you spend complaining about it on the forums, you’d be
done by now.”
I want to start with a little story about one of the coolest things that happened in BWE3 to me, then how the game ruined it. I was doing the Blighted Tree missions, where you have to place the bombs. The game announced 5 minutes left! We all rushed to complete it, got the bombs planted, Diarmid spawned, 1:40 left, rush! We managed to kill her with about 40-50 seconds left, 15 second timer on the clock. . . it blew hooray! . . then the pact commanders stood around chatting for a few minutes before completing the mission, so night fell and the mission “failed” No credit was given. Hooray.
Make sure that’s fixed, credit should be awarded the instant the bomb goes off.
As for events overall, they don’t seem to award nearly enough credit. Even on just the second mastery (bouncing mushrooms), I’m only getting maybe 10% of a bar off of these things, and they happen at a relatively slow pace compared to Tyria events. I can’t imagine grinding out all my masteries under the current systems, that would be crazy boring.
The events themselves tend to be mostly quite fun, but they should have a few less “waves” than they currently do in those type of events, so that they end faster. I think one of the most annoying individual events is the one where you have to collect airship parts from an upper level, and then drop down to the lower level. When I did this last time, I have bouncing shrooms, so I could get up there fast. This time I had to two one of the two (or more?) longer paths up, which were interesting, but VERY slow, and each piece returned only seems to increment the event by a tiny amount.
My suggestions would be to point players towards one of the routes up, because I’m an explorer but others might struggle to find their way, and the more important one is to greatly reduce the amount of supply needed to clear this one, so that each player only needs to make a few trips up. Make it one of those things where the minimum is fairly easy to clear, and then he gives like 1-2 minutes more for people to get theirs in if they haven’t already. Each player should be expected to bring three supply, and the cap isn’t raised unless people deposit at least one, so that players who are not participating are not counted.
Make sure that’s fixed, credit should be awarded the instant the bomb goes off.
I agree.
The only other suggestion I would add for them is to scale down the collection event before the tree. It takes so much time to do it when it’s scaled up and it being scaled doesn’t really add any challenge to it. Maybe require 40 items at most to be turned in and then give it as 60 second countdown until completion. The previous beta I turned in maybe 6 of them, saw no progress being made, and then joined the other meta chain for another 15 minutes before the collection event completed.
I agree. So do many others…
There was another thread about the airship parts event: https://forum-en.gw2archive.eu/forum/game/hot/Ordinance-Crew-bomb-event-takes-too-long/first#post5567125
I used birthday boosters, celebration boosters and the new XP boosters. Most of us have at least some of those. Between that and food and a utility, you level pretty fast.
On topic, I agree with the OP, event reward shouldn’t wait for people to have a conversation.
After playing a bit more, I think that the day/night cycle definitely needs to be sped up. Nights especially. They just drag on foreeeeeeeeeever. Sooooooo boring, Soooooooo repetitive. And this is something they think we’ll want to repeat for any length of time? No thank you.
Currently the schedule is 70 minutes of day, 40 of night, five minutes of dusk, so really it’s more like 75/45. This needs some massive compression. I would say make it 30 minutes of day, 20 minutes of night, then the 5 minutes of dusk after either.
Speed up the daytime mission chains by reducing the number of waves in them, and streamlining some of the time wasters like the above mentioned airship parts collecting. Cut a few of the less interesting events entirely, or just make them irrelevant to advancing the meta. For example the need to set up and defend towers to begin Shashoo’s chain, just make those entirely optional and irrelevant to the meta, and Shashoo’s chain starts with the boss attacking their base at dawn.
Maybe to make sure the chains don’t time out, make them so that on certain phases they will advance the meta whether you complete them or not, like the airship parts one could have a hard time limit of five minutes, and the meta will roll on even if you fail it, but if you don’t complete it in time then you have some sort of tactical disadvantage moving forward.
Then during the night phase, just less of that. Have about 5-10 minutes to build supplies up, then 5 minutes of assault, then another 5 minutes to rebuild/retake, then another 5 minute assault, and then done.
In their current state, I would never want to participate in the meta of the zone. I might do it anyways, if there is some reward I really want that forces me into it, but I would not be happy about it. I enjoy the map itself, and I enjoy the events themselves, I just wouldn’t want to have to do the entire chain more than once in its current form. I definitely wouldn’t want this to become some sort of Drytop/Silverwaste situation, where you’re expected to farm it continuously for weeks in order to unlock various cool rewards.
After playing a bit more, I think that the day/night cycle definitely needs to be sped up. Nights especially. They just drag on foreeeeeeeeeever. Sooooooo boring, Soooooooo repetitive. And this is something they think we’ll want to repeat for any length of time? No thank you.
Currently the schedule is 70 minutes of day, 40 of night, five minutes of dusk, so really it’s more like 75/45. This needs some massive compression. I would say make it 30 minutes of day, 20 minutes of night, then the 5 minutes of dusk after either.
Speed up the daytime mission chains by reducing the number of waves in them, and streamlining some of the time wasters like the above mentioned airship parts collecting. Cut a few of the less interesting events entirely, or just make them irrelevant to advancing the meta. For example the need to set up and defend towers to begin Shashoo’s chain, just make those entirely optional and irrelevant to the meta, and Shashoo’s chain starts with the boss attacking their base at dawn.
Maybe to make sure the chains don’t time out, make them so that on certain phases they will advance the meta whether you complete them or not, like the airship parts one could have a hard time limit of five minutes, and the meta will roll on even if you fail it, but if you don’t complete it in time then you have some sort of tactical disadvantage moving forward.
Then during the night phase, just less of that. Have about 5-10 minutes to build supplies up, then 5 minutes of assault, then another 5 minutes to rebuild/retake, then another 5 minute assault, and then done.
In their current state, I would never want to participate in the meta of the zone. I might do it anyways, if there is some reward I really want that forces me into it, but I would not be happy about it. I enjoy the map itself, and I enjoy the events themselves, I just wouldn’t want to have to do the entire chain more than once in its current form. I definitely wouldn’t want this to become some sort of Drytop/Silverwaste situation, where you’re expected to farm it continuously for weeks in order to unlock various cool rewards.
30 minutes of day might not give people enough time to complete the event chains. Oh sure, when it’s new and such that would work, but you need time for those chains to be completed as people spread out.
The events themselves tend to be mostly quite fun,
I honestly haven’t seen any ‘fun’ events so far. The most common ones are the ones where you have to go back and forth collecting parts, and ‘defend this spot’ events. The boss battle that I saw (with the flying wyvern) was cool, but overall I haven’t really seen anything interesting happen, especially at night.
I doubt they’ll reduce the amount of exp needed to level Masteries. This is content that will need to last us to the next expansion, which is who knows when. It’s going to be a fairly major accomplishment to max out all the Masteries, which is undoubtably exactly what ANet is expecting. If you see the exp needed, it’s in the millions just for one. You might as well settle in for a long haul before you reach max on all. (And get all the exp boosts you can).
The events themselves tend to be mostly quite fun,
I honestly haven’t seen any ‘fun’ events so far. The most common ones are the ones where you have to go back and forth collecting parts, and ‘defend this spot’ events. The boss battle that I saw (with the flying wyvern) was cool, but overall I haven’t really seen anything interesting happen, especially at night.
The entire noble ledges storyline was quite fun. It was hysterical if you bothered listening to what the NPCs were saying. There are immersion players and there are mechanics players.
As an immersion player, the events are fantastic. If you’re just looking at pure mechanics, questing on almost any game is going to fall short because there are only a handful of types of quests and all that ends up mattering are how they’re dressed up.
The events themselves tend to be mostly quite fun,
I honestly haven’t seen any ‘fun’ events so far. The most common ones are the ones where you have to go back and forth collecting parts, and ‘defend this spot’ events. The boss battle that I saw (with the flying wyvern) was cool, but overall I haven’t really seen anything interesting happen, especially at night.
The entire noble ledges storyline was quite fun. It was hysterical if you bothered listening to what the NPCs were saying. There are immersion players and there are mechanics players.
As an immersion player, the events are fantastic. If you’re just looking at pure mechanics, questing on almost any game is going to fall short because there are only a handful of types of quests and all that ends up mattering are how they’re dressed up.
I understand, but basically ‘defend this spot’ has become the new ‘kill ten rats’. Mechanically the events are missing something.
30 minutes of day might not give people enough time to complete the event chains.
Not in their current states, but I think that they should be reconfigured so that they are intended to be completed in 30 minutes or less. One thing that might help, AND add variety, would be to split some of the current events into two possible chains. Like for example the Blighted Tree chain, have one of them in which the point is to destroy the tree as is already the case, while the other cycle is to simple retake the base-camp. They would alternate every other “day,” and would have a few sub-events in common, and a few that are exclusive to one version or the other.
They should be designed so that many of the events would have fixed timing to them and could not slow down, while others you could speed up, but even if they were going slowly they should be completed within the 35 minutes allotted (including the “dusk” period). Speed-efficiency teams could complete them in 20 minutes or less.
The boss battle that I saw (with the flying wyvern) was cool, but overall I haven’t really seen anything interesting happen, especially at night.
The interesting ones are daytime, yeah, the night stuff is just defense stuff, which is why it should be much shorter than 45 minutes. Seeing that “20 minutes remaining” ticker is just depressing.
I doubt they’ll reduce the amount of exp needed to level Masteries. This is content that will need to last us to the next expansion, which is who knows when.
No. The very peak masteries, like opening up optional boss fights and stuff, sure, let those take a while, but we should be able to unlock all the core traversal stuff within the first few days or at least the first week without significant grind.
As an immersion player, the events are fantastic. If you’re just looking at pure mechanics, questing on almost any game is going to fall short because there are only a handful of types of quests and all that ends up mattering are how they’re dressed up.
I like immersion too, but I’m looking at these as events that they will probably want us doing dozens, if not hundreds of times, and from that perspective they need to step – it – up.
Now, if they are treating these as missions we can do once and then move on with our lives, then sure, they’re fine, great even.
I just don’t have to do them more than once or twice.
I used birthday boosters, celebration boosters and the new XP boosters. Most of us have at least some of those. Between that and food and a utility, you level pretty fast.
On topic, I agree with the OP, event reward shouldn’t wait for people to have a conversation.
See I didn’t use anything like that because I distinctly remember them saying exp boosts wouldn’t work for masteries. Hopefully that wasn’t a beta only thing.
I used birthday boosters, celebration boosters and the new XP boosters. Most of us have at least some of those. Between that and food and a utility, you level pretty fast.
On topic, I agree with the OP, event reward shouldn’t wait for people to have a conversation.
See I didn’t use anything like that because I distinctly remember them saying exp boosts wouldn’t work for masteries. Hopefully that wasn’t a beta only thing.
I remember that too and I hope that it’s not just a beta thing or else getting the millions (literally) of “experience” needed without being able to use boosters is going to be that much harder.
My guess is that in spite of what they said, the boosters will still work. Otherwise this will severely cut the value of the exp boosters they sell in the gem store and reduce demand (and their profits from these items) for them considerably.
Silverwaste rubble collection events have the same issue. Technically, all collection events do.
When you turn in however many are needed, there’s then a timer – 10 seconds if you solo’d, a minute if not. However, if something causes the event to fail (e.g., another event spawning, like in Silverwastes when the forts get under attack), the event fails even if all items are turned in.
It’s nice that the timer is there, but it should be counted as completed once that amount is filled. Timer should be there only to obtain credit at last moment – it shouldn’t prevent people who spent 4 minutes on the event from getting credit just because the game-enforced timer was too slow.
Events should count as completed the moment their objectives are completed, no later. Especially now that they’re giving more rewards than mere gold, exp, and karma.
I used birthday boosters, celebration boosters and the new XP boosters. Most of us have at least some of those. Between that and food and a utility, you level pretty fast.
On topic, I agree with the OP, event reward shouldn’t wait for people to have a conversation.
See I didn’t use anything like that because I distinctly remember them saying exp boosts wouldn’t work for masteries. Hopefully that wasn’t a beta only thing.
I remember that too and I hope that it’s not just a beta thing or else getting the millions (literally) of “experience” needed without being able to use boosters is going to be that much harder.
My guess is that in spite of what they said, the boosters will still work. Otherwise this will severely cut the value of the exp boosters they sell in the gem store and reduce demand (and their profits from these items) for them considerably.
I don’t remember hearing that at all. If you can find a quote, I’d appreciate it, because it’s just experience. So I’m not sure how scrolls won’t work.
Silverwaste rubble collection events have the same issue. Technically, all collection events do.
When you turn in however many are needed, there’s then a timer – 10 seconds if you solo’d, a minute if not. However, if something causes the event to fail (e.g., another event spawning, like in Silverwastes when the forts get under attack), the event fails even if all items are turned in.
It’s nice that the timer is there, but it should be counted as completed once that amount is filled. Timer should be there only to obtain credit at last moment – it shouldn’t prevent people who spent 4 minutes on the event from getting credit just because the game-enforced timer was too slow.
Events should count as completed the moment their objectives are completed, no later. Especially now that they’re giving more rewards than mere gold, exp, and karma.
Idk. Maybe there is a problem setting up an event that completes multiple times after it completes. (The event ends and it completes, but there is still the timer that thinks it’s not completed. Player A hands in the item. It completes for him, but the timer still thinks it’s not completed. Then player B hands it in and it completes for him, but the timer still thinks it’s not completed…….) This sounds like something that would be much harder to set up and that could bug easily.
(edited by Just a flesh wound.3589)
I used birthday boosters, celebration boosters and the new XP boosters. Most of us have at least some of those. Between that and food and a utility, you level pretty fast.
On topic, I agree with the OP, event reward shouldn’t wait for people to have a conversation.
See I didn’t use anything like that because I distinctly remember them saying exp boosts wouldn’t work for masteries. Hopefully that wasn’t a beta only thing.
I remember that too and I hope that it’s not just a beta thing or else getting the millions (literally) of “experience” needed without being able to use boosters is going to be that much harder.
My guess is that in spite of what they said, the boosters will still work. Otherwise this will severely cut the value of the exp boosters they sell in the gem store and reduce demand (and their profits from these items) for them considerably.
I don’t remember hearing that at all. If you can find a quote, I’d appreciate it, because it’s just experience. So I’m not sure how scrolls won’t work.
It was from an interview. It was primarily talking about tomes and writs, but can be considered to include various boosters by the way it was worded where it said that the Mastery training bar is in no way tied to experience.
The masteries seen in the demo are just the tip of what masteries will be available at launch, and the team will have more surprises for players. We wanted to know if all those consumables, like Tomes of Knowledge and Writs of Experience, would help players unlock all of these masteries faster. The short answer is that they won’t. The experience bar is going away and is being replaced by the mastery training bar. This training bar is in no way tied to experience, but fills up by going out and doing stuff in the world. So any item that gives you experience won’t help you train masteries.
Here is a thread that gives references to Colin telling us that boosters, food, fireworks, potions, etc. DO work for gaining mastery levels. The writs of experience and tomes do not work, but the boosters do work. It’s rather odd.
No, actually I think it makes sense seeing the whole picture (I’d only seen the part Flesh posted, not Colin’s interview bit)
Items that directly give exp like writs and tomes won’t work.
But boosters that increase exp from content will indeed boost the exp gained for masteries.
I assume its because the tomes/writs can be earned anywhere, whereas the mastery exp must be earned in the relevant location, so boosting exp earned in the proper location is okay.
Here is a thread that gives references to Colin telling us that boosters, food, fireworks, potions, etc. DO work for gaining mastery levels. The writs of experience and tomes do not work, but the boosters do work. It’s rather odd.
Thank goodness. Because I bought A LOT of those Lunar Fireworks, about 20 stacks of them, for that 10% buff to all experience gained while playing. I tried it out in the beta and it was working so I had high hopes that exp boosters would still work.
The events themselves tend to be mostly quite fun,
I honestly haven’t seen any ‘fun’ events so far. The most common ones are the ones where you have to go back and forth collecting parts, and ‘defend this spot’ events. The boss battle that I saw (with the flying wyvern) was cool, but overall I haven’t really seen anything interesting happen, especially at night.
The entire noble ledges storyline was quite fun. It was hysterical if you bothered listening to what the NPCs were saying. There are immersion players and there are mechanics players.
As an immersion player, the events are fantastic. If you’re just looking at pure mechanics, questing on almost any game is going to fall short because there are only a handful of types of quests and all that ends up mattering are how they’re dressed up.
I understand, but basically ‘defend this spot’ has become the new ‘kill ten rats’. Mechanically the events are missing something.
I don’t forget that guild wars 2 is ultimately a combat themepark. So your complaints are more of a genre issue than a mechanics issue. There is only so much you can dress up events before you realize, they are not much different. Same as movies or tv shows, that is why certain cliques exist in every genre.
It is the same as life really, rarely are they anything that is different from the usual routine other than the minor differences.
It’s nice that the timer is there, but it should be counted as completed once that amount is filled. Timer should be there only to obtain credit at last moment – it shouldn’t prevent people who spent 4 minutes on the event from getting credit just because the game-enforced timer was too slow.
Events should count as completed the moment their objectives are completed, no later. Especially now that they’re giving more rewards than mere gold, exp, and karma.
Well, it should just be a matter of the event not “failing” just because some outside event cuts it off. If an outside event cuts it off, then it should do a self-check, “did they complete all the objectives?” Yes? They get the success, no, they do not, but it’s checked no matter what the timer says rather than just auto-failing.
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