If this was a thread for the removal of any armor style, I’d be against it but since this is a request for the addition of armor styles I’m all for it.
More choice = Better.
One possible solution would be a vendor (I know that Gaile said they probably don’t want to add another vendor but maybe a tab to the one birthday vendor we do have in LA) that would allow you to trade these account bound dyes for guaranteed wardrobe unlocks. This would keep those with multiple extra dyes from affecting the market yet at least allow them something gainful to get from a birthday gift.
I love the list.
Two to add:
- WvW/PvP: ability to lock a reward track so it repeats rather than a different track (usually CoF)
- Give us a multi use abilikty for tomes of knowledge, I understand concerns with “consume all” but maybe give us a consume 10, or 20 button making it easier to consume them without as much clicking
A note about the one handed/two handed problem. If you have a space to the right of the two handed weapon and double click the weapon, the main/off hand combo will fill those two slots.
(edited by Bunter.3795)
Absolutely hate the unid loot. The fact that it wasn’t separated from “salvage all” just reverts all the gains Anet made with the salvage all option. The cost was way overpriced to id the gear once I realized it was an option having already salvaged a bunch of the gear due to exploring and not immediately completing hearts. Just don’t understand why this “loot” would be introduced when you’ve made numerous attempts to make it easier to salvage on the fly with Salvage All and the like. I stopped playing the demo once I realized the time/gold sink this had become. I don’t like having to repeat hearts in the first place and then being forced to repeat them just to unid the loot I would get every day is a complete waste of my time let alone the gold cost.
Mounts were ok but didn’t like the fact that you couldn’t glide if you went off a cliff or that you couldn’t strafe with their movement.
I preordered for 2 accounts but after this experience I’m definitely not preodering for the other 2 accounts I have and my skip the expansion overall due to the unid system.
Another way to check what territory you are in is by looking at the objective icon at the top of the screen next to the score UI. It will always show the objective of the territory you are in. It’s a quick way to check territory color.
Only works if you can determine the difference between blue and green but instead of a colorblind mode people have been asking for since release we get gliding….. go figure.
The outfit is a complete joke. GW1 paragons’ starter armor looked better than this outfit that is/was supposed to be a selling point for the expansion.
The weapons, while plain looking, at least are interesting and not the worst out there.
When something is added to WvW (even if it comes with an update), aside from new classes, it is availible to everyone in WvW. If it wasn’t it would unbalance WvW and create an unfair advantage for people who spent money.
That being said, any future updates to wvw should be availible to everyone who plays wvw. Autoloot should also be availible to everyone in wvw even without hot because it is now a wvw mastry and not a hot/cental tyria mastry.
The comments about WvW are not true. Shield Generators were added with HoT and unless you upgraded your account to having HoT you could not use a Shield Generator.
I had 2 accounts at HoT launch and only upgraded one at the time. The non-upgraded account could not use a Shield Generator. It could “interact” with it but no skills would show up to be used. I have since upgraded all my accounts so I do not know it this is still correct but for one year after HoT launch it was correct.
I hoping they add Shield Generators with PoF to avoid this problem but we’ll have to see what becomes of it.
I too would love to be able to click and drag the order as needed rather than the work around.
I like the idea of leveling cooking to 500 (OCD wants them all the same, kitten you cooking and jewelry).
A few new food recipes could be added such as Koi Cakes or the other holiday food not able to be crafted. You could require the ingredients that currently don’t sell for anything to increase their demand. Adding bloodstone dust or other ascended materials could lead to it being acct bound so it would give a desire to level up cooking. You could add duration to the currently available foods to bring them up to 1 or 2 hours (thereby not voiding the gem 12 metabolic boost) but would make it much easier for WvW without having to worry about food/wrenches all the time.
Another benefit to just adding a few foods already in game but not able to be crafted and extending duration is that no one would “have” to level up cooking as this would mainly be a QoL/convenience feature.
Anyways, depending on how it’s implemented I’d be all for leveling cooking to 500.
First of all this is not the only thread about this issue, there is a thread currently on page 3 of the wvw sub-forums complaining about the chests so you are wrong in that regard.
Second, you have no clue about why I play WvW. I’ve played WvW since launch (rank 2900+) ankitten ot one of “new to the borderlands just intent on farming pips” like you seem to suggest. You are wrong again.
Third, if you would read the thread I created, I never endorsed the system Anet put in place for outnumbered pips. I even clarified it so people like yourself, the holier than thou types, would know that. I only suggested a change to the system as it’s implemented to stop the map hopping abuse. So you are wrong again (seems to be a habit with you).
Fourth, people need loot in the game and a number of people, including myself, like getting loot as we play a game. Is it the only reason why we play the game, no, but it adds to our enjoyment. So, to many of us, your request is, in your own words, “nonsensical whining”.
OP to quote your own words from another thread: “…… these threads are a dime a dozen from people who do not belong in the game mode, either play the game or don’t, just quit your nonsensical whining…”
Amazing how it’s a QoL feature for you when you post it but if someone else posts a suggestion or QoL thread it’s “nonsensical whining”
Pirates of Ferndance – Musical Pirate themed expansion centered around a group of sylvari pirates using canthan boats to raid along a desert coastline.
Along with the reasons I gave in my original post and the subsequent clarifications I made there is another reason for changing the system from it’s current form.
I received the outnumbered buff last night while scouting the home borderland. The problem is that even if you get members on the map and the borderland loses the outmanned status you keep the icon until after the tick when it checks again. This early warning system has now been made worthless by the change in how the process works. It used to be a good indicator that either 1) you’re numbers on the map have decreased and you need to pay closer attention to objectives as you don’t have as many eyes on the map or 2) the enemy(s) have increased their presence on the map and you have to make sure you are actively scouting your defenses.
Losing this indicator as an actual defense mechanism is not the end of the world but using the system I outlined would enable this buff to be a true indicator of borderland status rather than the useless symbol it is now.
The current system does nothing to combat the “abuse” we had before as all it does is make those that map hopped 10 seconds before the tick wait the few extra seconds to see if they get the outmanned buff or not. If they get it, they’ll stay on the map and not contribute to other maps if needed due to losing the buff. If they don’t get it they’ll still map hop and look for it. The current system also allows any trolls the ability to grief the system by porting right before the tick and making sure no one gets the outmanned buff right after the tick. My system at least made sure that those who stayed and fought on a outmanned map got some sort of bonus and didn’t lose it just because somebody joined the map for just a moment.
Another thing to make clear, I’m not posting this because I endorse the extra pips for the outmanned status rather I’m offering an idea for a change to a system Anet has put in place that many feel is detrimental to the overall state of WvW. Some like the idea and some don’t but I really don’t care one way or the other. I’m just saying the current version should be modified and have given a suggestion to how to do so. It’s up to Anet as to whether or not we keep the system or not.
While I can log in without a problem there is an issue after leaving the game. After logging out, when the client refreshes it normally would bring up the log in screen again, now it is bringing the “connection errors” message and doesn’t progress any further. I can use the “X” to close it and then re-launch the client to switch accounts which is working fine but I thought I’d bring it up.
10 minutes ago I still had the problem, I finally got the work around to work. I logged into each of my accounts and then came back here. Seeing that some have posted that it’s working I tried the normal log in procedure and it worked.
I’m NA, Minnesota.
Sylvyn:
Yeah, I realize that. It’s one of the reasons why I suggested my system. My system would make it so that no one could grief the entire outmanned buff by being on a borderland for just a second or two.
Anyway it’s just an idea I thought I’d post.
I do appreciate Raymond posting the clarification on how the system works now.
Vegeta:
Raymond answered the question of the timer situation further down.
The only problem now is you’ll have trolls map hopping just before the tick to make everyone loses the outmanned buff and then map to a different borderland. The change just makes it easier to maintain the outmanned buff but it’s now easier to grief.
Raymond:
Thanks for the clarification on how the system works in its current form.
There is a thread in the accounts/technical section with a dev response. “They are aware and looking into it” No more information yet.
(Sorry I don’t know how to link threads)
I don’t care for the new look. It seems to be a bit more “in your face” than the old system. I realize it may take time to get used to it but at this point I don’t care for it. As others have said the pop-ups are a bit too much.
I do like the separate listing of every item in a combination package but will it show those that you have already or leave them out entirely? ie. You bought the glider but not the rest of the items, when you preview it now will it show the glider or will it omit it since you already have it? I’d prefer it to show the item with a notification that you already have it of some sort and to make sure that the gem price is reflected that you had some of the items.
Hey Bunter,
We made a change to the way Outnumbered works that should help this feel a lot less bad. Outnumbered is now applied each scoring tick (every 5 minutes). Swapping to a map right before a tick will no longer grant an Outnumbered pip bonus. Instead, you must play on an Outnumbered map for an entire tick to earn the bonus.
Thank you for your response Raymond but I am aware of the change today. I was working on my idea before the update but all the update did was encourage me to post my idea. As others have said or asked here the details are completely lacking in how the new outmanned situation will work. If people are fighting on a map for 4:59 and just at the last second they lose the outmanned buff, what happens to the extra pips? Do they get them or not? The system I outlined would allow people to “earn” the extra pips for fighting on an outmanned map. Sure they would lose one pip for the last minute but they would still be rewarded for fighting on an outmanned borderland.
The current status, while vague and lacking details, makes it all to easy for people to grief the people who were fighting on an outmanned map. All that’s going to happen now is people (aka Trolls) are going to swap maps to make sure no one gets the outmanned pips by taking away their outmanned buff at the last moment. My system, would make it so that the trolls could only remove the one pip. Of course this may not be the case but like I’ve said, the details of the workings of the new system are lacking.
The major problem most of us had with outmanned pip acquisition was that it allowed the easy switch of maps to get the bonus pips and a lot of the time those map switchers caused people who were on that outmanned map for the majority of the time to lose their outmanned as others came looking for it.
The change to the outmanned pips doesn’t really help with the times when you don’t have queued maps as you may not spent a lot of time on any one map due to having to respond to call outs or the need to change bl’s to get grab supply. You lose the buff. Also along these lines are the questions of what happens again when you’ve been on the outmanned map for 4:30 and all of a sudden lost the outmanned status. Do you lose the 4:30 duration you had it for or are you still going to get the outmanned pips.
My “better” way would be to break the 5 minute tick into 1 minute segments. Each one full minute of the normal tick that you are outmanned would gain you one extra pip at the end of the normal 5 minute time. This system would stop the last 10 seconds search for an outmanned map and would allow those that have been on a map for the majority of the time to at least get some of the extra pips since they have been outmanned for the majority of the time. In my 4:30 example above a person who had been playing on the map the entire time would at least get +4 pips while the person who came on map in the last 30 seconds wouldn’t get any outmanned pips since they haven’t been on map for a full minute. With the current version we don’t know if losing the outmanned status at any time will cause you to lose the outmanned pips where my system would at least get you some of them.
Now I will be honest and say that I don’t know if this is possible from a programming or server standpoint but I thought I would put it out here for people to look at.
As far as “better”, well it’s my opinion. I realize that there may be “better” ideas out there but it’s my opinion that this would be a better system than what we currently have.
Kind of funny how this thread migrated from the WvW subforum to here without any notice.
In GW1 there were weapon templates (the 1-4 buttons) that allowed you to have 4 different weapon sets ready to go for when use need different bonuses from the various weapons (such as a vs demons, or a +% for enchantments, etc) You had to have the weapons in your inventory and it gave you a confirmation prompt if you wanted to sell one of those weapons. It’s basically been replaced by the weapon swap system we have since launch though I’d like to see some form of this come back as it was useful.
The build templates were only for the attributes and allowed you to save any sort of combination with a name you could input as you saw fit and was saved on your computer and not in the game itself. Gear and weapons were not saved with the templates.
Some of the posts are linking the two things. I, personally, would like to be able to save the builds so I could swap between them as needed. For example having the ability to save builds for a ranger (or necro for that matter) between a condition build and power would be great. The gear and weapons could be left to us to make sure it’s right but the basic utility of saving the builds and reloading them instantly would be great.
Difficult or not it’s something people (especially those from GW1) would love to see in the game.
While I agree that pips in and of themselves should not be able to be gained in EoTM, I would love for Anet to add the ability to gain pips when both of the following are true and they are: 1) you have an active queue for a WvW bl and 2) all 4 BL’s in your match are queued.
I agree with the comments here that the WvW rewards should only be able to gained in WvW but when you have all four BL’s queued you should have the ability to gain pips in EoTm while waiting for your queue to pop. This would match the original intent of EoTM and that was to give people waiting in queue a place to play WvW while they waited.
It’s not hard to upgrade a guild hall. I’m doing one solo and in 7 months I have it at rank 48 and it’s not a problem to upgrade it. Guild missions are harder to accomplish solo than the gold requirements for a guild hall.
I am at the same place, got an in-game mail saying I incorrectly earned the title. I tried to log into my GW1 acct and it would not let me in even though the accts are linked. I have a full 50/50 and GWAMM on the linked GW1 acct.
They don’t get “more” rewards, they just get them faster. You’re capped at so many tickets per week. Sure they may get there faster but the don’t get more of them.
There are all kinds of reasons for “Private” or “Guild Only” tags besides the GVG aspect of WvW.
A few of them are:
Private tags would curb the ability of free account “spies” to tag watch by just sitting in spawn and watching where the tags go. We all know it happens.
Private tags would allow guilds the ability to do their guild missions without taking the attention from the actual tags on the map. This is a benefit to both WvW and PvE as PvE you can attract people to your events who think you’re leading a map event and flock to your tag thereby scaling your guild events over your ability to handle them (especially true for guild challenges).
Private tags would allow, as XTR has said, the ability of fight guilds to actually fight without the worry of players who don’t contribute to the fight from flocking to their tag while allowing them the full utilization of the squad UI abilities.
These are just some of the ways “Guild Only” tags could be a benefit to the game. I too hope Anets rethinks their decision to not allow this option.
I believe it’s a raid only item.
There is such a button. You have a light bulb symbol. Click that and it changes from day to night. I use it all the time for my sylvari characters so I can see their bioluminescence glow which only shows at night.
I’m not sure but I believe they haven’t implemented this due to the "oops’ factor and what it might mean to the support team. Too many people would mistakenly “open all” by accident or figure out some way to “open all” then not like the result and contact support for a do over.
I think the easy way to implement this to avoid those types of scenarios would be to give us either a “are you sure” button check or a pop up that makes us enter the number to proceed. The “are you sure” type of interface could still be easily clicked by accident or on purpose so I think the only viable way to do this is to use a number pop up. We right click on the item, click on “open all” and then a pop up arrives for “how many”. This way, I believe, would eliminate the support tickets for the most part.
You are forgetting the entire reason there was a “zerk or gtfo” meta in the first place. It had nothing to do with diversity, it had nothing to do with anti-condition sentiment. The entire reason for a zerk meta was the poor implementation that condition damage originally had in this game.
During the early years of this game condition damage was 1) limited in stacks and 2) did not always scale with the appliers condition damage stat. If someone else put bleeding on the target and they had a low condition damage stat, when you applied your bleeding and your condition damage was maxed out you would still only tick at the condition damage of the original application.
This lead to the zerk meta since the bosses in pve are hit point sinks and any more than one condition using class became redundant and greatly slowed the overall progress of the dungeon, fractal, whatever. People desired the ability to finish the desired objective faster which is the same as to why you drive at or over the speed limit on the way home from work, you could drive at 1 mph and still make it home but why waste the time? Same thing was happening in dungeons, etc. At the time zerker gear was the highest damaging stat combination that was not influenced by anyone else except their application of vulnerability unlike condition damage so people advertised for “zerk only”
Anet listened to the feedback (and rightfully so) and proceeded to change the way condition damage worked in the game. They made condition damage have unlimited stacks (or virtually so) and made it so that each person’s condition damage was based on their condition damage stat in other words making condition damage viable in group based situations.
During the time since the change to the working of condition damage Anet has consisitantly reduced the damage output of power based (or zerk builds) and increased not only the damage but also the application rate of condition damage.
The overall problem and the reason for most of these complaint threads is that for every build type there should be a risk/reward in using that particular stat combination. Zerk always emphasized this in the fact that to get the most damage you had to forgo vitality and toughness to achieve the higher levels of damage. If you didn’t dodge right or postion yourself right you paid the price and were downed (hence the risk) while the reward was the quicker killing of the target.
With the introduction of new stat combinations over the time since the condition change Anet has continually lowered the risk in running a condition build thereby increasing the reward. Since the reward is increasing more people are gravitating to these condition builds.
In PvE it really makes no difference which type of build you run now days except for high level fractals and raids but in pvp and wvw there is a big difference in what build you run due to the increasing viability of condition builds and the fact that more and more people are using condition builds. You only have so many cleanses and the rate of condition application far outpaces these cleanses.
Both types of builds need to be viable but each one needs to have some risk/reward in using that particular build. Currently the risk/reward gap between the two types of builds greatly favors condition damage. Anet needs to figure out how to close that gap so that both types are closer in their risk/reward.
It’s laughable with the number of people bringing up the "zerker or gtfo’ meta from years ago and not really having any idea as to why it was the meta. It wasn’t that power was performing that much better than condition damage on an individual basis it was due to the way condition damage worked in the group aspect in the past.
In the past condi stacks were limited to 25 stacks and the were other factors in condition damage due to who applied the condition and what their condition damage stat was at. If you had two people (let’s say necro’s) both using conditions, they were not performing optimally so in order to make sure the party performed to it’s utmost they started the “zerkker” meta since each persons damage was only based on their own application and it mattered not one bit to the other damage in the group.
Anet, listening to the concerns of condition users (and rightfully so), changed the way conditions worked by allowing unlimited (or basically unlimited) stacks and making it that each person’s conditions did the damage of their condition damage stat. This was a good change to conditions in the sense that it made condition builds on an equal footing to power builds at the time. Over time though the amount of changes to curtail the damage from power builds and the increasing damage from conditions builds along with adding more survivability to condition builds has led to the current situation where conditions are now way above where the zerker meta used to be.
In PvE these changes don’t amount to much as each build type (or really any build type) can be used outside of raids or high level fractals as they are cooperative game modes but in the case of PvP and WvW the condition buffs and new stat combinations have caused condition builds to far outshine power builds. This last update addressed some of the issues but “in pvp only” and left the problem in WvW alone. Yeah, epidemic was altered but it’s not just epidemic when it comes to conditions being too powerful in PvP and WvW.
I feel both types of builds should be viable and both types should have some type of risk/reward built into their various builds. Currently the conditions builds have quite a bit less risk compared to the power builds and therefore have a higher reward and have more people gravitating to them only increasing the problem. What type of risk/reward should each have? That’s up to Anet but they need to close the gap between the two types of builds.
The few major concerns I have are:
- Needing the mastery to get the mastery points. If you don’t have the points at the start of the story, how are you supposed to get them from the map when they require the mastery to reach them?
- Green “*” marker for where to go next does not show on the main map “M” . The only way to see where to go is to scroll the mini map to the location. I’d much rather have them on the main map to see where to go next.
- Need unlimited gliding to complete some of the achievements and that is problematic for newer people as they might have placed all their masteries into other lines and this locks them out of certain achievements or makes them group up to get them (not all people are going to try this).
The problem with Legendary Armor being locked behind raids is that this is not the case of a skin. This is the best armor in game. Some will argue that the stats are the same as ascended but the Legendary armor has functionality that ascended does not have and that is the ability to change stats and runes as needed. You cannot do that with ascended. Yes, you can change stats on ascended armor but the cost is prohibitive to do this “as you want” as the current price to change a full set of ascended is at least 91g52s12c (based on current TP buy now and using the cheapest t6 mat) This cost doesn’t include changing an air breather, backpack or the cost of the spirit shards or the cost of runes. Depending on the runes, it can easily add another 1-12g or more to the cost to change the stats as changing ascended destroys the rune. This can easily put the cost over 100g just to change stats once. The small raiding minority gets to do this for free? As many times as they want? This is what I have a problem with in the design of the Legendary Armor system as currently announced.
Don’t get me wrong, I’m all for locking skins behind content to get people to take part in the content but this goes far beyond a skin. This is a game mechanic that is now locked behind raids. If it was just a skin, very ugly as currently depicted, I wouldn’t have a problem, If I want the skin, I have to do the content.
People compare this to the gift of battle being locked behind a wvw reward track and to a point, I agree, but the big difference is that I can complete a wvw reward track on every character (no matter what their build) and I can do it solo. I don’t need to find 9 other people who are willing to teach me or let alone allow me to learn the raid. I don’t have to find 9 other people who play at the same time I do and want to do the raid at the time I want to do it. I can do that when I work on my gift of battle. I can jump in and work on it for 5 minutes or 5 hours WHEN I WANT TO, not when 9 other people want to do it.
In addition to locking the best armor behind raids, they have also insulted every single person who has played WvW and especially those that have played since launch. SPvP and Fractals have their Legendary Backpacks and have Ascended Armor Vendors which is ironic considering that SPvP doesn’t even need armor yet WvW doesn’t have any of those things. WvW has been in the game since launch and should have at least gotten a Legendary Backpack before Legendary Armor was added as a benefit to a small percentage of the overall game population. Instead WvW gets “blast light fields”. The lack of respect to the WvW community by the game developers is truly appalling.
Like I said earlier, if you want to lock a skin behind content, go ahead, do so. If I want the skin, I’ll do the content but this goes far beyond a skin as the functionality is something of great value that only a small percentage of the population will get. A good example of this is both dungeon and fractal weapons/skins. The original dungeon weapons had weapons that were not better than anything crafted and if you wanted the look or ease in obtaining that stat combo, you did that content. A CoF zerker greatsword functioned no different than any other zerker greatsword whether it was a drop, crafted, whatever. The only difference was the look and ease of obtaining it. This is not the case with Legendary Armor. It is the only armor that functions like it does and is locked behind raids. This should not be locked behind content designed and implemented for a small percentage of the game population.
The easiest fix to this issue is to change the volume for The Dreamer and Quip to use the same channel as the instruments. We already have a separate slider for the musical instruments and if they changed the two weapons to using the same channel as instruments everyone could change the volume to their desired preference. No other changes to the weapons would be needed. While I don’t have these weapons currently I do want to get them in the future and wouldn’t want the sound changed.
In the same vein could we get the hobo-tron backpack to use the instrument channel as well? Gathering in farms is annoying when you constantly have to hear the comments from the backpack. Putting the comments in the instrument channel would allow us to set our own volume for it.
While we’re looking at sounds can we get a fix to the constant noise after you do something at a leather working station? There is a constant noise that persists even after you leave the station. The only way to stop it is to change characters. It’s gotten to the point where I only use a leather crafter to craft armor as everything else can be done by a tailor or armor smith which don’t have the annoying sound.
For the ability points the only one that is a must is Provisioner as that enables auto loot. The rest really depend on what role you play. If you are a solo roamer, havoc team member or zerg scout having guard killer and guard defense maxed allow you to more easily take a camp and keep the guards off the other few using the siege. If you are a zerg member then siege bunker and siege master along with build mastery help out the zerg more than the guard defense/killer.
As some have said it also depends on the class. Heavy armor tend to be the ones wanted on rams and kitteno having those maxed will help while lighter armors are better off using arrow carts, trebuchets and catapults.
Another thing to do is to save the points so that when you find yourself, for example, deciding between catapult or ram and you haven’t started either line yet, wait. When you find yourself needing to use one or the other, then you can put points in the appropriate line.
Only thing I wish regarding tomes would be a “use X amount” so when converting to spirit shards it could save a bit of wear and tear on the hands. I like having tomes and I use them for key farms and the like but when they start to clog up the inventory it would be nice to be able to use 10, 25, 50, etc at a time, some number other than 1 with a confirmation.
I agree with the OP. All nodes except those with the normal 1/2 hour cool down should reset at daily reset. I would even go a step further and make it that all JP chests reset at daily reset as well.
I have the ability to play every day so I’m not affected by the internal cooldown as much as some people but I do agree that they should reset at daily reset.
On my main account I have: Armor Smith (3×500), Artificer (2×500), Chef (2×400), Huntsman (2×500), Jeweler (6×400), Leatherworker (1×500), Scribe (1×400), Tailor (2×500) and Weapon Smith (3×500). This is spread among the 21 level 80’s.
My second account has one of each crafting profession at max level (400 or 500 respectively) including Scribe.
My 3rd and 4th accounts have half the crafting professions maxed and the rest are 400+ except for Scribe which is being slowly worked on.
They supposedly fixed the problem but did not clarify it.
The question I have is whether the limit on jade shards is per acct or per character?
I certainly hope it’s per character as there should not be a reason a person with multiple alts should be penalized for having them and the time to use them.
I would love it if you could unlock a portal to a keg brawl pitch from inside your guild hall. Sort of like the current arena but only to a keg brawl pitch. A coordinator to join the red or blue team, an area for people to watch and so on. To be fair to the game, you’d have to disable the progress on achievements while inside the guild’s keg brawl pitch so people couldn’t “exploit” the achievements. A guild could organize their own teams or people could just have some fun as a guild.
I think these instances are pretty rare, for I play the game for hours every night, and a lot on the weekends, and I can’t remember this happening more than once or twice. I also happen to believe that many if not most are accidental, and not a form of griefing.
Can you imagine someone who accidentally spawns a banker or other element getting suspended? Really?? “Dear player — you put your golem banker in the wrong place, so welcome to SuspensionLand™.” That just doesn’t set well in my mind’s eye.
If someone does this to grief others, well, why not just move on and let it go? I cannot see the team investing the time to show spawners’ names, and I really don’t believe this request has a high level of priority. If a dev decides to take on this request, I’m sure they will post to indicate that.
You espouse a double standard here Gaile. “why not just move on and let it go?” The game has a verbal abuse report function, an inappropriate character name report function, why can’t people just “move on and let it go?” as you suggest? Why are those behaviors considered so bad that there are people forced to rename their characters or suspended for comments and yet other trolling behavior is, in your opinion, considered not anywhere as bad? A persons character name who you may never see in game again is surely something that could be “let go” yet constant banker golems or boxes of fun spam at reward chests, etc which impacts way more people and can cause people to lose out on rewards. Before anyone says that ‘verbal abuse" is so much worse, well you have a block button, use it. We don’t have a block button for the golem banker that can be constantly spammed at an interact location.
You may play hours each day and so do I, I see this troll behavior every single day, it’s not as rare a thing as you claim but a constant, yet albeit small, problem. Even the game is programmed to mimic this troll behavior. Go to the bank in Divinity’s Reach and you will see NPC’s come to the bank teller and they have an interact pop up on them that super cedes your ability to access the bank and it’s only a single line of printed dialogue they have. With the bank “tellers” behind the wall it’s almost impossible to target them and you either have to wait for the npc’s to finish their script or move to a different window. So please don’t say it’s rare when it is actually programmed into the game. In WvW it’s actually a tactic used to stop emergency waypoints from easily being pulled by spamming inexpensive food feasts around the tactivators.
Several easy solutions (easy as in scope, no idea on the programming part of them) such as a proximity check so they can’t be spawned on top of another interact location or as others have pointed out make it so items that are only accessible by the owner open the UI and not actually spawn something for others to interact with.
Gaile, I’m not trying to hate on you and please don’t take anything I’ve written here as an attack on you but I do feel that you were wrong in your post in the frequency of the issue and the impact that it has and I feel it was inappropriate for you to casually dismiss a players concern when his concern was expressed in terms that were not against the terms of use of this site.
I would have no problem with the repair of permanent structure siege such as cannons/oil/mortar but think that the ability to repair player placed siege would be an extremely bad idea. The game favors numbers as it is and giving the bigger group the ability to repair their siege just encourages more zerging.
Cannons/oil/mortar are basically defensive only weapons and the ability to repair them would not, in my opinion, cause any problems.
I play WvW every day and I also craft every day. I used the crafting stations in the home BL and paid attention to map chat while I was doing so. This allowed me to respond to the “2 going n camp” calls, etc in map chat. Now that is not going to happen.
This is a unneeded and rather stupid change. Complete access to your bank is now gone from WvW, yes you can access the regular inventory tabs through the Guild Registrar, you cannot access the collection part of your bank. I used to send mats to guild members all the time when they requested in map chat as I could quick go to the stations in wvw, access the needed mats, then mail them to them. Now this will not happen as I am not leaving wvw to get those mats.
I haven’t seen anyone come up with the real reason for this change. I feel the reason for this change is the fact that this is actually a PvE update that affects WvW. You may ask how this is a PvE update. Well the reason this is a PvE update is that they removed ways of gaining exp in WvW and people used to craft for leveling and now they do not get those levels from crafting in WvW. Whether this update was to stop game glitches or to stop complaints to support, I feel it was more PvE orientated than actually because of people in WvW.
For those looking for a better spot to park a character than LA or DR, there are a few good alternatives with Full crafting stations and better load times. 1) Wayfarer Foothills, first “fortress” north in the snow area. 2) The city of Ebonhawke at Hawks Gate WP and 3) The village of Claypool in SW Queensdale. All three have full crafting stations and the location in Fields of Ruin has a TP as well.
I’m glad the notifications are there. As a scout and roamer, they are important in being able to move towards enemy activity faster than looking at the map.
That being said, I’d have no problem with an option to disable them as some here have suggested in an effort to appease both sides. I would, however, be completely against removing them entirely.
Hail! What you are experiencing right now is the intended behavior. When a guild obtains the Workshop they get the chance to purchase the basic decorations for 50s each (to allow folks to start scribing decoration schematics sooner). Then when guilds begin investing in the basic decoration vendor from the Market, groups of the basic decorations will be unlocked at better prices (the 24 silver) on that vendor.
I hope this clarification is helpful and thank you!
With a fully unlocked guild hall there shouldn’t be a difference in price or for that matter once the guild reaches the required level to purchase for a cheaper amount in the decorations vendor, the scribe vendor should match the price. Even if it was delayed until the decorations merchant is fully unlocked it would be ok but having two different prices in a fully unlocked guild hall shouldn’t happen.
There is another bug on the processor, if you fill the queue for the processor while something is being processed, it will stall the processor and go on a 1 hour process note. Clearing the last one or two items in the queue re-enables the queue but it may cause issues.
I only hope that Anet has the foresight (hint, hint) to change the dailies to ruins and not leave them as monuments when the borderlands change. It wasn’t done when HoT was introduced and shouldn’t be overlooked in the future. With the nerf to badges, dailies are one of the few reliable sources of badges in the game now.