Guild Wars 2 We all know nothing is going to happen besides bugfixes |
- We all know nothing is going to happen besides bugfixes
- I've never been as upset at ANet as I am now thanks to Templates
- Trying Templates Across Game Modes With Alts
- WE HEARD YOUR REQUESTS!
- I think I'd rather quit than play with templates.
- A different approach to ArenaNets build templates
- In thanks of build templates - I have made a new Anet Logo!
- NEVERMIND
- Revenant utilities are currently trashed with build templates right now
- The "free" build templates are just the PvP and WvW builds, because now those are gone.
- My pitchfork is ready! [Fluff]
- Disconnecting to character select screen constantly
- ANET's version of GW2 Radial ..Soon™.
- Changing templates crashed fractal
- PSA: You can use a guild MotD to store 12-16 build templates.
- Friendly reminder about build templates, vote with your wallet.
- Comparing the new templates with arcdps build templates
- "This system is great for those who have no need of it and terrible for their most dedicated players"
- Equipment Template Expansion should be account-wide!
- Can we have an option to turn off build templates?
- If you want to precast your skills while swapping weapons without having them losing their sigils & infusions on removal, there are 2 solutions.
- Here is solution for your "templates" problem Anet. #bigbrain
- I feel like equipment / build template slots should be account wide unlocks just like template storage
- Guild Wars 2’s build and equipment templates are live – and the extras are not cheap
We all know nothing is going to happen besides bugfixes Posted: 30 Oct 2019 02:44 AM PDT
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I've never been as upset at ANet as I am now thanks to Templates Posted: 30 Oct 2019 06:48 AM PDT I've got over 14k hours in this game and 38k AP and have been a staunch raider, WvWer, Fractal player, and more for as long as those game modes have existed. I've endured a lot of really weird decision making, content droughts, you name it. But it was this backwards, predatory decision-making of theirs related to build and gear templates that has made me more upset than anything else they've ever done. With arcdps, my Revenant had 10 unique builds as follows:
Just sitting here this morning with a coffee trying to figure out how the hell my Revenant can continue to exist and maintain a fraction of the flexibility I had with arcdps is maddening. Even if I somehow broke down and bought all of the predatorily-monetized max number of templates, I still would barely be able to capture half of my builds. I figured "my builds couldn't be that different from one another!" at first, but they really are. I'll be swapping for minutes every time I want one of the builds that doesn't make the cut, and even worse, minute-to-minute tweaks to my builds for comps and encounters get autosaved and jank out whatever "templates" I do save. This feature was my most anticipated feature that ANet could have ever implemented and yet they somehow figured out how to do it in a way that I could not in any possible way be happy about it. I just can't believe how upset I am over this nonsense and how easy it would've been for them to do such a better job at it if they had thought about it for fifteen minutes at a design review meeting. Ugh! [link] [comments] | ||
Trying Templates Across Game Modes With Alts Posted: 30 Oct 2019 01:28 AM PDT
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Posted: 29 Oct 2019 09:34 PM PDT
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I think I'd rather quit than play with templates. Posted: 29 Oct 2019 11:27 PM PDT I'm not interested in having broken loadouts forced on me that somehow don't change between gamemode anymore, have a max of 6, unpromptedly save your changes, make legendary gear considerably less desirable than just having sets of ascended, and cost a fortune for a substantially worse vanilla game experience, and a gaping regression from the third party solution that they had to spend no hours on making or maintaining. What a weird way to try and make a buck by making the game worse. I would rather play without build templates entirely. It's like they saw Bethsda's flawless execution on 76 and asked for advice. Whatever. I don't think I'll be logging in anymore. Edit: it's like trading in your bike and ordering a moped so you can stop riding your bike everywhere to get around, then receiving a pair of running shoes from the company like "Here you go lol, just what you asked for." It's insulting to be expected to pay for that. [link] [comments] | ||
A different approach to ArenaNets build templates Posted: 30 Oct 2019 04:10 AM PDT Build templates are (finally?) here and I was sceptical about Arenanets implementation, so I gave it some thought back when they announced how their "template" system would work. I came up with my own way of how I'd design it, so buckle up, it's going to be a not-so-wild ride. Disclaimer: Please keep in mind that I'm not a developer of any sorts. I have no knowledge about Arenanets inventory code, how difficult it would be to implement and what would have to be changed on their end. I do know they didn't want to touch the inventory code, though. TL;DRI reimagined the build template interface and functionality with some pretty pictures What I think is wrong with Arenanets "template" systemThere are a few things that rub me the wrong way with how they implemented "templates"
What could be improved/changed?
So, how would that look like?Your basic inventory (un)changedThe Inventory Screen: Overview Basically, you'll still have an inventory and a build screen separate from the templates themselves. You can (un)equip items here or change stats, upgrades and infusions depending on the rarity of your gear. Any change you make here won't affect the currently active template, but you can save it to your active template with the click of a button. This is still the normal inventory, but everything that is relevant to the build and actual armor has been moved to the left and right sides of the character. Everything else (which is basically just gathering tools) is still on the far right along with the attributes. Equipment, Builds and Wardrobe are now tabs above the character, rather than separate sub-menus. Nothing out of the ordinary. As explained above, this is the current build screen where you can change traits on the fly but won't affect the template you loaded. So the wardrobe now has its own slots in a build. Here, you equip skins, not gear. It will still work like it does currently: you select a slot, you select a skin, you apply it with transmutation charges.The difference: you're applying the skin to the slot, not to the item itself. You'll only be charged for applying skins. You can turn on the dye channels via a button on the bottom. The layout of the slots has changed slightly: outfit- and glider-slots are now part of the wardrobe inventory! You can either activate your favourite outfit or use the armor skins - the functionality is the same as now. You may have spotted miniatures, mail carriers and finishers as well. Since they're basically just skins, I wanted to merge them with the overall wardrobe to not have them all in a single tab with just one slot respectively. What I'm not sure about are novelties, since there is a (very low but still) possibility that it could get expanded on. They either get integrated as well or get their own tab away from the wardrobe. The actual templatesTemplates in this concept are actually templates and are stored in a sub-section of the hero windwo which I call the "armory". They do not change whenever you change a skill, trait or armor piece - only if you want to, and only on your command. However, you can set one active build for every game mode which will automatically load whenever you enter the respecitve game mode again. The Template Overview: Equipment The templates consist of three tabs, much like the inventory: equipment, skills & traits and wardrobe. You can change the name of the template via context menu or the edit - button on the top right corner. You can also change the game mode of the template in the settings section and set your active template simply by checking it on the list on the left side. Equipment TemplateScreenshot: Equipment Template The equipment template saves the kind of armor, weapons and trinkets you'd like to use in your build. The information that is stored is: the item you put in there (rarity, stats, upgrades and infusion/s). When loading a template, it checks for the item in your inventory or currently equipped gear. If it's not there, it won't be equipped, if you have legendary gear and everything else (infusions, upgrades) in your inventory, it'll be changed accordingly. (I guess this is how ArcDPS worked, no?) Skill & Trait TemplateScreenshot: Skill & Trait Template There's not much to say here… it's pretty self explanatory and works exactly as it does now. Wardrobe TemplateThat's new! Now you can even have fashion wars templates. Remember earlier when I talked about the wardrobe applying skins to slots? You can use that in templates and have different looks for different builds! Finally you can see at a first glance what build you just loaded accidently (This basically enables you to use the same item in different builds AND have a different skin for it as well), You can also have different finishers, mail carriers and minis for every build now. Equipment Template: PvPSince PvP does not use equipment but amulets, the equipment template tab changes from armor and trinket slots to a single amulet slot. Skills & Traits and Wardrobe remains the same. Additionally, a fourth tab appears for the Mist Champion. Maybe? Gathering ToolsI didn't put gathering tools in the templates as I didn't want to bloat it even further, but I could imagine that it makes sense to have gathering templates for different glyphs. Sharing templatesArenanet would need a better way to store the information for sharing since equipped items, skills, traits are A LOT of information for a single build to share. The current chatcode for skills & traits only is [&DQcBJRgtOx3uFSMPZQGAAYEBgQGDAYMBRhe8AQAAAAAAAAAAAAAAAAAAAAA=] , which is pretty long. Now imagine you'd get additional information for armor pieces, weapons, their upgrades and infusions. That chat link would be huge. Unfortunately I have no idea how this could be handled.
What about mounts?Mounts are not part of the template system, they get to keep their own tab in the inventory window. Since there is no individual dye tab anymore (it's integrated in the wardrobe as a toggle), they also get a toggle to turn on dye channels. Additional NotesInventory Space & MonetizationSince this concept does not use gear slots as storage, you'll have to use your inventory. So what better opportunity to offer more bag slots - but for gear only. These slots could be character bound, placed below the other inventory bags and work like inventory bags, but actually not counted against the inventory. What do I mean by that?
Even writing this down, the concept still feels complicated. It probably is even more complex and complicated to implement. This is the end, you made it! Full album of mockups I don't know if I gave it too much thought or not enough, but it was fun playing with the interface for a bit. Feel free to kill me now. Edit: Thanks for the gold, kind stranger! [link] [comments] | ||
In thanks of build templates - I have made a new Anet Logo! Posted: 29 Oct 2019 09:15 PM PDT | ||
Posted: 30 Oct 2019 12:45 AM PDT
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Revenant utilities are currently trashed with build templates right now Posted: 29 Oct 2019 06:18 PM PDT Selecting a second build template that changes your legends will trash your utility skill order. ANet seems to have a hard-on for a certain utility skill order and if you prefer something else, you get a nasty visual bug. Your skills will look how you want them, but lol not function like you want. Impossible odds is now Riposting Shadows You must change the skill back to itself in order to get the proper skill function Or you can change maps and the skills will be in the order you don't want so you have to manually change them there. I am almost at a loss for words on how something this egregious made it through the basically non-existent QA that build templates went through. Absolute garbage. Actually fuck off with this trash you forced on us. Imagine if I actually paid for build templates on my revenant. ALSO there is a visual bug when changing legends that is 100% reproduceable Don't use templates on your revenant kids [link] [comments] | ||
The "free" build templates are just the PvP and WvW builds, because now those are gone. Posted: 29 Oct 2019 10:00 AM PDT There's no longer a saved PvP and WvW build when you enter either of those. You have to use the build templates so there goes both those slots if you use the same characters for more gamemodes. They could have gone with 6 different build storages for PvE-PvP-WvW for a total of 18 builds, exclusive to each gamemode, but nope. [link] [comments] | ||
My pitchfork is ready! [Fluff] Posted: 30 Oct 2019 05:25 AM PDT
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Disconnecting to character select screen constantly Posted: 30 Oct 2019 03:38 AM PDT Anyone else? Especially in Lion's Arch and Aerodrome. Sometimes in WvW. Luckily so far there hasn't been any mini-rollbacks. Can't play raids, game disconnects randomly during squad forming. Already ran -repair to the client. "Fixed a server crash" in update notes didn't fix it. [link] [comments] | ||
ANET's version of GW2 Radial ..Soon™. Posted: 30 Oct 2019 08:50 AM PDT
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Changing templates crashed fractal Posted: 30 Oct 2019 05:29 AM PDT Our DH changed his gear template in fractal 34. We got kicked to LA each time, he did this. Been done twice. [link] [comments] | ||
PSA: You can use a guild MotD to store 12-16 build templates. Posted: 29 Oct 2019 05:33 PM PDT If you have any open guild slots, make a guild, name it something like 'build template storage', edit the MotD, and copy/paste your build links there. You can store about 12-16 build template links, depending on if you add a name to them or not. For example, I could have ChronoDom:[Chronomancer Build]MirageCondi:[Mirage Build] etc, all stuffed in a single MotD. Then, whenever you want to see and use your builds, just switch your active guild to force the MotD to pop up in chat, and the links will show. You can even apply your template *directly from the MotD* via right-click menu. No need to copy paste! In fact, this ends up working better than the actual build storage due to being able to apply links directly to your active build tabs. [link] [comments] | ||
Friendly reminder about build templates, vote with your wallet. Posted: 29 Oct 2019 09:18 AM PDT As much as I love a good ol Reddit pitchfork mob, if you want Anet to change the implementation of build templates don't buy them. Historically, constructive criticism doesn't seem to effect their decision making in any meaningful way, so you need to hit em where it hurts, their wallet. [link] [comments] | ||
Comparing the new templates with arcdps build templates Posted: 29 Oct 2019 11:10 AM PDT
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Posted: 29 Oct 2019 10:27 AM PDT Based /u/wheadna for that comment on another thread. The more we think about this system, the more retarded it feels. [link] [comments] | ||
Equipment Template Expansion should be account-wide! Posted: 29 Oct 2019 03:58 PM PDT I assumed that we were getting at least three equipment tabs, seeing that there are at least three major modes... And on top of that, each costs 500 Gems PER character. Was this really necessary? [link] [comments] | ||
Can we have an option to turn off build templates? Posted: 29 Oct 2019 01:28 PM PDT Every time i equip a new weapon I have to re-equip my infusions and sigils, and make sure that I don't accidentally sell the leftover infusions/sigils. [link] [comments] | ||
Posted: 30 Oct 2019 02:35 AM PDT TL;DR : Either use ascended weapons, or use your legendary weapons only in one templates tab exclusively as it won't remove its sigils & infusions when you unequip them. Since the release of build templates last night, I have been trying to find a workaround to precast skills (in fractals mostly). - One of the solutions I came up with was to not use my legendary weapons at all but ascended ones, because every time I would swap my weapons it would remove all socketed sigils & infusion due to legendary gear's ability to remove your sigil & infusions anytime, which doesn't apply to ascended weapons. - As for the second one, it is mostly based on an observation of how the inventory templates works. It seems that using identical pieces of equipment in multiple tabs will store those items in the "alternate" inventory. In fact, only items (and more specifically legendary ones) that are stored in the "alternate" inventory will lose their infusions & sigils on removal. For example, as an elementalist, if you use the Bifrost in your dps build (first tab) and in your heal build (second tab), if you remove your Bifrost from either the pdps build or the heal build, then it will remove its infusions & sigils. Knowing that, I tried using my Bifrost in only one tab instead and... I could unequip it unaltered and it goes back in my inventory as it used to be. So the idea here basically, if you want to precast while swapping your legendary weapons, is to not share your legendary weapons with the other different templates tabs you have, but only use them in one tab exclusively then you'll be able to precast just like you used to without losing your sigils & infusions on your weapons. I hope that will help some of you. [link] [comments] | ||
Here is solution for your "templates" problem Anet. #bigbrain Posted: 30 Oct 2019 01:16 AM PDT
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Posted: 29 Oct 2019 09:18 AM PDT Title, I jumped in the gemstore expecting to get those thinking it was account wide (I have 20 characters each with 2-3 sets), it's neat to have 2 equipment sets and 3 trait sets off the bat, but yea, account wide would've been an insta buy to max from me. It's a weird situation where it doesn't take away from the fact we finally have an (official) quick swap tool, but it does cut the enjoyment short in its track somewhat, kind of from a "Yay!" to a "Neat" kinda deal. [link] [comments] | ||
Guild Wars 2’s build and equipment templates are live – and the extras are not cheap Posted: 30 Oct 2019 07:48 AM PDT |
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