Quality of Life

July 18, 2013

There’s a new blog post today. I’m going to assume that anyone reading this blog has read it already, but in case you haven’t, check it out. The major theme of this post was quality of life. There have been a lot of things that have been frustrating much of the dedicated player base with regard to end-game elements and time:reward ratios. It was a huge info-dump, which as coincidence would have it is my favorite type of info-dump.

Colin talked about everything ranging from Living Story, new character progression, new crafting, crafting precursors and ascended gear, WvW, magic find, dungeons, champion rewards, and some casual mentions of PvP and expanding into new markets. While I have thoughts on all of these things, I’m going to limit this post to discussing crafting and magic find. While I am fairly excited for new skills and traits, there isn’t a lot of meat to get into there.

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All Aboard the Living Story Train?

July 3, 2013

Things have been pretty interesting lately in the GW2 development sphere. When I last wrote about the state of things, we were just coming into the last phases of the return to Southsun. I mentioned previously that I thought the Living Story (LS) had a lot of promise. It gives ways to revitalize oft-ignored areas of the world, it gives ways to have targeted market manipulation via zone-specific buffs and/or drops, and it gives a way to extend the storytelling aspect on a frequent basis. I still believe all of these things. Apparently, so does ANet. According to Eurogamer, ANet plans to dive head first into crazy-land and has no plans for expansions for at least the next two years, planning to focus entirely on LS and core gameplay updates like LFG tools. In other words:

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