Territories would not just work for gliding; they could also function perfectly as the boundaries for defense events. Currently, killing an enemy 50ft from an objective they were trying to capture will not earn you defense credit. The current boundaries for defense events do not account for the fact that fights over objects can move off the objective or take place nearby. I sometimes find myself killing an enemy 20ft from the walls of our contested keep without getting defense credit (because I’m barely out of range of the event).
Can territories be used for defense events in some fashion? Defense events are a poor source of rewards in their current state, but this small change would at least be a start to improving them.
What about Sweet and Spicy Butternut Squash Soup? This is the only viable alternative to Seaweed Salad, but it’s price is ridiculous. I hate using Seaweed Salad because having to constantly “wiggle” your character is really annoying, but there are no other options. The nerf to seaweed salad didn’t remove the annoying character movement it requires despite leaving power builds with no affordable alternative (at least to my knowledge). Removing the need for annoying character movement was supposedly the reason behind the Seaweed Salad nerf, but nothing has changed for players who want affordable food. Please either change how Seaweed Salad works or reduce the price of Sweet and Spicy Butternut Squash Soup.
WvW has some of my least favorite daily achievements in all of GW2. Most dailies you can get pretty reliably in a short amount of time, while a couple of the WvW dailies can literally take hours to get (if you can get them at all). Having both World Ranker and WvW Keep Capture as dailies simultaneously is so frustrating.
WvW Dailies that annoy me and why:
Daily WvW Veteran Creature Slayer – This one isn’t the worst, but it’s frustrating when you just want to get it over with and have to end up afking 10 minutes so a PvE mob can spawn. Why is this a part of WvW?
Daily WvW Keep Capturer – Often impossible to get because every keep in the game ends up getting T3 upgrades, making them impossible to flip for large portions of the day. Why is something so inconsistent a daily achievement? I’ve spent hours trying to get this daily before to no avail. You often have to significantly outnumber your opponents to capture a keep which just isn’t always possible. Also, why doesn’t SMC count towards this daily? WHY?
Daily World Ranker – You have to get 5k – 10k WXP which, depending on your match-up and time of day can take anywhere from up to 2 hours. Most dailies in the game take 1 – 15 minutes to get, so why does this one take such an unbearable amount of time much longer? I often find myself having to quit playing WvW just before ranking up to make Daily World Ranker easier the next day…
How to fix these dailies:
Veteran Creature Slayer – Just remove this one.
Keep Capturer – Remove this one unless keeps are made easier to flip in the future. At least make SMC count towards this daily…
Daily World Ranker – Reduce this one to 2500 WXP so players can get it guaranteed in a reasonable amount of time (even during times of low activity).
I’m not sure how to respond to this other than.. well.. [i]maybe you shouldn’t be teleporting around but use the same technique everyone else is using.
As stated above, many other professions have teleports too (including other Guardians using the sword blink). Thieves may have an extra dodge, but Elementalist’s stuck in a test a faith do not. This problem just hurt’s thieves more as they tend to be more glassy and rely more on teleports. Also, if I’m knocked down/stunned inside a test of faith and taking massive damage, how do you propose I dodge out of it? Sometimes Guardians stack up all of their traps in one spot, and even though this is usually a moronic choice, a Dragon’s Maw on top of a Test of Faith makes it literally impossible to dodge out of the trap and avoid taking the Threshold damage.
Possibly the more interesting question is whether this is actually intended behaviour of the skill. It may be intended to be a kind of ward against teleportation as well as a physical blade barrier.
I’m pretty certain it’s a design oversight. The same thing is a problem with Ring of Warding/Line of Warding. I’ll teleport over these barriers and still get knocked down by them even though I never touched them. Test of Faith is just the worst instance of this problem since the random knockdown usually doesn’t get me killed.
If not… it might be that the issue is that the teleportation skills need to be redesigned. ToF is doing it’s job “damage anyone who crosses” perfectly: the problem is that teleports are programmed as being fast movement from A to B.
Yes. Though an easier solution would probably be some kind of workaround (largely leaving teleports the same) as a complete overhaul to how teleports function might not be feasible. Perhaps during the .001 seconds (or however long the fraction of a second is) your teleporting they can make the player invulnerable?
Accessibility in terms of “Hey, my 5 man Fractal group wants to try raids, but we can’t find 5 other players!” is also something we talk about. It’s just a much more difficult problem to solve.
This is a major problem for me and my friends. I would love to do raids, but haven’t done them in months since my raid grouped dissolved out of nowhere.
Through a design oversight, Test of Faith has been broken since it was added to the game. Anyone who teleports/blinks across Test of Faiths threshold is still hit by the punishment damage that should only be hitting players who run across it. This makes the trap impossible for Thieves to counter without a dodge-roll (which believe it or not sometimes we don’t have). A teleport should bypass the threshold, not make you move through it instantly (as it apparently does).
This is design oversight punishes Thieves for using Shadow Step and Steal against Guardians and when these utilities should be a means to bypass obstacles such as Test of Faith. Please fix this problem so I’m not punished for using my skills the way they were designed to be used. Thanks.
Definitely These:
Amalgamated Gemstones
Milling Basins
Essences of Luck (since these are actually used in crafting recipes)
Shimmering Crystals
Tenebrous Crystals
Blood Rubies
Petrified Wood
Vision Crystals
Philosophers Stones
Mystic Crystals
Doubloons
Maybe These:
Reclaimed Metal Plates
Chak Eggs
Mystic Forge Stones
Golden Fractal Relics
+1 Agony Infusions
I’m finally enjoying Fractals after years of finding dungeons and fractals boring. The recent changes to Fractals have all made them far more interesting and engaging. If you find tier 4 fractals too difficult, then do NOT play them as they are clearly not made for players like you. Fractals multiple difficulty levels, and the high level fractals are designed for players who run decent builds and understand the mechanics, as they should be.
Literally happened 10 times in one game. Teleporting 3 feet onto a downed player is asking too much I guess….
This has been happening numerous times while playing sPvP. I’ll have target and use either Symbol of Blades or Judges Intervention to teleport to a foe, but the skill will leaves me standing in place while going on full cool down. There is almost certainly a path to target every time, as I could easily have just walked to my foe without jumping, falling, or getting stuck on the terrain. Often I’m just trying to teleport onto a capture point while standing just off to the side.
This problem doesn’t happen every time I use one of these skills, but it can occur up to five times in a match and is enough to throw fights and get me killed. Again, I’d like to stress that I’m using these skills with a target and in areas where I should have a path to the target. Sometimes the teleport will work and sometimes it won’t. It doesn’t seem to matter where I’m using it. It’s very unpredictable.
Please address this issue.
Seriously, why? I DC for the first time in months while PvPing (losing an easily winnable game because of it) and the dishonor system wastes even more of my time just for having bad luck. I even reconnected before the game ended… Why does your system punish players for having horrible luck one time during a PvP game???
Why do players not lose target with channeled skills such as rapid fire when their target goes into stealth? Most range skills in the game will countered by an enemy entering stealth, but a rapid fire that’s activated right before the enemy enters stealth can still land every shot, dealing thousands of damage from a range of 1500. I can move around randomly while stealth, but rangers still track me around with their longbow as if they can still see me.
I’ve died numerous times to rangers intentionally or unintentionally taking advantage of this and it just makes no sense. What is the point of stealth if you enemy can still easily hit you for thousands of damage without having to know, or even guess, where you are at? Why should I still have to use evades to avoid ranged damage while stealth? Please fix this ridiculous problem.
The update to make the accumulated ley-line instanced for players completely broken this event and the associated Thwart the Inquest achievement…
I’ve been trying to get the Thwart the Inquest achievement numerous times now. Not only is it IMPOSSIBLE to stop the inquest from getting any ley-line magic, but with 2 people (running full dps) the event fails EVERY TIME. 10 golems spawn at a time, many with large health pools and break bars, making it impossible to kill them while running the ley-line magic.
Please fix this event. It’s extremely frustrating and unfair that a once easy achievement can no longer be completed because of unforeseen consequences of the redesign. And the scaling is just awful (2 players should be able to at least complete the event). 8-10 golems spawn at a time even though it’s just me and my brother attempting the achievement…
Why not at least add bank access to each WvW maps if you’re going to do yet another pointless change such as this? Why is there bank access in the PvP lobby but not WvW????
The ability to reconnect to instances and even open world maps (since there are often numerous different copies) has been needed for ages. Have no idea why it isn’t a priority since DCs/crashs plague so many players. :/
Meh, glad Charr boobs are a priority for Anet, but when it comes to wasting hours of my time (and invalidating my currency) with a badly communicated change they are completely silent for days.
This change wouldn’t be so bad if they had just communicated about it properly, but no. Apparently they have learned nothing from the days when they changed karma and champ loot.
Why are they even wasting time changing the acquisition of OLD legendary weapons. Many players already have acquired them, so it’s unfair to people who are late to the party.
What a pointless and completely unfair change.
I like it how it is and want more revealing female armors.
Likewise. I like my characters to look sexy in games. Personally I’m tired of being chastised for that preference.
Yeah, well there are plenty of options for you and very little for players who don’t want their female characters to have revealing armor…
darn anet, i have now 165k badges that i have no use for, why didnt they call me personally that this change will happen, i could’ve bought a stack of these gifts ready for legendaries i will never craft
Yeah, that’s what everyone wants. To be personally contacted.
They’ve made mistakes like this before and promised better communication in the future, and they have failed to do so yet again. Asking for a single dev post on the official forums to warn us about changes that impact currency we have spent time earning is not asking for much. Instead they bury the warning in patch notes 18,000 words long, and, big surprise, many people didn’t get the memo.
This is a good change, Anet has always intended for people to have to do WvW for there Legendary grind, and when they put badges in achievement chests they removed the need for WvW, as well as removing WvW map completion entirely. Now that it’s a reward track people once again have to WvW. You don’t see WvW or PvP players crying about having to do PvE map completion when map completion was removed from WvW maps.
WvW/PvP players aren’t crying because legendary weapons have always been mostly tied to PvE (and Anet has made even made some changes to help PvP/WvW players acquire legendary weapons). It’s not like Anet suddenly increased the amount of PvE required to make a legendary weapon while simultaneously invalidating currency previously earned in PvE with virtually no warning.
I love how there is a complete silence from ANETs side. It is obvious that this change upset a lot of people (i suspect more will come in the future). I guess many of us would like to know why this change happened in the first place. I love GW2, but this is kind of spoiling the game for me. Also, why can they respond on the account bound BLskins topics (which is highly controversial too), but not respond here? I just dont get it..
The number of players who have the resources to make legendary weapons is, I’m sure, rather small compared to the overall population of the game. Honestly, Anet can probably just safely ignore this issue if they want to, which is rather unfair to the more dedicated players it inconveniences.
Honestly, if I had at least been given a proper warning I wouldn’t be complaining (although I still think it’s completely pointless to change the acquisition of [nearly] 4 year old legendary weapons.)
two words…..reset night
problem solved
Assuming you have max participation, you get +195 points every 5 minutes. You need 20,000 points to max a WvW reward track.
Assuming max participation: IT TAKES 8.5 HOURS TO MAX A WVW REWARD TRACK FROM PARTICIPATION MINIMUM.
It doesn’t matter if you’re playing reset night or with a random zerg, you’re not going to get points any faster. It’s ridiculous I have to grind with a zerg for 8.5+ hours to get something I could have just bought instantly 2 days ago. I want to unlock the new armor skins, not waste time on a Gift of Battle…
And Anet’s “warning” was buried in 18,000 words of patch notes. I check R/gw2 most days and read all dev posts, yet I still didn’t get the heads up.
Edit: clarification, minor syntax
(edited by Gilburt.9146)
Yes, the boob breastplates just don’t work imo.
Eh, I want a way to get more mystic coins, but even getting 1 mystic coin per adventure per day would likely make them valueless. Right now we only get 20 each month. Even 1 mystic coin per adventure per day is an obscene amount compared to the amount currently being created by active players.
That being said, adventures are in dire need of a massive reward buff. Events and Hero challenges rewards tons of tokens and loot while adventures feel like they give nothing in comparison.
I used to love playing adventures each day, but now that I’ve played them a lot and am more interested in rewards they feel like a waste of time.
And while I’m here, jumping puzzle rewards as well Anet?
1. The rewards past diamond are not interesting (no more tickets even).
2. The leaderboard only shows the top 5 players.
3. Only the players who grind the most pips are on this leaderboard.
You would think legendary division would be the most competitive, but instead it’s where players stop caring.
Why not replace legendary division with obsidian division and then allow a limited amount of players (100-250?) in obsidian division to qualify for a legendary badge (and a place on a legendary leaderboard) based on how well they play (rather than how much)? Better rewards would help as well. This might actually make the higher divisions more competitive and interesting rather than a pip grind for 5 people…
If you have time to read an email, you have time to check the forums for the update. If you really don’t have any time at all to do that, then how do you have time to play Gw2?
Because the April patch notes were totally the same length as the average email? No, they weren’t…. Expecting every player to read the full patch notes for a one sentence warning is ridiculous (especially for a patch the size as the April update).
There was a warning. You just didn’t read it.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-19-2016/6102561
Also, once the reward tracks feature exits beta testing, the Gift of Battle legendary crafting component will no longer be available as a vendor purchase and will be earned via its own reward track.
A buried warning in a wall of patch notes. These were some of the longest patch notes ever released. Sorry I didn’t read every line of them… Patch Notes are not where I should have to go to read a warning about upcoming changes.
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Why? Just…. Why?
Added the Gift of Battle Item reward track and removed the vendors that previously sold gifts of battle.
Seriously? I’ve played hundreds of hours of WvW in the past, but now the thousands of Badges of Honor I’ve earned are completely worthless if I want to make another core game legendary? Who was asking for this change and why was there no warning?
Edit: A “warning” hidden in patch notes that are 18,000 words long is a terrible warning…
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Died because an updraft was broken and wouldn’t launch me in the air. Had to afk for 8+ minutes while my friend soloed the rest of the fight. Thanks Anet.
I don’t know why “Dragon’s Watch” is a choice? Why would they be watching anything for a dragon? Dragons are by and large their primary enemy. The apostrophe gives a possessive that implies that the group are working for dragon rather than against them. Grammar makes all the difference there.
Dragon’s Watch makes perfect since.
Watch: vigilant guard, as for protection or restraint.
Dragon’s Watch is a guard for the dragons, to “restrain” or stop them in this case.
That being said, I don’t really care for any of the names. Dragon’s Watch is the least cheesy I guess. It makes me sad though because I don’t particularly want the future of this game to be centered solely on the elder dragon’s.
Dragon’s Watch is the only name that really thematically describes the group. The Unbroken and Eternity’s Guard feel like they could describe any hardy group of good guys and don’t sound particularly interesting.
In retrospect, this is actually causing the daily login reward to be worth significantly more to players who wish to convert mystic coins to gold.
Not so nice for the players who need the ~480 Mystic Coins to craft a HoT Legendary… :/ Literally 2 years of just waiting for login rewards, so of course people dish out the absurd amount of gold mystic coins cost…
TL/DR: Meta Events (Gerent, VB Night, Octovine, etc.) seem to reward less than the event chains despite requiring more coordination and skill.
With the re-balancing of the rewards, meta-events that require player coordination seem far less rewarding than the regular event chains that require very little coordination. Why were the meta-event rewards left more or less the same while regular event rewards were buffed to the extreme?
(I’ll focus on Verdant Brink as it seems to be the worst case of this reward imbalance of all the HoT maps)
For example, play through daytime VB and you’ll get dozens of crowbars, ridiculous amounts of map currency, and tons of loot. Play through a T4 nighttime VB and you get a fraction of the crowbars, map currency, and loot.
Daytime VB gives massive rewards after each event, meanwhile nighttime VB only gives rewards after meta-event progression (3 crowbars or less depending on participation), boss kills, and the end chest (15 crowbars, delivered after all airship cargo despawns). An uncoordinated VB night rewards virtually nothing compared to daytime VB and even a coordinated nighttime VB still seems to reward significantly less than daytime VB. If you start VB night with no crowbars you’ll barely get to open any chests, while during the day you get crowbars faster than you can use them.
What gives? I can be playing a VB day and feel ridiculously rewarded (obscenely rewarded!!!….), and then suddenly night comes around and each event I complete gives me absolutely nothing. Then every once and a while I get a meta-event progress chest with no more than 3 crowbars (usually fewer). Finally the end chest comes around and it feels barely better than some of the “bigger” chests I get from daytime events. The only thing that makes the nighttime meta-reward special is the Bladed armor piece (which is a positive change I might add).
This reward imbalance seems to generally hold true on the other maps (Auric Basin/Tangled Depths) as well.
An uncoordinated VB night should be about as rewarding as VB day, while a coordinated T4 VB night should be more rewarding simply because it takes more effort on the part of the players. The same should be true of the meta-events on other maps as well.
I love being able to jump on Verdant Brink during the day and play casually and feel rewarded. I just want the same to be true of nighttime meta-events (which is one of my favorites).
We did want to add more ways to acquire accessories, and in fact added them as a rare drop to some of the daily chests. I’m not sure if we want to go all-in and make them directly purchasable for relics at this point, though.
In a game with relatively small maps filled with WPs, mounts are just a waste of precious development time.
I could see a few mounts added for a ranger elite spec, but otherwise I don’t see the point.
I don’t understand. Events and Hero Challenges both saw their rewards buffed to the extreme, yet adventures still reward virtually nothing. Despite this, their absolutely mediocre rewards are still time-gated to once a day.
Some adventures actually take a reasonable amount of skill to achieve Gold on, so why weren’t the rewards buffed? They always gave good XP rewards, so why was that the only aspect of them that was buffed? Why do adventures (and jumping puzzles…) have to be so unrewarding?
Edit: Can they at least give like 30-50 map tokens for gold?
(edited by Gilburt.9146)
These were the changes I was most looking forward to in the patch and they were completely missing.
We still have to rely on taxis to get on a decent map in Heart of Thorns, if the map is full you can’t queue for it (join spam… yay), and we can still lose our map by DCing for even 1 second.
Why is there no map IP browser? Why can’t my character be left on a map 5 minutes after a dc?
These are the problems that ruin HoT open world for me more than anything (nothing like DCing 1 hour into a Dragon’s Stand…) else and they weren’t even addressed in anyway in the patch I waited months for? I understand there are limits to what can be worked on at any given time, but I’ve never even seen these issues mentioned by devs. Will they ever be addressed?
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Please don’t have a unique title for reaching legend in each distinct season. Just have a tiered title system that rewards more prestigious titles the more seasons you have attained legendary division in (similar to the maxed titles title in the GW1). Having a title for each season is just bogging us down with a ton of titles that don’t feel unique or special.
Primordial Legend is fine since it marks the first ever season, but anything after that should only count towards a tiered title system. (Also, I’m fine with Exalted Legend as a name for a title. If people confuse it with a PvE title it’s not like they’d have a clue what it was anyway).
Examples:
Young Legend – Reached Legendary division in 1 season.
Legend – Reached Legendary division in 2 seasons.
Venerable Legend – Reached Legendary division in 3 seasons.
…?
Exalted Legend – Reached Legendary division in 5 seasons.
….?
Eternal Legend – Reached Legendary division in 8 seasons.
… More?
I like the theme of adjectives referring to time/age (eternal/young), or “status” (venerable/exalted).
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It just gets harder and harder to believe Anet has the resources to create and maintain enough content for Guild Wars 2. Dungeons, my favorite type of content, have been almost completely abandoned since shortly after launch. Despite the decision to support Fractals instead, Heart of Thorns launched with no new fractals. While the expansion had enough new skills between the elite specializations and Revenant, the quantity of open world content was small enough to be comparable to mere DLC. And now we have to wait even longer to get the legendary weapons we’ve been waiting on for years. Will the next expansion be as bleakly limited in scope as Heart of Thorns? It’s getting more difficult to believe it won’t be each day.
TL:DR GW2 needs systems in place to make DCs and Crashes more forgiving. I’m sick of missing out on rewards and fun.
About a week ago I had the perfect Chak Gerent kill. I was on a map organized by pugs playing in Nuhoch lane and we killed the Gerent in only a single burn (with maybe 2 seconds to spare.) Everyone must have worn their dps gear for once or something. This was thrilling as I hadn’t seen such a fast Gerent kill for months (last time was when I had been running in guild organized maps).
One minute later my internet died for two hours and I missed the entire event reward: The chest, meta event chest, everything. As it turns out the best Gerent kill I’ve done in months was a complete waste of time.
This is not the first time this has happened to me and my question is: Why are there absolutely no systems in game to make crashes and DCs more forgiving? Even a quick client crash or 2 minute DC is sufficient to make you lose a map IP forever or miss out on huge rewards.
• If I play Verdant Brink and can’t find someone to party with, I can lose the map IP forever if I crash/DC because I will be placed on a completely different (inactive) map when I reconnect.
• If I spend 90 minutes in Dragon’s Stand and crash 30 seconds before the Mouth of Mordremoth dies, I lose a huge significant portion of the reward even if I am able to return to the map a minute or two later.
• If I disconnect while in a full Tangled Depths, I lose my spot instantly to someone else and have to spam join on a squad mate to maybe get back on the map in time.
• Even dungeons and fractals have this problem. If you DC right before the end boss is killed, you lose the entire reward. I have missed an entire Arah reward due to a two minute DC before, for example.
These problems need to be addressed. Even with continuing efforts to reduce crashes or disconnects, I still have these issues maybe once or twice a week (Sometimes more. Usually quick DCs), and some people experience these issues much more frequently. With the significantly greater emphasis on open world content rather than instanced content in HoT, Crashes/DCs are more punishing than ever before. Is anything being done to fix these problems?
Possible solutions:
• Leave our character on the map for 3-5 minutes after a DC/Crash. This will allow us to receive meta event chests we might otherwise miss and hold our place on the map until we can reconnect.
• Add a map IP browser that shows a lists of all maps with event progress, our participation, and relative population (low/med/high/full) so we can select the map we want to join ourselves. This will allow us to either find a good map to play on without a taxi or find a map we were playing on before a DC/Crash.
• Let players queue for open world maps similar to WvW. No more spamming join on a friend.
• Make participation map bound rather than IP bound. Can’t rejoin an old map? Wasn’t completely for nothing at least.
• Automatically return players to the last IP of a map they played on when possible.
Discuss.
1. Make jump pads require more interaction to activate than just walking on them. (You should either have to jump on them or interact with them)
2. Floor panels should never break.
3. It should not be possible to walk or be knocked off the side of the map.
Getting instantly full-deathed by a single mistake or CC skill is the most annoying things about this map, and the above changes would do a lot to alleviate these issues. At the very least opportunities to die from fall damage should be limited a lot more than they are now.
Accidentally walking on a jump pad is also very annoying as well since it effectively disables you.
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Can we have the option to always show health bars above allies and enemies (under their name). Right now the health bar is only displayed if we mouse-over them and this makes it difficult to see who needs to be healed while in combat.
While it’s true your team’s health bars are displayed at the side of the screen, it’s challenging (for me, at least) to quickly determine who needs to be healed and where they are in the midst of a team fight.
Show all health bars would be a great option (for sPvP, not WvW imo) for the Competitive section in the options menu.
1. EXPLORE: Tangled Depths
2. META: Verdant Brink
3. REWARDS: Dragon’s Stand
4. STORY: Verdant Brink
5. VISUALS: Tangled Depths
6. MAP CURRENCY: N/A
7. ENEMY DESIGN: Tangled Depths
8. FAVORITE: Tangled Depths
The price for the expansion is $49.99. The cost to upgrade to the expansion is thus $49.99. The core game is now free to make it easier for new players to start playing. Whether or not the price for the expansion is fair considering the amount of content is a different discussion, but there’s no reason people who already own the game need to be charged less for the expansion. The core game is not included in the $49.99 price of the expansion.
It goes to the money hole.
Eh, I did post it in the general forums and it got moved here. :/
It’s been years and there are still absolutely no systems in the game to help players who DC or crash, despite these being extremely common issues. The problem is worse than ever now that more coordinated and lengthy open world content exists.
If you DC and aren’t in a party/squad, you lose your map IP and your participation.
If you crash 30 seconds before the meta event chest, you lose that entire reward.
If you DC while in a full map you lose your spot instantly and can’t return.
If you crash right before the end chest of a dungeon is rewarded, you lose that entire reward.
Why have these issues not been addressed???
Why are our we instantly removed from a map/instance the second we DC/crash?
Why aren’t rewards reserved for players who DCed/crashed just before they were awarded?
Why is our spot on a map not reserved for a short time after a DC/crash?
Why is there no way for us to browse the map IP’s to select the map we want to play on?
Why do we lose all of our participation when we are not allowed to return to our original map IP?
Why is there no queue system for open world maps so we don’t have to spam join??? Why?
I have had so many hours of game play ruined due to server/map crashes, client crashes, and disconnects and I’m fed up with it. Will these issues ever be resolved?
TD is my favorite HoT map and it honestly isn’t that hard to navigate once you get a little familiar with it. It was fun to explore and I continue to enjoy it every time I return there.
A separate key ring accessible in a similar manner to the wallet would be amazing, however keys could also simply be added to the account wallet (though that list is already a little long).