Showing Posts Upvoted By Bullfrog.1324:

Do I look fat in this?

in Asura

Posted by: Nike.2631

Nike.2631

Its not the dress dear, its the rolls…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Do I look fat in this?

in Asura

Posted by: Rhyse.8179

Rhyse.8179

On the up side, he looks REALLY happy about it.

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

Childish writing

in Guild Wars 2 Discussion

Posted by: Tai Kratos.3247

Tai Kratos.3247

EDIT: After reading other comments confirming my thoughts about the story telling in the game, I ’ve decided that it might be more helpful (and interesting) to instead have people give their thoughts on what could be improved in the way Anet tells their story instead of just having a long hate post.
———————————————————————-
I have brought two characters to the end of the game and have completed my initiation into all three orders with three different races, so I have a pretty good idea of the writing and story telling in general in GW2. And, to be honest, I found most of the writing to be rather juvenile and shallow. I still love the game, but I love it for the lore behind it and the world around it, and not for the moment-to-moment writing. So I’m not trying to rip the game a new one, I’m just giving my thoughts on it. So if you love the story telling, that’s fine! But, for me, it really didn’t live up to what I thought it could be. Here’s why.

The original Guild Wars had many silly things about it: many of the skill names, boss names, and mission events were pop culture references and there was a flippant vibe to many aspects of the writing. But I could still take the threats of the Lich, Shiro, and Abbadon seriously.

But for some reason I can’t do the same with GW2. Even some of the most serious events – the deaths of certain characters, the fall of Claw Island, etc, etc – seemed kind of silly to me. Claw Island wasn’t bad I guess, but it still wasn’t as hard hitting as it could have been.

I think the main difference between the silliness in GW1 and GW2 is that in GW1, the world had an edge to it, and the plot rarely tried to be goofy, so the silliness was simply another flavor mixing around in the pot that sort of just colored the experience. But, in GW2, they often use silliness (Tybalt) as a primary form of exposition. So while in GW1 the humor was under the surface, in GW2 it’s really in your face. And then when the game tries to be more serious it fails at it because it has trouble actually being grave and any somber event that takes place is framed in poorly delivered jokes.

Let’s take a direct example that can be compared from GW1 to GW2: The Order of Whispers. There are going to be some spoilers about the orders so DON’T READ IF YOU DON’T WANT SPOILERS. Skip down to the >>>>>>>>>>>>>>>>>>>>> further down the page.

In the original GW, you can have The Master of Whispers accompany you as a necro Hero, a sort of dedicated NPC follower. The Master of Whispers and his entire order seem very dangerous and influential, rarely being seen in mass, with usually an agent here or there, and usually said agent was in disguise. The Master of Whispers himself, despite being out in the open as a Hero NPC, was very mysterious.

Compare to the Order of Whispers in GW2: in the personal story, they squabble with the other orders like children and then assign you with Tybalt. Tybalt is a clumsy, flippant, loudmouthed charr who is anything but a charr or a Whispers agent. When Tybalt dies (as every single order guide does at Claw Island… because Anet couldn’t figure out how to incorporate them into the rest of the story and instead replaces them with Trahearne? Who everyone hates? Something like that?) I really didn’t care. In fact, I was relieved.

The Order of Whispers isn’t the only order that is messed up. Take the Sieran and the Priory. At first, their arc started off as being very promising: I was paired with a Sylvari that I actually liked (for once!) and we were going off to look for an ancient artifact. Seems very in line with the Priory, right? But eventually that just turned into a giant brawl over the Sanguinary Blade and the tomb crawling research expedition ends.

And the Vigil… well, they attack people. So I guess that’s cool.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

(edited by Tai Kratos.3247)

Childish writing

in Guild Wars 2 Discussion

Posted by: Tai Kratos.3247

Tai Kratos.3247

As far as how the orders relate to each other, they squabble over the most petty things and trade petty insults. I thought the Vigil was made up of brave soldiers. Aren’t solders disciplined? I thought the Priory was made up of knowledgeable researchers. Don’t they have any self-control? I thought the Order was made up of secretive, discerning spies and agents. Aren’t they above such behavior? Apparently not. The fate of Tyria is left in the hands of three orders with the maturity of children under the leadership of a weak Sylvari who takes credit for the actions of the player. That’s encouraging.

So the orders fall flat. But what of the races? I actually don’t think most of them are bad. I like the norn, because they actually live up to their rough and tumble attitude. I like the Asura, because they are appropriately snooty and proud in their own genius. The humans are, unfortunately, kind of dull to me. A story arch about joining a circus? Really? I played that on in beta and it was so pointless. The Sylvari actually have the most depth to me, especially in the character of Caithe, who can show a darker side every now and then.

The race that falls flat the most to me are the Charr. From being a race of powerful, warmongering beasts in GW1 they have dwindled into being a dull compromise. There are charr like Rytlock, who still seem very powerful and commanding and appropriately vicious, but then you have little bits of goofy voice acting here and there, light hearted writing (for charr, that’s not really okay. At least in the way Anet did it) and a just general lack of a consistent aesthetic to their racial personality in general. To me, Tybalt is, once again, the epitome of the issue.

And I know some might say that this is due to a change in cultural attitudes: they no longer follow their old “gods” and have relaxed as a society, but I think that Pyre Fierceshot is proof that this just isn’t true. He was one of the first to defy the Charr gods and he was still very much a serious character, even killing a prisoner in cold blood, much in the same way Caithe does at one point.

How this translates into the open world is another matter. It seems like the same issue with the charr – a lack of focused writing – afflicted the open world. To put it simply, it’s an inconsistent mess with exceptions and oddities littering the landscape.

(edited by Tai Kratos.3247)

Childish writing

in Guild Wars 2 Discussion

Posted by: Tai Kratos.3247

Tai Kratos.3247

Keep in mind during this that they want the player to be a heroic character no matter what. (Which is why they decided to not let you join the Inquest, Nightmare Court, etc). In one area you are helping the Scritt, in another you are slaughtering them. In one area you are crushing Drake eggs for a renown heart, and in another you are stopping poachers from stealing Drake eggs. In one area the Grawl are bad, and in another they aren’t. Why should I help a pirate get revenge on her ex-crew? Why am I friends with these Jotun when I was butchering their kin just over the last hill? For many of these, I think the writing team just had an idea and thought “well, this would be cool!” and then went at it, continuity be kitten ed. When I have raised this issue up in the past, people rebutted me by saying that, if you read what the renown heart or event person had to say that they would explain the inconsistencies, but this falls through on two accounts: the first is that Anet promised that they did not want you to be acting without knowledge of the purpose of the actions and that they did not want the players to have to read a “wall of text” to understand the context. And second, it just isn’t really true: after that comment, I went around and read what the NPCs had to say about the events, but there still was no decent explaination.
If Anet would just identify a group of people as bad and keep it that way, then I would be cool with it: you tell me the centaurs are bad one time, then I don’t need to be told why I’m killing them: it’s because they’re bad! But if you flip flop, you need to explain it. GW1 did this with the Tengu when they had certain Tengu tribes be good Tengu, and other ones were bad. GW2 did this with the Hyleck and their colors identifying their behavior. But with other races such as Grawl, Jotun, Scritt, and even on occasion Pirates, this flip flop is unexplained.
But hey, maybe this is all because Anet was crunched for time when first make GW2 and now that it is released, maybe the living world content is bad-writing free, right? Wrong.
From Rox and Braham exchanging childish quips, to Ellon and Evon showing a lack of maturity and depth in their squabbles (which is then mediated by the Master of Peace, who not only had mismatching written to actually spoken dialogue, but also takes the prize for worst voice actor in GW2), the writing still shows little to no improvement over the earlier writing. It still is silly, cheesy, and shallow.
I’m stopping here just because this is really long, but I could go on for a good while longer. So while the world and lore of GW is deep and fascinating, the writing that coats the surface is terribly written. Why is this? I have no idea. It does seem to me that there is a little bit of a lack of self-awareness and maturity in general at Anet (especially considering their poor reception of criticism and underhanded ways in dealing within game issues / exploits) so this may just stem from that, but it really is unfortunate that it is there. For me, I enjoy the game by skipping all of the cutscenes and making up my own stories. So there you have it.

(edited by Tai Kratos.3247)

Childish writing

in Guild Wars 2 Discussion

Posted by: Tai Kratos.3247

Tai Kratos.3247

That’s why i don’t know a single sane person who enjoyed the campaign. I skipped every single cutsceen because dialogue made my ears bleed, voice acting made my brain explode and cutsceens themselves were eye exploding. ‘kiddy’ is the category i’d class gw2’s story. A young kid may enjoy it or an old person who’s tired of everything and actually want the stupid goofiness but not your average gamer who bought this game to play it daily.

Well, actually there is one exception to the campaign being horrible, and that would be the Sylvari White Stag arc. Not to spoil too much more about it, but it provides an interesting variance within the usual ranks of the Nightmare Court and is where Caithe shows a little bit more of her darker qualities, to the protests of the player. That one, and the Asuran storyline where one lover gets trapped in a golem and then other lover chooses to also be trapped inside a golem to be with her forever. Aside from those two exceptions (and tiny moments here and there), I agree with you.

Childish writing

in Guild Wars 2 Discussion

Posted by: arjeidi.2690

arjeidi.2690

Tai Kratos, I wish you didn’t stop. There are many players who succumb to eye-rolls and skipping scenes, if not abandoning the story altogether (like me), but I’ve never seen such an incredibly well written post(s) explaining why the story is so unappealing. I see truth in every comment you made regarding silliness and maturity, and I share your disappointment at how it all comes out in the game. Maybe my hopes were raised by the fact they had novels, giving the indication that the writing was going to be good, but I did not get that impression from the actual game content. The writing is eh. Like you, I also find it incredibly undermining when it comes to dealing with factions or lesser races like Skritt. No explanations are given, its just “Go kill X of [creature type]” without any dialog. Sure they’re saving us from having to read walls of text, but I don’t think their alternative is any better.

Again, very well-written, and thank you.

TC's Cursed Shore being choked by Ember farm.

in Guild Wars 2 Discussion

Posted by: Iconik.8712

Iconik.8712

Oh Hey Girl – Troll Thief Extraordinaire Tarnished Coast – www.twitch.tv/iconikk

Save your servers, my Brethren!

in Guild Wars 2 Discussion

Posted by: Trakarg.2095

Trakarg.2095

No longer shall the Cursed Shore suffer the weight of the 10-commander zergs! No longer shall skills be lagged. No longer shall fire elementals spawn!

Destroy the cauldrons! RALLY! SLAY ANDARZBAD! The Tarnished Coast has freed itself from the Tyranny of the Farm! There is hope for you! Just fight!

The Shank Anchorage farm rewards failure

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Posted by: CMF.5461

CMF.5461

Actually, I think the simple solution would be that dynamic events scale to success and failure rates as well as surrounding players.

The more often the event is failed, the easier and easier the mobs should become till the point there are no champions.

The more often the success of the event happens, the harder it will be next time, causing incentive to spawn more difficult mobs and drawing in more possible rewards.

There will be a balancing point where players can’t push anymore and it will even out at a win/loss rate to stop spawning harder mobs and making it easier on the next try.

Hard core players could try to push the success rate higher and claim the accomplishment of hard challenges by winning “x” amount of successes on an event in a row, reaching a crazy high number of champions per an event.

Empty servers/zones with people not doing events could become soloable after a period of time that an event had no successes to it. This would allow more players to see more parts of the game…with less rewards of course because the event scaled down.

More can be done to make it different, and the more often you win an event it will not count towards DR because the event keeps changing and it isn’t a repetitive farm.

They could go so far as if you get multiple wins in a row, it will spawn a new event…but that’s for other talks to help improve the game.

The Shank Anchorage farm rewards failure

in Guild Wars 2 Discussion

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

It’s ironic that most of the nerfed farming spots (such as Pen/Shelt) were nerfed into oblivion for rewarding based on intended mechanics (completion), while this Shank Anchorage farm has been going on without the immediate hotfix that it needs and deserves. It is, in my opinion, the single most toxic example of farming that has occurred in Guild Wars 2 to date.

1. Shank Anchorage Champ Farm rewards failure.

Massive zergs of players intentionally fail the mission over and over again to earn a profit.

2. It brings out the absolute worst in the community.

Anyone who attempts to do the event as intended (by, you know, actually DOING the event) will be harassed for hurting the profit of the zerg. Somehow, I sincerely doubt that this was in Anet’s (or anyone else’s) vision for the game.

3. It is exploitation of one of the most important dynamic events in the game.

Arah is permanently locked because of exploitation of the Shank Anchorage event. The farmers’ response to this? They will tell you to guest to another server, as if that excused their actions.

4. It is unhealthy for the economy.

The potential for profits is obscene. With a full dps group, the resulting profit can (and probably will) make pre-nerf CoF1 look like a joke. Unfortunately, just like CoF1, a large percentage of profits gained from this farm involves the introduction of new gold into the economy, rather than profits earned by trading. If the farm continues to exist in its current state, there will be lasting damage to the ingame economy.

5. Even the game itself dislikes it.

It literally breaks the game in that spot. It highlights all of the worst aspects of the current game engine and mechanics by culling out mobs and spells (getting instagibbed by an invisible AoE from an invisible Champion is always fun) and requiring full teams of berserker-only high dps characters just to get any significant amount of loot at all.

Basically, this event needs a hotfix.

It’s okay to nerf the rewards of this event into oblivion (temporarily) to solve the issue as quickly as possible, but DON’T leave it like this and DON’T leave it nerfed. After nerfing it, take the time to think out a more healthy rewards rework for this event chain and any other problematic event chains.

The easy solution would probably be to back-end the rewards more, placing more champions at the final Arah event, Defeat the Risen High Wizard and Secure the Promenade of the Gods. With no failure state, the potential for outright exploitation is considerably lower, making this event an ideal place to shift the income. People will be able to freely complete the dynamic events and open Arah WITHOUT being flamed by a veritable mob of toxic players.

(edited by Duke Blackrose.4981)

The Shank Anchorage farm rewards failure

in Guild Wars 2 Discussion

Posted by: Kronus.6048

Kronus.6048

The reason why you see this happening is pretty simple: Arenanet nerfs to the ground every farming area in the game that is seen as profitable so the farmers are rushing to get as many rewards as possible before the nerfhammer hits. It’s not the farmers fault really, but rather the extreme nerf on the farming areas from anet that led to this behaviour. Before you had cof p1 to run, areas to farm and so on. Now, it’s all about the places where champs spawn the most to get as many chests as possible. When this gets nerfed, the zerg will move to the next most profitable thing and repeat the process.

Why I have never rolled a Minion Master

in Necromancer

Posted by: Dredlord.8076

Dredlord.8076

Also as a side note, i would THROW MY MONEY AT ANET if they could give us purchasable skins for our minions, especially the flesh golem. All my money, they could have it.

this is major area I see ANET wasting huge opportunity in the gem store.

skins for armor weapons and pets could be raking in the gems.

I would be interested in playing a minion spec if my golem at least looked cool while he watches me kill things.

Are you disappointed by the players?

in Guild Wars 2 Discussion

Posted by: Deadcell.9052

Deadcell.9052

Some 40 or so permanent events were added around the game in our very first content update. They were met with little interest or fanfare. Granted, Halloween may have stolen the show. But those events are still in the game today. I’ve seen very little reaction to them, however, positive or negative.

While the reason he gives is probably true, I also think part of the issue there may have been that so early in the game’s lifespan (the Halloween release was only a couple of months in,) most people hadn’t done all the original events enough times to recognize when something was new.

I suspect that a dynamic event release of that magnitude now would be more noticed.

A ton of DE’s go unnoticed, there were so many patches where in the notes there would be a single line saying "we added “x” amount of DE’s to the game", no mention of where they are, what zone no additional info of any kind. So of course in the eyes of Anet its going to show lack of interest, no one knows where or when to go somewhere.

Are you disappointed by the players?

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Posted by: Waar Kijk Je Naar.8713

Waar Kijk Je Naar.8713

Dynamic events are hardly dynamic. Before launch we were told these would impact the world and bosses wouldn’t just respawn 10 minutes later as if nothing happened.

As it is, bosses do respawn in 10 minutes(sometimes more, or less) and the only way events impact the world is by a junk-selling merchant appearing or a dungeon entrance getting closed…

Perhaps people would bother with events if the rewards weren’t so meager (3s and <400 karma for a max-level event?) and if the impacts would be greater.

“Oh, you didn’t bother defending Nebo Terrace and the Ascalon Settlement? Well, Lion’s Arch is now under siege. All LA waypoints, merchants, banks, etc are disabled until the siege is lifted. The only way to leave or enter the city is by Asura gate. Centaurs are slaughtering all afk players in the city and bandits steal their armor and weapons.”

^ Nothing like that would ever happen. Chasing lost cows and chickens is dynamic enough for Anet.

IT’S A SWORD. THEY’RE NOT MEANT TO BE SAFE.

Are you disappointed by the players?

in Guild Wars 2 Discussion

Posted by: Anakita Snakecharm.4360

Anakita Snakecharm.4360

Some 40 or so permanent events were added around the game in our very first content update. They were met with little interest or fanfare. Granted, Halloween may have stolen the show. But those events are still in the game today. I’ve seen very little reaction to them, however, positive or negative.

While the reason he gives is probably true, I also think part of the issue there may have been that so early in the game’s lifespan (the Halloween release was only a couple of months in,) most people hadn’t done all the original events enough times to recognize when something was new.

I suspect that a dynamic event release of that magnitude now would be more noticed.

Are you disappointed by the players?

in Guild Wars 2 Discussion

Posted by: zeromius.1604

zeromius.1604

I think this is more an example of Anet trying to find what players want but their dynamic event system isn’t exactly impacting on the player base. Everything we do is reset within the hour of doing it so nothing we do in a dynamic event feels like it has an impact on the world. Thus it wouldn’t matter how many dynamic events they added players wouldn’t notice because sooner or later that event is gonna repeat and all the work they did will be gone so the next group of players can do the event. Players don’t think about the impact they are making because their is none thus they don’t think about the dynamic event they are doing because it’s just another dynamic event to them.

I think it’s more like players in general would lean towards doing what is easiest while at the same time yields the most profit. Dynamic events in Orr used to be farmed a lot for karma and tier 6 mats. Then people realized karma wasn’t all that useful and didn’t farm them as much. It was probably also because ANet introduced diminishing returns.

They don’t care about whether they’re making an impact. The achievement system also makes it so that ANet needs to reset dynamic events to make them more available for people. Most DEs follow this system although the ones in Orr actually don’t. Waypoints that are contested will stay contested until certain DEs are completed. You could say that this should encourage players to actually go out and do them but you don’t see very many people around for them. This is especially evident in Straits of Devestation, where more than half of the waypoints are contested. These DEs have a long lasting impact on the game world or at least the zone but no one really cares.

Not exactly bad just shows that their events aren’t actually fully dynamic more quests on loop. If they want to make it so people have interest in dynamic events they need to allow them to go a little crazy sometimes. Allow entire zones to be taken and kept by enemies forcing players to get involved if they want their zones back to normal. Allow enemies and allies to fortify these bases they take and over time the longer they keep them the harder they are to retake or to be captured. You could then make it so the more fortified a base is the stronger the army is that attacks it. So players actually want to fortify and protect these bases so that more champions spawn across the map giving them more loot. If they lose a zone to they will still want to take it because chaining all the dynamic events together will net them some nice gold/karma and some champion spawns.

The idea with the forts getting stronger is a good one. The problem is that if players find it too challenging then they’ll move to areas that are easier. No, the real problem is actually people that just want to farm. They will never do something just because it is challenging or that it is fun. On the contrary, they would avoid this content if they deem it inefficient. For them, the only things to consider are risk and time vs reward. Even if the reward is great, if the risk is too high they won’t bite.

The living story is how Anet is impacting their world but their isn’t a lot of tools in game for the players to do the same while Anet is off working on updates. So working on dynamic events this way or in some form like this would allow more impact on the world by the players. It would definitely take a good amount of time to pull off but It wouldn’t be impossible and they could start out slow by adding to the current meta’s/dynamic events involving the major enemy factions of the game(son’s of svanir, centaurs, nightmare court, etc)seeing if players enjoy the impact and extra rewards for sticking around and fortifying or taking back an outpost. Adding choice on how players can go about a dynamic event not in how they perform it but how the outcome turns out(like buring down/seiging a base destroying all the buildings/walls/supplies making it worthless so humans don’t capture it, or going in and killing all centaurs causing a champion or two to spawn giving a better reward and a new base to help fortify)

I think ANet is trying to figure out how to give players the ability to make meaningful impacts on the world. They already experimented on this with Cutthroat Politics, where players got to decide the direction the Living Story would take. I think changing the existing regions too much could have unforeseen consequences. Look at how most of Orr, with the exception of Cursed Shore, is abandoned. Look at how Southsun Cove is abandoned. Anything experimental would require a new zone where they can minimize the impact of any problems that may occur.

Are you disappointed by the players?

in Guild Wars 2 Discussion

Posted by: Emmet.2943

Emmet.2943

I think this is more an example of Anet trying to find what players want but their dynamic event system isn’t exactly impacting on the player base. Everything we do is reset within the hour of doing it so nothing we do in a dynamic event feels like it has an impact on the world. Thus it wouldn’t matter how many dynamic events they added players wouldn’t notice because sooner or later that event is gonna repeat and all the work they did will be gone so the next group of players can do the event. Players don’t think about the impact they are making because their is none thus they don’t think about the dynamic event they are doing because it’s just another dynamic event to them.

Not exactly bad just shows that their events aren’t actually fully dynamic more quests on loop. If they want to make it so people have interest in dynamic events they need to allow them to go a little crazy sometimes. Allow entire zones to be taken and kept by enemies forcing players to get involved if they want their zones back to normal. Allow enemies and allies to fortify these bases they take and over time the longer they keep them the harder they are to retake or to be captured. You could then make it so the more fortified a base is the stronger the army is that attacks it. So players actually want to fortify and protect these bases so that more champions spawn across the map giving them more loot. If they lose a zone to they will still want to take it because chaining all the dynamic events together will net them some nice gold/karma and some champion spawns.

The living story is how Anet is impacting their world but their isn’t a lot of tools in game for the players to do the same while Anet is off working on updates. So working on dynamic events this way or in some form like this would allow more impact on the world by the players. It would definitely take a good amount of time to pull off but It wouldn’t be impossible and they could start out slow by adding to the current meta’s/dynamic events involving the major enemy factions of the game(son’s of svanir, centaurs, nightmare court, etc)seeing if players enjoy the impact and extra rewards for sticking around and fortifying or taking back an outpost. Adding choice on how players can go about a dynamic event not in how they perform it but how the outcome turns out(like buring down/seiging a base destroying all the buildings/walls/supplies making it worthless so humans don’t capture it, or going in and killing all centaurs causing a champion or two to spawn giving a better reward and a new base to help fortify)

Are you disappointed by the players?

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Posted by: Lafiel.9372

Lafiel.9372

Well, it’s not really the customers fault if they don’t implement functions to promote what they want their game to play. For example, WvW, there can be SO many additional changes to the commander tag function which could greatly improve the tactical variety. For example, different tag colours, commanders allowed to mark certain spots, so many excellent suggestions in the suggestion box. What do we get instead? buggy living stories.

The game at the moment is far from the most grindy but it also isn’t considered NOT grindy. Just think about the current living story, why is there tickets which are soulbound, waypoints which cost money, and require us to either farm for money to buy the sprocks to convert to tickets or grind for them with the train. If anet truly didn’t want a grindy game, they could have made any of these changes, remove tickets, make it cost 1s per entry instead of farming tickets, put a cooldown on how fast you can reenter a arena. So many other options than making us farm tickets to do an arena.

As for the events, I don’t believe a lack of positive negative feedback is bad. When you lack in feedback, it means that people didn’t hate it. That is already excellent feedback already, because it means you did something right, people enjoyed the implementation and are enjoying the game. So it’s really the amount of negative feedback you should be looking at and not the positive feedback since we all know, people will complain about bad things but not always commend good things i.e. silence is good.

I think anet is taking the cheap way out by using living story to force/attract players to play their content instead of focusing on perfecting their core elements of the game.

(edited by Lafiel.9372)

"Anything less than "Zerk" is being selfish"

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

First of all, yes other stats are viable. There are plenty of group comps that clear dungeons just fine besides full zerk.

However, people don’t have to run with you if they don’t want to. If they want full zerk, that’s their business. Fairness and equality doesn’t extend to forcing people to put up with you. You are entitled to use the build you want, but you aren’t entitled to a spot in my dungeon group.

Watchknights' chests....

in Queen's Jubilee

Posted by: Evans.6347

Evans.6347

Chests?
I haven’t seen any chests. What I have seen is that they drop their sack. One would expect two sprockets inside, but I’ve gotten up to four! Tyria can be a place of wonder.

Joy to the world, ignorance is bliss

Watchknights' chests....

in Queen's Jubilee

Posted by: Meriem.3504

Meriem.3504

Nudity in art is not the same nudity in porn.

It is really the intention of the creator. Given the stuff in Guild Wars 2 thus far, it doesn’t appear to be just art.

Watchknights' chests....

in Queen's Jubilee

Posted by: Arimahn.3568

Arimahn.3568

Their posterior seems awfully elaborate too.

Demanding pics for those stuck at work!

There is a pic, check my OP.

That was only the chest, I want to see their butts.

How is this not sexualized? I’d say if someone doesn’t pick up the obvious here, they’re the one’s with a weird mind.

Watchknights' chests....

in Queen's Jubilee

Posted by: Doggie.3184

Doggie.3184

Their posterior seems awfully elaborate too.

Demanding pics for those stuck at work!

There is a pic, check my OP.

That was only the chest, I want to see their butts.

gives junk in the trunk new meaning.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

Watchknights' chests....

in Queen's Jubilee

Posted by: Amyami.7153

Amyami.7153

Wish they would have spent as much time on the Sovereign skins as they did putting nips on a robot. -.-

Grind, grind, grind..... boring.

in Queen's Jubilee

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’d rather say Anet implements better rewards not for grinding, but for doing a variety of different content and rewarding exploration. I’m not talking about dailies. I’m talking about the core-content of the game: dynamic open world events / open world exploration

So how to do this without the grind? Rewarding players for exploration.

  • find and finish 20 unique events in a zone to get rewarded with a new lootbag (lots of rare mats and chance for lodestones + loot). It’s not grinding, since a lot of events are not obviously on a linear path. Suddenly solo-players can be equally effective than big rolling zergs.
  • reset this after each 20 events
  • rarely spawn hidden artifacts for an incentive to not use waypoints. Each artifact could be sold for 50s OR collect a whole set and turn it into a new skin (e.g. the new champion loot skins). Don’t forget that artifacts also are items rich of lore.

about the rewards: remember: 5min of world boss = 1 guaranteed yellow (or orange). Make it really worth it finding 20 unique events which can last longer than some might think.

http://gw2style.com/index.php – show your look and rate others – great filters!!

(edited by Marcus Greythorne.6843)

Grind, grind, grind..... boring.

in Queen's Jubilee

Posted by: boredinbc.2786

boredinbc.2786

I don’t really know where to start… No to pretty much everything. Anet does not need to rebalance its whole looting process over one piece of temporary content. Enjoy the loots in the pavilion while they last, it’s boring as sin, but everything has a price.

Instead of a weekly daily as you suggested we could instead have a monthly daily, it’s like 30 dailies stitched together, or if that’s not to your liking how about a weekly monthly, it’s the same as your weekly daily, but 4 times as fun. Don’t worry, you can have 4 times as much time to complete it.

Lots of people love the new area. It’s not for everyone, but it is essentially a champ train, something that lots of players were doing out in the open world, except this one is designed with the specific purpose of being farmed. Plus the area balances levels upwards, so while a new player can’t champ train in ORR with their lvl 80 pals, they can do it here. It also, at least temporarily addresses the changes to dungeon paths which have made CoF less profitable. WvW will be fine, this content will disappear and people will flood back. Instead of redesigning the whole world around this patch they could spend some time on the culling and performance issues in WvW.

Edit: Sorry if I came across snarky, it’s not what I intended, but none of the things you mentioned really related to the topic of this thread. Nothing presented here actually changes the games grind centric approach to content. If you don’t like dailies and monthlies, weeklies will not help, and 10x more loot doesn’t change how that loot is acquired.

(edited by boredinbc.2786)

The difference between fixing and nerfing

in Queen's Jubilee

Posted by: Bokagha.5639

Bokagha.5639

Over the last few days on the forums I have read many thread of people asking to keep the arena bosses the same or to nerf them.

What I have noticed in these threads is people don’t relize the difference between “nerfing” something or fixing it.

The gauntlet has A LOT of problems, but it brings a new difficulty level to GW2 that very few mmos have on the market.

Now some of the fixes dubbed by the forums as “nerfs” that really should be patched in include:

-A fix for the red circles on the floor
This fix should be pretty easy to implment by making the ground solid or by making it more pronounced.

-Colorblind mode
This has been asked for many times on the forums and still has not been added. Even for people like me who have pretty good vision, have trouble seeing the difference between some of the area of effect spells on the ground. This addition to the game should have a way to change the colors of the circles on the ground to a different color that the person viewing can see more easily, preferably on a case by case basis such as friendly ground aoe, enemy ground aoe, etc each with their own color selector.

-Double Bosses
After a few days of this even being live, I would expect a fix for the double bosses and 2 player 2 bosses scenarios, which as of today can and do occur quite frequently.

-Quake is being worked on, but was a major issue with the effect carrying over to other player’s fight.

*-Rifts being miss-able *
Not sure if a dev has commented on this, but why do certain forms of attack seem not to affect the rifts during the final boss fight. Some ranged weapons work, some don’t, some melee misses, some hits and some hit but don’t do damage. Either fix the rift or tell us why you want the rift to have so many variables, which don’t make sense compared to any other boss in the game.

-Add an option to tone down particle effects with out affecting graphics quality.
Across all the mmos I’ve played this is a pretty common feature to see, since I would like to see when an enemy is going to cast something and all the flash in this game makes that hard to do. Even the new “Improved Effects Level of Detail System” still isn’t very good.

-Pve Culling
When is this going to be fixed? In an mmo I’d expect to see someone standing 10 feet away from me. Why is this the only mmo that can’t handle that, just add an option like in WvW if you guys are worried about performance, I’m sure I can be the judge if my computer can handle something or not.

-Camera control + angles
This is not the first time this has been brought up and properly not the last. But why does the camera in the game just feel so sluggish and clunky compared to any other game I’ve played. It just doesn’t feel or act the way I expect it to. The way the camera acts also impacts nearly ever aspect of the game. From bad camera angles inside, puzzles and the new arena, something needs to be done with this camera. I would love more then 2 sliders to improve my camera experience please!

+

-Camera Angle in the arena
For one fight in particular, the final boss, the camera is horrible when trying to lure a shadow to the white swirl, why is the glass curved so close to the edge? Either change the spawn of the white swirl or do something with the dome, because the camera is horrible that close to the wall.

-Targeting
Why can I still not make targets, while not in a party? Why does tab targeting target a white creature and not the close red npc attacking me? Why is my target deselected randomly in combat? I don’t understand why the targeting works this way and how something this basic in any mmo wasn’t fixed in alpha.

Boss specific stuff:
*Halmi Hammerfell: *add a more prominent visual cue to his wind-up. Something like what Ettins have.

(From this thread- https://forum-en.gw2archive.eu/forum/livingworld/jubilee/Please-nerf-Queen-s-Gauntlet/first)

More enemies and bosses need more cues, but this is one of the worst offenders in this case.

*The crew of the pirate ship Ravenous: *Why does one aoe in this fight have red circles, like usual, but the other doesn’t and blends into the grated floor. Consistency is nice considering both the mass aoe effects in this fight are pretty much the same.

I am not asking for anything to be handed to me, I just want a working experience.

Nothing here will make a hard fight easier and in the long run these fixes will make GW2 a better game.

TL;DR -
The “nerfs” most people are asking for aren’t nerfs, but fixes to very real problems in the game, don’t complain on the forums not to fix stuff that is clearly broken and needs to be fixed, these fixes will not do anything but make the game better to play, nothing more. The arena fights will still be hard, no numbers have been changed, no mechanics have been changed, just basic features and visual stimuli.

(edited by Bokagha.5639)

[BUG] - Rocket Boots Movement Bug

in Engineer

Posted by: imaginary.6241

imaginary.6241

Lets stop our quarrel. After reflecting and rereading my first posts I admit that they sounded unreasonable even if I got a point (which is why I tried to explain it in more detail in my previous post).

I missunderstood you, provided to little explanaition and then you missunderstood me (reading your above post has made me realize that). I’m also sorry for the “you sound like an angry little kid” statement, that wasn ’t helpfull at all.

The point is, I’m here because I support in it getting a fix.

But that doesn’t change the fact that other movement skills roots you as well sometimes even if it didn’t happen for you and some aren’t as frequent / recreateable. I have an Asuran engineer and didn’t notice the rooting on the Rocket Boots at first as well.

That said fixing a skill that fails this often should be their top priority
(concerning simliar movement imparing bugs).

Klakk Bumm. One of the Leaders of TxS, the European Tequatl Slayer Alliance.
Click to apply for Daily EU Tequatl Kills here
My Guides: xPvP Mighty Stealth Bomber

(edited by imaginary.6241)