Thank you for Orr

Thank you for Orr

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Posted by: eisberg.2379

eisberg.2379

I just read on another website transcripts from some feed. Thank you for the change that is coming to Orr with thinning the numbers on Orr. Even more exciting that it is coming this month.

This should make Orr much more fun for people like me who are very casual players and tend to not have many people to rely on to play with, so we play solo a lot, and this will make Orr much more playable for the solo players.

So once again, thank you.

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Posted by: eisberg.2379

eisberg.2379

=D thought this would have been a big deal to many, considering the number of times I have seen people talk about Orr not being any fun because of the mob density, and the zones going unused because of that reason.

/shrug

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Posted by: Minion of Vey.4398

Minion of Vey.4398

When they say orr I’m hoping they mean all of Orr.

Cursed Shore is fine imo, mob density wise. Just isn’t bad at all for roaming to the various popular events. You’ll pick up some agro and…it just doesn’t matter

Straits and Leap are the ones that need adjusting. Especially Malchior’s Leap, one of the most obnoxious zones I’ve seen in an MMO.

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.

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Posted by: Lokheit.7943

Lokheit.7943

To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.

This. Except for temples nd their pre-events, it’s 98% solo-able.

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.

This. Except for temples nd their pre-events, it’s 98% solo-able.

Even most group-labeled pre-events for temples can be solo’d or at least duo’d. I’d say, the only things in Orr that need more than 3 ppl are the temple events themselves and clearing the path to arah (and the dungeon of course).

Kitten, they change Orr because people had a hard time to farm nodes and whined on the forums. Looking at how power-creepers got their Fractals, whining seems the way to go if you want something in GW2…

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Posted by: Malediktus.9250

Malediktus.9250

Changing would be redicilous. Way to go to make the game easier every patch. Most people of our 240 man guild are very bored by the lack of challanging content.

1st person worldwide to reach 35,000 achievement points.

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Posted by: Karizee.8076

Karizee.8076

When they say orr I’m hoping they mean all of Orr.

Cursed Shore is fine imo, mob density wise. Just isn’t bad at all for roaming to the various popular events. You’ll pick up some agro and…it just doesn’t matter

Straits and Leap are the ones that need adjusting. Especially Malchior’s Leap, one of the most obnoxious zones I’ve seen in an MMO.

Mob density does depend on what events are currently active, that could be a factor in why you percieve a difference between Straits, Leap and CS.

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Posted by: Levetty.1279

Levetty.1279

I’d say the only malchor’s needs changing, Cursed Shore is fine but probably because there are always people around and straits just needs to sort out the Balthazar event to get people back in there. Malchor’s is just horrible though, waypoints becoming contested every 2 seconds, skill points guarded by champions and nobody there.

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Posted by: JemL.3501

JemL.3501

I would like to see better rewards from Temples and even Dragons, i mean they are the raids at the end…no bugged events too anymore especially important ones. They could fix the time which these main events go up…longer CD doesnt matter as long it give better rewards or harder, actually harder is better too.

I took an arrow to the knee

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

Well, it’s too late, changes are set in stone. I will just try to enjoy Orr the way it is for the last week.
It is good that they want to make the open world more attractive, but just by adding another token so that people have another way to grind and reducing difficulty of zones, the open world is not getting better, sorry.

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Posted by: Black Regent.5897

Black Regent.5897

Orr isn’t particularly tough to move around, but it’s still really annoying. Not being able to go anywhere without having to fight 2/3 of the enemies you see is annoying for two reasons IMO:

1. I HATE trying to get somewhere to help with an event and it taking forever because you have to keep stopping and fighting trash MOBs that are packed in like sardines. Having to constantly mow down trash just slows people getting to the fun stuff.

2. The endless CCs. God I hate getting pulled, stunned and KD’ed constantly for the first 20 seconds of every fight. Again, not challenging, just really annoying.

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Posted by: Grevender.9235

Grevender.9235

To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.

this so much. To me, it’s the funniest map and what makes me go there is EXACTLY the feeling of being constantly outnumbered in a very hostile place.
It would be absolutely horrid to go there and find the carebears realm with flowers and rainbows to welcome me

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Posted by: Ian Smith.8690

Ian Smith.8690

To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.

How does mob density make a zone fun? To me, interesting and creative mechanics would be more fun. Intelligent and strategic placement would be fun. Running through a mine field that has the power to not only blow up on you but actually suck you into it’s explosion (figurative speech folks, don’t take it literally) is tedious and mind numbing.
I want real fights and the challenge of coordination added. Having to stop to kill everything you come across or having an escape build is hardly something I would call enjoyable. If that’s what you like, then yes, you are probably going to be disappointed in the upcoming changes. No, more rewards will not change the population drops in the long run, they are virtual rewards, people get bored of those quickly. An interesting and rewarding challenge is what encourages people to play. You want endless grinding of mobs, I hear there are some great Asian developed MMOs for that. Not saying that’s bad, just don’t want it here.

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Posted by: eisberg.2379

eisberg.2379

Orr isn’t particularly tough to move around, but it’s still really annoying. Not being able to go anywhere without having to fight 2/3 of the enemies you see is annoying for two reasons IMO:

1. I HATE trying to get somewhere to help with an event and it taking forever because you have to keep stopping and fighting trash MOBs that are packed in like sardines. Having to constantly mow down trash just slows people getting to the fun stuff.

2. The endless CCs. God I hate getting pulled, stunned and KD’ed constantly for the first 20 seconds of every fight. Again, not challenging, just really annoying.

To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.

How does mob density make a zone fun? To me, interesting and creative mechanics would be more fun. Intelligent and strategic placement would be fun. Running through a mine field that has the power to not only blow up on you but actually suck you into it’s explosion (figurative speech folks, don’t take it literally) is tedious and mind numbing.
I want real fights and the challenge of coordination added. Having to stop to kill everything you come across or having an escape build is hardly something I would call enjoyable. If that’s what you like, then yes, you are probably going to be disappointed in the upcoming changes. No, more rewards will not change the population drops in the long run, they are virtual rewards, people get bored of those quickly. An interesting and rewarding challenge is what encourages people to play. You want endless grinding of mobs, I hear there are some great Asian developed MMOs for that. Not saying that’s bad, just don’t want it here.

This and This really spells it out great about why the changes are welcomed. Annoying does not equal challenge, grinding through mobs after mob after mob does not equal challenge, it is just annoying.

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Posted by: Aoshi.4785

Aoshi.4785

Is this why the events are all bugged in Orr right now? On a bunch of servers the Penitent Waypoint event won;t complete and is keeping all other de’s in the area from starting.

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Posted by: FateZero.8536

FateZero.8536

My friend recently maxed his warrior level. Wanted to bring him to straits to get the Balthazar armor but when we arrive there, it was all crickets. So the 3 of us did the pre-event for the temple but upon reaching the top of the temple, the pact lost all morale.

I believe everyone should have a chance to experience temple events and if one has to wait for a crowd like right after GW2 release to come, then only God knows how long he has to wait. My friend had full interest in this game when he started like 3 weeks ago, but upon reaching the deserted land of straits, he told me this game’s design is flawed because if there’s no crowd doing temple events then neither him nor other newcomers could ever experience temple events or hope to get the karma vendor.

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Posted by: Doggie.3184

Doggie.3184

I just hate the tons of pulls, knockdowns, cripples and ect as every zombie and it’s undead mother constantly annoy me as I’m trying to go from point A to point B by foot since everything’s contested… The pull mainly just really irritates me. .-.

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Posted by: mrstealth.6701

mrstealth.6701

I don’t really understand the players praising Orr for being a challenge. I’ve not found it to be a challenge at all, outside of a few areas. Those areas are usually ones with insane density/respawn rates, or skillpoints (or the only path to a SP) guarded by tightly packed in veteran mobs, or even champions in several places. The only “challenge” offered for most is the fact that a solo player is unlikely to be capable of out-killing the respawn rates in a fight that involves a (or commonly mulitple) veteran mob. Fighting the same mobs for 10 minutes to progress 50ft up a hill is not a challenge, nor is it fun in my opinion.

The overall mob density in Orr just makes the entire area tedious to play in, which is why see players running by with a train of angry risen more often than you see someone actually killing the risen. This does happen elsewhere, but it’s the standard in Orr. This is probably because other areas have enemies semi-organized (bandits hanging around camps, etc), while Orr just has risen standing around or roaming aimlessly in every corner of the map.

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Posted by: Coldtart.4785

Coldtart.4785

In what universe are highly telegraphed cc’s annoying?

Orr is far too easy as it is. Making it any easier and you may as well just make it hand you a free boost to 80 and full set of ascended.

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Posted by: Orion Templar.4589

Orion Templar.4589

when we arrive there, it was all crickets

I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.

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Posted by: mrstealth.6701

mrstealth.6701

In what universe are highly telegraphed cc’s annoying

They are most annoying when the mob you aren’t fighting does it. That mob that respawns (or runs back from chasing another player) 10 ft from the three mobs you are already fighting. Then you get to have fun with the three more mobs standing on the other side of that one.

Or when no matter how obvious it is, you can’t dodge it because you’ve already had to dodge twice from two other mobs trying to pull you. The entire “it’s easy to dodge/learn to dodge” argument doesn’t really work when dealing with more than 1-2 enemies.

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Posted by: Diviner.7405

Diviner.7405

when we arrive there, it was all crickets

I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.

All temples can be done with 10 people. One of them is even soloable. If you could not do it with 10 people, then either the people with you were not fully geared or they had no idea what was going on and were uncoordinated.

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

when we arrive there, it was all crickets

I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.

All temples can be done with 10 people. One of them is even soloable. If you could not do it with 10 people, then either the people with you were not fully geared or they had no idea what was going on and were uncoordinated.

This.
I did Lyssa yesterday (very early server time as I live +8h to the server time zone) on my mesmer.
Started the first event, and nearly finished it, when an additional player arrived (engi with mad explosion placement skills ^^). We cleared both other spots without any problems and promoted the free wp.
We started the final event with 4 players and finished it with 7.

People got way to deep into that zerg thing. Zerging is most of the time the easiest option, but not the only one.
It helps a lot if you know what’s going on, heaven forbid that people would have to learn how to play in an endgame zone.
Only a hand full of mobs really CC in Orr, most of them you can just run trough. Read the kitten mobs name and avoid ’em accordingly if you do not want to fight.

Ah too late, this sounds way too much like a L2P post. Sorry, wasn’t intened to be this way. But seriously, try to be aware of your surroundings in Orr. And you will be fine.

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Posted by: FateZero.8536

FateZero.8536

when we arrive there, it was all crickets

I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.

All temples can be done with 10 people. One of them is even soloable. If you could not do it with 10 people, then either the people with you were not fully geared or they had no idea what was going on and were uncoordinated.

This.
I did Lyssa yesterday (very early server time as I live +8h to the server time zone) on my mesmer.
Started the first event, and nearly finished it, when an additional player arrived (engi with mad explosion placement skills ^^). We cleared both other spots without any problems and promoted the free wp.
We started the final event with 4 players and finished it with 7.

People got way to deep into that zerg thing. Zerging is most of the time the easiest option, but not the only one.
It helps a lot if you know what’s going on, heaven forbid that people would have to learn how to play in an endgame zone.
Only a hand full of mobs really CC in Orr, most of them you can just run trough. Read the kitten mobs name and avoid ’em accordingly if you do not want to fight.

Ah too late, this sounds way too much like a L2P post. Sorry, wasn’t intened to be this way. But seriously, try to be aware of your surroundings in Orr. And you will be fine.

There are some people with l33t hand-mind coordination while there are some people with casual ability. I believe you did not meant to sound elitist, so I’ll leave it at that. You could solo temple event, then good for you, gratz, but it doesn’t mean everyone is like you. Get what I’m trying to say?

What I am trying to say is, Anet should’ve made maps and events keeping in mind to spread out a healthy amount of population across all maps. For example, with Fractals in, the population seems to lean towards it leaving other maps abandoned. I know because I too prefer Fractals than to explore the world. Returns are better and it guarantees me a rare-exotic drop. That’s bad game design in my opinion.

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Posted by: marnick.4305

marnick.4305

1/ Get exotic gear with at least 1 defensive stat
2/ solo Orr

GL HF

Orr is not an easy zone. It is not meant to be an easy zone. As long as you have mostly exotics, it is very much doable. Don’t run, you’re much better off killing most mobs you cross.

If I can’t play Guild Wars 2 at work, I won’t work in Guild Wars 2 either.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto

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Posted by: Grevender.9235

Grevender.9235

You could solo temple event, then good for you, gratz, but it doesn’t mean everyone is like you. Get what I’m trying to say?

yup, you are trying to say that the unskilled have to master social skills, create an huge zerg and get their payback

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Posted by: Oatmeal.1895

Oatmeal.1895

I usually don’t have any trouble in Orr, but I am also a mighty Guardian, slaying risen is my profession

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Posted by: Orion Templar.4589

Orion Templar.4589

All temples can be done with 10 people. One of them is even soloable.

I’ll take your word for it since my experience with the temples is limited to Lyssa and Balth. But from what I’ve personally experienced, tackling those two temples with a small group will usually end in failure, meaning the time will expire before the boss is defeated. For Lyssa the shields go back up, or for Balth he will go back into his statue.

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Posted by: roperratt.6917

roperratt.6917

The temples can be done with small groups. Four of us took Lyssa today, clearing the shields and the middle. It took a while, and my death damage tax was around 11 silver, but we did it with 4 players. What I hate is coming in at a way point with 2 or 3 mobs waiting. If I manage to kill half of them they re-spawn by the time I get through the other half. It’s a nice zone with pretty good drops, most of the mobs are easy to kill. It becomes frustrating when you fight through half a dozen only to get killed by another mob that pops up behind you, and then there is NO ONE around and all the kitten way points are contested.

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Posted by: UnderdogSMO.9428

UnderdogSMO.9428

=D thought this would have been a big deal to many, considering the number of times I have seen people talk about Orr not being any fun because of the mob density, and the zones going unused because of that reason.

/shrug

It is just as we all know. most people dont come on the forums to post about posative stuff and the trolls wont tuch it because there’s vary little nagative they can say about it.

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Posted by: FateZero.8536

FateZero.8536

You could solo temple event, then good for you, gratz, but it doesn’t mean everyone is like you. Get what I’m trying to say?

yup, you are trying to say that the unskilled have to master social skills, create an huge zerg and get their payback

Totally

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Posted by: UnderdogSMO.9428

UnderdogSMO.9428

1/ Get exotic gear with at least 1 defensive stat
2/ solo Orr

GL HF

Orr is not an easy zone. It is not meant to be an easy zone. As long as you have mostly exotics, it is very much doable. Don’t run, you’re much better off killing most mobs you cross.

thats true and were me and my group have vary little trobel with it we do spend alot of our time just runing past mobs and takeing the dammage they deal. there not hard, thay dont slow us down much, and there loot isnt worth it

so I am all for thining them out a bit.

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Posted by: Amen.2630

Amen.2630

where did you read that?

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Posted by: Quantius.3156

Quantius.3156

I have to say, when I first went to Orr it was like hitting a wall in comparison to the rest of the game. But I really enjoy it now, the feeling that I do have to fight and claw for every inch just to get to the next area (even though I have all the WP’s now) was reminiscent of Demon’s/Dark Souls.

It really gives the zone a certain feeling of dread and hard won fights. Yes the mobs are trash, but just the idea that you don’t get anywhere in Orr unless you really want to push through – that immerses me in the content. How would my character feel traversing this hellscape? Much like I do right now. That connects me to the game and my character quite a bit.

Even if ANET change Orr, they should really think about adding a zone which is truly about slogging through. Make it so people say, “wtf? You’re really gonna quest there?” Maybe it shouldn’t have DE or Heart, just mobs and maybe “special” areas which allow you to craft nifty skins.