Showing Posts For ArchCalder.3258:
No matter what happens in this thread, at the end of the day, you are not the patent
owner of guild wars 2, you don’t own the pixels on the screen and you don’t get to decide what happens with changes in the game. The change is going through no matter how much you complain and you have literally no say in it. No amount of your arguing with almost everyone in this thread and being rude to everyone here (despite stating how EVERYONE else but you is rude) is going to change these facts. However, when you do decide to create and manufacture your own MMO, feel free to add these changes to it.I support him on 100%.OP is just arguing with everyone…..I can say only one thing.Dungeon owner had to go and Anet agreed on that.So deal with it.
OP is arguing with half the people with one perspective, and dont say deal with it cuz anet has already said they are re consdiering certain parts of this, so i am getting what i want
So, until then, deal with it. I’m sure that all of us who have posted in this thread have seen the dev’s comments regarding this issue (https://forum-en.gw2archive.eu/forum/game/gw2/Dungeon-Instance-Owner-change-FTW/first if you haven’t). They want to change the kick vote number to 3? Awesome, but with programming issues, it’ll take time. They want to add the ability to see who your party members were even after you were kicked so you could report them if need be? Great, but with their current state of rolling out the feature patch, it could take a while as well.
You may sound childish with your “i am getting what i want” attitude, but at least they’re trying to fix a problem they created. The patch won’t launch for another week and a half, so do try and enjoy the dungeons before the clusterkitten happens. And hopefully, the system will be altered so that EVERYONE is protected, not just the dungeon owner.
Voting is over. Tip for the forums try to read full topic before writing. “We” players have to learn to read what developers post and not just type what we want.
Sorry if I “sound” like a D*** re-reading my post kinda feels that way but not trying to be!
Don’t worry about it.
I’m really surprised to see the answers in this thread because folks were so ticked at Anet a couple weeks back. They felt the devs weren’t listening to them. The players wanted the power to influence the game, and Chris gave it to them by re-opening the CDIs. Now these players just want to give away their power by letting Anet pick the topic? Who plays the game more: the players or the devs?
Some of the devs play the game. I’ve noticed that they tend to design the game from a dev POV instead of a player POV. That’s terrible because it has led to bad game design. unnecessary nerfing, exploits, and banning folks for playing the game. The Arah explorable dungeon paths are a very good example of this.
If Anet takes over and people start to complain on the forums, I will refer folks back to this thread. I will say, “YOU gave away your chance to influence things. Don’t complain. This is what happens when you give away your power. Remember that.”
There are alot of areas in the game that have been ignored for too long. I really think that players need to take the floor with this new set of CDIs regardless of the votes. I don’t want to see another riot and troll-fest.
That’s exactly what I was thinking. Everybody just rolled over onto their backs. And then will complain later about the decisions.
But then again… I’m cool with guilds being the topic, so… mixed feelings.
I think the main reason (or, at least, one of the biggest reasons) that there were more Choice 1 than Choice 2 was to dispel the communication issue between devs and players. There’s a huge stigma that ANet doesn’t tell us anything because “it’s policy”. Read other threads, and you’ll see a lot of players ranting about how ANet doesn’t communicate well (if at all). Heck, there’s even a dev thread regarding the communication issue: https://forum-en.gw2archive.eu/forum/game/gw2/Communicating-with-you/first#post4318087
To many players (I won’t use ‘all’ or ‘every’, but I do believe ‘many’ is accurate), it feels like ANet doesn’t know what we want in GW2. With Choice 1, we can gauge just how well ANet listens to its playerbase, and see if they are truly connected with their fans. With Choice 2, the idea is the same as posting suggestions in the threads (note that the Suggestions forum is archived) and MAYBE getting a response from the devs. Besides, why bring up topics that ANet “can’t talk about” with their players?
The fact that the first CDI will be about guilds is unbelievable, in a very great way. A lot of GW1 veterans miss guild halls and GvG, which has been discussed and beaten to death countless times over. This CDI shows that, although ANet appears to be terrible with communication, they are at least listening.
I look forward to this CDI!
Over 2,000 posts… The latest blog post was really disappointing. I was hoping that the red post we got recently here was a bluff. It seemed implausible that they actually hadn’t thought about or discussed how much hate this system was getting.
Echo that. :\
After four months of almost consistently negative feedback and suggestions, to know they’ve barely looked at it is disheartening.
They haven’t said this but I am surprised that more people haven’t come to this conclusion:
The months of silence on this and much more is because they have been very busy and fervently working on the China Rollout. It wasn’t just the initial month but fixing bugs and issues and making sure things went smoothly with China. This was a huge cash cow for them, or at least a potentially huge cash cow and so they wanted to make sure that everything went smoothly.
The second aspect of it is that they want to unify the two systems to make sure it is easy to roll things out to both systems. So that is what we are seeing. They roll it out to China and then they roll it out to us. These changes we are seeing in the latest “big push” are all changes for China and are now making their way to us.
The reason they haven’t read the 4 months of hated response is because they were busy with China. Also it allows them to see whether it is initial dislike or if it is long term dislike. If initial ride it out and it dies out. If it is long term then they have to make decisions now on how to implement changes to ours that they can also implement with china so that they can keep programming similar. It would be too expensive to have two different programming departments. Much cheaper to have one that works on both.
Disheartening to see they didn’t read it, but not unexpected. They weren’t ignoring us, they were simply busy with something more important. Remember it’s a business so they put their attention and their time where money is to be made.
The fact that people are STILL posting about an April feature pack should raise some serious flags to ANet. The first half of the thread is dominated by hate and confusion for this new trait system (I’ve written a post here and there back when it was released to us). But as you get past the riots, you see a change in pace; players offering suggestions on how this can be fixed (or at the very least, optimized).
You say that ANet has been too busy with the China release to focus on a thread that even the Community Coordinator had started. This is why so many people are jumping on the hate bandwagon; it’s just another example of poor communication between devs and players. Yes, I can understand that rolling out to an entirely different community is time-consuming and focus-driven, but you can’t forget about your existing community, particularly since a great majority of us have been playing since GW1’s launch. Besides, if the devs have been so busy that they can’t reply to this thread, then why are there so many other dev replies in other threads? I see Chris and Stephanie coming back and becoming more active on the forums with us, and that’s great, but there hasn’t been much of a response by the devs in a thread that totals over 2000 posts? Really?
The trait system had great intentions, but was poorly implemented. So many ideas have been tossed on how to optimize the system so veterans can feel more comfortable making alts while at the same time making it understandable and very fluid for new players.
“Keep the level at which traits unlock the same, and just give us a trait skill and the 50/5% stat boosts every five levels.”
“Make trait skill unlocks relate to the conditions required to unlock them.”
“Make it cheaper to purchase traits so the game doesn’t turn into more of a grindfest.”
So many ideas from the playerbase, and yet we’re kept in the dark. Today’s feature release only confirmed that, if the devs really are keeping an eye on this thread, they aren’t saying anything. “We can’t say anything at this time.” ~ANet’s new motto.
TL;DR
The trait system is atrocious and more confusing than it was previously. ANet hasn’t said a word about this in months, even though plenty of other threads are receiving attention. It can be concluded that there’s a huge communication issue going on, and it’s only getting worse.
“We can’t say anything at this time.” And probably never will.
ANet’s gonna do it anyways. A majority of gem store items is fairly pointless unless you get the skins for the aesthetics. Just wait and see.
What is the VIP system ?
The VIP system that was in open beta in China:
http://www.reddit.com/r/Guildwars2/comments/204bhe/the_vip_in_chinas_open_beta/Oh yeah, that stupid thing. Yeah I hope that doesn’t make it in here.
That’ll be the big surprise at the end that ANet’s been “excited” to tell us.
“And finally, to make our veterans feel truly wanted, we will release the VIP system into the NA/EU clients! Fill your bank with (mostly useless) booster packs, and access them from anywhere for 30 days! Access the Trading Post with VIP 14, and teleport to your friend’s location with VIP 19! Normally, this would cost 1250 gems for a 30-day VIP subscription, but because of our wonderful and dedicated playerbase, we have reduced the price for our veterans down to only 1200 gems for a 30-day subscription!”
Yeah, I’d leave if that happened.
The first thing that came to my mind about the Week 3 description was that we will finally be able to trade items without having to mail them to each other. It was such a risky system that you could only really trust with your friends and guildmates. I’m really hoping this goes through.
The TP sorting is also an excellent idea. “All right, let’s look at level 80 armor… exotic headpieces only… And yet I still have to droll through two-thirds of equipment I can’t use.” A small, but very useful change, if this goes through as well.
I’m not sure about the “collecting” change, but I’m thinking they’ll just refer back to today’s reveal regarding new rewards for each level. That is technically “collecting”, right? On the other hand, they might buff the poorly-designed RNG systems, or allow mobs to drop a greater variety of items.
Unfortunately, as wonderful as these changes could be, they are small features that should have been included at launch. But they do have a full week to discuss the new changes, so maybe I shouldn’t bring myself down like this. I can say, though, that if the changes being made are mostly unsatisfactory and insignificant to veterans, hell will break loose.
If they would implement such a tutorial zone, which I would be fine with in general, they better make it optional.
I’m not sure if you played the original GW, but I do remember that the tutorial area was optional in Nightfall. And you weren’t punished for skipping it either; you got the same exp, same items, same amount of money… It was great.
The way that ANet described their new leveling system, I personally feel that the current leveling system (excluding trait unlocks) is great. I know I’m progressing when I level in the middle of a trash mob; my character thrusts their hand triumphantly into the air, and all the mobs get tossed aside like yesterday’s news. How is that NOT rewarding?
Someone posted in another thread that ANet is shifting the gameplay experience from smooth and gradual to thick staccato progression, all for the sake of “not scaring away the new players with a confusing system”. Someone also posted a wonderful example of the new personal story chapter system; in the Human story, you wake up and are told that your friend is worried about you. But you decide “to kitten with them” and happily kill monsters and help other people you probably don’t even know until you’re level 10, at which point your friend is sure to believe that you’re dead.
No system is perfect, but it seems that ANet is trying to fix a system with parts that would only make it worse and more confusing.
I think ANet’s intentions are in the right place, but their implementation is horrible.
The trait system is one such example. ANet didn’t want new players to feel overwhelmed by the “trait point per level” system, and decided to make it more concise; “trait skill per 6 levels”. Unfortunately, they pushed back the trait tab unlock to level 30. At this point, a “new” player should be familiar with how the game is played. It’s essentially a hidden system to them that they’ll have to learn way late in the game.
I agree with OP that the tutorial area should include more tutorial. GW1 did an excellent job with that; before Ascalon City, before Shing Jea Monastery, before Kamadan, we were introduced to equipping weapons, defeating enemies, death and revival, using skills, and more. We were taught about the different classes and what secondary profession we might like to choose. And with Nightfall, we were taught (very early) how to command your heroes. Within 10 minutes of playing, you knew exactly how to play the game.
In GW2, it seems that you aren’t taught anything. I remember my first day playing this game back in BWE, and the tutorial levels haven’t changed at all in terms of gameplay. I wasn’t told to press 1 to attack something. I wasn’t told about downed state and rallying. I wasn’t told about unique class abilities (i.e. the necro’s death shroud, the ranger’s pet UI, the warrior’s adrenaline, etc.). The tutorial area is short-lived, and you’re then thrust into an unforgiving world. Granted, many of these “lessons” were self-taught through trial and error, but it’s nowhere near as newbie-friendly as GW1.
If ANet is really THAT concerned about helping new players understand the game, then why can’t the tutorial areas be as useful and helpful to new players as in GW1?
The Feature Pack announcements will continue next week and some of them will definitely contain information that’s relevant to those of you who’ve been playing the game for long. We won’t tell you about them until the articles are live though, to keep the element of surprise!
Hmm…
Week 3: Collecting and Trading
In the September 2014 Feature Pack, we’re rethinking the way you collect and trade items!
Collecting and trading? Does this mean… we can finally trade person-to-person instead of over mail?
its different because in one the owner is choosing to go and the other the party is being stolen from , no matter what its stealing what they created,
and dont say “just start another one” or “just find another one” that completly ignores the feeling of being kicked from a party 2 hours into a hard fractal that went poorly for whatever reason, sometimes people look for a scapegoat or place blame in the wrong place and thats unfair to every1 but its especially unfair to the group leader, i say again, it is yours if you made it
and no you can be in a party by yourself as silly as that sounds, you still made the group and just like in gw1 thats YOUR group
“just accept it” is a passive way of admiting you know something is wrong, and since you know something is wrong with this you should also be either offering your own or amending mine (not arguing the fundamental philosiphy of autonomy)
Kittened if they do, kittened if they don’t.
Some parties were meant to fail (given your 2 hour fractal experience, which, although terrible to hear, is just one example). An easy fix is to group with guildmates or friends. If you have a pleasant experience running a dungeon, let them know and party with them again for future runs.
I admit, this system isn’t perfect. No system is perfect, and if there is one, it doesn’t exist. Let’s bump the number of people to kick a person to 3 instead of 2. But that’s difficult for some programming reason (https://forum-en.gw2archive.eu/forum/game/gw2/Dungeon-Instance-Owner-change-FTW/first#post4336064). Well, we know that party chat disappears so it’s difficult to track who did the kicking (for griefing or otherwise). At least ANet is working on that (https://forum-en.gw2archive.eu/forum/game/gw2/Dungeon-Instance-Owner-change-FTW/first#post4336287).
The only thing I don’t agree with is that the party leader, dungeon owner, or whoever you’re arguing for (because you keep changing it) should be immune to kicks. If that person honestly is kittening around and being disrespectful, then why should that person not get kicked? Your suggestion only strengthens the leader/owner, and does nothing for the party members who want an enjoyable experience. ANet’s idea about making the LFG debug messages visible will help protect the party members too. This way, all players of the party can have protection.
(Edited to fix second link.)
its a classic issue of autonomy and freedom, those 4 playes are guests in the party of the leader and if they dont like the way they do it they can leave and get a new party, they are guests in his home and no matter what insane thing he asks of you in his home you do it or get out, you do not steal his home because you dont want it, dont assume that those 4 people are more qualified to make choices jsut because they are 4 and the leader is one, many parties will kick just bcuz u didnt stack (im a ranger and i use a longbow and i dont want to stack) and putting casual in the description means little as some ppl dont even read descriptions, if i start something, no matter how much or how little effort you think that is, i still started it, and i deserve a great say in what that thing does. many times 4 ppl are LESS capable of making good decisions than 1 (see the phenomenone known as groupthink).
So then what’s the big deal about kicking the party leader from the party? If those four people don’t like being in a party with the leader, then they have the right to kick the leader player. If this happens in a dungeon, then oh well. If you find that they kick you for no good reason, then report them. Or go find another group of players who want to play.
You keep mentioning that posts are “irrelevant” despite actually having something to do with the topic at hand. If you want relevant…
- A leaving dungeon owner is someone who leaves the dungeon instance. Currently, that boots everyone out as well, whether the act of leaving was intentional or not.
- A kicked dungeon owner is someone who is forced out of the dungeon instance because either the kick was deserved or the party had at least two griefers/trolls. Currently, that boots everyone out, just like what happens when a dungeon owner leaves.
ANet’s update will allow the instance to persist whether the “owner” leaves (on purpose or accidentally) or is kicked. Granted, the 2/5 vote is terrible (technically 2/4, since you can’t vote for yourself), but just accept the fact that you were booted and move on to another run.
You may have created the party, but you wouldn’t have a party if the other four players didn’t join on their own free will.
well u can stop right there cuz anet has addreesed already today that they too aggree that my problem is a real problem and are looking into revamping their solution to fit better with our concerns so this is changing as we speak.
and your solution is just insulting really, you want me to survey them on wheather or not they r gana kick me b4 the party starts? you want to take away my time investment in the first place for playing the way i want to play?
I actually agree with you. I would have liked to increase the vote count a majority with this change, but unfortunately not all the pieces of code around party votes are set up in a way to make this a quick and easy change.
We were aware of the possible issues with the instance ownership change, but felt that holding back an improvement to the base experience on account of trolls was unfair to users that are playing nice.
Stealing instances using the LFG tool, or booting people for no reason (or to give your buddy the rewards for no work) at the end of a run are bannable offenses and should be reported.
Yup, I found the post. ANet is more concerned with maintaining a positive experience for “nice” players than dealing with trolls. That’s why you can report the trolls and get them banned.
And I didn’t give my own solution, I simply mentioned ANet’s solution. I’ll assume you simply misquoted me. But everyone plays different; some people just aren’t as hardcore as other players. If I don’t want to play with someone, I don’t. Even if I dedicated my entire night to setting up a run. It’s a waste of a night, but I try again later. At least there’s the option to leave the party, right?
i have no idea why your comparing the lfg system to being a meta sheep, every1 uses the lfg system it says NOTHING about you..
and i already said in my soluiton that if the owner does leave then yes, they can be kicked, thats fine, so that solves your trolling concerns right there.
but they absolutly do desrve to be immune to kicks, its their party. if you dont like it find a new one, and if they troll or greif you report them but few dungeon owners will have any way to troll or greif you if we make the leaving/going offline change
In the current build (not the feature patch), if the owner leaves, the party is forced out of the instance. Even if the owner gets kicked after that, the other members have to start over. The new patch allows the players to continue through the dungeon, even if the owner leaves or gets kicked. Which is what will happen, and what you essentially just said would be the “solution”, so I’m not seeing where you’re going with this…
There’s also no dedicated party leader (unless you’re in tPvP, but even then it’s just for a name), so even if you start the party, you’re still another player. You also have the right to leave the party and find a new one if you don’t like it, even if you started the party yourself. If you can’t find a party to dungeon with, then try again another time. So, again, I’m not seeing where you’re going with this.
did you just intentionaly ignore the part of my solution where the party leader getting kicked still closes the instance? u did didnt you….the change in my version is that the leader (or opener if you really insist) leaving will not close the dungeon but kicking the opener will
Um, no, I read your solution. Which is almost identical to the ANet change, except you want everyone to suffer for kicking the opener. Even if all they did was open the instance. The issue that ANet is addressing is simply to preserve the instance, no matter who leaves/gets kicked/DC’s.
thats an unusual circomstance but if you had known he was the opener i guess u wuda shut up and danced huh? besides there were probably signs he was immature before that and you cuda left long ago.
anyway if 1 person starts a party then yes you do deserve to be at that person’s mercy. 99% of the time ul b fine ESPECIALLY if we implement my leaver solution
Again, the change is to prevent immature trolls from doing this to people who actually want to run dungeons. If 1 person starts the party, but another member invites the other players, is the party starter still “God”? That’s not what ANet wants, and that seems to be what the vast majority of people in this thread believe too. Your “leaver solution”, as you call it, is ANet’s solution. If you get kicked as the “owner”, then find another party who won’t kick you. Griefers will grief, and life will move on.
i have no idea why your comparing the lfg system to being a meta sheep, every1 uses the lfg system it says NOTHING about you..
and i already said in my soluiton that if the owner does leave then yes, they can be kicked, thats fine, so that solves your trolling concerns right there.
but they absolutly do desrve to be immune to kicks, its their party. if you dont like it find a new one, and if they troll or greif you report them but few dungeon owners will have any way to troll or greif you if we make the leaving/going offline change
In the current build (not the feature patch), if the owner leaves, the party is forced out of the instance. Even if the owner gets kicked after that, the other members have to start over. The new patch allows the players to continue through the dungeon, even if the owner leaves or gets kicked. Which is what will happen, and what you essentially just said would be the “solution”, so I’m not seeing where you’re going with this…
There’s also no dedicated party leader (unless you’re in tPvP, but even then it’s just for a name), so even if you start the party, you’re still another player. You also have the right to leave the party and find a new one if you don’t like it, even if you started the party yourself. If you can’t find a party to dungeon with, then try again another time. So, again, I’m not seeing where you’re going with this.
Geodes are the unfortunate product of grinding through Dry Top. You can get them from participating in events throughout the map (some dedicated instances have made their own farming paths, and they work well under good leadership). You can also do the LS quests in Dry Top; they give a decent amount with each completion, and you can get the rewards on different characters too.
Just remember that the prices drop as more events are completed. Don’t bother wasting any geodes unless the merchants are T4-5, when the prices are at their lowest.
Hope that helps
1, u just equated the lfg system with those pugs, thats wrong
2. i might choose not sometimes say “casual” run in my description, but it is still not enough to stop someone who doesnt know they are a meta pug from coming into a party and barking at people for not doing things the “right” way and guess what? sometimes they bring a friend….we need protection from this
Did you just say that lfg (looking for group) and pugs (pick up group) are entirely different? Because they look pretty similar to me.
You also said that you do fractal runs at 4am. When the vast majority of players are asleep (depending on what your time zone is). Of course it’s going to take a long time to find people for your party. And who wants to wait around? When I use the LFG tool (because, you know, it’s there for a reason), my party fills up pretty fast, regardless of what time of day it is. Perhaps you just have bad luck?
the solution is to make the dungeon persist after the owner has left but NOT if the owner is kicked, thats all
Assuming that the dungeon owner is a god and should be immune to kicks, despite possibly being a griefer him/herself? Dungeon owners are players too, and can be trolls, so why keep their immunity? Especially if the other players actually WANT to keep running the dungeon. The owner leaves to troll, and the players are back to square one. It’s not a fun time for anyone (except for the troll).
i agree with you about the going offline thing if the owner leaves then yes ownershp should change
but about “fault” you are wrong, this is a matter of perspective and it does not matter, you do not come into my house and tell me how to do things and you do not come into my party and order me around either, if im not good enough and im the one who started the party, then you are overqualified for the party, and that is YOUR fault.
There’s a reason why this is a game and not real life. The dungeon is not your living space, you do not own it (despite having the title of dungeon owner simply because you started the instance), and thus- … I keep reading that you’re the one starting the party. So… don’t start the party, be a part of someone else’s, and see if that changes.
no opener system is good we need new kicking/party owner system
if i start the party then it should be up to me who stays and who goes, il admit if i want to LEAVE the party then they should get their own instance but if i get kicked then yes the dungeon should close.
Sounds like you can’t decide what you want. You’re okay with leaving your dungeon-mates to fend for themselves in a dungeon, but don’t want them to continue playing if you’re kicked. Don’t forget that it takes only two people to kick someone; that leaves two others who may not really get a say in this. This update is for those two others who may not have wanted you kicked, but got kicked anyways.
Sure, there are plenty of griefers in PUG runs, but I’m not okay with being kicked from a dungeon simply because the owner D/C’ed or abandoned his teammates.
i know exactly what i want, i never leave anyway and its TOO EASY to get kicked in the elitist dungeon community, this update will just isolate even more people from dungeons and give thos pugs more power that htey dont deserve, this is a far bigger problem than the opener leaving as we would assume the person who put hte effort in to form a party would be the most dedicated
You seem to be forgetting that not everyone who runs dungeons are elitist speed-runners dedicated to, well… dungeons. I may not run dungeons regularly, but I do enjoy teaming up with guildmates and friends to clear some paths. It’s tedious to have to restart an instance simply because the dungeon owner “left” for one reason or another.
Besides, the dungeon owner is ONLY the person who initiates the dungeon run. They do not have to do a thing to recruit party members, even if many do. They could be the least dedicated person in the party, but if they start the dungeon, they have all the power. Not cool.
This update definitely takes things in the right direction, allowing players to keep their progress if the dungeon owner leaves/DC’s/gets kicked/whatever.
no opener system is good we need new kicking/party owner system
if i start the party then it should be up to me who stays and who goes, il admit if i want to LEAVE the party then they should get their own instance but if i get kicked then yes the dungeon should close.
Sounds like you can’t decide what you want. You’re okay with leaving your dungeon-mates to fend for themselves in a dungeon, but don’t want them to continue playing if you’re kicked. Don’t forget that it takes only two people to kick someone; that leaves two others who may not really get a say in this. This update is for those two others who may not have wanted you kicked, but got kicked anyways.
Sure, there are plenty of griefers in PUG runs, but I’m not okay with being kicked from a dungeon simply because the owner D/C’ed or abandoned his teammates.
I interpret the massive reply differently from you. I see it as the community asking those in the know as to what actually can progress through discussion to make the evaluation and choice of the first topic. I also see eagerness to get to the actual discussion rather than spending a week lobbying for personal pet favorite topics to be selected.
The Ice Cream truck is here, and no kid is running to it… they are slowly walking to it.
To be fair, the last time we had Ice Cream we picked Ranger Balance flavored. I wouldn’t exactly go running back for another taste of that either.
Let em recommend something.
^ Exactly my point. Many MANY topics could’ve been encouraged, but no one gives a cat anymore.
Not everything can be discussed and implemented in a timely manner. The devs don’t have the manpower or the resources to dish out every ice cream flavor that could ever exist. I wouldn’t say that the community doesn’t give a kitten anymore, but we’ve tried to tell ANet what we want through past CDIs and forum posts (notice how the Suggestions section is archived now). And seeing how a good number of players see the ANet mentality as “we can’t discuss that right now”, it’s pretty clear that there must be a new approach.
Choosing option 1 allows the devs to tell us what they CAN discuss, and what they CAN dedicate their time to working on for the players. We will know what is truly important to ANet if they serve the ball first. I don’t know how often you check the forums, but for quite some time now, the majority of threads are seething in negativity, primarily due to the lack of communication from ANet. We’ve discussed ideas before to them, but their “policy” shows unwillingness to discuss these ideas. This could be the first step to addressing that communication issue, and I’m looking forward to seeing what ANet will bring to the table.
There will always be someone who won’t agree with every choice. And that’s okay. I can see merits of both options, but our goals are the same. I don’t see this as a massive “do whatever” response; I see this as a “show your playerbase what’s important to you, and we’ll provide our feedback”.
Everyone’s experiencing the bug. It’s not just individual maps, either; server-wide instances are bugged. Might be best to do something else while you wait for a fix.
I’m all for introducing Mordremoth this year as the Elder Dragon that next awakens. But I’m totally against killing him this season, for the reasons you have mentioned.
Primordius, Jormag, Zhaitan, and Kralkatorrik have already risen long ago. They have done so much damage to the world of Tyria already, from forcing the Asura above ground to pushing the Norn south and killing many spirit animals, from building an evergrowing army of the undead to branding most of Ascalon and “branding” thousands in an instant. Zhaitan was taken out first because the threat of an army that always grew with his influence held the highest priority. Granted, we haven’t seen or heard about any further damage from the other awakened Elder Dragons, but does that mean we should take out Mordremoth before he begins his own apocalypse?
That really depends.
From what Entanglement is showing us, vines are starting to appear east of the Maguuma lands and perhaps even altering the waypoints to allow creatures to fast-travel to other lands and wreak havoc. This is quite a catastrophe, to be sure, but is it Tyria’s highest priority right now? What if Mordremoth doesn’t even awaken for many years longer? What if Mordremoth does wake up, but we’re too focused on helping the Zephyrites with their problems to stop it from causing chaos? What if, gods forbid, Scarlet returns from the dead?
If Mordremoth is to wake up, the threat needs to be established. The vines are merely a precursor to what will happen, but we have no idea what that actually is, or how much of a threat it actually will be. Monsters teleporting to other lands? The only real casualty would be the destruction of the ecosystem…
… which could cause a huge imbalance in everything environment-related…
… leading to giants and aatxes being the most dominant creatures on the planet.
A scary thought, to be sure, but highly unlikely.
Nonetheless, if Mordremoth is going to awaken, then Mordremoth should not die this season. Establish the threat, then allow the players to decide which Elder Dragon to defeat first. Hear that, ANet?
I feel like my character is taking a backseat role in everything that is currently going on. The current LS is a prime example of this:
A bit of a spoiler if you haven’t finished the LS and want to:
Marjory, Kasmeer, and I hunt for clues regarding the crash. Kasmeer’s magic is blocked, so I use Marjory’s crystals that she happened to pick up somewhere to get to the other side and destroy the jammers. So… why couldn’t either of them use the crystals themselves to destroy it? It’s a good thing they didn’t, because this is the only thing that my character feels useful for.
We stumble across some clues as to who the culprit is. I discuss a few things with Marjory, but wait, Kasmeer didn’t hear what we discussed. Move over, me, because I shouldn’t dare get in their lovey-dovey way.
Later on, we (the whole group this time) go after Aerin, our suspected culprit of the crash. But there’s a huge gap in the canyon that we can’t pass. Kasmeer can’t portal us over because it’s too big of a gap (even though the canyon gaps in the clue hunting mission seemed larger). I feel like I should voice that Scruffy should toss Kasmeer over and make a portal. But Marjory decides to make a bone bridge so Kasmeer can get close enough for her portal. kitten , pushed aside.
At the end of the day, we investigate what appears to be Scarlet’s old home in Prosperity. So many cool books, drawings, inventions are scattered about. I notice a lot of oddities within the house, but I don’t have a voice to say “hey, check this out”. Nope, the others do that for me. And it seems that, rather than Kas or Marj reading the diaries out loud to everyone, I have to read them to myself. I can finally share something with the gro- Oh, what’s that, Marj? You already know what was written in the diary?
Well then… I sit around for the next five, ten minutes waiting for Rox to stop sneezing and for Taimi to explode in fangirl rainbows. And then, without realizing what happened, everyone leaves Taimi inside the house by herself. Rather than keeping an eye on her (because the door itself was booby-trapped; I’m thinking of her well-being after all), I simply leave her to peruse more potential explosives.
I didn’t have a voice. I didn’t have a choice. Hell, I was delayed in finding clues because Kas and Marj couldn’t stop talking about what they would do if the other was hurt and couldn’t continue the story until they were done.
I think the major problem is that throughout the story, our characters were continuously being praised, placing us higher and higher on the pedestal until the grand finale where Zhaitan is destroyed. Our characters have finally become heroes of Tyria. But wait, Trahearne got the credit…
Well, what about when the Karka destroyed Lion’s Arch that one time? We were called upon to travel to Southsun Cove and destroy the Ancient Karka. We eventually defeated it and saved the Sea of Sorrows! But wait, did anyone really acknowledge that we defeated it? Hmm…
So, how about when we took on Scarlet and eventually killed her? Well, we were acknowledged that our characters were the leaders… right? No one in LA today thanks me for saving their lives. Hmm…
TL;DR
If you’re going to build our characters up as high and mighty vanquishers of Zhaitan, the Karka, the Molten Alliance, Scarlet, etc., then don’t suddenly drop us down to the state where we have become less important than the Marj-Kas love affair. It’s a bit unnerving when we’re no longer recognized for our achievements (at this point, nearly everyone in Tyria would have heard of the player by now for all the accomplishments).
As for the posts regarding our character’s “disappearance” from the Pact over the years…
I think it’s swell that the NPCs can use skills that we as players can’t, simply because we can use skills that they can’t.
Marjory, for example, can summon a bone bridge seemingly out of nowhere. It’s not like there were any giant bones coincidentally resting on the floor of the canyon. But how often do you see her turn into a lich? Or go into death shroud?
Kasmeer can summon portals at such a distance and blink across gaps large enough that would make our characters say “nope, not doing that”, and she can summon illusions that never seem to “die”. But how often do you see her meditate on mantras, polymorphing enemies, or granting stealth to everyone?
It’s pretty safe to say that NPC’s, particularly those of the new DE, are more utility-based, whereas our characters are more combat-oriented. And there’s nothing wrong with that; no one can achieve impossible feats without help from someone with a different set of skills as you. That’s what makes a team, a team. And that’s the way I like it.
I like how Danikat puts it; everyone can learn musical chords, but you only need to practice the chords that you need. The chords that you don’t know, someone else is bound to know.
FYI…Update. Just Opened the Illusions XIII by defeating the High Priestess of Lyssa. For those that say " oh it’s impossible, because with megaserver bla bla bla"
ALL it took was a Little communication on map chat… saying " to get the trait point do not defend.." until people learned the fight.
Since I got it.. and have gotten 3 of the 5 Grandmaster traits in 4 days by doing content, that kinda makes the " we cannot do them it’s impossible" argument…kind of… Not credible…at least by me that is.
A lot of the complaints were made before the most recent update, which now allows defend events to unlock the traits. Before, you had to actually FAIL the event and then fight to unlock. It’s refreshing to see that you no longer have to fail the event to unlock the trait.
You got lucky; all megaserver is (especially in Orr) is one giant PUG-fest. You won’t always get players who actually read and listen (remember the Wurms event in BC? Yeah, just like that). Not everyone had been that fortunate.
But now that ANet made it so defend events unlock traits, the PUG-fest can continue.
I am really cringing at the thought of what will happen if Divinity’s Reach becomes a megaserver zone – I never RP there personally given that I like more active RP than tavern chat, but half the RP community is there on a given night. Things are going to get ridiculously troublesome whenever that particular switch gets flipped.
This so many times over.
As I read these posts in conjunction with the megaserver updates, I can’t help but think that ANet may be a bit more considerate to RPers than we might think, even though they have a funny way of expressing it. DR has been the central RP hub since the beginning, as well as the outskirts of Queensdale. These areas have yet to be converted by the Skynet plague. If you take a look at their megaserver updates, the first areas to go were:
- Vastly unpopulated for one reason or another.
- Not a major RP hub.
- Far from DR and QD (the major RP hubs).
In the second update, some minor RP hubs were subjected to the megaserver: LA, Lornar’s Pass (Durmand Priory), and Kessex Hills (forts and outposts). I’ve seen RP here, as well as in Diessa Plateau and Metrica Province, but not nearly as much as the others. Notice that DR and QD are still left untouched by the megaserver as of now.
Strange how the two of the most popular RP hubs have yet to be converted.
That… is hopeful. Especially if other sources (i.e. posters in this thread) are saying that they’ve at least halted on megaserver rollout. This means either one of two things: ANet is working on it to make it more acceptable by the community, or that they want us all to wait and suffer before they completely roll it out across the board.
So… perhaps this isn’t the “active RP destruction campaign” that some people seem to think. ANet may actually care more than they let on. Of course, I can’t be certain because they never say anything, regardless of truth or lies, but if our major hubs are still untouched, I’ll consider it a good sign until it goes bad.
Then I predict more than half of the RP community who hasn’t jumped ship yet will, to seek refuge in another MMORPG.
I can see where a lot of people have been having trouble adjusting to this new trait system. There are plenty of reasons why that is the case:
- Access to traits in general has been pushed back 20 levels.
- Implementation of unlocking traits is far from ideal (i.e. needing to beat “Battle for Claw Island” (level 50) to unlock an adept trait (level 30)).
- 1 new trait point = 5 old trait points, but takes 6 levels to unlock each new trait point.
- Having to pay more for each individual trait skill than was needed for the entire trait book (how can new players even afford to do that? Especially the GM traits).
That’s pretty much what I’ve gathered from the other postings. It’s concerning that ANet believed that the old trait system was too complicated for new players, and created a less perfect system. All they really needed to do was consolidate 5 old trait points into 1 new trait point, since trait skills can only be unlocked every 5 levels (6 in the new system). The idea of having to quest/battle/map complete for trait skills is brilliant, but poorly implemented. Rather than making each trait skill unlock unique and related to each class, they bunched them into large groups and offer quests that don’t really make sense. Not to mention that build experimentation has been pushed back 15-20 levels. Not good, when that was one of their main goals.
The idea was to refine the trait system so new players could better understand it. It’s a great idea, but the implementation could have been much better. I’m still enjoying the game, just not to the fullest extent. Once they take the feedback from their threads, I’m sure that the fixes will make everyone more happy.
I do hope A-net wakes up soon.. There are other games to RP, but i won’t leave Guild Wars willingly, as i had much fun prior to the patch.
This.
It’s been said over and over again to the point where we are continuing to beat it to death with a stick; don’t turn your back on your players. ANet may have the best intentions in mind (pfft), but they simply aren’t delivering what the players want. It’s understandable that you can’t satisfy everyone, but this patch has been a big birdie in the faces of roleplayers who make up a large percentage of gem store customers.
Supply is low, demand is high. Sooner or later, the demand will be too great, and those demanding will leave for someone who can supply.
If ever there was a ticking time bomb, it couldn’t be any more noticeable now.
ANet, you can prevent the bomb from detonating. The main reason why the RP community is in such an uproar (and many non-RP communities as well, it seems) is that the communities have been unwillingly separated from each other. Fix this with RP tags, multiple districts (GW1), a working “Join” feature, or anything else that can bring these communities together.
I’ve been a fan of GW since it launched in 2005. Did some of the updates not meet my expectations? Of course there were several, but back then, I felt like I was being listened to. And I’m sure all players have at some point or another. But now… I don’t feel that way anymore. You snuffed the light of the last lantern, and I’ve been feeling lost since.
You used to care for your customers, once. I’m not sure if you do now, because you have a funny way of showing it. We don’t want to leave because we have had too many fond memories in this game. But, if we don’t feel the care and trust that you used to give us, then…
I can’t even finish that sentence. ANet, this is no longer the game of the players; it is the game of the company. This is what hurts the most. If you have to change something for revenue purposes, fine. But don’t hurt your playerbase doing so.
Not sure yet.
The patch has only been out for three days, so I do want to give the dev team some time to tweak the bugs out of the system. The trait system has its ups and downs, which is fine, though I wish they didn’t change a system that wasn’t broken to begin with. It’s more broken now, yes, but if we are forced to, we will adapt. Mind you, “if forced to” is being used very accurately.
The wardrobe is by far my favorite implementation. Not only does it make it cheaper for me to switch my level 80 gear around, it lets me preview the armor, including the dye configuration. Of course, I wish they didn’t remove Udyes as loot, but to each his own. I’ve got plenty of dyes that I’m happy with, and I now have a reason to craft them in cooking.
The megaserver is what’s making me so hesitant. Yes, it’s great that we can reduce the number of servers being used. Yes, it’s great that we can finally have populated areas throughout Tyria. But its implementation has been poor at best. Friends and guildmates are having a very difficult time playing with each other because of the integrated servers. Guesting was wonderful; why split the server communities, toss them into the air, and say “good luck to wherever you land!”?
I’m an avid roleplayer within several guilds, so the megaserver is the major concern for me. With only two “unofficial” RP servers being mixed with dozens of non-RP servers, it makes it extremely hard to come across RP of any sort, planned or out-of-the-blue. But I’ll still be playing, for now, and see what the devs do for us.
The new trait system is boring for new players
Previous System
You get one trait every 5 levels after level 10, at level 20 you have a minor trait and major trait to play with. You unlock Tier 2 at level 40, unlock Tier 3 at level 60Current System
You get one minor trait at level 30, one major trait at level 35… And you unlock Tier 2 at 60, unlock Tier 3 at level 80.See the difference?
30 levels… I don’t know how this will help GW2 to get more new players, it is 1/3 of the experience and they spend it without one of the key elements of the game.
Some players do not understand the change and defend with “traits don’t get too useful until around 30”
Oh my Dwayna.. do they even know what they were saying? Old traits became useful at 30 because there were 2 minors and 2 majors! Now the new player will get only 1 minor. Based on their flawed logic, the new trait can only become useful at level 48.
For old players like me the change does not matter much, we have birthday boosters to boost our new character to level 20 and 10 levels for us to enjoy the low level without traits is definitely fine. So this is just a feedback.
This is the main central issue that everyone has a problem with.
The point of redesigning the trait system, as mentioned in ANet’s “Traits Unleashed: Forty New Traits and More!” page, is to make the trait system more user-friendly for new players. That is a wonderful goal to pursue, I can’t agree more with them on that. However, the trait system didn’t need actual fixing because the system was already easy to understand:
“One trait skill every five levels after level 10, with your first possible major trait skill at level 20. Unlock Tier 2 at level 40 and Tier 3 at level 60.”
I can’t speak for the entire GW2 playerbase, but before the patch, I haven’t heard any complaints about the difficulties of this system. Now, the system goes as follows:
“One trait point at level 30 and every six levels after, with your first possible major trait skill at level 40. Unlock Tier 2 at level 60 and Tier 3 at level 80. Two trait points will be given every six levels from level 68.”
Though having one trait point every six levels (since one current trait point is the same as six old trait points) makes sense (no real change there), the trait skills you learn are delayed by at least 15 levels. Players, especially newcomers, will find level progression boring and meaningless. What’s the point of experimenting with a build if you can’t even work on it until level 30?
ANet, you just made it harder for new players to be attracted to playing this game because you have restricted build experimentation.
The one thing that I do like about this trait system revamp is that you need to actually work for your traits, rather than simply having them unlocked. Unfortunately, WvW players have been suffering for this decision, since it is essentially required to be level 80 to play on a level field with everyone else. What happened to “jumping right into every part of the game”?
The idea of the system change has potential. Its implementation is downright awful.
Here are some of my suggestions that could improve the system (and restore player confidence):
- Fuse the old and the current system together. Allow the character to earn one trait point every five levels from level 10, rather than every six levels from level 30 and two trait points from level 68. 14 points that unlock minor and major traits are easier to work with than 30 points that can only unlock trait skills every 5 points.
- Earning your trait skills is fantastic. But the way you earn your trait skill should somehow be related. For example, someone had mentioned mining ore to earn a trait skill in Earth magic. And the new “Dual-Wield Agility” for warriors could be unlocked by killing a certain number of enemies while dual-wielding weapons. This makes it more realistic than “fight world bosses” or “complete events in Orr”. Not everyone likes group events.
- Do not place the same restrictions for PvE on sPvP and WvW. You can’t “jump right into WvW” if you have to complete events in PvE to refine your build, for example. This makes the game much more PvE-centric rather than well-rounded. Some people play the game strictly for sPvP or WvW. Don’t force the players to do something they don’t want to do.
I made a previous post in this same thread hastily without delving deep enough in the gameplay. So I refine my request here: If you aren’t going to roll back to the traditional system, please make altercations that can cater to both new players and veterans. I’m hoping my above suggestions can be taken into consideration for your decision.
When I first read about the big game patch a few weeks ago, I was stoked. A wardrobe system that allowed us to use unlocked skins, combine our dye pools, and unlock new traits.
Well… the traits were a bit of a downer. And by a bit, I mean a lot.
I don’t wish to sound like a broken record, but it’s a pain to level up a new character now. I used to love getting that new trait point every level and place it where I want (micromanaging is something that a lot of gamers can do, after all). I could see the change in my character’s ability; small as it was, it was still noticeable, and it felt like I was making progress every level.
And now… I have to wait until level 30 to even consider tweaking my character. And only after every 5 or 6 levels (I don’t care anymore) can I make my adjustments.
I see very little improvement while leveling. Sure, the mobs are a bit easier to deal with to handle the situation, but it’s a huge turn-off. I’ve been leveling a recently created elementalist, and it’s taking FOREVER to see the fruits of my labor. I’ve been tempted several times tonight to just delete her and forget all about playing an elementalist. It doesn’t help that they don’t really come off as powerful until at least 20 “old” trait points in a single tree. That’s, what, 4 “new” trait points? Not only do I have to unlock some of these traits, I have to fight through mobs with staggered improvements.
Staggered, not continuous. Players love continuous improvements.
This update is not a continuous improvement. It is a staggered downgrade to what needed very little adjustment.
Please roll back the trait system. Out of all the updates you have done, this is by far the worst I have seen in any MMO. I can’t see any positives to this system because it is completely engulfed by all the negativity.
Escape from Lion's Arch - Trailer discussion
in Battle for Lion’s Arch - Aftermath
Posted by: ArchCalder.3258
Finally, something of major consequence happening to our world!
It was eerie to see a combined assault of the Molten, the Aetherblades, and the Toxic on LA, even if it was just a few seconds in the trailer. About bloody time they get back at us for killing them over and over in both instanced and uninstanced zones. I’m still not sure what Scarlet’s true motives are for this, but I feel certain we’ll find out soon enough (hoping it isn’t a massive text block reveal; let’s get some events underway!).
I feel that ANet is also making an update like this to spark the RP communities serverwide. Even the taverns across DR have been seeing fewer members (and much lower quality RP), and if those major hubs are going, then there is a serious problem (mind you, that’s on Tarnished Coast server). An attack on LA should easily bring the RP back into the game.
New instances? New dungeons? GUILD HALLS? So we don’t see them in this LS. But, come on, this game has a strong future ahead of it. They’ll get to it.
Eventually.
GW2 "connection error(s) detected. Retrying"
in Account & Technical Support
Posted by: ArchCalder.3258
Yup, the problem’s finally fixed.
It’s odd that they mention the problem on Twitter, but no word on these official forums. But oh well. I’m just glad they fixed it quickly. Thank you, ANet!
So I finally managed to make an Endless Toymaker’s Tonic (woo!) and I tried out the Toy Soldier form. I noticed that when I jump and land, the idle animation restarts and it makes a somewhat high-pitched “Charr falling” sound. This happens every time.
I know it isn’t game-breaking, but it does make me double-click that tonic one more time to change forms away from the Toy Soldier (which looks well-made, by the way).
Is anyone else having this problem, or is it just me?
I’ve had this problem too. And even at melee range, it sometimes makes my character jump OVER the enemy and land on the other side.
At this point, I only use it to help me through jumping puzzles.
Please fix this.
I may have a few fixes that could be helpful for improving FPS on the user end. If you already do these, or have done them, then simply ignore this post. But I wasn’t doing these following things before, and it shot up my fps quite a bit (I get a steady 50+ fps, when I would gradually fall all the way to a constant 12 fps).
1) How often do you clean the fans and air vents? Sounds a bit obvious, but for some non-techies, it isn’t something we think about. I had HUGE overheating problems until I used a can of compressed air to blow out dust. Dust and debris came out like smoke from a semi-truck’s exhaust pipe. This helped increase my fan performance, which decreases likelihood of overheating (which I believe is a partial cause to my gradual dip in fps).
2) I also purchased a laptop cooler, which is outstanding in keeping my laptop cool (no more 80+ C temps that I was used to seeing, even while simply surfing the web). It’s a Belkin laptop cooler that has the curve design and has air flowing in from the back and out on the sides. Can’t remember the exact model, but it’s helped me a lot. I no longer get over 85 C temps even while gaming (which is also helped by cleaning the fan vents).
From here, my fps rose slightly to a relatively constant 40 fps. But it wasn’t enough.
3) Lastly, I’ve been getting some nasty random computer freezes and BSODs. I recently found out that one of my friends had found Bonjour on my computer, and that I should uninstall it (or at least disable it). Bonjour is used as a sharing device mainly for iTunes, where you can share libraries with other people. He said that it has the potential to allow malware to invade the computer. So I disabled it (quick Google search tells you how), not just for this malware comment, but also because I never share libraries anyways.
From that, I got another 10+ fps increase, and I no longer see anything below 50 fps (even LA is getting around 50 fps for me).
As I said, this post isn’t for those that maintain their computers constantly and maintain them well. It’s for us non-techies who know pretty much squat about computers and just want to play the game (like me). Apologies if they don’t work for you and for taking up thread space.
Summary: Clean out your fan vents at least once every other week. Buy a cooling pad if you’re on a laptop (one that actually helps will be about $30). Disable Bonjour Service; if it doesn’t do anything, you can re-enable it again.
(edited by ArchCalder.3258)
After a thousand posts, don’t you think it’d be wise of them to state that they understand that this is an issue, that they’re working on it, and what precisely they might think is involved? Why must we wait a week before we get a response from customer service agents? I did not pay $80 to get zero support and zero functionality.
ANet has already made posts about that, even before the original thread was merged into the one we’re posting in now. They know it’s an issue, and they’ve said multiple times before that they were working on it.
Think about it from their point of view. Thousands of players are having problems with framerate issues. And let’s say that each player with those problems sends in a help ticket. Do you know how long it would take to go through each ticket, analyze the computer specs, and give a possible solution that may or may not even work? It’s time-consuming, especially when there’s only so many support people helping out.
If ANet knew the reason for the framerate issues, don’t you think they would have addressed the cause by now? These problems are happening for people with decent to great gaming rigs, but those with lower-end or top-of-the-line rigs have no problems at all. How strange is that? There’s a lot of code to go through to see if there’s something there.
Attempts to solve the problem have already been made. I know AMD released a profile specifically for increasing GW2 performance. And beta drivers have been “released” that should also help increase performance.
So don’t say that ANet doesn’t know that the problem exists. Because they aren’t the only company aware of the problem. No news isn’t necessarily bad news. As was mentioned earlier, if ANet did post AGAIN that they are trying to fix the problem, people will ask when it will be fixed. And if they give the wrong time frame, or say “it’s unclear when the issue will be fixed”, people will start ranting that ANet has failed them and whatever.
I checked an earlier post of yours where you mentioned your specs. One of my friends has the same specs as you, and they’re doing much better than just 1fps (granted, it isn’t as high as it should be, but bouncing between 15-25fps is still playable). Don’t just assume automatically that ANet is “at fault” if other rigs with your specs are doing better.
We’ve waited five years for this game. We can most certainly wait a while longer for the game to be optimized.
Which world you are playing on (or are in overflow from)
Tarnished Coast
What map you are on
Straits of Devastation – Doing the story quest “The Battle of Fort Trinity”
How many people in your party
2
Any other details you can provide
Whenever we stray too far apart in this area, my friend’s portrait in the party UI disappears. It isn’t just that; her level and class disappear, and the blue dot indicating where she is on the map doesn’t appear. When we are close together, the party info is fixed; however, it doesn’t give her the option to join my story quest. The quest starts as if I was starting the quest with just me.
Well, this isn’t exactly the place to put this thread, you know…
Besides, the forums come in four different languages: English, French, German, and Spanish. These are four of the most widely-known languages in the world. That, and ANet has people that can speak/write/translate those four languages. And Guild Wars 2 hasn’t been released to China yet, so no need for Chinese forums yet.
But seriously, this isn’t meant to be in the Game Bugs section.
Last night, I attempted to do the personal story quest “The Battle of Fort Trinity”, where you have to defend your new fort from Risen. The problem that occurred to me was at the point where I had to defend the docks from the Risen. There were a few waves that I managed to kill rather quickly, and then… nothing. I waited about ten minutes for the quest to progress, but nothing happened.
Here’s what I did to try and remedy the situation:
First, I swam all the way to the ship, destroyed it myself (didn’t take so long with my minions), and swam all the way back to the docks. Nothing.
I then swam around again, looking to see if there was any Risen I had missed. Again, nothing.
I checked other forums about this, and it was mentioned that the ship was placed too far away, and that there could be other Risen stuck underneath the docks? Can anyone confirm this, or am I doomed to stay stuck at this point of the game forever?
My team had a problem with that as well, as that door stayed closed for me too. There is actually another way inside if this happens. From the waypoint, head towards the manor. As soon as you reach the outside of the manor, look to your right as you continue onward. There should be an open door that, through the hallway, will lead you to the main room with the staircases.
Am i the only one who is really getting mad that there have been no ETA’s on a fix from either ANet or ATI?
I wouldn’t dare say I’m mad, since we’re actually getting replies from ANet reps themselves on this issue. You don’t find his kind of support from many gaming companies anymore. I’m quite the opposite; I’m pleased they’re simply working on it. And with all these DxDiag.txt’s, system information, screenshots, etc., they should be coming close to at least a possible solution.
Yes, we’re upset that the game hasn’t been optimized to its potential, and yes we’re tired of the poor fps us high-rig users are getting. But, as long as ANet continues to work on this problem, I’ll deal with the “playable” fps I’ve been getting. Patience is a virtue, and hopefully our patience (and complaints) are rewarded soon.
System:
Windows 7 64-bit OS
Intel Core i7 720QM (1.6 GHz quad-core, can overclock to 2.8 GHz)
ATI Radeon Mobility HD 5870
8 GB RAM
500 GB HDD
I currently play with Full Screen 1920×1080, and custom settings between Best Performance and Default (Low or Mid-Low settings). AA is off, shadows are low, animations are off.
The highest fps I ever had was in the Hall of Monuments (max at about 55 fps).
In cities (underpopulated), I dwindle down to about 25 fps.
In cities (highly populated like Lion’s Arch), I barely reach 10 fps.
PvE is also highly varied, with a max at 38 fps and a min at around 11 fps. Nothing to report on PvP, as I don’t participate.
WvW is ridiculously horrible, never getting more than 20 fps (and that’s when I’m in an isolated portion of the map). I get about 3 fps when there’s only five people on my screen. Computer nearly crashes from framerate issues when there’s a skirmish at a base.
Attached my DxDiag.txt below.