Showing Posts For Maidah.2539:

Suggestion: Guild Enhancements Boost Method

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

I have a suggestion regarding how Guild Enhancement boost percentage is increased.

How Enhancement boost currently upgrades
Currently in order to get the full boost effect of any enhancement our guild will have to get every single enhancement in the game. For our guild this is creating a bad player experience due to the reasons below.

The problems with current process

1. We love to work as a guild to get guild upgrades and we find it rewarding to work towards a common goal. What we do not find rewarding is working towards upgrades that we do not need just so that we could use the upgrade that we do need.

If we as a guild want to get full 10% boost of WXP we currently have to put more resources working towards upgrades that we neither need nor want than towards the WvW upgrades that we really need. We are not finding it rewarding to work towards these upgrades.

The same is true for guilds needing XP boost or any other kind of boost.

I understand that there will always be a somewhat linear sequence of upgrade path, but in this case I think it has gone too far.

2. As a guild we find one enhancement maximized to 10% far more rewarding than 3 enhancements giving 5%. As it stands now the tavern is pretty much useless to us until we get at least 6-7 enhancements unlocked. A 3-4 % boost is pretty much useless in most cases and getting it does not feel rewarding.

In other words, if I am doing PVE I will find a single boost of 10% XP more valuable than having just +5% boost for multiple enhancements like XP, WXP and Karma.

This also means that for small guilds tavern will be useless for a really really long time.

3. Just because a guild is interested in one enhancement it does not mean that it want all enhancements.

Suggestion
My suggestion is to tie the boost level to upgrades within the buildings. For example, I will need 8 (or maybe even 10) upgrades in War Room in order to get full WXP boost or I will need upgrades in Tavern for karma and XP boost increase etc.

I think that this will aligned the Enhancement boosts more towards the upgrades that a guild really wants and there will be less useless upgrades that most guilds will have to take in order to maximize Enhancement boosts.

Regardless of this we are having a lot of fun with the guildhall so thanks for adding guildhalls to the game.

Tomorrow's PoI: What do you want to know about Pact Commander masteries?

in Guild Wars 2: Heart of Thorns

Posted by: Maidah.2539

Maidah.2539

What is auto-loot?
Why is a QOL feature behind an artificial ‘grind’? (this kinda depends on what auto-loot actual entails but it seems pretty straightforward to me)

It makes sense for auto loot to be locked behind a grind wall, or bots could easily be scripted to farm mats such as T6 endlessly. By putting such a feature behind masteries, you restrict the feature to players who are most likely to be genuine accounts, not botters.

Bot developers could probably unlock it without completing the mastery line or just create their own auto-loot method.

Yes, bots can create their own auto loot by automating the loot button, but they still have to somehow click the loot button and most bot detection programs rely on patterns of these auto clicks to detect bots.

If a bot has legitimate auto loot then the bot detection program will lose a source of data that helps in detecting bots.

Anyway, we do not know what the real reason is behind placing auto-loot behind a mastery. I actually like that they are adding this stuff as game progression instead of boring interface option.

Tomorrow's PoI: What do you want to know about Pact Commander masteries?

in Guild Wars 2: Heart of Thorns

Posted by: Maidah.2539

Maidah.2539

I would like to know the following things about Pact Commander Mastery:

1. The order in which we can learn abilities in this tree. Like which ability is learned first which is second which is last etc.

2. Can the special icon (both on player head and in chat) that can be earned through this mastery be turned on or off. For example, if I have time to help out new player can I turn the icon on only at that time?

3. Are icon in chat and over player head separate abilities or are they one?

4. If I am level 80 and I revive a level 80 player will revive speed be increased though ability in this mastery line?

5. Is speed boost +33% like swiftness or is it different?

first two "shows" were pretty bad

in WvW Desert Borderlands Stress Test

Posted by: Maidah.2539

Maidah.2539

Can it be watched now though? I’d like to watch/listen to it.

Here you go:
http://www.twitch.tv/guildwars2/b/676919106

This stream was a good example of how a real WvW guild group might use the map.

Improve Stronghold for Viewers

in PvP

Posted by: Maidah.2539

Maidah.2539

Many NPC’s are green in spectator mode.
It is difficult to make out which NPC belongs to which team.

Maybe NPC’s should have the color of their team?

CDI-Guilds- Raiding

in CDI

Posted by: Maidah.2539

Maidah.2539

Proposal Overview
Provide large zone sized raid maps that are opened to guilds as guild raids. These raid zones are map instances owned by guilds and are started through guild missions. The zone has areas and objectives that can be accessed by anyone and areas and objectives that can only be accessed by the guild that started the guild mission.

Goal of Proposal
The goal of this proposal is to provide difficult raid content that members of a guild can own and progress through and in the process create content for players that are not interested in instanced raiding.

Proposal Functionality

Gating
The raids will be gated behind GW2’s guild mission system. The time gating should also involve the current guild mission system.
There will be no level, armor tier or any other kind of gating involved.

Initiating raids
The raid will be initiated under the guild mission system of GW2. Each guild will have their own raid zone and unlike current guild missions the objectives and the zones will not be shared among different guilds.

Raid Size
Each raid will support a flexible number of players.For example, 10-15 or 60-80. As much flexibility as possible will be provided without watering down the raid encounters. There will be no hard minimum number of players forced by the game systems.

Fixed raid sizes encourages competition between guild members and create an environment that goes against GW2’s current design philosophy.

Rewards
The rewards will be Unique, but will avoid the label of being the “Best rewards”. If any content is labeled as being the best reward then to many players this means that is the only content “worth” doing in the game. This goes against current GW2 design.

The end rewards will be purely cosmetics. The rewards could only be crafted and will not be dropped directly through the raid. Doing the raid will provide crafting materials that will work similar to mawdrey scavenger hunt.

The entire scavenger hunt will be inside the raid zone and crafting materials required will need to be enhanced before use. For each raid run only one item can be enhanced (per player), therefore, multiple runs will be needed to create the item.

Furthermore, there can be different crafting materials attached to different objectives in order to encourage the players to work on all objectives.

There can also be special rewards for objectives like killing more than 90% of mobs in the raid instance.

In practice this system will have the advantages of a token system (Guaranteed reward), but will not have the biggest disadvantage of the token system (boring reward system).

Difficulty and length of raid
The raids will be more difficult than any content currently in GW2.
The length of each raid will vary, but it will on average take more than 4 hours to complete after being on farm status. This also means that a guild should have the ability to save raid progress.

Failure penalties
It should be possible to wipe on raids. It should be easy to restart after a wipe, but only for a limited number of time. Continued failure should result in complete raid failure and should require restart of raid instance.
This also means that use of way point should be strictly limited and in most cases players should be forced to revive each other.

Raiders Creating content for Non raid players
When a guild starts a raid mission the raid zone becomes available to all players (up to map cap). This will work similar to current guild puzzles except that Raid zone will be a separate map. Only guild members will have access to actual raid content on the map and other players will have no influence on the guild progress. On the other hand the guild’s progress in the raid will have an impact on content that is available to players that do not belong to the guild.

Associated Risks

- Most players will not find the raid content accessible to them. This can result in GW2 losing some of those players. This can be mitigated by the reward structure and also by allowing eveyone to at least enter the raid zone once a guild has started a guild mission.

- Large and accessible guilds like TTTS and TTX will not be suitable for these type of raids.

- Gating content behind guild missions will keep players who prefer pick up groups out of raids.

- The raids can have a negative impact on GW2’s community by encouraging competition in PVE.

CDI- Guilds- Guild Halls

in CDI

Posted by: Maidah.2539

Maidah.2539

Ok cool let’s start it of then Donari:

Note these are my personal top three priorities:

1: The ability for guild members to be able to show of their prowess and achievements through Guild Halls and their own avatar customization.
2: The ability for players to work together in a fun way to build something different and exciting.
3: The ability for smaller guilds to enjoy guild halls.

Chris

I want to convey my top priority for Guild Halls. I have only one priority:

1. Guild Halls should not make GW2’s fantastic open world empty.

If guild halls are instanced and guild halls are easy to acquire and guild halls have useful functionality than I think that can have significant negative impact on the game.

Guild halls worked great for GW1 because GW1 was a heavily instanced game. There was not much negative impact by segregating population in guild halls.

Guild Wars 2 on the other hand is an open world game and from what I have seen it is a game that is trying to focus more on open world than any other them-park MMORPG that I have played. I consider Guild Wars 2 to be one of the best games I have ever played precisely because of its focus on open world content.

I would like to argue that guild halls do not have a place in guild wars 2. Just because Guild Halls were great for GW1 does not mean they will be great for GW2 even if players want guild halls.

If Guild Halls were introduced in GW2 and they did not had any useful functionality than most players will be disappointed, on the other hand if Guild Halls were introduced in GW2 and they did had useful functionality than I am afraid that the core of GW2; the open world; will be severely damaged.

I think I am too late to this thread to give a proper in depth suggestion but I would say this that we should also think about what would be the replacement of guild halls in GW2 rather than just focusing on implementing guild halls. I do see some suggestions that point in that direction but they are far too few.

A replacement of guild halls that works for GW2 would in my opinion be something that included everyone, guilds and players. My guild halls replacement for GW2 would be player build cities, which players work together to build and upgrade. Guilds and player contribute towards its continuing safety and prosperity and call it their home.

I wish I had time to give to this thread earlier before the discussion had narrowed down. I stayed away from participating earlier as I had no interest in Guild Halls, but seeing the suggestions made me realize that guild halls IMO might damage what makes GW2 great and so I am here.

(edited by Maidah.2539)

Assisting Downed Players (suggestion)

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

I make it my business to ‘rescue’ and assist downed players and in some instances they teleport out because they do not realize that somebody is on the way. I believe it would be a good idea to add to the game by allowing players to click on the downed player icon notification (downed/dead) to open a channel which automatically sends a “<user name> is on their way to assist or rescue you!” message. This way the intercepting player will not have to stop to write a message (even when auto-running) and the downed player knows that somebody cares sufficiently to hold their ground and save themselves a teleport fee.

The secondary advantage of this is that the downed player knows that help is on the way and that allies will be joining them to continue the battle.

I think this is a great suggestion. Most of the time when I am on my way to revive someone they port away without knowing that I was on the way.
This is starting to make me hesitant to go over to help defeated players that are far away.

This feature can be exploited, but I think exploitation can be reduced if the downed player is shown the location of player helping on the map for a few seconds after receiving the message.

Why do you lose bloodlust stack when you go u

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

Thank you for creating this topic. I was wondering why I keep losing the stacks I build up.
Good to know that adding sigil to water weapons will resolve this. I would not have figured it out without the help of this topic.

Living story Season 2 Replayability

in Living World

Posted by: Maidah.2539

Maidah.2539

Hello,

I noticed that while each episode in season two on average had more content than an average season one episode, I was spending less time playing season two episodes than season one.

While season one episodes were a lot smaller, I found them way more fun to replay. Tequatl, Invasions, Nightmare Tower, Marionette, Escape from Lion’s Arch and Battle for Lions Arch; I found them all a lot of fun to replay.

Season two episodes so far have had a lot of story, but story usually does not offer much replay value for most people. There are some interesting fights too but they are all instanced and do not match the same level of epicness that we had in season one, at least for me and my friends.

It is kind of ironic that while Season two episodes can technically be replayed at any time, for me, they lack the replayable value that season one had. Season one of course cannot be replayed even though for me and my friends it had significant replayability.

Are other players experiencing this too?

The best meta event chain in game is broken

in Bugs: Game, Forum, Website

Posted by: Maidah.2539

Maidah.2539

My favorite Meta chain event in game “Devouring the brand” has been bugged since launch.

I have done that meta chain only once, but it was the most epic event chain I have found in the game so far.

I have tried to do that chain again several times, but have always found it bugged. I have also submitted a few bug reports about that several months ago.

Is this event chain something that is on the list for getting fixed?

Frame rate drops in Black Citadel

in Bugs: Game, Forum, Website

Posted by: Maidah.2539

Maidah.2539

Hello,
I have been experiencing a drop in frame rate when ever I move towards the center of Black Citadel. The frame rate go back to normal when I restart the game.

I have been having this issue since I made Black Citadel my home right after 1st Feature pack.

I play only as a charr character and consider Black Citadel my home in Tyria, but this issue is making it difficult for me to stay in Black Citadel

Is this a known issue?
Are other players also having this issue or is it just me?

Glow from capture point

in PvP

Posted by: Maidah.2539

Maidah.2539

Thanks for the replies.
Good to know that there is an option that can help with this.

Glow from capture point

in PvP

Posted by: Maidah.2539

Maidah.2539

Hello,
I am not a PVP player, but I have been watching PVP matches on twitch and youtube in order to learn.

I am having some difficulty in reading what players are doing when players are fighting on the capture points.

I noticed that I can now make out (to a decent extent) what is going on as long the fight is not near a capture point (and players are not Asura).

The glow from the capture progress effect is very blinding, especially when it is white colored. The glow effect make it seems like the monitor brightness is set too high.

Has anyone else noticed this or is it just my monitor settings?

If it is not just me then would it help to make out whats going on during fights if changes were made to the glow effect on capture points?

Does it worth up from i5 to Intel E-Series?

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

No, you will not gain much from upgrading to core i7.
You get two major benefits from core i7

1. Hyper threading
Only a handful of games make use of hyper threading and Guild Wars 2 is not one of them.

2. Extra PCIe lanes
This will only improve performance if you are using SLI or Crossfire configurations and even then performance gains will be barely noticeable.

I think what you have right now should be good, but if you feel you have to upgrade then I would suggest looking at the link below and getting an upgraded core i5 as recommended in the link.

http://www.tomshardware.com/reviews/gaming-cpu-review-overclock,3106-4.html

GW2 player number

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

On Friday April 4th at around WvWvW reset time Arena net increased the cap on all servers. This caused server status to show High instead of Very High and Very High instead of Full.

This is most likely due to Arena net expecting an influx of new players due to 50% off sale, and an influx of existing players due to feature patch.

Scarlet may try to Sabotage her own plan

in Lore

Posted by: Maidah.2539

Maidah.2539

I’m not completely sold on the clockwork minions though – they may be influenced by her broken mind but I think she was compelled by the entity to create them.

_

I was afraid that this was true too and that was the reason why I was holding off making this post for some time now, but after seeing a lack of clockwork minions in Lion’s Arch attack (atleast in trailers and screenshots) I think there is a little more weight in the argument that it was only scarlet.

All the resources/alliances gathered by Scarlet are being used in the attack on Lion’s Arch except the clockwork minions. If the Entity helped create them then what is their porpose?

Though I admit that it is completely possible that the Entity might have a purpose for clockwork minions that has not been revealed to us yet.

Scarlet may try to Sabotage her own plan

in Lore

Posted by: Maidah.2539

Maidah.2539

We know now that Scarlet’s goal might not be her own and that Scarlet’s mind might be under influence or under control of some powerful unknown Entity.

I think that a part of Scarlet’s mind is somewhat free from that entity and she might try to Sabotage her own plans (I mean the entity’s plan) by using her Twisted clockwork minions and the Marionette. She will hide the Marionette inside the giant drill and attempt to sabotage whatever goal the entity in her mind is trying to accomplish.

My reasoning for this is that the Twisted clockwork minions and the Marionette do not look like the creation of the Entity in her mind, they seem to be created purely by Scarlet’s own twisted mind.

First, the attack on Divinity’s Reach had always felt like it was done by Scarlet on a whim, even the investigation instance kind of gave the same impression.

Second, notice how we have not seen any of the Twisted clockwork minions in either trailer video or the released screen shots of attack on Lions’ Arch.

Third, there are several symbolic clues that point to Twisted clockwork minions and the Marionette being the work of a twisted mind and not of a powerful Entity.
For example, the twisted and crazy mob design, I mean really, can you imagine a rational/powerful mind to come up with something as crazy as the Marionette. Notice also how the Marionette is hanging from chains like a puppet.
I think that Twisted clockwork minions and most of all the Marionette are kind on an outlet for parts of scarlet’s mind that is struggling to get free from the Entity, and it showcases the torture and craziness that is going on in her mind.

Now, if the Twisted clockwork are really Scarlet’s own creation then what is she going to do with them?

Remember that part of Scarlet is struggling against the entity. Remember that her own initial motivation was to actually confront the entity not to become its slave. If that part is still alive and is represented in the Twisted clockwork then she might use them to sabotage the Entity’s plan.

What are these Horrific creatures Lions Arch

in Blood and Madness

Posted by: Maidah.2539

Maidah.2539

Anyone knows what these horrific looking things flying around over Lions Arch are?
Are they just part of decoration or are they something more?

On a side note I am loving the decorations and creepy sounds in Lions Arch they are really getting me in mood for Halloween.

Attachments:

New Gemstore Gear

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

I was not at all interested in buying any of these costumes until I previewed a video showing off their ability sets.

Now I will be getting not one but two. Mad king costume for the food table and jokes and Witch costume for the pot skill. The other skills are cool too, like the bat one for the witch.

It will be fun to have the ability to use these costumes in combat, but, at least for me, not at the expense of their ability sets.

Do we need 80 character levels in this game

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

My opinion is that Anet wants you to play their game every single day for as long as possible, which is pretty much the goal of every game developer. Adding a vertical progression system, (Leveling), is one way to do that. After you hit 80, it’s dailies/monthly’s and time gated content that keep you playing for as long as Anet wants you to. Sure, the leveling system is very unnecessary, but again, it keeps you playing just a little bit longer so that Anet can dish out another form of horizontal progression to get you interested in that. Think of leveling as “stalling”, because that’s essentially all it is.

Even for the people that enjoy leveling, it’s still just a form of stalling so Anet can dish out more content before you hit 80. That’s my opinion anyway, and is in no way an actual fact.

What you are saying makes sense and I think it might have been one of the reasons to have 80 levels at launch. If the game had launched with just 30 levels people might not have played for long.

Though now with dailies/monthlies, achievements, living story and upcoming new skills and traits I do not think they need leveling to keep people from logging in.

Do we need 80 character levels in this game

in Guild Wars 2 Discussion

Posted by: Maidah.2539

Maidah.2539

Recently it was announced that horizontal progression in the form of new skills and traits will be added to the game.

From my understanding levels are a form of vertical progression.
If we are getting horizontal progression even after level 80 then why do we have 80 levels in this game.

Can’t we just get rid of all levels and just have horizontal progression from the start?
or can’t we reduce the level cap to 30 when we have all our skill bars unlocked and start horizontal progression from there?

Just to be clear, I do not think that leveling in Guild Wars 2 is in any shape or form a burden, I just think it is unnecessary, especially after hearing about the new progression system.

I am interested to see what everyone else thinks about this.

For those who missed Molten Weapons Facility

in Living World

Posted by: Maidah.2539

Maidah.2539

Here is a video that gives a run down of what happened in Molten Weapons Facility

I know … I know most of us want the Molten Weapons Facility back so that we can run it again, but until that happens for those who are interested in the story and want to see what happened in the dungeon this is the video with best production quality that I could found for Molten Weapons Facility.
This video is meant to get a feel for the dungeon and the story and not is not really meant for strategy.

Have fun everyone!