Showing Posts For Lord.6497:

People need to realize that...

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

No the point is that THIS open world content needs you to more than just turn up. THIS single piece of content requires you to do it, no other Open World event does, deal with it or don’t do it.

No, this single piece of content requires you and your closest 149 friends to do it. I would love to do it, but sadly I can’t find 149 friends. My point is that I would love them to keep the same level of challenge (actually I think it should be made harder, lets be honest its really not hard at all), but reduce a) make it so that it doesn’t require 150 people, thus allowing low pop servers to have a chance, and b) the need to rely on 6 turret people to not be failures.

TL;DR: Make the content harder, but make it scale to size of group just like all other open world content.

People need to realize that...

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

“low population put up a notice on a forum”

https://forum-fr.gw2archive.eu/forum/livingworld/tequatl/Tequatl-sur-Pierre-Arborea

Pierre Arborea, the lowest populated french server, is doing it. Not sure why the english community refuse to do it.

Because putting up a notice on the forums = people magically appear. Your point is that open world content should be design so that an individual has to go to the forums and recruit 149 other people to do it. Not saying there is anything wrong necessarily with 150 person content, but it shouldn’t be open world. Open world implies that it can be done by members of the open world. On low population servers that is just not very feasible.

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

What it boils down to is simple, Tequatl should not be a 80-100 person minimum fight, but rather a 40-50 person fight that uses their own event scaling system to increase the difficulty based on the amount of people at the event. By doing this, it will still be a challenge to high pop servers that bring 100+ to the event, but still able to be done on a lower pop server where 40-50 is a realistic number of people that can be brought to the event.

Exactly.

Like I said, if lower population server players care enough about beating the content, they’ll work together to take him down. I don’t mean show up and have everyone run around killing stuff and dpsing Tequatl. I mean coordinate. Practice. Get commanders. Get on a voice chat. It took Blackgate 9 hours of practicing and planning to be able to beat him, so I don’t have sympathy for servers who have people guesting everywhere for a quick-fix solution. Oh no! The content is actually forcing you to work with other people instead of throwing on your zerker gear and smacking down everything? Yes…yes it is.

You still aren’t getting it. I and many like me, want hard content. I don’t want to be forced to find 149 other people to do it with me. It just not feasible on low pop servers. 40-50 geared, focused people is much more realistic. Stop saying L2P and understand that getting 150 people is much more difficult than you think.

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

I can guarantee your server population isn’t low enough to not even be able to get 80 people together. Sure, it might be down to 40-50 people when the event starts, but again, blame guesting. For sure at least 30-40+ people on your server are guesting to other servers to try to leech off of successful ones like Blackgate. Guesting is destroying server communities; Blackgate suffers because it creates a divide in theirs, since TONS of their players get stuck in overflow maps, and it hurts lower population servers by not forcing them to work together.

Lower population servers really need to stop guesting and work together to take him down. It took Blackgate all day (9 hr+) to be able to beat him…and now it should be a lot easier than that if you watch successful videos and get strategies from those who already figured out some.

Worst case possibility: people can’t get rewards while they guest to higher-populated servers for world bosses, lower population servers stop doing the event because no one is capable of doing it. If that’s true, then buy a transfer. Arenanet has made it convenient enough for you to be able to do so with gold or actual money, and if it means that much to you, it’ll be worth it. If not, then don’t. It separates the players who care and the players who don’t.

I’m glad you know so much about my server that you can make so many guarantees for me. What you aren’t getting is that there are not enough people to fill the area on low pop servers.

“separates the players that care” really?! Everyone should bandwagon server transfer to a high pop server so they can complete content… Great solution. Aside from this event, there has been nothing wrong with being on a low pop server. The point is that the event is un-winable on low pop servers. Go troll elsewhere.

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

Bad content is bad content. Its already becoming a dead event with all players that want to actually pass it guesting elsewhere. Bad bad design.

The content is fine, its just the implementation of scaling that is horrible.

12 players last attempt on henge. 12…

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

After various futile attempts getting the boss down 10-25% its become very clear that no one is even bothering to attempt the fight on henge anymore. Two days after the release of new content and its completely abandoned.

I’m not sure I believe this. It is much more likely right now that many of your server members are just guesting to servers that have successfully done it, such as Blackgate, because they think they have a better chance if they “leech” off of a coordinated group that’s already beaten it. Very annoying, actually, and harmful to both servers. Guesting is broken as it is.

Of course they are guesting to other servers. It has nothing to do with leeching. Imagine, for a second, that you were on a server where you can barely scrape together 40-50 people. Now fail the event at 80-90% several times in a row. Now watch as other high population servers beat him and post mini tequatl on the TP for 650g+.

My entire point is that the mechanics of this fight require a large group of well organized people. Small servers cannot even get the numbers, let alone get all of the random people to get on a VoIP.

I would like to be able to coordinate a group of 40-50 people and complete the challenging content on my own server. That is simply not possible. As is, the last 3 times I’ve been to teqautl we’ve had 10-20people max. People give up when its blatantly obvious that we simply don’t have the numbers.

If you think that small servers like henge of denravi have the capability to field 100-150 person zergs all day, then you are simply delusional. The point is not that the content is challenging its that it requires an arbitrarily large number of people.

The current design makes it so that groups on high pop servers can’t play on their own servers and low pop servers have no chance of ever beating him without external influences.

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

All that needs to happen is to have Tequatl scale down for smaller numbers of players.

Exactly. Every server should be capable of doing the event, whether that’s with 30-50 people (typical size of a low-pop zerg) or 100-150 people. Size of group should not affect the quality or challenge of the content.

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

It’s need like 100 players. I didn’t know that there is so low population server.

First of all do you even believe that?
Second, come visit Sparkfly Fen on Henge of Denravi (or any medium/low pop for that matter), its very rare to have 100 person zergs anywhere on the server. Ofc that is 100 random people, not 100 organized, geared people on VOIP.

(edited by Lord.6497)

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

While that’s a good idea in theory, its a case study towards my point.

That is to say, participating in a 15 minute event on your home server shouldn’t require you to go make pleas to high population servers, or sit on said servers thus making it harder for their home population to get a spot as well.

We shouldn’t have to go make pleas to high population servers just to complete content on our own servers, given that we have zergs as well – just not as large.

Penalizing all mid-lower population servers

in Tequatl Rising

Posted by: Lord.6497

Lord.6497

The whole concept behind dynamic content scaling needs to apply to tequatl. My server, Henge of Denravi (and I’m sure many others), has 0 probability of ever beating this boss.

After various futile attempts getting the boss down 10-25% its become very clear that no one is even bothering to attempt the fight on henge anymore. Two days after the release of new content and its completely abandoned.

It makes no sense to attempt the fight on your home server if you are on a mid or low pop server. Everyone will continue to guest to high population servers, then sit idly by for hours to get a ‘spot’

That violates the principle of dynamic content scaling and encourages poor practices like gravitating to already insanely high population servers.

Please make some adjustments so that the fight is doable with reasonable numbers of people. The fight should scale to the size of the zerg – just like all of the other open world content.

I’m all for a challenge, don’t nerf the challenge, just scale it so that regardless of the number of people (after a certain minimum obviously) the challenge is always the same (or close to the same).

As is, you will have 9/10 servers with ghost town sparkfly fen and 1/10 with 2 hour waits to maybe get a spot to attempt a boss.

Its poor design.

Legendary Twilight - 9500g on TP

in Black Lion Trading Co

Posted by: Lord.6497

Lord.6497

Remember that the Legendary-related achievement involves equipping the item, not just getting it. I think that encourages players to equip, therefore keeping a lot of Legendaries out of the marketplace. Just my perception, but something I wanted to share.

Gaile: The legendary achievement is busted. I crafted my twilight over a month ago. A guildie crafted his predator recently as well. Both of us have not unlocked the achievement. In fact there is an entire thread about how the achievement is bugged. I also submitted a few bug reports awhile back.

Winter Wonderland JP - % that can make it

in Wintersday

Posted by: Lord.6497

Lord.6497

I would like to know what percentage of the GW2 population can complete this jump puzzle. I tired it 100 times easy, no way. I’m guessing 1-2%?

Anyway, just frustrated how this game only caters to the skilled elite who can dedicate 10-12 hours per day on it, and not the casual player like me (5-6 hours per week). With the drop rate nerf, why play anymore… Without spending real $ can’t see how to get ahead in this game?

(yes it’s 2 topics in one)

Sorry, just venting.

Took me 6 tries to do the wintersday JP. A guildie of mine one shotted it. While being good does have its advantages I seriously doubt that the completion percentage is only 1-2%. If you’ve tried it 100 times and still haven’t finished it you must be 1) doing something wrong, 2) on a bad connection, 3) unfamiliar with platformers 4) (no offense) have really slow reaction times.

This JP is so much easier than the clocktower and many of the community voiced issues were addressed (seperate starting points, larger margin for error, no repeated animation, etc). I just disagree with the premise of posts that suggest content be lowered to the lowest common denominator. Just like in life, some people will excel and others will fail. If the content was any easier, there would be no reason for the so called “skilled elite” to even continue playing.

TL;DR Don’t lower the bar to the least common denominator.

Unbreakable Bell - Forge/crafting possible?

in Wintersday

Posted by: Lord.6497

Lord.6497

Sigh… let me repeat myself then.

And you would cause an uproar with the people who have already bitten the bullet, liquidated their assets and either bought the bell or sank a lot of gold on the lottery to get one.

You are asking for an item to be drastically changed in value less than a week after people have jumped through hoops to get it.

Because I’m asking for an account bound, way that involves playing the game (no, farming is not playing). Yep, thats really going to hurt the econ…..oh wait.
Let me repeat myself then, nobody forced any of you to buy the bell, and maybe if you stopped and thought about how few were in the market, and in turn how few people had bought, you would probably realize your claim is pretty illogical.

So what you are saying in a nut shell:
People that play the game and engage in player-to-player commerce should be penalized for doing so by making their purchases worthless. Instead whiners like you who spend time crying on the forums should be rewarded.

Regardless of what should have been done the fact of the matter is that the bells have 0.0001% chance of dropping. Some people ponied up the money for gifts or the item outright. You want to give everyone one, half way through the event, a bell with no regard for the people who paid 40+ gold to get one.

GW2 takes everything you love about GW1...

in Guild Wars 2 Discussion

Posted by: Lord.6497

Lord.6497

1. GvG and HoH - GW1 had possibly the best pvp competitive group play and still reserves a special place in my heart. Guild vs Guild pitted teams of 8 against each other in a massive ongoing ranked tournament. My guild made and held ourselves in the top 20 (during prophecies and factions) and it was one of the best gaming experiences ive ever had. Hall of Heroes was similarly awesome. The metas for both of these pvp experiences were constantly evolving leading to a very reply-oriented pvp system.

- In GW2, the pvp just sucks and is not very fun to play. This is for several reasons. 1) cap points aren’t that fun 2) very zergy 3) teams must split every match meaning epic fights like old school gvg and halls just cannot occur. No trinity – monking was a big part of GW1 pvp and I think the fact that you are “dps or bunker” is pretty limiting in GW2.

2. Connection between pve and pvp . In GW1 all pvp characters could be made instantly out of the box with max stats. This was great! However the dedicated people who wanted to look awesome could spend time pveing, get max stat items and armor with cool skins and take them into pvp. This connected your pve progression with your pvp end-game (killing people while looking awesome). In GW2 you get a legendary, then go into pvp and you have the hobo-looking pvp-only armor unless you have grinded glory. I hate this disconnect, let me use my max-stat armor ive diligently acquired in pvp.

3. Community and renown building , winning a battle in the hall of heroes spammed a global message to all players in the entire guildwars universe. Something like “<Player’s name/Guild> team has won a battle in the hall of heroes.” This was awesome and really distinguished your guild if you were able to hold halls for an extended period of time. Also OBSERVER MODE! Observer mode let players watch the top 100 teams in gvg and halls. Being a top 100 team was cool and I remember so many times having random people pm me and ask for build tips or play tips. It was cool and let me recruit more selectively since my guild had renown. In GW2 there is nothing (besides WvW) that really encourages this. No guild ranking (besides qualifier points) and wvw is not a competitive structured pvp experience.

4. Signet of capture, HARD pve areas (Think traps, difficult bosses, mobs that shatter enchantment or do other similarly advanced things, etc), and instanced missions that required me to change my skill bar to accommodate the specific requirements of the particular instance. In GW2 I run the same guardian tank/dps build with 2-3 utility skills that i swap out depending on the context. I would much rather swap 6-8 skills than 2-3.

5. Good elite skills – 1/2 – 3/4 of all elite skills in GW2 are just terrible with 180sec+ cooldowns. Why are they elite if they suck and have terrible cooldowns? I miss being forced to select the best elite skill from a huge variety in GW1.

(edited by Moderator)

Remove WvWvW from Map Completion.

in Guild Wars 2 Discussion

Posted by: Lord.6497

Lord.6497

Where your server spawns on the maps is randomized every week. It’s possible to get everything with time. Time that you have since you’ll still need all of the other components.

Its not random – its based on how well you did the previous week.

The (un)Luck of Gods (Fractals inquiry)

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

Random numbers bite you sometimes and bless you others

Equipped Legendary, no achievement, no icon.

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

Same thing happened to me with twilight. I submitted a bug report

Gold/Gem exchange rate is making me sad

in Black Lion Trading Co

Posted by: Lord.6497

Lord.6497

Going up during the black friday event because people actually want to stock up on gem-shop items while they are cheap. Therefore players would be converting gold to gems – further driving up the ratio.

I would expect it to drop back down to pre-lost shores prices in the next week…That is unless they announce something else.

pop drop

in The Lost Shores

Posted by: Lord.6497

Lord.6497

i have a part open for the purpose of getting people into an overflow with the event running ….. if anyone is interested

Id love an invite as well, messaged you in-game.

transmutIng legendarys, how does it work?

in Crafting

Posted by: Lord.6497

Lord.6497

Ironically because people value their colored text over having good stats, a lot of Twilight, Sunrise, and Eternity wielders are kittening themselves with vit/tough/power weapons, when a tanky weapon is the opposite intention of the greatsword (at least on warrior and guardian, my ranger is level 2 so I haven’t looked at the skills there).

Best possible stat combo by far for both warrior and guardian (that is if you dont want to die in 2 hits).

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Lord.6497

Lord.6497

In gw1 “infused armor” was specifically to address fighting mursaat. The same could be true here, where getting your armor infused (making it ascended) only specifically helps you against a certain type of enemy or in a certain location (i.e. the new dungeon).

//food for thought before you people all lose your minds

Am I the only person that's been sorely disappointed with this event?

in Halloween Event

Posted by: Lord.6497

Lord.6497

Its not even over yet.

A patch for Halloween weapons

in Halloween Event

Posted by: Lord.6497

Lord.6497

No just no OP. Not at this point. A lot of people spent hard earned gold for what they got. Your suggestion means the value of the item is like 2-5g – which is a big F-U to all of the people that currently bought them.

Best Holiday event I've seen in an MMO.

in Halloween Event

Posted by: Lord.6497

Lord.6497

/signed excellent job A-Net. Breath of fresh air

Transmuting Legendary = Exotic [Merged]

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

would like to know this as well

Camera Zooms Out Too Far Now

in Halloween Event

Posted by: Lord.6497

Lord.6497

No just no. Been waiting to zoom my camera out forever – please dont take it away. Maybe provide a slider for players like the OP that prefer smaller range.

Clock Tower- LEAVE IT AS IS

in Halloween Event

Posted by: Lord.6497

Lord.6497

I like it that way it is – its fun and challenging (and infuriating). The best part is when you fail until you get it right – just like old school games that weren’t watered down for terrible players. If you are failing – get better, it will feel so much more meaningful once you’ve spent a lot of time failing.

Post here if you have BEAT the Tower!

in Halloween Event

Posted by: Lord.6497

Lord.6497

Finished, Norn female (Shortest norn model) guardian – no speedboost.

Loot cap being triggered through normal play

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

I want to buy cultural t3 armor for the looks. The armor is so stupidly expensive that I must constantly run dynamic events, the only thing to do in Malchor’s leap / Cursed shores as there are no hearts at all, and I hit the cap also after doing 3-5 events which isn’t even one full chain most of the time.

Why am I being punished for playing the way ArenaNet has the game set up to be played in the higher level zones? How am I supposed to make 120g to buy a t3 set of cultural armor when I don’t get any drops to sell and a few copper due to DR?

I don’t like dungeons at all so that’s not an answer, nor do I PvP/WvW. So all I have is Dynamic Events.

It would be less of an issue for me personally, but still an issue, if t3 armor wasn’t so expensive compared to t2. like 1/3 the price. That still doesn’t address this punitive DR issue.

I actually like some of the dungeons and run them daily. The thing is I run them contiguously – so it doesn’t really help for the cursed shore where apparently you have to stop killing stuff for 30 mins or so to reset the loot cap.

Loot cap being triggered through normal play

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

Don’t forget those of us that are just trying to level our crafting by farming instead of spending lots of coin on the trading post!

Yeah – really a lot of normal players being affected harshly.

Loot cap being triggered through normal play

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

Bump for some response. Today while doing 1 Event chain (the Grenth Temple in cursed shore) I killed a few hundred enemies through the course of the events. Initially loot was as expected – a mix of greys, whites, blues, greens and 1 yellow. By the last event in the chain (after you have killed the grenth priest) I was loot capped and literally got nothing whatsoever. The last event lasts about 5 or 6 minutes. I took part in killing everything that spawned. I did well over the amount of damage required to get kill credit (about 4k+ dmg to each mob). In the few hundred mobs that spawned as part of the event, I got 1 porous bone.

I just can’t understand how this can possibly working as intended. Instead of dimished return it literally amounts to no return. Getting nothing for killing hundreds of mobs is not fun at all and just encourages me to log out whenever I hit the loot cap.

Loot cap being triggered through normal play

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

Well, it basicly meant that I’d end up doing 3 events and notice that I don’t get any loot anymore and go watch tv. After that I came back online, did few events, checked that everything is still bugged and went back offline, came back online later, went offline, came online, went offline. Well, if this is how the game was intented to be, I might aswell go offline for longer time, I guess.

Yeah that is my chief complaint. Normal play is being discouraged by this type of thing – which is the opposite of the arena net philosophy

Loot cap being triggered through normal play

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

Fair enough. I don’t like being penalized to prevent botters, but I also don’t want those botters to affect the market in the game. Overall, I think the market being as mucked up as it is is worse for the game than a diminishing returns program that they are still trying to work out and perfect.

I completely agree botters should be handled swiftly and appropriately and the market should be protected from any mal effects. But its frustrating to kill 30 things on log in and get 25 items (of varying quality up to yellow) and kill 30 things after a few events and get 2 porous bones. As a player just playing the game as intended that doesn’t feel right to me, I shouldn’t get penalized for the actions of the few exploiters and people using a program to farm an event 24/7.

I think there is always a solution that doesn’t hinder actual players but does prevent abuse. My point for posting on the bug forums is to make the Devs aware that players are being hurt by measures not targeted at them

Loot cap being triggered through normal play

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

I need karma, ecto, gold and materials to craft a legendary. I’m trying to accumulate all at once. Events provide the best avenue in terms of number of things to kill, karma, and a small amount of silver for completion. I just don’t think normal players like myself should be penalized by code meant to prevent botters.

Loot cap being triggered through normal play

in Bugs: Game, Forum, Website

Posted by: Lord.6497

Lord.6497

Anet: I realize botting is a serious problem that should be dealt with. However the anti-botting code in place to prevent killing too many things in a short amount of time in one area is really overtuned. I, like many others, spend a lot of time in the cursed shore doing dynamic events (due to their frequency and cursed shore being the only 100% 80 zone.

Since everything is a Risen, I’m hitting the loot cap after doing 2 or 3 dynamic events. I should not be penalized for playing the game because a subset of players are botting. Is there a way to make the loot cap be based on not moving or something. I feel like moving around the entire map doing events and just killing stuff as I go should not prevent me from receiving loot. I first log on and get a large number of blues, greens, and up to 2 or 3 yellows in an event with probably from around 3 in 4 mobs. By the second or third event i do I’m getting nothing but porous bones from about 1 in 2 mobs. By the third or fourth event im lucky if i get a drop from 1 in 10 mobs and generally nothing but bones.

Would appreciate an A-Net response as to whether or not this is working as intended. If so please reconsider this design.