ArenaNet Studio Update: April 2022
I vaguely remember someone mentioning the level gating story missions was a bad idea and a dev responded stating the devs knvolved with various changes were long gone
They should go back to unlocking weapon skills via using the skills you have. Currently, the first few levels are a drag and doing it via interaction encourages players to get involved.
I just want to return Kessex hills to the beauty it was before the tower. Or have it to where over the year it becomes the tower of nightmares and have a yearly event and then at the end of the year it's broken and then for insert lore reason it's pretty again. Have season 1 on repeat all year every year. I'm not sure If that was 2014 though...
Here's my personal wishlist:
Restore the original weapon skill unlock system (based on kills instead of leveling up).
Restore renown hearts on their original forms, including bundle interaction (feed the cows instead of dancing, it's stupid).
Restore the renown heart that was deleted in Wayfarer Foothills, and move the rabbit renown heart back to its original location.
Restore champion events all across starter zones (these weren't nuked because of the NPE, but still).
Restore gathering nodes in the starter areas.
Remove level restrictions for the Personal Story.
Restore all the removed vendor options from the NPCs in the starter areas (many recipes were permanently lost due to this).
Make the level up "rewards" far less annoying and intrusive (would need quite a bit of attention, but they're absolutely annoying right now, they need to be addressed one way or another).
As a bonus, I'd say they should add more "side activities" similar to those we see at the beginning of EoD, in the monastery training grounds. That would be quite a bit of work, but redesigning some of the early hearts to focus on stuff like dodging, crowd control, conditions, etc would help the early game immensely. Maybe even extend the tutorial experience a bit, teaching the players the basics across a series of activities, then make them apply those lessons for the tutorial boss fight. Again, quite a bit of work, but more than worth the effort.
I'd also suggest adding a basic mount to the core game, so new players don't feel the need to rush the first PoF story mission just to get the raptor. Some kind of dolyak mount (with kirin/horse skins in the gem store) would be great. Could even make it two-passenger friendly, encouraging new players to socialize. Maybe design this new mount with a new type of "delivery activities" in mind, where you need to ride a dolyak to carry a package.
Finally, I'd suggest enabling mastery progression outside of the leveling process, meaning any experience you earn would progress both your character leveling process and your mastery level. Could wait until the account reaches level 30 with one character to introduce the mastery system. Add a few new "filler" masteries for the new players as well, great opportunity to retroactively introduce some for LW1 and LW2. Some kind of mastery where you get bonus XP when you play as a party would be great for new players too (plus, encourage socialization).
I think at a minimum 1-10 lvls should have a story, after that it matters less if it's level gated. Right now it doesn't even tell you that you need to get to lvl 10 before the story continues.
For NPE:
The biggest 2014 obstacles are them gating the level story, their “fixes” to the level up rewards, and their level gating of unlocking skills and such.
Open up the story and skills so players can get a more fluid experience. Fix the level rewards to actually useful things. By lvl 80 a player should have a full set of exotic gear with runes and sigil. Period.
Emphasize gameplay mechanics so that CC, traitlines, stats, boons, and dodging are all understood by 80. That is the goal. It is crucial to fix these things before steam launch.
I assume they mean we'll literally be playing gw2 in reverse. Path of Fire will be all about us resurrecting a god of war and then getting him to calm down a bit.
So DX11 will be out of beta in less than a month
In September of last year, we introduced DX11 as an opt-in beta, and since then the team has been hammering away at bugs and crashes related to the upgrade. Today, the feature is stable enough to move to the next phase.
With the May 10 release, we’ll enable DX11 by default for all newly created accounts. This means that all future players joining the game (whether it’s from our official site, or eventually from Steam) will benefit from DX11 from their very first log-in. We’ll also remove the “beta” tag from the feature in the settings menu.
To me it sounds like they want more players using dx11 so any remaining bugs can be found sooner.
For any devs listening, still can't see the feathers of my Feathers of the Zephyr glider
Absolutely no link between them but I find it funny because PoE dx11 (vulkan?) is also coming out of beta too. (or is out of beta at the time we speak?)
Even if PoE dx11 was in beta for years now. But bonus, they started the beta for DX12. Maybe gw2 now? :D
That's pretty fast. I expected at least another 6 months.
(Or years, if you consider how long Alliances have been worked on lol)
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