Showing Posts For BAWW.8104:
There is no try.
The achievement is still bugged and not being awarded correctly. The only way to get it now is still via RNG
Wait till fix, if any.
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: BAWW.8104
There is no “150 players”.
Even in the fully organized TTS run with a very hard-capped map mentioned above, there weren’t more than 40 players per knight.
A portion of the map will always be off doing their own things and not participating in this event.
I’ve been on several other overflows since the patch that managed to muster 25~30 players per knight, and that apparently isn’t enough participants/DPS to complete the event.
The scaling and base expectations for this event is just unrealistic.
A typical overflow will at best be soft-capped and not hard-capped. Only a portion of players on the map will be participating in this event. Only a portion of these participants will be in their best form, many others will be up-levelled, running sub-optimal builds, without food and buffs, not so good at dodging, etc. If the intended audience of this final living story chapter is “everyone”, then the balance of difficulty needs to take into account all of those. This isn’t Tequatl or 3-headed Wurm.
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: BAWW.8104
All of the Battle for Lion’s Arch achievements have been tested for their functionality and do unlock correctly; I have a few tips/notes for each:
Six Minutes to Knightfall
- This is likely not awarding due to the way we are currently awarding participation and rewards. Once we fix the first two issues listed in this post, this achievement should be attainable for everyone who gets event credit for an Assault Knight in a map.
Nope, it’s not unlocking correctly
Red was the first one down, and a few individuals at red got the achievement the very moment it died, before the other two colours were even dead. It’s still being awarded to random individuals for no apparent reason, just as it did the past few days.
No one else in that attempt got the achievement, despite collectively achieving exactly what was required.
…because the teleporters transport players directly onto a laser path.
Is this an oversight or intentional? There’s no way I can tell when it’s safe to warp in, and I can’t control my loading time.
Specific Game Mode
PvX
Proposal Overview
Additional aggro patterns for pets.
Goal of Proposal
Right now the pet is limited to full passive (don’t attack anything until I tell you to) and full guard (attack anything even when I didn’t tell you to), and F1/F3 for attack/do not attack, and it’s contributing to the clunky feel of the entire pet mechanic. The pets could use a few more in-between behaviours.
Proposal Functionality
Some examples of attack patterns:
- always attack my target (this is basically focused dps)
- always attack your assigned target (while I attack mine. This lets the ranger and pet focus on two separate targets)
- always attack things that are attacking me (this helps “tanky” pets pick up aggro on things that they aren’t already tanking)
- always attack things that are attacking you (this helps squishy pets self-preserve by focusing on damage source first)
Some examples of aggro management:
- do not attack anything (i.e. full passive mode)
- attack everything within aggro range (i.e. full guard mode)
- do not attack anything until I start attacking (and then adopts the assigned attack pattern when you do. I.e. semi-passive mode. Game is missing this. This is basically passive mode with automated F1. This allows the ranger to control precisely when to engage, without having to press F1 to get pet to engage as well (redundant keypress), when the intention is clearly to engage fully.)
- do not move and guard this point (basically “Guard” utility skill. This is too niche a function to be taking up a utility slot. It should be a basic behaviour.)
etc.
(I stole all these ideas from LOTRO’s Loremaster class. The class is accessible to players of all skill levels because the pet control options range from fully automated to absolute micromanagement, and it works. GW2’s pet class doesn’t offer that flexibility.)
There’s a lot to say about this idea. I like that you’re attempting to find a reasonable solution, but the one of the biggest problems is that nobody would do it. Secondly, (this has been said) if you want your item to not be flipped, actually sell it at what it’s worth. Don’t take less money for fast return, that’s how those markets are created. In the end, this is a very hard to explain, very hard to implement, very complicated solution to a “problem” that can be solved by just selling items at the correct price.
Many people are happy to take less money for instant return and that’s fine if that’s your preference, others are willing to wait, and someone will work in the middle to make the market more efficient. It’s a good system and it works very well, forcing people to not trade they way they want to wouldn’t be better, it would be much worse. (not that your suggestion is forcing people, this is just a general comment)
PS any flipper that’s attempting to make money on luxury items isn’t good at flipping. It’s a slow, dangerous, rarely-profitable way to attempt to make money (that’s why nobody does it).
If there’s a “match 5-day-average” option or a graph tracking the prices, instead of just a crude “match lowest”, a lot more people would be selling their stuff at informed prices. If a third party website can offer these type of info using the very same set of data that is driving the in-game TP, then, unless the intention is to obfuscate, so can the game.
TL;DR: TP should just copy gw2spidy’s interface.
That’s not Crimson Plateau.
That JP at the breached wall is “Wall Breach Blitz”.
Crimson Plateau is a different JP.
http://wiki.guildwars2.com/wiki/Crimson_Plateau
http://wiki.guildwars2.com/wiki/Wall_Breach_Blitz
IMO a lot of these weariness would go away if we had more monthly options and less (or even no) daily options.
There’s a difference between “run a story dungeon on this and this and this and this specific day” and “run four story dungeons this month”.
It’d be great if I could binge on WvW when my server gets a good match up that week, speed-run through 10 dungeons on another day because I feel like it, and focus on map completion on an alt over the next couple of days because that can be relaxing too.
As opposed to having to do a little bit of everything in a single day. This is the thing that is making AP hunting unfun IMO. It’s not that some things take a lot of time. It’s that sometimes you just aren’t in the mood for some particular things, so it feels like that time is not well-spent.
On a good day I can gain 10 world ranks in a session because those fights can get so fun, on other days when World Ranker pops up but I just want to watch TV, I groan (and then chug the pots I saved up).
They could rework the monthlies to give out staggered rewards, such that people get the equivalent of a daily completion chest every time they complete an amount of tasks that is the same as the current 5 dailies, and then get the monthly completion chest when they complete an amount of tasks that is the same as the current 4 monthlies. And the AP hunters could continue to finish up the remaining tasks for the bonus APs they crave based on their own schedule.
The amount of rewards and APs everybody and anybody gets doesn’t need to change, but the way towards these rewards and APs can be very different just by the way they are presented.
(edited by BAWW.8104)
But some people are just uncarryable….
I agree. It’s been an extremely frustrating experience ever since the reset.
It’s 5v5, and 1 good player can only do so much. When you get 4 other players who don’t know their professions and/or don’t know the maps on your team, it doesn’t matter how good you are. And it’s even worse if you play a bunker, because you’ll also get the lowest personal score trying to defend things that actually matter, (and which will net you 0 personal score even if you hold a point 1v3 forever,) while your “hotjoin” team zergs and skirmishes away.
How can personal ratings even be accurate and determinable in these circumstances?
The only map I can carry my team to win now is Spirit Watch, because I get to orb my way to success no matter what my team does.
Queen jenna is also not sellable.
Queen Jenna is not supposed to be tradable.. Everyone gets one by being one year old in game.
Can you make her mystic-forgeable at least? She’s awarded once per character but there really isn’t much use to have multiple copies of her. By next year I’ll have 20 of her.
Sometimes I get to enter the very same chamber consecutively, other times I get a clock-with-cross-swords icon that blocks entry even though the chamber is marked as open on the map.
And this clock icon sometimes disappear after a while and sometimes won’t go away for hours.
So how does this work? The rotating nature of the chambers makes it hard enough to get to the chambers already, so I’m not sure why this additional clock-block is in place.
I got Pol as a prisoner on one of my asuras.
He’s supposed to be dead based on my personal story choice so we’re probably hallucinating.
(edited by BAWW.8104)
Maybe it already exists but I’m not sure where it is, but can we have a tidier and more conspicuous place on this website to access all those “Living Story” story articles instead of having them all lumped under “Community News”? I had to use google to locate some of the older stories, which is ironic, or maybe not. This would also be a good place to include all the older pre-launch lore articles that used to exist on the now defunct arena.net blog site.
There are bamboos within the Grove as well.
Until ANet fixes the rubberbanding issues that are affecting players with >200ms ping, there is nothing about this competition or title that is meaningful in any way. A person consistently placing first only proves his better internet connection and nothing else.
If you cannot fathom why some people can never seem to win, just stop when you get to the parts with those lightning leap pillars and see how many people are falling off the course because their leaps overshoot or stop halfway.
It has nothing to do with player skills.
You’ve responded to the other thread so you are obviously aware of the issue, so how can you call for fair competition when it can’t be?
Eh. I think people are just having “learn to play” issues. Necros were non-factor before, but now they have to deal with them.
I’ve seen people kill themselves by voluntarily walking into my Spectral Wall over and over everytime the Fear wears off. That really isn’t a fault of the “meta” is it?
I hope any incoming balancing is done based on high level and skilled gameplay, rather than on feedback of people who haven’t learn proper counters. It isn’t hard to walk around marks, wells, and walls, and the supposedly OP 30/30/10/0/0 build has practically no survivability and no disengage. There are many weaknesses in the build, just like every other glass cannon build, and against players who know when and where to strike a necro, there are still plenty of fair and extremely fun and exciting fights to be had.
Server-hopping for extra gatherings & extra dragon chests, and dividing the international guilds look to me like the entire two intended purposes of the gusting feature. These are the inherent design features, so they must be the primary uses meant. If there’s any other benefit anyone could gain from it remains to be seen, though it is doubtful. Hope this helps.
Not sure if sarcasm… >_>
It’s pretty clear the intended purpose of guesting is simply “play with friends”. The splitting up of international guilds, and this increase in access to resource nodes and treasure chests, are just side-effects.
I recall some people screaming “exploit” when they realized others had repeated the karka event multiple times via overflows. Server-hopping to farm other treasure chests, albeit less lucrative, is practically the same thing.
As for resource nodes, we’re basically going to see a doubling/tripling in supply without a corresponding change to demand.
It’s not hard to see the potential impact these can have on the market, but it’s not for me to decide if these are acceptable or not, hence my request for official clarifications.
Would like some clarifications on appropriate/acceptable use of guesting.
1) Guesting to harvest resource nodes that normally have 1-day cooldown. Since we’re allowed to guest on 2 worlds a day (which I assume it’s on top of our homeworld), this is effectively tripling (or at least doubling) the number of T6 resources I can gather a day. Is this OK?
2) Guesting to farm dragon/chest events. These normally have very long cooldowns, but with guesting and appropriate timing, the number of times I can access these events in a day are increased. Is this OK?