Do you know that for sure?
LOL if you think ArenaNet would do that then I’d question your sanity.
Given the way they design events and puzzles, it would be in their best interests to make sure the answers got out somewhere ASAP so that they don’t lose customers to frustration.
This is one area in the game that I actually get mad at. It is a brilliantly designed zone and yet it can’t be enjoyed to it’s fullest as it is a desert, it is a zone clearly designed to be tackled by 40/50+ players and yet it is always deserted and all the invasions fail.
…and is therefore not a brilliantly designed zone. A brilliantly designed zone would be able to handle fluctuations of players at both extremes.
Do you really expect to only use one build to the same effect no matter what content you are playing?
Wouldnt that be boring?
You should be happy that its so easy to change builds in this game.
As long as you don’t want to do it to cope with the content right in your face, of course, since there’s no way to respec without going back to a city (or newbie area just outside the racial city gates).
Slightly hard to explain, but some dyes in GW2, not many, provide actually completely different colours on different parts of the armour
Most dyes do it, actually, though only a few seem to reflect the difference in the squares. Dyes can give different colors based on what armor set, which individual piece of armor, and which specific part of that piece you dye. It’s all a crapshoot, really, and always has been.
I bought the game under the impression that it will share the same horizontal progression that GW1 was popular of. Why wouldn’t anyone think the same, when it’s marketed as having all the things we love about GW1?
It is definitely a shame that the devs seem to hate GW1 and so took out pretty much every mechanic or method in the game and then discarded it to do something different and inferior.
What is it I’m missing about Stealth that makes it so great? 3 seconds, 4 while traited, isn’t enough time to do anything, really, at least for me, especially given how rare it is that I can apply it…
The enemy just starts wandering off, making it impossible to scoot over to the “side” (not a clue where “front” ends and “side” begins) for a Backstab and extra damage from the trait.
Doesn’t last long enough for escape, and wouldn’t be long enough to open inventory and find & use a consumable if there were ones of any use in the middle of a fight…
This is a free MMO.
You got your copy of GW2 for free? Lucky. Most of us had to pay at least $40 for it ($60 before the price cut and, obviously, a lot more for those who got the Digital Deluxe or Collector’s Editions).
slightly off topic: Any other former dual-pistol superheroes here? (RIP CoH)
Nope, just a Villain. :P Ah, Rotten Ronnie (and his buddies Terrible Ted and Brutal Bob), you didn’t have nearly enough time to shine before they destroyed the City by going F2P, but you shall be missed.
Yes they changed their mind, and honestly I don’t blame them for doing it. But they did change their mind.
It’s not even that they changed their minds that’s the biggest problem with it – it’s that they then have tried to claim that it’s what they always intended and that people just misunderstood or misinterpreted their previous comments to the contrary.
“Root on MH Pistol #2”? Er, what root? Are they going to add one or something? (only rooting I’ve noticed for Thieves is on Pistol Whip; a really annoying skill. Wish they’d give the option to have multi-strike skills show the per-hit damage rather than an increasing total – seeing it go from like 400 to 800 to 1200, etc. makes it look like you’re doing 2400+ damage total)
That’s not what I’m saying. I’m saying no one was complaining that Anet “lied” about energy potions. No one used the word lie in reference to that. Anet changed their mind, but they agreed with it, so that change was okay.
First, they changed it long before they started selling the game to people. Yes, that matters. A LOT.
Second, they didn’t try and claim “We always meant it to be this way” or “You just misinterpreted what we said back then” after the change, like was being said after Ascended was added contrary to their PR.
UMAD that Teq had 10.000.000hp and now 5.000.000.000? This is all anet’s good for, increase HP=higher difficulty. Originality/Mechanic to battles isn’t something known to them very much.
Except they did add a bunch of new elements ta the fight with Teq, not just more hit points.
A visible stomp wave that you can jump over (for an achievement) and it being mandatory to have the turrets manned to clear away the ground AOE clouds (rather than have them manned to do damage to Tequatl or adds; haven’t been on one, but I’m betting that they decided to make the turrets into mortars so that it becomes a matter of luck to actually get the shots to go where you want). “Two” is not “a bunch,” by most definitions.
EDIT: Oh, and the completely arbitrary timer to make sure the event fails more often than not and so not worth even bothering to try.
(edited by JDGumby.7685)
Just watched a vid of the fight – https://www.youtube.com/watch?v=cgoxvV6JF5U
Definitely looks just as unfun as it’s always been – only this time there’s a chance that you’ll get nothing (8,057 XP and 80cp at level 80 for failure is indeed nothing at that point in the game) and it’s therefore going to stay in the “do once so that you can say you did” category. (and, sadly, after the fight you find that he has definitely drunk the Kool-Aid, the poor kitten)
World completion is a mixed achievement.
You need stuff from a PvE area, you also need stuff from a PvP area.
Yes, we know that. What we’re saying is that it should NOT be that way.
Why do you want it so there’s one guy specialised for support?
Do you get some kind of kick out of doing nothing besides looking at HP bars and boons?
How is that any worse than you getting a kick out of watching monster health bars go down?
it’s just that i hate timers and missions on timer and i see only timer in every new content, starting from the timer of 2 weeks for every new update
We needed to have some type of fail state, otherwise people just keep beating on the boss until it’s down. They just hit 1 and then go afk. Its not fun, and its not pretty.
A fail state was perhaps needed (but bull on the “just hit 1 and then go afk” as that is a perfect way to get yourself killed), but a timer is the wrong way about it. Give the boss a concrete objective to go after, with failure being if it gets through the players (but not using the ol’ “it keeps moving at a steady rate while you try to kill it before it hits the goal line” method, which is just as bad and artificial and immersion-destroying as a timer).
15 minute timers? Well, looks like I’ll probably never see another world boss, except maybe for the Claw (30 minute timer). 2-3 minutes to zone in (seriously, they need to do something about load times for those of us without the funds to buy SSDs), then another 10+ minutes of fighting through endless foes to get to the battlefield – if I’m lucky. :/
Also even in games like WoW where you apparently have 10 million subs. you wont see a single soul in the leveling areas almost EVER. Only will you see farmers or bots. You dont see people until you are very high level there in that game.
Only true as of Cataclysm and its implementation of extensive phasing (meaning you mostly only saw, after 1-10, people on the same quests as you) and the deliberate funneling of people to Stormwind and Orgrimmar.
At this point the only reason why they don’t change it imo is the amount of QQ from people who had to suffer through it in the past- and it is suffering, I can’t think of a single instance where someone said wow that was fun.
No, the whining would be coming from the WvWvWers desperate to have easy targets. Forcing PvE players into PvP gives a steady stream of fodder for the WvWvWers.
I dont get the identical BL maps either. But I understand the wvw part of pve. Most people would not try wvw because they do not like pvp or are biased about wvw. I know I was and was only there to do map completion. But since I went there I do wvw every day, it’s so much fun but you have to try it out.
I have tried it out. It is MMORPG PvP and therefore complete and utter crap.
If you merge the servers, and can join any one of them, where does WvW fit in?
There can still be World labels for that. Just have to get rid of the bonuses from winning that bleed into regular PvE (which never should have been there in the first place – having PvP affect the PvE world wasn’t good in GW:Factions, it’s not good here).
guild halls are useless and gvg is a pvp mode more then a guild feature.
Er, no. Guild Halls are not useless, at least not if they were implemented like GW1.
- They would give guilds places to gather without having to put up with the cities or be out in a zone where they’d be under constant attack (though in GW1, things didn’t respawn so that wasn’t a worry).
- Give convenient access to most services (storage & vendors, plus crafting and trading post for GW2), at least if it was implemented GW1-style and travel to and from the Hall (putting you back at where you were, or at the nearest known waypoint to where you were) was free.
- Give an area where they can practice tactics with a Skirmish mode.
- Provide the instanced setting for Guild vs Guild battles (which may just be another PvP mode, but given that there’s only two PvP modes at the moment…).
I’m sure others can and will point out other benefits to Halls, but I’m too lazy at the moment.
A tank, from traditional MMO terminology, is someone who grabs aggro and holds it. calling someone a tank that mitigates a parties damage, but doesn’t get attacked or aggro would probably throw a whole lot of people off.
A “tank” is the character whose primary role is to keep the enemy from dealing (its full) damage to the party, whether it be by aggro control (the most common form, usually in the form of a character who stands there taunting and absorbing damage), throwing up barriers to protect the players (eg, Defenders with the Force Fields power set in City of Heroes; man, I miss that game), debuffing the enemy so that it misses often or does drastically reduced damage, and so on.
Language, terminology, and jargon evolves over time.
If the difference is so trivial, why did they add them at all?
A) Another means of players getting agony resistance.
They could have have easily gone the GW1 route for that: do a dungeon dive (since there are no GW1-style missions; or maybe several dungeon dives – associate a specific slot with each dungeon and make it a 4th path) to reach a Seer, or a long slog to the end of one the most remote zones to find a Seer and then kill a Champion (perhaps with an added caveat of the Seer not talking to you if you didn’t walk into the zone through a portal or fast travel into or within the zone, to show determination and character and such), to have your armor infused against Agony. Perhaps make it a gem reward to fit in the upgrade slot of your gear so that several trips need to be made.
Another tier of gear was definitely not needed for Agony Resistance.
Oh yeah, I don’t speed run…and I suspect those that do make up a tiny percentage of the population.
Unfortunately, in the last few years of GW1, they had become almost as common as champion trains are here.
As for the OP’s point of empty zones; There are several factors outwith the game that preclude areas from having higher populations than they do when you are playing. Timezones, RL commitments, plus gaming styles and habits are the most obvious ones.
If you are playing early/late in the day you are much less likely to see other players due to real world stuffs.
I’m seeing numbers in the Gendarran Fields (on Borlis Pass) during prime time (around 7pm-1am Eastern) these last few days that would seem about right for 6am on a weekday when I went on hiatus last November.
For the rest of the zones I’ve gone to the last few days:
Queensdale gets lots of people, but they’re mostly on the Champion train and camping out for the Shadow Behemoth.
Timberline Falls only seemed to have people when I went there because a Scarlet invasion was on.
Mount Maelstrom seemed to have a few people, but they seemed mostly concerned with the bosses, based on what little /map chatter there was.
Wayfarer Foothills was a little underpopulated when I was there, but at least the population seemed split between regular content and waiting for the Maw event.
Harathi Hinterlands had a decent number of people – by Harathi Hinterlands standards.
Snowden Drifts was virtually deserted, so no different than it’s ever been. :P
Dunno about Bloodtide Coast since I was only in there to run down to the Whispers cave for a Personal Story bit.
Also dunno about the first Orr zone – went in and then left almost immediately after I noticed that the Personal Story part I was there for was going to be utter hell (defending Fort Trinity – hate siege quests).
Basically, far, far, FAR fewer people than there used to be in those zones (except for Snowden, which had always been one of the lowest population zones, and Harathi).
oh then we got nightfail hello heroes player interaction declined so PLEASE DON’T ADD THEM TO GW2 i almost wanted to get on gw1 and say healer lfg for elite mission/random mission but no use people have heroes
Nah. Nightfall’s Heroes were added because of the decline of partying. Before Nightfall, it had already gotten to the point where people would only party in the relatively few areas Henchmen couldn’t handle.
Oddly there are many people who want company while they play and want to find leveling buddies. And yet the problem remains. Its one of the great mysteries of mmos. Why do these people never find each other?
Because they don’t look for guilds of like-minded players? lol
Probably because smaller guilds are useless for anything but socializing), in larger ones you are just another random person in their Guild Mission zergs, and in all cases you have to choose one or the other because you can’t have more than one guild active at a time.
Guild Wars 1 didn’t have the trinity, because you didn’t need a tank..at least not in PvE anyway.
Proper Tanks couldn’t exist in GW1 after they changed the aggro mechanics to have enemies run around like headless chickens trying to get at the casters (aggro priority was set to those wielding caster weapons, lower health, and (when health’s roughly even) lower armor or movement speed). It worked every bit as badly as you’d expect. Made Warriors next to useless, too, in combination with the obliteration of the Tactics (defense, control, and support) line’s effectiveness. [over 3000 hours of GW1 play, BTW, with around 1300 of them being on my Warrior main, not that anyone cares :P]
The crap rewards are quite fitting to cap off a crap story, if you think about it.
First ascended weapon gotten. Still think the requirements are too much. Still think gear disparity is gonna be a problem in WvW.
You can nearly buy all the things for an ascended wepon if you MUST have it now
Only if you’re far richer than the average 2-3 hour a day player, of course, who considers them lucky to make even 1gp in total a day (minus their costs for transit and repair) even at 80.
The point of support is to distract less knowledgable players from DPSing so that they get lesser rewards from events and Champions/World Bosses and thus have to grind longer.
Wait…people actually notice armor clipping? Do you guys actually look at yourselves constantly instead of concentrating on the enemy?
It’s hard not to, given how much of the screen Charr (and Norn) take up.
Bleh. The more I play again, the more I am convinced they need to dump the Worlds system (just keeping the designation for WvWvW purposes) and move to GW1-style Districts. Of course, that would take effort and actually benefit the user base, so it’ll never happen.
I really like the champ farm over the dungeon farm. No elitism, if you die/down no one will QQ much…
Yeah, they’ll just ignore you instead for fear that their DPS on the Champion will go to low for participation credit. :/ (I know that’s what I’ll do from now on after getting nothing yesterday on the Wasp Queen in Queensdale because I figured I’d spend my time helping others up who were downed fighting it…)
Can’t stop to smell the flowers? It’d be nice to be able to stop and even check our bags after clearing an area… :/ Though what would be really nice would be to not have to fight our way out of every cave we fight our way into. :/
Frankly, I’d suspect that the respawn timers were meant as a subtle way to increase gold sink usage (ie, making the choice into paying transit costs for getting out of the abformentioned cave or repair costs + transit because you’ve been swarmed by respawners), but that would be too subtle for ArenaNet (as the old saying goes, “Never ascribe to malice that which is adequately explained by incompetence.”).
I couldn’t do it. Ultimately I just ended up removing the game today. Free or not,
Definitely not free. You paid $60 or $40 for it (depending on when you got it, assuming no sales). Just because it’s online doesn’t make it any less a paid game.
Totally agree with OP. The world is empty. And seeing a few people in a zone doesn’t change that either. The world is down right empty. The most people i ever see are in LA. I’VE never played an mmo that was like this. Its all down to the way the game was designed. 25-70 area’s give no reason to go back when your done. To me this is what Arena net should be working on instead of adding temp.content. The world feels like a wasteland.
I call BS. Most MMORPG have even more vacated areas below max level.
Even in the MMORPG with the highest number of players, World of Warcraft, the majority of the people seem to hang out in Stormwind and Orgrimmar, depending on their faction – and what few people there are out in the world are kept apart by the insane amounts of “phasing” introduced with Cataclysm…
(So bad that, just a month or so after Cata was released, I was on a free week’s return and started a new character (an Undead Hunter; sad to see that they’ve been moved from “genocidal maniacs who want to destroy all life with disease and poison” to “just misunderstood and are really working for the good of all”). Things were fine in Tirisfal Glades, but when I went to Silverpine Forest, I saw exactly ONE other player on the road over the two evenings it took me do the entire level 10-20 zone)
Yes, but they are invariably of short duration (mostly 10s and under) and on extremely long timers (30s+, usually).
No point even bothering with it – first you have to identify the attack that’s going to give you an effect Stability can prevent (not an easy task among all the FX), then you have to have Stability up before that attack lands (because Stability doesn’t remove any effects), then you get hit again by that attack the instant Stability wears off (leaving you vulnerable to the effects for the next 20s+) anyways.
This morning, I spent about an hour in Snowden Drifts on Borlis Pass and didn’t see even one other player, nor did anyone say anything in chat. Sure, Snowden’s never been the most popular of zones, but…
Craptons of people in LA, of course, when I went there today, but mostly silent. :/
They’ve only grudgingly added more Collectables storage to the bank, and the wallet, to let us free up more slots, so it’s doubtful they’ll do anything more to discourage the buying of bank tabs and bag slots.
Engineer still has only one optimal build for pve, which is grenades. Oct balance changes will do nothing to change that.
Grenades are still the optimal? Eww. Underwater, they’re awesome, of course, but having to manually ground target (fast ground targeting doesn’t work very well for me since you lose your cursor thanks to having to keep RMB held down so you can look around you to find targets and such) on every skill is horrible and makes me loathe playing Grenades with every fiber of my being.
Or have they finally done the sane thing and made grenades foe-targeted on land as they are underwater? (haven’t played my Engineer since November) EDIT: Just checked and it is indeed still the same old ground-targeted AOEs that make it a completely unplayable kit for me. Sad. Means I’m stuck with the flamethrower 100% of the time if I ever bother to load the Engineer again…
(edited by JDGumby.7685)
Why does everybody forget to mention that you can always convert gold to gems? You don’t have to pay any cash out of pocket. Is it a pain in the kitten? Yes, but it’s still a viable option, and you can get the exact amount of gems you need for the transfer.
Because at around 4.5 gold per 100 gems (as of last night, around 8pm Eastern), it is not a viable option for the vast majority of players.
To go to a “Very High” population server, it costs 1800 gems ($22.50 US/Euros).
To go to a “High” population server, it costs 1000 gems ($12.50 US/Euros).
To go to a “Medium” population server, it costs 500 gems ($6.25 US/Euros).
Note the unethically money-grubbing nature of the gem costs being values you cannot purchase, forcing you to overspend – $30.00 to go to Very High, $20.00 to go to High, and $10 to go to Medium.
I think its more so you can’t change your trait points on the fly.
Would’ve been no problem at all, from a programming perspective, to allow trait changes while in “safe” areas out in the field (say, within X distance of an uncontested/currently eventless waypoint, or area with service/vendor NPCs, while out of combat) or in cities. But then we wouldn’t have a gold sink to go along with the travel, resurrection, and repair sinks…
(sometimes I think that the entire gold sink system was added because the devs hated the original Guild Wars, which had free respecs, free travel, free resurrection, and no equipment degradation, things which were regularly praised by players)
Don’t worry, a couple of months after the final Ascended armor pieces are added, content will appear that requires it (whether it will be balanced content or just require lots and lots of Agony Resistance like the upper-end Fractals is anyone’s guess – though my money’s on the latter, sadly). Then a couple of months after that, expect the announcement of the next tier of gear.
Meh. Why try to fix problems when you could just add more and more and more and more to the game to try and keep the Content Locusts satisfied?
Now that dungeons are not worth farming, I’m stuck with a huge zerg of 80s running from champ to champ in Queensdale. Lord forbid you kill a champ out of the order they are running in. Lots of “nice” comments in Map chat if you do.
Chat was worse before the champ farm there if you ask me. Now that everyone is s busy running champ to champ it’s kinda mellowed out. You get the occasional kitten but you had that regardless.
Well, if my experience today on Borlis Pass is any example, there is now no chatter allowed on Queensdale /map chat if it doesn’t pertain to the Champion farm. Not at all a pleasant atmosphere.
I dint see how people think the mats for the best weapon in the game should be easy to get
I mean. Come on, not everyone can have the best.
Why not? Especially given how the game was promoted up until the addition of Ascended items.