Showing Posts For Eiydan.6145:

Only siege merchants at WvW Rampart MF

in Bugs: Game, Forum, Website

Posted by: Eiydan.6145

Eiydan.6145

I’ve noticed this in EB too, in green keep (maybe in the other keeps, haven’t been able to check yet) the ‘Outfitter (Merchant)’ that used to be a general merchant selling salvage kits, harvesting tools, etc. is now just a siege blueprint merchant, which is kinda odd seeing as there’s a dedicated Siege Merchant standing a few steps away from him.

Maybe there was an amazing sale at the siege manufacturing plant and all the merchants in the game decided it was too good to be true and all stocked up like crazy, but now they’ve got buyer’s remorse and have to try to get rid of all that stock?

Ground targeting range color

in Bugs: Game, Forum, Website

Posted by: Eiydan.6145

Eiydan.6145

This has been happening to me too since HoT launched. I have ground targetting set to ‘Fast with Range Indicator’, and using skills such as Blink on my mesmer or shortbow skill #5 on my thief, quite often when I initially place the ground target and it’s out of range it will show as green, but then when I try and use the skill it fails (because it really is out of range, despite showing as green on the ground), then if I bring the target properly into the range that it should show green at and then move it back out of range it’ll start going red when it’s out of range, like it should have done in the first place. ’tis getting rather annoying now

Enhanced Squad UI Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Eiydan.6145

Eiydan.6145

My question is do I always have to create a squad with the new UI when I just want to pop a commander tag for a short while to show people where I am on the map?
Example: today I was in a party with a guildie in wvw, trying to take a keep but just the 2 of us weren’t managing so well, so I called on some people to come and help us take it and I popped my commander tag to show them where I was, where the hole in the wall was, where I was going, etc. But this meant that my party stopped existing and became a squad, and the guildie I’d been partied with got kicked out the party and had to rejoin the squad. Then when we’d capped the keep, I said thanks to the people that came to help, they went back to what they were doing and I tagged down, but then the squad disbanded and my guildie got dropped from the squad and had to request a party join again.

It just seems rather annoying when you’re not really wanting to plan a proper squad setup, but just needing to pop a commander tag for a short while. Is there a way we can have an option to not to always start a squad with the new UI, but just be able to show a commander tag and keep our party together so there’s not this dropping party, joining squad, dropping squad, joining party thing going on?

What is lost when Guildhalls ship with HoT

in Guild Wars 2: Heart of Thorns

Posted by: Eiydan.6145

Eiydan.6145

I’d really like to know some more details about what is going to be transferred to the new guild halls too. Like if I have unlocked tier 4 of Art of War, does that (or equivalent) stay unlocked in the new guild hall system? At the moment I have level 3 unlocked and don’t know whether I should use the influence to unlock level 4 just now, or will that be a waste of influence because maybe in the new system I’ll have to start from scratch again anyway?
Also, if I already have things like Guild Armorer/Weapons Contract unlocked, will that transfer across to the new system or will I have to start again from scratch and build/buy those upgrades?
Is there any advantage to using influence to unlock further levels of politics/economy/architecture/art of war before HoT, or is it only consumables such as banners that will be carrying forward? I wish we had more specific details about exactly what is being ‘grandfathered’ in.

Siege Troll Discussion

in WvW

Posted by: Eiydan.6145

Eiydan.6145

I spend a lot of time playing wvw at times of the day when there are only a handful of people on our home borderland and no commanders to be seen, with maybe 1 map roaming group going between the other borderlands and EB that we can call in in an emergency, but the opposing servers have several large groups that can pop into the map suddenly and rush our structures without warning, so we need plenty of siege there for the 3 or 4 of us that are left on the map to defend as best as possible until
help arrives.

Very often I have found after joining the map that there’s little to no defensive siege left in our structures, and I’ll end up having to go and build lots of siege in at least garri, ne and nw towers as quickly as possible (although I try to match the amount of siege I build to available supplies and number of yaks coming in so as not to use up too much supply – but if supply is available I can build a lot of siege in a short amount of time). Also with so few people on the map I often find I’m the only one running supplies to build the siege.

A lot of the restrictions suggested in this thread would really impact the ability for me, and others like me, to build legitimate siege that is needed for defense. Putting restrictions on how much siege someone can build or supply they can use is really bad for people that are trying their best to help their server at some of the ‘worst’ times of day. It’s not just commanders that put down siege, and there’s not always a big group of people on the map to be able to share the load.

There are a lot of dedicated sentries that spend a lot of their own time and money on singlehandedly siegeing up towers and keeps and I feel that any restrictions would negatively impact some of the gameplay for them.

I think that what we need is a proper report category for siege trolls. At the moment I would think a lot of people are put off reporting them under a ‘wrong’ category in case they get some kind of punishment for mis-reporting someone. We kinda need GM intervention to take action against siege trolls and show that behaviour is really not acceptable and that there are repercussions for their actions.

There really are only a handful of bad siege trolls in the game, and they’re mostly not at it every day, so I wouldn’t forsee it taking up a horrendous amount of resources to police them, but when 1 person can disrupt the play of everyone else trying to have a fun time for hours and hours on end, something has to be done – they need penalties applied to them, but we don’t need restrictions applied to our gameplay that might ultimately penalise legitimate players.

tl;dr – restrictions on legitimate play and players is bad, mmkay