[FINE] – Northern Shiverpeaks
Showing Posts For Galneon.5096:
[FINE] – Northern Shiverpeaks
There are a lot of people saying this gear will only be more useful than exotics in dungeons (if you for some reason don’t consider better stats a WvW advantage) because of the anti-agony infusions mentioned. Those would be “defensive” infusions.
The problem? The article mentions “offensive” and versatile “omni” infusions. Offensive infusions likely have nothing to do with agony and will grant an advantage to other PvE elements of the game, and WvW is PvP with PvE rules.
“There are multiple types of Infusions and Infusion slots. In November, we’ll introduce Offensive, Defensive, and Omni Infusions of Fine rarity from new Mystic Forge recipes. Infusion upgrade types must be paired with their like slot, with the exception of the rare and versatile Omni Infusions which can be slotted into any type of Infusion slot.”
[FINE] – Northern Shiverpeaks
I once was attacked while using a catapult by an 80 stealth thief. I was burst down before I could get off the catapult. As a mesmer, I managed to teleport away and down him from full and finish him from the ground to rally.
Yes, downed state is broken in WvW. It and resurrection should be removed from WvW. They cheapen the entire experience and allow large groups, in particular, to play poorly and not suffer for it.
[FINE] – Northern Shiverpeaks
I wish they’d remove resurrecting defeated players AND downed state, but sadly, that would only fly for ‘hardcore’ servers and GW2 is decidedly not a hardcore game. :/
[FINE] – Northern Shiverpeaks
I have an Asura and my greatswords are longer than my character is tall. I don’t know how someone could consider them too small.
[FINE] – Northern Shiverpeaks
Let us turn off the Explorer Completion Star! It's a handicap!
in Suggestions
Posted by: Galneon.5096
This issue needs the attention of a developer. It would be so simple to change, and if they realized the WvW implications first-hand, it would have been fixed by now.
[FINE] – Northern Shiverpeaks
You guys are stupid… Simply put culling is a form of clipping! Maybe if you read the link you would of learned something today.
Your ignorance presents a golden opportunity for you to learn something today: it’s "should have,’ not “should of.”
Have a nice day at school tomorrow. You can tell your computer teacher your last lesson was the night before on a forum where you tried to look smart but came out of it an insolent fool.
[FINE] – Northern Shiverpeaks
It’s not a clipping issue, it’s a culling issue.
http://en.wikipedia.org/wiki/Clipping_%28computer_graphics%29
Just doing my part and helping fix world stupidity… It’s an epidemic!
Nice try, kid. It would be a clipping issue if the player models existed but were improperly hidden by other objects in the scene, or purposefully hidden for an extended period of time merely so the textures have time to load. This is a culling issue rather than a clipping issue because culled models do not exist at all. There are no models to clip until milliseconds before the fully textured model begins to fade into view.
Thoughtless links to Wikipedia articles when you don’t know enough to attempt to argue your case like an adult… It’s an epidemic!
[FINE] – Northern Shiverpeaks
It’s not a clipping issue, it’s a culling issue.
[FINE] – Northern Shiverpeaks
Anet tweaks the way culling works virtually every patch and have been doing so since release, though the notes contain nothing about it. I began playing in September and culling in WvW has only gotten worse with the tweaks made to it since then. Most of my friends agree. I’m skeptical the 15th will really offer a ‘fix,’ as it will be at best an ‘optimization’ as culling is a design problem, not a bug.
Please cite your source.
[FINE] – Northern Shiverpeaks
No. This would make cultural armor all the more common (and who would keep the stock modifiers even if they were exotics?), and 63k karma for T3 cultural weapons is extremely inexpensive. Far too inexpensive for an exotic.
[FINE] – Northern Shiverpeaks
There’s a much more significant issue with the star than its soulbound vs accountbound status. The star is a horrible handicap in WvW.
[FINE] – Northern Shiverpeaks
Let us turn off the Explorer Completion Star! It's a handicap!
in Suggestions
Posted by: Galneon.5096
The 100% completion star is a major handicap in WvW and should be either hidden from opposing worlds, or set by toggle like the Commander tag.
1. You can see it through walls even if you can’t see the person’s nametag.
2. The star appears over mesmers, but not their illusions. This means you can easily identify the real mesmer among his or her clones, a HUGE disadvantage in WvW where most people don’t know to cycle targets and look for food buffs and the like.
3. The star makes zergs target you first, and it makes lone players or small groups cower in fear and run from you upon seeing that you have a star and likely are in full exotics.
The star is broken and is an unquestionable penalty for mastering the game.
I will be stuck at 99% map completion indefinitely because, as a mesmer who is into WvW, I’d be putting myself at a permanent disadvantage by ‘earning’ a star over my head. The cognitive dissonance created by my clones would be all for nothing.
Please fix this unintended handicap. It’s keeping a lot of WvW enthusiasts from their legendaries.
[FINE] – Northern Shiverpeaks
I’ve had fun getting double teamed by EB and NSP all week. Watched zergs run by each other just to tag us.
People cry about this every match-up and it’s rarely the case. The zerg is typically a mindless thing. With the rendering issues and follow the leader mentality, they will occasionally bypass one another for the primary objective. There’s no organized cease-fire. It’s not a conspiracy.
[FINE] – Northern Shiverpeaks
I’d love to see downed state totally removed from WvW. It makes a joke of the gravity of the situation and is a deterrent from skilled solo play.
[FINE] – Northern Shiverpeaks
At 1 point the issue wasn’t there. They introduced culling to enable the game to run on lower end machines. As for it being addressed I’d actually argue its getting worse. Its worse now than it was when they first introduced it and this is after patches that were supposed to make it better.
I agree, it’s gotten worse.
They silently tweak culling pretty much every patch. Many will remember the patch that introduced a bug causing some users to be completely blind to opposing worlds’ models in WvW. It was addressed in a hotfix a few days later but was obviously a product of tweaks to rendering/culling. There have been a few tweaks since then, and for me, since I began playing in September, it’s only gotten worse and worse.
Even NPCs in sparsely populated cities like Rata Sum take longer to appear. Try waypointing to the center waypoint in Rata Sum and see how long it takes the bankers and traders to appear. This didn’t use to be a problem.
[FINE] – Northern Shiverpeaks
The point is a thief gets a bonus 3-5 seconds of stealth AFTER his cloaking abilities expire because of the way the engine renders player models. For the purposes of fighting other players, stealth abilities last significantly longer than the tooltip duration specifies because of an engine flaw.
Let’s not make this about class balance. Balance is not the point at ALL. Stealth is simply a boon with unintended benefits (a significantly lengthened duration) caused by the engine’s deficiencies.
Imagine if stun took an additional 3 seconds to wear off against other players. Imagine if Time Warp gave 15 seconds of quickness due to an engine flaw rather than 10. That is the problem with stealth in WvW.
[FINE] – Northern Shiverpeaks
FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: Galneon.5096
“Its a good start but its still too tight for a 27 inch wide screen monitor. A slider that goes up to 100 would be nice”
1. It doesn’t make a difference what size your monitor is, it’s the aspect ratio that determines what FOV is technically correct (scaled from the standard of 90 degrees at 4:3), and the new FOV is quite fine for 16:9.
2. The FOV is at least 100 now. Such a slider would go from 90 to 120, possibly with a lower maximum in the interest of not being too revealing of surroundings.
Edit: If anyone was wondering, assuming a 4:3 FOV of 90 degrees, 16:10 would be 100, 15:9 would be 103, and 16:9 (1080p) would be 106.
Edit2: Actually, because this is vertical FOV and not horizontal, the custom values would be different. 100 would in fact be far too high to be usable at all.
To get vertical FOV corresponding to 100 horizontal at 16:10, you’d need 74. For a vertical FOV corresponding to 106 horizontal at 16:9, the value is actually the same: 74.
[FINE] – Northern Shiverpeaks
(edited by Galneon.5096)
FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: Galneon.5096
There IS a Great Pumpkin!
So much better.
[FINE] – Northern Shiverpeaks
There is no other time when artificers hold any advantage whatsoever. It’s one of the worst crafts. Let us have something.
[FINE] – Northern Shiverpeaks
It’s a significant WvW issue. How someone could cry about this issue getting more attention is beyond me. Go white knight in a less constructive thread.
[FINE] – Northern Shiverpeaks
Cinder: It isn’t important, as I tried to make obvious with the first sentence of this thread, but I do want to make it clear that it is indeed a mistake so that it isn’t shrugged off by anyone at Anet who may actually read this. That’s why I presented an argument against the rationalization that it makes sense on the wrong shoulder. I mean no offense to Byrko.
This is just a game, yes, but while there is a gameplay reason why our characters can be resurrected once killed, there isn’t a gameplay reason for this particular design decision. I don’t think “just a game” is relevant in this case.
Anyway, I don’t expect this to be fixed, but it would be nice. If anyone cares, what we’re talking about really pertains to spaulders and pauldrons as epaulets are merely decorative.
[FINE] – Northern Shiverpeaks
As an owner and user of swords, that’s incorrect on all counts.
If someone attempts a cut the way you’ve described, they simply don’t know what they’re doing. The lead shoulder is at virtually all times more exposed during an attack because a heavy blow comes from the the back shoulder across the body in the direction of the lead shoulder. If you’re right-handed, the direction of the blow will knock opposing weapon(s) to your left, effectively clearing your back shoulder of threats. If you’re too slow and the opposition is also in an orthodox stance (most swordsmen are right-handed just like most boxers, and in the orthodox stance the left foot leads), he will counter with a blow on the lead side of your body where you lack shoulder protection when wearing armor on the wrong side as GW2 characters currently do. Using the shoulder armor offensively is Hollywood fantasy or a product of watching too much NFL.
The shoulder protection on the wrong side is a simple oversight that needs to be corrected. It cannot be rationalized.
[FINE] – Northern Shiverpeaks
Please do something about this. As a mesmer, getting this star would only hurt me in WvW as it would make it obvious which clone is actually me. The star should be a reward, not a penalty.
It doesn’t only ruin mesmers, though, as it can be seen through walls when name tags cannot.
[FINE] – Northern Shiverpeaks
There is no issue of greater importance in the game today than this problem.
Well, maybe that isn’t so, but this shouldn’t be hard to fix. Most, maybe all, of the epaulets in the game that only affect one shoulder are on the WRONG SIDE. This means when in combat stance, the epaulet guards the BACK shoulder, serving absolutely no purpose in combat where the point is to protect your front-facing shoulder from incoming blows. This problem plagues all Asura cultural light armor and much more.
See the screenshot below:
[FINE] – Northern Shiverpeaks
