Jan. 21 Interview with Colin/Mike Z

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I’m sad that they decided to make another Teq scale encounter. I thought they would have learned to make it scale more by this point. If they aren’t going to merge servers and increase zone caps then the bosses need to scale starting at 20 players, not 100.

Skill and coordination in the open world = bad.
Skill and coordination in instances and guild sized events = good.

It really isn’t that hard of a concept.

To be honest, teq is not that hard. Players refusing to work together and utilize strategies is the issue when dealing with teq. Every server should have the capability of defeating him on reset.

If you do not want to do teq/wurm, then fine. There are plenty of less-challenging bosses out there that you can do. But for those that want challenging content and are willing to put the time and effort, we have our opportunities.

There is nothing challenging about Teq himself. The “challenge” is having to stand in one zone for 2 hours in order to get a spot, or to fail because there are too many trolls or afk people.

I have no problem with challenging content, but the only reason the content is challenging is because of the lag and how stupid most players are.

What I want is a fight that takes actual coordination with interesting mechanics where we can show up on our own schedule, figure out the fight and not fail due to level 40’s in blues who want to see the fight but won’t listen to directions or come back from being afk.

I have to schedule more time to wait to fight teq than it took me to complete entire raids in WoW.

I hope you have run teq multiple times because there is no way an uncoordinated server will be able to just port in 2 minutes before the start and expect it to succeed.

First you need 6 competent turret gunners that know what they are doing. Then you need 2 separate defense groups that need to kite/lure spawn away from the cannons (as well as deal with tentacles that spawn on cannons). Then you need to allocate four different groups to spread out amongst the 3 batteries and megalaser.

You can’t possibly expect an unorganized zerg to allocate themselves accordingly.

We do it every night 10 minutes before spawn on JQ. Everyone stands AFK on the cliff for 2-3 hours in advance, but organization doesn’t start until 10 minutes prior.

It sounds like this fight might be a little more interesting. I still wish it scaled better though, having 100 players instead of 20 doesn’t really change the challenge imo.

We shall see today at some point.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

What will reasonably happen is half of the european players interested in the event guesting to Deso to kill the wurm after the first two weeks because there aren’t enough people in the area to do it in their servers.
Exactly as it already happens with Tequatl.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Scizzor.8137

Scizzor.8137

Failure to stop the Marionette before the power meter associated with it is filled results in a massive cannon going off and every single player within Lornar’s Pass being killed. Even those possibly on the other side of the map.

wtf

I know, shame these players have to waste 60c-2S to respawn!

lol, honestly if they’re on the map and not helping they deserve to die.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Lilith Ajit.6173

Lilith Ajit.6173

I’m sad that they decided to make another Teq scale encounter. I thought they would have learned to make it scale more by this point. If they aren’t going to merge servers and increase zone caps then the bosses need to scale starting at 20 players, not 100.

Skill and coordination in the open world = bad.
Skill and coordination in instances and guild sized events = good.

It really isn’t that hard of a concept.

To be honest, teq is not that hard. Players refusing to work together and utilize strategies is the issue when dealing with teq. Every server should have the capability of defeating him on reset.

If you do not want to do teq/wurm, then fine. There are plenty of less-challenging bosses out there that you can do. But for those that want challenging content and are willing to put the time and effort, we have our opportunities.

There is nothing challenging about Teq himself. The “challenge” is having to stand in one zone for 2 hours in order to get a spot, or to fail because there are too many trolls or afk people.

I have no problem with challenging content, but the only reason the content is challenging is because of the lag and how stupid most players are.

What I want is a fight that takes actual coordination with interesting mechanics where we can show up on our own schedule, figure out the fight and not fail due to level 40’s in blues who want to see the fight but won’t listen to directions or come back from being afk.

I have to schedule more time to wait to fight teq than it took me to complete entire raids in WoW.

I hope you have run teq multiple times because there is no way an uncoordinated server will be able to just port in 2 minutes before the start and expect it to succeed.

First you need 6 competent turret gunners that know what they are doing. Then you need 2 separate defense groups that need to kite/lure spawn away from the cannons (as well as deal with tentacles that spawn on cannons). Then you need to allocate four different groups to spread out amongst the 3 batteries and megalaser.

You can’t possibly expect an unorganized zerg to allocate themselves accordingly.

We do it every night 10 minutes before spawn on JQ. Everyone stands AFK on the cliff for 2-3 hours in advance, but organization doesn’t start until 10 minutes prior.

It sounds like this fight might be a little more interesting. I still wish it scaled better though, having 100 players instead of 20 doesn’t really change the challenge imo.

We shall see today at some point.

The 2-3 hours might be caused by the server only organizing it once per day.

For instance, when I guest onto BG to do Teq, I usually go an hour to 45 minutes in advance, and I’m always in, because BG does it so much everyone isn’t desperately trying to get that one spot for the one time Teq will be downed on the server per day.

[ARES]
And all who stood by and did nothing, who are they to criticize the sacrifices of others?
Our blood has bought their lives.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Vol.7601

Vol.7601

Failure to stop the Marionette before the power meter associated with it is filled results in a massive cannon going off and every single player within Lornar’s Pass being killed. Even those possibly on the other side of the map.

wtf

I know, shame these players have to waste 60c-2S to respawn!

The respawn itself wouldn’t necessarily be the issue, and I do like that there is a noticeable fail condition that affects the zone to help game immersion. But for some players who may either not be interested or for servers who do not have the organized population to do this event, getting insta killed in the middle of going for a skill point/ vista/ JP may be a bit too much.

I understand, but I don’t think the number of players being negatively affected by this will be too great. The zone is dead as is on most servers, and this only happens once every x hours, so it’s fine. Besides, if a new player sees all these commander tags and raging in the chat, he may be inclined to check it out.

Just want to say….Lornar’s Pass is one of the largest maps in the game, and it took me 10 hours to get through it on my first go in 2012. So, does a new player really have to deal with this Scarlet event up to 5 times (if it spawns every 2 hours), as well as any invasion events that pop up? Sounds like alot of uneeded deaths to me……

A new player would definitely want to check out what is happening rather than merely doing hearts, which at that point he would be accustomed to doing. He would want to explore the other things that players do in this game, and he would see so much map chatter

“What is happening down there?”, he may ask. “Why are there so many commander tags”
“epic UFO fight”
“WP?”

And at that point he would head over there, see a massive zerg of players, probably level up a bit

Remember guys, it’s just one measley death. There are thousand other things in this game to worry about. New players die all the time.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: MrDmajor.7084

MrDmajor.7084

" I was told it could even be handled by a random group of players in overflows"

“and required one player to hold it’s attention while other’s attacked it from the sides or the back.”

Those 2 quotes made me laugh the most.

ArenaNet does NOT play Guild Wars 2. This can’t be.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

I’m sad that they decided to make another Teq scale encounter. I thought they would have learned to make it scale more by this point. If they aren’t going to merge servers and increase zone caps then the bosses need to scale starting at 20 players, not 100.

Skill and coordination in the open world = bad.
Skill and coordination in instances and guild sized events = good.

It really isn’t that hard of a concept.

To be honest, teq is not that hard. Players refusing to work together and utilize strategies is the issue when dealing with teq. Every server should have the capability of defeating him on reset.

If you do not want to do teq/wurm, then fine. There are plenty of less-challenging bosses out there that you can do. But for those that want challenging content and are willing to put the time and effort, we have our opportunities.

There is nothing challenging about Teq himself. The “challenge” is having to stand in one zone for 2 hours in order to get a spot, or to fail because there are too many trolls or afk people.

I have no problem with challenging content, but the only reason the content is challenging is because of the lag and how stupid most players are.

What I want is a fight that takes actual coordination with interesting mechanics where we can show up on our own schedule, figure out the fight and not fail due to level 40’s in blues who want to see the fight but won’t listen to directions or come back from being afk.

I have to schedule more time to wait to fight teq than it took me to complete entire raids in WoW.

I hope you have run teq multiple times because there is no way an uncoordinated server will be able to just port in 2 minutes before the start and expect it to succeed.

First you need 6 competent turret gunners that know what they are doing. Then you need 2 separate defense groups that need to kite/lure spawn away from the cannons (as well as deal with tentacles that spawn on cannons). Then you need to allocate four different groups to spread out amongst the 3 batteries and megalaser.

You can’t possibly expect an unorganized zerg to allocate themselves accordingly.

So 10 minutes of organization then? All it takes is 1 person organizing really, it happens everyday in 3-4 sparkfly overflows. Don’t get me wrong, I think having a hard timer on tequatl was a bad idea. It probably would have been better if the lose condition was set at a battery or mega-laser dying. That way people would have to pay attention to zerg allocation instead of a timer ticking down and a DPS race. The turrets should have also been non-usable so they couldn’t be trolled, instead just grab some ammo and run it back to the turrets so they could keep firing.

I’m curious to see what they do with this new encounter. Hopefully they have learned from Tequatl and not included a hard timer or trollable mechanics. What I really don’t want to see is instanced raids. Then the game becomes about joining a big guild and dedicating time to raiding and that’s the exact opposite of what a lot of people want.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: bri.2359

bri.2359

After reading both event descriptions, I can predict on my server (Gunner’s Hold), we will be extremely lucky to get the Wurm event done once.

As for the LS robot/puppet, it will get done in prime-time for a week or so, then forgotten…

Lvl 80’s: Ranger; Guardian; Mesmer; Necromancer; Thief
Gandara Megaserver

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

I’m sad that they decided to make another Teq scale encounter. I thought they would have learned to make it scale more by this point. If they aren’t going to merge servers and increase zone caps then the bosses need to scale starting at 20 players, not 100.

Skill and coordination in the open world = bad.
Skill and coordination in instances and guild sized events = good.

It really isn’t that hard of a concept.

To be honest, teq is not that hard. Players refusing to work together and utilize strategies is the issue when dealing with teq. Every server should have the capability of defeating him on reset.

If you do not want to do teq/wurm, then fine. There are plenty of less-challenging bosses out there that you can do. But for those that want challenging content and are willing to put the time and effort, we have our opportunities.

There is nothing challenging about Teq himself. The “challenge” is having to stand in one zone for 2 hours in order to get a spot, or to fail because there are too many trolls or afk people.

I have no problem with challenging content, but the only reason the content is challenging is because of the lag and how stupid most players are.

What I want is a fight that takes actual coordination with interesting mechanics where we can show up on our own schedule, figure out the fight and not fail due to level 40’s in blues who want to see the fight but won’t listen to directions or come back from being afk.

I have to schedule more time to wait to fight teq than it took me to complete entire raids in WoW.

I hope you have run teq multiple times because there is no way an uncoordinated server will be able to just port in 2 minutes before the start and expect it to succeed.

First you need 6 competent turret gunners that know what they are doing. Then you need 2 separate defense groups that need to kite/lure spawn away from the cannons (as well as deal with tentacles that spawn on cannons). Then you need to allocate four different groups to spread out amongst the 3 batteries and megalaser.

You can’t possibly expect an unorganized zerg to allocate themselves accordingly.

We do it every night 10 minutes before spawn on JQ. Everyone stands AFK on the cliff for 2-3 hours in advance, but organization doesn’t start until 10 minutes prior.

It sounds like this fight might be a little more interesting. I still wish it scaled better though, having 100 players instead of 20 doesn’t really change the challenge imo.

We shall see today at some point.

The 2-3 hours might be caused by the server only organizing it once per day.

For instance, when I guest onto BG to do Teq, I usually go an hour to 45 minutes in advance, and I’m always in, because BG does it so much everyone isn’t desperately trying to get that one spot for the one time Teq will be downed on the server per day.

Gonna call you out on this one! I am on BG and I show up an hour early(7:00 pm est) and NEVER get into the main server. We still kill teqautl on the overflows though. If you show up in the last 15-30 minutes though you really risk getting on to an overflow that won’t kill him.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Blude.6812

Blude.6812

Another event not to go to—way to ruin it for most players. First TEQ now the wurm.
Nerfs, broken RNG, DR.
Thanks for nothing again!

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Vol.7601

Vol.7601

I’m sad that they decided to make another Teq scale encounter. I thought they would have learned to make it scale more by this point. If they aren’t going to merge servers and increase zone caps then the bosses need to scale starting at 20 players, not 100.

Skill and coordination in the open world = bad.
Skill and coordination in instances and guild sized events = good.

It really isn’t that hard of a concept.

To be honest, teq is not that hard. Players refusing to work together and utilize strategies is the issue when dealing with teq. Every server should have the capability of defeating him on reset.

If you do not want to do teq/wurm, then fine. There are plenty of less-challenging bosses out there that you can do. But for those that want challenging content and are willing to put the time and effort, we have our opportunities.

There is nothing challenging about Teq himself. The “challenge” is having to stand in one zone for 2 hours in order to get a spot, or to fail because there are too many trolls or afk people.

I have no problem with challenging content, but the only reason the content is challenging is because of the lag and how stupid most players are.

What I want is a fight that takes actual coordination with interesting mechanics where we can show up on our own schedule, figure out the fight and not fail due to level 40’s in blues who want to see the fight but won’t listen to directions or come back from being afk.

I have to schedule more time to wait to fight teq than it took me to complete entire raids in WoW.

I hope you have run teq multiple times because there is no way an uncoordinated server will be able to just port in 2 minutes before the start and expect it to succeed.

First you need 6 competent turret gunners that know what they are doing. Then you need 2 separate defense groups that need to kite/lure spawn away from the cannons (as well as deal with tentacles that spawn on cannons). Then you need to allocate four different groups to spread out amongst the 3 batteries and megalaser.

You can’t possibly expect an unorganized zerg to allocate themselves accordingly.

So 10 minutes of organization then? All it takes is 1 person organizing really, it happens everyday in 3-4 sparkfly overflows. Don’t get me wrong, I think having a hard timer on tequatl was a bad idea. It probably would have been better if the lose condition was set at a battery or mega-laser dying. That way people would have to pay attention to zerg allocation instead of a timer ticking down and a DPS race. The turrets should have also been non-usable so they couldn’t be trolled, instead just grab some ammo and run it back to the turrets so they could keep firing.

I’m curious to see what they do with this new encounter. Hopefully they have learned from Tequatl and not included a hard timer or trollable mechanics. What I really don’t want to see is instanced raids. Then the game becomes about joining a big guild and dedicating time to raiding and that’s the exact opposite of what a lot of people want.

I have seen TTS double overflows properly allocate themselves 10 minutes before reset. At least the people in TTS know how to do the fights.

But when you have a whole map of pugs looking to ride upon the successes of other organized guilds, it gets messy…Those type of players usually port in right before teq spawns.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Lilith Ajit.6173

Lilith Ajit.6173

I’m sad that they decided to make another Teq scale encounter. I thought they would have learned to make it scale more by this point. If they aren’t going to merge servers and increase zone caps then the bosses need to scale starting at 20 players, not 100.

Skill and coordination in the open world = bad.
Skill and coordination in instances and guild sized events = good.

It really isn’t that hard of a concept.

To be honest, teq is not that hard. Players refusing to work together and utilize strategies is the issue when dealing with teq. Every server should have the capability of defeating him on reset.

If you do not want to do teq/wurm, then fine. There are plenty of less-challenging bosses out there that you can do. But for those that want challenging content and are willing to put the time and effort, we have our opportunities.

There is nothing challenging about Teq himself. The “challenge” is having to stand in one zone for 2 hours in order to get a spot, or to fail because there are too many trolls or afk people.

I have no problem with challenging content, but the only reason the content is challenging is because of the lag and how stupid most players are.

What I want is a fight that takes actual coordination with interesting mechanics where we can show up on our own schedule, figure out the fight and not fail due to level 40’s in blues who want to see the fight but won’t listen to directions or come back from being afk.

I have to schedule more time to wait to fight teq than it took me to complete entire raids in WoW.

I hope you have run teq multiple times because there is no way an uncoordinated server will be able to just port in 2 minutes before the start and expect it to succeed.

First you need 6 competent turret gunners that know what they are doing. Then you need 2 separate defense groups that need to kite/lure spawn away from the cannons (as well as deal with tentacles that spawn on cannons). Then you need to allocate four different groups to spread out amongst the 3 batteries and megalaser.

You can’t possibly expect an unorganized zerg to allocate themselves accordingly.

We do it every night 10 minutes before spawn on JQ. Everyone stands AFK on the cliff for 2-3 hours in advance, but organization doesn’t start until 10 minutes prior.

It sounds like this fight might be a little more interesting. I still wish it scaled better though, having 100 players instead of 20 doesn’t really change the challenge imo.

We shall see today at some point.

The 2-3 hours might be caused by the server only organizing it once per day.

For instance, when I guest onto BG to do Teq, I usually go an hour to 45 minutes in advance, and I’m always in, because BG does it so much everyone isn’t desperately trying to get that one spot for the one time Teq will be downed on the server per day.

Gonna call you out on this one! I am on BG and I show up an hour early(7:00 pm est) and NEVER get into the main server. We still kill teqautl on the overflows though. If you show up in the last 15-30 minutes though you really risk getting on to an overflow that won’t kill him.

Well, perhaps I get on at a different time.

I did it around… 9pm server time on a… Sunday? I think? That’s generally when I go.

[ARES]
And all who stood by and did nothing, who are they to criticize the sacrifices of others?
Our blood has bought their lives.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: killcannon.2576

killcannon.2576

Failure to stop the Marionette before the power meter associated with it is filled results in a massive cannon going off and every single player within Lornar’s Pass being killed. Even those possibly on the other side of the map.

wtf

I know, shame these players have to waste 60c-2S to respawn!

lol, honestly if they’re on the map and not helping they deserve to die.

Glad GW2 has players who are so great at building a game community.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Blude.6812

Blude.6812

Failure to stop the Marionette before the power meter associated with it is filled results in a massive cannon going off and every single player within Lornar’s Pass being killed. Even those possibly on the other side of the map.

wtf

I know, shame these players have to waste 60c-2S to respawn!

lol, honestly if they’re on the map and not helping they deserve to die.

Glad GW2 has players who are so great at building a game community.

Spot On—+1 to ya.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Vol.7601

Vol.7601

Failure to stop the Marionette before the power meter associated with it is filled results in a massive cannon going off and every single player within Lornar’s Pass being killed. Even those possibly on the other side of the map.

wtf

I know, shame these players have to waste 60c-2S to respawn!

lol, honestly if they’re on the map and not helping they deserve to die.

Glad GW2 has players who are so great at building a game community.

There are a lot of selfish players that think they are entitled to help and free stuff all the time.

Last week I was on TC doing golem, and at 75% a bunch of them died beneath him. They were still there at 50%. I called them out that the waypoint was a minute away and just to use it, as no one is going to risk themselves to rez you.

Maybe I’m selfish, or maybe they are.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Delvoire.8930

Delvoire.8930

Failure to stop the Marionette before the power meter associated with it is filled results in a massive cannon going off and every single player within Lornar’s Pass being killed. Even those possibly on the other side of the map.

wtf

I know, shame these players have to waste 60c-2S to respawn!

lol, honestly if they’re on the map and not helping they deserve to die.

Glad GW2 has players who are so great at building a game community.

There are a lot of selfish players that think they are entitled to help and free stuff all the time.

Last week I was on TC doing golem, and at 75% a bunch of them died beneath him. They were still there at 50%. I called them out that the waypoint was a minute away and just to use it, as no one is going to risk themselves to rez you.

Maybe I’m selfish, or maybe they are.

Apples and Oranges….

80 ~Thief~ Isabella Angel | 80 ~Eng~ Ratchet McClank
80 ~Warrior~ Delvoire | 80 ~Ele~ Azalea Avenir
80 ~ Guardian~ Rag Nor | Server ~ FA

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: locoman.1974

locoman.1974

From one of the interviews:

“The interesting thing about these minions is that they imploy new tactics. For instance the one I got to see could not be damage at all from the front, and required one player to hold it’s attention while other’s attacked it from the sides or the back.”

LF1M tank!!!..

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Chrispy.5641

Chrispy.5641

From one of the interviews:

“The interesting thing about these minions is that they imploy new tactics. For instance the one I got to see could not be damage at all from the front, and required one player to hold it’s attention while other’s attacked it from the sides or the back.”

LF1M tank!!!..

My Bearbow Cleric build with 3300 armor and 1600 healing power might actually be useful!!!

…..

…I’ll go get my guardian….

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Majic.4801

Majic.4801

There are a lot of selfish players that think they are entitled to help and free stuff all the time.

Selfish
adj
Devoid of consideration for the selfishness of others. — Ambrose Bierce, The Devil’s Dictionary

I’m selfish because I prefer content that doesn’t give us a zerg parody of WoW’s insufferable “leet raid” culture in the open world. I love this game, but they are moving away from me with this sort of time-gated, niche-oriented, group-only content.

I’ll concede that it’s selfish of me to want the rest of the game to stop being so stagnant, but I won’t feel guilty about it.

“Not the same, real and true. True you feel inside.
Always follow what is true.” — Sentry-skritt Bordekka