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What small things do you want to be improved before launch?

2

Comments

  • BeansnBreadBeansnBread PshPosts: 5,498Member Uncommon
    Originally posted by fiontar
    1. A button in your inventory pane to "send all collectibles to vault".
    2. An optional (toggle) three slot action bar that you can drag consumable items to, so that you can activate them with out having to have your inventory screen open.
    3. Either more facial sliders in CC, or more base faces that cover the missing face shapes for Humans and Norns. Ability to adjust the position of the eyes and mouth on the face, to a minor degree. (There are tons of variations of faces possible in GW2, but some key short comings prevent players from approximating a huge portion of real human faces).
    4. Particle Effects settings, for those who actually liked the old level of skill effects that some complained were distracting.
    5. Skill differentiation between PvP and PvE versions of skills, where skills have suffered in PvE, due to PvP balancing. PvE shouldn't be any less fun than it could be, due to balancing of certain skills for PvP. (The game has the capability to handle different versions of skills, but they've tried to avoid using it so far in development).
    I think that's about it for me. I like the character animations and have always felt they are among the best in the genre, but tweaks here and there for things are fine. I know some professions needed a lot of tweaking, but we know they are working on that. Ditto for engine optimization.

    You'll be happy then, because I saw that in the Gamespot Asura video. There was a "deposit all collectables" option in the dropdown when you right clicked on an item, he used it and his collectables left his inventory.

  • GundricGundric Memphis, TNPosts: 341Member Uncommon
    Originally posted by colddog04
    Originally posted by Blitz555

    I'd like to see a few more face options for each gender/race.  On a few of them there was only a 1-3 options that I even liked. I'm still satisfied with the characters I was able to create but I can see a majority of the players going for those same 1-3 faces.  To me GW2 is about being unique with gear looks etc and I want to have more of a chance to have a unique face too.  Some of my toons would wear a helmet though.

    There are actually facial sliders for a lot of different categories. Maybe you missed them because they are kind of easy to miss. 

    Yeah I checked those out but those only make small changes to a preset face (big nose, small nose etc).  You can only do so much within each preset face.  I'd like some more presets.  The sliders don't work to the point of radically being able to change up each face. 

  • ThrashbargThrashbarg lions arch, ORPosts: 125Member

    I'd like to see FoV increased a bit (not zoom distance or camera height as that would make it possible to see behind yourself and over walls too far). Peripheral vision and depth perception are too limited with the current field of view.

    Rearranging skills in the bar doesn't really make sense in GW2, because of the way skills are weapon bound, the different MH/OH/1H combos, the different levels that utilities and elite are unlocked, and a few other reasons. It's only 10 buttons, you can bind them to any key anyway, it may take some getting used to but I'm sure they've thought it out and there are reasons for the way it is.

    Mostly I agree with the poster above who said from now till release should be focused on optimization and balancing.

    About facial customizations, I agree to some extent, but if they add too much range there may be a performance issue for some people's machines trying to load so many different faces when there are a lot of players around. If there is an option to disable showing customizations then sure, make sliders for everything.

    image

  • Br3akingDawnBr3akingDawn a City, CAPosts: 1,357Member Uncommon
    Originally posted by Tayah

    I would like to be able to trade with someone instead of having to mail, but I can live with it the way it is.

    I second that. trading please.

    image

  • ValentinaValentina Los Angeles, CAPosts: 1,675Member Uncommon
    Originally posted by BilboDoggins
    [mod edit]

    How is the OP a hater? He's asking a valid question. We all have games that we love and all of them could stand to be improved in one way or another. There's no such thing as a "perfect" game, as what may be perfect for you isn't perfect for the next guy. And how long does something stay great without periodic improvements here and there?

     

    For me, some of the animations could use a second pass, I  hope to see the camera improvements they've been talking about as well. And a more significant change I'd like to see one day is a more seamless transition between cinematics/dialogue and the game world. As of right now one of my biggest issues is that it feels disjointed in this area of the game, and they are aware of this as there have been many threads about this on the beta forums and the devs have responded, and some even agreeing. Overall, though I feel that this game is just about ready to go!

  • jmsgallajmsgalla Steubenville, OHPosts: 271Member Uncommon

    To be honest, I was pretty satisfied with the state of the game when I played it two BWEs back.  I didn't play it last time because I was busy and I don't know if I will get the chance to play this next one (fingers crossed though). 

    I would like to see a trade system implemented instead of the mail approach.

    I would LOVE to see more weapons added to the game.  Even if they are appearance only and work with the existing sets of skills already in game.  I just want variety.

    Like another poster has mentioned, some RP listed servers would be nice.

  • terrantterrant Virginia Beach, VAPosts: 1,683Member
    Originally posted by colddog04
    Originally posted by fiontar
    1. A button in your inventory pane to "send all collectibles to vault".
    2. An optional (toggle) three slot action bar that you can drag consumable items to, so that you can activate them with out having to have your inventory screen open.
    3. Either more facial sliders in CC, or more base faces that cover the missing face shapes for Humans and Norns. Ability to adjust the position of the eyes and mouth on the face, to a minor degree. (There are tons of variations of faces possible in GW2, but some key short comings prevent players from approximating a huge portion of real human faces).
    4. Particle Effects settings, for those who actually liked the old level of skill effects that some complained were distracting.
    5. Skill differentiation between PvP and PvE versions of skills, where skills have suffered in PvE, due to PvP balancing. PvE shouldn't be any less fun than it could be, due to balancing of certain skills for PvP. (The game has the capability to handle different versions of skills, but they've tried to avoid using it so far in development).
    I think that's about it for me. I like the character animations and have always felt they are among the best in the genre, but tweaks here and there for things are fine. I know some professions needed a lot of tweaking, but we know they are working on that. Ditto for engine optimization.

    You'll be happy then, because I saw that in the Gamespot Asura video. There was a "deposit all collectables" option in the dropdown when you right clicked on an item, he used it and his collectables left his inventory.

    That's been there since BWE1...

     

    So many people have missed that.

     

    Seriously, no one has really mentioned being able to zoom my camera out a bit more?

  • BeansnBreadBeansnBread PshPosts: 5,498Member Uncommon
    Originally posted by terrant

    That's been there since BWE1...

     

    So many people have missed that.

     

    Seriously, no one has really mentioned being able to zoom my camera out a bit more?

    Deposit collectables has been there. Deposit ALL collectables is new.

  • JonokuJonoku Cool, PAPosts: 645Member

    More UI choices of style? color/schme etc?

    Looking at: The Repopulation
    Preordering: None
    Playing: Random Games

  • p_c_sousap_c_sousa cartaxoPosts: 620Member
    Originally posted by terrant
    Originally posted by colddog04
    Originally posted by fiontar
    1. A button in your inventory pane to "send all collectibles to vault".
    2. An optional (toggle) three slot action bar that you can drag consumable items to, so that you can activate them with out having to have your inventory screen open.
    3. Either more facial sliders in CC, or more base faces that cover the missing face shapes for Humans and Norns. Ability to adjust the position of the eyes and mouth on the face, to a minor degree. (There are tons of variations of faces possible in GW2, but some key short comings prevent players from approximating a huge portion of real human faces).
    4. Particle Effects settings, for those who actually liked the old level of skill effects that some complained were distracting.
    5. Skill differentiation between PvP and PvE versions of skills, where skills have suffered in PvE, due to PvP balancing. PvE shouldn't be any less fun than it could be, due to balancing of certain skills for PvP. (The game has the capability to handle different versions of skills, but they've tried to avoid using it so far in development).
    I think that's about it for me. I like the character animations and have always felt they are among the best in the genre, but tweaks here and there for things are fine. I know some professions needed a lot of tweaking, but we know they are working on that. Ditto for engine optimization.

    You'll be happy then, because I saw that in the Gamespot Asura video. There was a "deposit all collectables" option in the dropdown when you right clicked on an item, he used it and his collectables left his inventory.

    That's been there since BWE1...

     

    So many people have missed that.

     

    Seriously, no one has really mentioned being able to zoom my camera out a bit more?

    i did. i say camera xD

    but Arenanet already say they will gonna change something about camera option and couldnt be another way, since that subject was by far the most discussed on oficial forum. you could see dozens and dozens of players create topics with suggestions or complain about camera options

  • PuraimaruPuraimaru MelbournePosts: 74Member
    Originally posted by p_c_sousa

    camera, hope already we see some changes on BW3

    Have you seen the Asura Video? They increased the Field of View ^_^

  • PuraimaruPuraimaru MelbournePosts: 74Member
    Originally posted by Tayah

    I would like to be able to trade with someone instead of having to mail, but I can live with it the way it is.

    Agreed! They need to allow C.O.D and mail returns if the C.O.D is not excepted within a certain time limit.

  • RamanadjinnRamanadjinn Huntsville, ALPosts: 1,365Member Uncommon

    turn dead(not downed) enemies(and only enemies) names grey

  • CromicaCromica West Fargo, NDPosts: 657Member Uncommon

    I have not seen anything in any of the BWE that bothered me at all. Just let me play.

  • NanfoodleNanfoodle Posts: 5,447Member Uncommon

    I would like to be able to move skill 1-5 on the hotbar to where I want them. 


    =-D Only on a forum can optimism be called bad and pessimism the good thing =-D Welcome to the internet and forums. 


  • aionixaionix Fremont, OHPosts: 292Member

    Camera zoom.....just way too clunky and restrained atm, glad that they recognize this and have replied to the communiyt on it.

     

    As for moving skills aroud on the hotbar, im indifferent.  Its a different game, so it has different rules.  I mean its a lot less buttons than standard themeparks have nowadays so I don't see the big gripe over it.  It reminds me of Dota 2 and I'm ok with that :).

  • dadante666dadante666 buford, GAPosts: 404Member Uncommon

    hope they fix the release date to next week it ill make people happy and stop hurting us more lol knowing its near tho but still IWANT IT NOWWW

    image

  • kDeviLkDeviL Coco Beach, FLPosts: 215Member Uncommon

    Bring Back Sit Jumping!!!!

     

    xD

    If WoW was released today even in its' entirety it would be f2p in 3 months.
    Why is it still such a big deal?

  • nyxxisnyxxis Independence, MOPosts: 62Member

    Change mail popping up in the middle of the screen while in combat. I was doing a jump thingy went to jump landed it but mail popped up mid screen and was knocked back and off cause couldnt see it coming.

    image

    All Murlocs must die horrible, painful, bloody deaths!

  • StrixMaximaStrixMaxima SPosts: 884Member

    Trait set slots.

    Another look at pets in general.

    Lore-friendly Minigames.

  • F0rumLurkerF0rumLurker City of Heroes, CAPosts: 58Member

    1. Obviously they still need to work on performance. Although they have definitely improved since BWE 1, I'll be a little disappointed if i can't run the game at mostly 50-60fps with my i7 2600k/GTX 570. I'm mostly hopeful they can pull that off since GW1 ran very well and further optimizatoin and driver updates would help.

    2. Give PVE mobs more telegraphed skills, and give them skills that force you to react to them (and time to react to them too). This would make the PVE combat even more engaging. For example, if a mob telegraphed a strong skill, it would signal that I should use a dodge, blind, stun, knockdown, teleport skill, defense buff, or any other control/support skill to prevent the damage. If the "strong skill" is not strong enough, then it won't "force" you to use your skill effectively which would the fight less interesting. Ettins are a good example of this, but I think that more mobs need more telegraphed skills.

    3. Introduce templates again please. It would make build swapping much faster and less frustrating, for both PVP and PVE. It would be great if they had it for skills, traits, and gear. Maybe even clothing/armor templates to change looks at a whim.

    4. Some skills could use some better/more descriptions, and all skills need cast time info. Especially meteor shower.

    5. More customizable UI. I personally don't have a problem with the UI, but I think many people do. I think more customization is a good thing when it comes to UI.

    6. Ranger pet AI obviously needs to get fixed. Also some pets/minions might need buffing/balancing (maybe PVP/PVE split?) since many people complain about them dying too quickly.

    7. Give mesmer "shatter" skills an instant effect on the target. I haven't played a mesmer yet, but I've heard people complaining that the illusions need to walk to enemies before they shatter. An "instant effect" on the area of the target might be better.

    8. They need to fix this. Hopefully they already did. Generally more bug fixes would help ofc.

    9. Some voice acting definitely needs improvement, and some "cheesey" dialouge might need to be rewritten to make it seem more realistic. I hope they can afford to change some of these voices/dialouge by release, but they might not be able to. I do like what I've seen of the asura story experience so far from the gamespot video though.

    10. The "sell junk" button should be greyed out and disabled when there is no more "junk" items in your inventory. This would let you know if you did or didn't have "junk" in your inventory. Last I checked in BWE2, the button remained lit up.

    11. Personally, I would love if energy came back. I feel like only relying on cooldown is not enough. I'm sure energy would be much harder to balance though, and it seems like they won't put this back in.

    12. Not sure if they changed this since ST1 (because I forgot to check since then), but i hope that they change "/deaths" into both PVE and PVP deaths. That way anybody hoping to get a survivor title for leveling up to level 80 without dying won't be barred from pvp which would almost certainly guarantee a death. Not that many people will make it to level 80 w/o dying once :P. Still, it's a minor improvement, that at least gives more info on how many deaths you've had in either pvp or pve.

    13. Story mode for the Catacombs was mostly okay, but I didn't like that you could essentially reszerg some of the bosses. I think that shouldn't be allowed to work, since it makes the dungeons feel less tactical and more resspammy I guess. It definitely lessened the accomplishment feeling of beating some of the bosses when that was the case.

    The dungeon didn't feel too tactical overall to me, but I think that is because it's a major adjustment to go from mostly solo-orientated PVE to team-oriented PVE. I think most of the group didn't adapt to each other's strenghts and weaknesses, and we didn't communicate (tactically) too much. I will say that the difficulty was hard enough to force our group to focus targets at least. Also it was just story mode, which is supposed to be the "easy" dungeon mode that mostly everyone should be able to beat, so it might require more tactics/strategy in explorable mode.

    14. -edit- removed, cuz my math was bad :P, and they might have fixed it in ST2/BWE3.

     

    Seems like a lot I guess, but most of these are relatively minor things that I would like to see improved in the next BWE/release. Some of these issues might even be resolved, but I'll have to wait a few days to find out.

  • terrantterrant Virginia Beach, VAPosts: 1,683Member
    Originally posted by F0rumLurker

    1. Obviously they still need to work on performance. Although they have definitely improved since BWE 1, I'll be a little disappointed if i can't run the game at mostly 50-60fps with my i7 2600k/GTX 570. I'm mostly hopeful they can pull that off since GW1 ran very well and further optimizatoin and driver updates would help.

    Far as I know, BWE2 was still running off CPU. Hopefully when they let our graphics card go to town on this puppy it will be better.

     

    2. Give PVE mobs more telegraphed skills, and give them skills that force you to react to them (and time to react to them too). This would make the PVE combat even more engaging. For example, if a mob telegraphed a strong skill, it would signal that I should use a dodge, blind, stun, knockdown, teleport skill, defense buff, or any other control/support skill to prevent the damage. If the "strong skill" is not strong enough, then it won't "force" you to use your skill effectively which would the fight less interesting. Ettins are a good example of this, but I think that more mobs need more telegraphed skills.

    A lot of skills that are supposed to be telegraphing aren't doing it well or at all. Dev post at the end of BWE 2 mentioned they were interested in making things a little better all around.

     

    3. Introduce templates again please. It would make build swapping much faster and less frustrating, for both PVP and PVE. It would be great if they had it for skills, traits, and gear. Maybe even clothing/armor templates to change looks at a whim.

    Devs have talked about possibly doing this.

     

    4. Some skills could use some better/more descriptions, and all skills need cast time info. Especially meteor shower.

    I have two theories on this. 1) they don't want us to know the number, on purpose. 2) their tooltips can't do allthe crazy background math of factoring in various boons, conditions, traits, etc. Not sure whether I want the numbers to be more or less trasparent. 

     

    5. More customizable UI. I personally don't have a problem with the UI, but I think many people do. I think more customization is a good thing when it comes to UI.

    They've said they're looking into customization options, but it's likely not to be anything more complex than a little bit of UI moving/scaling. No addons.

     

    6. Ranger pet AI obviously needs to get fixed. Also some pets/minions might need buffing/balancing (maybe PVP/PVE split?) since many people complain about them dying too quickly.

    Pets are generally screwy. Everyone knows it. They've said they're working on it.

     

    7. Give mesmer "shatter" skills an instant effect on the target. I haven't played a mesmer yet, but I've heard people complaining that the illusions need to walk to enemies before they shatter. An "instant effect" on the area of the target might be better.

    No. Not for Mind Wrack and Confusion at any rate. I might accept the one with the interrupt being isntant. Even as a Mesmer main, I like the fact that the skills are dodgeable. They DO however need to improve illusion movement speed and shatter detonation range.

     

    8. They need to fix this. Hopefully they already did. Generally more bug fixes would help ofc.

    I'm sure they will. My best gues on that one is teh Krait invasion DE got borked.

     

    9. Some voice acting definitely needs improvement, and some "cheesey" dialouge might need to be rewritten to make it seem more realistic. I hope they can afford to change some of these voices/dialouge by release, but they might not be able to. I do like what I've seen of the asura story experience so far from the gamespot video though.

    Unlikely. Writing the llines, bringing people into a studio and  having them record them, and the rest...all takes lots of time and money. They might do this for new content, but I don't see existing stuff getting reworked.

    Also, why's everyone hating on cheesy? Does all story in games HAVE to be deep narrative epic?

     

    13. Story mode for the Catacombs was mostly okay, but I didn't like that you could essentially reszerg some of the bosses. I think that shouldn't be allowed to work, since it makes the dungeons feel less tactical and more resspammy I guess. It definitely lessened the accomplishment feeling of beating some of the bosses when that was the case.

    I would like there to be a little less zergability in the game overall. But if players could get a better grasp of mechanics we wouldn't need to worry as much. People zerg because they can't be bothered to learn how to fight properly. Mind you, making content unzergable might  help with that..

     

    14. Thief felt rather weak in PVE (BWE2). Although I was able to use shortbow very effectively by kiting and using AOEs, it still felt like it killed much slower compared to my experience with Ele/Guard in BWE1. I've heard thief was nerfed in BWE2, and I know the thief definitely still needs some balance tweaking, but I feel that they should separate PVP/PVE stats/skills for the thief, especially initiative gain rate and initiative cost.

    Skills with seperate PvE and PvP numbers  for everyone would be nice. If I'm not mistaken, GW1 was one of the first games to do that. It's encouraging.

    I played thief a bit in BWE2...dagger&pistol+shortbow. Never really felt weak. Although I think I like dagger/dagger better. 

     

    The initiative mechanic's purpose is to give them burst damage, which works especially well with stealth for pvp, but it didn't make the PVE experience as fun since I felt like I was only using one attack skill (besides auto attack) most of the time. For example, with dual daggers/pistols, I felt like I was only pressing 3 (Death blossom/Unload), which both cost 5 initiative. According to the wiki, initiative regens at a rate of 1.67i/s which means it would take another 8.35 seconds to use another 5 initiative skill. Imo, that feels too long to wait in PVE.

    With traits this becomes much easier to manage. And there's a nice signet too for initiative. Keep in mind LDB seems more for mobilit, spamming bleeds,  and AoE power than single-target burst. That's what Heartseeker is for. I didn't play with dual pistols, but a quick look at the skillset tells me you should make sure to keep 2 (a vulnerability) active on the target at all times. Also not sure on the cooldown vs duration but...vulnerability stacks.

     

    It doesn't help that some of the control skills seemed really expensive to the point that I found them not as worthwhile to use compared to deathblossom/unload (at least in PVE). For example, Head Shot/Black Powder cost 4/6 initiative respectively, which means 6.68/10.02 seconds to wait until the initiative is regained to use it again (while not using any other attack skill besides auto-attack).

    I will agree headshot should be lower. Black powder is an AoE blind and one of your few combo field starters though. That's gonna be pricey.

     

    Infiltrator's Arrow for shortbow, while useful for faster travel outside of combat, I found myself almost never using in combat since the alternative skills were both more cheaper and more effective in PVE. According to the wiki, it costs 6 initiative, compared to 3/3/4 for the other shortbow skills. That's 10.02 seconds worth of waiting for initiative recharge to use again. Disabling shot in particular, at the cost of 3 initiative, was a much cheaper and more effective kiting tool since it both cripples and moves your character back a little.

     Infiltrator's is a PvP chase skill, or emergency mobility in PvE. But it's really more a pvp skill. for kiting you want Disablling Shot, or Cripppling Throw from the /dagger line.

     

     

  • RoybeRoybe Star, NCPosts: 420Member
    Originally posted by dlld
    Originally posted by xalvi

    Better graphics, talking more about character races. The way they walk/run, the details it needs more work.

    That would fall under better animations.

    I'm pretty sure that the walking/running animations are set.  The devs said this is the best compromise they could come up with.  Cannot find or remember which devs it was, but I know the interview is out there.  It is related to the intermediate animations and timing, if they 'stuck' the character to the ground to remove that floating feeling, the character has a split second wait between animations that caused people to scream about lagging.

    Here's the quote...if someone can find that interview/article/discussion it would help.

     

    Q: Sense of moving is a great idea, what about a sense of being connected to the ground with walking/animations? Players also experience a 'sliding' effect when walking.

    A: We have worked hard on this issue. Just like any game there are cases where you can make it look crazy, but we feel like those are mostly edge cases at this point. We still have some things in mind that we want to do here, but what you see now is close to what you will get.

    I will explain a bit how it works.

    Visually we have transition animations that help blend between different states, but for those worried about responsiveness those transitions are purely visual so as soon as you press strafe left you are moving at full speed to the left. This disconnect is what sometimes causes the floaty feeling.

    Jon P


    Q: Is there a possibility that we could then see some "I just started moving" speed ramp-up times then? Maybe the character doesn't start at full stride, but quickly works into it?

    A: Straight from one of our animators: "we DID have a ramp up speed early in development and removed it because it (surprise) made movement feel sluggish and pissed people off"

    Jon

     

  • silvermembersilvermember saint paul, MNPosts: 531Member

    they are never going to add player trade because they want to reduce inflation by forcing most trade to happen on the trading market. You can mail an item to someone and trust they will pay you or just use the AH. 

     

  • F0rumLurkerF0rumLurker City of Heroes, CAPosts: 58Member
    Originally posted by terrant

    1. Far as I know, BWE2 was still running off CPU. Hopefully when they let our graphics card go to town on this puppy it will be better.

    4. I have two theories on this. 1) they don't want us to know the number, on purpose. 2) their tooltips can't do allthe crazy background math of factoring in various boons, conditions, traits, etc. Not sure whether I want the numbers to be more or less trasparent. 

    5. They've said they're looking into customization options, but it's likely not to be anything more complex than a little bit of UI moving/scaling. No addons.

    6. Pets are generally screwy. Everyone knows it. They've said they're working on it.

    7. No. Not for Mind Wrack and Confusion at any rate. I might accept the one with the interrupt being isntant. Even as a Mesmer main, I like the fact that the skills are dodgeable. They DO however need to improve illusion movement speed and shatter detonation range.

    8. I'm sure they will. My best gues on that one is teh Krait invasion DE got borked.

    9. Unlikely. Writing the llines, bringing people into a studio and  having them record them, and the rest...all takes lots of time and money. They might do this for new content, but I don't see existing stuff getting reworked.

    Also, why's everyone hating on cheesy? Does all story in games HAVE to be deep narrative epic?

    13. I would like there to be a little less zergability in the game overall. But if players could get a better grasp of mechanics we wouldn't need to worry as much. People zerg because they can't be bothered to learn how to fight properly. Mind you, making content unzergable might  help with that..

    14. Skills with seperate PvE and PvP numbers  for everyone would be nice. If I'm not mistaken, GW1 was one of the first games to do that. It's encouraging.

    I played thief a bit in BWE2...dagger&pistol+shortbow. Never really felt weak. Although I think I like dagger/dagger better. 

     

    With traits this becomes much easier to manage. And there's a nice signet too for initiative. Keep in mind LDB seems more for mobilit, spamming bleeds,  and AoE power than single-target burst. That's what Heartseeker is for. I didn't play with dual pistols, but a quick look at the skillset tells me you should make sure to keep 2 (a vulnerability) active on the target at all times. Also not sure on the cooldown vs duration but...vulnerability stacks.

     

    I will agree headshot should be lower. Black powder is an AoE blind and one of your few combo field starters though. That's gonna be pricey.

     

     Infiltrator's is a PvP chase skill, or emergency mobility in PvE. But it's really more a pvp skill. for kiting you want Disablling Shot, or Cripppling Throw from the /dagger line.

    1. I run the game mostly with MSI Afterburner on screen display with GPU usage on. IIRC, I think i usually got around 50% gpu usage and 40fps in most of BWE2 (PVE, w/ max settings). So I think that it definitely does touch the GPU... at least to some degree. BWE1 on the other hand had maybe 0-10% or so with 10-40 fps depending on area iirc (<10 with many people/towns).

    Cutscenes on the other hand were different. IIRC, BWE1 had 99% gpu usage with 170-180 fps which caused my video card's fan to start up. In BWE2 however, I think they've capped the it at 60 fps for cutscenes.

    4. I think they either don't want to overwhelm people with numbers, or they don't want to make the game seem like a reflex contest with whoever has the best ping/reflexes will win. Imo that's the reason they removed the direct interrupting skills that they had in GW1. Whatever the reason, I really appreciated the info that they displayed in GW1, and I would really want the same level of information that they displayed in GW1. It would really be annoying to have to look up at specific cast time info on the wiki, especially if they tweak it while balancing and people would have to run tests again to time them. Even the wiki doesn't have cast time info yet which is kinda surprising.

    5. I already know this. It doesn't change the fact that I think it would improve the game for others that would like UI customization.

    6. I know this. That's why I said "obviously" :P

    7. Well like I said, I don't have mesmer experience so I don't really have an opinion on it. But I can understand people's complaints that illusions have to walk to the opponent to shatter. Perhaps a better solution would be a visual indicator of like 1 second (like illusions flashing before detonation, or some sort of visual animation) before they shadowstep to the opponent and detonate. (Although the interupt should be instant like you said)

    8. I don't think the krait invasion DE had anything to do with the bug, as far as I can tell. I first noticed this bug in BWE1, and went back to check if it was still there in BWE2 and found it still there. Basically the "fishers" end up dead, and when you revive them, they slowly walk back to a house where they disappear. Then I guess they respawn in their previous spot dead again not too long later. Just hoping that gets fixed, as it's a rather bizarre bug :P.

    9. I know that they are unlikely to change many of the voices, and that it costs money. That's why I said "I hope they can afford to change some of these voices/dialouge by release, but they might not be able to."

    I certainly don't "hate" some "cheesey" dialouge, but some voices/scripts definitely could've done better. I'm talking about stuff like "for glory" which obviously got removed/changed after it was heavily criticized. I think the voice acting is definitely better overall than from some of the demos at conventions though.

    No, the story doesn't have to be all deep epic. That's why I said "I do like what I've seen of the asura story experience so far from the gamespot video though.", which seemingly has a rather amusing and silly story so far, for those choices. I never said I disliked the stories, which I think are okay. In fact, I liked the "circus" story arc, as I found it interesting.

    This is a "what small things do you want improved" thread so I posted this, even though it's unlikely to be changed.

    13. Well I wish there were doors to lock you out from the group when facing bosses like with adelbern where you can res-zerg him til he dies. I feel that if a party member is in the defeated state, they should not be able to rejoin their teammates until teammates either revive them, or the whole squad wipes. Having a party member be in the defeated state should signal that the group is doing something majorly wrong. It shouldn't be a minor hinderance to the group that is solved by clicking "Teleport to Waypoint". I don't know if res-zerging is intentional or not, but it seems to me like it's a design flaw that could be fixed.

    I suppose it's possible that they did it this way since they probably don't want people lying dead and bored for long periods of time. But that wouldn't be a problem if they tweak boss difficulty accordingly so that the "average" story-mode group can finish it. Like you said, making content unzergable might force people to L2P.

    14. I personally played most of BWE2 as a thief from levels 1-31 mostly using shortbow, and double pistols for more single target dps. I honestly didn't use any of the dagger builds too often, but occasionally I would try double daggers if I felt I wasn't doing enough damage. Yes i know pressing 2 applies vulnerability. The problem is that it only lasts a few seconds, at least from what I remember in BWE2. They might have already changed it by ST2, since I remember the vulnerability lasting 3 seconds, but wiki says it's 8 seconds. I used "Smoke Screen" as a combo field instead. My math mightve been wrong for initiative, so maybe my complaint is invalid. I just felt that sometimes I was pressing only one attack skill in pve for BWE2, when using certain skillsets. Shortbow was fun though with disabling shot for kiting and choking gas + autoattack for aoes.

    Still in general, pvp/pve skills for some classes definitely need separating. I'm honestly not too worried about balance for GW2, because I think Anet balances often, and there are enough restrictions which mean they can balance it easier. Eventually once a metagame is established, they'll be able to definitely pinpoint weak/op skills/traits/builds.

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