Don't hate on the zerg

Don't hate on the zerg

in Festival of the Four Winds

Posted by: CuRtoKy.8576

CuRtoKy.8576

Again, you do a terrible job as my spokesman, I don’t think scaling is the only solution (especially not just HP scaling), but I do think that poor scaling does a lot to make certain events worse than they could be. Lyssa is a prime example, that event chain is pretty fun with a small group, but a dreadful slog with 20-30+ people, when her HP rises to the point that it takes about ten to fifteen minutes to drop her, and she starts summoning those champ gorillas that auto-kill anyone who gets close and drop no loot. It doesn’t make the event impossible by any means, it just makes it more annoying and tedious. If they redesigned it to make her HP rise at a slightly lower rate relative to the number of players present, such that her TTK when face with 50 players was the same as when faced by 10, and if they replaced the champ gorillas with either glass cannon versions that were just as dangerous but died very quickly, or with versions that lacked the massive damage attacks, then the event would be much more enjoyable when scaled up.

Then maybe you should do a better job of communicating because at this rate you are terrible at it.

And Lyssa is a good example of easy content. There are countless easy content around in GW2. Hard content are a dime a dozen. So if you like easy content like Lyssa go do Lyssa. Why complain about Boss Blitz. Different content are designed to have different levels of difficulty.

The only logic explanation is if you want easy rewards without the effort. I mean Boss Blitz does give you are reward regardless if you complete it only for bronze. So what is your complaint exactly? Because you talk about poor scaling but what does that change? Only the rewards but you get rewards regardless just your rate is bad. So yeah what is the complaint I fail to understand your logic.

Again, I’ve had three early Boss Blitz events fail. One was because it took so long that the last boss did not drop any loot, the other two it was because by the time the zerg got to the 4th boss he had scaled up massively, it had already been a half hour past Silver, and everyone just started to give up, making it impossible for the remaining players to continue. If you’ve been fortunate enough to avoid such a scenario then good for you, but they do exist.

Instead of toss flawed logic up on the forums I suggest you actually try to communicate on map instead of finding all the tools available to use flawed therefore you shouldn’t use them. Look at r/guildwars2. There are post about exactly this and how to acquire success with complete PuGs. So if you don’t want to make an effort don’t complain.

If he’s designed well to fight 10 PVT then 10 Zerkers would kill him slightly faster. If you scale that up to 40 man, then it would be the same. My instinct would be that if he has 1 million HP at 10 players then you would want 4M HP for 40, but that would require testing to determine. If it turns out actual TTK is noticeably lower or higher then you just tweak it up/down a bit to compensate. Most bosses are immune to condition damage, but that does need fixing eventually too.

LOL what!?!? This shows that you don’t play the game. What bosses are completely immune to condition damage o.O . 50% reduction in weakness =/= immunity to it. 25 stack cap =/= immune to condition damage. Immune to condition damage would be like the boss having Ele’s diamond skin trait forever regardless of hp levels.

Depends on the mechanics of the fight. If both have a role to play, then you balance for 50/50, if melee is very risky then you balance for 25% melee, if it’s almost impossible then for 10% melee. Does this mean that if more people melee than was intended then the TTK will be lower? Yes it does, and that’s fine. Again, you swing “it can never be perfect” around, nobody is expecting it to be, stop that.

So you agree with me that there is no system that is designed to work perfectly. Therefore, you have to make do with what you are given. Meaning at the end of the day players determines success in group play or not. If they fail to communicate they fail. If they fail to organize and coordinate then they fail. At the very minimum they might get some rewards but it isn’t that good (at least for their efforts).

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Posted by: CuRtoKy.8576

CuRtoKy.8576

I’m not really sure what you’re talking about here. 5/5 is hard because it means one screw-up or poorly balanced platform can kill the attempt for everyone. It doesn’t add “challenge” to the event, because even if the other four platforms handle it perfectly and kill their champ in minimum time, the attempt still fails and there’s nothing they can do about it. Their “challenge” is the same either way. If it were best 3/5, then that would allow for a couple screw-ups, but would still require the majority of platforms to succeed. Events that require 100% success of every player, or every player fails are just innately unfair to the players that do it right. You could argue that 3/5 is unfair to the 1-2 that fail the event but get rewarded anyways, and that’s true enough, but I would always err on the side of rewarding those that deserve it over punishing those that don’t.

Same can be said about a 4/5 platform too. You design it one way but you cannot account that bad players will be bad players and fail basic mechanics. Platform is about understanding the boss mechanics and beating it. So how is that not a challenge? TTS does not consist of uber elite players. But they successfully complete it. Why because people who run with TTS are asked to run certain things that benefit team play or does well against the boss mechanics given to them. The bosses themselves aren’t super difficult. Nothing stops bad players from being bad WvW, sPvP, PvE. Just because that is true doesn’t mean content should be dumb down to suit these players. So how does getting bronze reward change anything?

If someone DCs then the event downscales a bit. When they return it upscales again. And again I repeat that I agree scaling can never be perfect, but that’s no excuse not to make it as good as it can be. Some events in the game ALREADY scale very well to groups of all sizes, they have the model that works, they just need to make sure to apply it to all content.

Your argument is that scaling is too much. My argument is that scaling is fine and it isn’t a perfect system. There is no event that scale well against large zerg groups. Nothing. There is no scaling that accounts for mix/diverse groups. Nothing is perfect. Most world bosses are too easy and scaling doesn’t do anything but add HP. Tequ doesn’t scale well you can bug during burn phase.

And again, I don’t particularly have sympathy for those players either. If you can punish them without any collateral damage then be my guest. Who I feel sorry for is the people who just happen, through the mysteries of the megaserver, to be placed on the same server as those people, and who’s success or failure is based on those people. The people who are not lazy, who do care, they do not deserve to be punished along with the lazy and stupid, but the current mechanics assure that they will be.

Join a guild. Join your community. Find people on reddit. Find people on the forums. Look for LFG taxis. People truly don’t care. If they do they have all the means and resources at their grasp to be successful. Again people bail on you for the event. Talk in chat get people that are serious to stay. That way you can reset and just do it as a small group. Again mentality mentality mentality.

Then they should have it scale better for the PVT gear, probably even better than that since PVT is the second best DPS gear in the game. The content should never be scaled based on everyone having peak gear, unless they have mechanisms in place that can actually take player gear into account, scaling an event with 5 zerkers to be balanced for 5 zerkers while scaling the same content facing 2 zerkers and 3 Clerics to be good for 2 zerkers and 3 Clerics.

Scale for PTV means that berserker will cruise through it. Which I have for countless content in this game. If you scale to berserker then obviously it will take longer. No perfect scaling system and scaling won’t solve anything. All comes down to players and how they are willing to work as a team. Unfortunately that is what it comes down to.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

This is really a whole separate discussion, but my idea at the time was to split the turrets into each having a specific role, four in the middle would ONLY drop scales (but of course the shots per second needed would be adjusted to allow them to do as well as the current six turrets), and then the two outside ones would only be doing buffs/cleanse. It might even add some strategy to the event, as the players would have to react to the cleanse fields rather than assuming they were targeting the zerg. Of course if they did this they should add a new UI element, green circles at the location similar to the current boss orange circles.

That would require more coordination which is what you dislike about. And if people mess up the AoE cleanse then they will take a lot of damage. People wipe and then it will lead to a greater risk of failure for Tequ. Looks ok on paper but if you think about it you are trying to remove some problems while introducing new ones.

It still makes it a problem based on a lot of people messing up rather than one based on one or two individuals messing up. It’s much easier for a bunch of players to “fix” a bad turret defense team balance than it is to fix 1-2 trolling or completely incompetent players on the turrets. There should be no “heroes” in 150 player events.

Trolling exist but that doesn’t mean you shouldn’t have specific types of gameplay. That is saying WvW shouldn’t exist because people troll keep supply and drain 1000+ supply building troll siege.

It can’t be both. It can either be untrue, which is a factual argument, or it can be my opinion, which I’m entitled to but you aren’t obligated to agree with.

What you are saying is untrue. It is based on solely your own opinion which isn’t based by anything research, facts, or knowledge that would lead it to be true. Not sure how it can’t be both. Opinions can be true. Opinions can be false. Opinions can be false but based on research although said research may be flawed. Opinions can be true. For example, you said Khloer is easy. My response is that Kholer is not easy and what you are saying is untrue and based on your own opinion with no backing. You aren’t entitled to your own opinion. Everyone knows this. Example in point. LA Clippers owner. Is he entitled to his own opinion? Not really. There are consequences for it. There are consequences for you suggesting non coordinated game player since you are excusing bad players and getting them see that it is ok to not want to coordinate in an MMO.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Again, you should probably avoid trying to speak for me, because when you do you tend to get it quite wrong. I have never even suggested that GW2 should take on elements of a single player game. Of course it’s a multiplayer game and multiplayer action is a fundamental element of the game, I just feel that the game’s mechanisms should be designed to push players into “doing it right” without each player having to be particularly clever, or requiring some players to “take control” of them and nudge them in the right direction. Most events in this game do that just fine, the way the UI announces them and the mechanics in play are obvious enough that 99% of players “do it right” automatically. When large numbers of players are “doing it wrong,” I don’t see that as being entirely the fault of those players, I see it as a failure of the event’s design to communicate its mechanics.

Again maybe you should reflect yourself in the mirror because you are completely wrong. I highly suggest that you take out a notepad and write down your thoughts because you quickly do a reverse on what you said. I said there should be coordination. You stated that there shouldn’t be coordination as a requirement and bash groups like TTS and groups like TTS are bad for the game. Then you come in here and say you don’t want to remove elements from the game. Well excuse me but that is exactly what you are doing. GW2 is an MMO. You lack a basic understanding of what it means to be an MMO versus a game with Social capabilities. Your failure to understand is the sole reason why your logic is completely flawed since it is based on an incorrect understanding of what an MMO is. If MMO is only about multiplayer game mode then any co-op type game like RE or Portal would count. However, this is not true. Any MMO has systems to support group player. That means your guilds, your parties. Yet you find that this isn’t acceptable and that it shouldn’t require that people have to coordinate. So this goes against the very nature of what it means to be an MMO. And GW2 being an MMO requires this. Which leads me to my suggestion of another game that you might be happy with. Because GW2 will always be about group play in parties, large groups, and guilds. If you find that not in line with your gaming philosophy then I suggest you move on.

Maybe you should study up on what it means to be an MMO before continuing because it is hard to take anyone seriously that doesn’t understand the very basic of the game they are playing.

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Posted by: laokoko.7403

laokoko.7403

^ I don’t think that’s what the guy is saying.

Basically I played games which have open world raids, people actually come together get organized, and it became a server events.

But in gw2, it have practically became an instanced raid(which is really hard to organize, since people spend alot of set up time to find the empty mega server to get the organized people in).

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Posted by: CuRtoKy.8576

CuRtoKy.8576

In this specific event, perhaps, but in many events they still scale aggressively even when there is nothing to split up for. Specific to this event, I return to my earlier point, that if they don’t want to actively punish zerging then the scaling is too much, but since they do at least appear to want to punish zerging (they’ve never actually confirmed this but it’s a fair assumption), they lack the UI tools to make up for it, and need to add those tools to the game.

How are they actively over punishing anyone. You still get the rewards regardless if you kill 6 bosses. The rate at which you kill them determine your rewards. That is how it should be. If people leave for whatever reason is that the fault of the developer that people can’t change strategies on the fly. That people can’t think. That people are mindless. That people are unwilling to continue. Sorry there is only so much that can be done.

They have stated that they don’t want mindless zerg but large group play that requires coordination. You can find said information on twitch.tv gw2 stream along with I believe the Tequ revamp announcement. This is the main point you are speaking from a place with limited experience. You yourself stated you haven’t been in a guild. Yet you assume that things should be a certain way (non coordinated or very little coordination needed events). I come from a background where I have experience with guilds like TTS, coordinated dungeon runs, coordinated WvW, coordinated sPvP. If you like easier events try any other world boss. I never said buff those events. I stated new events should require coordinating more since there are a lot of uncoordinated events that people who like that can do. What you are suggesting is to change everything to what you like to play. Very different mentality. Mines is acceptable because it allows people with different interest and styles to play. You on the other hand are forcing events to follow what you believe is good. Which is completely wrong.

Yes, yes, except that what I said is literally true. I have done it. I have spent fifteen minutes yelling over mapchat “zerging doesn’t work, we need to split up, I’m over here at Pyro, I need like five other people, etc.” and still ended up with 80% of the active players swarming Kurei or whatever. If the rest of the map doesn’t want to play ball, then there’s nothing I can do about that.

My map with 80-90% non TTS members begs to differ. Gold rewards like 99% of the time.

http://www.reddit.com/r/Guildwars2/comments/26fxsy/organizing_a_gold_pavilion_for_randoms/

Other strategies. Then there are groups organizing this. How did TTS started? It started with Tequ revamp and someone putting the time and effort to create a coordinated effort and gathering people who wanted to do that in one guild. I was there when TTS was first created. It is possible. I find that you aren’t doing enough. Reddit post shows that there are things you can do which I am sure you haven’t tried yet.

That’s easy. I’ve been playing this game for two years now, and when faced with a boss that isn’t dying fast enough the solution is simple, MORE DPS! Let’s get some more people in here and really crush the guy! Then once he’s down we should have enough DPS together to roll right over the other bosses. Right? No? That’s how the game’s trained me to play, at least, I might need some hints if they’d like me to do otherwise.

Then you lack some experience. That or you aren’t thinking critically. You start the boss and zerg it. Notice it isn’t going down fast enough so you get more people. After a few minutes you would continue to say we need more dps when the whole map is there already and you still have another 5 bosses to do.

Again humans have brains they are used to critically think. For dogs you train them and they will do something specific.

Just because you play the game for 2 years doesn’t mean you are good. It is the same with someone with high AP it doesn’t mean they are good. The only thing it is a measure of is the time you potentially spent on doing something. Although, just saying 2 years doesn’t tell me much. Play only 2 hours per week for 2 years straight. Hard to tell.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Yes, you’re agreeing with the point I was making. Large scale events have a lot of things that can go wrong that the individual player cannot prevent, while in dungeons, you have a lot more control over the outcome by being able to choose who is with you, and who is not.

You are missing the core point. You are agreeing with me that it is the same. Boss Blitz you will get a minimum bronze reward upon completion if you don’t complete then what can ArenaNet do? Nothing you didn’t complete. Like dungeons if you do it and it takes too long and you leave destroying the instance then yeah you will get no reward. Now if you complete it you will get rewards like everyone else. Boss Blitz you get Bronze. Dungeons you get some gold and tokens. What is different in both cases is if you speed run a dungeon well then you will get those rewards at a faster rate. Then it will be better rewards of course. If you finish boss blitz fast then you get rewards faster. Plain and simple.

Actually it’s not. You get “Gold reward” on CoF path 1 whether it takes ten minutes or 100 minutes. You don’t get a reduced reward for taking longer, although of course it’s less efficient the longer you take to get the same reward. Boss Blitz double dips on the reward, offering you both an efficiency loss AND a lower reward AND it also gets more difficult the longer you take as the bosses get harder and harder. Imagine if CoF path 1 were set up in such a way that if even one member of your group was doing certain things wrong, it could result in the run taking three times as long, offering 1/3 the reward if you do beat it, and each time he fails it doubles the HP of the Fire Effigy and adds new combat mechanics to the fight, making it considerably harder and more time consuming, again for a vastly reduced reward if you beat him. Fun.

Again your logic is flawed. You don’t get gold rewards. Your reward is based on your rate. If you take 1 hour to finish CoF p1 and get 1g then that is 1g/hr. If you do Boss Blitz slow then you get worse rewards. Nothing different. If you want better rewards you have to do it faster. In fact the patch upped bronze rewards the most compared to the other tiers.

You can only look at Arah to see that. If one person messes up stacking on Lupi he bubbles and has the potential to kill your whole team because of one person’s mistake. Mesmer messes up feedback then you get your team killed. Someone doesn’t dodge and gets a grub spawned on them and Lupi eats it. It buffs Lupi and makes it harder for your team. See anyone complaining?

Not true, actually. If you take too long you get no reward at all. I’ve had it happen to me, killed the last boss after about an hour or so and nothing whatsoever.

Nothing you can do if people want to stop. Every done a bad Fractal 50 or Arah with a bad group. It takes long then people drop and not complete it. The end result is like what you described you don’t get rewards. Nothing ArenaNet can do about people simply giving up and not completing stuff. If you do that for boss blitz. Should you do that for dungeons too because the same situation occurs.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

^ I don’t think that’s what the guy is saying.

Basically I played games which have open world raids, people actually come together get organized, and it became a server events.

But in gw2, it have practically became an instanced raid(which is really hard to organize, since people spend alot of set up time to find the empty mega server to get the organized people in).

Problem is bad players will be bad players. It has become pseudo instance because of bad players. Not because people don’t want to organize in any megaserver. I just came from a high success Boss Blitz where most of the people were PuGs. Some of the commanders were TTS so it shows it is possible. GW2 is too casual and trains people to staff #1 mindless zerg and to “play how you want” (which is toxic) instead of playing as a team. I have stated that argument in the dungeon forums.

That is what the person is saying. Just because systems aren’t in place you should have easy content and mindless zerg type content. My problem
with that is people should use whatever means possible and organize which has been done with success before. OP has stated he has not join a guild since he has started playing the game. And it is true that there are server events in some games. I have suggested to OP that he joins his community. If his server is not to his liking he can switch. Like RP on TC as an example. OP instead suggest that content should require very little coordination and that people should not be expected to join in communities, groups, guilds, teams, or anything to do well or accomplish something. That is even against server type events for a community.

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Posted by: Sartharina.3542

Sartharina.3542

We need more tools to allow people to self-organize. I don’t mind the structure of the boss blitz (Aside from the “Don’t go help others if your boss dies” mechanic, or awkward scaling that ignores number of people actively in the blitz – I’d rather have it so that it specifically scales to imbalance instead of sheer number, at least on the durability front).

But, I don’t think we should remove the need for coordination – just make it easier to coordinate. Being able to see how many people are on each boss (So you can see if your boss is overpopulated, or another is underpopulated/ignored), and having shuffling numbers not punish people that leave a boss to rebalance the # of people on a boss (Scale down as well as up!)

The big problem with balancing scaling isn’t Zerker vs. PVT (Or Shaman) – it would be simple just to put the scaling right in the middle. The issue with balance scaling is coordination. Some groups can create a tight, boon-sharing coordinated melee stack fully dedicated to bringing the boss down. Others end up falling victim to the Bystander effect, get lost in the sea of clipping polygons and fail to notice they’re actually out-of-range to hit them in melee, unable to see what’s going on to properly use ranged weapons or avoid devastating attacks (Those centaur chains are easily manageable in small groups. But in a large one, they’re like ninja trucks), bumping into DoT Condi Cap (Wasting damage), running around getting their shots obstructed by haphazard attempts to dodge attacks and adds, looking for downed players, and other behaviors caused by the confusion of too much visual noise in massive boss battles (Even if those people are otherwise excellent players) – too much to do, essentially.

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Posted by: laokoko.7403

laokoko.7403

^ I don’t think that’s what the guy is saying.

Basically I played games which have open world raids, people actually come together get organized, and it became a server events.

But in gw2, it have practically became an instanced raid(which is really hard to organize, since people spend alot of set up time to find the empty mega server to get the organized people in).

Problem is bad players will be bad players. It has become pseudo instance because of bad players. Not because people don’t want to organize in any megaserver. I just came from a high success Boss Blitz where most of the people were PuGs. Some of the commanders were TTS so it shows it is possible. GW2 is too casual and trains people to staff #1 mindless zerg and to “play how you want” (which is toxic) instead of playing as a team. I have stated that argument in the dungeon forums.

That is what the person is saying. Just because systems aren’t in place you should have easy content and mindless zerg type content. My problem
with that is people should use whatever means possible and organize which has been done with success before. OP has stated he has not join a guild since he has started playing the game. And it is true that there are server events in some games. I have suggested to OP that he joins his community. If his server is not to his liking he can switch. Like RP on TC as an example. OP instead suggest that content should require very little coordination and that people should not be expected to join in communities, groups, guilds, teams, or anything to do well or accomplish something. That is even against server type events for a community.

ya sure, it’s so hard to do with tts commander… (sarcasm)

if it’s so easy, why don’t you just go to those random map and organize yourself instead.

the whole thing pretty much became instance map. Those pug probably got taxi from their guild anyway. Like sometimes tts runs raid, and someone from my guild is in tts and I got taxi that way.

I’m not really arguing. Basically agreeing with you. Those so called open world raid basically is instanced raid.

(edited by laokoko.7403)

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Posted by: CuRtoKy.8576

CuRtoKy.8576

^ I don’t think that’s what the guy is saying.

Basically I played games which have open world raids, people actually come together get organized, and it became a server events.

But in gw2, it have practically became an instanced raid(which is really hard to organize, since people spend alot of set up time to find the empty mega server to get the organized people in).

Problem is bad players will be bad players. It has become pseudo instance because of bad players. Not because people don’t want to organize in any megaserver. I just came from a high success Boss Blitz where most of the people were PuGs. Some of the commanders were TTS so it shows it is possible. GW2 is too casual and trains people to staff #1 mindless zerg and to “play how you want” (which is toxic) instead of playing as a team. I have stated that argument in the dungeon forums.

That is what the person is saying. Just because systems aren’t in place you should have easy content and mindless zerg type content. My problem
with that is people should use whatever means possible and organize which has been done with success before. OP has stated he has not join a guild since he has started playing the game. And it is true that there are server events in some games. I have suggested to OP that he joins his community. If his server is not to his liking he can switch. Like RP on TC as an example. OP instead suggest that content should require very little coordination and that people should not be expected to join in communities, groups, guilds, teams, or anything to do well or accomplish something. That is even against server type events for a community.

ya sure, it’s so hard to do with tts commander… (sarcasm)

if it’s so easy, why don’t you just go to those random map and organize yourself instead.

the whole thing pretty much became instance map. Those pug probably got taxi from their guild anyway. Like sometimes tts runs raid, and someone from my guild is in tts and I got taxi that way.

I’m not really arguing. Basically agreeing with you. Those so called open world raid basically is instanced raid.

The point isn’t TTS commanders it is people. That is the point. If people aren’t the problem I’m sure nobody would cry about having bad teammates in sPvP. Bad players in WvW. Bad PuGs in Dungeons will make your run horrible. If having a shiny commander tag is all that is needed for success then why did TTS need to pick a map. Why does TTS need for form a guild for stuff.

Commanders just do the talking and map chat so someone else who may be lazy don’t have to. But it comes down to people playing well. People sucking is going to make whatever you are doing harder than it is suppose to be. Applies to sPvP, WvW, Dungeons, PvE.

TTS didn’t get gold a few times during boss blitz and bronze in one of the maps. The main reason for that result is the players. I mean TTS commanders were on map but it isn’t guaranteed that you will succeed automatically because of it.

(edited by CuRtoKy.8576)

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Posted by: Vargamonth.2047

Vargamonth.2047

IMHO, the only missing thing is every boss HP bar being monitored under the Boss-Blitz event timer.
This should be enough indicative of which boss needs reinforcements and allow a proper split on an unorganized megaserver.

More important than Boss HP would be “Number of non-defeated Players on each boss” – especially because some bosses have high HP remaining (Boom Boom, I’m looking at you) because there are TOO MANY people on that boss.

The biggest problem with the event is that it’s nearly impossible to self-coordinate even for players willing to try to do so – it’s impossible to tell how many people are on each boss, it’s impossible to tell how other bosses are faring, and it’s impossible to fix a scaling mistake caused by people piling onto one boss (Either by overreacting to a call for reinforcements – You need 3-5 more people for a boss, and get 20, etc, or people just coming by to see what the state of the boss is) – once you’re in the fight, that boss is scaled up for good.

The amount of people on each boss doesn’t provide meaningful information and can be missleading.

The goal is not about having an even amount of people on each boss.
Believe it or not, the scaling is fairly linear and, while a 5 man group can take down a boss before the gold reward timer expires, so do usually a giat blob with the first boss right after activation.
It’s not the amount of people, but the average “strength” of each group, what makes the whole event more likely to fail or succeed, and this is exactly the concept the playerbase needs to grasp. Once there’s a minimum amount of players on a decently scaling event, the straightforward idea of “strength in numbers” doesn’t apply anymore and what is supposed to be a reinforcement can actually result on an overall performance loss.

Before activation, since there’s no way to measure how each player will perform, a fairly even split is the way to go. Once the event is running, however, boss HP status become a clear indicative of each group strength and provide enough information for new players to decide where to go.
This won’t necessarily be the fight that’s likely to fail. As I’ve already said, this is not about numbers but about averages, so every single character can be either an asset or a burden and it’s on the player to judge his own capablities.

Boss health bars would also fulfill another important role.
Defeated bosses pass one of their abilities to the remaining ones, making them harder and likely to take longer, so you want all of them to die as close in time as possible and might need to stop DPSing at 15% or so for other groups to catch up.

Even if the map chat is enough to call the status on each boss, HP bars would reduce the need of communication, which is something people seem to be asking for.

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Posted by: laokoko.7403

laokoko.7403

^ I don’t think that’s what the guy is saying.

Basically I played games which have open world raids, people actually come together get organized, and it became a server events.

But in gw2, it have practically became an instanced raid(which is really hard to organize, since people spend alot of set up time to find the empty mega server to get the organized people in).

Problem is bad players will be bad players. It has become pseudo instance because of bad players. Not because people don’t want to organize in any megaserver. I just came from a high success Boss Blitz where most of the people were PuGs. Some of the commanders were TTS so it shows it is possible. GW2 is too casual and trains people to staff #1 mindless zerg and to “play how you want” (which is toxic) instead of playing as a team. I have stated that argument in the dungeon forums.

That is what the person is saying. Just because systems aren’t in place you should have easy content and mindless zerg type content. My problem
with that is people should use whatever means possible and organize which has been done with success before. OP has stated he has not join a guild since he has started playing the game. And it is true that there are server events in some games. I have suggested to OP that he joins his community. If his server is not to his liking he can switch. Like RP on TC as an example. OP instead suggest that content should require very little coordination and that people should not be expected to join in communities, groups, guilds, teams, or anything to do well or accomplish something. That is even against server type events for a community.

ya sure, it’s so hard to do with tts commander… (sarcasm)

if it’s so easy, why don’t you just go to those random map and organize yourself instead.

the whole thing pretty much became instance map. Those pug probably got taxi from their guild anyway. Like sometimes tts runs raid, and someone from my guild is in tts and I got taxi that way.

I’m not really arguing. Basically agreeing with you. Those so called open world raid basically is instanced raid.

The point isn’t TTS commanders it is people. That is the point. If people aren’t the problem I’m sure nobody would cry about having bad teammates in sPvP. Bad players in WvW. Bad PuGs in Dungeons will make your run horrible. If having a shiny commander tag is all that is needed for success then why did TTS need to pick a map. Why does TTS need for form a guild for stuff.

Commanders just do the talking and map chat so someone else who may be lazy don’t have to. But it comes down to people playing well. People sucking is going to make whatever you are doing harder than it is suppose to be. Applies to sPvP, WvW, Dungeons, PvE.

TTS didn’t get gold a few times during boss blitz and bronze in one of the maps. The main reason for that result is the players. I mean TTS commanders were on map but it isn’t guaranteed that you will succeed automatically because of it.

I’m not disagreeing with you. I’m agreeing with you. Basically it is unlikely for “anyone” to join a map randomly solo and organize those pug.

That’s basically what your saying, and what I’m saying too. It’s basically an instanced raid which try to do it’s best to separate as much of the bad players out.

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Posted by: atheria.2837

atheria.2837

I was surprised at the level to which this event has been degraded in its design.

1 – Doesn’t drop tier 5 and 6 mats (which we desperately need due to horrible pricing at the moment)

2 – Apparently expects group splitting, but lacks any means to assist players in doing that.

3 – Terrible rewards that in no way match the time and effort the event requires.

4 – Bosses that are uneven in difficulty and that usually punish melee.

5 – Having to pay to begin the event.

Needless to say, it could only really be worse if it, say, permanently killed our characters on death or something similarly disastrous. As it is, there is just no reason to do this and I`m already seeing people simply going elsewhere.

++++ A bazillion ++++

So many of us agree with yours and every other person who has expressed these same thoughts.

Anet is coasting but also messing with success… how can they do two things that hurt their bottom line???

And it will.

Not keeping all IT jobs here is a major reason IT is so bad HERE. 33y IT 10y IT Security

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Posted by: Ohoni.6057

Ohoni.6057

Assumption and personal attacks. Maybe you should focus on the argument at hand unless you have nothing better to say which seems like that is the case.

Lol, that’s dreadfully rich, since for two cycles now you’ve been trying to get me to play Skyrim instead, and then you continue to do so.

MMOs are about playing together and grouping together. Not sure what world you live in. Tell me an MMO that doesn’t have that aspect.

True, but a strawman, nobody is arguing otherwise.

If you don’t like guilds then Skyrim on steam and you have Steam friends for social network.

That’s silly. It’s like saying that if you don’t like jumping puzzles then Skyrim is on Steam, or if you don’t like Crab Toss then Skyrim is on Steam. Guilds are only a tiny part of GW2, an almost insignificant part at launch, I only hope they don’t continue to increase their role.

I think I have played MMORPGs longer than you have been gaming. EQ anyone? Ultima Online?

If you were in UO at launch then you have been playing MMOs slightly longer than me, but only slightly.

Yet you are trying to change. Every means of team work or cooperation you have toss it out saying it is no good. Guilds, nope. Teams, nope. This is what you said not what I said. You bashed on TTS. You bashed on people organizing. This content doesn’t exclude anyone.

Yes, and what do all those things have in common? They all happened AFTER launch. You didn’t need raid guilds at launch, you could do Tequatl without camping out a server for an hour or two beforehand. Since launch they’ve added a lot of things to coddle the raidistas that all quit in the first two months anyways and aren’t coming back, at the expense of the players that have continued to play for the past two years.

Maybe you need an english refresher course. Because obvious you don’t understand what you are saying. Either that or your logic is so flawed that you are religiously defending it to no end.

And you have the nerve to accuse me of assumptions and personal attacks. Delightful.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ohoni.6057

Ohoni.6057

You called out TTS for being a bad way to play. Having groups or guilds is bad. You said that not I.

I said that needing them is bad, and I stand by that. You shouldn’t need them. If someone wants to form a guild, that’s fine, but a random map that decides to take on Triple Threat should be able to do it without needing TTS, commanders, or VoIP to do it. The mechanics of the fight should be tolerant of players that are still learning the ropes, and the indicators on screen should make perfectly clear what everyone is meant to be doing to help out. Every player added should be a bonus, not a potential liability. A better, more organized group might be able to clear the content slightly faster, but they should not be the ONLY ones capable of clearing it (with maybe a few randoms that luck into tagging along).

Meaning you are moving towards non group content like solo instance or single play style.

I never gave any indication of any such thing. What I want to move towards is more of the “pick up and go” multiplayer content that makes this game the best MMO on the market. If I want high coordination raidista guild content, I would play WoW or Wildstar, which _everyone" agrees does that sort of content much better than GW2 ever has, and I see no reason to argue with them because I don’t want any of that. I come to GW2 to be able to just load up a map, see an event, race to it, and know that every player around me is my friend, not my enemy, that they can help me complete the event but not get in my way, and that the event will eventually succeed, although sometimes it takes longer than desirable. I have absolutely no interest in solo content, and in fact largely ignore a lot of the solo content available, I just don’t like content in which other players can fail it for me by not being at least as good as I am (and believe me, that’s not terribly hard to manage).

Maybe you should stop and check your logic because it is obviously flawed to no end. On top of that you lack experience playing GW2 truly the way it is suppose to be played as an MMO.

I have eight level 80s and a level 30, I have dozens of stacks of Bloodstone and Dragonite and all crafts mastered. I’m in the top 90% of the achievements leaderboard, and that’s with gaining almost none of the PvP or WvW-related ones. I’m clearly not the best of the best or anything, but I think it’s hard to argue that I’m “doing it wrong.”

And Lyssa is a good example of easy content. There are countless easy content around in GW2. Hard content are a dime a dozen. So if you like easy content like Lyssa go do Lyssa. Why complain about Boss Blitz. Different content are designed to have different levels of difficulty.

First, my comments about Lyssa were not about it’s difficulty, but about it’s fun level. It’s never terribly difficult, there are just certain scaling mechanisms that can make it very tedious to complete. Similarly, Boss Blitz is NEVER terribly difficult, the challenge of each boss is somewhat minimal, the only “difficulty” is at the strategic level, of organizing the players to hit all the bosses at once in roughly equal groups, and that’s nto really a “fun” type of difficulty, a challenge to overcome, it’s either something that works, and thus the event works, or it’s something that fails, and thus the event fails (or just takes forever), neither of which is fun. It would not make the game any lesser if your average pug could engage the encounter with the same level of coordination built in that a raiding guild could manage, due to better UI design.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ohoni.6057

Ohoni.6057

Instead of toss flawed logic up on the forums I suggest you actually try to communicate on map instead of finding all the tools available to use flawed therefore you shouldn’t use them.

Again with your assumptions. In each of those I would shout in map chat until I was blue in the face, but it doesn’t help if the other players don’t listen.

LOL what!?!? This shows that you don’t play the game. What bosses are completely immune to condition damage o.O .

Teq, kitten, Wurms, Golem MKII, Fire Ele, lots of them. How much of the game do you play that you don’t know this? Besides that, the 25 stack cap means that even other bosses are effectively immune to 90% of the conditions applied to them, since even one player can keep a boss bleed capped, meaning in a group with ten other players, none of them are applying any condi damage and are effectively worthless for that purpose. Imagine if a boss were immune to all direct damage except for what ONE Zerker Warrior was putting out. Would you still say he’s not “immune” to direct damage in a practical sense?

So you agree with me that there is no system that is designed to work perfectly. Therefore, you have to make do with what you are given.

No. That could hardly be more wrong. Just because something can’t be made perfect does not mean it cannot be made better. There’s a good saying, “don’t let the perfect be the enemy of the good.” Just because I have no illusions that perfection is possible does not mean I should just be satisfied with something that has room for improvement.

Same can be said about a 4/5 platform too. You design it one way but you cannot account that bad players will be bad players and fail basic mechanics. Platform is about understanding the boss mechanics and beating it. So how is that not a challenge?

There is challenge to each platform. You get put on a platform, you fight the boss, hopefully you win. That’s challenge. But what about after you beat your boss, look over, and the platform next to you has everyone downed. You can do nothing to help them, your run at the chain failed and it had absolutely nothing to do with your performance. That’s not challenge to you, because you had no impact on the outcome. I’m saying it would have been better if the majority of the platforms counted towards success, rather than the minority of them counting as failure. If you failed your own platform, you’d still be dead and need a rez, and you’d have put your lane in a bad position that hopefully the other platforms could recover from, but it wouldn’t necessarily ruin things for everyone else unless two other platforms in that lane also failed. Elements that can fail which you have no possibility to fix are not challenge, challenge is something that YOU can overcome through skill and effort.

TTS does not consist of uber elite players. But they successfully complete it. Why because people who run with TTS are asked to run certain things that benefit team play or does well against the boss mechanics given to them.

Right, coordination. But the way the UI is laid out should provide all the coordination needed. If you need X players here and Y players there, then something in the map and/or event UI should indicate exactly that, without needing players to move the deckchairs around.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ohoni.6057

Ohoni.6057

There is no event that scale well against large zerg groups. Nothing. There is no scaling that accounts for mix/diverse groups. Nothing is perfect. Most world bosses are too easy and scaling doesn’t do anything but add HP. Tequ doesn’t scale well you can bug during burn phase.

There are at least a few that tend to scale well. Shatterer is much better now than it used to be (it was a bit easy at first, then took a bit too long, now it’s Goldilocks). Golem MKII scales well. Behemoth seems to scale well. Claw of Jormag scales quite well. I haven’t run Megadesroyer a lot but it always seemed to scale reasonably well. Hydra Queen’s HP scales well but her mechanics seem to not adapt to too many players atm which makes it just a beatdown. Same with Svanir Shaman, for the most part, although he can get his licks in.

Scale for PTV means that berserker will cruise through it. Which I have for countless content in this game.

If you were cruising through it then it probably wasn’t balanced for PVT because PVT is barely lower DPS than Zerks, identical or even superior when dealing with the many crit-proof bosses (since a PVT build is less likely to have “on-crit” effects taking up space). It’s true that this game is too zerk-heavy in design, but that just means they need to step up the need for the other stat combos, by having more attacks that say Clerics could sleep though but that Zerkers need to sweat to stay alive in, or more enemies like Husks that take massive condi damage but are largely immune to direct, making Zerks gear as useless as Rabid is against Teq.

That would require more coordination which is what you dislike about. And if people mess up the AoE cleanse then they will take a lot of damage. People wipe and then it will lead to a greater risk of failure for Tequ. Looks ok on paper but if you think about it you are trying to remove some problems while introducing new ones.

It would reduce the responsibility each player would have to the group, while increasing their own responsibility for their own survival and effectiveness. It would remove the six turret players that HAVE to be good, and replace them with just the turret defense team keeping them all alive, and with each player being responsible for standing in the green circle when he needed to. There would be no need for one player in the zerg to coordinate with another, just to make sure he was doing his role right.

Opinions can be true. For example, you said Khloer is easy. My response is that Kholer is not easy and what you are saying is untrue and based on your own opinion with no backing.

I never said anything about Kholer and actually had to look him up because I was unfamiliar with the name, but even if I had said that, “easy” is a subjective term, it can neither be true nor untrue. I could claim that it is easy for me, which I would be the only person allowed to define that term, and you could say it was hard for you, and you would be the only person allowed to say as much, and we would but be simultaneously correct. Opinions cannot be true or false, they can only be agreed with or disagreed with. You’re welcome to disagree with my opinions, but they cannot be false because they are opinions.

What you are suggesting is to change everything to what you like to play. Very different mentality. Mines is acceptable because it allows people with different interest and styles to play. You on the other hand are forcing events to follow what you believe is good. Which is completely wrong.

If people want to coordinate, that’s fine by me. I just don’t think it should ever be NECESSARY. Right after Teq launched, there was a big move to get “world best” times for it. They didn’t get any bonus rewards for it, so I don’t mind that. Teq takes 15 minutes to beat, if some group wants to get together and down him in three minutes, then more power to them. If they have fun that way then that’s great. All I’m saying is that almost any map, regardless of their configuration, should be able to beat him with seconds to spare, well off that “coordinated” time, but still a success. I’m not telling anyone else how to play, I’m just hoping that they continue to support the more ad hoc play style with content moving forward.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ohoni.6057

Ohoni.6057

My map with 80-90% non TTS members begs to differ. Gold rewards like 99% of the time.

Good for you. Almost every map I log into is already 6 bosses with bronze up. Maybe if I logged onto maps like yours I would have less reason to complain about the event, but even so that indicates a problem in the way the megaserver sorts players. If you’re saying I should start jumping through hoops to reach your map, no. That should not be necessary. The map that comes up when I load the game should be a map that is perfectly viable, if not, the game has done something wrong in putting me there.

After a few minutes you would continue to say we need more dps when the whole map is there already and you still have another 5 bosses to do.

After a few minutes gold is already gone and silver is likely out the window as well, even if everyone immediately got to work on the right strat. If they’re going to change up the game’s core strategies, and have a six minute timer on getting it right, then the optimal strategy needs to be apparent before a tic of damage is applied.

Play only 2 hours per week for 2 years straight. Hard to tell.

Two-three hours a day, roughly. More on weekends when I had nothing else to play. Certianly not as much as some people, but certainly more than enough to pass any reasonable standards.

Then it will be better rewards of course. If you finish boss blitz fast then you get rewards faster. Plain and simple.

And you get more rewards, it’s double dipping. If bronze offered the same rewards as gold, but just took looker to get there, then that’s one thing. If the event ALWAYS ended at six minutes in, and you would recieve gold, silver, or bronze rewards based on what you managed to accomplish in that time, then that would be another thing. That it applies both a time and a loot penalty is a bit much, and again even setting aside the difference in rewards, I think that the methods they use to determine success or failure is a poor one.

Again your logic is flawed. You don’t get gold rewards. Your reward is based on your rate. If you take 1 hour to finish CoF p1 and get 1g then that is 1g/hr. If you do Boss Blitz slow then you get worse rewards. Nothing different. If you want better rewards you have to do it faster. In fact the patch upped bronze rewards the most compared to the other tiers.

Um, that was exactly my point, that dungeons DON’T operate like Boss Blitz does, and that it would suck if they did.

Commanders just do the talking and map chat so someone else who may be lazy don’t have to. But it comes down to people playing well. People sucking is going to make whatever you are doing harder than it is suppose to be. Applies to sPvP, WvW, Dungeons, PvE.

Did you have six tags on your map? If so then you’re at least five tags ahead of any Pavilion map I’ve ever been on. Having multiple tags around can make a huge difference.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ohoni.6057

Ohoni.6057

Now, I do want to say, I am not hating on guilds like TTS. I’ve even fought alongside a TSS group from time to time on random maps and they do a great job. I don’t think they are doing anything wrong in how they adapt to the game, or that they should do anything differently. What my point is regarding them is that they should not be NECESSARY. All the functions TTS provides that makes a coordinated event more likely to succeed should be built into the content’s design, if there are necessary roles then players should be funneled into them and individual failures should not overwhelm group successes. I think TTS is a fine adaptation to the current state of certain events, I just don’t think that players that choose not to engage in that community should be effectively locked out of large chunks of content because without such groups the content becomes more or less impossible to complete. It should always be possible.

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you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Now, I do want to say, I am not hating on guilds like TTS. I’ve even fought alongside a TSS group from time to time on random maps and they do a great job. I don’t think they are doing anything wrong in how they adapt to the game, or that they should do anything differently. What my point is regarding them is that they should not be NECESSARY. All the functions TTS provides that makes a coordinated event more likely to succeed should be built into the content’s design, if there are necessary roles then players should be funneled into them and individual failures should not overwhelm group successes. I think TTS is a fine adaptation to the current state of certain events, I just don’t think that players that choose not to engage in that community should be effectively locked out of large chunks of content because without such groups the content becomes more or less impossible to complete. It should always be possible.

LOL you went complete 360. You first said TTS is bad and that grouping like TTS shouldn’t exist because people should be able to do content with little to no coordination. Then now you are saying they are ok. So which is it. Don’t like that Tequ requires organization then go fight Fire Elemental. Don’t get what the issue is. You have content that you can do with little to no coordination yet you demand that every other content fits your play style or playing philosophy. This is really really bad.

MMO is about community and group play. Don’t like it? Then MMO is not your type of game. Why try to change something when other genre of games will fit you better. You demand that things be it your way for your benefit. I have never said make Fire Ele harder to fulfill my need of difficult content. I am saying there should be events like Wurm and Tequ that requires a high level of coordination to succeed. And if you can’t do that then you fail. You have your content I have mines. Your whole entire thread is about you trying to get content fixed to be how you want. Not just one content but everything.

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Posted by: Carighan.6758

Carighan.6758

Now, I do want to say, I am not hating on guilds like TTS. I’ve even fought alongside a TSS group from time to time on random maps and they do a great job. I don’t think they are doing anything wrong in how they adapt to the game, or that they should do anything differently. What my point is regarding them is that they should not be NECESSARY.

They’re not.
And while I readily agree that a better UI support for these events would be amazing, the event itself is not difficult. At all. Organizing it can be a pain, but this partially fails on player motivation, because if they wanted to succeed, they could do so independent of UI support at no additional difficulty.

The point of a better UI would be to “force” the understanding onto the players who don’t want to succeed.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Good for you. Almost every map I log into is already 6 bosses with bronze up. Maybe if I logged onto maps like yours I would have less reason to complain about the event, but even so that indicates a problem in the way the megaserver sorts players. If you’re saying I should start jumping through hoops to reach your map, no. That should not be necessary. The map that comes up when I load the game should be a map that is perfectly viable, if not, the game has done something wrong in putting me there.

Maybe if you chose to participate in your community you may have better results instead of demanding that game play should fit your style. Game play should require less coordination. And the fact that you shouldn’t join guilds or communities to better your playing experience when that is what an MMO at its core offers.

Again you are completely missing the point. Bad players exist. Nothing you can do about it. But standing here and demanding that ArenaNet dumbs down content because of it is simply a no go. Don’t like coordination there are a bunch of other events in the game that requires less of it. Try Fire Ele. Try Behe. Try Temples. Try Golem. You are pretty much saying that you should be able to log in, get easy rewards, everything should be done for you, a map should be set up perfectly where you don’t have to do anything extra.

What I do is simply if I don’t like something I don’t stand around doing nothing. I try everything possible from leading to joining my own server community where I know I will get better players or at least people who are willing to try to play better. Bad players will always exist. You aren’t even attempting to join in a community to make your experience better when community and grouping are core of MMOs. You don’t even try to lead (reddit proves that it is possible). Instead you just want everything to be given to you with little work done on your part. Sorry but that isn’t GW2 and it will never be. So instead of wasting time moving to another game may yield better experiences for you.

After a few minutes gold is already gone and silver is likely out the window as well, even if everyone immediately got to work on the right strat. If they’re going to change up the game’s core strategies, and have a six minute timer on getting it right, then the optimal strategy needs to be apparent before a tic of damage is applied.

Again information is out there if people wanted to try. Communication is out there if people wanted to try. LFG and Reddit proves that what you are saying is wrong. If you want that kind of strategy then you should just spoon feed players every piece of information which is really bad.

Two-three hours a day, roughly. More on weekends when I had nothing else to play. Certianly not as much as some people, but certainly more than enough to pass any reasonable standards.

Well that isn’t a lot. You stated two years as if it is a lot but when broken down isn’t. On top of that you don’t have experience with highly coordinated group play. WvW, sPvP, Dungeons, or PvE since you are never in a guild (which you stated you don’t like). So that begs the question if you truly understand what is going on.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

And you get more rewards, it’s double dipping. If bronze offered the same rewards as gold, but just took looker to get there, then that’s one thing. If the event ALWAYS ended at six minutes in, and you would recieve gold, silver, or bronze rewards based on what you managed to accomplish in that time, then that would be another thing. That it applies both a time and a loot penalty is a bit much, and again even setting aside the difference in rewards, I think that the methods they use to determine success or failure is a poor one.

You get extra champion bags that is it. It is like speed clear dungeons = more champion loot since you kill faster. Nothing wrong. The way rewards are set for QP is fine as is. Rewards are scaled based on how well a group does. The difference between rewards is moot. The biggest effect is time. A few champion bags isn’t a huge difference to begin with anyhow. And across a long time frame it wouldn’t make a difference loot wise. It will me N/t where N is base loot and t is time interval. With loot difference you have N+c/t and plotted over t0 to t-infinite you pretty much have N/t since c won’t make much of a difference. If you do dungeons longer by killing trash then your loot will be different compared to speed runners. However, speed runners will have a better reward since the rate is what matters that extra loot is nothing (case in point killing a champion most speed runners don’t kill). If champion loot is a significant since that is the only thing you gain a bit extra of at gold rewards.

Um, that was exactly my point, that dungeons DON’T operate like Boss Blitz does, and that it would suck if they did.

They operate in similar ways. Your PuG sucking will lead you to bad results. Bad PuGs in Boss Blitz will lead to bad results. Bad players will lower your rewards for both. Bad PuGs can lead to Boss Blitz not completing. Bad PuGs will lead to the same result for dungeons like Arah or Fractals. Case in point mess up 3rd seal on cliffside. Again your lack of experience in all aspects of GW2 shows because you don’t see how it is similar. On top of that fact that these are things people have wrote up on these forums before. No new information here.

Did you have six tags on your map? If so then you’re at least five tags ahead of any Pavilion map I’ve ever been on. Having multiple tags around can make a huge difference.

Reddit proves this to be incorrect. And on top of my experiences I have seen less than 6 tags work just fine. Tags make no difference. Player mentality makes all the difference. You are saying by just having 6 tags you are guaranteed success. What I’m saying is that regardless of tags you can still fail depending on what players you have. This is true for boss blitz, tequ, wurm, dungeons, spvp, wvw

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Posted by: Ohoni.6057

Ohoni.6057

LOL you went complete 360. You first said TTS is bad and that grouping like TTS shouldn’t exist because people should be able to do content with little to no coordination.

No, that was a misreading on your part. Go back and read what I actually said. I said that it was bad that they had to form in the first place. The conditions that resulted in TTS were bad ones, the people that formed it and anything they did were not at fault for that, ANet created the content that was not well suited to the game community they’d cultivated, and TTS was an adequate coping mechanism, but it should never have needed to exist. TTS as an “above and beyond” type guild, trying for ever faster kill times would be fine, but TTS as the “you really need to join if you want any reliable chance at Teq or the Wurms because your home server almost never even bothers anymore” is a sign of a broken design.

Don’t like that Tequ requires organization then go fight Fire Elemental.

I do fight Fire Elemental. My nightly rotation (when LW content is not up) is currently some combination of Taidha, Svanir, FE, Behemoth, and I try to get in Claw, Golem MKII and Karka when I can, but they aren’t always up during the times I can play. I then try to squeeze in some Orr Temples if they are up during the lulls in the schedule.

Still, I like variety. I actually enjoy the new Tequatl, in principle. I do well at it, was part of a group that beat it within the first couple weeks and have beaten it a few times since, but my server largely gave up on it after that. I’ve noted a few things that I think could be better, but it has a lot of fun elements to it. I’ve also beaten the Marionette at least twice (maybe three, forget), and the Scarlet final fight a bunch of times, and would have done more had they been more often available with non-suicidal group sizes. I’ve never been part of a triple wurm take-down, but when I’ve tried I think I’ve been working the mechanics pretty well on my end. There hasn’t been much content in the game that I’ve felt was too kitten my personal skills, except maybe Liadri and a few bits in dungeons. In most open world content though I at least die less than most of those around me and I believe contribute as well as most, although that’s hard to judge.

The events themselves don’t bother me, when they all work out, but all too often I just end up on a map with not enough people to actually complete the thing. The few times I’m able to stand any chance with Tequatl I have to log in two hours in advance, tread water the entire time, and check in every half hour or so so that it doesn’t kick me out, and then if I’m VERY lucky there will be a clearing team there when the time comes and it’s a relatively downhill slide from there.

I think it’s likely your response to that would be “then you need to guild up with people,” but that’s my entire point, I shouldn’t have to. Just logging into the map a few minutes before the event starts should provide me with all the players I’d need to complete it, ready to go and I just have to join in and do my part. If I have less than 150 players around on the map I randomly spawn into then the event should still work fine with less than 150 players. Whatever the server gods provide, it should work out.

Really, one thing they might want to do is this, if 150 players is the absolute hard cap for a map, then they should cap out “mega boss” maps at 100 players for a few hours prior to the scheduled fight, and then, five minutes before they raise it back to 150. That way, incoming players stand a solid chance of joining onto an already established server. They could also tune it so that only around 100 would be strictly necessary, with HP scaling accounting for the difference, so that if not enough new people join in or if they all really suck then it still goes on without a hitch.

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Posted by: Sartharina.3542

Sartharina.3542

They’re not.
And while I readily agree that a better UI support for these events would be amazing, the event itself is not difficult. At all. Organizing it can be a pain, but this partially fails on player motivation, because if they wanted to succeed, they could do so independent of UI support at no additional difficulty.

The point of a better UI would be to “force” the understanding onto the players who don’t want to succeed.

Without UI support, it IS an additional difficulty to figure out where things are going right, where they’re going wrong, and how to handle a foreign experience. Especially if it requires going out-of-game to learn the event. The game should be self-contained.

You can’t ‘force’ understanding on anyone, but you can spell things out to assist in comprehension. Requiring 3rd-party communications or web pages should be a no-go And trying to convey information in a timely manner with non-timestamped logs is also a hassle.

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Posted by: Ohoni.6057

Ohoni.6057

MMO is about community and group play. Don’t like it? Then MMO is not your type of game. Why try to change something when other genre of games will fit you better.

Again, you don’t get to judge what would “fit me better.” If I say this game fits me just fine you just have to accept that and move on. I can as easily repeat to you that if you want to do raid-like content, there are other games out there that are known to do it far better than GW2 does, and that’s great, because other players are happily raiding in those games and not cluttering up this one. GW2 doesn’t have to be everything for everybody, it just has to do what it does right, and so far, they’ve been adding a lot of content over the past year that clashes with their core feature of being very easy for random people to stumble along together with. It’d be like if WoW let you buy max-tier raid armor in their cash store, a complete undermining of their basic philosophy.

I’m not advocating for solo content, you’re the one misguidedly advocating for it on my behalf. I’m advocating for the same type of content GW2 launched with, the content that has made it a successful MMO in a crowded field of WoW-clone raidista games, COOPERATIVE multiplayer content in which other players can only help you to do better, and never slow you down. If you want to play a game in which every little drone has to follow mother hen in perfect lockstep to succeed, there are plenty of other games out there.

The point of a better UI would be to “force” the understanding onto the players who don’t want to succeed.

Exactly, because whether we like it or not, if those are the players we’re stuck with on a map, we’ll need them to fall in line if we want to get our loot. So if there is a mold that the game insists that players fall into, then it’d better kitten well force them into that mold so that the rest of us aren’t hampered by them not being in the right mold.

Well that isn’t a lot. You stated two years as if it is a lot but when broken down isn’t.

Wow. It’s actually a little sad that you seem to believe that.

I’m sorry.

On top of that you don’t have experience with highly coordinated group play. WvW, sPvP, Dungeons, or PvE since you are never in a guild (which you stated you don’t like). So that begs the question if you truly understand what is going on.

I’ll just note that you’re wrong, but if it makes you feel better to marginalize my viewpoint than to consider it as an opinion equally as valid as your own, then there’s little I can do about it.

You get extra champion bags that is it. It is like speed clear dungeons = more champion loot since you kill faster.

Again, it is NOT like dungeons. You clear a dungeon in fifteen minutes, you get not a drop more loot than if it takes you an hour. You can do it again, or do a different dungeon next, but the same is true that if you can gold complete and then gold complete again. The difference is, you redo CoF runs in 15 min each, that’s loot 1+1+1+1, while if you only clear it once in an hour that’s only loot+1, but with the Blitz if you clear gold four times in a half hour, that’s 10bags/80tokens+10/80+10/80+10/80, plus 12 pieces of green+ gear that the lower times don’t get at all, verses if you complete it once in thirty minutes you get 6bags/40 tokens. That’s coming out 16 bags and 160 tokens ahead of where you would be if it were “the same as dungeons” and the only advantage to a speed clear was that you got to go again faster.

And honestly, I’m not all that upset about the rewards really. If they left the bronze reward at 2/40, that’d be fine by me. What I would want though is a faster down time, because 30 minutes is actually fairly optimistic for the maps I end up on. Most of them I get there and they are already past the silver time and no bosses down, most completely untouched. What I’m more interested in is not that they up the loot for bronze any more, but that they make it more likely that a given run will end within around twenty minutes tops, with success of some kind. Maybe it “auto completes” like the Cliffs events, and you just receive Bronze if you fail to achieve Silver before that happens. Maybe you would have to kill at least one boss for that, which wouldn’t be hard if it scaled appropriately. You would still make way more per hour if you were “doing it right,” but this would at least make it not suck on null maps.

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you spend complaining about it on the forums, you’d be
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Posted by: Ohoni.6057

Ohoni.6057

They operate in similar ways. Your PuG sucking will lead you to bad results. Bad PuGs in Boss Blitz will lead to bad results. Bad players will lower your rewards for both.

But as you glossed over from my earlier response, dungeons offer better tools. You can kick bad players out of PuGs and add better replacements. You cannot in any way kick players off of open world maps if they suck. If you end up in a bad PuG then at least part of that is on you, if you end up in a bad map, that’s entirely ANet’s fault for putting you there, and there’s nothing you can do about it unless you know people on other instances, since there is no “reroll instance” button.

Case in point mess up 3rd seal on cliffside. Again your lack of experience in all aspects of GW2 shows because you don’t see how it is similar.

And again you seek to minimize me rather than consider me a fellow player of equal value. I have to admit, I have a hard time respecting you as well, but I at least try to be polite about it.

Reddit proves this to be incorrect.

How does Reddit prove that there have been a lot of tags active on the maps I’ve been on? Is Reddit stalking me?

You are saying by just having 6 tags you are guaranteed success.

No, if I were saying that then it would read something like “by just having 6 tags you are guaranteed success,” which I did not. What I did say was “having multiple tags around can make a huge difference,” which is true. That was a clever guy that said that, we should listen to that guy.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: CuRtoKy.8576

CuRtoKy.8576

There are at least a few that tend to scale well. Shatterer is much better now than it used to be (it was a bit easy at first, then took a bit too long, now it’s Goldilocks). Golem MKII scales well. Behemoth seems to scale well. Claw of Jormag scales quite well. I haven’t run Megadesroyer a lot but it always seemed to scale reasonably well. Hydra Queen’s HP scales well but her mechanics seem to not adapt to too many players atm which makes it just a beatdown. Same with Svanir Shaman, for the most part, although he can get his licks in.

Shatterer doesn’t scale well it just has a big HP pool nothing more. Like it has absolutely no threat. Jormag the same way. The mechanics of the rebuff existed before nothing really different except that it does a lot of damage to people now so you can’t sit in it. MKII is just a big HP pool. None of these bosses really pose any threat at all. In fact some of these bosses can’t be done with smaller groups. Meaning scaling is bad in that way. On top of the fact that scaling this for large group doesn’t introduce any challenge. It is pretty much more hp which translates to more time.

If you were cruising through it then it probably wasn’t balanced for PVT because PVT is barely lower DPS than Zerks, identical or even superior when dealing with the many crit-proof bosses (since a PVT build is less likely to have “on-crit” effects taking up space). It’s true that this game is too zerk-heavy in design, but that just means they need to step up the need for the other stat combos, by having more attacks that say Clerics could sleep though but that Zerkers need to sweat to stay alive in, or more enemies like Husks that take massive condi damage but are largely immune to direct, making Zerks gear as useless as Rabid is against Teq.

You are getting it mixed up. If it was balanced for PTV then I would cruise using berserker. If you have scaling where a boss attacks are weak then it will be easier for berserker but it allows PTV to shine since toughness and vitality. But if you make the boss attack strong enough then those two passive defense stats don’t matter and active defenses will which berserker does well. If your boss has too much HP then it will be a challenge for berserker but bad for PTV. Yet if you have low hp on a boss then it will be balanced for PTV due to low dps but cruise mode for berserker. Nothing wrong with wurm mechanics but by definition it will require coordination which you seem to be against. And you won’t know this before you do damage which you seem to have a problem with. Since you will know direct damage doesn’t work through trial (by actually attacking)

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Posted by: CuRtoKy.8576

CuRtoKy.8576

It would reduce the responsibility each player would have to the group, while increasing their own responsibility for their own survival and effectiveness. It would remove the six turret players that HAVE to be good, and replace them with just the turret defense team keeping them all alive, and with each player being responsible for standing in the green circle when he needed to. There would be no need for one player in the zerg to coordinate with another, just to make sure he was doing his role right.

But that doesn’t change the outcome of the fight. Large amount of individuals wiping = lower chances of success and higher chances of failure. It does’t work. Doesn’t change a thing. You have turret defense in both. You can just say ok two turrets cleanse and 1 focus on scales. In yours you are trusting NPCs to do it correct and not bug out. On top of that player failure will result in the same thing. Players not doing turrets right or players not knowing where the AoE Cleanse is going to be and die. No difference. You are just trading one problem for another. Players will still have to coordinate. Turret defense. Scaling on mobs near turret defense which means stronger mobs killing npcs faster. You have to coordinate and tell people only x amount of people in y area. Nothing changes.

I never said anything about Kholer and actually had to look him up because I was unfamiliar with the name, but even if I had said that, “easy” is a subjective term, it can neither be true nor untrue. I could claim that it is easy for me, which I would be the only person allowed to define that term, and you could say it was hard for you, and you would be the only person allowed to say as much, and we would but be simultaneously correct. Opinions cannot be true or false, they can only be agreed with or disagreed with. You’re welcome to disagree with my opinions, but they cannot be false because they are opinions.

You don’t understand examples? Again so what is the problem. You say Boss Blitz is hard or impossible. I can just say that is subjective. I find it easy. That is that. Case closed? Get my point. Such statements are silly and lead to nothing productive.

If people want to coordinate, that’s fine by me. I just don’t think it should ever be NECESSARY. Right after Teq launched, there was a big move to get “world best” times for it. They didn’t get any bonus rewards for it, so I don’t mind that. Teq takes 15 minutes to beat, if some group wants to get together and down him in three minutes, then more power to them. If they have fun that way then that’s great. All I’m saying is that almost any map, regardless of their configuration, should be able to beat him with seconds to spare, well off that “coordinated” time, but still a success. I’m not telling anyone else how to play, I’m just hoping that they continue to support the more ad hoc play style with content moving forward.

Coordination should be necessary. The level of coordination can be different. There are a lot of events in GW2 that fit your play style and require very little if any coordination. The amount of actual hard content that requires a lot more coordination are Tequ and Wurm. If you want to do those events you are expected to coordinate better than you would for Fire Ele. It was designed that way. You shouldn’t be demanding more when you have like over a dozen world bosses suited to your play style. People that want higher level of coordinate have exactly two bosses (Tequ and Wurm) that are on extremely long boss timers.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

But as you glossed over from my earlier response, dungeons offer better tools. You can kick bad players out of PuGs and add better replacements. You cannot in any way kick players off of open world maps if they suck. If you end up in a bad PuG then at least part of that is on you, if you end up in a bad map, that’s entirely ANet’s fault for putting you there, and there’s nothing you can do about it unless you know people on other instances, since there is no “reroll instance” button.

Dungeons don’t offer better tools. I can post an LFG right now and ask for full Berserker meta build. I guarantee that at least one person joining my group would not fit this description. How can I know beforehand if they match my description? I can’t. How will I know. When I see their weapons, how fast bosses go down and such.

You can kick bad PuGs but it doesn’t matter. They already ruin your run already. Kicking is moot at that point since your reward/time is already hit. Same with world events. People mess up rewards are already hit even if you can kick like dungeons it wouldn’t matter. What is done is done.

It isn’t ArenaNet’s fault that people play bad. It is the player’s fault. You can’t design to get people who don’t care to care. You can’t design to get people to play better. Look at any other game mode and it shows.

And again you seek to minimize me rather than consider me a fellow player of equal value. I have to admit, I have a hard time respecting you as well, but I at least try to be polite about it.

Again the question becomes if you gave me the same consideration I would took. Yet instead of looking at my arguments you instead use things like straw man fallacy when if you looked that isn’t what I’m saying. I’m questioning your logic and how flawed it is based on your lack of understanding that what you are presenting has problems on its own that you never address and that you continue to not address. How can I respect you in any way shape or form when you have proven yourself not to be deserving of such actions.

How does Reddit prove that there have been a lot of tags active on the maps I’ve been on? Is Reddit stalking me?

I link and you didn’t read is all I’m going to assume from this. Because if you did you would understand where I’m coming from and what I am saying.

No, if I were saying that then it would read something like “by just having 6 tags you are guaranteed success,” which I did not. What I did say was “having multiple tags around can make a huge difference,” which is true. That was a clever guy that said that, we should listen to that guy.

Again if you read the reddit post it shows why this is not 100% true. I have experienced maps with gold level success with less than 6 tags. On top of that I have seen a 6 tag map fail really bad because there were bad players that didn’t listen. Tags makes no difference. Players do. This holds even more true in other game modes like WvW. Tag by itself doesn’t mean success. There are a lot of other factors that make a much bigger difference.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Again, you don’t get to judge what would “fit me better.” If I say this game fits me just fine you just have to accept that and move on. I can as easily repeat to you that if you want to do raid-like content, there are other games out there that are known to do it far better than GW2 does, and that’s great, because other players are happily raiding in those games and not cluttering up this one. GW2 doesn’t have to be everything for everybody, it just has to do what it does right, and so far, they’ve been adding a lot of content over the past year that clashes with their core feature of being very easy for random people to stumble along together with. It’d be like if WoW let you buy max-tier raid armor in their cash store, a complete undermining of their basic philosophy.

Your argument begs to differ. What you are arguing is against the core foundation of what it is to be an MMO. And GW2 is an MMO you cannot escape the fact that these basic elements will be in it.

I judge based on the information given to me by you. If you feel that isn’t the case then prove otherwise but everything that you have said suggest to me that GW2 is not the game for you. Since the things you don’t want in a game like GW2 will exist.

I never asked for raid content. Did I suggest that we change fire ele to meet my desire to have more coordinated events? No I just state that there should be a mix of content. If you don’t like coordinating Tequ then just do something else. Let me enjoy that content. You on the other hand if you can’t do Tequ without coordination you demand that such content be changed to meet your play style. This is bad and unwanted.

I’m not advocating for solo content, you’re the one misguidedly advocating for it on my behalf. I’m advocating for the same type of content GW2 launched with, the content that has made it a successful MMO in a crowded field of WoW-clone raidista games, COOPERATIVE multiplayer content in which other players can only help you to do better, and never slow you down. If you want to play a game in which every little drone has to follow mother hen in perfect lockstep to succeed, there are plenty of other games out there.

Solo content doesn’t require coordination with other players which is what you are arguing for. You don’t like the fact that you have to coordinate with other people. If you want to take back that statement say so now. So how are you not advocating that since you want things with little to no coordination.

Yet GW2 launched with mixed results. PvE wasn’t great. The only nice thing was WvW which GW2 has exclusive domain as a modern RvR over until ESO was released. sPvP was missing a lot of things. GW2 today is a far better game than GW2 at launch. Part of that was a move towards different PvE content. Everyone knows PvE content at launch after the initial honeymoon was pretty bland and boring. On top of the fact that too much of the PvE content could be zerged mindlessly. Now we have seen improvement towards better gameplay as ArenaNet continues to release content. And most of this new PvE content has geared around coordination.

Yes I want people to follow and play as a team. Good that we agree on one thing. And those type of games are MMOs. RTS don’t count since controlling units isn’t leading a team to victory. Look at commanding in WvW as an example of what MMOs can offer.

Wow. It’s actually a little sad that you seem to believe that.

I’m sorry.

Funny because you were the one that drop the I play this game for two years. Reason being is that by saying you played for two years you are trying to put fourth the framework that you have some authority or knowledge about the game because you played for 2 years. However, that is far from the truth years =/= knowledge, skills, or experience. It is just years. There are people work on games for a living that don’t even drop the fact that I play this game for two years therefore I know stuff. You know what these people do they explain themselves without resorting to these flawed statistics as if they represent something beyond playing 2 years.

Like wow I’m sad that you actually believe that by playing 2 years you know everything about the game. You don’t understand basics and you don’t do everything that is offered in GW2 yet you speak about such game types as if you have played it all the time.

I’m sorry but I find this pretty sad.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

I’ll just note that you’re wrong, but if it makes you feel better to marginalize my viewpoint than to consider it as an opinion equally as valid as your own, then there’s little I can do about it.

Prove me wrong then. You stated you aren’t in guilds. By that statement alone it shows you haven’t experienced guild type events or content. Or anything involving guild coordination and that is a lot. Nothing I can do if you feel that you know everything based even in areas you haven’t tried. Guilds being one of them. I am in a guild. I speed clear dungeons. My friend is a leader of TTS so when he leads night raids I join him for Tequ and Karka Queen. I base what I’m saying on my experience of actually playing multiple areas of the game. No idea why you feel that way when the fact of the matter is that you are just taking stuff from thin area. You are form these viewpoints when you haven’t even done those contents. And when other people prove you wrong that you lack the experience needed to understand the issues at hand and to formulate a well educated response (one that shows you actually know what you are talking about).

Yet instead of doing that you hide under the idea that people are out to marginalize your viewpoints. It is like if I go to the sPvP forums (which I have little sPvP experience) and pre feature patch I post up and stated that Elementalist is an OP class everyone from low MMR + rank to high MMR + rank would say I’m wrong. Then arguments like this would occur (which you can look at dungeon sub forum for a great example) and would I hide under the fact that omg my viewpoints are attacked or marginalized. Or would I say to myself that I don’t play sPvP and I have very little experience with it. Maybe I should actually try to play sPvP more and better because everyone is telling me that I am inexperienced in it based on my statement that Ele is OP. And that what I experience isn’t anywhere close to what others experience and the realm of possibility.

Again, it is NOT like dungeons. You clear a dungeon in fifteen minutes, you get not a drop more loot than if it takes you an hour.

Wrong it depends how you do it. If I skip a champion mob but do it faster I get this reward. If someone else decides to kill that champion mob but does the dungeon slower then their rate would be different than mines. How much does that extra drop matter well it depends.

Shows how you don’t know. You can’t repeat dungeons for rewards for starter. On top of that if I do 20g/hr dungeon tour but someone does 15g/hr dungeon tour but they kill more champions then how much is that worth. It depends. You complete boss blitz in 30 minutes versus 1 hour versus 2 hours. Depends how it is done. In the long term the differences in loot matter very little. The big difference is time. People didn’t say omg loot sucks. They go omg doing QP sucks because I can do dungeons for a higher reward rate or champion farm in Orr for a higher rate. Over the long term the extra small loot won’t matter compared to how fast you can gain rewards. Which is again a result of players playing well.

And honestly, I’m not all that upset about the rewards really. If they left the bronze reward at 2/40, that’d be fine by me. What I would want though is a faster down time, because 30 minutes is actually fairly optimistic for the maps I end up on. Most of them I get there and they are already past the silver time and no bosses down, most completely untouched. What I’m more interested in is not that they up the loot for bronze any more, but that they make it more likely that a given run will end within around twenty minutes tops, with success of some kind. Maybe it “auto completes” like the Cliffs events, and you just receive Bronze if you fail to achieve Silver before that happens. Maybe you would have to kill at least one boss for that, which wouldn’t be hard if it scaled appropriately. You would still make way more per hour if you were “doing it right,” but this would at least make it not suck on null maps.

My simple suggestion is to read around and participate in your community. I get great experiences because I know if there is a community event related to the LS that might give me the experience I want. Or even look at the LFG I see taxi to gold rewards all the time so you can easily use that to group yourself with players that actually want to try. Tools are out there but it seems like experiences aren’t great because you aren’t using them or refuse to use them.

Auto completes fails for boss blitz. What would happen if your map decides to just kill one boss and wait for the timer to get default rewards. It looks nice on paper but a further analysis shows that poses problems of its own. And I am sure having a default like this is not something ArenaNet would want because you encourage not trying to complete the event at all. Tag for credit anyone?

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Posted by: CuRtoKy.8576

CuRtoKy.8576

No, that was a misreading on your part. Go back and read what I actually said. I said that it was bad that they had to form in the first place. The conditions that resulted in TTS were bad ones, the people that formed it and anything they did were not at fault for that, ANet created the content that was not well suited to the game community they’d cultivated, and TTS was an adequate coping mechanism, but it should never have needed to exist. TTS as an “above and beyond” type guild, trying for ever faster kill times would be fine, but TTS as the “you really need to join if you want any reliable chance at Teq or the Wurms because your home server almost never even bothers anymore” is a sign of a broken design.

Your lack of understanding shines here. Maybe you should read your own comments again.

“TTS represents a failure of this game, not a success. Players should not need something like TTS to accomplish the same successes.”

TTS represents failure. I say TTS represents success in what MMOs are about. The way TTS formed and dealt with things is good. Representing failure means something bad. TTS doesn’t represent anything bad or isn’t bad. You need to work on your communication skills if your intention is to write that ArenaNet is bad for creating Tequ rather than saying TTS represents what is failing about GW2. It is like if I said you represents a failure of this game. Players should work as a team to accomplish success.

Again just because something is the status quo doesn’t mean it shouldn’t be changed. Under that logic why are you arguing pointless things when the status quo of living story events has been to create more coordinated events. Expecting otherwise is just silly even for boss blitz.

Mindless zerging is broken design. Content that requires little to no coordination is broken design (which is what you are suggesting).

Bad players or players with your mentality should have been punished since the start of the game upon release. It creates zero game play value on top of the fact that it discourages team work which is what MMOs are about. Supporting group play.

snip
Still, I like variety. I actually enjoy the new Tequatl, snip
The events themselves don’t bother me, when they all work out, but all too often I just end up on a map with not enough people to actually complete the thing. The few times I’m able to stand any chance with Tequatl I have to log in two hours in advance, snip

Not sure what you are talking about. I get into Tequ like an hour before no problem. Again the difference in experiences is that I actually try. I look up information. I play GW2 as an MMO and connection with different groups and communities so I know what is up and to maximize my experiences. I can also form events like maybe tequ by working with other groups like major PvE guilds. All about what you do. Again going back to the bad players will be bad players. Lazy players will be lazy. That doesn’t excuse me from trying to improve my experience. And this is something from the sound of it is not what you do often.

I think it’s likely your response to that would be “then you need to guild up with people,” but that’s my entire point, I shouldn’t have to. Just logging into the map a few minutes before the event starts should provide me with all the players I’d need to complete it, ready to go and I just have to join in and do my part. If I have less than 150 players around on the map I randomly spawn into then the event should still work fine with less than 150 players. Whatever the server gods provide, it should work out.

Again you are arguing points I have already answered. The event is designed with large groups of players in mind (stated by ArenaNet). And even if you put in scaling it has issues that it won’t solve. This is a coordinated event if you can’t do that or don’t like that then just go to something else. No need to change content to the way you want to play and hurt how everyone wants to play. I never stated ArenaNet should change other world boss to be in line with what I want. Yet you demand exactly that. Tequ should be changed to be in line with what you think is right.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Lol, that’s dreadfully rich, since for two cycles now you’ve been trying to get me to play Skyrim instead, and then you continue to do so.

Such rich trolling right now. Maybe write a book I’m sure you will make millions. Maybe you should look at yourself and see why others are saying something instead of just disregarding that. You haven’t proved to me why GW2 is a good game for you. Everything you wrote suggestion otherwise. Your suggestions is opposite of what GW2 is about. So again how is this a fit for you. Because from where I’m standing it isn’t. Prove me wrong because for 10 cycles now you have been saying meaningless stuff that only shows further you don’t understand what you are playing or what you are talking about.

True, but a strawman, nobody is arguing otherwise.

Again shows your weak arguments. Afraid to deal with the actual content at hand and fall back to pretend fallacies that somehow in your mind makes your argument stronger. In fact it makes it weaker since it shows that you can’t deal with the ideas, issues, and arguments at hand. But it is nice to call out one fallacy only to use a personal attack fallacy. Then again based on your actions I don’t expect much anyhow.

That’s silly. It’s like saying that if you don’t like jumping puzzles then Skyrim is on Steam, or if you don’t like Crab Toss then Skyrim is on Steam. Guilds are only a tiny part of GW2, an almost insignificant part at launch, I only hope they don’t continue to increase their role.

Is jumping puzzles core to MMOs? Nope. See how you don’t even understand the issues at hand. Yet you continue to make illogical statements. You don’t even rationally think about what you say. Guilds and groups are core to MMOs. If you don’t like that then why play MMOs. Group play exist in all MMOs. JPs aren’t.

Yes, and what do all those things have in common? They all happened AFTER launch. You didn’t need raid guilds at launch, you could do Tequatl without camping out a server for an hour or two beforehand. Since launch they’ve added a lot of things to coddle the raidistas that all quit in the first two months anyways and aren’t coming back, at the expense of the players that have continued to play for the past two years.

GW2 was incomplete at launch. You don’t need things because GW2 was again incomplete. Game at launch = mindless zerging which is not even interesting at all. So what you agree that we should have more mindless zerging of content. If not then it is more towards coordinated play. So what is it. Players I know have wanted various content. They want more coordinated events. They want more things to do with their guild. They want to encourage more group player in WvW instead of zerg ball all day. They want more sPvP game mode which by definition requires coordination and grouping. ArenaNet is catering more content towards these ideas. What you want is what a minority of the population want. I’m not even saying hardcore game play. It can be casual coordinated events.

And you have the nerve to accuse me of assumptions and personal attacks. Delightful.

I am just copying you. It is bad of course when others do it to you but it is ok when you do it to others. Such double standards, it is quite amusing. Delightful indeed.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

I said that needing them is bad, and I stand by that. You shouldn’t need them. If someone wants to form a guild, that’s fine, but a random map that decides to take on Triple Threat should be able to do it without needing TTS, commanders, or VoIP to do it. The mechanics of the fight should be tolerant of players that are still learning the ropes, and the indicators on screen should make perfectly clear what everyone is meant to be doing to help out. Every player added should be a bonus, not a potential liability. A better, more organized group might be able to clear the content slightly faster, but they should not be the ONLY ones capable of clearing it (with maybe a few randoms that luck into tagging along).

How would you coordinate for group play then. Map chat isn’t good. But you shouldn’t need to use VOIP what is the in between?

What you are asking is to dumb down content so people are able to do it. You want another copy paste of Fire Ele but with a different model. Any form of coordination is bad to you since you want success possible with little to no coordination. Not needing other people is bad for an MMO since it goes against everything that is core about an MMO.

Just play your content, I’ll play mind. Am I demanding that Fire Ele be changed to require significantly more coordination. I’m not then why are you demanding other people to play how you want them to play.

I never gave any indication of any such thing. What I want to move towards is more of the “pick up and go” multiplayer content that makes this game the best MMO on the market. If I want high coordination raidista guild content, I would play WoW or Wildstar, which _everyone" agrees does that sort of content much better than GW2 ever has, and I see no reason to argue with them because I don’t want any of that. I come to GW2 to be able to just load up a map, see an event, race to it, and know that every player around me is my friend, not my enemy, that they can help me complete the event but not get in my way, and that the event will eventually succeed, although sometimes it takes longer than desirable. I have absolutely no interest in solo content, and in fact largely ignore a lot of the solo content available, I just don’t like content in which other players can fail it for me by not being at least as good as I am (and believe me, that’s not terribly hard to manage).

GW2 has mix content. You are asking to make all content in GW2 to your liking. WoW and Wildstar may have one type of content catering to one type of player styler. GW2 is not. Don’t like coordination you have Fire Ele. Like coordination you have Tequ.

If you want pick up and go you are looking at arena based games where you can pick up and go with the flow and play. GW2 is not like that. It is an MMO which is designed to support group play which means coordination. Lucky GW2 has mix content. You enjoy your content I’ll enjoy mine. I never demand changes made to other people’s content that they enjoy. I respect other play styles besides my own. You on the other hand do not do that. You demand that content be designed to your liking when GW2 has enough content for your style of play already. Respect other people’s play styles.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

I have eight level 80s and a level 30, I have dozens of stacks of Bloodstone and Dragonite and all crafts mastered. I’m in the top 90% of the achievements leaderboard, and that’s with gaining almost none of the PvP or WvW-related ones. I’m clearly not the best of the best or anything, but I think it’s hard to argue that I’m “doing it wrong.”

Again AP doesn’t mean anything. Do you even read threads about LFG 7k+ AP plus. What does everyone say AP means nothing. It just means you spend a lot of time farming that AP it doesn’t mean you are skilled or knowledgeable about anything. WvW and PvP AP gives little low amounts of AP. I have hundreds upon hundreds of crafting materials. I have mastered all crafting professions with multiple legendary weapons. I have amassed tens of thousands of kills in WvW. I have over 20k+ of every dungeon and fractal token in the game. I am friends with some people who are top 5 of the AP ladder. I play on a top tier WvW server. I get matched with some strong sPvP players. I clear dungeons at a rate close to some of the casual runs you see from the coordinated PvE guilds like DnT. 15-18 minute Arah? No problem. Trio dungeon runs no problem. Solo dungeons? No problem. Fractal 49/50? No problem. I have played along side some of the best players I can find in different game modes. I have thousands upon thousands of gold. So what does this information say, nothing much really.

I am saying you already do not have experience in some things. You don’t join or participate in guilds. Therefore, how can you know what it is like. What you are saying is all based on assumptions of what you think is right about guilds in GW2. What I come at is that I talk about guild play based on the fact that I participate in guilds.

First, my comments about Lyssa were not about it’s difficulty, but about it’s fun level. It’s never terribly difficult, there are just certain scaling mechanisms that can make it very tedious to complete. Similarly, Boss Blitz is NEVER terribly difficult, the challenge of each boss is somewhat minimal, the only “difficulty” is at the strategic level, of organizing the players to hit all the bosses at once in roughly equal groups, and that’s nto really a “fun” type of difficulty, a challenge to overcome, it’s either something that works, and thus the event works, or it’s something that fails, and thus the event fails (or just takes forever), neither of which is fun. It would not make the game any lesser if your average pug could engage the encounter with the same level of coordination built in that a raiding guild could manage, due to better UI design.

You find Lyssa fun. I don’t. I find Tequ fun. You might not. I find Wurm fun. You might not. Do I demand that Lyssa be changed so that it fits my play style or my definition of fun? Nope. I just let it be and focus on content that suits me like Tequ. If you don’t like Tequ go do Lyssa. Why try to change content in your favor. There is content for everyone why build things to your liking. I can’t understand why.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

In closing there is no point in continuing this further. Your statements show that you continue to want content changed to your liking. Forcing players to play how you want. I for one strongly disagree with this notation. You have your content, I have mine. Leave it be.

It is pointless since you continuously don’t understand the different problems, issues, and mechanics at play. This in my opinion is a result of your lack of experience with the game in terms of not doing everything. You suggest how group play should be when you haven’t even join a guild or do community or guild group play. Instead of being happy that GW2 has a mixed level of content for different levels of coordination from low to high you want to change content to your liking where low coordination is the norm.

You misunderstand the definition of what it means to be an MMO. At its very core it is about supporting group play. This means guilds and such. You can look no further than these forums to see that people want more things to do as a group. They want to support groups. Even for balance changes ArenaNet are focusing on creating more support or introducing more support options for different professions. Why because ArenaNet wants GW2 to be about group player and coordination. LS continues to do this if you look at from Tequ and beyond past the LA event.

There are tools, guides, and information available to players. Nothing is ever perfect and can be constantly improve but that doesn’t mean for anyone to not use tools like map chat to communicate. Coming here and complaining about content and demanding change just because you refuse to use different tools to achieve success is completely wrong. This is one of the reason why some WvW players hate PvErs because of just people with this mentality of not using whatever means you have in front of you to achieve success.

Continuing this is pointless since it has already been shown that you talk about things you don’t really experience. You talk about how guilds shouldn’t be needed or they a guild represents failure of the game when you haven’t experience it yet yourself first hand. You refuse or maybe in your case don’t play in game modes where you will understand the experience of coordinated play and how it meshes will with what an MMO is all about.

As a theory from Pierre Bourdieu, a person can be a leader but that doesn’t mean they are a leader in every field they occupy. They can be a leader in their home but not at work. For GW2 someone can lead their dungeon group but for WvW they can be followers following a commander. Nobody is ever only a leader or follower. They based it on a strategy to succeed in a game mode. Someone may have the skills to succeed leading in dungeons but not WvW. Nobody is suggesting to make everyone drones following one person. GW2 should have opportunities for people but more importantly it should have things that make people coordinate because that is what GW2 and MMOs are all about. You only need to look at streams from ArenaNet on PvP tournaments and WvW and how they talk about support and different game play to truly understand that they want to move towards more smart organized game play instead of mindlessly zerging. The future is more organized game play.

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Posted by: Sartharina.3542

Sartharina.3542

There is a huge problem with trying to make bosses scale – the big question is – Do you want them to scale exponential-to-linearly, linearly, or logarithmically? Because party effectiveness scales in all three ways depending on players. Gear isn’t the problem, because they can make it lie right in the middle of Zerker and PVT gear: Zerkers give more DPS when they’re in their stride, but get knocked out of that easier as people stop to res frequently, or engage active defenses (If you’re rolling, you’re not attacking). PVT teams put out lower DPS in their stride, but sustain it through adversity.

An “ideal hardcore” team scales exponentially for a while, then curves to linearly – Each person comes optimally equipped, suffers no lag of any type, and is unbothered by the noise on the screen. They coordinate their attacks, combo fields, and boon fields, and mitigate enemy attacks with expert precision. They keep the boss condi-capped without wasting conditions, and share boons. Each one added to the mix makes everyone else stronger and more effective until they hit the hardware limitations, and then it goes to linear growth.

On the opposite side, you have casual, logarithmic growth of effectiveness. People show up in all sorts of gear and builds without rhyme or reason – You get zerkers, you get PVT, you get hybrids, you get condi bunkers, you get Condi Support. The condi builds run into the cap, so each future one adds only minimal extra damage and survivability. Lag increases, FPS rates drop. Players get lost in the sea of polygons and start missing/getting obstructed. They swap to less effective ranged weapons so they can stand back and see what’s going on and stop missing in melee. Sometimes you get someone like me, who ran a build that is completely unsuited to group/boss play, so goes to the far extreme and goes full support – As a Warrior, I did little more than set up bow condi fields, use a gun to help keep Weakness and an occasional contribution to Bleed on the boss, focused on ressing people around me (Dispensing Might, and getting them on their feet faster so others spend less downtime) and dispensing whatever banner wasn’t on cooldown wherever I saw a cluster of people (Saving Battle Standard for mass-rezzing). That was fun, but didn’t really contribute to taking the boss down. Anyway – the point is Players focus less on bringing the boss down and more on trying to keep their game stable, screen clear, and feeling like they’re contributing something meaningful (Standing people up, keeping conditions applied, and seeing boons go out feels a lot more rewarding than chipping away at a health bar, when you can’t even see your own contribution). Ressing gets haphazard – effectively, after a point, every new person added to the pile reduces the effectiveness of everyone else.

It’s pretty much impossible to balance this kind of disparity.

As for guilds in the game – Last I checked, this game wasn’t called Solo Roamer Wars 2.

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Posted by: rincewind.9528

rincewind.9528

Gah. I still think that Anet should implement Raids Wow-style, so the hardcore players can go and do that. And they will be happy, because they will require coordination, communication and perfect build matching.

And then the more casual players can be happy with the rest of the game without the toxicity of the leet playerbase.

Just don’t put minis as reward… because I want them and I’m not raiding again!!!

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Posted by: Ohoni.6057

Ohoni.6057

Shatterer doesn’t scale well it just has a big HP pool nothing more. Like it has absolutely no threat.

I was talking about the HP pool. Some events the HP pool gets too large, making the fight take forever, others it stays too low, causing the fight to end in seconds, and Shatter has been both, but seems about right these days. I’m not saying the fight itself is ever particularly challenging or interesting, the mechanics themselves could clearly use some work, but it is about the same level of complication whether you’re going it with ten people or 100. It scales well.

Jormag the same way.

Claw is my favorite world boss. I know the chance of death is low, and that bothers some people, but I like all the various mechanics to consider, especially during Phase 1. I like using the heat shield on the rockets to avoid incoming attacks. If I were to make any changes to it, it would be to add in the “ice waves” to Phase 2, and add some a ability to the flame thrower that would either heal or make invulnerable the golems, so that you could actively defend them rather than just clearing their path. Again though, I was just talking about the HP scaling, it seems on track. I’ve never seen this one take way too long to DPS down, or too short.

You are getting it mixed up. If it was balanced for PTV then I would cruise using berserker.

That’s what I said. If it were balanced for PVT then you would not “cruise through it” in Zerkers, you would only kill it very slightly faster than you would in PVT gear because the DPS difference is minor at best, non-existent on yellow-bar bosses.

And you won’t know this before you do damage which you seem to have a problem with. Since you will know direct damage doesn’t work through trial (by actually attacking)

This sort of thing is where UI can come in. When you face a boss that is weak against Condi and strong against direct, for example, it should at the very least say so under his name tag, if not under the Event tracker UI. You shouldn’t need to trial and error it because in a large zerg situation it’s often too chaotic to tell exactly how much damage you are doing, and why.

But that doesn’t change the outcome of the fight. Large amount of individuals wiping = lower chances of success and higher chances of failure. It does’t work. Doesn’t change a thing. You have turret defense in both.

Of course it changes things. Right now there is a lot of responsibility on six players, and if two or more of them aren’t “doing it right” then they can ruin the event for 144 other players. A change like I suggested would make no six individuals that important, if any six players died constantly and were complete kitten-ups the event would still go fine. Sure, the bulk of the players would need to keep on their toes, that’s no different than it is now, nobody is suggesting an auto-win mode, but there would be less chance of the extreme minority of the players to screw it up for the vast majority.

You can just say ok two turrets cleanse and 1 focus on scales. In yours you are trusting NPCs to do it correct and not bug out.

Well yes, I would want them to not bug out. Of course, even turrets themselves are not completely immune to bugs. Factoring in that bugs might happen is a layer of complexity that already exists, not one that I intend to add.

“If you spent as much time working on [some task] as
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Posted by: Ohoni.6057

Ohoni.6057

On top of that player failure will result in the same thing. Players not doing turrets right or players not knowing where the AoE Cleanse is going to be and die.

Yes, but to repeat for like the third or forth time already, it spreads things out a bit. Right now, if the turret players do perfectly, but the turret defense teams fail, then the turret players die and the run collapses. That would be the same after my proposal. If players aren’t where the cleanses hit then they won’t get cleansed, that would be the same after my proposal. Two benefits that my proposal offers is that while neither of those things would change, 1. The turret defense team is a more fluid thing, that can grow and shrink as conditions demand, so it’s a better reflection of the whole of the population than the six gunner slots, and 2. by adding green rings to the cleanse pools, it would give people a better chance of knowing when and where they are up, whereas the current strategy seems to just be “stand as close as you can to the blue diamond and hope for the best.” If all you want to do is hug the Commander, that should work just as well as before, the only difference is that the Commander might have to move himself onto the cleanse pools more, which means the zerg would have to move better.

While we’re talking about improving Teq, it might be nice if they had some kind of UI indication of his actual hit-boxes. With the way he shifts around during combat and with all the chaos going on it can sometimes be a bit hard to tell exactly where to hit with a melee attack, there are places you can be physically smacking him that don’t actually count. It would be easier if they had maybe some kind of yellow circles or something on the ground to represent his valid melee hit boxes.

Coordination should be necessary. The level of coordination can be different. There are a lot of events in GW2 that fit your play style and require very little if any coordination. The amount of actual hard content that requires a lot more coordination are Tequ and Wurm. If you want to do those events you are expected to coordinate better than you would for Fire Ele. It was designed that way. You shouldn’t be demanding more when you have like over a dozen world bosses suited to your play style. People that want higher level of coordinate have exactly two bosses (Tequ and Wurm) that are on extremely long boss timers.

Two reasons you’re wrong here. The first is, I like variety. I want to be able to do new content, rather than just redoing the same stuff that’s been in since launch. To say “there’s other stuff for you to be doing” is not good enough. Second, Teq and Wurm both give significantly better loot than Fire Elemental. If they were to bump Fire Elemental to have the same loot table as Tew and Jungle Wurm to the same loot table as Triple Threat then I would have less reason to be concerned, but right now groups that organize to take them on have a significant loot-over-time advantage over those that don’t. I’ve never once seen an Ascended armor piece drop from Fire Elemental. For the record though, FE is not my personal favorite boss event, Claw of Jormag is. Or maybe Mel.

Dungeons don’t offer better tools. I can post an LFG right now and ask for full Berserker meta build. I guarantee that at least one person joining my group would not fit this description. How can I know beforehand if they match my description? I can’t. How will I know. When I see their weapons, how fast bosses go down and such.

Yes, but again, if you start up the dungeon and he underperforms, you can kick him from the group and replace him. I’ve done that several times in the past (although only in cases of extreme stupidity, I usually try to work with them as best I can). How do you kick players from a Pavilion map?

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ohoni.6057

Ohoni.6057

You can kick bad PuGs but it doesn’t matter. They already ruin your run already. Kicking is moot at that point since your reward/time is already hit. Same with world events. People mess up rewards are already hit even if you can kick like dungeons it wouldn’t matter. What is done is done.

Yes, but if you’re routinely don’t gold runs on a Blitz map, then you’ve ended up with a majority of well coordinated people who get the event. What if you had that same group, only 20% of them were replaced by zerg idiots. The rest of you are trying your best, but these guys abandon some of the bosses making them too under-staffed to complete, while pouring into others making them impossible to kill in under ten minutes. You apparently have been lucky enough to not experience this, but if you do, you’d have no tools to do anything about it.

It isn’t ArenaNet’s fault that people play bad. It is the player’s fault. You can’t design to get people who don’t care to care. You can’t design to get people to play better. Look at any other game mode and it shows.

Of course you can. You can’t design to guarantee that they will play perfectly, but there are plenty of ways to make it likely that they will play better, by limiting their options to play it wrong, and by making it more obvious how they should be playing it right. For example, the auto-spliting mechanisms I laid out on the first page would make it impossible for them to split into inefficient zergs. They still might find some ways to screw it up, but it would reduce the odds of that considerably. Again, just because perfection is unlikely does not mean that you shouldn’t try to improve things as best you can.

Your argument begs to differ. What you are arguing is against the core foundation of what it is to be an MMO. And GW2 is an MMO you cannot escape the fact that these basic elements will be in it.

GW2 is an MMO, but it’s a very different MMO than some others you seem to be comparing it to. Some MMOs are about coordinated raiding guilds, and that’s fine, but when GW2 launched it was not one of those. It was certainly about cooperative multiplayer experiences, but ones that did not require coordination because the event itself would coordinate the players as much as was needed. The raidistas complained about this early on and largely quit, moving to other games and complaining about how “casual” GW2 was, but GW2 retained millions of players that had no interest in those raid-like activities.

The problem is that starting with the Teq overhaul, GW2 has been adding more and more elements that pull the game away from its roots, away from what made it special in the MMO marketplace, and more towards those raidista games that it can never compete with on that stage. I’m just hoping they reverse that trend, and bring it back towards the fun of playing alongside the people you’re with, and less about spending hours organizing yourself into a well oiled machine just so that you can handle the content.

Solo content doesn’t require coordination with other players which is what you are arguing for.

As does most of the multiplayer content in the game, which is what I’m actually asking for, using my words. I am never asking for more solo content, because I do not want more solo content. I have plenty of single player games for that.

Prove me wrong then. You stated you aren’t in guilds. By that statement alone it shows you haven’t experienced guild type events or content. Or anything involving guild coordination and that is a lot.

If I were arguing that guild content does not work then you would have a point. I would have no grounds to make any such arguments because I have not had enough experience with them. But I’m not. Guild content could be very well done for all I know or care, I just have no interest in doing that stuff. I have been part of TTS runs on Teq though, so while I was not actually in the guild at the time, I do fee that I can comment on my own experiences, as a player who was not in the guild, does not want to be in a guild, and does not believe that guilds should be a necessary element to completing that sort of content. I openly admit that I do not have comprehensive experience over every element of the game, but I have plenty of experience with the elements that I am actually trying to comment on.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
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Posted by: Ohoni.6057

Ohoni.6057

Wrong it depends how you do it. If I skip a champion mob but do it faster I get this reward. If someone else decides to kill that champion mob but does the dungeon slower then their rate would be different than mines. How much does that extra drop matter well it depends.

Shows how you don’t know. You can’t repeat dungeons for rewards for starter. On top of that if I do 20g/hr dungeon tour but someone does 15g/hr dungeon tour but they kill more champions then how much is that worth. It depends. You complete boss blitz in 30 minutes versus 1 hour versus 2 hours. Depends how it is done. In the long term the differences in loot matter very little. The big difference is time. People didn’t say omg loot sucks. They go omg doing QP sucks because I can do dungeons for a higher reward rate or champion farm in Orr for a higher rate. Over the long term the extra small loot won’t matter compared to how fast you can gain rewards. Which is again a result of players playing well.

There is too much wrong with all of this for me to comment on it beyond to say that it’s just awful.

Auto completes fails for boss blitz. What would happen if your map decides to just kill one boss and wait for the timer to get default rewards.

Then they only get the 2/40 rewards and only receive it every twenty minutes, which would put them about 54 bags, 18 green+ items, and 360 tokens behind a map that does routine gold clears, hardly ideal, but it would at least be better than the current situation, where that same map would take 40+ minutes to get bronze, or give up completely and get nothing at all. Again, not perfect, but an improvement. The maps that are already trying for peak efficiency would still have plenty of motivation to go for peak efficiency, this would only impact those maps that are not currently working under he current model. And besides, you can already “tag for credit” even on your idealized gold runs, you’ve just got to hope that the other players are willing to pick up your slack, so “tag for credit” is no excuse not to do this.

TTS represents failure. I say TTS represents success in what MMOs are about. The way TTS formed and dealt with things is good. Representing failure means something bad.

If that’s how you want to take it, I can’t stop you, but understand that it was not my intent when I said it. TTS represents a failure in ANet’s design that necessitated their formation, that does not mean that the people involved in the guild are in any way bad people or doing anything wrong with the hand they were dealt. The problem is that they shouldn’t have been dealt those cards in the first place.

Bad players or players with your mentality should have been punished since the start of the game upon release.

If they had been then GW2 just would have ended up like every MMO since WoW, empty.

Not sure what you are talking about. I get into Tequ like an hour before no problem.

An hour before is STILL a problem. You should not have to camp out a zone for an hour to be able to run the content you want to run. You should be able to log on at 10pm est and have a map ready to complete it. Back before the Teq overhaul, you could just see “Teq is up!” log in, and have a bunch of people ready to do it right there. Now if you try that you wind up on a map with like a dozen people at most who have no real hopes of completing anything.

You haven’t proved to me why GW2 is a good game for you. Everything you wrote suggestion otherwise.

Except for the bit about me playing it for thousands of hours over the past two years. Most people would seem to think that bit might indicate that this was a game that I generally enjoyed.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ohoni.6057

Ohoni.6057

Is jumping puzzles core to MMOs? Nope.

Jumping puzzles are as core to GW2 as guilds are. There are monthly achievements for JPs, not a single one for guilds. You seem to think guilds are very important things, that’s your opinion and you’re entitled to it fr your own behavior, but objectively they were almost insignificant when the game launched, and only over time have they picked up more and more perks that are starting to make them over powered.

Guilds and groups are core to MMOs. If you don’t like that then why play MMOs. Group play exist in all MMOs. JPs aren’t.

You keep conflating guilds and groups. I do not. I reject the need for groups, but I’m very clearly in favor of cooperative multiplayer experiences, I’m just in favor of the more ad hoc, uncoordinated multiplayer that GW2 excels at, rather than the sort of rigid, incorporated multiplayer that you seem to prefer.

. What you want is what a minority of the population want.

Show your proof. Show your proof that when I want is what the minority wants and what you want is what the majority want. I’m open to that possibility, but see no evidence to support it beyond you claiming that a bunch of people you know want what you want, which is just selection bias. Of course a lot of people you know believe as you do, because they are the people you choose to hang out with.

How would you coordinate for group play then. Map chat isn’t good. But you shouldn’t need to use VOIP what is the in between?

Map chat should be plenty. Any event should be adequately coordinated using a combination of map chat, marks on the UI map to indicate targets, descriptions in the event tracker on the right side, and attack telegraphs on the ground. Any player should be able to look at those elements and figure out for themselves how they fit into the puzzle of the event. If they are needed somewhere, there should be an indication of it. If they are redundant where they are, there should be some indication of it. They should not need other players to tell them where to go or what to do, the UI should take care of that. Of course players can ignore all that and do the wrong things, but the information should be there in black and white, giving them every opportunity for success.

Lucky GW2 has mix content. You enjoy your content I’ll enjoy mine.

Swap the loot tables from Teq and Triple to FE and Jungle and we’ll talk about you being happy with yours and me being happy with mine.

Even then, I WANT to do Teq and Triple, even if the loot tables were the same, as I noted, I enjoy their individual mechanics, I just don’t want the hassle of having to join a raiding guild, or having to camp the zone in advance. I want them to be pick up and play like many of the other events. Karka Queen manages that much at least.

I am saying you already do not have experience in some things. You don’t join or participate in guilds. Therefore, how can you know what it is like. What you are saying is all based on assumptions of what you think is right about guilds in GW2. What I come at is that I talk about guild play based on the fact that I participate in guilds.

But I’m not commenting about what guilds are like. I’m just saying that I don’t want to have to be part of one to gain access to content and rewards that ANet has slowly been making guild exclusive.

Gah. I still think that Anet should implement Raids Wow-style, so the hardcore players can go and do that. And they will be happy, because they will require coordination, communication and perfect build matching.

I would rather those players just go play one of the many other games to specialize in such content and leave GW2 alone.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

Don't hate on the zerg

in Festival of the Four Winds

Posted by: Sartharina.3542

Sartharina.3542

I largely agree with Ohni on a lot of his points here. However – Events that require coordination and communication are actually good. However, they need tools to allow people to coordinate and communicate properly in the fluid and emergent manner Guild Wars 2 handles most content.

Bosses that take more damage from conditions or power should be marked as such somewhere, especially if they’re damage sponges (There is NO way to determine your effect on the healthbar of an enemy if there are more than 3-5 players on it.) Boom Boom would be fine if her turret wasn’t nigh-invincible when the event upscales even slightly.

There should be ways to correct mistakes – right now, the Pavillion only scales up, never down, so if too many people end up in the same boss (Which they might not be able to tell until they’ve already triggered the upscale because of bad visibility), they can’t correct the mistake. There’s no way for groups to see each other and how they’re doing, either – Once you’re in an arena, you have no idea how many other people are on any other boss, or even taking part in the event at all. You might be able to know where people are, but there’s not a way to know where people aren’t.

Don't hate on the zerg

in Festival of the Four Winds

Posted by: Ohoni.6057

Ohoni.6057

It might be nice if they just universally applied a scaling indicator on every event. I mean, the game knows how many players it’s scaling for, why not let the payers know exactly? Have it so that right next to the event name it would list the scaling figure, so if 20 people were around, it would say “Defeat Boom-Boom Baines (Scale 20).” If you saw ""Defeat Boom-Boom Baines (Scale 35)" and could only see 20 active players around, then you would know something’s up. You could also tell at exactly what point each new player is added (or removed when possible) from the scaling calculations.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

Don't hate on the zerg

in Festival of the Four Winds

Posted by: Rabe.2456

Rabe.2456

Why not introduce Marionnette-Like portals that only let a specific number of players into one area? :o

Don't hate on the zerg

in Festival of the Four Winds

Posted by: Ohoni.6057

Ohoni.6057

Well, I was part of several successful Blitz runs tonight, a few Gold and a bunch of Silver that came within a minute of Gold, so my opinion has flipped 180 on this issue.

Ok, not at all.

If anything it’s more hardened me against it, because I was making so much loot for so little effort, and yet if I hadn’t been flat out lucky enough to end up on a map that was doing things right I’d have had no chance at it. It’s basically a massive money faucet for organized groups that is almost untouchable by everyone else, which creates a huge wealth disparity for nearly identical gameplay.

If anything, doing it the organized way was WAY easier than doing it the Bronze way. It took a fraction of the time, I barely had to move, I was only downed a few times and never died, and I only had to fight one boss instead of several. Bronze runs are considerably harder than Gold, and yet offer vastly reduced loot, how does that make any sense?

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”