Jun 15, 2008, 03:00 PM // 15:00
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#1
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Jungle Guide
Join Date: Sep 2006
Guild: Warrior Nation[WN]
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Make the Prophecies Attribute quests a bit earlier in the game
I have no problem with the difficulty of the quests. But both are just too far into the game. In every case(I have 4 Tyrian born toons) I've been level 17 by the time I got to LA and level 20 by The Wilds. The Maguuma missions are fairly difficult for players with no elites and/or no heroes and the extra attribute points would be great at that point in the game. While I appreciate the flavor of paralleling Ascension to gaining attribute points its unnecessary and just makes Prophecies harder.
I don't hold any hope of having this implemented this late in GW's life but maybe a miracle will happen. *prays to Melandru for an Energizing Wind buff*
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Jun 15, 2008, 03:33 PM // 15:33
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#2
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Forge Runner
Join Date: Aug 2007
Location: WHERE DO YOU THINK
Profession: W/
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Yeah considering both other campains get them on newb island, we should be getting them in Pre/Ascalon, at least by LA.
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Jun 15, 2008, 03:35 PM // 15:35
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#3
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Krytan Explorer
Join Date: Jan 2007
Location: Almkerk, The Netherlands
Profession: P/W
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Yup, this is one of the reasons I don't create Proph characters anymore.
(Making your char able to get quests in other campaigns if you haven't maxed you attributes would be gud too)
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Jun 15, 2008, 03:36 PM // 15:36
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#4
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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The attribute quests are the reason I don't make new chars. I like the faces of the proph characters, but after I think how much of the game I need to go through/get runned that i abandon the idea.
So /signed
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Jun 15, 2008, 04:20 PM // 16:20
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#5
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Desert Nomad
Join Date: Sep 2006
Location: Québec
Guild: Legacy of Angels [Halo]
Profession: E/
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Originally, before both Factions and Nightfall the attribute quests were well placed in the storyline (towards the middle-end). Sadly Anet placed the att. quests very early on in the following campaigns and for this reason all my characters since factions have been made in campaigns other than prophecies.
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Jun 15, 2008, 05:17 PM // 17:17
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#6
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WTB q8 15^50 Weapons!
Join Date: Nov 2006
Guild: アoo アugs アlan [ァアァ]
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Nah i've finished many many times tyria with H/h without doing em not needed.
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Jun 15, 2008, 05:43 PM // 17:43
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#7
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Lion's Arch Merchant
Join Date: Nov 2006
Location: On A Chair
Guild: Rise Of Corruption
Profession: Mo/
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/signed
prophs takes too long to get all attys and i just cba to get them them all the way there.
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Jun 15, 2008, 05:46 PM // 17:46
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#8
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Prophecies should have had level 20 monsters from Lion's Arch onwards.
Pre-Searing: 1..10 party of 2.
Ascalon: 11..17 party of 4.
Northern Shiverpeaks: 17..20 party of 6
But now what's done is done.
In the other hand, in both Factions and Nightfall people get the 30 points BEFORE getting to level 20 and BEFORE leaving the tutorial/beginning areas.
It's true. They should be BEFORE Lion's Arch.
The best places to put them would be in Ascalon and Northern Shiverpeaks.
It's not the first quest that change, is replaced or disappears.
Making things square is more important that keeping things like they have been for a long time.
Prophecies has the advantage of giving a lot of free skills, but has the huge disadvantage of playing with less attribute points until quite later. The other characters can leave the campaign just after unlocking the Boat and can play abroad with 200 attribute points.
Prophecies characters have to go far from the half of the game to do so.
Making things equitable and square is always a good idea.
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Jun 15, 2008, 05:51 PM // 17:51
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#9
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Ascalonian Squire
Join Date: Jan 2006
Location: alberta
Guild: DG
Profession: N/Me
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/not signed
They have already made things far to easy.
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Jun 15, 2008, 06:04 PM // 18:04
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#10
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Jungle Guide
Join Date: Jun 2006
Location: Boise Idaho
Guild: Druids Of Old (DOO)
Profession: R/Mo
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/Not signed. Adventuring in Tyria is far to easy anymore.
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Jun 15, 2008, 06:09 PM // 18:09
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#11
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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/not signed
never had a problem with where they are in the game because it's doesn't really make that much difference up to that point. what i do have a problem with is, i'd like them to be more integral to the story line. much like nightfall.
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Jun 15, 2008, 06:19 PM // 18:19
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#12
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Quote:
Originally Posted by KZaske
/Not signed. Adventuring in Tyria is far to easy anymore.
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That's not the point.
Se the whole picture.
In the other regions you can get the BEFORE unlocking the world travel. So you can go to other areas and follow the other campaigns before finishing the 'home' campaign with all 200 points.
But in Prophecies you mas go past half the whole campaign before beign in the same conditions.
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Jun 15, 2008, 06:41 PM // 18:41
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#13
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Jungle Guide
Join Date: Mar 2006
Location: Droknars Forge
Guild: No Goats No Glory
Profession: Me/
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/signed, my new necro need those 30 atttri points- i refuse to do it myself cos i cba to play thru proph again. That would make it the 15th time or something, seriously.. noneed to do that pve in gw aint that fun.
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Jun 15, 2008, 06:46 PM // 18:46
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#14
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Desert Nomad
Join Date: May 2007
Location: living room
Profession: N/
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as mutch as i like it wont happen, they have been like this for 3 years and wont change now.
/signed anyway
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Jun 15, 2008, 07:24 PM // 19:24
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#15
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Quote:
Originally Posted by KZaske
/Not signed. Adventuring in Tyria is far to easy anymore.
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/agree. It's reasonable to have them before LA, but to be honest, Tyria's gameplay is so slow that you don't really need them until the later stages of the game.
It would also partially encourage poor gameplay in earlier stages, as having an excess of power generally means you don't need as much skill. See various threads on [Ursan Blessing] for proof.
/notsigned
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Jun 15, 2008, 07:28 PM // 19:28
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#16
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by MithranArkanere
Prophecies has the advantage of giving a lot of free skills, but has the huge disadvantage of playing with less attribute points until quite later.
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Also the disadvantage of not giving out newbie island skills until all the way in the desert...
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Jun 15, 2008, 07:49 PM // 19:49
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#17
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Forge Runner
Join Date: Nov 2006
Location: Arizona, USA
Guild: [OOP] Order of the Phoenix I
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/Signed.
It seems like they should change the quests and put them in either Pre-Sear or Post-Sear Ascalon simply to keep faith with the other games. I don't really make any more Prophecies characters due in part to this.
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Jun 15, 2008, 07:52 PM // 19:52
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#18
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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Maybe Factions/NF attribute quests should be pushed back farther? Personally, the quests are never really needed to finish the game, as it's not difficult to begin with.
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Jun 15, 2008, 08:57 PM // 20:57
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#19
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Ascalonian Squire
Join Date: Mar 2008
Profession: A/
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Compared to proph, factions and nf are aimed towards hurrying you to level 20 because A-net thought/predicted that not alot of new people would come but that was wrong. Factions was way too short on the pve content, nf was somewhat short as well. Although proph's pvp elements weren't too diverse. They should have added more land to cantha and elona, by about 30-40%.
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Jun 15, 2008, 10:48 PM // 22:48
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#20
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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[arcane mimicry][ursan blessing]
Who needs attribute points?
Last edited by Aera; Jun 15, 2008 at 10:57 PM // 22:57..
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