Showing Posts For Baselerd.4921:
The Ancient Karka event overall was pretty awesome, but a bit grindy. Especially:
-Having to clear the hive twice! (can’t we just do it once?)
-The two sections where the Ancient Karka calls reinforcements for 20 minutes straight
Maybe they wouldn’t seem quite as grindy if they dropped moar l3wt =)
Your technical knowledge is truly on the whole different level.
/sarcasm
I’m glad you can throw out some zingers like trace route. I’m perfectly aware that when most computer-savvy people refer to “lag” they refer to network connectivity issues. And I can testify that Anet’s servers were performing seamlessly during my interactions with the Phase III event. I’ve never experienced this so called “fps” drop, but I’m sure that may be a real software issue. However, I have seen none.
It’s nice for you to make this personal, but your amazing display of technical knowledge that you assume I lack can be mustered up by spending ten minutes on Wikipedia. I’m not here to argue who has superior computer networking knowledge.
All I’m saying is there’s too many qq’ers with an inflated sense of entitlement. Be grateful Anet bothers to make new content for us. It sounds like you would’ve been happier if you weren’t allowed to enter the content at all.
I gotta admit I lol’ed at that screenshot – that must’ve been frustrating…
Getting an exotic is not losing. It sucks for people who got DC’ed, but if some players got precursors (not me) that shouldn’t matter for those who didn’t. That’s a very childish way of reasoning – always wanting something better than your peers. The fundamental issue here is that you didn’t get what you wanted – hate to brake the bad news to you but this is not an entitlement.
Just be happy Anet even bothers to make free new content for this ungrateful community.
Just wanted to discuss the new content addition. I for one think this event played out rather nicely – we got a new dungeon and a new high-level map for end-game content. I believe everyone has been asking for this is one way or another… it’s amazing how no matter what happens in the GW2 world these forums light up with armies of QQ’ers expecting the world to cater to their personal tastes and schedules.
What I liked about the Lost Shores event:
-Cool new map with challenging end-game content
-Another world-event style boss (Ancient Karka)
-New dungeon (haven’t had too much time with this, but it seems pretty cool with 8 subsections)
-Introduction of Ascended gear (will likely never factor into my account, lol)
What I didn’t like:
-Phase I and Phase II events were often bugged, and if not were still pretty uninspired (fetch quests)
I did not get a precursor, and who cares! If you’re complaining about not getting one, then you don’t deserve it anyway. Nobody is entitled to loot just because they want it.
I should say anyone complaining about lag is likely complaining about their computer – my experience was mostly butter smooth, and I definitely didn’t have any network issues. My friend (playing from the same local network) had significant lag – I almost guarantee this was due to a slower CPU (which makes sense due to the insane number of players and mobs involved in the event).
And finally, yeah it sucks if you had real life commitments during this event, but therein lies the problem. Nobody can seriously expect themselves to be personally catered to like a little prince. Anet can make these events whenever they want, and I don’t doubt they chose the times that had the highest traffic as they have stated. It’s impossible to please everyone, but this is a ridiculous reason to be qq’ing.
All in all I think this was event much larger in scope and better executed than the first major free content release for the original GW (Sorrow’s Furnace). I’m happy.
I like the idea of simultaneous events that are linked, but separated geographically. I think there’s at least one DE series that was like this in Kessex Hills, but didn’t really require much in the ways of coordination (defend 3 separate outposts from centaurs).
Yeah, I can imagine Anets frustration with the crying masses. My dungeon experiences have been dramatically varied. When you find a good, competent group the game truly shines. It is amazing.
However, more often than not, I have ended up in a poor group that has no clue how to play. Whether it be poor builds that die too frequently, inability to call or use targets, etc… the game really punishes the unprepared here.
How can they make a game that truly caters to both good and crappy groups and provide an enriching experience for both? If they nerf the dungeons to make them easier, the times when the group actually can play the content as intended it will be a snooze fest. Similarly (and currently), the content just crushes most groups – but the subset who can will have a blast.
I think it’s a fundamental trade-off that is inherent in the current game design. Only a major overhaul would be able to accommodate both imo. Maybe some sort of back-end logic that adjusts the content based on the group’s performance (e.g. Left 4 Dead?).
I think the heals in the game are perfect the way they are.
You realize you’re asking for mobs that are easier to kill and to make it easier to heal? i.e. make the game much easier across the board? The dungeons are meant to be challenging.
Super Mario Bros is plenty hard too, the world doesn’t disappear but that game has plenty of insta-death situations :-P
It’s a glaring logistics problem if you can’t get the level 60 armor until your way past level 60…
Really the engineer is a re-skinned Ritualist with kits instead of urns. I don’t think we need a class that’s any more “pet based” than either the ranger or necro… this isn’t Pokemon.
GW1 is way more difficult than GW2 – I feel like I have a fighting chance at all the dungeons in GW2. I don’t think I lasted more than 10 minutes in the Domain of Anguish in GW1, much less even seen Mallyx.
Flying mounts would be useful in WvW, those pesky gates always trip me up.
A bit nit picky, but I agree.
I don’t know if this is the intended behavior, but last night I was pugging AC explorable mode and after over an hour into it one of our members rage quit. Unfortunately, the remaining 4 of us were booted out of the dungeon and all of our progress was lost. All in all a very frustrating moment.
I’m assuming this is because the instance was somehow designated to the rage quitter, and once he left the instance closed. But either way, this seems pretty ridiculous… iirc even in GW1 anyone could quit without the instance booting everyone else.
Thoughts?
The LFG tool is too hidden – very few people use it. On top of that, it only broadcasts to the map you’re in it seems. This nips the functionality of this tool at the bud…
So you can broadcast a LFG to what I would guess is a group of no more than a few hundred people, of which probably half (or less) know how to use the tool – and only one or two that do are actually looking for a group.
I can understand that there are concerns about spamming if there are server-wide LFG tools, but I’m sure the system could be designed in such a way that it restricted use to only matching people up for dungeons. I can imagine a browser similar to sPvP even, with lists of PUG groups forming with respective dungeons, etc.
I haven’t gotten to the Shatterer yet, but all the other epic world-boss style DE’s (Shadow Behemoth, Shaman Chief, Jungle Wurm…) I’ve been involved in were fun, but did have the issues related to lack of strategy – zergfests if you will. Now, they were still reasonably enjoyable (likely due to just the sheer scope and awesomeness of the event, not necessarily the depth of gameplay).
I can imagine it’s a huge challenge to make DE’s that scale to potentially 50+ players without dumbing it down, especially given that most of them are not communicating. Any complex mechanics would likely be lost by the majority of the zerg swarm…
With that said, there should be some middle ground. Another game I played (forgot which, trying to remember…) had an interesting system that might work in this game. Enemies would gain more powerful spells as they scaled up (it seems in GW2 they just get more hp, maybe attack power too?). So if 15 people attack the boss, they might not be exposed to an uber-skill the dragon has. But if 70 people are zerging the boss, it might use some awesome skill and knock a lot of the people out, causing a little more tension at least. Right now there is often a guarantee of success due to sheer player counts involved in the events.
Playing as an engineer, I haven’t had too much of a problem taking out warriors. Dropping a net turret + grenades usually does the trick. Smoke grenade will blind the warrior. If he gets out of range of the net turret you still have the net toolbelt skill. On top of that, using a rifle will keep him a safe distance with net shot as well.