Showing Posts Upvoted By Aridia.3042:

Let’s Talk Scoring…

in WvW

Posted by: Tyler Bearce

Previous

Tyler Bearce

Game Designer

Hey guys, as most of your are probably aware, Scoring Improvements won over QoL improvements in the last poll. So now it’s time to delve deeper into what that means.

We want to improve scoring for a few big reasons:

  • Reduce the need for 24 hour coverage by reducing the effects of off-hours capping (night capping)
    • It’s not okay that the time periods with the smallest number of active players have the largest impact on the score
    • Of course we don’t want to alienate players who play during these period, off-hours coverage will still matter, it just will no longer be the primary factor in determining which world wins any given matchup
  • Reduce the number of runaway matches
    • That feeling of hopelessness when your team is down 100,000 points after a single day
  • Give players a real opportunity to make a comeback
    • Matches are often decided in the first few days, making playing in the final days feel pointless
  • In conjunction with population rebalancing, updating Scoring allows us to decide a winner of a match more fairly, and thus reward players more fairly
    • Currently we can’t give out worthwhile rewards for winning, as most match-ups are already decided before they begin

Next I’ll talk about how we plan to achieve those goals.

Changes to Match Structure:

  • We’ll split the week long matches into 2 hour time slices we are calling ‘Skirmishes’
  • Warscore is used to determine the winner of a Skirmish
  • Skirmishes award varying amounts of Victory Points based on placement
  • Victory Points are used to determine Match victor
  • When a Skirmish ends, Warscore is reset, but actual map-state remains unchanged

Benefits

  • Winning a Skirmish by a small margin, or a large margin, awards the same number of victory points.
  • This keeps the winning and losing scores closer together, allowing the losing worlds a fighting chance
  • Teams will still want to win as many time slices as possible, off-hours coverage is still important, but less dominant

Potential (controversial) additional change:

  • While the above change takes steps to bring the value of off-hours coverage in-line, there’s a good chance it’ll still be overvalued. If that’s the case (and we’ll eventually poll on this), then we have plans for an additional system.
  • This is the Action Level – Victory Point Multiplier system
    • This system would multiply the Victory Points awarded by Skirmishes based on map populations and time of day.
    • During prime time hours, the multiplier would always be at it’s maximum of 3.
    • During off hours, the multiplier might stay at 3 or drop to 2 or 1, depending on on activity level.
    • It’s important to include map populations as a factor, to make the system more fair for off hours players and its important to include time-of-day as a factor to prevent a winning team from trying to keep the score muliplier low by exiting WvW

Last Stand

  • Last Stand describes the final day of any week long matchup
  • During Last Stand, Skirmish placement Victory Points are multiplied
  • This is intended to make the last day of the match as exciting as the first, and provide a final comeback mechanic for teams that are behind

Reduced the Score Tick Timer from 15 minutes to 5 minutes

  • This will guarantee that every objective is grants at least one score pulse before it can be flipped by another team.
  • Objective Score will be reduce by 2/3rds since they’d be ticking 3x as often. This keeps the relative score from all sources the same.
  • Reward Track points will also be ticking 3x as often, and likewise be decreased by 2/3rds.

Upgraded Objectives Score Higher

  • Each tier of objective upgrade increases the amount of score per tick
  • The goal is to incentivize defending your upgraded objectives and assaulting opposing upgraded objectives

Points for Capture

  • Capturing an objective awards immediate score.
  • If the objective is upgraded it is worth additional score.

Points for Kill

  • The amount of score earned from PPK will be increased, so that it contributes more to the overall score.
  • As a rough number, PPK may increase to 3-5 points, rather than 1, with diminishing returns on killing players who have been alive for less than 5 minutes.
  • We will also rebalance the Warscore for Caravan Kills, Caravan Delivery and Sentry Captures.

UI

  • Many of these new systems and changes will also necessitate updates to the UI, to display all this new information.

Rewards

  • Once we have these scoring updates in, we can look at adding placement rewards for Skirmishes and Matches.

Edit – Fixed some minor errors in the text.

(edited by Tyler Bearce.3427)

Ascended Gear - Anet please fix this.

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

ColinJohanson.2394

Game Director

Next

Just want to clarify since I saw this come up a couple of times in this thread and we haven’t actually released our full official patch notes for 6/23 yet….

Ascended Gear will be staying 5% better than Exotic Gear. Gear beyond the tiers we already have are not going to be added and our existing tiers won’t change, they won’t be our main end-game form of progression for your characters/account for all the reasons we’ve covered before – it isn’t what we think Gw2 is about.

Masteries is being added to PvE to help provide this system as our form of progression for PvE moving forward, and the WvW ability system exists for WvW and will be what we use to expand WvW in the future.

To more directly answer some of your point….We are adding a system that lets you change the stats for your ascended gear (weapons and armor) next Tuesday – which will cost a combination of 10 spirit shards, piece you don’t want anymore, 5 ectos, and an exotic insignia of the stats you want to convert to. Legendary Gear will remain the gear that can freely change stats any time.

-CJ
(Edited to clarify weapons and armor)

(edited by ColinJohanson.2394)

The 2 Copy Movement

in Guild Wars 2 Discussion

Posted by: Julie Yann.5379

Julie Yann.5379

We have heard, and loudly and mostly in all caps, the voices of the entitled generation, the folks who believe… actually, I dono what they believe.

Now, here is the voice of the other side, the side that feels that Anet has set a fair price. The side the believes it is not just a novel idea, but ground breaking to release an expansion with the base game (They were not first. Distant Worlds did it as well… but certainly in the MMO side I think). The side that do not feel they are being robbed because someone else is getting something they did not get (Not even sure how you logic that out). The side that supports the game and acknowledged that Anet employees do not work for charity (Gasp!).

The side that will… Buy 2 copies of HoT!

Yes, I will do that, and I will gift one copy to a friend, and bring someone into the game I would not be embarrassed to see talking in map-chat.

Cheers Anet. See you in HoT!

You forgot the side that doesn’t care that new players are getting the game for free but feel that HoT is too little content to warrant a 50$ price tag and that the only reason it has a 50$ price tag is because they bundled the value of the core game into the price of the expansion. All these people want is good value for their money but so far they aren’t seeing it. Entitlement has nothing to do with it.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

Ascended Gear and Specializations

in Guild Wars 2 Discussion

Posted by: DeceiverX.8361

DeceiverX.8361

Okay, so it’s great that we’re getting this update and that traits are merging away from stats, however I find it bothersome that our character stats are now going to be derived solely from our gear choices. This is really concerning for players who have made ascended armor, though, for now the desired stats on armor will not necessarily properly coincide with their desired build performance. Some of my characters will require entirely new sets of gear with this implementation due to the synergy (or lack thereof) of the stats gained from their trait lines. While this doesn’t totally break builds using exotic gear easily-obtained through dungeons, I would like to make a suggestion which attempts to resolve this issue by preventing the need for players to have to make entirely new sets of gear. With infusions alone running some people an upwards of 1800 gold, or time-gated behind laurels, I’d call it very unfair to change the stat distribution system so drastically and thus wasting many peoples’ efforts, time, and possibly real-life cash.

Consider the necessity of getting whole new sets of accessories as well, even for those without ascended weapons/armor

My suggestions for handling the issue:

OPTION 1:
- All soulbound exotic equipment and ascended equipment pieces get the blank template for stat choice, allowing for the player to select a stat similar to what was done upon the removal of the Magic Find stat. Accessories subsequently are updated into a blank ring which once activated allows for stat choice as well with the corresponding ring name, art, etc.

OPTION 2:
A character-based dialog menu which allows for the input of bonus character stats which would equate to those roughly obtained from the existing trait system, allowing for the selection of three primary stats and two secondary ones and to not adjust stats from gear.

Anyone else concerned with this new implementation without adjusting for existing armor and weapons?

(edited by DeceiverX.8361)

Ranger outfits, animations and racial issues.

in Ranger

Posted by: Flitzie.6082

Flitzie.6082

Nothing will change, I know that. Noone will probably hear us, I accept that.
Yet, I still feel like venting a bit. Maybe some of you had the same troubles and can give me an idea on how to deal with it.

My first character was a male human warrior. I love him. I want to make a Ranger next.
Outfits and the overall look of a character are very important to me.

I have some serious problems with the Ranger now though.
I felt like playing a female this time around.

Everything that does not look like a human is out of question, that would include every race and gender except human male/female and norn female.

Human female:
The longbow animations are stupid when she is walking with a drawn longbow. Its like a windmill on broken axis. Holy kitten I couldnt stand it!
Besides that all female models have spaghetti arms… :c

Norn female:
Good animations, no more broken windmill. Great bodies.
But I feel like a giant even on the smallest height.

Alright I though, lets roll another human male! Yay! – Not.
There isnt a single acceptable human male medium armor outfit for an archer. For a typical ranger, yes. You know those forest guys with long coats and kitten. All cool.

But not for an archer in war. There are 3 or 4 chestpieces that have no coat! What?!
The only other class where I could see a long coat fitting is probably for an engineer.
A thief especially wouldnt want to wear any coat at all… thats just impairing the flexibility. T3 Human armor, stop. I am a figher, not a prostitute.

Where are all the plated leather outfits? The tight body suits? the layering looks of different cloth (without coats).
Example: http://i89.servimg.com/u/f89/14/49/84/08/ml10.jpg

Human male is out of question. There was one outfit that I could live with, but I dont feel like leveling another human male anyway.

That is what I came up with in the end. I still feel like my norn lady is way to large…
Help ;_;

Edit: I’ll iron my hands if this is the wrong subforum. But there really is none for outfits, is there?

Attachments:

You touched the shiny, didn’t you?

Our Community

in Guild Wars 2 Discussion

Posted by: goldenwing.8473

goldenwing.8473

Support and Understanding:

https://forum-en.gw2archive.eu/forum/wuv/wuv/Community-Engagement/first#post3884148

However:

https://forum-en.gw2archive.eu/forum/wuv/wuv/Community-Engagement/first#post3884214

Been feeling alienated for 18 months. Trying to stay with the game for my guild.

Being told over and over by the developers that it is their game and they can do anything they want with it (without listening to their customers explaining their experience) ensures that I will feel that this game definitely is not mine. Statements like that indicate they are not interested in my feedback, nor in generating my support or loyalty. Especially given the following:

Feedback in the precise format the devs require in an inflexible manner does not seem to make a difference. (see: multiple deleted/ignored 15, 20, 25+ page threads/CDI threads, etcetera).

Feedback through other formal channels (invited by the devs) does not seem to make a difference.

Lack of meaningful permanent additional content (the game will be 2 years old this August) in spite of their insistence on calling the game an MMO and then ignoring all customer feedback concerning removal of content.

And in spite of customer feedback to the contrary, what appears to be happening with the game is: a constant churn of already existing content, creating the impression that the game is unstable, the developers appear to be flailing, and that there is no appreciable sign of any vision for the future of the game In other words: in spite of customer feedback, the constant changes (e.g.“refinement” of existing details at a technical level) often have nothing to do with enhancing the customer experience and sometimes actually detract.

Surprises and unpredictability on the part of the developer, coupled with silence and/or mis-setting of expectations do not engender trust.

I realize that individually there are fine folks working at ANet. collectively, as a whole, their company culture and the way it is expressed through lack of meaningful communication, mis-setting expectations, rigid adherence to process and form, and the way the game is being handled, has managed to generate lack of goodwill, lack of trust and an overall distaste (at a business level) for the company, which has washed over into their product.

Community requires respect and courtesy from all parties. ANet has as much (if not more responsibility) here as the customers. That is a business basic. And it’s sadly missing here.

BG: 52 alts, 29 lvl 80’s. They all look good, so I am done with the game: Oct 2014

(edited by goldenwing.8473)

Our Community

in Guild Wars 2 Discussion

Posted by: Phantom.8130

Phantom.8130

If you look back to the threads that were created within the first 6 months after launch, most were pretty civil. As time went on, Anet responses became fewer and fewer. Countless bugs and exploits that have existed since the betas are still not fixed. New systems were introduced that no one asked for nor wanted, and each were filled with several bugs that still haven’t been fixed. Suggestions that would actually help improve the game went entirely ignored, or worse, the exact opposite was done. The CDI’s were the same way.

Look back at the massive thread concerning ascended gear. People overwhelmingly HATED the idea. What did they do? They added more Ascended gear, with an even bigger grind than the jewelry.

Look at the WvW CDI’s. the first one listed Population imbalance as the biggest problem in WvW, with the commander tags being the second biggest issue. What did they do? They added incentive to superstack further, and haven’t done anything with the commander tags in the FOUR months since the CDI.

In the week leading up to this patch, Anet was told what problems would present themselves, were offered solutions on how to avoid it, and ignored that. Now we’re seeing exactly what people were concerned with happening, and as usual, Anet is nowhere to be found to deal with the mess they made. A mess they could have easily avoided, but chose not to.

This is the result of those sort of things. To lay this on the community is to completely ignore what has actually been happening over the past year and a half. This is large scale customer dissatisfaction, with ample reason for it. This one is on Anet, and Anet alone. If they hadn’t completely mismanaged what was the most promising MMO on the market, none of this would be happening. Instead, they caved, tried to turn it into yet another WoW-clone, and neglected their paying customers to do so. If people are angry with Anet, it’s because Anet actually deserves it. No other company on the planet would expect to behave this way and still be in business, let alone continue to neglect and look down upon their customer base.

Truth be told, this community is owed an apology from Anet, at the very least.

(edited by Phantom.8130)

So now that we've seen all the blog posts...

in Guild Wars 2 Discussion

Posted by: Dean Calaway.9718

Dean Calaway.9718

So in other words. It’s put in place to fix the low population problem.

You know. Kind of like how they do with server merges.

Where do you see low population problems? Specific servers at specific times? How come everyone complains about overflows so much if the population is that low? How come I never landed on my main server during the LA event regardless of the day time I was playing?

Where exactly are you getting that idea?

Victoria Cross [VC] – Desolation [EU]

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: MonMalthias.4763

MonMalthias.4763

  • Arenanet’s admission of wrongdoing, and refusal to revert. This is an outstanding issue that became writ large in the series of patches stretching from September 2013 to December 2013, but really started with the Dhuumfire/Aetherblade patch.
    • As an example, take the rework of Diamond Skin for Elementalist into a condition immunity. This was a change widely protested by the community, yet was implemented anyway. The change accompanied severe nerfs to active condition cleansing in Water Magic to be replaced by a passive trait with hard counter gameplay. No proposals are on the way to revert this change.
    • Subsequent changes, including those outlined in the February 18 Ready Up show, do not propose reversions of previous changes and instead introduce new changes like Evade frames on Burning Speed for Elementalist, or an 8% shave instead of a full revert of Healing Signet for Warrior, or making Dhuumfire proc on Life Blast – yet leaving the Bleed and other Condition application nerfs for Necromancer intact, or alterations to Deceptive Evasion that affect all Mesmer builds instead of directly nerfing Clone Death traits out of hand.
    • All of these changes reflect a lack of root cause analysis in determining sources of problems – whilst introducing new potential problems by simultaneously altering other mechanics. If you make a mistake, you undo its damage rather than try to do something else entirely. This is not what is happening.
    • An admission of wrongdoing along with a refusal to revert should by all counts, be socially unacceptable, if not rationally inadvisable in the context of balance. This is an attitude and point of pride that Arenanet needs to eliminate if it is to regain community trust.
  • Certain balance changes are being coupled to Feature patches whilst the meta stagnates
    • The most obvious examples here are the Healing Signet 8% nerf along with the bug fix to Spirit of Nature to alter healing from 480 to 320 as stated on the tooltip. Both of these changes are to be coupled to the March Feature patch – the same patch which will introduce double Sigils to two handed weapons and remove the GCD of dissimilar Sigil procs, along with a rework of many Rune sets.
    • It should be obvious to outside observers that this coupling will not only delay much needed balance affecting bug fixes, but will also muddle the balance picture. The effects on the meta of the Healing Signet and Spirit of Nature changes will be lost in the wake of the Rune and Sigil changes. Arenanet not only does its balance team a dis-service by making their jobs harder, but also fosters frustration by acknowledging an issue, yet dithering upon fixing it.

What can be done:
What can and should be done is simple. I’ve stated the same at the beginning. Change the attitude that pervades Arenanet’s current project management.

  • Decouple Balance changes and bug fixes from Feature patches. Dhuumfire/Aetherblades was a lesson that should have been learnt, yet March 2014 aims to repeat the same mistake.
  • Iterate on balance more frequently. You know those fortnightly Living Story content patches? Why is balance iteration not of the same pace when database coding should, by all rights, be less labour and wage intensive than content creation? The GDC presentation I linked at the beginning demonstrates that Arenanet prides itself as a “programmer’s” company, that their coders were their backbone. It would seem the other way around at this point, with art and content teams outperforming their erstwhile colleagues by leaps and bounds.
  • With more frequent balance iteration, balance can be achieved faster. Make a mistake? It’s fine, there’s only going to be a fortnight of abuse. Right now, players in all 3 areas of PvE, PvP and WvW languish in the wake of the balance errors following Dhuumfire/Aetherblades – nigh on 7 months ago. This is an unacceptable pace of change in any industry, let alone a digital one where agility in development and iteration has been market demonstrated and market proved to be superior in outcome.
  • Let the community test the changes instead of testing internally for months and releasing a disconnected series of changes. The current stance reflects an astonishing lack of agility and is reminiscent of developer attitudes in the 90’s where development of software was similarly inflexible.
  • Admissions of wrongdoing should be accompanied with reversions, not ancillary changes. A lack of willingness to revert casts community doubt on the competence of the balance team and introduces the potential to cause new problems in the future. Working in healthcare, to give an example: Doctors don’t prescribe a medication, then prescribe 3 more to treat the side effects – they withdraw the problem medication and use another. A similar stance should – and must – be taken.
Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: MonMalthias.4763

MonMalthias.4763

Balance and build diversity:

Overall, build diversity in GW2 has been severely curtailed by the fact that entire lines of Utility skills and Traits have been underwhelming – yet balance has focused almost exclusively on the rare few “meta” builds and skills. This often comes to the detriment of multiple skills and Utilities. Arenanet’s insistence on “letting the meta settle” has resulted in patches coming every few months that iterate on balance – yet the changes within reflect an increasing disconnect of balance intention and balance result.

Community Frustration and perception

The lack of iteration has bred community frustration and resentment towards Arenanet who feel that the pace of development is glacial. Features like PVP Leagues, new game modes and even basic features that have been promised for nigh on a year are only just now coming “over the horizon”.

In terms of balance, builds relying upon a confluence of traits and procs that emphasise great reward with little risk dominate the field – Healing Signet/Cleansing Ire Hambow Warrior, Decap (CC bunker) engineer, Spirit Ranger, Minion Master Necromancer – these are all builds that put the burden of skill upon the defender – overwhelmingly so – that “off-meta” or inferior builds with higher risk-reward ratios have to struggle to survive and yet contribute less to the outcome. The state of the game has teetered upon the brink since the introduction of the Dhuumfire/Aetherblade feature patch and despite a multitude of changes since, the same builds are still dominating and team compositions are looking increasingly similar – Bunker Guardian, Soldier’s Hambow Warrior +/- another Warrior, Thief, Spirit Ranger, (option of) Decap or Condition Bomb/Nade Engineer or Necromancer.

This is not to say that such builds should not exist, but balance should be in such a way that more builds than those listed above can have a place in a team composition without those builds shutting out others to the point of exclusion.

For PVE, the so-called “Damage, Support, Control” alternative trinity so trumpeted as the innovation over the “Tank, Healer, DPS” trinity has dissipated in favour of “DPS, DPS, DPS”.

Defiance has stripped the Control archetype of its teeth, whilst providing no reward for controlling Boss mobs.

Slow, extremely hard hitting attacks have negated the need for Support – there is little need to support allies with healing if taking a hit means almost certain death. DPS with just enough Support through Boons has become the one true god and PvE encounters have devolved into a “stack mobs, cleave to death” DPS race over thoughtful, deliberate challenges that tax a group’s ability to co-ordinate and problem solve.

Finally, there also exists the issue of balancing errors, and bugs affecting balance being unaddressed for significant periods. A few examples:

  • Sigil of Paralysation was found to prolong Fear and Stun duration by a full second as opposed to the intended 15% extension. The bug was found, reported and admitted to be an issue soon after the Dhuumfire patch, yet remained unfixed until soon after the PAX Tournament. In the mean time, Terror Necromancers and CC Warriors exploited the Sigil for months.
Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: MonMalthias.4763

MonMalthias.4763

This is a topic that I’ve been debating with myself whether to open or not for the longest time. I feel that it’s important to bring this up because it strikes at the heart of one of the flaws of GW2’s product life cycle – project management. But for those that will TL;DR, the basic argument is this:
Balance is about iteration, and Arenanet is not iterating fast enough
Fundamental profession, PvP, PvE and WvW bugs and problems remain unaddressed in lieu of fortnightly content updates

I will touch on a few key points:

  1. A preamble
  2. Some problems remain unfixed
  3. New content is pushed in lieu of iteration and polish
  4. Community perception of paralysis and disconnect
  5. Community frustration and responses
  6. What can be done to address the issue

I was finally pushed to make this topic when I saw Cameron Dunn’s GDC lecture discussing Guild Wars 2’s server infrastructure – and what is possible using Guild Wars 2’s Duo system to iterate on the game. Click the quick-link to the “Iterate” bookmark or skip to 35:47 timestamp if you don’t want to spare the 45 minutes to learn about Arenanet’s amazing infrastructure and their metrics that they like to talk about. This thread is also instructive and discusses why more frequent iteration is essential for balance

I want to bring this up because the game is now well over a year past its launch. Despite teething problems, GW2’s launch was one of the smoothest I have ever played through and it is a great game at heart. The trouble is, well over a year past its launch, some of its teething problems are still writ large. Despite fortnightly Living Story releases to support the game, fundamental profession issues and bugs remain unfixed; while community response to Feature patches that include sweeping Balance Changes has not been actioned for months – often until the next Feature patch.

This is a bad trend and it needs to stop.

Arenanet has coded this groundbreaking infrastructure and it is being squandered on providing temporary content instead of fixing and polishing and iterating on their game. This kind of project management has lead to dozens of threads of negativity and more than a few veteran players quitting the game. In some cases, whole teams. Team Paradigm (recently started playing again), Absolute Legends (disbanded), Made in Meta, to name just a few.

Preamble over. Onto persistent problems and QoL issues that remain unaddressed.

On the various forums one can find dozens of threads, often pertaining to – and addressing and re-addressing – the same issues, over and over. This is a problem, because it leads to a community perception of paralysis, which causes:

  1. A perception of neglect
  2. Accumulation of negative PR
  3. A perception of broken promises

As an example, here are a few outstanding issues on PvP:
Leaderboards and/or leagues. Leaderboards were released somewhat buggy, whilst promises for Ladders and Leagues stretch back a few years

  • Matchmaking remains hit-and-miss for some. 4V5 and being teamed together with new players has been a source for considerable angst.
Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

So... I just got 1 shot.

in Elementalist

Posted by: Conncept.7638

Conncept.7638

I got in to a fight with a warrior on point a week ago, we were both built full bunker, after four solid minutes of fighting uninterrupted, we realized there was absolutely no way we could possibly kill each other.

But after another minute or two, he had the point. Why? Because we both survived with our invulnerability skills and heals. My invulnerability prevented capping, his did not. His healing and condition clear also never went on CD and could not be interrupted. I had to use timing and positioning to keep him from interrupting my heal, so he could potentially harass me off point. Whereas he had to stand in a single spot with no healing power investment to get the second best sustain in the game, and because no healing investment was required, he had significantly better damage than me. If he had actually been required to slot healing power, our damage would have been even and I would have hung him out to dry in under a minute. But balance and skill requirement are concepts which the development team does not apply to the warrior.

I can’t blame you for wanting to leave. Warriors are not balanced or fun to play against by any measure and they are practically single-handedly destroying PvP. And to make it worse the developers have made it pretty clear by their actions that the only reason warriors aren’t dealt with is personal bias on their part.

But honestly, the game is still good, you can find fun elsewhere if you look for it, just stay out of PvP until the current horrible team (hopefully someday) gets shuffled out and someone who actually cares about more than their personal playtime gets put in.

(edited by Conncept.7638)

[Warrior] Anti-Warrior FeatureLESS Pack

in Profession Balance

Posted by: Tots.3056

Tots.3056

A warrior complaining? Are you even kidding me? I 100% thought you were trolling at first. Did you forget about the +1000 toughness on stunbreak? Because warriors need to be even more tanky. And did you forget about the 100% crit chance on burst skill? This means warriors don’t need precision for bursts in PvP. That leaves them open to stack all those points in another stat. Warriors have been nothing but buffed for the last year which leads me to believe all anet devs are terribad warriors who can’t pvp to save their life.

Collecting Loot [Bags]
Guild Leader

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: Xillllix.3485

Xillllix.3485

Go roll an super slow ele with no health and dysfunctional traits and see if you come back here crying about the OP warrior after.

[Suggestion] Armor Skin Designs

in Guild Wars 2 Discussion

Posted by: technonewt.2907

technonewt.2907

Before Guild Wars 2 game out I was playing Aion (Korean MMo), and while the environment was pretty enough, I thought the armor design was marvelously designed. It had a very noble, pristine, sleek look to it. I would love to see such armor designs make their way into GW someday. Not to say GW doesn’t have that, but it seems there is a majority of armor skins that are gritty, torn, burnt, worn, etc, or have some type of fire/flame/molten theme. I think that’s fine, my Charr uses the dredge dungeon armor. But maybe balance it out with a wider array of armors that appeal to a broader spectrum of players. I guess I lean more toward a look though that is sleek and smooth, clean, maybe shiny. I think such types also have a practical application: better to show off dye colors, or maybe engravings in plate, metal, leather, etc. To show that you can have beautiful ornate, detail in armor/clothing without relying on a more external features if that makes sense?

Also of the things with many of the GW2 armor is that it’s bulky and many pieces are over-sized (mostly the heavy armor), some shoulders look huge, or have excessive spikes or other pieces going every which way; a lot of times clipping with back pieces, hair, etc. One of my favorite heavy armor is the culture human T3 set because it doesn’t have any odd, excessive appendages coming off it. It has nice detail in the shoulders and almost looks like a dress uniform. It would be nice to see more of that in armor. I also realize this is a fantasy game and many people like armor that doesn’t adhere to realistic limitations that historical armor would have.

So one of the obvious questions is, new armor, where and how should it be acquired. Sure they could be put into the gem store. Maybe future dungeons. But what about as WvW incentive? I’m not a huge pvper, but I have friends who are, but even for them there needs to be more incentive to go battle for our server. As I understand it, there are ranks in WvW; Invader = Legend, then it breaks into Tiers: Bronze, Silver, Gold, Platinum, Mithril, Diamond. What if a new armor skin was added at the end of each tier. Someone who achieves the rank of Bronze Legend could barter/purchase a new/cool looking armor skin. Some physical manifestation to show off their rank and hard work. I notice that the 2nd WvW season has new weapons skins coming out. For me that’s a bit of incentive (aside from achievements) to go WvW.

Lastly just wanted to post some Aion examples of armor type designs to maybe better get my suggestions across instead of relying on my poor verbal skills. Also I apologize to the Charr/Asura players as this would be easiest to implement to human/norn race, though I too would love to see more Charr clothing.

warning, images are large in size

Attachments:

(edited by technonewt.2907)

@The New Ranger GM Traits

in Profession Balance

Posted by: Terravos.4059

Terravos.4059

This game needs a PTS like every other bloody game does

Take SWTOR, it has a PTS, and when they were getting ready to add a really overpowered ability to Sniper in the coming patch, the PTS showed how overpowered it would be.

a Competitive PvP game with no PTS for the population to test and point out overpowered stuff before hand? Completely stupid

http://www.youtube.com/user/Xsorus/videos?view=0
Xsorus – Ranger PvP movies Creator of the BM Bunker

@The New Ranger GM Traits

in Profession Balance

Posted by: Terravos.4059

Terravos.4059

Anet, I have to ask a question, Do any of you actually play a Ranger?

Because I’m looking at what other Classes are getting for GM Traits, and i’m looking at the Ranger ones.. and i’m confused exactly what you’re thinking with the class you just did a CDI with?

Marksmanship: Read the Wind: Longbow and Harpoon Gun projectile velocity is increased by 100%

Will not be used, Both Longbow Range increase and the Piercing Arrow Trait are better then this trait… If you weren’t going to run Piercing Arrow Trait, you’d run Beastmaster probably or Spotter…There is no room for this trait

Skirmishing: Strider’s Defense – You have a 15% chance to block ranged attacks while in melee.

Again, Who is going to use this trait? Trappers won’t use it because they’re already investing points into making traps better, Interrupt Builds grab MoC, Berserker Rangers won’t use it because no one sane runs a bloody melee weapon with berserker gear

Wilderness Survival : Poison Master – Poison you apply deals 50% extra damage. Poison your pet’s first attack when they are swapped to.

Again, will not be used, Because Empathetic Bond is in its place..Its the same reason Barkskin is not used

Nature Magic: Survival of the fittest – Remove two conditions and gain fury when using a survival skill.

Spirit Rangers will not use it, Shout Based Regen Rangers again will not use it, So who’s this trait intended for? There is no viable builds that’ll go for it.

Beast Mastery: Invigorating Bond- Your pet heals in an area when executing command abilities.

Unless its an amazing heal, Who’s going to use this ability over Natural Healing, Since like Natural healing, it’ll probably be based off the pets healing power.

So My question stands, Do any of you actually play the class? Because I’m doubting you do

http://www.youtube.com/user/Xsorus/videos?view=0
Xsorus – Ranger PvP movies Creator of the BM Bunker

30 trait points for a functioning projectile

in Profession Balance

Posted by: Zenith.7301

Zenith.7301

Really? Our Marksman Grandmaster is basically to allow rangers to hit targets with the reliability of warrior and engineer rifles or thief pistols?

The kitten arrows don’t even hit a sidestepping target beyond 600+ range. The velocity should be increased baseline.

It’s incredible that for 1.5 years, Rangers have been telling you that they suffer because all their traits/utilities/weapons need heavy point investment to even function, and you go ahead and waste a grandmaster trait slot on a fix that should be baked into the weapon instead of paid for.

RANGER WEAPONS AND UTILITIES SHOULD FUNCTION WITHOUT TRAIT INVESTMENT, LET ALONE 30 TRAIT POINTS.

Moreover, the power line grandmaster only covers the longbow, when bows are not used to begin with in most game formats?

Bows are of little worth in PvE, where melee weapons will always be favored over ranged ones. And in PvP bows are at a disadvantage because of their crappy defensive capabilities.

And the longbow and shortbow not only have a failure in hitting moving targets beyond 600+ range, but unlike the engineer rifle the arrows don’t even pierce baseline, which they should.

Rangers lack immensely in the aoe department. It’s that plus utility and their low innate base weapon damage and power scaling that has made them undesirable for any group content, especially WvW.

Collaborative Development: Ranger Profession

in CDI

Posted by: DiogoSilva.7089

DiogoSilva.7089

The negative consequence behind “fixing the AI”, is that it would promote even more passive playing in PvP.

For this reason, the pet system DOES needs a redesign.

Making most pet skills requiring manual input from the player to trigger could be the solution. It could also promote rewarding skill sequences between the pet and the ranger, moving the profession away from too much passive, and more into a skill-sequence-driven profession (like an engineer, elementalist, etc). That would be healthy to the competitive side of the game, but also very fun by itself.

AoE resistance (but lower health so that targetted effects can counter it), innate faster moving speed, and a way to flag the pet would also be awesome.

Pet flagging could be a ground-targetted sequence skill that would force the pet to go to choosen location until the skill is clicked on again.

(edited by DiogoSilva.7089)

Huge drop down in WvW population ?

in WvW

Posted by: DuranArgith.1354

DuranArgith.1354

I blame it on the removal of the wvw matchup discussion forum.
Everyones loves drama, and the lack of it made people lose interest.
Trash talking is a part of competition and sports.

I Gave Up On This Game Am I Wrong?

in Guild Wars 2 Discussion

Posted by: timmyf.1490

timmyf.1490

I think I’ve felt both frustration and optimism about this game. The way I think about it is this….

Playing Guild Wars 2 is like taking your second-choice date to prom.

You’re happy. You will have a good time. There’s nothing wrong with your date. But it wasn’t the date you really wanted. And the more you think about wanting that other person, the less happy you’ll be.

I think most of us wanted more from GW2. That doesn’t mean the content we got is bad, though. I’ve gone back and forth with the Living World strategy – it reached a high point around the Bazaar stage and I remember saying, “Oh man! They’re getting their feet under them! This is going to be great!”

Then we had a few more disappointing releases and a lot more open-world zergfests.

I believe ArenaNet is a company of smart people who care deeply about this game but are working in a severely limited development environment. I don’t know if it’s because the code is a mess or the tools aren’t quite right or the engine just can’t handle the art they wish they could do or what. I’m utterly perplexed that they haven’t expanded the world we play in yet, 18 months in. I question whether zergy overflow fests are really the way of the future. I mourn the loss of each guild member who leaves (or stops representing) my small community so they can kill Tequatl or Wurm with TTS instead.

All that said, because ArenaNet is full of smart people who care, I think they’re also able to take the feedback we’re giving them and do better. Remember, they’re trying something new and expecting them to get it right the first time is maybe expecting too much.

I think Living World Season 2 will be a bellweather for this game’s future and I really hope they succeed.

Anyway, that’s my two cents.

Karaoke – Guild Leader – [MEGA] Super Mega Happy Fun Time
www.getunicorned.com / northernshiverpeaks.org

will i get refunded when ferocity hits?

in Profession Balance

Posted by: pmnt.4067

pmnt.4067

I’ll rather have a refund on the stat combination that gets the real nerf: celestial.

I can’t wait until ANet releases the game promoted in the manifesto.
Until that, I’ll play GW2.

I loved GW2

in Guild Wars 2 Discussion

Posted by: Soa Cirri.6012

Soa Cirri.6012

3. The PUG experience
Using this in a broad term, I’m applying this not just to dungeons, but also open world and WvW. Dungeons were a means of getting tokens, but they were also a demonstration of mastery. It’s very easy to tell when a group of people are good, or bad, and why. Some groups were agonizing, torturous affairs I wouldn’t wish on my worst enemy. Some were absolutely heavenly. That level of uncertainty, that sense of expectation, was a primary incentive for doing them, to me. My favorite groups were mildly competent to supercompetent, with good raport between members. Classes, gear, builds, didn’t matter. A group where we were having difficulty could be a blast so long as everyone had good humor. There’s nothing like adversity to really encourage bonding between total strangers, and the sense of glee when the other person in your party finally makes it through the laser trap in CoE after groupchat is full of swearing and onomotopoea for two and a half minutes. That was the real reward.

It was a very, very big thing that kept me playing GW2.

I would search the old third-party LFG website, looking for groups who had promising headers out of the dozen or more options presented at peak hours. “Looking for some sexy, slippery, warriors,” “LF3M, prose accepted, poetry not permitted.” Even in the middle of the night there was at least two or three groups running, or trying to run.

Where have they all gone? Dungeon rewards have been “buffed” but it feels like fewer and fewer people do them.

On top of that, the groups have become more and more machiavellian. Less people do dungeons, so there are fewer and fewer opportunities for new people to learn how to do them. The number of groups forming to help new players has plummeted. Half the postings seem to be “LV80 EXPERIENCED ONLY.” Many times these are the very people who are the worst, looking for other people, more experienced, to carry them. It is often, needless to say, a humorless affair much of the time now.

The quality seems to have dropped. There’s less emphasis on pure community involvement, and gold is has come to define progress. Getting to WvW now, briefly. The number of commander tags seems to go up every month, but the WvW seems to get worse. People are just buying them because they can.

Maybe the two things are kind of unrelated. The next one-half is completely unrelated.

3.5 Living story
The two-week development thing is a cool idea. It’s a lot of work to impliment, and it has been implimented consistently, and I appreciate that. This is a completely personal perception, and not as major of a contributor as the others. But Scarlet irritates the crap out of me. I’m sorry to all of those people who created and love her, but she seems like the pinnacle of a mary-sue villain. Good at whatever she tries to do. Always getting away. She reeks of deus ex machina, shoehorning, and story convenience. This, like the regular personal story missions, could easily be avoided. But more and more I feel like this content, too, has become unavoidable.

My favorite living story events were, in order, Secret of Southsun, Adventure Box, and Zephyr Sanctum. Secret of Southsun was great, not just for the crazy loot, but because if you did pay attention to the story, it was actually a pretty gut-wrenching look at the way refugees from the previous event were exploited, and presented their justified desire for liberation in conflict with the order imposed by the Consortium.

Adventure Box World 1. ’Nuff said.

Zephyr Sanctum, and more specifically the election, were cool events, and again there was subtlety to find if one looked. Kiel, as the well-intending, do-gooding, candidate inexperienced in the matters of administration and trade vs. Gnashblade, who was essentially a corporate CEO with questionable ethics, who no doubt had much greater experience, and possibly ability.

Conversation with Gnashblade would reveal him to seem rather more oblivious than at first imagined, but under the original impression the election seemed like an interesting choice.

There was nuance in these, nuance which seems to be completely absent from most of the new content. It’s ham-fisted and in your face, and the lack of subtlty really turns me off.

So there it is. I’m not saying I’m leaving forever. I don’t think I could. Maybe things can still be done and the game will move in a direction back towards its roots. But until that point, I think I’m done with GW2.

Does anyone else feel this way?

I loved GW2

in Guild Wars 2 Discussion

Posted by: Soa Cirri.6012

Soa Cirri.6012

1. Ascended crafting
It is a grind. That is a fact, especially regarding the new armor. Look in the crafting subforum if you don’t believe me, the numbers are plastered all over many posts on the topic. It’s absolutely insane. On top of that, it’s fueled this massive BLTP speculation mini-industry that has completely gated out new players (more on that later).

Now I’m sure some people will say, “Hold the phone here. That stuff’s not required, it’s completely optional, its just a 5%(?) stat boost, and you only need it for fractals!”

Maybe that first part is technically correct. But even then, a 5% boost is a 5% boost. Why should I play for so long and settle for sitting on 95%?

Also, ascended stuff has also been tossed at us from every angle since its release. Dragonite from meta bosses and WvW, empyreal from dungeons… and wvw.

Bloodstone dust. ’Nuff said.

So let’s put this in perspective, the “optional” argument. A good example of “optional”? SPvP.It’s a button, next to other buttons at the top of the screen. I don’t like PvP, but that’s just my personal preference. GW2 has so kitten much content, that button remains a mere button. There’s never a reminder, or a poke, or a shoehorn shoving SPvP in my face, aside from the section for SPvP in the patch notes. But reading those is reeeally optional, and one can easily just skip over that section anyway. Fractals was much the same way, once, where you could completely avoid that little corner of L.A. and its concerns of ascended gear and agony resistance.

Now, you want to do a dungeon? WvW? Ascended mats. Meta events? Ascended mats. The only way to completely avoid it is to do PVE or WVW while deliberately never tagging meta bosses or champions, which means missing out on the best loot, which, if we’re honest, is a primary reason for engaging in those activities. There is no option to ignore this crap, because it piles up in your collections bank, and then it piles up in your bank, and then before you know it one of your alts becomes nothing but an ill-used bloodstone dust depository. That, unless you just toss it all out-but you went through the trouble of earning it, didn’t you? It feels like a waste. That brings me to my next topic.

2. Earning rewards.
One of the major selling points of this game, for me, and my friends, was the fact that exotic gear was the top tier, and there were many ways to receive it. You could craft it, get it with karma or, best of all, dungeons. You could get it in drops but by no means did you, or should you, have relied upon that method.

The reason I call dungeons the best method is because the amount of grind was not too much, not too little- it felt just right. It’s the porridge Goldilocks would have chosen. In addition to the rewards/loot, the PUG experience was a blast. Was. I’ll get to that later, too.

This has really positive implications for new players (hence it being a selling point). Put the work in to level your character, and perhaps at the same time, put several hours in on a dungeon or two (the stat sets are shared across multiple token rewards in several cases) and you can be outfitted in the gear and weapons of your choice, and they can carry you through everything else you do. Exotics were a level of prestige, an end-point, an accomplishment. Everything beyond that was customization: appearance, colors, etc. A complete matter of personal preference. Getting to that end point, of the stat set and look you want, was extremely satisfying, and gave a sense of having earned it, and owning it.

Now, what’s the point of doing dungeons? The tokens are irrelevant; it’s about the loot and the gold now. Exotics have become so undervalued that you can buy them off the BLTP for dirt. There’s no satisfaction to running CoF and CoE for two weeks for full zerker gear (for example) when you can buy the weapons and armor on the BLTP for a gold and a half or less which, in the GW2 economy of today, is pennies.

This, especially, because ascended crafters and tradepost moguls have turned exotics to lead and crafting materials to gold. With the sense of accomplishment, and to a lesser degree prestige, blown off of exotics, what’s left?

Ascended gear. And for that, you have to grind. Given how expensive mats have gotten and are likely to remain, crafting is basically gated off from new players for a long time, far more than it was for me than I started, and for more than it is for veterans who have spent a year stockpiling stuff through passive play.

(edited by Soa Cirri.6012)

I loved GW2

in Guild Wars 2 Discussion

Posted by: Soa Cirri.6012

Soa Cirri.6012

The past tense is deliberate.

I never played GW1. I wasn’t interested in GW2. A friend of mine bought it for me when it was released, insisting that I would love it. At first, I didn’t. I didn’t quite get it, it didn’t quite “click.”

And then, about a week into playing off and on, it finally “clicked.”

Four hundred and seventy-some days, and nearly three thousand hours of play time (2988 according to /age) later, and I played it chronically, but never posted on these forums. I loved this game to death, it was often the highlight of my day, and I never dreamed that it would ever not be a part of my life in the future.

The environment and design was efficient, whimsical, and self-aware. I never got the sense the game took itself too seriously or expected anything out of its players aside from their own enjoyment. There was the occasional tortuous PUG or game-breaking bug, but if I had to proportionalize that sort of thing it had a rate of maybe .0001% all-told. Nothing to cry about.

That’s why I never really posted here. I was really tempted to, once, after an especially painful Arah run. But I never did. I complained briefly about the Guardian’s virtues, but, meh. I always got the feeling that ultimately, it wasn’t necessary. “If there’s a problem, Anet is on it, so it’s in good hands. Besides, I’m probably overreacting anyway,” I thought. Plus I was too busy playing and having fun, to complain.

I don’t really have a right to complain. I’m not a victim or anything. I didn’t even buy the game for myself, though I donated some money towards a copy for another friend, and I spent money on the gemstore. But three thousand hours is the best value I’ve ever gotten out of any game, period, even if it cost a hundred dollars. My two hundred hours of Skyrim looks absolutely pathetic in comparison.

GW2 is easily one of the best games I’ve ever played, and certainly one of the best MMOs. A lot of good people worked kitten this and believe in it, and it shows.

I feel the need to establish this, because I don’t want to sound unappreciative with what I am about to say.

I’m not having fun anymore.

Maybe it’s my fault. I mean, three thousand hours out of anything is bound to run it dry. But the game doesn’t feel stale or old. I don’t feel like I’ve simply played too much, and the urge to get back on and do a dungeon hits me regularly.

GW2 has just become a grind. It’s lost its luster. And it bothers the heck out of me.

I’m going to try to analyze why I feel this way. I’m not an expert in anything, but I think I can isolate it to three and a half major areas.

(edited by Soa Cirri.6012)

Pet names not saving?

in Ranger

Posted by: Solandri.9640

Solandri.9640

I’d point you to the notes if the search box were working. Using various google search tools, I still can’t pinpoint the actual developer response for you. However, it was explicitly stated a while back that pet names are not saved because of the memory allocations that would be needed and how they would create an unreasonable demand for storage on their end. The official stance on the issue is “working as intended.”

4 million players. Assume 50% of them have a ranger alt.
42 pets, but 3 are HoM based, so call it 40.
Name limit is, what, 15 characters?

(4 million) * (.5) * (40) * (15 bytes) = 1.2 GB of data they’d need to store max. At current hard drive prices, that’s about 5 cents worth of HDD space. I’d offer to buy it for them just to get the names fixed, except the cost of postage to mail them the check would be almost 10x the amount of the check.

And that’s worst-case. Any competent database won’t allocate the space unless it’s needed. So 1.2 GB is how much space would be needed if every ranger character gave every pet a 15-character name.

And as has been pointed out, you could just store the names on the player’s computer, and have the client dynamically rename the pet the moment it’s swapped in.

And as has also been pointed out, you could just recycle one name for all the pets, since clearly the game already saves at least two pet names.

I’m sorry, but that answer smells like a “I don’t want to work on fixing this, so I’ll just make up a technical excuse to confuse people into thinking it’s too hard to fix.” Every other online game, including GW1, remembers the name you give your pets.

(edited by Solandri.9640)

What do you guys miss from release?

in Guild Wars 2 Discussion

Posted by: Rhyse.8179

Rhyse.8179

I miss having faith in the developer.

“I care nothing for a festering industry that wantonly refuses to
provide a service that I’m willing to purchase.” – Fortuna.7259

Im still not leaving arcana and water.

in Elementalist

Posted by: Hanako.1827

Hanako.1827

The only way you’re going to make people leave arcane and water is if you.

1. Make evasive arcana either baseline or put it in the adept section of arcane
2. Make the attunement swap cds even lower
3. Increase class base healing and vitality by at least 150
4. Make attunement swap blast in the 15 trait slots an arcane trait ranging from adept to master, replacing all the 15 trait point buffs with A more buff defined attunement swap affect like Auras.
5. Make decent fire traits.

Seriously I don’t know your thought process behind elementalist’s trait diversity but not a soul is going to take 30 in fire because of how little the damage increase is for the trade off in survivability.

Also moving really helpful things like Cleansing wave when we attune to water, to grandmaster is a big nerf to our survival and extremely lazy on your part.

(edited by Hanako.1827)