Showing Highly Rated Posts By Lishtenbird.2814:

"Play How I Want" Is Gone

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

The “Play How I Want” concept of the originally developed and advertised game (disregarding the origin of the quote) is steadily fading away with every patch:

It’s extremely important that we stay true to our philosophy that you should be able to play Guild Wars 2 the way you want to play the game in order to reach the most powerful rewards. — from Colin Johanson on Guild Wars 2 in the Months Ahead, January 2013

Of course it’s not only about “most powerful rewards” (even if enjoyment is the best reward you can get from a game), but about the overall feeling of freedom the game had – which definitely existed and which is the reason “Play How I Want” quote became so popular and went far beyond the meaning of “get BiS gear anywhere” in the community.

How did it happen?

WORLD BOSSES

Before:

  • Open an online timer for your server, group with like-minded players and do events that you want when you want. Feel yourself as a hero who willingly saves Tyria from daily threats! Feel how the world is living and changing because of you, coordinate with people and announce the next boss you gonna beat!
  • Beat a world boss with some 3-5 people next to you at low hours, and feel great because it was challenging and fun! Or do not beat it and understand that your efforts were not enough and you should get better.

Now:

  • After the Megaservers improvement, put a list of times for world bosses next to your PC and stop doing whatever you were doing offline to join the boss you want to play. Feel like you’re doing a scheduled task at your job in the office.
  • Always be accompanied by a megazerg, tag and spam “111” to win. No need to know the encounter, you won’t see anything because of particle effects and lags.

HOME WORLDS

Before:

  • Choose a server you like, be it a Spanish server or an unofficial RP server, speak the language of your choice and get to know “your” people.
  • See the same people, get acquainted and say “hi” on your favourite journeys.
  • Build a WvW community, recruit and ask for help!

Now:

  • After the Megaservers improvement, get placed with random people who speak different languages and can’t care less about you and your interests.
  • Meet random people you’ve never seen before and never will.
  • Forget about talking about WvW in map chat.

UNLOCKING TRAITS

Before:

  • Start leveling and get new stuff to make your build better (with 3 tiny payments) straight away. Do what you want and enjoy the aspects of the game you like! It doesn’t matter if it’s your 1st or 64th character, you simply play!

Now:

  • After the Trait improvement, grind all over the world (including WvW) with each and every character doing the same stuff over and over again. Or pay tons of money with gold and skillpoints (which you have to collect and which have gold value) to unlock it for each and every character.

UNLOCKING SKILLS

Before:

  • Start leveling and unlock new skills gradually and rapidly. Receive skillpoints to unlock skills here and now.
  • Do content depending on your skill, and not your level. 10th character? Will feel like a breeze!
  • Equip weapons and kill stuff to unlock all 5 weapon skills straight away. Love GS5 skill? Unlock it and use it now!

Now:

  • After the NPE improvement, start leveling and grind with “1111211112” to the level where you can unlock the skills. Wait for levels to get some skillpoints.
  • Do content depending on your level, and not earlier. 10th character? Your problem.

PERSONAL STORY

Before:

  • Play PS when you want and how you want. Experienced? Jump above the level requirement and beat it because you can!

Now:

  • After the NPE improvement, play PS in chunks when they know for sure you can beat it and won’t uninstall the game from the frustration of understanding that you’re not skilled enough. Experienced and want challenge? Your problem, grind and wait.

EXPLORATION

Before:

  • Walk around the world and feel like a free hero. Do what you want when you want.

Now:

  • After the NPE improvement, follow the arrows (and press [F] to win). No need to make decisions.
20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

EDIT 26 April 2014:

Unfortunately, I will not be spending my time discussing the ideas and keeping this list up to date anymore. Anyone who feels like it – you’re free to continue posting here or recreate a new thread and keep it updated. Cheers!

Here’s a list of features which would’ve let me and many other players truly “experience Guild Wars 2 as never before” ©:

1. Improved targeting system: option to display and cast AoE skills at max (“green”) distance even if cursor is out of range (particularly useful for shadowstep skills);

2. option to exclude yellow mobs from closest targets;

3. option to limit closest target to a narrow cone in front of the character (say hello to white moa at Jormag);

4. option to prioritize heaviest mobs over trash;

5. separate key to target heaviest mob (not bound by default);

6. option to always cast AoE on selected target (if it is in range);

7. option to prioritise enemies over allies when clicking to select target (Lyssa surrounded by trash and players);

8. retaining target marker on reappearing targets (Lyssa, Inquest Golem Mk II, Shatterer);

9. reworking the way in which large targets with high target point are losing focus when camera is tilted towards the grown a bit.

10. Queuing of pressed skills (so that I do not have to hold a button to get a skill cast even if I have network lags).

11. Option to turn on highly-visible cursor for aiming in zergs large-scale LS events.

12. Ability to relocate more UI elements, such as target info bar, which would allow players to see visual cues on large bosses on a 16:9 screen, as well as seeing boss buffs (retaliation/protection/condition reflection) next to their skill cooldowns.

13. Ability to relocate weapon skills.

14. Right-click on utility skill brings up skill choice pop-up (easier than aiming into a small arrow while running).

15. Option to turn the red out-of-range bar into a red/gray color tint/red cross on the skill icon.

16. Option to disable tooltips on skills (for people who use mouse to click skills).

17. Option to make buff/condition icons on target to retain their position (can be mitigated by an option to align to left/right instead of center only); an option to always display empty placeholders for boons and conditions.

18. Option to split nourishments/guild banners/bloodlust buffs/consumable timers from boons/signets/attunements, with possibility to regroup and relocate buffs from different categories.

19. Option to make buff/condition icons larger.

20. Option to turn off (or permanently collapse into tiny icons) UI elements, such as Personal Story tracker (and daily/event trackers).

21. Option to adjust camera position (higher-lower).

22. More zoom and FoV (zoom angle/perspective) options.

23. Option to hard-fix camera zoom position and make solid objects semi-transparent instead of constantly zooming in (particularly useful at jumping puzzles).

24. First-person/no character view for taking screenshots and fighting large bosses.

25. Option to change “hold right key for camera” into “click right key to toggle camera usage” (I’m running with right key pressed 90% of time).

26. Option to display player names and armour always in their respective team color instead of “blue=ally/red=enemy” in PvP and WvW. I’m totally confused every time a red enemy comes from a blue base and captures a blue point – this is a consequence of transferring from a different PvP game which always persisted team colors, and I’m sure I’m not the only one with this problem. To make it worse, /team channel is of an enemy-red colour instead of current team color.

27. Slider to adjust amount/intensity of particle effects (which make events like Risen Priestess of Dwayna look like an epileptical disco).

28. Ability to pin a bag/several items from it to be always visible – especially useful for nourishments, consumables, weapons, minis.

29. Option to display bags in 2/3 columns (displaying 18 slots in one row and 2 in another makes it too high; however 20 in a row is too wide).

30. “Compact” function compacts all items in their respective bags if bags are displayed, or compacts everything if bags are merged.

31. Fractal uncommon/rare/exotic gear boxes should work with sorting gear regardless of the order in which bags are put.

32. Invisible bags should not be filled even if placed as a top bag (because it’s where the most useful stuff is stored) unless out of space.

33. Content from invisible bags should not be displayed in Mystic Forge (dear customer support, just how many precursors do you have to manually restore each week because of this “feature”?).

34. A magical bag shared by all characters (may be a gemstore item not to conflict with bank golem).

35. Allow moving items directly from Guild Bank to Bank.

36. Allow direct stacking of items which belong to the same player in Guild Bank.

20 level 80s and counting.

(edited by Lishtenbird.2814)

"Play How I Want" Is Gone

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

DAILIES

Before:

  • Play what you want, how you want, when you want and get rewarded naturally with stuff, experience and AP for loyally playing the game.
  • Never go out of your way if you don’t want to and still get it naturally.
  • Hop on your alt to do the dailies if you want an experience boost! Do them in places you like, when you like!

Now:

  • After the Dailies improvement, go and do what you’re told to get AP and experience, like it or not, whether you want or have the zones and classes you need or not, whether you log in at the correct time for the encounter or not. Do at least 3 or get no AP and experience.
  • Get punished for completing more challenging content instead of easier content which is on the list (Fractals 11 instead of 50, 4 Queensdale events instead of Wurm or Tequatl).
  • Use your character with max map completion and level to do the required stuff, because things are intentionally all over the place.

…AND MORE

  • No more gems in custom quantities Custom Exchange is back after an uproar.
  • No more parties with friends in Toypocalypse.
  • No more nodes, map icons, bundles, condies and other stuff which made you feel that you have a whole world to explore at early levels.
  • No more Fractals above 50.

Instant trait reset? Yes, it’s nice. Multi-server guilds? Yes, it’s nice. Joining friends on other servers? Yes, it’s nice. Higher Tequatl kill rates? Yes, it’s nice. More loot for levelups and dailies? Yes, it’s nice.

But making one step forward doesn’t mean you always have to make two steps back. And giving freedom with features doesn’t require casting an illusion of content.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

37. Stacks collected from bank automatically stack with materials in bags if present.

38. Option to use single-click instead of double-click for moving items in bank, crafting, Mystic Forge.

39. All windows always retain their position, including merchant windows. Inventory window never collapses into “tiny mode”.

40. Merchant and crafting windows should receive topmost position when consecutively activated with [F] instead of toggling between off and on (annoying during crafting when many windows overlay one another, and when a wrong [F] resets the crafting window).

41. Ability to tie several 1-handed weapon sets together for 1-click switching (e.g. sword+focus <-> staff), as well as having them in inventory always next to each other.

42. Ability to “extend” a 2-handed weapon item so that it always keeps an adjacent slot occupied for convenient switching to dual 1-handers.

43. Ability to tie armor sets together for 1-click switching.

44. “Equip as secondary ring/accessory” right-click option for trinkets similar to “Equip in off-hand” weapon option.

45. Option to hide boots.

46. Option to hide chest armour for males and females.

47. Option to separately hide left/right shoulder.

48. Option to AoE auto-loot everything automatically (AoE-loot-on-kill) instead of AoE-loot-on-constantly-spamming-interact-key-and-ressing-or-talking-to-NPCs-instead. I know it is possible to bind interact and loot onto different keys, but having 1 key for both seems more user-friendly. Still, hilarious things happen when you pick up a banner instead, press 4 and rush into certain death because you didn’t notice it wasn’t a loot [F] but a banner [F].

49. Dedicated colour for looting [F] only (blue?).

50. Option to disable talking to NPCs in combat (there’s nothing worse than having an NPC dialogue pop up over mobs and target info while trying to spot a Subjugator in the middle of a zerg).

51. Ability to display a list of [F] actions and/or cycle through them instead of clicking to select a target which fails 95% of time (just try to click and pick up a Fiery Greatsword next to a Frostbow next to warrior Banner next to a dead player next to a dead NPC next to a NPC with a popping dialogue box); and/or a “Select next object” key. Also makes it easier to choose between crafting station/trader/merchant/NPCs and similar interact-heavy environments.

52. Do not display “Use [F]” for siege when it is already used by another player.

53. Option to relocate the interact [F] pop-up.

54. Immediate stopping of reviving on any movement (currently has a “grace period” which makes it easy to fail dodging an attack while reviving).

55. Option to choose between “Dodging relative to camera view” and “Dodging relative to character orientation”.

56. Ability to “Use all” on stacks of items; auto-stops if out of space.

57. Ability to “Buy X amount” from vendors through right-click or similar to crafting arrows+input method.

58. Option to always auto-collect reward chests (Wintersday chests were a pain to open).

59. Right-click option to sell “all of this type” for merchants and TP (useful for vending minor runes/sigils and selling major runes/sigils).

60. Filter armour by weight on TP.

61. Separate category for backpieces on TP, proper category for food on TP.

62. “Undercut by 1 copper” option on TP. I wonder how volatile the market can become with this option…

63. Removed game lag on loading TP.

64. Improved TP logic and responsiveness (especially amount of clicks needed and “my orders” section).

65. Main page of TP gets preloaded and displays current promotions without a loading period during which players usually have enough time to switch to other tabs (thus missing news and promotions).

66. Option to start preloading map data for 1st character at character selection screen (useful for people who mostly play their main).

67. Trait templates – 2 free slots (WvW/PvE, PvE/dungeons), extendable through gemstore. “No ETA on templates” is official.

68. Graphics presets – to choose your own presets for “Zerg on Teq and I don’t want to crash” and “Now let’s make a new folder for screenies” scenarios.

69. Character-independent keybindings.

70. Ability to rebind modifier keys (shift, alt, ctrl) – mine are set to skills thus linking/drawing paths is interfering with it. At least let us choose between left/right pairs of modifiers.

71. “Waypoint favourites” in bottom-left corner of the map, preferably with editable names/notes; possibly unlockable with gems by 5+5+5 slots.

72. Option to show N-E-S-W letters on minimap (many players do not have English as their first language, and it still takes an extra second to translate the desired direction).

73. Option to display day/night indicator (possibly on minimap).

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

74. Crafting an item automatically crafts appropriate amount of sub-component (e.g. refines ore).

75. Queues in crafting.

76. “Favourites” list in crafting.

77. Ticked crafting tiers are preserved upon game restarts and are independent for different crafting disciplines.

78. Having minis and halo/horn-like items persist through zones.

79. Having boosters and BLTC consumables put into wallet/finisher-like system.

80. Exchanging skill points and karma for Tomes of Knowledge.

81. Ability to salvage ascended gear (especially rings).

82. New ways to spend fractal relics and ascended materials.

83. Ability to exchange different types of ascended materials through Mystic Forge at a discounting rate.

84. Ability to put exotic sigils/runes and ascended gear (especially rings) into Mystic Forge.

85. Mystic Forge should be treating stack of items as multiple items (e.g. lets drag 4 sigils of air without unstacking them); or automatically refresh listing when stacks are split in inventory.

86. Discovering (“unlocking”) Mystic Forge recipes on first use for recipes with constant output or constant type output (material promotion, forging weapons and infusions).

87. Ability to mail dungeon potions to party members without being blocked.

88. Unsoulbound dungeon runes (makes no sense as you can run dungeon on char A, then buy gear with char B, salvage and get another set of soulbound unstackable runes).

89. Account-bound story mode for dungeons.

90. New titles (e.g. for jumping puzzles, for legendary collector).

91. Trackable “Dungeon paths/world bosses/fractal tiers already run today”.

92. Trackable dungeon paths in Dungeon Master achievement.

93. “Command templates” for commanders: set of pre-editable chat commands which can be keybound to numpad keys and then instantly “said” in events like Marionette, Assault Knights, Holo, Tequatl, Wurm, and possibly WvW (typing takes a lot of time, especially for people who do not use Latin keyboard layout by default, and after several iterations it discourages commanders from providing intel to newcomers).

94. Tuning of “suppressed due to excessive messaging” mechanism; addition of a “Quick-report for chat spam” system which raises spam-index of a player if reported by several players.

95. Option to hide/show/make semi-transparent self commander tag.

96. Account-bound (or at least transferable) commander tags.

97. Option to make commander tag visible only to its guild.

98. Option to change commander tag colors (“Go to red commander for main zerg, yellow for north turret defence, green for south turret defence!”).

99. Player-side option to disable displaying of commander tags on minimap and/or game.

100. Option to always show self name-guild-title.

101. Option to always/toggle show object names.

102. Option to toggle ally/enemy/etc. visibility on keypress instead of show-while-pressed.

103. Option to disable “Screenshot saved in C:/Users/SugarPinkPony…” messages in chat window unless folder is full.

104. Auto-create new screenshot folder when previous is full.

105. Option to mute skill phrases (“For grape justice!”, “I could outrun a centaur!”, necro minion phrases etc.), with option to choose between self/others, triggered powers/received conditions separately.

106. Audio notification for WvW queue (with an option to override “Mute GW2 in background”).

107. A “natural” way to input item chat links instead of whispering to self.

108. Ability to read multiple guild channels (possibly without being able to say anything).

109. Ability to keep party chat log on party disband (useful in case of kick abuse).

110. Logging party member names in chat on joining party though LFG (useful in case of kick abuse).

111. Option to always skip cutscenes (or “auto-skip unless path never run”).

112. Option to disable green arrow Personal Story helpers (possibly once at least a single character hits 80).

113. Improved personal reward system to deal with AFK leeching, counter-productive zerging in large LS events. Will probably be addressed in “Facilitating Friendly Play” blogs.

114. Choosable overflows. Same.

115. Home-server players get priority over guests. Same.

116. “Kicked on dungeon opener leave” problem solved. Same.

117. “Merge parties” problem solved. Same.

118. Fixes to pathing and shadowstep issues (Blink not blinking, Illusionary Leap not leaping and so on).

119. Fixes to skill/trait bugs – being worked on though not advertised.

120. Alterations to skills which are cast at a distance with no target to be cast on self instead (mesmer’s Feedback, ele’s Drake’s Tooth); or an option for it.

121. Fixes to “stuck in combat for no apparent reason”.

122. Fixes to “stuck inside a wall after blink/retreat/destroyed graveling burrow”.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

123. Fixes to “stuck in place, use /dance to unstuck”.

124. Fixes to dungeon exploits.

125. Fixes to mob AI.

Other features suggested in this thread:

126. New default order for reviving interaction: downed players first; then dead players; then dead NPCs.

127. Option to auto-deposit collectibles on looting (coding may be simplified by tying this action to on opening inventory instead).

128. Option to always display 2nd weapon set on character (not likely as it is hard to make it look not cluttered and heavily clipping; may be mitigated by displaying the 2nd set only when 1st set is unsheathed (character in “combat stance”), or displaying only for 2-hander+two-1-handers combo).

129. Make all, current and future, cutscenes skippable through the usual “Skip” button (say hello to Scarlet stomp achievement).

130. Stacking partially used salvage kits up to 25 (not 250 as the Mystic Salvage Kit requires a Mystic Forge Stone from gemstore).

131. Option to automatically take all purchases on speaking to a BLTC merchant/on purchasing items while speaking to a BLTC merchant (the behaviour contradicts usual merchant behaviour and makes it possible to forget items while purchasing “directly”).

132. Option to toggle displaying of other players’ titles in options and/or as a bindable key (useful in zergs where you would like to see player allocation but titles make it a mess). I actually remembered I wanted to include this one myself.

133. Option to choose between press-key-to-toggle-walking-mode or hold-key-to-walk.

134. “Nourishment slots”: stacks of food from this slot are automatically consumed when expired (not likely as conflicts with Metabolic Primer from gemstore). “Minipet slots”: mini from this slot always follows you around the world without needing to click it from inventory (can be simply replaced by minis persisting through zones and restarts).

135. Undockable chat panels to have different relocatable chat panels with chosen info.

136. Making the game handle “swap” actions when inventory is full (e.g. swapping gear; current behaviour takes 2 steps – 1. put new item, 2. remove old item – and it leads to problems with equipping, salvaging, crafting etc.).

137. Being able to view collections (“read-only mode”) from inventory. Makes sense as we’re already able to magically deposit items, so simply accessing a “piece of paper where the character wrote down how much of everything he has” looks plausible and makes gathering or buying necessary materials easier.

138. Being able to see in chat log when mutual friends advertise in LFG. Can be accompanied by an untickable “Broadcast my LFG advertisements to mutual friends” option in settings.

139. Option to retain character rotation when waypointing.

140. Ability for Commanders to assign Generals (may be a buyable ability).

141. Official version of “Combat Mode” – a crosshair which targets anything under it and makes AoEs cast at where crosshair points, plus various rebinds. Thread on reddit, video demo.

142. Fix to “no reward chest if disconnected during but before event end” issue.

143. Ability to hide engineer backpacks (if not for PvP and WvW, then at least for PvE).

144. Option to turn off completely and to relocate target’s damage indicators (like to center of the screen or to target’s info bar); several reasons behind it: too hard to read in particle spam; too hard to read when overlayed several times over itself (e.g. Shatterer hit by mortar); can’t be read on mobs with a high/distant target point as gets rendered out of screen (e.g. Shadow Behe and other world bosses).

145. Damage indicators which are out of screen can be shifted to the respective side of the screen to be always visible.

146. Ability to vertically rescale Bank/Collection, Merchant etc. windows (playing on high resolution but having to scroll-scroll-scroll small windows is no fun).

147. Bring focus onto TP window when clicking “buy more on TP” from inventory/bank/collection/crafting window.

148. Different icons for dead and downed players and NPCs; preferably identically to the way minimap shows them – skull/downed icon (too many times in mass events you can’t see whether you’ll be ressing dead or downed until you start, and it’s too easy to start ressing dead when you actually had a downed player who is always a higher priority).

149. More vivid blue color for downed player icon (often difficult to tell NPCs and players apart when post-processing is set to high and it significantly alters screen colors).

150. Option to rebind right button camera mode to another button (with toggleable/holdable option, as in feature 25).

151. “Compact” function for Bank and Guild Bank (with proper permissions) similar to inventory.

20 level 80s and counting.

(edited by Lishtenbird.2814)

You Know You've Played GW2 Too Much When...

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

You know you’ve been playing GW2 too much when…

…you feel like dropping an AoE onto a herd of animals you see on Animal Planet.

…while taking a walk in the park, you can tell that that small tree is definitely choppable.

…you get excited when you hear “champion” on Eurosport.

…you say “Train?” whenever you arrive at a train station.

You know you’ve been reading GW2 forum too much when…

…you know you’ve seen the exact same thread about a hundred times before.

…you can tell how much sense a post will make by looking at the nickname.

…you are allergic to words “mounts”, “capes”, “guild halls”, “GvG” and “dueling”.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: Lishtenbird.2814

Lishtenbird.2814

UPDATE 16 JULY 2014.

The new list of bugs is run by frifox; it can be found here and will be kept updated. The list in this thread is no longer updated.

UPDATE 21 APRIL 2014. 15AprFP in short:

  • Fixed: 11. Phantasmal Haste; 26. Mirror of Anguish (Halting Strike); 28. Illusion of Life; some bugs not listed here.
  • Not Fixed: 2. Phantasmal Warden; 18. Illusionary Elasticity; 7. Portal Entre/Exeunt only got a tooltip update.
  • Broken: 13. Warden’s Feedback reflections; 35. Outfits not applying to clones; 36. GS1 damage indicator.
  • Intended: 2 mantra traits swapped lines.

Here’s a list of mesmer bugs and broken skills. If I got anything wrong, if you have more info or if I missed something, please comment and I’ll update the list.

1. Illusions exploding after target stealths. Fixed!

2. Phantasmal Warden. Fixed Broken since November 26, not fixed in 15AprFP:

Phantasmal Warden: This phantasm will now properly try to enter the attack range of its target before using its skill.

  • Just spawns there and does nothing.
  • Runs after a target and does nothing, not starting attack.
  • Spawns next to the target but runs off to a completely different target and aggroes it.
  • Extremely game-breaking for sPvP/WvW players. Game-breaking for PvE players.
    Solutions:
  • Revert the changes, make it stationary and reliable.
  • Rewrite the AI to properly (hint, hint) work with terrain slopes and to correctly calculate minimum distance to target. Start attack immediately on spawn regardless of target movements. When attack started, continue attack and do not interrupt with target’s movement.

3. Illusionary Leap + Swap. Broken since long ago. DEV: “Hard to fix.”

  • The illusion will not reach the target, in most cases it will stop half-way. Usually caused by any slightest tilt or bump in terrain, but can happen anywhere. As a result, the Swap skill used for Blurred Frenzy bursting onto a locked target gets so unreliable that it is almost unusable.
  • Game-breaking for all players. Makes impossible planning the usage of skill combos.
    Solutions:
  • Rewrite the AI to ignore ANY terrain slopes and ONLY use the direct distance to target for calculation.
  • Rework the skill to spawn the illusion onto a target and emulate a ghost animation of its leaping.

4. Temporal Curtain. Broken since release. DEV: “Working as intended. Good topic for debate on changing in the future.”

  • Will not stack swiftness at all. To get swiftness, you have to stop, wait before swiftness wears off, and ONLY THEN walk over swiftness.
    Solutions:
  • In this thread – limit number of buffs per user, max applicable swiftness duration.
  • Revert to swiftness stacking when passed over multiple times.

5. Illusions targeting anything but the player’s target. Broken since (?). DEV: “Deceptive evasion clones attack closest target, otherwise no repro.”

  • Mostly visible on Illusionary Warden, Illusionary Defender, Illusionary Duelist. Examples: in Twilight Arbor at last boss Defender will run off to a random seed turret instead of standing at the Nightmare Tree defending the players THERE; Warden will be cast on the Champion Snow Wurm at Lornar’s Pass (completely flat terrain), but immediately after spawn will run off to a random Snow Wurm instead and aggro it; Warden will be cast on the Veteran Ettin at Lornar’s Pass (slope terrain), but immediately after spawn will run off to a random Ettin instead.
  • Clones created by Deceptive Evasions may target anything.
  • AI and RNG take control over player’s skills and tactics, disrupting the game flow and discouraging players from mastering their class and instead encourages mindless spamming.
    Solutions:
  • Permanently lock all illusions to the targets they were cast on. Illusions die when the TARGET dies, but WHY illusions attack different targets then?
  • If illusions are intended to be attacking anything, then do not kill illusions until mesmer is out of combat. Be consistent in your decisions, design team!

6. Stuck after Phase Retreat/Blink. DEV: “Fixed some now, will fix some later.”

  • General game bugs which cause you to teleport inside a wall/rock mesh gets extremely annoying when running a mesmer. (Using staff in Caudecus Manor was a PAIN.)
  • Sometimes gets you permanently locked in place.
20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

152. “Bags shown (slim mode)” in inventory which shows bags as a table but keeps their names in slot-sized placeholders (will help to save space by eliminating half-empty rows in “Bags shown” mode). May be a replacement of feature 29.

153. Option to display world map at 90% opacity (useful for many cases when you get attacked by a random mob who walked/spawned next to you, and you have to close the map, kill the mob and then search for the waypoint again).

154. Warning when buying a 2nd identical accessory/ring on a character who has the same unique trinket equipped, so that the player sees he will not be able to use it (case reported too often in the game and forums). Additionally: an in-game explanation of what “unique” is. Alternatively: removal of “unique” mechanic.

155. “Type in item name” confirmation box on deletion/salvaging/mysticforging/vendoring of all precursors and expensive named exotics.

156. “Unsalvageable” in description of karma/vendor gear.

157. Option to turn off contour highlighting and target ring highlighting in no-UI mode (ruins screenshots if a mob/NPC is in the center of the screen and gets highlighted, and makes it difficult to make screenshots with a mini as it often relocates and receives an outline).

158. On death on any WvW map, the map view is brought up with no way to exit it other than to return to a spawn point (to counter corpse spying).

159. Adding a right-click function to inventory items/item links to search for it on Wiki (similar to /wiki chat command).

160. Mining/harvesting always as a single long channel depending on the amount of digs/chops available (custom animations may need to be tweaked though).

161. A /world or /server chat channel to let WvW people from a single world communicate in mixed-world PvE maps without sharing information with opponents (also useful for guild advertising).

162. Ability to use the same weapon as mainhand in the 1st weapon set and as offhand in the 2nd weapon set.

163. “Close all” function for event reward medal alerts (probably as right-click to dismiss all).

164. Option to block whispers and mail from anyone except your friends, guild members and current party (addresses gold selling spam and harassing).

165. Automatically remove messages of blocked users from chat (same).

166. Automatically add luck when salvaging, or consume on “deposit collectible” (may be an option, however I do not think that first levels’ artificer refinement is worth all the clicking for all other players).

167. Free waypointing to the home city of your race (adds some lore spice, helps redistribute players, encourages “racial” communities especially if cities are removed from the megaserver system).

20 level 80s and counting.

(edited by Lishtenbird.2814)

[suggestion] $15/month = no diminished returns...

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

i’ll be the first guy on earth to click the “my account” link on this here lovely website, input my credit card information, and activate the subscription.

I’ll be the first guy to click “uninstall” if they charge a 15$/month to be able to farm gold.

The game as it is now is worth its 50 bucks + some seasonal gems for convenience and cosmetic items, but definitely not a “sub fee” plus “buy gold”.

20 level 80s and counting.

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

This post used to be a reference to another post. One more possible title of this thread was:

  • ANet, Please Teach Your Players How to Play Your Game

This thread is not supposed to be inflammatory. It actually states the evident – a lot of players are too lazy to learn the basics of the game, including but not limited to:

  • dodging
  • consuming appropriate food
  • consuming appropriate utilities
  • possibilities of going outside the Queensdale train and world boss zergs

The recent whole-map events often require full-map participation, and the lack of skill of one part of players jeopardizes the experience of the other part of the players. Apart from design flaws, the lack of skill is regarded by players to be the most common reason of failure, and once these players dare to mention this fact, they’re claimed “selfish”, “elitists” et cetera et cetera.

This “lack of skill” is also evident to developers, and that’s why the 1500 citizens limit was lowered to 1200, and Knights got a 25% decrease in health. I counted the buffs once and was purely amazed at the fact that 50% of people who came to fight the knights didn’t eat a Scarlet potion, which always drops from bags and which is dirt cheap! More so, people do not get a coloured buff and do not dodge the pull even when you tell them several times it should/can be done.

So, my question is: what can ANet do to naturally teach players to dodge, to eat appropriate food, to set traits to their characters and so on?

My suggestions are:

  • Introduce a required boss(es) that insta-kills you when you fail to dodge when NPC told you to.
  • Introduce a required boss(es) that insta-kills you if you do not get a potion and nourishment from NPC which told you to, or a zone which kills you fast if you do not get a potion/nourishment “antidote”.

This can be done in first steps of personal story or at some point in LS and may be a way to teach people play the game in which their failure also means other players’ failure. Once that is done, maybe at least a part of players would understand that many players were annoyed with you not because they are elitists and require pink gear and inhuman skills, but because they are dead tired of failing because you didn’t even care to try your best at the game you’re playing with other people next to you despite their everyday attempts to tell you how to succeed and make everyone happy.

Update to the idea.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Upcoming Daily/Monthly changes 12/10/14

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

The new Daily system which hand-holds clueless and aimless players is, accidentally, once again leading to additional limits and constraints for loyal veteran players, which will turn dailies for casual players into even more of a chore and annoyance – just like the Traits (67 pages) and NPE (17 pages) changes did.

PROBLEM

According to this article, players will only have 4 fixed PvE dailies, and they will have to do at least 3 of them to get the daily reward. However, the problem is not with the amount, but with the requirements of new dailies:

  • Daily Ascalon Forager
  • Daily Maguuma Wastes Vista Viewer
  • Daily Malchor’s Leap Event Completer
  • Daily Fire Elemental

Let’s look at what this means:

  • Bring your character to a region you might not have or don’t want to explore yet (new Sylvari player in Caledon Forest) to harvest stuff there.
  • Bring your level 80 character which you might not have to a region you might not have or don’t want to explore yet and find a vista there.
  • Bring your almost level 80 character which you might not have to a region you might not have or don’t want to explore yet and look for events across that map.
  • Log in at specific time after looking up times at external websites (no in-game schedule exists) and bring your character to a region you might not have or don’t want to explore yet.

How is it different from the current PvE dailies?

  • Daily Kills
  • Daily Reviver
  • Daily Events
  • Daily Gatherer
  • Daily Leveler
  • Condition Applier
  • Daily Kill Variety
  • Daily Recycler

Let’s look at what this meant:

  • Kill stuff while playing the game when, where and how you want.
  • Revive stuff while playing the game when, where and how you want.
  • Do stuff while playing the game when, where and how you want.
  • Gather stuff while playing the game when, where and how you want.
  • Do enough stuff to get a level while playing the game when, where and how you want.
  • Spam different skills while playing the game when, where and how you want.
  • Kill different stuff while playing the game when, where and how you want.
  • Salvage stuff you get while playing the game when, where and how you want.

In other words, you were rewarded for simply playing the game; unless you were an achievement hunter, it felt natural and it was rather hard not to get dailies while playing PvE. (I think it would be safe to assume that most casual players do not ever step into WvW/PvP; however, the new PvP dailies will have variations of the same problematic concept, like “win a game on a class you don’t know”).

With NPE in mind, I see where there problem lay: completely new players felt clueless and didn’t know what to do! So just as with “go to this vista and press F, go to this PoI and you don’t even have to press F…” system, the new dailies are telling people what they can do. The problem is, though… there are next to no options!

BACKGROUND

These threads from the past are worth noting:

  • Only 10 Daily Achivements? – an 8-page thread from 7 months ago where players are annoyed since they’re forced to do specific PvE dailies because of lack of choices. Result: increase in choices.
  • Please make dailies feel more natural – a thread about making dailies feel enjoyable instead of forced.
  • Daily Orrian killer – adding a daily with unnatural requirements caused a lot of distress, and it was still only a subset from a large pool.

SOLUTION

Unsurprisingly, the solution is simple: add at least 3 permanent choices for dailies which come naturally while playing. You know, something from this set:

  • Daily Leveler
  • Daily Kills
  • Daily Events
  • Daily Gatherer
  • Daily Recycler
  • Daily Dodger

This way, playing players will be happily getting rewards for playing, and those who need directions or extra rewards, can do the specific stuff.

WHY THIS THREAD IS IMPORTANT and SHOULD NOT BE MERGED

Because threads like this one will appear in tens, if not hundreds when the patch hits. We’ve seen it with megaservers, traits, town clothes, commander tags, gem exchange… well, with all the changes which had easily predictable outcomes which were pointed at by the community, but were implemented regardless because they were already planned to.

So maybe, this time it’s better to listen to players before making this change? It will save so much time for everyone. Thank you.

Attachments:

20 level 80s and counting.

(edited by Lishtenbird.2814)

A question about GW2

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Losing people who can only “play” Queensdale train and consider a week’s worth of dungeons “hard” to get full exotics for tokens, is definitely a good thing for this game.

20 level 80s and counting.

New Mystic Forge Recipe!

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

while it usually will produce a gift box, may produce one of those valuable tonics, instead!

I wonder which part of this 15 page thread about RNG and this 13 page thread about Halloween mini, or the multiple threads about Black Lion Chests, Mystic Forge and Tequatl weapons made the designers think that players love RNG.

20 level 80s and counting.

Please Stop The Reflect Discrimination

in Profession Balance

Posted by: Lishtenbird.2814

Lishtenbird.2814

First we had 25 stacks condition cap.

Then we got [Defiant].

Then we got [Condition Reflect].

Now we get [Indomitable] and

  • “Some projectiles at Jungle Wurm no longer reflectable.” edit: apparently it happens with eggs at Evolved Wurm as well
  • Most bosses’ projectiles in Crown Pavillion not reflectable (except for some at Pyroxis).
  • Stealth fixes to bosses like Malrona whose projectiles are no longer reflectable.
  • Stones and spits from generic Wurms no longer reflectable (it used to be that way in Twilight Arbour, but not so long ago all wurms behave that way as well); who did the self-knockdown hurt anyway? It was fun and good for skipping wurms!
  • And let’s not forget healing turret at Boom-Boom and power regulators at Marionette – structures which do not accept conditions but are a core part of boss mechanics. edit: apparently the turret is a mob and accepts some conditions

I feel like every other thing except for direct damage is gradually rendered useless in PvE.

As far as I remember, the initial idea was that it shouldn’t matter what class you bring to the battle, it is still useful; however in practice, more and more bosses are being designed for [low skill-demanding but survivable enough] zerk warriors, with everyone else being left behind as too difficult to balance around. Feedback insta-killing Jungle Wurm? Make attacks unreflectable instead of tweaking damage. Mesmer’s Power Block shooting through Defiant and making mesmers useful in dungeons? Nerf it. Crowd-control skills cancelling one-shot mechanics? Remove CC instead of redesigning AI to allow all classes provide their own group utilities. Honestly, I’m already waiting for a patch which fixes the grub prevention “exploit” at Evolved Jungle Wurm.

So why should we be surprised by posts like “…but it doesn’t matter since we already replaced mesmer with a guardian…” and LFGs of “heavies only”? And you don’t even need reflects against generic boss ads in the first place if you can DPS those down.

Again, ANet: why design classes around utility skills and not direct damage, and then render those skills useless for anything other than brain-dead mobs which can be facerolled anyway (while also not bugfixing the core mechanics of classes)?

Please rethink your boss design philosophy. You’re making good steps in anti-zerg content, but class and build diversity in PvE still needs a lot, a lot of love.

20 level 80s and counting.

(edited by Lishtenbird.2814)

GW2 Jokes

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

“Where do all exotics I put into the Mystic Forge go?”
“They all flow into the same sewer system, and that all goes out to sea…

20 level 80s and counting.

Default Character Animations Spoil It All!

in Living World

Posted by: Lishtenbird.2814

Lishtenbird.2814

(spoilers ahead)

Zephyrite’s ships have crashed, and Morning just died in front of Marjory. Obviously, that’s the best time for Marjory to check if her hair looks alright!

Marjory’s sister is dead, and Kasmeer is delivering the sad news to the rest of the team. Must not be such a big deal, though, as she’s casually stretching herself.

Usually I’m the last person to complain about immersion in video games, but default idle animations like these were designed to make characters look attractive and somewhat “hot”. So it’s not at all surprising that it looks utterly jarring in completely inappropriate situations, which we have a lot (and will have more every 2 weeks) in the new LS S2.

I suggest adding another “neutral” set of animations for all races and genders (at least females) which can be used in story instances and similar situations. As a semi-solution, this set may even be a part of the usual animation with the most “casual” parts cut out.

Attachments:

20 level 80s and counting.

(edited by Lishtenbird.2814)

No Repair Costs = Rewarding Unskillful Play

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

The things I dislike most in party and group events are people who constantly go through the downed-rally-downed-rally-dead cycle. Which is not that uncommon, especially in suboptimal PuGs, especially in places like mid-level fractals or Living Story group events.

Source? Zee meta of berserker’s builds which do not always work when party is not coordinated enough to provide enough DpS to finish the fight fast or enough support to carry glass canons, paired with lack of personal skill to survive with such a build.

Result? Lying dead half of the fight making your party finish for you, or wiping and retrying stacking X times, or spending X tries to finish the dredge fractal with some of your party members totally naked by that moment.

Current state? If you die, you know you will be punished; it may not be a lot, but 1) it is significant for new players, 2) it accumulates over time and 3) no matter how small it is, the psychology tells you “it costs”. You understand that staying alive is at least a bit more profitable than not.

After patch? #GOROLLAZERKLOLIDONTCAREIFIDIECAUSEITSFREEYOLO! Translation: there is almost next to no motivation to stay alive in the group fight because as long as you hit the target a couple of times, you get your credit, and your party/the zerg will take care of everything else. So, more people will be eager to risk – new players because it doesn’t cost them money anymore, old players following nerfs to damage. Thus, more glass canons will start playing, more dead body will start falling, more content will turn into discontent to players who’re tired of spending half of the fight reviving downed zerkers and wiping in process.

TL;DR: removal of repair costs is a step away from “facilitating friendly play” and “build diversity”.

EDIT: hypothetical figures to illustrate the consequences:

  • If I run around doing 10 world boss events and pres per day and get 2s per each, then it accumulates into 6g per month.
  • If they nerf it to 1.5s, I’ll get 4.5g.
  • If someone dies 1 time per hour and spends 1 hour on these 10 events, he used to lose 0.45g from it; so after nerf, he’ll be effectively missing -1.05g.
  • If someone dies 4 times per hour and spends 1 hour on these 10 events, he used to lose 1.80g from it; so after nerf, he’ll be effectively getting +0.30g.
20 level 80s and counting.

(edited by Lishtenbird.2814)

List of Common Controversial Forum Topics

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

UPDATE: Clarification post #1
UPDATE 2: Points 1-5 have been revised.
UPDATE 3: Points 6-14 have been revised. THREAD FAQ added.
UPDATE 4: Added 15. DUNGEON SELLING.
UPDATE 5: Added 16. PRECURSOR CRAFTING / SCAVENGER HUNT.

This is a list of commonly discussed controversial topics of the GW2 forum, along with common arguments in favour and against, as well as a general idea of what you will usually get from the thread once it dies.

Jump to CONTENTS and skip FAQ

THREAD FAQ:

— What is the point of this thread?

  • This thread should provide an overview of the commonly discussed topics to players interested in making a suggestion. It will show these players what ‘pro’ and ‘con’ arguments they will most likely get. If the new thread won’t contain any new ideas, then there might be no point in creating the thread.
  • Topics will be updated with threads for reference. It might be better to join an older valuable thread than creating a new one.
  • Since the forum search function isn’t working, people may assume that these topics are new, while they have been already discussed multiple times.

— Why is there topic X but not Y?

  • Topics from this list were observed to have considerable amounts of both pro- and con-oriented discussants within the community itself. If the community is instead discussing specifics of a certain idea on which everyone generally agrees and the concerns are directed towards developers, this topic will not usually be included; example: lack of attention to PvE/PvP/WvW content, changes to the Trait system, SAB, Cantha.
  • You can suggest adding topics, preferably with links to representative threads.

— Too little pros, too many cons. It’s biased.

  • Firstly, it’s usually like that IRL. When you say “Let’s get a cat, cats are cool!”, that’s really enough; even dog-type people know what cat-type people like about cats, there’s little point voicing evident things. On the contrary, saying “why not get a cat” requires going into specific details concerning cats and your present and future circumstances: time cost, money cost, hair and dirt, allergy, illnesses, going on trips…
  • Secondly, many of the mentioned things did not exist in the game at launch, which means there were specific reasons why the game didn’t have them from head start. These reasons are usually quite extensive and still valid, so they take up a considerable amount of space.

— I do not agree with your overview.

  • If you’re knowledgeable in the topic, the best way to prove me wrong would be to provide links to representative threads which contain valuable information. That way, I can not only recheck them, but also include the list of links to respective topics for other players to both have a reference and make their own conclusions.

— I do not agree with your pros and cons.

  • These are not mine pros and cons; pros and cons listed here are aggregated from what is usually said in threads on the respective topics.

— You have not listed some pros and cons.

  • Feel free to add them, so that they can be reviewed and put into the list.
CONTENTS:
20 level 80s and counting.

(edited by Lishtenbird.2814)

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: Lishtenbird.2814

Lishtenbird.2814

7. Portal Entre/Exeunt.

  • Received a skill fact in tooltip in 15AprFP.
  • Has no range indicator. Impossible to tell whether it is in range or not.
  • Has no “cast time left” indicator for Exeunt. Impossible to tell when it times out.
    Solutions:
  • Introduce 2 icons for portal in the same way that conjured weapons have. One icon will have a timer, another will toggle between active/crossed out/grayed out icon for displaying the range. And this can even be a single icon.
  • Semi-solution: disable casting of Exeunt if out of range; enable it back when in range.

8. Illusions and invulnerable mobs. DEV: “Intended, same reason as LoS… Counter-play.”

  • An illusion skill gets totally wasted if cast onto an invulnerable mob (many Orr events, Marionette, etc). No illusion cast, skill goes onto a full cooldown.
  • Extremely annoying for PvE players. Discouraging to be a mesmer in large-scale events, especially with lack of AoE skills and a lag between the time an illusion is cast and the time it starts attacking.
    Solutions:
  • Cast an illusion on target and let it hang around it. If the mob is still invulnerable when e.g. a Berserker is whirling through it, it still will not die and will not break anything, but the illusion is not wasted and can scratch vulnerable nearby mobs.
  • Disable casting with a “skill requires a target” text.
    Trollution:
  • Just waste as well all classes’ AoE skills which get casted under invulnerable mobs and which melt those down that fast that an illusion can’t even touch them.

9. Blink not blinking. DEV: “Intended, follows standardized shadowstepping rules. No repro otherwise.”

  • Not blinking when it should, just teleports you where you already are and enters a full cooldown.
  • Possibly caused by uneven terrain and anti-exploit mechanics paired with lazy blocking volume placement on maps. However, this behaviour is extremely inconsistent: you may be able to blink over stairs and fences in Lion’s Arch but then fail to move forward through a presumably flat surface.
    Solutions:
  • Fix it to always work.
  • At least inform us (change the indicator to red) when your broken pathing system decides that we will not be blinked – BEFORE we try to.
  • At least block casting and do not force a cooldown when you know the skill will not be able work.

10. Phantasms and enemy pets/mobs. (reported by frifox) DEV: “Fixed some now, will fix some later.”

11. Phantasmal Haste. Fixed in 15AprFP!

12. Friendly projectile reflection bug. (reported by Xaylin) DEV: “Intended. Those skills bounce to allies and only grant the POSITIVE effects “boons” its not attached to reflect. (Trick: use your reflect to grant extra bounces:D:D:D)”

  • Friendly projectiles are reflected.
  • Happens with Mirror and F4 with Masterful Reflection.
  • Negatively affects the use of Staff Clones, iMage and iDisenchanter.
  • Probably also affects other friendly projectiles.
  • More info here and here.

13. Warden’s Feedback trait. Broken in 15AprFP.

  • May damage only the target but not other reflected enemies? Repro.
  • May not reflect (block instead) unless the target is on top of Warden?
  • May reflect projectiles upwards?
  • Temporal Curtain is too short (most projectiles will fly over the curtain) and is unreliable (some of the ground projectiles do not reflect, even at point-blank range)?
  • Warden will continue reflecting even past its whirl animation?
  • Video: http://www.youtube.com/watch?v=DWU6s5EBrz4

14. Illusions not spawning after weapon swap. (reported by Reesha) DEV: “Server-side, can’t fix at this time. “Lag related” Blame living world updates:D”

15. Torch phantasm’s and scepter clone’s projectiles miss._15. Intended. This is how projectile/missile “tracking” works._

20 level 80s and counting.

(edited by Lishtenbird.2814)

Removing Aspect Skills with "Swap" Button

in Living World

Posted by: Lishtenbird.2814

Lishtenbird.2814

Removing skills from picked up aspects with “weapon swap” button (like any bundle) instead of skill 5 (like tonics) would be very welcome if aspects are going to appear again in the future episodes.

The tonic mechanic was fine in Cliffs where you rarely had to fight and transformation had no time limit, but in both Dry Top and LS where you can pick up (often randomly) respawning aspects by mistake and use them instead of your weapons, it is an annoyance which can lead to you getting downed or jumping/rushing off a cliff to death. Maybe even interacting to get aspects instead of insta-receiving them would’ve been better for a zone full of enemies.

20 level 80s and counting.

(edited by Lishtenbird.2814)

GW2 Jokes

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

What did the Risen Noble say when an adventurer stole Deep Glacial Sky Dye from him?
“Return. Dye.”

20 level 80s and counting.

The New Dailies -- Feedback welcome

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Disliked it 5 days ago, dislike it now.

The new Daily system which hand-holds clueless and aimless players is, accidentally, once again leading to additional limits and constraints for loyal veteran players, which will turn dailies for casual players into even more of a chore and annoyance – just like the Traits (67 pages) and NPE (17 pages) changes did.

PROBLEM

According to this article, players will only have 4 fixed PvE dailies, and they will have to do at least 3 of them to get the daily reward. However, the problem is not with the amount, but with the requirements of new dailies:

  • Daily Ascalon Forager
  • Daily Maguuma Wastes Vista Viewer
  • Daily Malchor’s Leap Event Completer
  • Daily Fire Elemental

Let’s look at what this means:

  • Bring your character to a region you might not have or don’t want to explore yet (new Sylvari player in Caledon Forest) to harvest stuff there.
  • Bring your level 80 character which you might not have to a region you might not have or don’t want to explore yet and find a vista there.
  • Bring your almost level 80 character which you might not have to a region you might not have or don’t want to explore yet and look for events across that map.
  • Log in at specific time after looking up times at external websites (no in-game schedule exists) and bring your character to a region you might not have or don’t want to explore yet.

How is it different from the current PvE dailies?

  • Daily Kills
  • Daily Reviver
  • Daily Events
  • Daily Gatherer
  • Daily Leveler
  • Condition Applier
  • Daily Kill Variety
  • Daily Recycler

Let’s look at what this meant:

  • Kill stuff while playing the game when, where and how you want.
  • Revive stuff while playing the game when, where and how you want.
  • Do stuff while playing the game when, where and how you want.
  • Gather stuff while playing the game when, where and how you want.
  • Do enough stuff to get a level while playing the game when, where and how you want.
  • Spam different skills while playing the game when, where and how you want.
  • Kill different stuff while playing the game when, where and how you want.
  • Salvage stuff you get while playing the game when, where and how you want.

In other words, you were rewarded for simply playing the game; unless you were an achievement hunter, it felt natural and it was rather hard not to get dailies while playing PvE. (I think it would be safe to assume that most casual players do not ever step into WvW/PvP; however, the new PvP dailies will have variations of the same problematic concept, like “win a game on a class you don’t know”).

With NPE in mind, I see where there problem lay: completely new players felt clueless and didn’t know what to do! So just as with “go to this vista and press F, go to this PoI and you don’t even have to press F…” system, the new dailies are telling people what they can do. The problem is, though… there are next to no options!

BACKGROUND

These threads from the past are worth noting:

  • Only 10 Daily Achivements? – an 8-page thread from 7 months ago where players are annoyed since they’re forced to do specific PvE dailies because of lack of choices. Result: increase in choices.
  • Please make dailies feel more natural – a thread about making dailies feel enjoyable instead of forced.
  • Daily Orrian killer – adding a daily with unnatural requirements caused a lot of distress, and it was still only a subset from a large pool.

SOLUTION

Unsurprisingly, the solution is simple: add at least 3 permanent choices for dailies which come naturally while playing. You know, something from this set:

  • Daily Leveler
  • Daily Kills
  • Daily Events
  • Daily Gatherer
  • Daily Recycler
  • Daily Dodger

This way, playing players will be happily getting rewards for playing, and those who need directions or extra rewards, can do the specific stuff.

WHY THIS THREAD IS IMPORTANT and SHOULD NOT BE MERGED

Because threads like this one will appear in tens, if not hundreds when the patch hits. We’ve seen it with megaservers, traits, town clothes, commander tags, gem exchange… well, with all the changes which had easily predictable outcomes which were pointed at by the community, but were implemented regardless because they were already planned to.

So maybe, this time it’s better to listen to players before making this change? It will save so much time for everyone. Thank you.

20 level 80s and counting.

I had 40 gold and I felt poor

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

I can’t believe how unfriendly this game is to the casual player in concern to endgame content. I never really thought about it until I realized that with 40 gold there really wasn’t anything I could do anyways with it.

There is no endgame content where “you can’t really do anything” with a 1g exotic rifle instead of Scarlet’s Kiss, apart from 20+ fractals where you need agony resistance.

If you insist on being “casual”, get the “casual” stuff.

If you are willing to become a “pro”, you’ll get “pro” stuff.

If you insist on being “casual”, but want to get the “pro” stuff, then invest your money instead of time and buy gems to convert to gold. Simple as that.

20 level 80s and counting.

PSA: How Farming Works

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

GW2 is a great game with shared loot and non-competitive PvE which encourages playing in groups. Sometimes some people find a spot that is better in term of rewards, often it being a design oversight, and move there to play. Sometimes other people who can’t or don’t want to join in (because it’s actually boring for them) go vocal and say how bad these farmers are for farming something, how it ruins everything, and how happy they will be when it gets nerfed.

In this thread, I want to look at how farming works, and why moderate farming is actually good for all players in mid-term. (In long term, the desired scarce items may be the only reason for people to continue playing, and if there are no scarce prestigious items, many players may not have a reason to play at all – but these situations will require extreme farming anyway which can only happen in an abandoned game).

Part 1. Farmers And Players vs. Supply And Demand.

Market prices in GW2 are set by supply and demand (with the limit of vendor prices, which is only hit when we’re talking about low demand, high supply items). A Wiki image of the supply and demand curves for those who are not aware of the concept is attached.

The image shows an increase in supply – the price drops. When supply decreases, the price increases. Let’s say there is a good farming spot for blobies, and it will be nerfed in the next patch because a lot of players on the forum were complaining about it, because too good/toxic/immersion-breaking/wrong phase of the moon/Justin Bieber.

  • Let’s say we had 100 players who needed 1 blobie per week each, which makes 100 blobies per week.
  • We had 10 farmers who farmed 10 blobies per week each, which makes 100 blobies per week.
  • Let’s say the price got an equilibrium at around 2g per blobie.
  • After patch, we still have 100 players who want 1 blobie per week each (demand at 2g is constant).
  • After patch, the 10 farmers can only farm 5 blobies per week.
  • When the first 50 blobies at 2g are sold, the other 50 players still need 50 more blobies at 2g. This do not exist anymore.
  • Possible shifts: depending on the type of the blobie (necessity <- → luxury), including extreme cases, the new situation can be one of the following:
    • 100 blobies are being bought at 4g – everyone agrees to buy blobies for 4g now because they still need them; the amount of farmers increases to provide enough blobies. Many players can become farmers themselves because they believe blobies are too “expensive” to outright buy.
    • Less than 100 blobies are being bought, at a price higher than the initial 2g – farmers and sellers come to a new compromise, but less blobies are available now and they cost more. Some players can become farmers themselves because they still want a bit more blobies.
    • Small amount of blobies are being bought at 2g – no one agrees to buy blobies for more than 2g. Only the most dedicated farmers stay, the amount of blobies in the game dwindles.

Results of the nerf which people on the forum are happy about: more people have to grind, more casual players suffer from an increase in prices, more people suffer from lack of supply on the market. Both sides become unhappy.

Let’s take a look at the effect of the recent chest farm at Silverwastes (and a bit the Halloween farm):

So, if you never farmed but wanted Bonetti’s Rapier here and now, you do not need to grind half a hundred gold anymore or hope for a 1 in a 1000 champ bag drop during your “casual” play. (Or rather, did not as the farm was nerfed). If you wanted to go for ascended or legendary, you can now get T6 mats for some 15-20s less each. Are lower prices on desirable items really that bad for you as a player? Is your excitement of getting a Bonetti’s Rapier in the 1000th champ bag and selling it for 53g instead of 6g really worth the frustration of other people who can’t get it because they can only play for a couple of hours during weekends?

Attachments:

20 level 80s and counting.

(edited by Lishtenbird.2814)

TAIMI !!!!!!

in Living World

Posted by: Lishtenbird.2814

Lishtenbird.2814

in centaur’s voice

FOR THE TAIMI!

20 level 80s and counting.

[Suggestion] Improve Ground Targeting system

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Would be great for things like Blink as well. I actually thought that this would be the default behaviour when I started playing and was surprised that there wasn’t even an option for it.

20 level 80s and counting.

PSA: How Farming Works

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Part 2. What We Are Is What We Farm, or Gold, Items, And Inflation.

The primary source of inflation is growth of the money supply. In an MMO, unlike in real economy where money is backed by real limited amounts of gold (or is at least supposed to be that way!), money is generated out of thin air.

  • At launch, 1g was a lot of money. No one knew how to speedclear dungeons or where to farm and no one had ascended gear which made PvE mobs even more faceroll.
  • Now, you can get direct 1g in under 5 minutes in a CoF p1 speedclear. A lot of people do it and a lot of people get 1g daily multiple times from multiple sources.

This leads to Dusk costing 100g in late 2012 but 1400g in late 2014. Money gradually lose their value as everyone gets more money and agrees to give more money for the same things. Which also means that if you left the game for a year and stored pure gold, you lost quite a lot of money and will have to catch up.

Gold in GW2, which is generated out of thin air, comes in two forms:

  • Direct gold received from mobs, events, dungeon rewards etc.
  • Looted/received items which can be vendored.

So when you see a farmer get a Vicious Claw, you think “Dat =@#:! just got 50 silver! Inflation, exploit, ban!”, while in reality he only generated 13 copper which is the vendor price of the item! Let’s see what happens when the farmer sells this item to you:

  • The farmer places a Vicious Claw (which has a vendor value of 13c) for 50s.
  • A casual player who doesn’t want to mindlessly farm buys it.
  • The TP subtracts the two fees (5% and 10%) for a total of 7s50c.
  • 13c-7s50c = 7s37c removed from the money supply!

Fun fact: when you say “Farmers are ruining the economy!” and then run a casual CoF p1, it takes a farmer 14 Vicious Claws on the TP to offset the gold you just created out of thin air. (Okay, of course there’re more variables like vendorable or sellable dungeon loot, or direct gold from champ bags, but you get the concept).

20 level 80s and counting.

(edited by Lishtenbird.2814)

Fractals - You Finally Broke Me

in Fractals, Dungeons & Raids

Posted by: Lishtenbird.2814

Lishtenbird.2814

“Hey, we fixed your Warden!” – “Great, nothing changed, and also reflects are broken.”
“Hey, we fixed your fractal drops!” – “Great, they are now lower.”

http://www.youtube.com/watch?v=6QdnzHDHiOM

20 level 80s and counting.

Your Lists of Way Long Overdue Fixes/Changes

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Major:

  • Targeting
    • separate “Target nearest enemy” (current behaviour – closest anywhere in the sphere around character) and “Target nearest enemy within the screen” (previous behaviour) functions
    • option to exclude yellow targets from auto targeting
    • displaying and casting targeted AoEs at max range when out of range
    • keybind for toggling autotargeting
    • option for highly visible cursor
  • Camera
    • will be partially addressed on March 10
    • toggle for right-click camera
    • “About Face” not working with right-click camera
    • right-click camera auto-disabling after certain skills
  • Build templates
    • for traits
    • and gear
    • (almost) confirmed not coming with HoT
  • PvE conditions
    • removing/increasing condition stacks cap
    • fixing weaker conditions overwriting stronger conditions
    • conditions affecting structures/direct-damage immune mobs
  • Megaservers
    • interface for switching Megaserver shards (without LFG)
    • queue for joining full worlds
    • reserving spot in the world for disconnected players
    • retaining event credit for disconnected players
  • Instance kicking
    • instance owners cannot be kicked; if the instance owner leaves, the status of instance owner is passed to the next person who entered the dungeon after the instance owner
    • requiring 3 people and not 2 to kick a party member
  • Traits
    • will (hopefully) be addressed in HoT
  • Non-RNG ways of getting unique rewards
    • such as fractal skins/tonic,
    • Tequatl’s weapons,
    • Wurm armour
    • (precursor hunt coming with HoT)
  • Skills/mechanics
    • separate PvP and PvE skill balancing
    • shadowsteps displaying as green and then failing to work but going on full CD, especially on objects like stairs but not limited to
    • skills not triggering when button is short-clicked instead of pressed and held
    • Bloodlust/Virtue of Justice/other on-kill effects not triggering for mobs which give no XP (especially in LS)
    • ground skills share cooldowns with slotted underwater utilities bug
  • Inventory
    • “Open all” function for containers
    • function to salvage all of type (whites/blues etc.) and full stack
    • compacting works within specific type bags
    • “Deposit” and “Compact” buttons outside the gear icon
    • wallet/materials section for geodes/crests/crystals/philosopher’s stones and other currencies
    • auto-deposit materials (datamined a couple of months ago)
    • auto-accept option for right-side chests
    • “Accept all” option for right-side chests/instant splashless accept (like right-click)
    • option to auto-consume luck
    • use for luck past 300%
    • 2-handed weapons filling adjacent slots when switching weapons (i.e. not losing Focus in the middle of inventory when replacing Sword-Focus with Greatsword)
    • tying gear sets together
    • “Equip in 2nd slot” for trinkets
  • Interaction/looting
    • auto-loot on kill
    • list of interact options instead of a single option when near multiple interactibles (i.e. Banner, Ice Bow, Downed player)
    • always prioritising Downed players over Dead players
  • TP bugs/features
    • hover changes cursor position resulting in price errors
    • auto-listing insta-sell items when failed to fill buy request
    • sell amount changing to highest buy order instead of max amount
    • displaying buy orders instead of sell listings in bag view (which makes this mode useless)
  • “Buy [n]” field for vendors
20 level 80s and counting.

(edited by Lishtenbird.2814)

Why does ArenaNet hate farming?

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Get More Gold!

Remember that you can exchange gems and gold at our currency exchange on the second tab of the Black Lion Trading Company! Currently, you can get 1 gold for about 15 gems and 50 gold for about 670 gems!

Did I answer your question?

I know about it, and that’s why I started a thread like this one

Not much else to say here, I’m afraid.

  • Step 1 of B2P game: at release, make players happy (so that they recommend the game) and let them farm (to produce enough gold out of thin air).
  • Step 2 of B2P game: let them farm until they produce enough artificially scarce items (supply) and a market for them (rich players – demand).
  • Step 3 of B2P game: start nerfing farming so that the only way to acquire the available scarce items (= to become “on par” with someone) for new players and casuals is to buy gems or invest a lot, a lot of their time, while also providing new gemstore items at higher prices to drain the gold from rich players.
20 level 80s and counting.

3 big economy problems

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

1. “I want more for less!”

  • Most champ trains have been nerfed and are officially “by far not the most profitable content”.
  • Open world events and hearts give just as much reward as the amount of effort they require.
  • Yes, there are problems with reward scaling in Fractals and RNG in Tequatl and Wurm, but mostly that’s it.

2. “I want others to play the way I want!”

  • Playing the TP has “playing” in it for a reason.
  • Playing on TP requires a lot of skill in researching markets and managing resources.
  • People who bought 7 accounts have financed the game 7x times more than you and are at the moment giving you more new content in a B2P game.
  • Flipping stabilizes markets.
  • Flipping sinks gold a lot (15% each transaction) and stabilizes economy.

3. “I can’t do it, so don’t let them!”

  • If a person can solo a content for 5 people in a legit way, he deserves that gold.
  • If a person is exploiting content, he will be banned.
  • If a person is kicking people from parties, he will be reported for LFG abuse and banned.

TL;DR: Rants coming from people who are not willing to view the whole picture. We’ve seen that on the forum many times, and none of those are an “economy problems”.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Living Story Won't bring people back.

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

~Mounts

Stopped reading at this point.

20 level 80s and counting.

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: Lishtenbird.2814

Lishtenbird.2814

I rolled a mesmer and went on killing low-level grubs to level.
I rolled an ele and had to go craft not to get killed by same-level mobs.
I then rolled a warr and steamrolled +3-4 level mobs rarely even using healing.

So maybe, because highest-armour highest-dps warrs are just a slightest bit overpowered?

20 level 80s and counting.

Too many tomes of knowledge...

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

I’m failing to see a problem here.

“I am too lazy to convert a specific reward to gold, so please take that reward away from everyone who actually needed it for a long time, and give me that gold.”

20 level 80s and counting.

The Ice Bow Song

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Hey, guys, look what I just found:
There’s an Ice Bow on the ground!
It is so cool and shiny,
It is saying ‘Try me, try me!’

When engaging in a fight,
Let the ele prestack might,
And do not CC boss, please:
Let the ele use [Deep Freeze]!

When the mobs are tightly packed
And your group is corner stacked,
Use skill 4 and then skill 3
For an awesome killing spree!

When the boss just knocks and smacks,
Remove all five [Defiant] stacks,
Get Ice Bow, use skill 5 -
Save a fellow zerker’s life!

When you see a graveling burrow,
Use skill 4, unleash the horror!
When Tequatl’s stunned and dazed,
Stick Ice Bow in his face!

Blast light fields and camp the bear,
Wear Nomad’s, flower hair…
But for sake of all Six Gods:
5, 4, 3 and then discard!

P.S.

Hey, guys, look what I just found:
There’s a Hammer on the ground!
It is so lightnin’ shiny,
DON’T YOU EVER TOUCH THAT THING!

20 level 80s and counting.

Survival if the Fittest = adaptation

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

“Redo the game the way I like it or it will die!”

Catchy title, yet same things we heard before.

20 level 80s and counting.

Builds Are Now Outfits: Bye Choice Hi Clones

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

“Be careful what you wish for, ANet may give it to you,” they said.
We wished for build templates.
We got build templates… predefined build templates.

— Oh, so it’s Imbued Shaman now. Lemme slot in Medic’s Feedback, Glamour Mastery and Warden’s Feedback so that I can safely rez those wannabe zerkers at level 50. Too bad I do not have enough slots for Mender’s Purity as well…

  • Eeeehp! No, you are not allowed. You can no longer slot in Adept/Master traits in other tiers. Allowing it will make you overpowered and hard to balance.

— I’m way too sleepy and it’s Mai Trin. Lemme trait a bit into Chaos for a safe net, then into Inspiration for reflects, then into Dueling for extra fury or maybe longer blinks or lower CD on Blurred frenzy, and finally into Domination for more phantasm damage and lower CD on GS… Or should I go for Illusions for more illusion spam?

  • Eeeehp! No, you are not allowed. You can no longer choose more than 3 trait lines at once. Instead, you will have to take 6-6-6 points into each line, even if everything else is utterly useless (or can even hurt your teammates like clones on dodge in PvE). Allowing it will render content too easy for the build you carefully tailored for this encounter.

— Wow, this 6-2-2-2-2 staff ele build is great! So much power, but great utility and versatility! I love it!

  • Eeeehp! Say goodbye to being versatile. For one, the Vital Striking trait has been moved – sorry, merged! – from Adept to Master. And please remember you cannot trait into more than 3 lines anymore, yes. So if you want to get that damage trait, please fully take the healing line.

— Nice, this one small trait in Water will give me a necessary damage boost! It’s nice I don’t have to take extra useless stuff along with it!

  • Eeeehp! Traits have been forcefully merged. For example, that offensive Vital Striking trait (Deal extra damage when your health is above the threshold) has been merged with a defensive Aquamancer’s Alacrity trait (Reduces recharge on all water weapon skills). Makes a lot of sense for a staff elementalist camping Fire attunement after the initial rotation, right?

— Ok, so there’s my new character. What this stuff does? Teleport? Good, I’ll take it, I want to travel faster. And this one? Passive effect speed signet? Nice, I’ll take it, lemme just get some skill challenges. Oh, that’s a nice AoE – I can tag more mobs and get more XP! The other skills look kinda useless now – no need to waste time on them at the moment.

  • Eeeehp! No, you are not allowed. You can no longer choose what utility skills to unlock first. You will have to grind all through the linear reward track to unlock that one signet, that one teleport and that one AoE – three times until you get to the ones you need. Because reading tooltips and choosing is too confusing for new players, and because full passive signet builds are fun.

Doesn’t it all remind us of something? Oh, right!

The new build system is now “outfits”: there’s no mix-and-match, there’s no variety, there’s no tailoring, you’re just playing what has been defined as “good” by developers.

By locking traits to tiers and reducing the overall number of traits, we’ve made each choice much more compelling.

That’s what they’re saying. But with just a couple of viable options which will be left alive (as always, since “balance” patches happen at best 2 times a year), the new build system won’t be fundamentally different from a Korean MMO grinder of ~15 classes where each does exactly one thing. It is effectively dumbing down the game, taking 90% of the choice which could be too confusing away and replacing it with predefined builds. That way, it is hard to be a bad player when all “choices” are so evident and lackluster.

Why do it? The answer is simple: creating virtual “build presets” means easier (= cheaper in terms of costs) balancing, since the developers can now define what the meta is, and not smart players exploiting the full potential of the class by min-maxing within the system.

Now the question is: is not having a choice “fun”? Is “balance” worth taking stuff away from players, shoehorning them into cloned builds and making buildcrafting boring and bland?

My answer is NO. Honestly, I’ve been disheartened by many decisions over the past year, but this one has a very large chance to actually break the game for me. If I wanted to play a no-customization game, I would’ve chosen one of those free MMOs with preset race-class bindings, preset character body types, preset full-body dresses, 111 skill bars (and cute graphics on top). If I chose GW2 and stayed here, it’s because there are so many options that it keeps me busy for a long time (despite a desperate lack of content) – and once you take all of it away in favour of “streamlining” and making “less confusing” and “more compelling”, I’m out.

20 level 80s and counting.

PSA: How Farming Works

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Part 3. The Infamous (Mis)quote: Play How You Want.

Yes, some farms are toxic, (borderline) exploitive and harm other players’ progress. But this is not an excuse for saying “farmers are baaad”. Firstly, because this is not true: farmers are the same players as you, they just have different priorities. Secondly, because gamers are human, and human psychology has been studied enough to make wise game design decisions preventing toxicity in the first place.

  • You may be playing for “fun”, spending an hour on a CoF path with your Nomad’s rifle warrior killing every single critter, and the process itself is what you seek. You might never go out of your way to get something you want, because doing boring stuff is boring, and you may just buy gems or skip on the item altogether. That is fine as long as you enjoy it (and have 4 more people who share your view in the party, that is).
  • Other people grind mindlessly for months, looking for best places to maximise gold per hour, because a shiny item in the end of the journey is their definition of “fun”. They will do it until they reach their goal, even if they have to act like zombies. And this is also fine as long as they enjoy it (and do not offend other players or block their progress, that is).

When you have both types of people in an MMO, you can get a healthy economy and a healthy community, where some people spend their time and provide supply (and find it fun) and some people spend their money and provide demand (and find it fun). The Silverwastes chest farm was a good example of how a farm can be healthy (just open LFG and choose a farm/non-farm map) and fun to an extent, as well as showed us how collective farming can actually draw prices down. I think this was an interesting case, and we will learn something good from it.

Cheers, and good luck with your “mindless farming” or “casual playing”, whichever you prefer!

20 level 80s and counting.

Trading Post 2.0 (Last Feature pack Arcticle)

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

And there isn’t aesthetically room for a third piece of information in that layout.

Here you go.

For me, the extra space there looks exactly like something to put “projected profit” into.

(Also, while making these images, I once again saw that having leading zeros would’ve been really good for improving clarity).

Attachments:

20 level 80s and counting.

Only 10 Daily Achivements?

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

I thought that was an error at first…

When they said “merged”, it clearly meant we got more options. But no! I’m forced to do more of what I don’t want to now if I’m eager to get that laurel.

Why? Is forcing people to do things they don’t like the ANet’s concept of “enjoyment” and “achievement”?

20 level 80s and counting.

[Suggestion] Title for all color of Comm tags

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

  • “LOOK AT ME!”
  • “I’m rich, you know”
  • “My mother won’t be happy when she checks her credit card”
20 level 80s and counting.

Re-improving The Improved TP

in Black Lion Trading Co

Posted by: Lishtenbird.2814

Lishtenbird.2814

I may not be used to the new TP yet, but for me, it looks more confusing than helpful.

Here are some things that I find disturbing:

  • Cannot insta-buy/sell multiple items easily. Say, I need 4 foxfire clusters; they’re sold for 40s 01c (2x), 40s 02c (1x), 40s 09c (1x). Previously, I could skip setting the price and just buy 4 of them; now, I have to buy 2+1+1, clicking several times instead, or tick the price and change the quantity later! The (!) colourful notifications are more confusing than helping. If we stick to the current interface, an “auto match price for instant sell” tickbox which removes restrictions on the quantity bar and greys out the price field may solve the problem. The tickbox setting should persist. However, I do not think this is a perfect solution – some kind of unified “max quantity + auto price” button could’ve worked faster, but it’s extra buttons in a small UI, so..
  • No “max” button. The slider is nice, but as for me, it isn’t really helping set max amounts.
  • “My lowest listing” no longer visible. This is a step back: it is not nice for trading in markets which like to shift.
  • Number of buyers/sellers no longer visible. This is a step back: seeing these numbers lets you get the idea of the market at a glance.
  • Hard to tell whether you’re selling or buying at a glance. If you’re selling/buying while doing other things (like chatting) and lose concentration, you get the unified interface when you return, which is confusing. “Just look at the buttons!” – you say; “Why not make it clearer regardless?” – I say. For example, by changing the backgrounds of buy/sell popups – like blue/yellow. While writing the post I realised that there was color differentiation, but it is too subtle to be noticeable. And an extra title wouldn’t hurt – there’s enough space on top.
  • If we stick to the current button positions, than moving the [Ok] [Close] buttons on the green popup a bit to match positions of [Sell Instantly] [Cancel] would speed things up a bit – double mouse click without moving the mouse.
  • “I hateAnnoying Animations” mode extra to the “I amEvon Gnasblade” mode, or whatever it is spelled. Please, please let us disable animations! I’ve always found them annoying and distracting in all OSes and applications and disabled them; I understand that it is “pretty, cool, modern” for some people, but for others it’s just an eyesore.

I still don’t think the suggested changes would make the new TP perfect, because I believe that the whole “Sell/Buy instantly” concept of trading should get a larger, separate focus – as before (tabs? auto buttons?), but those can make TP a bit better and less confusing for people who’re really using it, at least.

More suggestions on how to fix the newly introduced UI confusions are welcome.

Edit 1:

  • No way to refresh listings while thinking about selling/buying.
  • Cannot see your previous buy orders in listed order.

Attachments:

20 level 80s and counting.

(edited by Lishtenbird.2814)

Why does ArenaNet hate farming?

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Get More Gold!

Remember that you can exchange gems and gold at our currency exchange on the second tab of the Black Lion Trading Company! Currently, you can get 1 gold for about 15 gems and 50 gold for about 670 gems!

Source.

Did I answer your question?

20 level 80s and counting.

Event Fairy/Asura News Stone/In-game Timer

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

With the current world boss timer system but respective event chains still active, a part of the gameplay became really messy: you have to open a browser page with a schedule each time you want to do a world boss, then find a time, then convert to your timezone while taking account of DST. Or you may waste time on doing a pre-event chain for abysmal reward which ends with nothing simply because you didn’t know that bosses were changed.

I’m pretty sure at some point someone will rewrite gw2stuff.com to display active world bosses, but playing a XXI century game with a clock and a paper is not really fun.

That said, I would like to suggest a way to display active and upcoming world bosses in game. Possible options are:

  • Event Tracker on the right side of the screen which can be clicked to display a complete schedule in your time zone and current/upcoming bosses.
  • Asura News Stone inventory item which basicaly does the same.
  • Event Fairy/Event Golem – a summonable NPC which can tell you what’s happening in the world.

In the meanwhile, I would appreciate it we at least had an official AJAX webpage with live schedule.

This way people who’re not used to digging up forums will at least be able to plan and organise – just like you wanted them to when you were talking about the megaserver system.

P.S. I’m opposed to the new fixed world boss schedule as a whole as it leads to zerging and lack of choice, but since it’s not going to be changed, I’m looking for ways to make it less frustrating.

P.P.S. I hope this topic deserves a separate thread, but if doesn’t – well, so be it.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Trading Post 2.0 (Last Feature pack Arcticle)

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Improving the visibility of the fees incurred while using the Trading Post was also important. Previously, we’d show you the listing fee and projected profit when selling, but this left out the successful exchange fee that comes out of the seller’s profit on every transaction. Feeding all those birds that shuttle your wares to the Trading Post isn’t cheap, or so Evon claims. It was better than nothing, but we got a lot of feedback that the projected profit was confusing because we weren’t calling out all the fees. The new selling UI in the Trading Post explicitly calls out both the listing fee and the exchange fee, so there shouldn’t be any surprises when selling.

What I find disturbing is that “projected profit” got removed and replaced by two fees. I am afraid that this was done on purpose, to make people do all the math themselves. The main complaint about “projected profit” (as stated in the post) was not that we wanted to see the fees… the complaint was that it didn’t calculate all the fees.

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20 level 80s and counting.

Do want this outfit, ANet

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

I can’t help but feel this would be the wrong message to give out – a school girl outfit? No- sorry no.

Capes? Yeap, not a problem.

Nearly topless Marvel heroes/Avatars? Sure, here you go.

Outfits of executioners with skulls and axes designed to chop off victim’s heads? Come on, that’s just a game!

School uniform? OHMYGAWDNO-WRONGMESSAGE-YOUPERVERTSGOTOJAIL!!!!111

/shrug

20 level 80s and counting.

(edited by Lishtenbird.2814)

Lets talk about the new Gem conversion [Merged]

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Imagine you’re on a trip to Madagascar and want to buy a souvenir for 25 Malagasy ariary; unfortunately, the currency exchange guy only lets you exchange 400 Malagasy ariary. ‘Why?!’ – you ask; ‘Some travelers found it confusing that you can exchange any amount of dollars,’ – he says. ‘What? I’ve never seen such people, everyone I travel with can deal with currency exchange quite fine!’ – you say; ‘I tell you there are such people. Period.’ – he says. ‘What I gonna do with the extra 375 Malagasy ariary?’ – you say; ‘Spend it the next time you visit Madagascar,’ – he says; ‘But I’m never coming here again!’ – you say; the currency exchange guy smiles and shrugs.

Gaile,

thank you for jumping in and posting the reasoning behind the change, but I’m afraid it doesn’t really help in this case. I feel like explaining.

Why people are raging:

  • They feel like ANet is covering marketing decisions with good intentions, this being not the first time. The new system forces to buy extra amount of gems for small purchases; once done, the extra amount of gems forces people to get more gems to spend on something else as otherwise it will feel like wasting money. Unfortunately, many people past the teenage age have seen similar systems many, many times and know how they feel about those.
  • ANet’s gem shop has always been the best in terms of honesty among many non-sub games: only cosmetics and convenience, no P2W. Tactics which can be considered by players as dishonest undermine the trust in the model for many people (me included). Similar marginal tactics have already been used previously with 900 gems, 500 gems pricing.
  • They feel like they’ve seen it before and know how it ends. Windows 8 told us it was comfortable easy; I spend most of my day at a PC and I hate it at how unintuitive, non-customizable and counterproductive it is. Microsoft knows better, as always… yet the sales were awful and now Microsoft has to roll out a free OS, removing their “improvements”.
  • They feel they can come up themselves with similar “required” reasoning for anything which requires a change, depending on the goal. Like, “cannibalism is okay because human body requires meat to function properly”. The evident faults in the reasoning are omitted for the sake of the goal.
  • Game designers have known for a long time how “removing things” affects players, especially loyal ones. If you remove freedom they had once, they are not happy. If you do it multiple times (limited skins, server identity, traits, phasing out BL key skins, mixable town clothes, PvP armour skins, NPE level gating, estimated profit, variable amount gem exchange), they start raging with torches and pitchforks. It kind of builds up.

Why people are not giving feedback:

  • Because previous system worked for them.
  • Because there is one best source to model currency exchange after (if you’re aiming for increasing usability, not gem sales): real world. Look at the example in the beginning – it describes the situation perfectly. Luckily, 375 Malagasy ariary is less than a dollar; this is not the case with gems though.
  • Because artificial limits are nothing but usability, no matter how many times you say it. Even if we omit the currency exchange model, one can always take out their wallet and see what banknotes they have inside: 1, (2), 5, 10, 20, 50, 100 dollars. Why? Because it was determined to be efficient. Now tell me of an ATM which only gives you 400 dollar banknote – I don’t think I’ve ever seen something like that; when they give out money, they even mix large cash with small cash!
  • Because customization (along with backward compatibility) is the core of usability which has been used for a long time. That’s why so many people prefer Linux to Windows. Want a new UI without testing it? Okaaaay… but then just add a large horizontal arrow bar on the bottom which switches to the old UI. Here, I fixed it!

That’s my share of feedback. I don’t think it will change anything, really, because businesses are ruled by marketing departments nowadays, not the “we want to create the best game ever and make all the gamers in the world fall in love with it for the rest of their lives and never feel cheated or tricked” departments.

20 level 80s and counting.

[Constructive] Whole-map event vs. Zerg & AFK

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

A team of 11 players enters a football field.
1 player goes to sleep on a bench, 1 player goes to runt about how bad the looks of the prize are, 2 players are catching butterflies, 3 players go to charge fans for signed photos, and 4 players struggle on the football field with their inexperienced opponents and manage to win the match in the last second.
All 11 players get the same amount of prize money, trophies and contracts with advertising agencies. (Butterflies and money from fans not counted.)

This is exactly how I feel every time on Piken Square when we hit 1200 at the very last moment despite of hordes of zergs saving children, AFKers hidden around the map, heirloom runners and mapchat trolls telling us how bad the ultimate reward is. I counted that during a rescue cycle I could save around 20-25 “unique” citizens; with a hypothetical 100 players in a map, that makes 2500 saved citizens… yet we only see 1200. So, the question is, where did the other 1300 citizens go?

I know this has been discussed many times, but here I will be constructive and I ask you not to derail the thread and to be constructive as well.

The main reason why these problems arise is the multiplication of specific game design decisions and psychology of most people players which tells them to maximize returns and minimize investments. Some casual-player friendly concepts of GW2 do work in open world to an extent, but they simply fail in recent large-scale events, with Escape from LA and Twisted Marionette being the most recent and evident ones. Here’s the list of issues and the proposed solutions.

ISSUES:

Counter-productive goals

  • Whole-map content should not be designed in a way that player A’s goal hurts player B’s goal in cooperative PvE. I’m speaking here primarily about heirlooms and things like AP for destroying bridges in EoTM; Marionette Warden achievements and hit-and-AFK Hologram achievements can also be counted as such.

Counter-productive incentives

  • Even more so, whole-map content shouldn’t be designed in a way that player A gets his reward PLUS a reward for what player B was doing, but not the other way round. I’m speaking about both zerging and heirlooms runs here.
  • With the current system, you can get both the reward from group effort done by other people and lots of bags from zerging by upscaling events; from my experience, you can get around twice as much bags by zerging. Same goes for heirlooms. In Marionette event, it was often more rewarding to swap lines and farm keys instead of fighting the Warden which would have been failed anyway.
  • The final reward is too random and unrewarding compared to guaranteed rewards from farming bags. Furthermore, rewards from farmed bags are better than the ultimate rewards in short term, and that is a big problem: you may never get your jetpack skin, but you may get some unlimited tonics and airship tickets and fabric from bags – and that’s additional to champ bags and greens-blues.

Leeching

  • The way current whole-map content is designed at the moment, you can easily AFK the whole run (Escape from LA) or hit several mobs and then AFK (Marionette) and still get the guaranteed reward which other people had to earn.
  • It is often very difficult or next to impossible to tell a legitimate AFKer (sudden real-world problems) apart from a leecher.
  • There is no mechanics to report leechers (apart from botting), and even if you do, see above.
  • Hiding properly is the easiest way of avoiding being reported.

PROPOSED SOLUTIONS:

All activities count towards the same goal

  • In case of Escape from LA, both heirlooms, encouraged/resed citizens, miasma events, escort/defend events can all count towards “good deeds” counter instead of “citizens saved”. Events actually did it, but zerg + scaling was a large problem with them.
  • LS meta achievements should contain a large portion of achievements which are tied to the main source of goal contribution – in our case, encouraging and reviving citizens. Current meta achievements (not dailies) did not have a SINGLE achievement towards encouraging citizens; it did have a counter-productive heirloom discovery achievement, on the other hand. These achievements should require a high score to fulfill and a reward tied to it, and they would clearly tell players who open the achievements panel on the release day what they’re supposed to do in the new event. However, the achievement which has a reward tied to it is the same heirloom counter-productive one.
20 level 80s and counting.

(edited by Lishtenbird.2814)

Vine Backpack with Purple Glow (Meta Rewards)

in Living World

Posted by: Lishtenbird.2814

Lishtenbird.2814

…is what a sylvari mesmer would be happy to see as a meta achievement reward for the next episode of LS.

Seriously, I miss meta achievements and their rewards. Now that we have episodes permanent, absence of the meta reward makes me think “Nah, I can just do it later if I need APs one day…” and postpone replaying of the story for achievements till never.

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20 level 80s and counting.

(edited by Lishtenbird.2814)