happy, the PvEers should be happy (if not, they should be shot, cause this concept owns) and the PvPers should be happy (also should be shot if they aren't. I mean.. yeah...)
Omg Omg Omg Omg Omg Omg W00t
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I expect "Noooo, where's UAS - anet sucks" type of posts next week.
As a sidenote - doesn't this make strong guilds even stronger? I mean, if you barely manage to win a match, you will not unlock many things. But if there's guild that just wins match after match - they will get *even more* things to make them unbeatable
As a sidenote - doesn't this make strong guilds even stronger? I mean, if you barely manage to win a match, you will not unlock many things. But if there's guild that just wins match after match - they will get *even more* things to make them unbeatable

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I do hope that the PvE update is a multi level dungeon, which to some extent randomizes, with new loot / or better loot drops. with it getting harder the further you go. I hope it isn't another Fussure / Underworld type of area, where it is basically extreme difficulty and you have to have a group of experiance players or die.
A Large randomized dungeon, that gets harder the deeper you go, and has better Loot drops the further you get. Better still, have it randomize with a quest giver outside, and have the quest giver give randomised quests to go with randomised dungeons.
May be getting carried away, but been playing AO agiain and the mission terminals are genius, something like that in GW would be awesome. They uses the system exclusively with instance gaming, so it should / maybe possible to implement. The missions would give a random reward which you are told at when you take the mission, the reward could be a unidentified rune, a weapon, upgrades, gold, xp etc etc that you get for completing the mission. AO also use a mission token system, where if you kill all before completing mission you gain a token, collect tokens for bonus's. You could be told to go to x cave for x mission and have the start locations of these randomised dungeons spreadout through the world. Oh well would be nice.
Will settle for a really good dungeon crawl, just don't make it death on a stick pls. Hard does not always equal fun.
A Large randomized dungeon, that gets harder the deeper you go, and has better Loot drops the further you get. Better still, have it randomize with a quest giver outside, and have the quest giver give randomised quests to go with randomised dungeons.
May be getting carried away, but been playing AO agiain and the mission terminals are genius, something like that in GW would be awesome. They uses the system exclusively with instance gaming, so it should / maybe possible to implement. The missions would give a random reward which you are told at when you take the mission, the reward could be a unidentified rune, a weapon, upgrades, gold, xp etc etc that you get for completing the mission. AO also use a mission token system, where if you kill all before completing mission you gain a token, collect tokens for bonus's. You could be told to go to x cave for x mission and have the start locations of these randomised dungeons spreadout through the world. Oh well would be nice.
Will settle for a really good dungeon crawl, just don't make it death on a stick pls. Hard does not always equal fun.
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Originally Posted by KaPe
As a sidenote - doesn't this make strong guilds even stronger? I mean, if you barely manage to win a match, you will not unlock many things. But if there's guild that just wins match after match - they will get *even more* things to make them unbeatable
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Worth noting here that the matchmaking system for the guild-vs-guild ladder is designed so that a guild is only matched against other guilds within a certain ranking range. Given a little time, the majority of guilds will reach a ranking that accurately reflects their skill levels. When that happens that guild should then be winning approximately 50% of the matches they play.
I hope that everyone here will appreciate the new system. And maybe even forgive the team for taking the time both to let you all know the basics of the plan, and in developing and implementing that plan.
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Originally Posted by KaPe
I expect "Noooo, where's UAS - anet sucks" type of posts next week.
As a sidenote - doesn't this make strong guilds even stronger? I mean, if you barely manage to win a match, you will not unlock many things. But if there's guild that just wins match after match - they will get *even more* things to make them unbeatable ![]() |
Beat me to the post.I'll get back with you in a week and tell you if I A.Net just got my hopes up. I'm far too pessimistic to believe that this solution doesn't have it's flaws. I wonder if we get to choose what we unlock. And also, is it going to be something impossible to get like Sigils (you try getting a Sigil with incompetant PUG's). Will it lead to a downward spiral with the good guilds always winning and the bad guilds continuing to be horrible?
Well, this will make a nice change from grinding my little heart out to get my superiors unlocked (I hope)
If this is implemented well, then it should be a workable solution to a number of problems.
I hope they find a similar elegant solution to the out of control inflation of the game economy.
If this is implemented well, then it should be a workable solution to a number of problems.
I hope they find a similar elegant solution to the out of control inflation of the game economy.
A
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Originally Posted by StandardAI
Do you honestly think people who strike do it because they like being unemployed and they like to whine? or they do it because they want something to be fixed.
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Mostly because they are just as greedy and selfish as the multi-million dollar corporations they are striking.
i
You call this a update? NOTHING was done. This is how things will be from now on. They will promise us something. Then give us bs how its coming next week. Then when next week comes they will be like NEXT WEEK WE PROMISE.
Wow so we get runes in pvp. woopy. You still gotta win and that's impossible unless you have a elite team.
I really hope they add more pve content.
Wow so we get runes in pvp. woopy. You still gotta win and that's impossible unless you have a elite team.
I really hope they add more pve content.
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Originally Posted by internopsp
You call this a update? NOTHING was done. This is how things will be from now on. They will promise us something. Then give us bs how its coming next week. Then when next week comes they will be like NEXT WEEK WE PROMISE.
Wow so we get runes in pvp. woopy. You still gotta win and that's impossible unless you have a elite team. I really hope they add more pve content. |
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Originally Posted by internopsp
You call this a update? NOTHING was done. This is how things will be from now on. They will promise us something. Then give us bs how its coming next week. Then when next week comes they will be like NEXT WEEK WE PROMISE.
Wow so we get runes in pvp. woopy. You still gotta win and that's impossible unless you have a elite team. I really hope they add more pve content. |
1) the announced it for next week. so expect it out for next week. this isn't just some fix, this is a new system. give ANet some time they are on the job. They had previously announced pvp would get its turn the 'next couple of weeks'. 2 weeks falls in that category imho.
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Originally Posted by last week update
This week we made the first of several steps towards improving the process of gaining skills and skill points after ascension. In coming weeks, we will continue on this path, and will work to address the difficulty of unlocking items and runes for use in PvP.
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2) you will be able to unlock skills, not just runes.
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Originally Posted by this weeks announcement
On our private test servers, we have been testing a new reward system that lets you unlock items, runes, and skills for your pvp only characters through kills and victories in PvP.
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Originally Posted by this weeks announcement
You'll unlock things faster if you are more successful, but we aren't implementing this system just for the elite players. Our goal is that every player will be able to make progress through normal play.
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cheers,
Makk.
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Originally Posted by internopsp
Wow so we get runes in pvp. woopy. You still gotta win and that's impossible unless you have a elite team.
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Originally Posted by Alex Weekes
I'm really looking forward to this update. And the guilds in alpha are very excited about it as well, providing lots of feedback on the system.
I'd just like to confirm/clarify some of the things raised here: 1. Monks will *not* be disadvantaged by this system. They'll receive the same rewards that all other members of the team receive. 2. The system provides the opportunity for a player to unlock something. The system does not choose for you - the choice belongs to the player. 3. Players can earn the bonuses via post-Ascension PvP of all types - Arena, Tombs, Guild-vs-Guild. 4. You can earn the rewards with any character on your account (doesn't matter whether it is a RP character or PvP character), and progress is account based (so you can delete PvP characters without losing anything). |
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Originally Posted by Alex Weekes
"Rewards skill over time spent..."
![]() Worth noting here that the matchmaking system for the guild-vs-guild ladder is designed so that a guild is only matched against other guilds within a certain ranking range. Given a little time, the majority of guilds will reach a ranking that accurately reflects their skill levels. When that happens that guild should then be winning approximately 50% of the matches they play. I hope that everyone here will appreciate the new system. And maybe even forgive the team for taking the time both to let you all know the basics of the plan, and in developing and implementing that plan. |
