Showing Posts For AmusingMoniker.3560:
I was in the exact same boat, I finished Shiverpeaks by accident with an alt and tried uncover all the jumping puzzles (caught Dierdre’s steps for 165/166 Maguuma) and thanks to Rannulf for the thread bump and Recycle for the post I now have 166/166 Maguuma. I had no clue that Magmatic Conjury was there.
At first I was inclined to agree with you, but after some thought I consider it a fumble that gives the other team a chance at a steal. I’d like the team to focus fire on the thief and get the present back.
Edit: I think the other team would get the Finish que before the option to steal making it fair.
I’d be interested in this as well. My first thought would be something along the lines of the trading up concept from the Mystic Forge. For instance 25-50 Basic stones, philosopher stone, dust and 1 Fine will net you 5-10 Fine.
There have been alot of conversations about in game goals and I was recently inspired to consider what I would find a fun goal. My personal conclusion was that I’d really like some form of Vanquish mode. I really enjoyed Vanquishing in Guild Wars 1 and was considering how I could accomplish this in Guild Wars 2. I could simply race to kill enemies in an area and move on before they respawn, keeping track of my own progress but I thought introducing a Vanquish Mode might be appreciated by others and encourage play in low level zones (albeit short term).
To implement this I’d think there would have to be a switch to flip in the Hero Panel prior to or upon zoning into an area. This button would take a headcount of enemies currently in the zone for a kill count. There are a few kinks to work out such as Dynamic Events (especially events with waves of enemies), simlarily named enemies (Risen) and respawn rates/geographical consideration (did you really vanquish if you didn’t find that hidden enemy in the far corner of the map). If there are any other I haven’t mentioned please let me know. FYI I’m not a programmer, just a spitballer.
DE’s: I am not sure which would be easier; including completion of a number of DE’s in the area to compensate for extra enemies spawned or excluding enemies spawned from DE’s altogether. Perhaps depending on the time the player(s) turn on Vanquish mode the head count could include an average of the enemies that are slated to spawn for upcoming events.
Named enemies: For areas containing alot of Risen or similarly named enemies I think the headcount would have to seperate them into categories. Kill so many Subjagators/Acolytes/Brutes (you get the picture).
Respawn Rate/Geographical consideration: Somehow force us to go to each corner of the map. Could be tagging a number of enemies that haunt far away corners when the headcount is taken (player may have to wait for it to respawn to complete) or ensuring a unique enemy or drop (could be a unique grey item/trophy) that will put a checkmark towards the kill count.
Another kink would be solo players versus party/multiple parties Vanquishing at the same time. Champions would have to be excluded for solo players and possibly included for parties. Starting solo and then partying could exclude Champs but the headcount should increase incrementally per party member added. If players are already in a party when they choose to Vanquish including Champion(s) is feasable but perhaps should be optional, for simplicity they could party up after choosing VQ mode instead of adding an additional request in menu.
Another issue could be multiple party groups VQ’ing at the same time. Perhaps a “Locust” check that buffed any solo VQ’ers in the area with a smaller head count or buffed chance at tagging an enemy and let the parties know they need to communicate intent and que up for the next respawn? Party consideration is my weak point since I mainly solo. Perhaps multiple parties could trigger a higher spawn or respawn rate?
The “Carrot”. I’m sure many players would like a reward for this accomplishment. Personally although I view it in tandem with area completion (and area completion rewards are great) I’d like to see this as a Title track. I’d like to see Shiverpeak Vanquisher and if we accomplish all areas Legendary Vanquisher. And I suppose these titles may come with a few Arenanet coins, but why not? It could be that upon Vanquishing an area a unique boss spawns with a chest. To be honest I haven’t really thought the rewards through past the title, I just want a new goal revolving around PvE gameplay.
Thanks for reading and feedback is welcome.
Yes.
I really like GW1 party system and am still baffled at what GW2 has. Part of the reason why I haven’t completed even story mode dungeons is due to the time consuming Map spamming.
We have a team looking into disconnection problems that prevented some people from receiving their event rewards.
We will update you as soon as we have more information available.
Thank you, and we apologize that you were unable to claim your rewards.
Will we have had to submit a support ticket prior to this notice or is response to this thread enough? I am currently having issues with support login is why I am asking, these forums were my only means of d/c notice.
Yes same here, two and a half hours spent and halfway through luring the Ancient Karka to the nest I freeze on a Waypoint screen (from resing myself) only to re-connect to a server that’s completed the event. No recognition for any portion of the event , just a repair bill. Incredibly disappointed.
I had posted on another thread that I think the game should remember which overflow we are on in case we do need to come back to finish an event, but I’ve been hearing that some couldn’t even log back in so that wouldn’t work
I did post on another thread but I suppose I will here too (I have a feeling these will get merged).
I was on at the beginning of the event and played for 2 and a half hours straight only to find my self staring at a loading screen after choosing to waypoint to res. Of course I waited as long as possible before closing the client and restarting only to find myself on a server that already completed the event so I spent all that time to miss the end. Yes I am incredibly disappointed, especially since there are so many raving about what great loot they got. I missed out and I was there. I’m hoping I’ll at least see the Ancient bite it on Youtube but it’s such a small compensation.
I am wondering if Anet can mark the overflow we were on and try to match us up with the same one upon reconnect so we have a fighting chance at completing DE’s that we’ve started.
I didn’t even get a proper crash notice. My screen froze at a Waypoint loading screen (had to waypoint to Captains’ rEtreat for a res when the Ancient was halfway) and I gave up on it 5mins later (alt f4), logged back in with out a hitch…to a server that had completed it so I got no xp/karma/silver or the chest. So disappointed.
Definetly have to bookmark this one for when I get around to trying Arah. Thanks for putting this together!
FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: AmusingMoniker.3560
Well my initial feelings logging into the FoV beta client was mixed. Yes I really enjoyed the vertical FoV, it was easier on my eyes and the only time I noticed a fish eye effect is on a completely flat surface (which is hard to find) and it was so mild that if I wasn’t specifically looking for it I wouldn’t have noticed (I do tend to focus on the middle of the screen). I don’t think the art suffered at all.
On the other hand I don’t like how much more visible ground cover is behind my character and her head is still dead center and makes me want to peer over/around it to see what’s going on. After looking at different camera zooms and angles I decided that I will most definetly continue to play the FoV Beta client and will try the shoulder slider that I previously ignored (I’d have preferred a vertical slider or better yet moving my chars feet closer to the skill bar) due to my preference for being able to see over my characters head, not through it.
As others have mentioned FPS “issues” I’ll say I did notice a mild drop only when other players were around (about 5-10 depending on the number). The players have been loading late, but they’re in Pistol range. Honestly I’d rather keep the FoV, I think the FPS is my outdated computer that I have to deal with.
And as great as I think this change is I really hope that collision issues will be the next priority. Once I discover a specific area I can try to avoid it but getting too close to stumps, fences and especially walls can trip me up because all I can see is a jumping (for lack of a better term) texture.
Edit: I’m playing on a 24" LCD @ 1920×1200, Geforce 440 GT don’t know if you want/need any other specs for research.
(edited by AmusingMoniker.3560)
I haven’t experienced that many deaths due to the camera but many, many headaches. I avoid jump puzzles like they were the plague and treat close quarter fights the same way, pulling enemies out if I can. I really miss the camera control/options from GW1 along with first person view for tight quarters. I’m on board for opacity or anything that helps me see in front of my character instead of the wall my back is up against.
I’m not convinced that there’s an actual issue that needs to be addressed. I’m reasonably sure that ANet intended to make some chef’s materials more difficult to acquire than others — and they seem to have succeeded admirably.
If the goal is reaching Chef Rank = 400, there are plenty of guides out there that show you how to do so without using Chili Peppers or Vanilla Beans (and without breaking your bank account).
If your goal is making certain recipes, you will find that some herb patches are more likely to drop certain herbs than others. I don’t think anyone has systematically collected data to determine which corners of which maps are most suited.
(Of course, I’m always disappointed when I get Peppercorns — I have plenty of those.)
Yes some materials should be harder to come across, I don’t believe Chili Peppers should be one of them. They’re required for 14 recipes when cinnamon is needed for 3, walnuts for 2. Vanilla (rare) is also used for alot of recipes but still faster and easier to come across than a Chili Pepper (in my experience).
I’ve already gotten 400 in Cooking, my interest was discovering all recipes rather than simply leveling. I will keep tabs on the Wiki as it gets more and more fleshed out each day, already it’s starting to add which area of certain maps are more likely to have certain nodes.
I like that idea GADefence. I was checking on the Wiki and Black Peppercorn can be found on ALL the types of herb patches but Vanilla and Chili’s are limited to 3 out of 6. Perhaps just moving Peppercorns to trees will increase the odds of these rarer herbs enough. But then the first tier of Herb Patch will only contain parsley, thyme and dandelions.
I’ve definetly narrowed down where in Tyria I am going to search (designating a farming alt) for elusive herbs because I am too cheap to pay more than1 silver for an ingredient and chili’s and vanilla are currently going for 3-3.5.
Thanks for the tip Nhalx but it didn’t pan out. I re-ran through and was only getting garlic, sage and bay. Perhaps they’re in the later areas. Still the price of them on the TP is outrageous and I can’t not find walnuts and cinnamon which are rarely used.
If it's not ingame yet, can you please add it, even as a Gemshop LIGHT armor skin
in Suggestions
Posted by: AmusingMoniker.3560
I have scoured the game and every armour posting I could find in search of the armour on the right, and have yet to find a substitute. I too would like to see it in game but at a Karma vendor since choice is limited atm. Perhaps Countess Anise could send players on a mission, to her tailor…
Edit: On another armour note I was also disappointed that the medium Commando hasn’t made an appearance in PvE and I haven’t seen the light armour “Tribal” either.
(edited by AmusingMoniker.3560)
I cannot believe the price of these on the Trading Post. They went from a bulk karma purchase (which I missed out on) to a rare drop. I’ve completed Ashford and am 68% done with Diessa and not one Chili! They are used in too many recipes to have them drop so infrequently. I have managed to find enough to discover all the recipes but don’t have enough to actually cook with.
Thanks for reading.
Thanks to Haze I was finally able to open the second door, had to use that method the two times on the same door. I still sent in a bug report because it shouldn’t take that much effor to get it to work.
I just completed this Quest (solo) and had the same issues. The block was resolved the second try by (as others have stated) letting the risen near the gate take out the arrow carts and npc’s while my group took out the pop ups. The third wave did pop up rather fast and wiped out all the npc’s. Carefull pulling saved me but the inconsistancies of this quest are worth noting.
Being overrun at the outset I understand but inside the Fort it felt like I didn’t even need to be there, especially after returning the orb. The court cleared nearly instantly by the npc’s and fighting by the docks I was unable to even use some skills due to being unable to target the yellow and sometimes white Risen. I had a better experience with my first char through a few weeks ago.
Removing Karma Cooking Ingredients from Loot bags/caches
in Suggestions
Posted by: AmusingMoniker.3560
As per the title I’d like to see karma ingredients removed from the loot bags.
Today I received a Pear from a loot bag and I was rather baffled. Having (karma) purchasable ingredients in the bags decreases the chances I’ll get something I need. Not to mention that I have more than enough karma to go to a vendor if I run short (and a player could gain enough karma just by running to the vendor). Even if these foods are included to aid characters that haven’t been to an area yet they do not drop at such a rate to benefit them. Or was the pear an anomally? And ironically enough I find myself running short on butter, but at least I can grab that on the Trading Post.
Thanks for reading and I hope to see more items available from karma vendors!
So thanks to Dulfy I know that this armour is not a crafted set. But neither is it a dungeon set. Are there more Karma armours available that I haven’t seen yet and which forum category should I have posted this question? I am tempted to put it in Suggestions to Suggest Anet put it back in the game.
(bump)
I think that’s from a Karma vendor in Orr, I forget which one exactly, sorry. Go to each temple and check, but I believe that’s where it comes from.
This link might help you as well:
http://dulfy.net/2012/09/08/gw2-templegod-karma-armor-sets/
I was able to check a couple of the Orr temples but neither had what I am looking for. If the website you linked is correct then none of them do because it’s the same skin with different stats. Thanks for the link though, I’ll book mark it to watch if it gets posted.
It is the set on the far right in this link: !http://wiki.guildwars2.com/wiki/File:Default_armor_colors_render.jpg!
It is also seen in the skill video clips on the Mesmer. I have yet to see or hear of it actually being available in game. Has a high level tailor been able to craft it by itself or with a karma purhcased recipe? I’d like to know before I shell out for Whispers gear, as I prefer this M.I.A. set.
Thanks in advance for any replies.
I’m on the other side of the fence on this one. It took more than 20-30 minutes to learn all my weapon skills on every char except Engineer. I definetly don’t want to see an increase for Elementists and under water combat. I think the real acheivement comes from learning when and how to use your skills effectively, testing out self and group combos. And I don’t think there is enough underwater combat early on to warrant keeping those skills longer to get. Sometimes the more effort one puts into something that seems like a hurdle or isn’t held in high regard makes one bitter that the “achievement” took so long. I put acheivement in quotes because this will be every players first and most forgetable.
TL;DR I don’t consider unlocking weapon skills that much of an acheivement to warrant spending more time on it. I think combos and combat are.
Yeah, the clipping really gets to you after a while, I just keep trying to find a set of gear or weapons without clipping and can’t do it.
All my thiefs weapons look like this…
Large portion of the weapon is always missing inside my characters legs.
This happens with Engineers as well. I recently switched to the leather coat and the pistols completely disappeared into the coat, which was alot better asthetically for me. I can see the special effects of the glyphic gun through the coat.
Camera-Related Issues: Compilation and Lengthy Anaylsis
in Suggestions
Posted by: AmusingMoniker.3560
Thank you for the write up. The camera has been an issue for me and I agree with a majority of your post. The only suggestion I question is the ability to scroll out more. I don’t want to see any more ground behind my character than I already do, but this may be corrected if the FoV changes.
I prefer them to be either account bound so when I out level a set I can send left overs to an alt or to be able to sell left overs to a merchant.
Thank You for quantifying this issue in an easy to understand manner, it was a great read. I will try changing a few settings to see if I can eek out better performance from my camera but I do hope Arenanet will continue work on this aspect of the game for a permanent solution.