Showing Posts For BetaWar.7903:

char. names used for the demo

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I don’t think the demo allowed you to use a pre-existing character name, or at least I couldn’t create a character with the same name as one I already had. My bet is that they haven’t cleaned up demo characters at this point to allow people to use their same characters for the elite spec weekend (next weekend), but that is also just a guess.

[Feedback]Path of Fire Preview - August 11 - 13

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

Good:

  • Mount (raptor at least) far better than I expected.
  • Zone is fun.
  • Can solo hero points again.

Could use work:

  • Mount keyboard steering.
  • Need 1-2 more waypoints (probably per map).
  • Unidentified gear seems to be a partial solution/ not fully fleshed out.

Mount riding - control problem

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I will agree that WASD movement on the raptor (at least) is a bit strange. However, I found that mouse movement (W/S + Right mouse button) to be very intuitive and control nicely.

Is anyone HAPPY with the new elites??

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I am excited about the Weaver, it is actually the reason I finally leveled my Ele to 80.

On the other hand, I have been a Mesmer main since BWE 2, and I am a bit disappointed with the Mirage… I don’t think I will roll that spec, but instead save the HP for later on.

[Unofficial] PoF Open Beta Feedback

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

So, I noticed that there is nothing official available for the PoF Open Beta feedback, and I know that there are a lot of threads around here that go relatively in-depth on a single topic (be it mounts, skills, the zone, etc.). I thought it would be nice to have a (hopefully) centralized location to power feedback and constructive criticisms (please don’t just say that “X is horrible”, but give a way to improve it, based on your opinion of course) on the beta.

Feel free to add your own feedback to this thread.

Now, on to the thread and my feedback.

The good:

  • When I initially heard that the masteries would all be mounts in PoF, I was… let’s say very skeptical. Mounts in other games tend to be either something that is simply a status symbol, or something that is absolutely required to have to play. In both cases, mounts can be a lot of visual clutter on the screen and make it difficult to see and/ or interact with NPCs such as merchants. I also wasn’t sure that they would really fit in with GW2 (yes, I know the Necrotic Horsemen in GW1 rode horses). I was however very pleasantly surprised when dealing with the raptor in this beta. It felt intuitive, the fact that we have to dismount when interacting with an NPC or resource node, and when in combat means that the clutter is kept relatively minimal.
  • The maps look gorgeous. I really enjoyed the Crystal Desert in GW1 and am happy to see it coming back. They also seem to have actually darkened the night effects slightly, which I know is something that I have wanted since launch.
  • Hero Point updates. It is so nice to be able to solo hero points now (in comparison to many in HoT, which needed at least 1 other person; and sometimes an entire group).

The “I think it could be improved”:

  • Unidentified Gear. This isn’t horrible, but it seems to be a solution to a problem I (personally) haven’t had… I mean, we still get other gear from mobs and chests, so our inventory will continue to fill up regardless of having some of it stacking now. We also have to complete a daily heart quest and spend coins to identify the items, which can be anything from white to exotic (yes, I have verified. I even have a video of identifying 25 items and getting 3 rares). This seems like a gold sink, and a kind of pain in the seat to identify items… not to mention that if you ID everything and then want to salvage it you are right back to the original problem of having runes/ sigils cluttering your inventory — at least you are already at a vendor?
  • Waypoints, they are currently fairly sparse, and while I think they have probably been placed in relatively optimal locations already (though I only see 2 on my minimap in game, where I assume the 3rd is located off the right of the map by the 3rd bounty board), I think having 1 or 2 more located around the map would be beneficial. This likely holds true for the other maps as well, though I can’t say for certain there.

How I think you can improve the above:

  • Unidentified Gear: I have seen a lot of good ideas on this already posted in other threads, though I think my favorite is to split out the unidentified gear based off of its rarity (so you would have a green, yellow, and orange unidentified gear stack), and then allow us to ID/ salvage whichever we wanted from those stacks (where each of the stacks is guaranteed to drop an item of that rarity). Then, removing much, if not all, of the cost to ID an item; and possibly adding ID kits so we can purchase a kit for the road (just like salvage kits). It also appears that we will be getting larger bags (based off of the Supreme Rune of Holding), so it almost seems like the bag bloat is being solved by 2 disparate teams in 2 different ways.
  • Waypoints: This is as simple as adding 1 or 2 more per map in other nice-to-have locations.

Other Suggestions:

  • I know that the raptor at least can’t strafe, and I personally think that that makes sense for the raptor. However, I do hope that the ability to strafe (as well as turn radius) is a mount-by-mount setting. For instance in real life, rabbits can turn very sharp, it would be nice if the hopper mount could too. Likewise, I think it makes sense if the skimmer can strafe, and the same goes for the sand wolf. Basically, each mount having a unique feel would be nice, instead of the mounts basically being the same to guide with different abilities to make them required for certain areas.

PS:
It may make sense to merge this thread with https://forum-en.gw2archive.eu/forum/game/gw2/PoF-Demo-Feedback/first but I felt that they had a different goal at heart, which is why I made a separate thread.

What is the real cost to play GW2 in 2017?

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

After purchasing the base game and any expansions you want (it sounds like the expansions are each stand-alone (at least so far), and don’t require the previous expansion to play the latest one). For instance, it sounds like you can purchase Path of Fire and not have Heart of Thorns and play just fine like that (though you will be missing the HoT content, and I believe you won’t have access to Living World Season 3).

Now, as far as how much it costs to get in to the game… Well, short of purchasing the base game, and HoT (when it first went on sale to $25, as I thought that was a fair price for the amount of content), I haven’t spent anything else. I have picked up a couple of extra bank tabs, but those were funded totally through in-game achievements (getting 2K gems for a major achievement chest, I believe) – so I haven’t even worried about converting my gold to gems.

Honestly, I find the largest cost I sink in to games being the computers I run them on. I like the graphics to be high/ maxed if I can afford it

Now, as far as how much money an average max-level character makes. I am currently sitting at 500+ gold in my wallet, with the ability (if I am playing a night and TP all my rares/ exotics, and any excess materials I get) to make around 15-20 gold in a night of play (once the items sell from the TP), and this is all with undercutting the other people selling the same items to help ensure they sell quickly.

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

All, I originally posted this back in the pre-patch thread talking about the megaserver changes that were headed our way; I like the idea less now.

Original post:


[snip]
Anyways, the dev team should be able to come up with a solution to be able to see which dungeons, and waypoints are contested/ open at any given time for any given player. This may not be the most computationally simple algorithm, but then I don’t know their infrastructure and can’t say for sure. I’ll let them be the judge.
The game already keeps track of servers that the player has an affinity for based on home world, guild, friends list, and who we play with most frequently. When you open your map they should be able to let you know which waypoints are available or contested on your current map without any problem. They are, however, claiming that they can’t tell you which waypoints are available on any map you currently aren’t on. This needs to be remedied. By using the same algorithm they already use to determine which server you will load on when you go between maps you can do the following:
1. When the user opens the map, run their affinity for each zone adjacent to their current zone, even if only when zoomed in to the point waypoints are fully visible.
2. When the user moves their map, recalculate the zone affinity as necessary based on the current map position and adjacent maps to that position. This should be fairly simply when using an R-tree since you have the dimensions of the user’s screen, the position of the map, and the zoom level. With that you can create a rectangle of what they are currently viewing. Narrow that done to zones that intersect with the viewing port (should be very simple since all zones are rectangles anyways) and, if the zoom if far enough in, determine which waypoints are contested based on the server affinity that we have already calculated.
3. Maintaining the current waypoint polling interval (or, better yet, a push interface) you can update the current viewed maps as necessary, so that if (for example) the version of Caledon Forrest that your affinity places you in fills up while you are on the map, it could update to show the runner up’s available waypoints.
This will let the players see which maps and waypoints they can get in to quickly and not place too much additional stress on the servers. If you only update the check each time enough map movement has happened to require it (a new zone has been added to the view port for instance) it won’t even be a very frequent poll.
Now, potential problems that may arise from this idea:
1. What if I see a waypoint is available, port there and find out that it has become contested since I ported?
— This is the same thing that can happen today. I have had it happen a number of times in PvE, and even more notably in WvW, where I have ported to a waypoint just to get a popup on my screen once it is done loading that says something to the effects of “the waypoint you attempted to access has become contested”. I hit “okay” and go on with life. It doesn’t even redirect you to a different location, which I don’t have a problem with.
2. What if the server I have the highest affinity for is full by the time I port?
— Again, I see this as a non-issue. Just let the transaction complete as it had with the runner up, pop up a message if necessary on the screen telling the user that their waypoint has become contested, and move on.
3. I got in to the map I had the greatest affinity for, but the rest of my party didn’t… what now?
— Right click ? “Join in map”, or if that isn’t available/ a valid option because, say, your map has the dungeon open and their doesn’t, but your map is full, then you can always try to find another/ wait until they can get in to the map. I don’t see this as being any different than getting caught in an overflow as the current system works in which you don’t have the dungeon open.
Are there possible problems with this solution that I haven’t thought of, or just don’t have enough insight in to the game infrastructure to account for? Very probably, but I am hoping that it can at least provide the devs with a possible solution to the problem a lot of people seem to be having with today’s blog post and lead to something people can be happier with. Plus, I don’t overly enjoy the idea of having 1/2+ of Orr contested at all times unless I am on the map.


Now, we also have screenshots available to us. I am standing in the Black Citadel and this is what I see for Plains of Ashford (attached image). As you can tell, only 3 waypoints are available, and they are all the ones right outside of town.

What is the point of having waypoints if the majority of them are inaccessible?

Attachments:

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I don’t post frequently on the forums, but I felt that this idea should be put out there for the devs to hopefully read and consider. I am not sure if this has already been brought up, given that there are 10 pages of responses, most of them being negative and/ or bickering, I just skimmed it.

Anyways, the dev team should be able to come up with a solution to be able to see which dungeons, and waypoints are contested/ open at any given time for any given player. This may not be the most computationally simple algorithm, but then I don’t know their infrastructure and can’t say for sure. I’ll let them be the judge.

The game already keeps track of servers that the player has an affinity for based on home world, guild, friends list, and who we play with most frequently. When you open your map they should be able to let you know which waypoints are available or contested on your current map without any problem. They are, however, claiming that they can’t tell you which waypoints are available on any map you currently aren’t on. This needs to be remedied. By using the same algorithm they already use to determine which server you will load on when you go between maps you can do the following:
1. When the user opens the map, run their affinity for each zone adjacent to their current zone, even if only when zoomed in to the point waypoints are fully visible.
2. When the user moves their map, recalculate the zone affinity as necessary based on the current map position and adjacent maps to that position. This should be fairly simply when using an R-tree since you have the dimensions of the user’s screen, the position of the map, and the zoom level. With that you can create a rectangle of what they are currently viewing. Narrow that done to zones that intersect with the viewing port (should be very simple since all zones are rectangles anyways) and, if the zoom if far enough in, determine which waypoints are contested based on the server affinity that we have already calculated.
3. Maintaining the current waypoint polling interval (or, better yet, a push interface) you can update the current viewed maps as necessary, so that if (for example) the version of Caledon Forrest that your affinity places you in fills up while you are on the map, it could update to show the runner up’s available waypoints.

This will let the players see which maps and waypoints they can get in to quickly and not place too much additional stress on the servers. If you only update the check each time enough map movement has happened to require it (a new zone has been added to the view port for instance) it won’t even be a very frequent poll.

Now, potential problems that may arise from this idea:
1. What if I see a waypoint is available, port there and find out that it has become contested since I ported?
— This is the same thing that can happen today. I have had it happen a number of times in PvE, and even more notably in WvW, where I have ported to a waypoint just to get a popup on my screen once it is done loading that says something to the effects of “the waypoint you attempted to access has become contested”. I hit “okay” and go on with life. It doesn’t even redirect you to a different location, which I don’t have a problem with.
2. What if the server I have the highest affinity for is full by the time I port?
— Again, I see this as a non-issue. Just let the transaction complete as it had with the runner up, pop up a message if necessary on the screen telling the user that their waypoint has become contested, and move on.
3. I got in to the map I had the greatest affinity for, but the rest of my party didn’t… what now?
— Right click → “Join in map”, or if that isn’t available/ a valid option because, say, your map has the dungeon open and their doesn’t, but your map is full, then you can always try to find another/ wait until they can get in to the map. I don’t see this as being any different than getting caught in an overflow as the current system works in which you don’t have the dungeon open.

Are there possible problems with this solution that I haven’t thought of, or just don’t have enough insight in to the game infrastructure to account for? Very probably, but I am hoping that it can at least provide the devs with a possible solution to the problem a lot of people seem to be having with today’s blog post and lead to something people can be happier with. Plus, I don’t overly enjoy the idea of having 1/2+ of Orr contested at all times unless I am on the map.

[theory] Locations of other pale trees

in Lore

Posted by: BetaWar.7903

BetaWar.7903

I haven’t seen this posted previously, and was unable to find it in the search, but we all know how that goes.

I have been reading around and a lot of people subscribe to the theory that the pale tree(s) are spawning minions of Mordramoth (aka the Sylvari), where the Sylvari that we know were “corrupted” (I prefer to think of them as purified) by Ventari’s tablet. The dream was erected to protect the newly awakened Sylvari from Mortramoth’s influence. This is all common theory out there.

If we take the above as true (whether or not it actually is the case) we can move on. We also know that there is at least 1 other pale tree grown out there in the world, we just don’t know where. This thread is to discuss the possible places the tree may be, and why we think that one is or is not a likely candidate.

There have been a few threads in this section talking about why the Maguuma Wastes are drying up. An interview a while back hints that there may be a nefarious purpose behind the land becoming inhospitable, there are also theories of the White Mantle or Seers or dragons seeping the magic from the land and causing it to not have the regenerative waters it was known for in GW1 (thus causing the vegetation to die off).

My theory is a bit different.

Assuming that the pale trees are controlled by Mordramoth under normal circumstances, that would point towards them being used to create minions for Mordramoth to control (just like the other dragon’s corrupt those around them to create minions). As Sylvari are plants, and come from a giant tree, they would require resources to grow and hatch. My guess is that there is a pale tree in the Maguuma Wastes which is strangling out the surrounding plant life in its goal of creating an army of minions for Mordramoth.

Thoughts? Other theories/ facts that disprove this?

Do you know this place?

in Players Helping Players

Posted by: BetaWar.7903

BetaWar.7903

@Phadde – It isn’t tears for sure, I have run that a few times.

I looked at other links provided (thanks for those) and can say that it isn’t Swashbuckler’s Cove, Fawcett’s Bounty, or Flame Temple Tombs. However, it may be Forsaken Fortune, I’ll have to check that out to see if it is or not.

Thanks for the links though, I appreciate it.

Do you know this place?

in Players Helping Players

Posted by: BetaWar.7903

BetaWar.7903

I searched for this, but given how well the search feature works on the forums there is no way of telling if a relevant thread already exists or not.

I am looking for a small open-world (mini) dungeon that I tripped over some months ago. I have already checked the wiki and dulfy, but can’t seem to find it on either (I am possibly not remembering it correctly, etc.)

The dungeon entrance was in a small pool of water that had a tunnel under it that you could swim down into. When you came up on the other side it was relatively dark (as dark as GW2 environments normally get at least) and there were skelk around. There was a gate that required a key to open to progress into the dungeon and there was a central room with a group event/ champion enemy in it.

Sadly, I don’t remember much outside of that, though I feel like it was in the Maguuma jungle (I have searched there and not been able to find this dungeon again).

It is also worth noting that I am not thinking of the jumping puzzle in Caledon Forest (starting by the trolls under the bush).

Does anyone know of a mini dungeon like this and where it is located?

Party of 5

in Super Adventure Box

Posted by: BetaWar.7903

BetaWar.7903

It is soloable, but is more fun (and slightly easier) with more people. I played with one of my guildies and we had a grand time.

Please make SAB permanent [Merged]

in Super Adventure Box

Posted by: BetaWar.7903

BetaWar.7903

Agreed. I absolutely love it.

Things you would like to see account wide

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I would simply be happy with dyes being account bound. At the moment I only unlock dyes on my main and don’t worry about it on my alts. I’d be far more willing to get them off the TP (as in I may actually purchase one) if I knew I would have it forever regardless of what character I was playing.

Discovering your Main

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I started out in BWE 1 and 2 using a Guardian, they were the class I was most excited about from reading and I just had to try one out. BWE 3 I decided to try a Mesmer and fell in love with the class mechanics — well at least in comparison to the Guardian.

Since then my main has been my Mesmer and while I did roll a Guardian I can’t say I have spent much time with it. Just not as exciting to play…

What if there was no trade?

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

The GW1 system was nice to have because I could get most things I wanted without having to work forever. The addition of a trading post does remove a lot of the chat spam, which is nice. However it does get annoying that everything remotely worth getting costs so much.

At the moment I basically only use the TP for selling my rares/ exotics. Attempting to eventually save enough for Vision of the Mists…. Only need to 10x my money…

Personally, I normally attempt to find my items from drops…

24 hour in-game day and night cycle.

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I would like to see the day/night cycle longer overall. Not sure about a 24-hour cycle, but longer than 2 hours.

What I have a far larger issue with is that I almost never notice that it is night ingame. The sky may change, but I don’t spend time staring at the sun, so I wouldn’t know. The lighting never changes, or if it does it doesn’t make a large enough impact to notice. The way I know if it is night or not is when I see a sylvari running around glowing – and that isn’t really adequate.

If they changed night to actually be a night that would be awesome. Make the game darker – enough so that I have a better light radius when a torch/glowing staff is equipped.

Along the same thread of thought, I would love to see them add new events/ mobs that only come out in day/night based on the event.

Commander books should be purchased with BoH.

in Suggestions

Posted by: BetaWar.7903

BetaWar.7903

I like the idea personally. I was playing over the weekend and a Commander was running all over the place with his squad (in PVE) doing events. Normally this would be fine, but he (or she) was running very inefficient routes between the events (I was able to get to events quicker, and even finish a couple of them before the swarm showed up).

For this reason, I believe that having separate PVE and PVP (WVWVW) commanders would be quite nice to have around. I also believe that the PVE badge would be nice to have, if visible at all, as something that you can hide would also be quite nice to have. If, as an example, you were in an area that you weren’t familiar with then having a swarm following you around wouldn’t necessarily make sense (thus hiding the badge would be of use, not only for the player, but also the squad that would be following them).

focus MORE on the WORLD

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

The DEs need to have more of an impact on the world overall. As it stands you can come back to the game, notice that Gendarren is completely taken over by the centaurs, and solo the recovery process. They take the settlement or beatleton, but they don’t seem to do anything with it after that point. They lack any depth, or real consequences. You can lose an outpost and get it back within minutes. It doesn’t make things seem very dire, or even important.

I would love to see DEs which actually change the world. One week you have Ascalon Settlement, then it comes under seige by centaurs, then it is taken, razed, and a centaur camp is constructed. Each of these phases would have different associated DEs, such as making the centaur’s life difficult, etc. We should be able to see the world progress, not just have construction going on and then a month later the construction (which went unchanged for an entire month) is all of the sudden a new lion statue in LA (for example). Currently we are only seeing very very limited world changes, which aren’t exciting. So what, the lighthouse was destroyed? It doesn’t change anything I do; and it will be back at somepoint without me even caring that it was gone to start with.

I would also love to see cross-zone events. Instead of just having an event start in a zone (say an escort event) and go to somewhere else in the zone, have people need to change the zones (for instance, someone going from Ascalon Settlement to Divinity’s Reach. Sure, the zone levels would dictate how difficult things could be, but that has the potential to get people interested, it could even just be a series of escort events ending at the zone boundaries, it is something outside of what we see at the moment.

Also, events currently respawn entirely too quickly. I can be in a zone doing the daily and see the same event two or three times. That isn’t interesting, nor is it fun.

TL;DR:
Events need to change the world in more drastic ways. They need to have longer respawn rates so we don’t continually see the same event in a zone. They should have visible impacts on the world and changes over time (such as construction of say the LA statue, instead of just changing large amounts with a patch).

The Wintersday dud.

in Wintersday

Posted by: BetaWar.7903

BetaWar.7903

The entire Tixx dungeon was way too casualized.

Though, I believe that Anet had to casualize the dungeon since that is where they were handing out the mini-ingtredients. I am personally not much of a dungeon person (outside of holiday events, I haven’t done one yet), so I was glad it was something accessible to most players. Furthermore, I noticed that there were a lot of players who did get downed multiple times during the instances, so I believe there would be significantly more outcry about the dungeons being broken or OP if they hadn’t made them the way they did.

Personally, overall I am happy with wintersday, at least in comparison to the karka event. I feel that Anet is actually trying to get back to events worth playing. Sure there have been bugs, and we certainly haven’t received all the answers we wanted, but it is at least playable. They lengthened the event chain and allow for replay to not lock out players who work, etc. And they seem to be fixing things that are broken in a reasonable timeframe (at least in comparison to the length of the event).

Now, as far as suggestions to making wintersdays of the future better:
1. Make the dungeon chains more imaginative and different from one day to the next. By the second day I was personally hoping that we wouldn’t just have to kill toys and toxx each day of the event, but that is what wound up happening. I would have liked greater variety.

2. Scavenger hunts – those are always fun (especially if they work).

3. Better balancing of enemies based on player level. Personally, I didn’t have a problem with this until I got into the 50+ level areas (I’m personally level 80). There just seemed to be a lot of people complaining about being slaughtered out of the gate by the toys in the gifts. Now, I (a mesmer) was able to deal with a present’s worth of toys on my own by dodging and staying at a good distance (clones help out there) and as such didn’t have much trouble until (as previously stated) 50+ zones, but at that point I too found myself unable to deal with an entire toy regiment without the aid of one other player (who knew what they were doing). I don’t believe this to be a major issue, but just believe that the balancing could have been better.

4. The return of the human gods? True, it isn’t a likely event, but wintersday is a magical time so anything is possible right?

5. (Now, I personally haven’t had a chance to play yesterday or today so far, so this may already be in progress) The toys marching around the cities could attack the citizens of said cities and turn into a large PvE area we don’t normally get. Furthermore (based off the idea that Tixx is making toys out of skritt/ other living things), if a player is killed enough times they could respawn as a toy and then it could be a P+EvP event circa BW2 finale. I personally loved the finale for BW2, so it makes sense that something along those lines could be done once again.

6. The infinirarium crash site. Either create a new zone, or (more likely and easier to fit into the world and idea of a changing place) choose a zone to have the infinirarium crash in and have broken parts strewn across the landscape (along with enraged toys, gifts, etc.) You could then have the Asura come in and begin a systematic cleanup of the zone, culminating in a modified landscape (from the impact crater, etc.).

7. More snow – If Tixx is going to force his krewe to add snow to LA/ other places, the least he could do is make sure that it is truly snowing, not just in some areas. I remember loving GW1 and the reskin that happened to the major cities for wintersday. Everywhere was white and fluffy – it was great.

8. More weapon skins – Perhaps bring back the candy cane weapons (more than just the hammer).

9. Backstory – What has been going over the last 200 years? Why has Tixx (just?) started getting into the wintersday spirit? How did the other races get into the swing of wintersday (afterall, humanity is dying slowly but surely; fading into unimportance)?

10. More open-world events. I mean instead of just having the gift boxes and the dungeons, have dynamic events and chains that can happen around the world. Perhaps have them start or event in the major towns. Possibly have them uncover an ancient dwayna/ grenth statue somewhere (could have cultists at it, as suggested above) (after all, there was a time, 200 years ago, when statues to the gods were all over the world. While the landscapes have changed, power has shifted, and darkness has risen, the likelyhood that all the statues to the gods would be completely burried/ destroyed is fairly minimal I would think. After all, there are stone statues in our world burried at sea for hundreds of years yet still intact and recognizable. You could even have the Priory dig it up if that works better into the story. There are a lot of possibilities here.).

Sorry about the length of this post

Endless Wintersday Tonics Thread

in Wintersday

Posted by: BetaWar.7903

BetaWar.7903

I was moderately lucky, 10 tries and 1 endless tonic (Princess), though I tried all 4 (except Griffin) as I made the mini for that. Now I just need to get the other three and hope they either (a) fix the bug with creating the toymaker tonic, or (b) come out and at least tell us that it is supposed to only be a chance (though I am hoping it is a bug personally).

Gift Stopper

in Wintersday

Posted by: BetaWar.7903

BetaWar.7903

It is definitely not just making them drop the gift. You can easily do that using #3 and #4 on the support profession, yet I only have managed to get 2 points towards that achievement.

Where is the Wintersday that I used to know

in Wintersday

Posted by: BetaWar.7903

BetaWar.7903

Sadly, the human gods haven’t been seen in something like 200 years. Therefore small Grenths will not be around for the time being.

I admit that the rewards were far more enticing in GW1, but I find the event fairly fun still overall. Granted, I would enjoy it better if the dungeons could be soloed. Not that I have had a problem finding a group, dungeons just aren’t my thing (For instance, I won’t be grinding fractals). I just hope that they keep the Tixx dungeon evolving as they go and get slightly more imaginative with it. Having Toxx as the boss all the time will get old and repetitive. Quickly.

I agree that they need to bring back the candy cane shards and the eggnog. As it currently stands we can trade in the ugly clothing for gifts, which aren’t of any use until you get enough for the skin we want (though I can’t say that I am all that interested in any of them) or a unstable present (which from what I gather is a random skin/ item anyway).

Lost Shores Content Discussion

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I was considering starting a similar thread to this, but considering that one exists I will simply reply here.

My views on the Lost Shores weekend:
Lost Shore zone – Quality seemed to be pretty good in terms of artwork and mechanics, but it was also lacking in some very important areas. I found the enemy variety available for combat to be very lacking. There were drakes, karka, wind riders, skales, burrowing worms, and a couple random other things. The events seemed to be a little lacking as well, they didn’t have anything out of the ordinary. Collect items and bring them to person X. Kill the mod, kill the boss, guard person Y. It was all pretty standard, which wasn’t what I was looking for. I started off extremely interested in playing the content for the first couple of hours; but it was a small zone and easily explored. At that point there wasn’t much to keep me interested in sticking around. The two jump puzzles were interesting while they lasted, but one of them (the house) was extremely short.

FoTM – This dungeon was actually very interesting. The art was great in it. The quality of play was cool, and the replay-ability was high. Now, I am not a big dungeon person. In fact this was the second dungeon I had done (the first one being the Mad King); I also am not a large fan of playing with random people, and my guild didn’t participate in the weekend event. That left me with 1 friend online. I played through the FoTM with her once and we got to the final boss (but couldn’t manage to kill it between just the two of us). The first time I saw the colossus was quite an interesting experience, but I was soloing the dungeon that round and wasn’t able to pose much of a threat to the boss alone (I play a mesmer).

Ascended Gear – I personally don’t like it, but wasn’t asked. I personally don’t feel the need for it, but then again I am only a casual player. I have been level 80 since before the Halloween event started. I only have a single piece of exotic gear, and that was collected from the personal story line. As long as they don’t make it a necessary thing across the board (unless they make it about as rare to get as exotics) I don’t see a problem with it, I just won’t likely ever get a set.

Now, the other part of the discussion I wanted to have is this:
1. Did you invite any player to the weekend?
1.a. If so, how did they like it?
2. In comparison to the Halloween event, how would you rate this weekend event?

I did invite a person to the weekend, but never heard if they played or not. Personally I am hoping that they didn’t play this weekend so I have a chance in actually getting them to play at a later date and get the game. This weekend I would count as a complete mess. The events were buggy as all get out. I wasn’t able to finish any of the scavenger hunt (unless you count the first part in LA where you just open the container for the small vial of karma).

Overall, in comparison to the Halloween event, this was a complete waste of time. I wasn’t able to participate in the one-time events because of real life, and didn’t even worry about trying to make it to the finale – instead I spent that time hanging out with friends.

Hopefully the next event series goes significantly better.

Dye system rework.

in Suggestions

Posted by: BetaWar.7903

BetaWar.7903

I actually would like to have account-based dyes as well (instead of character based). After all, the bank is account based, so it would make sense. I have a number of dyes that I have unlocked multiple times, but there are a number of dyes that I would like to have on a different character (like all my purples won’t be used on anything other than my mesmer, blues likely only on my guardian, etc).

arrow direction

in Suggestions

Posted by: BetaWar.7903

BetaWar.7903

Like a personal waypoint? They already have that, just ALT+CLICK.

How big is the patch?

in Halloween Event

Posted by: BetaWar.7903

BetaWar.7903

The download was ~665 MB total for me

How big is the patch?

in Halloween Event

Posted by: BetaWar.7903

BetaWar.7903

72% → 456 MB

The new build is up!

in Halloween Event

Posted by: BetaWar.7903

BetaWar.7903

Yeah, connection errors all over the place.

Your human char's name

in Human

Posted by: BetaWar.7903

BetaWar.7903

Priestess of Lyssa, it just made sense for a female mesmer.

Mesmer At 80

in Mesmer

Posted by: BetaWar.7903

BetaWar.7903

From what I find staff is all about taking out the mobs or supporting the heavy hitters through conditioning and buffing (chaos storm, and various traits). It really depends on what you want to do with your character, you can spec out GS and deal pretty healthy damage fairly easily, but I generally find conditioners are rarer in PvE at least, and that can make quite the difference in how well a boss is taken out.

"Mesmers do crap DPS" True or False (Not a rant by me)

in Mesmer

Posted by: BetaWar.7903

BetaWar.7903

I wouldn’t call the DPS I deal crap. Is it lower than a ranger? Yes, but that doesn’t surprise me; I haven’t specced into large amounts of damage, but more towards using my illusions to inflict conditions so I can get small amounts of continuous damage from them while taking the enemy down with my GS. I can take out an enemy just as effectively, it just takes a little longer.

Plus, when I swap to staff conditions fly everywhere, which is pretty useful in group events (especially considering that I don’t see many other condition mesmers running around my server).

I never liked the greatsword, is it really any good?

in Mesmer

Posted by: BetaWar.7903

BetaWar.7903

I personally prefer the greatsword, though have found situations (like going up against mobs) when the staff works significantly better at taking down the group. I am specced out to deal lots of condition damage though (as well as in the Domination chain for GS abilities). I find that the two work very well together, and that there is almost never creature I can’t handle on my own. Mobs can still pose a problem though.

The lack of server community feeling...

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

Well, I didn’t read the entire thing, sorry it was pretty long and I am feeling lazy at the moment. However, I do agree with the gist of what I read.

I have only a few friends on my friends list, and I haven’t played with more than 2 of them since the game released. Generally I just wander around on my own and kill things. With the proper use of dodging I can take out almost anything alone (as long as it isn’t a mob against me — then things can get tricky). I can also pull most things away from their mobs as long as they don’t respawn too quickly due to agro range in comparison to that of my greatsword (Mesmer).

I think that having the ability to duel players would be quite nice, like a mini PVP right then and there without having to worry about someone strolling over and taking out the victor (or buffing/ conditioning one party). It would be an interesting game mechanic. I also think that an optional PvPvE would be an interesting addition to the game (something that you could enable/ disable at will – while out of combat that is).

However, I don’t really agree with the inspect command. I would much rather not make it easy for people to either find out what I am using or decide to kick me for not having an exotic weapon equipped.

What I think would be able to provide a more closely knit server is more common group events, and a revamp to the commander/squad system. As it currently stands I only see group events from time to time, and most people aren’t around at that point to even attempt it. The commander system on the other hand is great for having zones flock to a certain point, but also costs 100GP to get. There should be something like a Lieutenant that can be purchased for say 10GP and have a different symbol while being able to run a squad of say 10 people (as opposed to a party of 5, or a full squad of 50). I also believe that Commander should be something earned instead of purchased, but that is a different story.

Age of GW2 Players

in Guild Wars 2 Discussion

Posted by: BetaWar.7903

BetaWar.7903

I’m 22 and loving this game, though I don’t play many MMOs. The last one was GW1 actually. In general I refuse to pay subscription fees, so that rules out most other common ones.

I would have loved it if I could get better graphics with my card, it is probably 7 years old at this point (bought it 3 years ago when it was <$100), but I was able to play Starcraft 2 at max settings with it, and yet am stuck on the lowest settings with GW2. Oh well, at least I am not lagging.