Showing Posts For Chiara.9827:
While we have no reason to think it will be back on April 1st, I think that it could still be a significant date. SAB riots last year were supposed to lead to increased communication, but we still haven’t heard anything about the focus point of the riots. I don’t think it’s implausible that a significant date passing with no word could lead to the same thing.
This is especially true as it marks the 18th month mark on the infinite continue coin being bought by many with real money. That’s not a small issue. ANet took people’s cash and have basically wandered off with it, and haven’t even given an explanation let alone a refund.
It’s a shame. Between SAB and the traits fiasco, so much good will from HoT and camera changes is being wasted. They just need to turn the thing back on as it was, or at least explain why that isn’t as simple as it sounds.
You got the point.
While they cannot comment on what they’re not sure will be released, they certainly know what is not being worked on cannot show up in game anytime soon. SAB was supposed to be a recurring event, but has been gone for a long time now and not a word on when we might see it again. The way I see things, now is the perfect time to enjoy some SAB, while we wait for the expansion. But if they cannot work on it, it’s unlikely we’ll see SAB before the expansion, making it 2+ years minimum of wait.
We put up a huge protest in September and I think it was possible because people were tired of waiting and never hearing a word from anet in the meanwhile. And what happened? They promised to communicate more, restarted the CDIs, but not a single word on SAB return. Half a year has passed and their best response is still it will come back, one day, eventually. I don’t know about you, but I’m so sick of this and I’d appreciate some sort of honesty from them, if they’re not planning on releasing it this year.
Hello.
I have a simple request, but I need some premises first:
-I love SAB and know many more who do so or are eager to try it out (I may have hyped them to insane levels in the last year… Accidentally, I swear).
-I know you WON’T thell’us when it’s coming back (I don’t necessarily like it but heh)
-I know why you may want to wait and add world 3 or at least modify it before releasing it (it might be broken due to some update or just in need of love because, as much as I loved it, it did have issues the last time it came out).
-I also know many are expecting it to come back before HoT and bet on April 1st as the most likely date and many more are just hoping it will.
Now, I know you don’t talk about stuff you’re not sure about, but I guess you know what is or is not coming in a month from now.
In case SAB is NOT coming back on April 1st can you please, please avoid us another heartbreaking disappointment and prevent another HUGE kittenstorm from hitting you by telling us now?
You have no idea of how sad I’ll be logging in all hyped for SAB and finding out we have april’s fool fishes attached to our backs instead. Just don’t break my pixel heart again, please.
I can see no negative side in bridling our hype so we don’t get hurt too much. Hope you’ll consider replying. please?
PS. Think at all those poor kittens flying around. Poor things. You don’t want to hurt kittens, do you?
I only have a simple, small request.
All this originated from some vaguely obscure (bad) news about SAB. We got the return of the CDIs and increased dev activity on the forums but will you please consider letting us know something about the future of SAB? Is there any chance it will come back in the near future (even without additions) or made permanent? Did your plans change after the sit in? Or.. Whatever, really.
We waited for almost a year, I sat two days in front of the box, I’d be happy with anything right now. Well, to tell the truth I’d be heartbroken to know it’s not coming back for another year if that’s the case, but that’d be better than being in the dark.
Wait.. What? You’re not working on SAB 3 already?
Of course I want it back! It was by far my favorite update.
World 2 just needs some tweaks and after the patch it was a lot better already.
Please unleash Josh Foreman on the forums, we love the guy, he did a great job and communicated really well with us after SAB release, bring him back
He knows what went wrong with SAB2, he already collected lots of early feedback back then, I trust him to do wonders in SAB3!
I’d also like to point out something about event participation. I participated heavily in both SAB 2 and scarlet invasion, actually I probably spent more time fighting scarlet than jumping around in SAB.
You don’t consider something. I ran SAB because it was fun and I liked the skins (especially tribulation ones), but mainly because it was fun.
Scarlet was fun the first day. But then I kept on doing it, not because it was super fun (it was a laggy zerg most of the time), but because it was profitable.
To me, SAB was a lot more successful, even if I spent more time fighting Scarlet.
In the end, SAB is what’s gonna keep me playing.
You should go with the 2nd topic on the list, voting again now would be pointless IMHO, nothing has changed, it would just be a waste of time.
A new vote tho could be useful sometimes in the future and I’d love to see a polling system in order to make it easier (Just don’t forget the “other (plese elaborate)” option
I agree on all of your points and have a suggestion.
Why don’t you create a sub forum for CDI? Devs should be the only ones allowed to create new threads in said sub forum and you could organize it better, solving the issues with general topics and “OT” discussions.
Restricting the discussion is a practical idea but bringing out everything that is worth discussing feels a lot better for this initiative.
This way if you find yourself willing to expand on a specific topic you can open a new thread and move the discussion there.
On a second note, I’d like to see some negative feedback on popular ideas as well. Some things are just not possible, or practical or in line with your philosophy, even if widely requested. I’d love to see you explain why you cannot move in a certain direction. It’s better then feeling unheard
Secondly, there has been some amount of discussion about the nature of server transfers and how that affects population. I think there is some space for us to make changes there, but there is always going to be a tradeoff. For example, what if we restricted or completely eliminated transfers during a season? I think it has some positives, but it might be overly damaging to people who aren’t intending to bandwagon, but legitimately want to change servers. It may be the case, though, that that number is so small that it is worth the cost. Or, what if we prevented people from transferring to the higher population servers, but not all of them? Again, it runs the risk of being a burden on some number of folks, but it may be worth the cost.
Again, this is a good discussion, it’s really important to consider the costs to any action and to remember that our goal is to do the best thing for as many of our players as possible.
As I see it, it’s a bad idea and you should try thinking about it from a different perspective. Ask yourself (or even better, open up a thread and ask your players, all of them, not WvW section ones) what are the other reasons that make them transfer.
When you know that, you can find a way to solve the WvW bandwagon problem w/o messing with your PvE players, I can assure you’d have a crowd of very disappointed players otherwise.
To me the key of the problem is the way guilds work. I’ve always assumed WvW mass transfers are the reason behind it, correct me if I’m wrong.
Evidence is server tied upgrades are not stopping WvW guilds from transfering but are causing a lot of issues for small guilds and single players who want to join a guild on another server. This is what made me transfer.
Guesting is not a solution, being on a different server from most of your guild makes you feel excluded, you only have access to guild chat, no upgrades, no bank, no mission info, you cannot gain influence form them, nor buy it, you’re non existent to the guild gameplay wise. And this is a good, non WvW related and fully legitimate reason why many players transfer. Why I did, why many in my guild did or will do as well.
So the solution IMHO is change the way guilds work. Make home server (and therefore transfers) matter when it comes to WvW but make it so they don’t impact other players so much. You can keep WvW upgrades server tied but the rest of it should be server wide. This way I can truly be part of my guild even if I’m on another server; I’d still prefer to be on the same server, mind you, because guesting all the time can be annoying but the difference will be small and for many not even worth the gold of the transfer. This way if you lock transfers down for the sake of WvW balance, other players are not greatly impacted.
Ps. I have no english grammar check on this PC so forgive me if I missed some errors :P
First, forgive me but I don’t have time to read the whole thread and it’s possible I’ll touch points that have already been discussed, I did read the dev tracker tho
I agree with most of the issues I’ve seen exposed and will not write about it all, instead I’d like to focus on a few things:
-REWARDS (titles)
I haven’t seen it suggested but one thing I’d love to see expanded is titles. They work great as a reward IMHO, give you the chance to brag about your achievements and are not as costly to develop or show off as a cosmetic, I can change them whenever I want and show the world I have beaten TQ or completed the whole SAB. Some titles are rare, some are not, I’d love to see more. I was extremely disappointed tribulation mode didn’t have a title for example. I did it, felt good for accomplishing it and got only a skin, awesome as it is, I rarely use my scepter and have a better skin for my staff, but I’m free to let you know I’m a sunbringer anytime. See my point?
-LACK OF CHALLENGE
I understand this is not for everyone but the reason SAB and TQ were my favorite releases so far (from march) is because they had something for me to accomplish, beating TQ was hard at first, required time, cooperation, it was challenging (sometimes for the wrong reasons, but still..) and so was SAB (especially trib mode), I spent countless hours on the two contents and loved beating them for the first time, it felt oh so good..! Coming back was good as well of course. Beating the bloody prince in 5 minutes tho, smashing pinatas, the mini instances such as canath? They were just meh.
-ABOUT FAILURE
I’d love to see more of this, really. One of the reasons beating TQ felt so good the first time is I had spent the last two days failing at it. Even now I still do it and my favorite encounters are the ones we win by seconds, it’s so much more exciting.
Failure leading to a second route is a nice idea but I think failure needs to exist on his own as well. The chance of failing means succeeding feels a lot better.
For TQ specifically I’d hate to see a 2nd chance, easier event triggering. It would mean everyone showing up after the failure and not even bothering trying the original event. An event to trigger the whole fight again tho would be cool. More so because it would solve the issue with the painfully long spawning window.
Options are good but pay attention to make them equal ones when big fights and rewards are involved.
-ON TEQUATL
Ok, Idk if this fits here but teq is living world and I have a huge problem with him right now. The spawning window. You know we have to be ready before the fight start if we want to succeed, this usually means we get ready before the window opens and then risk to die out of boredom waiting while teq takes more than an hour to show up. Please give him a fixed timer or a SHORT window, please. The long window makes no sense at all for that fight right now.
1) PVE class balance (dungeons)
2) Reward vs effort vs RNG vs grind
3) Cosmetic system
You have to apply there, but reddit doesn’t require an email address when you register, it’s optional.
Yup, we have TxS
You can apply here http://it.reddit.com/r/txs/
No, thank you.
I want a longbow and long range single target DPS while we’re at it.
Then I’ll craft a kudzu and be happy forever.
Look at this situation from another perspective.
You have 3 guilds with 500 people each, only a fraction of them will be able to join the organized overflow, sometimes there will be a second one, sometimes not.
I’ve never ever seen anyone ask pugs to leave, people taxing in friends/random people before the taxis start are just being selfish tho and will probably get a kick if identified. I don’t see that as elitism. The guilds are open to anyone, you can join and respect the few rules they have, like everyone else.
It is true we try to keep it secret and that is done to bring in as many ppl from the guilds as possible, simply put, the spots are not enough for everyone. You shouldn’t forget that the guild is organizing the try and making it possible, no guild, no try, no kill. You shouldn’t see these guilds as random groups of pugs, TxS has a TS, a subreddit, a fb group, soon a forum. That’s a growing community and you should respect the few rules it has.
As a final note, if you so much dislike the guilds you’re not forced to join their tries O.o
So tequatl has been out for a while right now and it’s currently on a 70 minutes spawning windows.
Since release I’ve seen the numbers on my server go down from “impossible to get in” to “desert” but I like the fight and I’m still doing it every day with TKS/TSS/THS.
The BIGGEST issue I’m having with teq is its spawning window and I’d like to see it addressed.
The encounter requires you to be there and ready before the spawning window opens if you want to succeed, you’re not going to down him with a bunch of unorganized people that were there at the right time, ever.
So you organize, get ready, put expert people on the turrets, assign other people to defense squads, form the dps groups, start spawning the ice bows and wait. And then wait. And wait a bit more. And then you wait another 5 minutes. Then you fall asleep and after that you wait a bit more. Until he finally spawns and you can enjoy your 15 minutes of fun content. I’ve seen it spawn with FORTY SECONDS left a few days ago.
WHY?
Why does it even have a spawning window? What’s the reasoning behind it? Is it useful for something other than bore us to death and drive many players away from the event?
Please give teq a fixed timer (Or a pre event. But the pre event takes time to develop, the timer change does not). We need it and we need it now, not in 6 months, please.
(edited by Chiara.9827)
So I did teq today and despite being there the whole time and participating in the defense events (once on north battery, twice on the megalaser) I only got two chests (one green, one orange) and the big chest on the ground.
Other people on map reported similar issues, some only got two, some three.
Most annoying bug ever. It hurts my eyes.
I support everything he says in that video.
The huge waiting time and difficulty to get in a good group kill all the fun, but finally overcoming it after three days of tries was awesome, I loved it and I also loved feeling useful while doing so, I had the right equip, the consumables, I was standing in the right places, ressing back, avoiding the turrets, spamming ice bows, giving instructions to my small guild on TS (Gandara’s first kill was nowhere as organized as many others were, we had several groups acting independently I think but we worked well together.
It is a lot like raiding. Setting up sometimes is awful, the execution might result in frustration if failing too much, but you keep learning and when you succeed… best thing ever
Hello
So, I have an issue with continue coins sitting in my bank.
When SAB first came out I exchanged a bunch of bauble baubles for coins and started using them. Later on I decided to buy the infinite continue coin, but I still had 12 coins left. My bad, I should have known better. But I’m still getting a continue coin from every chest. What am I supposed to do with them?
Can we have an option to trade continue coins for something? Say 10 CC per one bauble bubble.
“Daily and monthly achievement rewards now include Essence of Luck. To offset this, the amount of karma earned from daily and monthly achievements has been reduced.”
https://www.guildwars2.com/en/news/release-notes-for-super-adventure-box-back-to-school/
So, since the magic find change our daily rewards us 50 luck and to make up for that, we only receive 600 karma, it used to be 4500.
Now, on the first day I thought it was nice. 50 luck was a nice step in my luck bar and it was helping me with magic find, it seemed like a fair trade off.
Two weeks later I’m at 84% magic find and I need 2480 luck to get the next 1%.
So the daily is rewarding me with 2% of my luck bar. And it’s going to get worse.
Am I the only one thinking this is not a good trade off AT ALL?
Karma has a fixed value, 4500 karma and I’ll always be able to buy two obsidian shards or one box, to save up for a piece of gear. 50 luck is already almost worthless and getting worse everyday.
Don’t know about you, but I’d like to have my karma back. Willing to trade 50 luck for 3900 karma any day.
Being constructive, you could just give us an option to pick between karma and luck, but the luck needs to be a lot more, maybe scaled to your magic find percentage in order for people to pick it.
Hello, I am a PvE only player that plays staff ele as a support, investing heavily into healing power so it looks like the changes are aimed at people like me
They seem nice, at least they are not nerfs and conjures certainly need some love.
But there are some things worrying me.
1. If the leaked notes are true, you are “normalizing” the radius on evasive arcana. I’m not sure about the current radius but If that means you are nerfing the water or earth effects radius for EA that’s going to directly hit me as a support staff player. I rely on cleansing wave to heal people, usually putting myself at a disadvantage, consuming my own dodges to heal them and using cantrips to make up for that. Plese don’t make it harder, trying to heal someone who is running all round is already hard enough. Earth’s blast effect is also useful to get a second blast in my water fields but it’s already very tricky to use on something other than healing rain.
2. I have a lot of healing power but it doesn’t feel as useful as other stats, by investing in power I gain a huge damage boost, by investing in healing power, not so much with my healing and I have to give up on a lot of damage. Sometimes people just leave groups when they realize you are healing specced. My guildies are happy to have me around but many pugs feel I am like a wasted spot in their party. I understand you can’t turn us into healing gods or the pvp crowd will revolt but why not to adjust the healing power rates to give better numbers in PvE? I’d like to feel useful in every party.
You got rid of the trinity, ok. A healer is not needed, ok. But why does it need to be so hard trying to play one? People would still need their dodges since a lot of stuff just 1-2 shots you, let me be the one that alleviate the pressure on the rest of the fight, we won’t be the fastest group, we might be the safest one, I’d love to be able to do that.
3. Please do something for our trait lines. I cannot get out of arcana. Not in my healing build, not in my dps/support hybrid one. It’s not only because arcana is that much better, it’s because 15sec CD on attunements is insane on a class that relies so much on swapping and has so many long CD, situational skills scattered around. It’s not like I can stay in one attunement and play that way, I might do it sometimes for water or fire but if I’m locked out of those two (and they don’t have the same function so I find myself needing either one or the other), most of the time I’m just wasting my time. Plus, many of our other traits feel so weak and situational. Everything that is tied to a single element feels this way. I started investing in arcana when I was 5, I’d like to get out of it, please, buff the other traits and reduce our swap cd.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Chiara.9827
I’m trying to ease players into more difficult jumping. In the first case I want people to figure out that they can change direction while in the air. Yes, you can nudge yourself out into the air. Or just jump like normal, outward, then steer back in. Your second example is the first time I’ve included a sloped surface in the main path. They are all over the place, but this is the first time it’s mandatory. The point of doing this is to broaden the player’s horizon and possibility space. Teaching them to look more closely for ways to access secret areas and such. That being said, I’ve streamlined that room so most of the platforms are larger and falling won’t drop you all the way down in most cases.
In retrospect I should have put that first experience out in the open, by itself and prominent. I’ll probably add that in next time we have an SAB release. Thanks for the specific and clam critique.
I think I understand what you’re trying to do and agree that was probably not the better place to do so. It could be worse tho, it could be raining a bottomless pit
As for the two jumps I have to admit none of us thought about steer jumping. I’ts not that we didn’t know about it, I can think of a lot of jumps in JPs and SAB itself where I had to steer a lot more than that, I guess the problem is it was counter-logical to me. It looked like you could do that jump just by standing on the edge (but the hitbox won’t allow it, perhaps my sylvari needs a diet) and it was high enough for me to think I had to do it in a straight line in order to make it.
I’ll try with the steer jump on my next run if it’s still there, thanks
As for the second jump.. I’m still skeptical about it. I get that you want to teach us a few tricks to reach secret areas but it just feels wrong to me (for the secret areas too). First, because the game still shows me as standing on the ground and second because I strongly believe in things like gravity and a jump like that goes against it. So you either put in a radioactive spider to justify the fact I’m basically hugging the wall or I’ll go on thinking that’s unfair :P
This or I’m missing something and we’re talking about two different jumps, with that one being doable without the slope <.<
There’s a thing I forgot to mention yesterday. It’s about the torch and ice walls. In my group I was the only one that could afford the torch and when we met a wall, I was waiting for them all to reach it to let them pass in case it closed. The problem arises when we progress in the zone and one of them dies. Unless I go back to open the way for them they’re stuck there until the next checkpoint, where they can suicide to reach us. Thankfully I never had to backtrack too much but the wall at the end of the room filled with ice spikes on the ground was painful. Is it really necessary for it to recreate every time?
I know changing it would make a second attempt easier but it seems like a fair trade to me, if it’s going to make a group run more enjoyable. Sometimes playing in a group in a MMO means running a less than optimal setup, you end up carrying someone around and being carried when you are the one that can’t make it and I think that’s part of what I like in group play.
On a side note, one of the reasons I like SAB so much is it’s really good when played in a group. You get to work together with your companions, helping each other in overcoming obstacles and brainstorming to figure things out and I find the whole experience to be a lot better in that regard than most GW2 dungeons. I know I’m not the only one feeling this way.
Just wanted to let you know it
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Chiara.9827
Hello
Tonight I finally did world 2 zone 3 and I thought giving some feedback on this zone as well might be useful.
It’s LONG. Way too long. Took us around two hours and a half and we lost a guildmate near the end. He was just tired and couldn’t stand more jumping. The other 3 of us tho, are highlanders, we did it and took a ton of screens to prove it, getting to the end felt awesome
To me it was nowhere as frustrating as zone 1 was and better than zone 2 too, even if I liked that one. I only used 5 continue coins, that’s definitely a step forward. The baubles tho were still scarce, we often refrained from exploring and sometimes even left behind a bauble because it was on a tricky spot, it didn’t feel worth risking a life to get it.
One thing that got me irritated was the unintended backtracking after a fall. Sometimes you fall down, you’re happy you’re still alive and then you realize you’re back to the very beginning. At first, after one checkpoint, I tried to run back every time, but then I decided it was wiser to listen to the little lemming inside me and I started jumping down to my death.
I really wish there was a way to come back to our last checkpoint at will, without having to sacrifice a life. It could work just like waypoints do, maybe at the cost of a bauble. Will you think about that if it’s doable?
The only other thing I didn’t like about zone 3 was the artificial difficulty of some jumps. There’s a closed cavern where you have to do a lot of jumps and some were really cheap. Two jumps in particular (I’m sorry I didn’t think about taking screens, looked for a video but couldn’t find any so I tried to recreate it and added a couple images, hoping it’s clearer this way.). On one, you HAD TO stand on thin air to do it, and not just slightly, it was a matter of guessing how far over the rock you could go, the answer was totally out and then a little more. The other one seemed like an impossible jump until I realized you had to jump on a tiiiiny little, little and very inclined slope just in front of you in order to make it possible. The issue here is it was so tiny and inclined the game still showed me as standing on the rock I was formerly, except that I was not and that bit of height made all the difference.
Now, I don’t fully understand the difficulties you’re facing with GW2 engine but there’s no reason why I should be put in a situation like that EVER. If the engine can’t do it, don’t fill the zone with steps so little that I can’t tell whether I’m standing on them or not and if I need to go further away to make a jump, please provide me space to do so, trying and failing repeatedly until you realize you need to walk over the rock just doesn’t feel right.
As a final note, I’m still firmly convinced two hours and a half for a run without secrets is worth way more than just 3 bauble baubles and a single coin :S
And the whole world 2 on normal mode is worth a thousand scarlet invasions but only rewarder me with 10 achievement points, disappointing.
If I voice my disappointment on the lack of achievement in this thread will it be heard? Or I need to go somewhere else where the right person can see it?
I know I wrote a lot but these are just little issues in the big picture and aside for them zone 3 was awesome, I really enjoyed the time spent in there
I’m afraid of what you may come up with for world 3 and 4 tho :p
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Chiara.9827
The fact that the zones are extremely lengthy, combined with their unforgiveness, doesn’t help as well. We never looked around for secrets and still took several hours to finish the two zones, it was so long and it was so much more difficult and full of deadly jumps we didn’t feel like exploring.
It has a lot to do with checkpoints and overall zone length. I’d have enjoyed several parts of world 2 a lot more if I didn’t have to worry about redoing huge parts of it due to a failed jump or a ninja and so on. Sometimes you pass a difficult part and you see there’s more and more and you just wish you had a checkpoint.
Not only that. The lack of baubles and the reward being the same at the end, even if the world is twice as long and a lot more difficult, were somewhat disheartening. I spent hours dying and jumping and stuff to get what? The same two big bubbles I get in world one, a lot less of the small ones and not even an achievement that’s the only reward I care about. I felt a sense of achievement for doing it, yet it looks like it’s not even worth 5 AP, while auto attacking Scarlet minions was worth tons in the last weeks. I Know you’re not responsible for rewards but someone needs to look at them because they’re just not right this way. Normal mode is harder than infantile mode, yet if you want some achievements you’d better run that one as normal mode has (I think) ONE achievement for the whole world.
I know I may sound whiny but I’m just trying to analyze what I didn’t like in world 2 cause I think it can get a lot better/more enjoyable. I find SAB as a whole to be awesome
Ps. English’s not my first language, this post was long and I didn’t sleep at all this night, so forgive me if you find some errors
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Chiara.9827
Overall, as I said, I had fun but also experienced frustration way too much and of my original 4 companions, one gave up during zone 1 and one in zone 2.
I have to note that the experience was significantly different if compared to world 1 not just because of difficulty level. The first SAB was a nice stroll in the park with friends, you had to use your brain to get over some obstacles and explore to find secret zones, some jumps were hard, especially for some secrets, and failing meant you had to climb that tree all over again for the 10th time and sometimes insta-death but you didn’t waste lives on every fall.
World 2 felt unforgiving and I burnt a lot lives, to the point I didn’t care anymore about them. If you wanted us to care about lives, I’m sorry to say you failed at that, as lives were a lot more important to me in world one, where I was trying to run it all with just one coin, than in world two where I was having frequent conversations with moto and inserting coins like there’s no tomorrow.
I strongly think coins and baubles should be easier to come by.
I had 12 left from April and entered the SAB with 17 coins and around 100 baubles. Before world 2 I did a speed run (and I mean SPEED run, no secrets, no nothing, just running to the end) of the whole world one in infantile mode so you have to add what I got from it.
I bought only the slingshot and ended up with 5 coins and around 100 baubles. 70 from the beginning of zone 3 (I got a 50 bauble chest and two yellow baubles). Meaning I hardly gained anything in zone 1 and 2 and actually can’t afford another run w/o grinding some more coins.
It’s not a BIG issue to me as I don’t like the skins and minis and don’t need to save up baubles. I’m just running SAB for the fun, but if I’m having issues saving up to run it just for fun, I can’t imagine how the ones who want the skins feel right now.
(continues below)
(edited by Chiara.9827)
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Chiara.9827
Hello
I had sweet memories of the first SAB and was looking forward to playing world two, I really like jumping puzzles and successfully completed most on them (had to give up on southsun as timed jumps are not my thing and there’s a couple I still haven’t attempted).
I’ve run zones 1 and 2 of world 2 tonight (didn’t have 400 baubles for the torch) ad I’m willing to share my thoughts.
Looking back, most of it was an enjoyable experience, but some parts were just frustrating and the whole world 2 could use some tweaks to make it overall better. There were some parts I didn’t dislike but I didn’t like either that could easily be turned into nice ones.
So, here we go:
-The rapids. They were just horrible. I think I’d still be there trying if I were alone, my guildmates carried me over thankfully as all I could do was fall in the water (I HATE the geysers with a passion) and be carried waaaaaaay back and that’s what I hated the most about it. Despite the frequent checkpoints falling in the water (when I could survive the chain knock backs) usually meant I had to redo huge parts of the puzzle, leading to more falls, leading to frustration, leading to a (usually) nice, sweet girl screaming and cursing before it was over.
-The log waterfall. Just couldn’t do it. But I was lucky enough to find the cavern and actually found it easier to fight my way up killing bears than do it the way it was meant to be done.
-The darts were ok and, once I figured it out, fun. But that diagonal one, after you use the second block to jump over some darts, is just unfair and I don’t think it belongs to normal mode. As for the gong run.. Well that’s another thing I wouldn’t be able to do all by myself. After the first disastrous try we decided only one of us was to go up there, while the others waited for the gong downstairs. Being that person, I attempted the run several times and always failed (got us a couple attempts before one of them could survive those two dart walls). It was nice and fun as a team but I’m sure I’m never gonna do it alone.
-About the invisible clouds. The first two clouds where you had to bring the fish on the roof were totally invisible, especially the first one. The clouds are white and so was the background, we fell to it several times. Might depend on the video settings. Maybe? Mine is mostly medium with most effects disabled.
-That hidden frog after two difficult jumps (you passed her in your preview). That’s the only other thing I think doesn’t belong to normal mode. The jumps are already hard without a frog hidden ready to suck me and throw me down to my death behind the last one. I finally did it realizing she didn’t suck me in as long as I was standing on the tiiiiiny little slope in front of her but that wasn’t funny.
(looks like I wrote too much and found the 5001 limit, continues below )
I think it’d be nice as a beam, healing and damaging in a line. The amount is quite low so I don’t think it’d be too overpowered to make it hit 3-5 targets like other beams.
Just be careful what you wish for, if this was implemented it’d be like engi grenades, manual ground targeting for each shot
Ugh that’s why I asked for party members targeting :P
Healing is already far from being effective as is, no need to make it so frustrating as well….
I can definitely get behind this. I’m a bit of a dress-up geek and am anxiously awaiting additional town clothes / armor skins to be added each month. In other MMOs, I’ve had multiple bank slots for costume gear or vanity items, and the trend continues in Guild Wars 2 (I currently have a bank tab full of skins I want to keep, with town clothes and toys spilling out into another).
Anecdotally, I’ve never bought transmutation stones; if there’s something I want to transmute, I wait until I get enough free ones from dailies or the occasional BL Chest. I’m a huge costume/cosmetics fan, but I’d rather spend my gems on actual cosmetic stuff instead of gems to simply enable them. I may be an exception to the rule, but I generally have over 100 Transmutation stones (134 at the moment) and a respectable quantity of Crystals (sitting at 30).
A few people have dismissed this suggestion for not generating any ‘new money’, but I think they may actually be overlooking ways in which a Wardrobe function could be monetized;
- Additional Wardrobe storage
The default wardrobe could be expanded with additional slots. LotrO gives you 20, with a maximum of 50; something similar could be done here. There could be multiple tabs as well; buying extra space on the “Weapon Wardrobe” tab would not expand the “Armor” tab, for example. There might also be tabs for Back Items and Costume Gear / Items.
- Wardrobe Access Express
A summonable wardrobe NPC , similar to the Bank/Merchant/Trading Post express vendors.
- Ticket Exchange
Items using a skin obtained via a Claim Ticket (Sclerite, Jade, Fused, etc.) could be deposited into a special exchange slot within the wardrobe and turned back into a ticket, allowing a different weapon skin to be purchased. This process would have a gem-based fee attached.And, as the original poster mentioned, people who may be reluctant about buying cosmetic items from the store would be more inclined to make purchases with a wardrobe function.
Additionally, the wardrobe could be built to utilize transmutation stones as a currency rather than replacing them entirely. Depositing an item skin into the wardrobe could be free, but copying that item’s appearance could cost a Transmutation Stone (or Crystal if you’re copying to a level 80 item). If you wish to permanently transmute an item, the stones/crystals would continue to serve that function. This would not only retain the market for transmutation stones, but could increase it substantially.
This. A hundred times. I want to change my skin every time I sneeze, I want an incentive to start collecting tons of armor as I did back in LOTRO (80 slots in my wardrobe and several toons bank slots full of cosmetics… I had HUNDREDS), that would give me something to work on as well. I’d have a reason to run more dungeons, to spend my karma, to buy cultural armor.
I want to change it on my whim!
310 Zhaitaffy
4 to 8 of other various types of Candy
15 FireworksIt is time we stop this. I thought maybe south sun would have been a turning point. I will be on the phone with NCSoft tomorrow after work.
Not to be rude, but are you being truthful about opening 1000 boxes?
I opened 550 yesterday and got close to 1000 candy, 75 Fireworks, a Jade Weapon Ticket, and 6 Mini Risen Knights.
There’s no way you opened 1000 of them and only got 15 Fireworks and 310 Zhaitaffy.
They merged two threads, the OP actually opened some rich ones, can’t remember how mnay
There’s a substantial difference when you compare RNG boxes to real world gambling.
When you gamble in real life you’re usually paying for a chance to get more money or just winning something that may or may not cost you more than what you spent for your ticket.
But there’s no other way to acquire these skin outside of gambling in gw2.
I can hope to win a car but I can also save up and by said car in real life.
Doesn’t matter how much gold or gems I have in gw2, there’s no way I’ll be able to get one of those skins at a fixed price. Might cost me more than I can afford, I might end up with nothing at all. That’s just stupid.
They said the patch coming late june with be balance heavy if I’m not mistaken
interesting but with some positioning you can heal your allies with water 1 already so…
You can if they are in melee. Water 1 targeting would allow some ranged support both keeping your own range and providing a tool to help other people that stay at range. Especially the ones that are running around like crazy.
I’m ok with the fact that you cannot be a healer and will never be able to sustain your party (or even a single person actually) alone, I just don’t understand why using some of our healing support skills needs to be so difficult. It’s really frustrating at times.
Especially when you think of how melee oriented many of our class traits (and skills!) are. Elemental attunement and healing ripple radius for example. It doesn’t matter you’re wielding a 1200 range weapon and wearing thin cloth, want to give some useful boons? Be melee. Want to help your party by healing? Best way to do so is by being melee again (evasive arcana, healing ripple, arcane wave into your water fields).
And if your party is all scattered around, well, good luck :P
Wouldn’t it be more convenient to use a single chattab per guild? I don’t know how lively the guildchat is, but if i’d be in 4 clans like the one i’m in now, having the chat in the same tab would allow me to see more chat than /say and /map in la…
But it would be handy indeed for ppl that are in more guilds.
I’m not sure on what you’re talking about here, whether it is a very busy chat or an almost desert one
Anyway once we have the ability to see more than just one guild chat we should be free to manage them however we like using filters. So you could have all of them in the same chat or in different tabs, you could have /guild1 in one tab and /guild2 /guild3 combined into another one. Different colors would come in handy if someone wants to have them all in the same tab tho or you won’t be able to tell who’s replying to who and so on.
I don’t know if I should but I’m bumping this.
Btw I’d love to have a way to tell how many views it has w/o hunting the thread a bazzillion pages back, so I know people were just not interested over not seeing it because it got submerged. The bump will tell me that at least :P
Pure gold. I wish they could start separating PvE from other aspects of the game more and more.
I can’t say how much I miss my lotro classes. Yes, it was a trinity game (and finding that tank was a true pain) but the classes I played weren’t tanks, nor healers or dpsers. I was playing the two supporters that had a nice mix of everything and could build for different roles. Something I expected to find in GW2 but sadly, didn’t.
Staff water 1 was made into an healing only skill, with the ability to target party members?
It could use a buff on travel speed or, even better, on how much healing power enhances it.
The downside, apart from the (risible) dps loss would be we wouldn’t be able to use it to heal ourselves.
Would make it a nice ranged support tool, becoming nicer the more you invest in healing power. Not going to save anyone that’s standing in the wrong places but might help keeping someone alive long enough for them to be out of trouble. Even if they’re dodging and running around, making it so kitten hard to put water 3 under them. I’m a bit sick of melee range support (evasive arcana and area healing), would really welcome an option to help my party while keeping my range. I’m wielding a 1200 range weapon after all, am I not?
Note I am a PvE player, don’t care much about PvP or WwW.
Thoughts?
I really miss raiding with my guild in LOTRO. A raid is not necessarily tied to a gear treadmill, nor it needs to be near-impossible to beat. I was in a small guild and raiding is by far the most enjoyable thing the game had to offer, even if we were never that great or able to beat the hardest challenges, it was still fun and playing together shaped us into a small community.
I’d like to see THAT here as well. Something to do with your guildmates that is fun, somehow challenging and worth your time.
And no, guild missions are not comparable. Don’t even get me started on the mess they are when you’re not all on the same home server. Yuck.
Hello
I’ve been playing GW2 for a couple months now and would like to share my thoughts and suggestions about a couple things in the guild system since I find it silly at times.
1. Multiguilding is one of the features I was looking forward to when I bought GW2. Having the chance to be part of more than just one small community is nice, except that… It doesn’t feel like that at all. What I’m suggesting here is to allow us to see all of our guilds chats in different tabs. This would help a lot with feeling part of the guild. I see no point in joining multiple guilds if I can’t be an active member in all of them. As for influence gains I think it makes sense to only give it to the guild you are actively representing, but what’s the sense of not being able to chat with my other guildies?
2. Server bound influence. This is the one feature I most dislike in GW2. I know why it’s there (or I think I do), to prevent WvW guilds from switching servers too often. Yet I’m seeing they are switching servers anyway while this feature is giving me an horrible experience.
I had no idea of how it worked exactly when I joined the game, I knew I could join WvW only on my home server, but I don’t care a bit about it and guesting was already here, so I just picked a friend’s server and only joined my guild when I hit 80. Imagine how happy I was to find out I had no upgrades unlocked, no bank, no missions, no way to give them my influence, the only thing I have is guild chat. Almost feels like I’m in another guild. I’ll buy a transfer eventually, but my guild’s server is Gandara, meaning I need 50-60g just to feel part of my guild. Not gonna happen for a while.
I think guilds should have an home server, while still being able to accept players from every other server. This way all guild members should be able to benefit from upgrades (except WvW ones) and contribute with their influence.
With the guild being tied to the server, only players that reside on said server should benefit from WvW upgrades. If a guild wants to change home server, give them an option to do so and just wipe their WvW upgrades (Or well, wipe every upgrade if you feel like, guess it’s the same).
Any thoughts?
Ps. English’s not my native language, I probably tortured some poor verb, I’m sorry
(edited by Chiara.9827)
From LOTRO:
Cosmetic system. I had several outfits I could switch to at any moment, really miss it.
Challenging dungeons with interesting mechanics
and most of all… My Lore-Master with its billion skills, a true jack of all trades that was best in nothing but could do truly anything, most versatile class I’ve ever played and I liked my role in raids so much, it wasn’t part of the trinity, still it was useful in so many ways. I rolled an ele looking for something similar but it’s not even nearly as awesome.
I loved it.
Loved the fact that we couldn’t skip trash as well, finally a dungeon that doesn’t feel like a running game lol.
It only needs to be a bit more difficult (and being in combat during the experiment part would mean a lot, those things were hitting hard enough but OoC you regen way too fast to notice).
I wish all dungeons were like this one, just put a nice reward at the end to compensate for the time investment and I’ll never get tired of it.
Uncontested on Blacktide
Agreed.
My first impression of gw2 combat system was it is a real mess, with me struggling to locate mobs/players and my own elemental fields on the screen. I got used to it after a while, but certainly don’t like spamming lava font in the middle of a huge mass of animations hoping it is in the right spot or being killed by something I could have avoided, if only the red circle was visible.
Might be I got used to play w/o any animations at all on another game (ugly, but sometimes your CPU just can’t handle it) but the ability to selectively disable some effects is something I really miss.
There I could disable only certain effects, say only mob animations, only mine, only other players, only hit effects or blood effects. I enjoyed that freedom.
Hit him in the center, from inside the frog. You don’t need bombs. That’s how we completed it after several minutes of wtf? is it bugged?
He bugged out for us as well but we still managed to complete it. You need to hit him in the center, from inside the frog. Or this is what the person that got the last hit said