Showing Posts Upvoted By Alexander.5782:

Please Post 7/28 Bug Reports HERE [merged]

in Bugs: Game, Forum, Website

Posted by: Gaile Gray

Gaile Gray

ArenaNet Communications Manager

Got this error code while trying to login from character screen after latest (small patch)
code=19:9:13:1446:101

Thank you for including the error code!

The team is working on this, but I like being able to share the exact code you’re getting.

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

Please Post 7/28 Bug Reports HERE [merged]

in Bugs: Game, Forum, Website

Posted by: crunchyraisin.6054

crunchyraisin.6054

If it’s not too late, I would strongly recommend a rollback so you can fix these bugs at your own speed. They are confusing and high in number.

A lot of the hero panel stuff seems to be just the display. IE. collections, trait unlocks etc. My specialization unlocks say 0%, but I seem to be able to still do everything. Collection that were reset did not take away APs or skins earned through them.

If people are able to earn double rewards for these, that gives them an unfair AP hunting advantage. I don’t see how to fix that without rolling back.

I had 50/50 and gwamm etc legit. I still have the titles and the AP.

(edited by crunchyraisin.6054)

The future of underwater combat

in Guild Wars 2 Discussion

Posted by: Silverkey.2078

Silverkey.2078

I assume this has already been discussed quite a few times but I would like to state my opinion on the subject and hope if we agree we can give an incentive to ANEt to make what we think is right.
Since this is going to be a very long post, I tried to put some structures to it.

Do we want underwater combat (UC)?
That is the first and most crucial question. While we all agree that in the current state, UC is not satisfactory, the question is what are the inherent positive and negative points about it.
First the minus:

  • The z-axis handling is difficult, and estimating distances is a nightmare.
  • To be realistic, the fights should be slow as hell.
  • We don’t have much experience of it in our world which makes it difficult to design weapons+skills
  • It’s obviously a lot of work to create/balance a good underwater combat system.

Now some of the plus actually come directly from the minus:

  • it creates welcome variety. New skills, new mechanics, new enemies.
  • it is beautiful down there! I mean IRL, people go underwater breathing bottled air and withstanding huge pressure just for that right!
  • It allows to add a whole new set of skills/builds… without having to balance them with the old ones (like elite specializations which should in principle be balanced with existing core specializations).
  • Since we have little expectations of what UC should look like, there is a lot of space for imagining cool stuff (I mean this is fantasy right).
  • Quaggans!

And finally an important point I think: we currently have UC. So much work has already been done and it would be a waste to completely scrap it by drying out the whole world like they already did with some maps. On the other hand, having this clumsy mechanics reflects poorly on the game.

The current state

First let us be fair, few games have satisfactory UC, and gw2 may actually be among the best ones. They decided to remove some of the annoying mechanics (you can breathe underwater, yeah!) and make the combat faster than what would be realistic. They went for water-themed weapons with their own water-themed skills. They have underwater enemies/allies,…

And yet, we all know we often try to stay away from water. And when we are there, we feel very fast constrained by the environment and only hope for returning back on lands to find our power.
Here are I believe the main problem of gw2 UC:

  • lack of diversity. You have only 1 or 2 weapons available meaning that you don’t make a choice but simply equip all available weapons. Many (sometimes most) of the utilities/elites cannot be used underwater. Making builds is the core of the guild wars series, but you just cannot make underwater builds because of this lack of diversity.
  • lack of motivations to go underwater. There is no good and unique reward attached to it. You only take a dive to get your hero point and already this is a pain.
  • because of that we don’t spend enough time underwater to even know our skills, so we often end up just pressing everything on cooldown. Really not fun
  • somehow, it feels like ANEt tried to make UC even clumsier by making many of our UC weapon skills mobility skills. So you just move around without the slightest idea of where you are and where you left your enemies. Also, there is almost only one personal story episode which is fully underwater (Temple of the Forgotten God) and it is awful design. You have to move around trying to find the doors making the underwater 360° even less bearable. Finally, one of the greatest day in my underwater carrier was to realize one can bind a key to « swim down », why isn’t it done by default???

(edited by Silverkey.2078)

[Request] Guild Alliances

in Guild Wars 2 Discussion

Posted by: gaspara.4079

gaspara.4079

Most likely it would start as just a simple system where a Guild can join a single Alliance that offers an Alliance chat. Thus allowing easy cross guild communication for organizing things such as boss fights, WvW and other larger scale events.

This could be expanded to allow credit for guild missions, visiting of guild halls, and even shared influence gains.

[Request] Guild Alliances

in Guild Wars 2 Discussion

Posted by: gaspara.4079

gaspara.4079

First of all tell me, what exactly is the benefit of being in a guild in gw2? There is barely any content for guilds so I don’t know what we will do with guild alliance (Unless u specifically want it JUST for chating)……..I have not played the original Guild Wars, but from what others tell me, there was some amount of G vs G content (sumbody plz confirm ) . Here guilds are somewhat cosmetic (like much of the other things In game ) . I guess only TTS , some wvw guilds actually make use of ‘being in a guild’ . Now many of you may come forward and say that “No! Our guild does stuff together” but let’s face it most of the things are stuff u can do with the LFG system………

This game is called Guild Wars but there is hardly anything “Guild wars” :P lol in it.
However I hope the guild houses expected in the expansion changes everything ………

First GW1 did feature a guild vs guild pvp mode and guild halls but that was mostly it.

Your actually quite mistaken about Guilds in GW2.

GW2 has exclusive guild content already in the form of Guild Missions, which offer a special currency oly attainable through said Guild Missions. Additionally many different upgrades, boosts, skins and WvW related advantages are avaialble for guilds to buy and activate. Additionally guilds are able to spawn Tequatl and Triple Trouble to face them as a guild on their own time. Though just being a member of a smaller guild, not part of leadership, much of this could go over your head.

Additionally HoT will be adding Guild Halls to the game. Also there have been rumors of HoT adding other new guild related content or benefits.

New to API Development

in API Development

Posted by: Suniahk.7268

Suniahk.7268

The API is a JSON implementation. Basically, if you provide a url, it will return an array of information that you can parse through. I’d suggested going through https://forum-en.gw2archive.eu/forum/community/api/Welcome-to-the-API-Development-subforum , there’s a lot of useful information. If you’d rather not deal with the api itself and would instead like to use a wrapper, there’s a list of those here: http://wiki.guildwars2.com/wiki/API:List_of_wrappers

Condition Damage in PvE Overview

in Guild Wars 2 Discussion

Posted by: hybrid.5027

hybrid.5027

With the new sinister gear set there has been a lot more talk about condition damage builds becoming part of the PvE meta. One of the most common things I hear from people is “conditions will never be part of the meta until the condition cap is raised.” This is false, but I’ll explain that later. The point is, I think most people don’t really understand why conditions aren’t meta, what can be done to improve their role, and what the side effects of these changes are. I would like to go about answering these things today so we can have a better understanding as a community, and perhaps have something thorough that developers can respond to.

First, why aren’t condition damage builds part of the meta?

The most basic answer is that they do not have competitive maximum DPS with direct damage builds. For the sake of this article we will discuss Warrior and Engineer, as they are the best two pve condition damage classes. The meta direct damage warrior produces about 11-12k DPS in a meta speed clear group. The meta engineer will produce about 13-14k DPS in a meta speed clear group. These builds greatly benefit from 25 Might, perma-Fury and banner of discipline and banner of strength. But, most importantly, they benefit from the ability to maintain 25 Vulnerability for a large majority of the fighting. The best warrior and engineer condition damage builds with the same party buffs will produce about 8-9k DPS once they have reached their maximum average condition output. Simply put, they don’t compare favorably in terms of DPS.

A second problem is what I call Ramp Up Time. A direct damage build will produce its best dps at the start of a fight when all of it’s cool downs are available and it can use the very most damaging attacks immediately. The damage will then come down a bit and settle into a repeating oscillation as cooldowns become available. This is a standard dps ebb and flow for any dps rotation. In the end it all averages out to a particular number. But it is important to remember that the damage is front loaded ie, the first 10 seconds of a fight are going to be when the most damage is done.

Condition builds are the exact opposite. It takes them time to “ramp up” to their maximum DPS. Generally speaking, a good condition damage build will not hit its peak DPS until about 15 seconds into a fight. This is a major problem in PvE dungeons as you might imagine. In most of the named dungeons, bosses tend to die very quickly most in under 20 seconds. Additionally, many of the bosses who take longer to kill have condition cleanse abilities. In many cases by the time the condition build is just reaching its potential, the boss is dead. Or the boss cleanses its conditions and you’re back to the dps floor. For a boss that dies quickly or a boss who cleanses, a direct damage build will do even more dps than the condition damage build. If a boss dies in 10 seconds, thanks to front loaded damage, a direct damage build will likely output something like 20-25k dps before the boss dies, while a condition damage build will have only done 5-6k dps since it was still ramping up. I consider ramp up time to be the single most significant barrier to condition builds becoming meta viable in PvE.

In summation, the main obstacle to condition builds is ramp up time vs the front loaded potential of direct damage builds and the fact that condition damage builds have lower peak DPS than direct damage builds, mostly thanks to Vulnerability. Thus, even when a condition damage build manages to ramp up to it’s maximum and maintain it for a long time, it’s output is much lower.

So with these two problems in mind, what can be done to fix this issue?

As far as the maximum potential dps goes there are multiple solutions I envision as practical.

continued….

I know who I am, do you know who you are?

An End to the Queensdale Train

in Guild Wars 2 Discussion

Posted by: Zaxares.5419

Zaxares.5419

If a player heads out to a champion by himself with the knowledge that a ‘zerg train’ is a few minutes away, is it wrong for him to kill it? He could farm materials and other mobs in the vicinity while waiting for the 20+ people to arrive so that could acquire credit as well. They certainly didn’t truck all the way down to farm mats.

It would be NICE for the player to wait, but I certainly wouldn’t fault him/her for starting the Champ early. Maybe they’re on a tight time schedule. Maybe they’re afraid that if the train shows up they won’t be able to do enough damage to get credit (a very legitimate concern, especially if they’re a low level character). The train can always move on to the next Champ, but the lone player may only be fighting this one Champion during their play session.

I will agree that people who deliberately set out to derail trains is also not very nice behaviour and I would not do it repeatedly to multiple Champs just to aggravate the people on the train. But if a player comes across a Champion and wants to test their skills against it solo, I can’t fault them for doing so. I certainly like seeing if I can kill Champs in the open world myself.

An End to the Queensdale Train

in Guild Wars 2 Discussion

Posted by: mtpelion.4562

mtpelion.4562

I do wonder why the loot bags drop loot based on your character level rather than the Champion’s level.

I think a better design would have been to tie the loot level to the Champ, that way you could run a train on different maps based on what kind of materials you were trying to farm.

Low on Linen? Head over to Iron Marches! Need some Jute? Queensdale for you!

Server: Devona’s Rest

Proposal for 5-slot colored bags.

in Guild Wars 2 Discussion

Posted by: RoseofGilead.8907

RoseofGilead.8907

Ok. The champ train bags were designed as an appropriate reward for starter chars killing them, not fully rigged level 80s killing them ez mode on an endless loop. They are appropriate for the zone and the expected level killing them. Don’t be expecting ANet to cater to level 80s getting a bunch of them while neglecting level appropriate content.

Yup, that.

Just sell them at the vendor when you stop and wait for the boar to spawn.

An End to the Queensdale Train

in Guild Wars 2 Discussion

Posted by: Will.6210

Will.6210

It’s only four or five specific places, and in my experience, if one of those champions is up, the zerg will be there in under 60 seconds anyway. If I want to shoot at the troll until they get there, that’s my own business. If you’re really worried about super-efficiency, be faster. Entitled kids.

if it takes subscription

in Guild Wars 2 Discussion

Posted by: Corpus Christi.2057

Corpus Christi.2057

Guys, I think those for and against the sub fee for GW2 share one, most important thing: both of these groups agree that GW2 lacks expansion-worthy content. It’s 2 years old. It won’t keep the remainder of the people playing here without anything fresh, new AND permanent. It doesn’t matter, free or subbased, if the game lacks anything new for too long ( GW2 case ), it will simply die off ‘cos I don’t think people can have as miserable lives as to waste their time playing a game that hasn’t changed for 2 years.
Just my opinion, ofc.

Three 80-lvl Rangers. Why? ‘Cos they’re that cool.

An End to the Queensdale Train

in Guild Wars 2 Discussion

Posted by: DaShi.1368

DaShi.1368

People should go do the Frostgorge train instead…oh wait.

Time Limit for Tempered Spinal Blades?

in Battle for Lion’s Arch - Aftermath

Posted by: digiowl.9620

digiowl.9620

If you get the recipe, and enough blade shards, you should be able to do it at any time afterwards. The only recipes so far that has been deactivated were the original mystic forge halloween skins once halloween rolled around once more.