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Posted by: tacticalevilnoodlefox.5694

tacticalevilnoodlefox.5694

Last night I finished the Jumping puzzle which is not a jumping puzzle but a gliding puzzle. Had a good time doing it but no because was a fun puzzle but because I was doing it with some guildies. The puzzle is not “fun” cos you don’t know where your next step should be. Gliding blindly around rocks hoping to find a spot to land is not fun. The old puzzles are much better. The one in Mistlock Observatory is much more fun even if it’s (too) easy and small.
I really love jumping puzzles, especially the hard ones but this one is just meh.

Can I also add onto this that there were several parts of the JP that were frustrating, not because they were hard but because it felt like a stroke of luck that you would “catch” on the rock or slab that you had to land on and stick.

They were either slightly too high or slightly to close to the wall and I felt more like I was randomly flailing around and hoping I didn’t fall rather then making a calculated jump to get to a hard place.

The end result was rather then having fun with a challenging puzzle and feeling like I accomplished something I just felt relieved that it was over with and I wouldn’t have to do it again.

I felt the same way about this. Funnily enough, while completing it – someone in the same instance mockingly regarded it as “Glide & Slide”.

These are the reasons why I deplore jumping puzzles in this game: the collision boxes on the geometry used fight against the controls and there’s no intuitive way to know that what you see is what you get. Either the collision geometry needs to be improved to real platformer quality or GW2 needs to stop pretending that it’s good at doing what’s done well in actual platformers.

This exactly. The JP design itself was amazing (I loved wandering around in the center of a volcano it felt fun and dangerous), but once I got to the actual jumping part it was little more then endless frustration and annoyance.

It’s the same problem I had with all the jumping and gliding in the HoT maps. I hated taking a risk that the platform I was trying to hit wouldn’t actually be there and I would fall right through, or the slope that looked like I should be able to land on it had me slide right off to my death. There were parts of the JP that had me landing on rock sides that looked like it should have been too steep to hold me and had I not used a guide I would have never known I should go there.

There’s no real good way to know what areas will hold you and which will slide you right off of them and with a JP that requires checkpoints because it’s so long and difficult that makes it really really frustrating rather then challenging. People can say what they will about the Aetherblade or Clocktower JPs, but at least it was better telegraphed which platforms would hold you.

Also the camera is a huge problem. Again it’s not fun to try and make tiny specific jumps on uncertain platforms while having to look through the back of your head.

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Posted by: Sir Mad.1092

Sir Mad.1092

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Posted by: Edan.6210

Edan.6210

There is no fun in doing the new JP. It’s because it is not a puzzle to solve but a labyrinth that one can only guess where to go, with faith leaps and nonsense randomly-unstandable-terrain.
The maker must be misunderstanding or forgetting what a jumping puzzle is, and mixing JP with SAB Tribulation Mode.

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Posted by: Shadow Phage.9084

Shadow Phage.9084

Impressions of Rising Flames:
Found most of the main story and island boring to play.

It is a large map filled with random enemies (would have been nice if there were more GW1 throw-back mobs from that version of RoF), most of which are a non-factor unless you massively over-aggro. This leaves them as nothing more than an annoyance. Which leads to my boredom. They are not engaging to fight, but they hinder map movement none-the-less.

The big chunk of story between the prologue and final step felt like busywork. I felt like that section did little to advance the story.

Enjoyed the final step in the story chain as it was the only one I felt had any real challenge to it. Also enjoyed the prologue as it was entertaining.

The JP….
It is not difficult because it is complex, it is difficult(frustrating) because there is zero logic behind which geometry faces will allow you stand on them and which ones will punt you off. Outside of that, I felt the jp was well put together.

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Posted by: Nerifes.4931

Nerifes.4931

Pros:
Map is well done.
Story is intriguing.
Achievements so far, from my experience have been rather simple to accomplish.

Cons:
The “new and improved” destroyer mobs are stupid. Should have just kept them the way they were appearance-wise and introduced new moves for them that they took from the other dragons mobs.
The map doesn’t have defined borders, makes world map look incomplete. BRING BACK PERFECT RECTANGLE MAPS
Cleric amulet is still removed in spvp for elementalists.

[TV] Jade Quarry

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Posted by: Mitch.4781

Mitch.4781

Btw..how do you get that mastery point in the lava. You can’t focus on it cos u keep getting interrupted.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Btw..how do you get that mastery point in the lava. You can’t focus on it cos u keep getting interrupted.

There is an event at that spot where you kill a Champ Jade. Once it’s killed you can get the mastery point. (You’ll need a whole lot of people to kill it).

Be careful what you ask for
ANet may give it to you.

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Posted by: X T D.6458

X T D.6458

Map-
Pros:
-Variety of mobs
-Lots of events
-New ascended gear
-New karma items
Cons:
-Much of it is very boring in artistic design and feels uninspired, looks too bright and hazy. In GW1 the area was dark and fiery. The volcanoes look cool, but seem to just be there for aesthetic purposes, nothing important or memorable.
-Map completion constantly resets because of hearts, remove hearts as a requirement for mapping. Or at least make them a one time mapping requirement.
-Navigation can be annoying , the thermal tubes can be confusing as they never seem to point in the direction they shoot you, maybe face them the right way and put a directional arrow on the map for them.

-JADES, good lord anet what is with you and CC’S, these are without a doubt the most annoying things in the game, and that says a lot. All these things do is clump together and CC you, then go invulnerable and have to be cc’ed in order to take damage again…why just why…

-Hungry Hal…couldn’t have picked a worse area for him…and 50 apples? Really?
Move him to a more suitable area and lower the amount.
-Please do not lock achieves in the JP, its bad enough we need to complete 26 of the achievements to finish the meta reward, but locking anything behind the jp will just anger people.

Story-
Pros:
-Some very interesting twists and plot
Cons:
-Some of the writing for the dialogue was really bad, and the writers seem to have gotten a little too creative with the npcs without ever really explaining them. A stone head…um sure ok, skritt pirates..sure why not, traveling circus troupe, of all things…

With some tweaks, that I am sure will come at some point, I think it can be made more fun and boost the replay value.

Also good job restarting work on the new legendaries.

I say what needs to be said, get used to it.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<

(edited by X T D.6458)

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Posted by: Rognik.2579

Rognik.2579

Pet peeve: my asura is treated exactly the same as all the other bookah races when it comes to their experiments. Now, I know that writing different lines for all the variations of the PC is hard, but surely the asura lines could have been written so that I was at least a little indignant that Quickk thought I was just another lab assistant. It’s not like it would’ve taken more work to record the lines.

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Posted by: Zok.4956

Zok.4956

Im a little put off by the circus as well. …

They are a group of circus performers that have been shipwrecked for a very long time. They are trying to maintain a connection with normalcy in the only way they know – by staging a circus. Also… they may have been stuck so long that a touch of group insanity has crept in.

Makes sense to me…

When you are shipwrecked on a hostile Island you don’t play circus anymore, you fight for your survival.

https://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs

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Posted by: jonG.8369

jonG.8369

One thing that’s important to note, for me at least, is that this new zone appears to be much less gpu/cpu intensive compared to other more recent maps. There are parts of VB/AB that bring my frame rates down so much it becomes very hard to play. Ember Bay is proof that you can have a visually stunning map with a lot going on without those sudden and annoying frame drops. I hope the devs keep this in mind as they continue to push forward with new areas to explore.

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Posted by: Torolan.5816

Torolan.5816

New mastery = meh. It looks nice, but is just a cost free teleport on roids for 3 points better used elsewhere. 6/10.
Walls. Literally everywhere in the heartland. Beach areas are nice. 6/10.
NPCs, stories and hearts are nice. 9/10.
Worms just stink, they already stink in the leveling areas. Dive mechanic and crippling are a lethal combination for boredom. Other mobs are good. 6/10.
The map beside the wall thing itself is well thought out. 9/10.

If not for the continual jumping against walls until you have the tubes, i would rate it better than the Fen, but so it is on par and so an improvement to HoT content.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

One thing that’s important to note, for me at least, is that this new zone appears to be much less gpu/cpu intensive compared to other more recent maps. There are parts of VB/AB that bring my frame rates down so much it becomes very hard to play. Ember Bay is proof that you can have a visually stunning map with a lot going on without those sudden and annoying frame drops. I hope the devs keep this in mind as they continue to push forward with new areas to explore.

Odd. I had the opposite results from this map. Many places in the map are very hard on my computer. Underwater, for example. The first story instance is another example. Places with lots of fire or smoke effects, I believe, as well. Had to turn everything down as low as it would go.

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Posted by: SkyFallsInThunder.8257

SkyFallsInThunder.8257

Endless fractal tonic is too cheap.

Why is Lazarus a bro now?! Have you even played his quest in GWEN?!

The baby design is ridiculously stupid and has nothing to do with Glint or Gleam.

Marjory’s plan at the end is one of the stupidest things I have ever EVER heard of and I see no way in which she can hope to achieve it, given what Lazarus is.

Humour is good but too much humour is bad.

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Posted by: Rauderi.8706

Rauderi.8706

Btw..how do you get that mastery point in the lava. You can’t focus on it cos u keep getting interrupted.

There is an event at that spot where you kill a Champ Jade. Once it’s killed you can get the mastery point. (You’ll need a whole lot of people to kill it).

Similar issue with getting to one of the volcano POIs. There’s a volcano cave near one of the rep quests, and going through there leads to a big space around a lava pit. If the boss has been beaten recently, there will be updrafts that go up to the top, take the thermal hop over, and there’s POI.

Problem is there is no indication a boss should be there. It’s an easy boss, but my problem was that if I had just been exploring and not following a guide, I would never have known, because that spot is just a dead end. That’s it, all there is to see, moving on and possibly never exploring that spot again.

It’s something ANet hasn’t realized about how players work: that if it’s not present or there is no indication given, the opportunity is lost on the first encounter with a set piece, the odds of coming back to it again are drastically lower.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: Randulf.7614

Randulf.7614

One thing that’s important to note, for me at least, is that this new zone appears to be much less gpu/cpu intensive compared to other more recent maps. There are parts of VB/AB that bring my frame rates down so much it becomes very hard to play. Ember Bay is proof that you can have a visually stunning map with a lot going on without those sudden and annoying frame drops. I hope the devs keep this in mind as they continue to push forward with new areas to explore.

Odd. I had the opposite results from this map. Many places in the map are very hard on my computer. Underwater, for example. The first story instance is another example. Places with lots of fire or smoke effects, I believe, as well. Had to turn everything down as low as it would go.

My experience is halfway between you guys. I expected the smoke to really chug my fps, but only where the lava falls and smoke was most intensive did i have any real drop. After southson, i expected underwater to be unplayable. It wasnt, but then again there was nothing there to cause my fps to chug.

I was pleasantly surprised with the overall performance.

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Posted by: MacabreLoveSongs.7912

MacabreLoveSongs.7912

Ember bay is fun. cept for the 2 poi’s gated behind leyline gliding. not everybody have the skill or time to grind that mastery.

Not sure which poi’s you are referring to but I do not have leyline gliding and I have every poi. There is a vista that I can’t seem to figure out in the south that I believe may require it but I can confirm that no poi’s require it.

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Posted by: MacabreLoveSongs.7912

MacabreLoveSongs.7912

Ember bay is fun. cept for the 2 poi’s gated behind leyline gliding. not everybody have the skill or time to grind that mastery.

Not sure which poi’s you are referring to but I do not have leyline gliding and I have every poi. There is a vista that I can’t seem to figure out in the south that I believe may require it but I can confirm that no poi’s require it.

I lied, didn’t need leyline for the vista. Finished map completion of Ember Bay without leyline gliding, ty anet

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Posted by: Alex Shatter.7956

Alex Shatter.7956

give me pistol/pistol to any other job beside thief and engi. Prefered elementalist. Or just make weapon system like GW1. I like when we could really play how we want. Not limited to what weapon we can use. Really my deepest honest wishes. Thank you.

This doesn’t have to do with Rising Flames and would be better off in another post

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Posted by: RSLongK.8961

RSLongK.8961

+ Neat area, albeit karka still makes no sense to me
+ Mastery is fun and fast moving maps is very “gravelord Nito”
+ baby dragon

- JP is not norn feet + 200ms connection friendly, please reconsider that in the future jps mr jp designer magnificent basteerd.
- repeatable heart is a chore rly dont do that.

Main: Warrior|Character counter: 16

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Ember Bay overall is nice. In comparison to HoT, it’s mediocre. Those maps had a ton of work put into them. This just doesn’t feel like its on the same level.

Lots of ways to navigate the space. The environment does feel distinctive. Most of the monsters are not difficult (not really a good thing) with the exception of the jade constructs. They may be a little overpowered when facing two or more. The champions are also, not challenging at all. The champion Karka is more challenging than the Jade Construct boss. The only reason that’s hard is the random aggro one may get from a nearby, regular jade construct. The skritt are great and the carnival is also a nice, new addition that’s not the usual faction group.

The JP is totally unfun and frustrating. There is no obvious path, no way to know where to glide, and most fails result in death.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

(edited by Spurnshadow.3678)

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Posted by: Astralporing.1957

Astralporing.1957

The champion Karka is more challenging than the Jade Construct boss.

Champion karka can be killed by 2 people. Jade construct cannot. Though i admit, that’s not due to real difficulty but to him being a massive hp sponge. You simply time out on him due to not enough dps.

Actions, not words.
Remember, remember, 15th of November

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Posted by: thehipone.6812

thehipone.6812

In general – Like the new map. Feels like a really fun “just play/farm” map. Good mob density, a mix of creature types (and potential drops), daily hearts give a soft push to move around the whole island, a few decent gathering spots to mix it up.

Some events could be tuned a bit. Sloth chain is biggest offender. Water running to the plant isn’t really fun and takes too many buckets. Escort seems fine, but queen dies super fast.

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Posted by: poison.5973

poison.5973

Just wanted to say that the music in the first instance (Taimi’s arena) is absolutely fantastic and made me want to stay there forever!

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Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I absolutely loved this patch. The new map was beautiful(for a desolate volcanic island plagued by dragon minions), and brought up good gw1 feels. The story was funny, interesting, fun, and challenging. That last story mission was amazing.

I didn’t like the repeatable hearts. The concept was good, but the implemenration was lacking. Repayable content should be fun and interesting, with different ways and options to complete it. Instead we just the same old hearts we had since launch. It’s also really rrally annoying how map completion resets daily. I want my 100% without having to redo it every single day. Having the option to redo it is nice, forcing is not.

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Posted by: Deihnyx.6318

Deihnyx.6318

Thank you everyone who mentionned the lack of Hydras, it might sounds like it’s trolling but this is for me the core of the original Fire Islands, dying multiple time because of these ******.
If Anet is going to reuse GW1 elements to bring back more nostalgic players, by all means, but then give us this candy please!
(And well, giant skeletons would be fun too, but I don’t care as much for them, for some reason…)

Hopefully we can get them in the next map, I’ll make sure to get lots of shiny gems if we do <3

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Posted by: Ampa.2749

Ampa.2749

I’m not going to enumerate everything here. I liked the new map. Good job.

But.. I did map completion yesterday. I did the hearts, then finished the last few poi’s, and boom my hearts went away. I had to do them all again. So to do map completion it seems you must do everything else first and then all the hearts in one day.

Now in the new map this is not hard. But if re-playable hearts become a thing for future maps, then we need a ‘map completion’ credit for the hearts that does not reset each day.

Guardian, Engineer, Elementalist, Mesmer, Thief, Necro

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Posted by: Andrige.5609

Andrige.5609

I did however find Ember Bay… lacking. The thermal tubes/wallows mastery falls flat in general, mostly because it’s annoying to know if a location requires a thermal tube to get there, or not. If I had to give one QoL thing about this kind of travel system, is to allow us to see where they lead to by hovering over the thermal tube on the map. HoT maps was an absolute mess of wallows and nothing to help me “get them”.

Just like with the wallows, the tube points in a straight line and usually ends at another tube. Look in the direction of the tube arrow to see the next tube on that line. You’ll be shot there (and if you don’t glide before you land in it, you’ll get shot out of the next one).

I know that it works this way, but back when HoT launched those icons and their purpose was really hard to read. You could see an arrow on the mini-map, but their endpoints were usually on the other side of the map. Some areas where nearly inaccessible without the wallows too, which made exploration frustrating as you couldn’t actually go to the place on the map and expect to find your way. You had to go to some other, arbitrary location much further away to get up there.

The scenario for any given location with a wallow/thermal is, according to me:
1.) it’s a shortcut, but you can get there using other means like walking or jumping there,
2.) it’s actually required you use the wallow to get there, but you can’t know that until you’ve hugged every wall first,
3.) you don’t even get how wallows/thermal work or have the mastery, and give up going there entirely.

I’m just pinpointing that compared to many other features, the wallows/shortcut mastery is cause for frustration, and could be improved upon. It’s not so much for me any more. I use the icon arrow and can make a reasonable guess where I’ll land after resorting to viewing the large map. But that might not be the case for newer players who can get stuck on step 2.) or 3.) fairly easily.

But it’s not all gloom, the thermal tubes are still much better as you get to travel across the landscape and know where you are in relation to where you just entered the tube. You can even abort the travel mid-flight by using gliding! It’s much better than wallows that teleport you and in turn leaves you disoriented.

Anyway, this is besides the point of the thread, but I felt like defending my first post. x)

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Posted by: Blude.6812

Blude.6812

Hal and the apples. No grind at all there And for those that got it before the fix, lucky you!

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Posted by: Gaz.1320

Gaz.1320

Purchasing heart rewards (harvest tools and wood) with karma is great for people like me who have little else to spend karma on.

Jumping puzzle should have better indicators of direction. Some jumps are so obscure, that without a guide I wouldn’t know if it was even possible.

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Posted by: Goatjugsoup.8637

Goatjugsoup.8637

awesome story, awesome map
was apprehensive about hearts but even those were implemented well. previously i didnt care about karma but now i actually felt like it was a worthwhile buy to get the new maps karma buff.

i LOVE how mini pets are more and more becoming something you can get through in game rewards (just one thing PLEASE PLEASE PLEASE dont make the inevitable aureen mini a gemstore thing… let us earn it)

in terms of the feeding hal achievement i feel like the intention is to make it something that has you coming back daily to do it a bit at a time, i reckon this could have been accomplished better by perhaps just having one apple you could get daily and maybe adjusting the number needed down a bit (for example to 30 instead of 50). in this way it would not feel so grindy and it could just be something people who care for it slot into the things they go for on a daily basis.
techincally you could do that as it is now but the fact that you can do more makes it feel almost obligatory to do as many as you can before you get sick of it for the day

i enjoyed the fractal jp, the ember bay jp not so much. reason is not because it is hard but because of how it is hard. you have very little if anything to go on in terms of where to go and visually the distinction between what you can actually jump/land on and what you can not is not so clear (which makes not knowing where to go even worse).

the overall experience ive had from the patch has been great, you guys did a really good job and i cant wait to see what comes next.

Most wanted in game additions: Beastiary, readable books

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Posted by: Missy.7356

Missy.7356

My feedback, enjoyed the story, the new map is fun, i enjoy quests so to see the return of hearts was good. Only downside, i also like scavenger hunts so hunting for the tokens was keeping me occupied until I heard someone say that there was some in the new jump puzzle, which in your words was one of the harshest, not everyone likes jump puzzles and with some of the lag in the new map I am not even going to try.

Personally let the people who enjoy hours of frustration have it, but next time please dont put collection items in jump puzzles. (after spending over 3hrs in the silverwastes one collecting gold coins I swore never to go into a jump puzzle again, the frustration was unreal even with mesmer help)

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Posted by: Lethalvriend.1723

Lethalvriend.1723

The story seems to be going in a great direction, though I’m with the marjory feedback here. That felt odd. I like how there are now multiple story threads being progressed at the same time. Previously it felt like there were only really 1 or 2 plots going on all focused on the main thing.

The new map is really cool, new mastery is great.. just Hungry Hal is.. glad I got that over with before the fix. I don’t like the hearts but that’s because I dislike dailies and hearts and always had.

The blood rubies and petrified wood should get a place to store them, they are functioning as currency and trophies right now but if this is a trend people are going to have even more items clogging up inventories. HoT introduced 4 keys, we have SW keys, DT keys and so on. I hope a solution is going to be added at some point.

Overal the last 2 patches have been really nice (including the quality of life additions).

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Posted by: LinhZeri.6412

LinhZeri.6412

Story is going great.. Not much to comment on and looking forward to the rest of the season. Just want to comment on the new map Ember Bay.

Ember Bay is the best map IMHO as it has a balance of casual grind (you aren’t a mindless train) and good rewards and items (ascended item!) which actually involve the use of your Karma and the map currency that you hit the nail on. Ascended and other trinkets actually being in vendor as a reward instead of being essentially hidden behind a huge cash wall like crafting and tedious achievements which are boring as heck is a huge step in the right direction for this game and the future. I’m not poor at all but rewards should be earned by participating in the map and not forced to spend hundreds of gold to make an ascended set of items. What is needed is to have a lot more ascended items instead of a trinket and a back piece as well but it is a huge start to me as a player since beta to make things so much more enjoyable then worrying about affording everything and to actually have fun.
Comparing to Bloodstone Fen which is a good map it still has that grind feel to it that turned me off from doing much there. However with Ember Bay I find myself here all the time which is a very new thing for me as I actually enjoy it. Looking forward to when the Ring of Fire open up to see what else is in store and I hope it follows this same reward system.
This should definitely be the way maps should be made for now on instead of 1 meta event which everyone just zergs in like zombies to get something it just promotes very boring gameplay after the first week. Id even wish that Cursed shore and other max level areas get this same treatment. I could be wishful thinking but hey I can dream xD.

A+++++++ On Ember Bay map reward and design!. The enemies like Jade Armor and Jade bow actually threats the way they should be is great instead of being nothing. (however some of the bosses need a fix in the scaling some are super weak like the sloth queen lol but map still new) No reason the bosses need to be easy to stomp on and should have some challenge to them.

(edited by LinhZeri.6412)

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Posted by: Randulf.7614

Randulf.7614

The are a few things Ember Bay lacks though. There are 3 main outposts: Circus, Asuran Camp and Skritt’s Camp… and almost nothing happens in there. Outposts lack the event diversity. It’s Skrilla & Sloth Feeder all the time. I realize that there is more events out there, but I expected to face some problems, which are relevent to staying alive on the Fire Island Chain – food & water shortage. .

Totally agree with this. Each mini area needs a bit of variety. Even if its case of using the night/day system from VB in a simpler way to have just different events.

One of the great selling points of GW2 is the dynamic event system, but here we edged back to classic MMO, where you go to an outpost, do a couple of quests, that’s that area done. Sure you can repeat them, but I don’t think we’re really taking full advantage of what GW2 can do in these little areas.

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Posted by: staslala.7382

staslala.7382

1. Fractals

1.1 Fractals (new rewards, design) “+”
1.2 Fractals (new instability) " – " hate
1.3 Toughness changes “+”

2 New map

2.1 Jades (fire islands) and CC " – - – " hate so much
2.2 Map design and size “+”
2.3 Ascended trinket “+”

3 Story

Amazing!

4 Legendary weapons

Cool!


what i rly want – change race of my character (for gems)

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Posted by: Yunielesca.2850

Yunielesca.2850

Very good patch.

I really appreciate the path you’ve decided to follow with the living story and the way you’re making visible links with GW1 lore and the skins you bring back. That’s really what I needed, to feel I’m playing in the same universe.

Concerning rising flames, the new map is very good, fairly big and the hearts help to fill more space. I’d like to see more maps like this, on one level, it should take less time for you to make them, and it will allow us to get more maps and see more different things.
The story is quite short, but if you can keep the pace it’s really great.
The music is also good, although I think the theme for Ember Bay doesn’t fit the zone very well. I just love the music called Taimi’s game part 2: https://soundcloud.com/arenanet/taimis-game-part-2?in=arenanet/sets/guild-wars-2-living-world-season-3

So, I’d say you to keep going, because you’re definitely on the right way and I’m getting back trust in you =) .

(edited by Yunielesca.2850)

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Posted by: Keriana.9635

Keriana.9635

Liked:

  • Having a new map with each release
  • Pacing of the story content
  • Aurene

Disliked:

  • Not having any dialogue options or story choices
  • I miss the big map events for repeatable content
  • Getting experience that I couldn’t use as a reward

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Posted by: DragoTheWise.7256

DragoTheWise.7256

Overall, the content and the story is enjoyable. I like the return of the hearts
If I had one quirk, it would be the cinematic. This happened with the previous episode were it was visually impressive, but the sound was hardly noticeable. It really lessens the impact of what you are seeing if the sound behind it is so low or doesn’t have that ‘umph’ it needs to drive it home.


Example being the volcano. It almost erupts! But there isn’t any rumbling or cracking sounds. It is mostly silent with some music low key. Very disappointing. The second vision was a bit better, but still wasn’t very impactful.

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Posted by: Charrbeque.8729

Charrbeque.8729

In Bloodstone Fen I was able to purchase a Bloodstone Node for my home instance from the unbound magic vendor. It took a few days of farming to get it.

But in Ember Bay there doesn’t seem to be a Petrified Stump node to purchase for your home instance. I am disappoint.

There’s something charming about rangers.

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Posted by: Derigar.7810

Derigar.7810

Absolutely loved the map, the story, everything with it!
Didn’t like the apple achievement nor the 1000 gold achievement, but they’re nice niche goals so they’re completely welcome!
My big point of criticism is rewards. I find myself not having a reason to go back. Perhaps it’s the game in general.

I miss the times I was working towards my first set of Ascended gear. It was achievable within a reasonable time and you got a piece of your set not too slow and not too fast, giving you a big sense of progression.

I think that’s what I’m missing: good rewards. The gear treadmill doesn’t exist here, which is good. But a gear treadmill gives you a big goal to work towards. I don’t think I really have that in GW2. Legendaries aren’t worth the effort and time for me and I got most of my favorite char with full ascended gear already. There is no sweet spot in between those two.

I can’t find a solution directly but rewards have been a big point of discussion for a long time now. I’d like to see rewards that are worth my time and aren’t only cosmetic.

In short:
- I’m missing good, non-cosmetic long term rewards that we haven’t seen before.
- Masteries are gained way to quickly. I would’ve loved to play the map for at least 10 hours to get a certain mastery.
- Loving the extra lore tid-bits that are spread around.
- Harvest tools with additional effects: AMAZING!!
- Hearts with Karma rewards: AMAZING!!

(edited by Derigar.7810)

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Posted by: Derigar.7810

Derigar.7810

Overall, the content and the story is enjoyable. I like the return of the hearts
If I had one quirk, it would be the cinematic. This happened with the previous episode were it was visually impressive, but the sound was hardly noticeable. It really lessens the impact of what you are seeing if the sound behind it is so low or doesn’t have that ‘umph’ it needs to drive it home.


Example being the volcano. It almost erupts! But there isn’t any rumbling or cracking sounds. It is mostly silent with some music low key. Very disappointing. The second vision was a bit better, but still wasn’t very impactful.

Might be your sound settings. I heard a lot of rumbling and volcano-y sounds. Maybe the bass of your speakers or headset is very low?

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Posted by: DragoTheWise.7256

DragoTheWise.7256

Might be your sound settings. I heard a lot of rumbling and volcano-y sounds. Maybe the bass of your speakers or headset is very low?

I don’t think so. In-game sound settings come in as clear as day, but as soon as those cutscenes hit, the sounds are pretty low or seem to be missing. I may try another run and turn up my settings by a lot, but I think there is still an issue with it.

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Posted by: Magister Greg.7169

Magister Greg.7169

I love the new map! It is so completely rewarding to glide across huge areas, but still need to use some thinking and discovery to find your way to special places. The schedule for repeating events seems spot on – there is always something to do. The story is nice too… I love the connections with GW1.

All in all, my only complaint is all the nearly worthless Mithril that I have stacked up. Got a Mithril-Sink in the works? That would be nice.

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

On further play, I’m still greatly enjoying the map. It’s still a fantastic piece of work. The thermal vents are a fantastic way to get around. Love em’. My only frustrations/suggestions at this point:

1. The repeatable hearts irritate the completionist in me. I hate to see those uncompleted hearts on my map and have to redo them again and again.

2. The vents get buggy when there’s a lot of players on the map. They don’t recognise you’re in them, or they hesitate to fire, or they fire you but you don’t stop rolling when you land.

3. The Hungry Hal achievement was poorly disguised grind. Even my 6 year old asked, “Why doesn’t he just go to the apples? Or why can’t you bring more apples to him?” There should have been a more believable reason for this task.

4. Which way is north in this map? It seems like some of the token hints were confused about their directions.

5. The ocean looks like it should do some kind of slight damage when you swim in it. It would help sell these islands as a dangerous place, which it doesn’t really feel like.

6. Vent travel should let you get off quicker. As soon as you get shot in the air, you should be able to press your jump key whenever you want to interrupt the travel and glide.

8. I love jps… but this one is unsatisfying. It’s mostly gliding from one dubious rock to another.

9. Would love some kind of new node for my home, like BF’s bloodstone node.

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Posted by: Asukai.4507

Asukai.4507

Mini Aurene?

Ember Bay is a good map but it depends if you get into a good map or not sometimes you get a good fight with the Jade sometimes people don’t use CC at all >_>

The hearts are not bad at all.

The whole big moment with Lazarus was good but my player character panic too much I think that made that moment ‘meh’ maybe our character was acting paranoid or something.

However seeing Lazarus and Marjory went with him I’d ask myself do we really trust Lazarus? I do like Lazarus change of heart even if it might be fake.

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Posted by: stephanie wise.7841

stephanie wise.7841

Hello,

Today is the day for Episode 2 of Living World Season 3 to step into the spotlight! We hope that you will enjoy the new episode. After you’ve had an opportunity to play the content, we invite you to share your thoughts here on the official forums.

Here’s our gameplan:

  • Please share your high-level feedback here after playing the new release for a while. Let’s call it “In 50 words of less, what’s your impression of Rising Flames?”
  • If you’d like to submit an individual comment at length, feel free to create a thread or join one on the forums.
  • If there are issues with the build, please post in the Bugs Subforum.

Thanks so much for letting us know your impressions!

hi Gaile I have some bug to report in ember bay .

1: first of all the petrified wood node left of the south way point does not give wood.

2:the skrit loot in ember bay karka top north near the rock to the left side using the skrit worker the worker appear on the rock and is stuck not giving you the stuff.

3:top left of ember bay ether towers and jade does not fill the heart. also where you attack and where the ether tower are seams to not be in same location. you shoot to the left or to the right of the ether tower.

feedback the jp is nice but to find where to go is kind of hard to much blind side jump with no direction where to go. also the fact that sometime you cannot go back to check point if you drop to get a token in the tunnel or if the map close because there was not enough people in it. on some character I find the lava to be a little to high in damage when you enter the jp and start climbing the lava flow. almost instant death.

I liked the new story and the new map.it was fun to do liked it very much. still need to find token 23 and 24 and finish hal the apple will tell you if I find any more bugs.

(edited by stephanie wise.7841)

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Posted by: khani.4786

khani.4786

Story was amazing. The new zone is amazing. Overall, I’m loving the new zone and the enemies, but there were a few things I feel are lacking.

My couple of gripes:

  • Bloodstone Rubies & Petrified Stumps: Please put these in the wallet. Pristine Fractal relics also used to be a physical item, but you solved the issue of them being a salvage item by adding a vendor option to receive a bag of the salvaged currency. Please add a vendor option to trade the rubies/stumps for a RNG bag of magic that will give you the same chances as we do now. I’d like to be able to play the new zones on multiple characters without taking up more bank space or remembering to move the stumps/rubies to a new character.
  • The Jade Armor Heart: Killing the Ether towers don’t always count towards the heart and killing the vet jades count for two little progress for how long they take to kill. This heart overall feels like it takes forever to finish compared to the others.
  • JP Checkpoints: I wish that the Jumping puzzle checkpoints gave you a buff similar to the one you get in the silverwastes puzzle so you can visually see and check that you indeed hit the checkpoints and did not miss one.
  • Bosses that give stumps: Each of the bosses that come up should award at least 1-3 stumps daily. Now that I know the Jade Boss or the others do not award stumps upon completion, I just won’t do them unless it’s a daily. Since the stumps don’t go to my wallet I’m reluctant to bring other characters there so unless the stump currency is a reward, why should I bother with the other bosses?
  • The big gold star for finishing story achievements: Do I really have to spend 1k gold to get the circus patron to get the big shiny gold star for finishing the episode? What gives, am I just missing something else?

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Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Just a note to thank everyone who has contributed to this thread.

For those who have not had a chance to add their thoughts, we welcome feedback in any number of threads or sub-forums, but are very much hoping that everyone will comment here, as well.

I am going to mirror this thread in the Living World Sub-forum as well, and will combine comments in both into a report.

Thanks again.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

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Posted by: TheOrlyFactor.8341

TheOrlyFactor.8341

Just a note to thank everyone who has contributed to this thread.

For those who have not had a chance to add their thoughts, we welcome feedback in any number of threads or sub-forums, but are very much hoping that everyone will comment here, as well.

I am going to mirror this thread in the Living World Sub-forum as well, and will combine comments in both into a report.

Thanks again.

Thank you for giving us the chance to provide feedback.

Playing GW2 for the story is like expecting plot in a porno. You’ll be left disappointed.