Showing Posts For Gimped.9846:
Basically I am not willing to wait god knows how long for the updates that this game needs. I’m sorry but I have a competitive itch that needs to be scratched. Unfortunately once I move on from a game I tend to not return unless they really do something impressive.
Considering the game is free to play and you can come back at anytime… this seems frivolous.
I just lost a game where-in-which someone by the name Banana Sword had the Graveyard on Foefire captured before the game even started.
Is this known? If so when will it be fixed?
Yes PLEASE! I support this 110%!
++++1111
Here’s a discussion I started in the Suggestions thread about AoE targeting and how it could be improved. This is something I strongly believe in and would like anyone who uses AoE targeting (Fast-Cast or Stock) to chime in on. In order to figure this out we really need constructive criticism to find the potential issues/(fair, unfair)advantages to implementing a change like this to players and/or siege weapons.
Thanks!
Link to Discussion: https://forum-en.gw2archive.eu/forum/game/suggestions/Range-Stop-Aoe-Targeting-Please-Read/first#post160315
I like this idea, however, I believe Arenanet set it up the way they did so that players would have a more challenging time using the abilities at maximum range. It makes things more realistic. The farther you shoot something, the less accurate you are.
I had thought of this and completely understand. If this is what ANet is going for then by all means keep the system the way it is. For me, obviously, I am for my suggestion. Big surprise, but the reason I’m for it is because, in this instance, I would rather both myself and my opponent enjoy playing more than having to select pixels in order to even fire the ability.
Secondly if they wanted to solve this then make a less accurate shot if you are firing at max range. This solves the ‘farther it is the less accurate this is’ and helps those who prefer a less clunky AoE targeting system.
Thanks for your comments!
Something that has always baffled me in MMO’s that use AoE markers is why they put the ‘out of range’ and ‘in range’ markers. It’s simply not the best way to do things.
The BEST way to solve the chunkiness issue of range-found AoE abilities is to limit the active marker to the maximum range that the spell is capable of reaching.
For example: if an Engineer with Grenades tries to move his or her mouse beyond the range of their Grenades two things could happen…
A) The green area of effect marker stops at the maximum range the grenades can fire.
B) A red area of effect marker should still display when max range has been exceeded in addition to the green marker in order to preserve mouse pointer tracking.
In this case, if the Engineer were to click and order the ability to fire while a red marker was displayed the ability would fire at max range in the direction of the red marker. This is opposed to a simple red marker to be displayed and ignore left clicks completely.
Now I know that when you are dealing with the internet there are people who like to stick to their old, tedious ways of doing things for various reasons. Solving this takes more coding but a solution would be an additional check under ‘Fast-Cast Ground Targeting’ in options that would enable or disable this added functionality.
(edited by Gimped.9846)
If an encounter is do-able with 1 or more people not carrying their weight then the encounter is poorly designed or catering to noobs.
In the way that they show up in the bottom right above your mini map as a reward, not on the ground. In the insanity of WvW I know myself and many others miss out on their deserved loot.
I want to make a short post aimed at providing community feedback specifically for Dungeon design, it’s current state and where things should go in the future. So without further…
Dungeons right now are simple, easy, and largely understated. The majority of bosses are simplistic and boiled down to higher health, higher damage mobs. Myself and the group of 8 or so people I run Dungeons with all feel the same, as I think much of the community does about this. We would like to see Dungeons that bring in more people (more than 5) that are optional, not mandatory, so that those that like the small groups can get by with gear they are proud of at the same time. We would like larger, longer, more complicated fights with greater rewards for a larger group of people.
Lastly I’d like to say that having little to copy (I’m referring to GW2 not mirroring the ‘holy trinity’ of tank aggro, healers and DPS specific roles) the development of GW2 has been thoughtful and safe and is in no way ‘in-need’ of new content at the moment. This is something that I know myself and others would like to see in the future to cater to those of us who enjoy coordination on a higher level and rewards to match our effort. It’s very important that the rewards reflect the greater level of coordination and risk/effort put into attempting these dungeons. For example: for a fight that would take more time to master, when a boss is killed it should yield rewards expecting to compensate for learning time invested.
Thanks for listening! I love GW2!
Yes, they should.
I’ve tested this twice now and it’s true, the AH is taking double what it says it does in listing prices. Here’s my most recent Auction exactly how things went. (I am excluding copper for simplicity sake)
Placed Ruby Orichalcum Earring of the Berserker up for 3g10s Listing Fee 15s.
On collection of this item I received 2g79s. This should have been 2g95s. That’s a 16s difference, if the final numbers are correct the AH should say the listing fee is 27s, not 15s.
Things to note: No I was not selling more than one item at a time and got confused. I sold listen and sold this item without interference with other sales. I failed to take a screenshot of the actual received amount but I will update this thread with one of my next auctions.