Showing Posts For GabrialDestruir.3915:

Guild Arena Needs more work!

in Guild Wars 2: Heart of Thorns

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

What I want to see in arena’s is the ability to use regular decorations inside the arena, while walls and traps are nice, it’d be awesome to turn the arena into a jp/multi-level fighting area.

Not Enough Guild Ranks

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

With guilds expanding options we need to consider different options for our players. We now have guild missions, decorations, and still need to consider access for the guild bank. I don’t know if we would need 20 slots, but more would help.

We might not have reasons for a full 20 slots but I could easily put them to use in our guild. President, Officer, P v P Captain, W v W Captain, P v E Captain, W v W Devotee, Scribe, Bardian, Decorator, Active Member, Schmuck, NonRep, Vacation, 1-2 Months Inactive, 3-4 Months Inactive, 5 Months Inactive, Alts, Temp.

Though for some of these it would be nice if I could set a “these are equal range” so for example all Captain ranks would be considered equal and they could only admin within their rank or ranks lower than that range.

Merging of Guild Rank powers causing issues

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

As far as I know they have always been one and the same. Though it would be nice to have them separate for security type reasons. In our guild “general members” are only above members that are non-rep, inactive, or temp users. We generally invite to our general rank except on mission days when we invite to our temp (which is the lowest).

Ideally there would be some additional power permissions: Kick lower rank, change lower rank, change to/from current rank, invite to guild.

Most of these are self explanatory, however I suggest a “change to/from current rank” so you could prevent certain ranks from elevating users below them to their own rank. For example if you only want the Guild Leader to select officers, an officer wouldn’t be able to promote anyone else to that rank.

FIX THE kittenING CRASHES NOW.

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

Pull up a guild upgrade menu and then open the guild console. You’ll crash, regardless of client.

Not Enough Guild Ranks

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

Why exactly can’t we have more than 10 guild ranks?

In our guild we have a number of ranks dedicated to what we feel are rather important roles. President, Officer, PvP Captains, WvW Devotees, Active Members, NonRep/Alts,Months Inactive, Temp, and a couple special titles.

It would be nice to have say an additional 10 ranks so our guild could at least split out alts into their own rank, give scribes their own ranks, expand WvW Devotees into Commanders/Not Commanders, and still have left over for further nuance of Guild Ranks as we see fit. It hardly seems like our guild could be the only one that runs into this problem.

Guild Console + Upgrade Screen = Problem

in Bugs: Game, Forum, Website

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

Just as the title say attempting to use the Guild Console (triggered by G) while having up or then bringing up the Guild Upgrade Screen (for tavern,mine,etc) causes the game to have problems. Sometimes it will crash completely, other times it will “recover” only to have graphical issues later on like in the story and/or crash.

Exchanging Influence -> Aetherium not working

in Bugs: Game, Forum, Website

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

Our guild has only lost a couple thousand but no Aetherium Booster working here either.

2 groups that wish for 2 different end-game's

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

I feel that a lot of reward structure feels broken. Whether because they’re trying to make something “difficult” to get, or just because it was literally broken á la Final Rest which for the longest time just felt like a rumor because it almost never dropped. Then one day it started dropping properly and it dropped from a 50G weapon, to a 5G weapon.

Just give everything a non-rng alternative to everything. Personally I’d rather have something behind a grind-wall than pure chance wall. At least if I know there’s a non-rng alternative I will eventually get it. Where as when something is just behind the RNG barrier, there’s no guarantee you’ll ever get it. This has been proven time and time again with chests, bags, etc. When an object supposedly has a 1 in a thousand chance to drop and someone opens 2,000 bags and still doesn’t get it, the system proves itself to be significantly broken. Sure someone will say that others were opening the items around the person and that the 1 in a thousand chance covers all players, but that’s why the system feels so broken. If someone puts the work in to get 2k bags (like at halloween and this HAS happened) and they don’t get that RNG locked item they’re going to be upset. RNG locked rewards is broken, to prove this take into consideration this, if you could only access a piece of content, dungeon/map/instance on an RNG based chance, 1 in a thousand, and you could NEVER get in, would you be happy about it? Would ANYONE be happy about that?

OTOH, forum is full of people that claim GW2 sucks because everything is so easy and eveyone has everything and thers lack of “unique” items.

So enlighten us all how to slove this?

I don’t think GW2 sucks, but that doesn’t mean I don’t feel like the system is broken.

When you hear stories about people who put a ton of time and effort (or money) into trying to get an RNG item it becomes clear that the system doesn’t work. There should always be a non-rng alternative to any reward that could be acquired by any given piece of content. Whether it’s the ability for someone else to sell it (and thus you buy it), craft it, grind for tokens to get it, etc. Sometimes this is the case and you can just grind the event currency grab the account bound/soul bound version of the item and be done with it. Though this is not the case for every possible RNG item out there, especially things like special content ascended drops (Tequatl weapons anyone?). It’s far more noticeable for ascended gear because all ascended gear is immediately account bound. So you can’t sell it, trade it, there is no other way for a person to acquire that item except through that content.

Which becomes a problem when the content is difficult to begin with, or requires a high number of cooperative players, then it’s also locked behind an RNG table, depending on the content you have to play, it could be behind a time table as well.

This is a game that is suppose to be about the skill of the player, getting rid of the holy trinity, giving us (or trying to at least) content that is suppose to be more than just stack and spam. However the reward structure doesn’t always reflect that which is where the problem lies. Obviously it comes down to the fact the algorithms probably don’t exist (yet) for this type of reward structure, but it would be nice to get awarded because I had the skill to do something, rather than the fact I knew the best location to stand where I could attack while taking the least amount of damage. Would be nice to get rewards based on the amount of skill you put into completing the challenge rather than having to rely purely on luck to get something even half way decent.

A prime example of this would be soloing a champion, or doing so with only another person. I’d have to show more skill, put in more work to take down that champion than if I had a full party, or was with 30 people. That is skill, not just pure luck. However the rewards for doing that are the same as if I had just waiting for 30 more people to show up. So you have a random reward system, in a game that is suppose to be about a players abilities to play the game.

Doesn’t that seem wrong to you? Wouldn’t that seem wrong in games that aren’t virtual? You’re playing as a pro basketball player, you clearly have skill and you’ve been helping take your team to victory. However the NBA has implemented for some reason an RNG based pay scheme. At the end of the game due to the RNG based pay scheme, you make for all your hard work and skill…. 100 dollars. However another player, who only played toward the end of the game, has now made 100,000 dollars. (Obviously this isn’t how NBA payrolls work, but still)

2 groups that wish for 2 different end-game's

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

And you HAVE TO HAVE full set of dungeon/ascended armor in GW2 because?

How do you progress in WoW without grinding same dungeons/raids over and over again? How do you get that gear that you HAVE TO HAVE if you dont run dungeons/raids at all?

A full ascended set in WvW, which is end content by the way, makes difference. If a person wants a better experience of that game mode without relying on big groups, ascended is a good call.

When someone talks about dungeon tokens, now with wardrobe they want the skin, but I am pretty sure they want the tokens for the variety of stats. They don’t need to HAVE to have, but they need to have in case want to try different builds, which require different gear stats. I am one of those that likes to try different builds from time to time to try to optimize my experience as a player. Now where do I get the gear I need? Dungeons of course, if I don’t want to pay to craft them.

So as you can see, it is not just as you said HAVE TO HAVE. There is a purpose behind it.

I would like a more challenging end content for PvE as well. Before the introduction of megaservers, I used to solo champs or duo with a friend and at the time that was enough to entertain us, but now with the maps full and people farming everywhere, it is almost impossible and discouraging to see people pressing 1 in a rush before the “zerg” melt the champs in a few seconds. Now if I want a challenge go duo AC and HoTW exploration or even CoE story but still I think it is due time the game introduce something different than Living Story.

It is and it makes a small difference. Ascended is pointless gear outside of fractals. Its a gear with a bit bigger stats for a sake of a bit bigger stats and as such its not a requirement or must have in any way. And its redundant.

You can get greater variety in stats outside of dungeons. I dont know which game are you talking about because you certainly dont have to run single dungeon for any stat combination. Opposed to WoW where you either farm same dungeons/raids or quit the game. Because if you fail gear check youre out anyway. Thats what HAVE TO HAVE means.

There is as much challenging content as is warranted. If pretty much nobody wants to do challenging content its not worth making (no, bribing players to do it is not the proof of any kind, and even with all the bribes not many people do it anyways)

Ascended gear isn’t completely pointless, also there is one additional factor ascended gear has more than it’s 5% increase of stats. Ascended stuff has an infusion slot, meaning you could with a full set of ascended, you could get a number of stat increases using the infusion slots. They don’t have to be used strictly for agony resistance.

Outside of fractals its completely pointless (as i alreadysaid). It serves absolutely no purpose whatsoever.

If you can name 1 actual purpose (except stat raise for a sake of stat raise), well, be my guest.

WvW is an example, WvW infusions exist that allow you to give more damage to things like lords, or take less damage from lords. Fractals is just the place that has the most use for Ascended items since it allows you to stack ridiculous amounts of AR. Utility slots can also give an increase on your gold from monsters, your MF, Karma, Experience. So not completely useless to have ascended gear.

2 groups that wish for 2 different end-game's

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

And you HAVE TO HAVE full set of dungeon/ascended armor in GW2 because?

How do you progress in WoW without grinding same dungeons/raids over and over again? How do you get that gear that you HAVE TO HAVE if you dont run dungeons/raids at all?

A full ascended set in WvW, which is end content by the way, makes difference. If a person wants a better experience of that game mode without relying on big groups, ascended is a good call.

When someone talks about dungeon tokens, now with wardrobe they want the skin, but I am pretty sure they want the tokens for the variety of stats. They don’t need to HAVE to have, but they need to have in case want to try different builds, which require different gear stats. I am one of those that likes to try different builds from time to time to try to optimize my experience as a player. Now where do I get the gear I need? Dungeons of course, if I don’t want to pay to craft them.

So as you can see, it is not just as you said HAVE TO HAVE. There is a purpose behind it.

I would like a more challenging end content for PvE as well. Before the introduction of megaservers, I used to solo champs or duo with a friend and at the time that was enough to entertain us, but now with the maps full and people farming everywhere, it is almost impossible and discouraging to see people pressing 1 in a rush before the “zerg” melt the champs in a few seconds. Now if I want a challenge go duo AC and HoTW exploration or even CoE story but still I think it is due time the game introduce something different than Living Story.

It is and it makes a small difference. Ascended is pointless gear outside of fractals. Its a gear with a bit bigger stats for a sake of a bit bigger stats and as such its not a requirement or must have in any way. And its redundant.

You can get greater variety in stats outside of dungeons. I dont know which game are you talking about because you certainly dont have to run single dungeon for any stat combination. Opposed to WoW where you either farm same dungeons/raids or quit the game. Because if you fail gear check youre out anyway. Thats what HAVE TO HAVE means.

There is as much challenging content as is warranted. If pretty much nobody wants to do challenging content its not worth making (no, bribing players to do it is not the proof of any kind, and even with all the bribes not many people do it anyways)

Ascended gear isn’t completely pointless, also there is one additional factor ascended gear has more than it’s 5% increase of stats. Ascended stuff has an infusion slot, meaning you could with a full set of ascended, you could get a number of stat increases using the infusion slots. They don’t have to be used strictly for agony resistance.

2 groups that wish for 2 different end-game's

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

I feel that a lot of reward structure feels broken. Whether because they’re trying to make something “difficult” to get, or just because it was literally broken á la Final Rest which for the longest time just felt like a rumor because it almost never dropped. Then one day it started dropping properly and it dropped from a 50G weapon, to a 5G weapon.

Just give everything a non-rng alternative to everything. Personally I’d rather have something behind a grind-wall than pure chance wall. At least if I know there’s a non-rng alternative I will eventually get it. Where as when something is just behind the RNG barrier, there’s no guarantee you’ll ever get it. This has been proven time and time again with chests, bags, etc. When an object supposedly has a 1 in a thousand chance to drop and someone opens 2,000 bags and still doesn’t get it, the system proves itself to be significantly broken. Sure someone will say that others were opening the items around the person and that the 1 in a thousand chance covers all players, but that’s why the system feels so broken. If someone puts the work in to get 2k bags (like at halloween and this HAS happened) and they don’t get that RNG locked item they’re going to be upset. RNG locked rewards is broken, to prove this take into consideration this, if you could only access a piece of content, dungeon/map/instance on an RNG based chance, 1 in a thousand, and you could NEVER get in, would you be happy about it? Would ANYONE be happy about that?

2 groups that wish for 2 different end-game's

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

I skipped over a few pages (because frankly I got tired of the back and forth) but there are more than just people who play a piece of content for the reward/bragging rights, or just for the challenge. It’s more than just a spectrum too. You have those who play for the lore, you have others who play purely because of the social aspect (they play because their friends do), others play for the fun of it.

I don’t see anything wrong though with challenging content that provides an equivalent reward. If I just finished some extremely difficult challenge, whether it’s a dungeon like TA:AE, the 50th level of Fractals I want a reward that makes me feel like I didn’t just waste my time. People just don’t feel good when they spend the time on beating the challenging content, then the games just like “Hey! Here’s some green items and some blue ones.” The sames greens and blues you could have just went and done any world boss or champion to get in the first place for 1/3 the work. Even if you enjoyed the content, it feels like you were cheated when you’re “awarded” with items that you could have easily gotten anywhere else, and people don’t like to feel as if they were cheated.

That’s just my opinion, I don’t only play for the challenge, nor do I just play for the reward aspect of it all. I play for a mixture of reasons, usually just for the story, but sometimes I play something because it challenges me (Mad Kings Tower), or when I want a particular reward (farming fractals). It gets frustrating if you want something and your chances to get it are locked behind a one in a thousand RNG that you don’t get while others get it multiple times.

Flamethrower Damage Counter

in Engineer

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

for a second i thought you meant the auto attack never ends and it’s just a continuous stream of fire. my hopes were shattered.

This new damage counter style makes it seem so, it’s like a chained attack damage counter, but I’ve only seen it on flame jet.

Flamethrower Damage Counter

in Engineer

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

I’ve noticed since the April Feature Pack that the flamethrower’s number one skill “Flame Jet” that the damage count is significantly different. Before the update the counter would continue to count upwards until the end of the attack. Then when a new attack starts it would start from zero again. However since the April Feature Pack I’ve noticed if you continuously use Flame Jet such as having it set for auto attack the damage will continue to count upward until something breaks the attack. I’ve seen it get upward toward 20k of damage on the counter.

Anyone know if this is an intended change or a rather interesting and cool bug?

(edited by GabrialDestruir.3915)

Costume Vendors Please!

in Suggestions

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

I’m sure a lot of people who came from GW1 are wondering why is there no costume/hat Vendor? This was a major thing in Guild Wars 1 that allowed players to take hats from events and “deposit” them to the vendor so that said vendor could recreate the hat at anytime in the future.

For Guild Wars 2 there’s a lot of skins/hats/costumes in the game but a lot of them you can only use once, and if you decide not to use them they take up a lot of space.

We need a vendor where we can take our account hats/costumes/skins and deposit them so we can retrieve account bound versions back as we please. This way a skin could be reusable by a player as many times as they want after they acquire it. At the cost of the original item being destroyed in the process.

At the very least it would be nice if skins earned through meta-achievements showed up with skins earned via Achievement Points, this way we could reuse meta-achievement skins as we please like we can with AP skins.

Please add "You've been kicked by..."

in Suggestions

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

The problem is to be kicked you have to be voted by at least two additional members, not just one. So they’d have to list both those members and if they kicked you chances are the whole party was in on it especially if they were all the same guild.

Guild Improvement Requests

in Suggestions

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

The way I see it is as long as this thread can be kept on the front page long enough then perhaps Anet will actually pay attention. Sure it’s optimistic, but the least we can do is try and hope that someone at Anet sees the purpose behind having these sort of things. Even if it takes a year before they implement them (such as with the LFG feature) these are all features that should be considered for future updates. They improve functions of what could easily be considered a vital part of the game. (After all the game is called “GUILD” Wars, and most of these are features that I personally feel should have been there from day one anyways.

So if you actually support these ideas I say feel free to post here supporting them or giving your own ideas for features that would be useful to the existing guild system. I know a lot of people want things such Capes and Guild Halls etc, but I don’t feel that’s what this thread should be for. It’s more for functionality of guilds that could be improved to improve quality of life within the game.

many good ideas, the megaphone seems a bit abuseable though.

It could be abuse-able. If the megaphones were to be added I feel like there’d need to be a permission for a user in the guild to be able to use it. Otherwise it’d just take one bad seed to screw with the entire guild. But it’d still be extremely useful if it was something you could use during things like guild missions.

On our own missions for example when we do bounties we use terms like slow dps or stop dps to attempt to control the flow damage done to the bounty since we only do the bounties for commendations. If a bounty gets triggered early we want everyone to tag once and stop dps that way all members of the guild can tag it for the reward before we kill it. But since a lot of people do not pay attention to the chat you get about 15 people shouting “STOP DPS” while all the people not paying attention to chat keep attacking. This leads us to having to do two or even three bounties sometimes even though we’d rather do the one then move on to the next mission.

Guild Improvement Requests

in Suggestions

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

  • Guild Mission Control – It would be nice if this actually prevented people without it from triggering an on going mission. As it is people without it can trigger a mission which can screw over people who haven’t arrived.
  • Last Logged In – This should be shown for all members in the Guild Roster
  • Last Repped – This should be shown for all members in the Guild Roster
  • Activate on Build Completion – Helpful for guilds who have buffs setup to run full time. Could be a toggle perhaps?
  • Message Of The Day – Show this in chat on login so everyone can see it.
  • Fix History Auditing – Guild History will sometimes hide behind “…” for hours or days at a time making it impossible to see what happened.
  • Don’t clear Guild chat when switching between characters repping the same guild.
  • Guild Megaphone – Would send an announcement to all guild members (repping or otherwise) would be useful for arranging guild missions or events. This message would flash across screen like update notices or invasion notices (maybe a different color though)
  • Map Guild Megaphone – Like above but only works for guild members on the same map.
  • Better Guild Roster ordering – It would be nice to see all non-repping members below the repping members but above offline members.
  • Tagged Guild Chat – Let’s you see/chat with any of your guilds maybe using things like /guild1 /guild2 /guild3 etc to organize them.
  • Improved Guild Bank Levels – Add additional permissions to use the deepcave instead of just using the same permissions as trove.
  • Guild Wide Mail – The ability to send a mass email to all guild members online and offline for use as guild notices.

Fractal of The Mist Influence

in Fractals, Dungeons & Raids

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

Seems that there are no good answers as to why Fractals don’t give influence.

Fractal of The Mist Influence

in Fractals, Dungeons & Raids

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

I think it’s tied to the fact that fractals work like personal story, and aren’t seen by the game as a ‘dungeon’ in sense of game’s mechanics.

Possibly, but personal story still gives influence upon completion at least according to the wiki . If it were applying that Story Line 2 Influence/Person it’d be nice if they could tweak that for the varying hardness of Fractals. Example Level 1 gives 2, 2 gives 4, 3 gives 6 etc. This way as people progress they’d be able to bring in more influence for their guilds. Possibly cutting off at 10+ which would give 20 or something like that.

Fractal of The Mist Influence

in Fractals, Dungeons & Raids

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

This is something that’s been brought up a few times in our guild, we’re not receiving influence anytime someone participates in Fractals instead of events, regular dungeons, etc. Our guild leader estimates that our generated influence has dropped by 5,000 since users have started participating in the FoTM. This is counterproductive to a guild that requires a lot of influence to produce buffs, banners, etc. This is a major flaw for easily one of the best designed (save the d/c issue) dungeons in the game.

So my questions are as follows:

Is this something that’s intentional giving no influence to those are representing a guild?
If it is intentional is it possible to get it changed so fractals give influence?

Is this some sort of bug that just hasn’t been noticed yet?
If it is a bug is there any eta on when it’ll be fixed?

If it’s merely an issue of not knowing when to give influence, I’d suggest that perhaps 1/3 (or 1/4 depending on level) of your normal dungeon influence be given after the completion of each fractal, this way when someone completes all three (or four, depending on level) they get their normal influence, but someone who completes one and gets disconnected or something isn’t left out.

Downloaded Another Patch No Notes

in Guild Wars 2 Discussion

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

Well all things considered, the past few patches have made noticeable differences in regards to Halloween events. For example a patch yesterday nerfed the chests in Mad Kings Lab, while buffing the mobs within Mad King’s Lab. However neither of those patches had actual patch notes to go with them.

Really ANet? Really?

in Halloween Event

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

I never received a message about the update…. just got booted from game….

The new build is up!

in Halloween Event

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

75% GIVE ME ALL THE SPEED! Faster! Go Faster!

The new build is up!

in Halloween Event

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

They need to add Peer to peer in there update system lol

I could just see this going wrong somehow, or people still complaining about it…. heh.

Forced colors in WvW (same vain as no names)

in WvW

Posted by: GabrialDestruir.3915

GabrialDestruir.3915

Introduce capes into the game, every cape gets a “forced” background color based on server color, then you can show something like the Guild Logo on the cape. Everyone gets their own colors. This would increase information transferred to each by one information slot, using the example above, you’d have something like:
Cape Item#xxxx #color432 (green)

Then you could just download and cache all current guild logos when you first warp into WvW. Then when the client processes that someones from Guild 1 it just has to look up the logo from the cache for Guild 1. Except for maybe one or two items that would get added to the feed about the capes “forced color”, everything else would be handled client side.

Edit: Also on another note, if it were such an issue to display custom colors for players, and it really caused so much lag, they would remove the ability to see the custom colors of a player from the same server. If we could introduce something like capes that I mentioned, or a better method of enemy recognition I see no reason why we shouldn’t be allowed to see custom coloring of enemies.

(edited by GabrialDestruir.3915)