Showing Posts For Mantheren.5428:
Precisely four weeks to the 1st of April.
Time to get my hopes up again, right?
Data-mining suspiciously quiet… SAB confirmed?
Time to start shoveling some more coal into the hype train yet?
It runs on coal right? Or was it tears?
(edited by Mantheren.5428)
Any minute now right? Gotta be almost playable again.
When is the next SABorRIOT party?
Those were fun…
No no just one I mean just one stackable buff for the entire invasion event.
Unless we’re trying to solve it for all world events in which case something else might be needed indeed.
Can’t we just have that stacking buff persist through map changes/logouts/dc’s?
Just have a stacking buff that resets at daily reset.
Then every time it hits an interval of ten stacks pop up a bouncy reward chest. (or two if its the first time on that map for that day).
Seems a lot less problematic taking disconnects into account.
Looking at that image there appears to possibly be some sort of beam coming from the warhorn mouthpiece going to the storm overhead.
So perhaps the tempest is using the warhorn in the opposite direction it would normally be used.
So drawing air in through the bell and out through the mouth piece, then infusing the beam of air with an element and directing it into a tempest like storm.
If it works anything like that I might feel it at least fits with the elementalist theme.
Since we can not really blow on it anyway. How were we going to cast our spells with our mouth wrapped around the mouth piece? Using it inverted seems interesting at least.
Hot pre-purchase sounds a little like the Infinite continue coin.
Buy this thing now. You’ll have access to something that is definitely coming, but at an undisclosed time in the future.
I might not be falling for that one again.
Please bring this back as a boxed set of adventures, that would be super.
Not being able to continue on infinitely has been such a tribulation.
Casting us from the idyllic sunshine filled glades to the light deprived woods.
Leaving us here jumping on mushrooms for the attention of our majesty without a croak.
Hard to be heard over the top of the tempest of responses.
It hurts as we fall rapidly off this steep rocky incline.
The wish to collect baubles again and exchange them for skins might seem infantile.
But do not rob us of our desire to once again swim in sparking pools of baubles.
Our hope can not be vanquished, please allow us to continue jumping.
There is no need to keep this locked in a secret room.
We will be watching this space like owls.
Just waiting for a hoot on its return.
Adding onto the ‘all original party members have equal rights’ idea.
What do folks think about distributing that ‘party leader’ status to all the players that were in the party when the instance started?
The security would come from the fact that you cannot kick all of the original party members, if you join later.
And if all of the original member leave, everyone left in the party at that point is again marked as the new ‘original members’.
I partially disagree, people might have equal rights if they all started together.
As soon as people start being invited after it has started they have less rights than that original group of starters in my book.
How about we bring back the party leader and make it visible to the rest of the party who the leader is.
Kicking still requires majority vote.
The party leader can’t be kicked.
If the party leader leaves or disconnects, leadership is passed to a random other player.
If the party leader AFK’s for 5 minutes or more then leadership is automatically passed to a random other member of the party. (The old leader could then be kicked if the rest of the party wants to).
With HoT Adventures coming, could we get some Super Adventures back as well?
Thanks…
Please flip that switch.
I’m still missing SAB… and wondering why it can’t simply be added as permanent content, with periodic new worlds.
Perhaps its a technical issue, and they don’t really like single player map instances, since it takes up too many resources? Maybe that is one of the reasons why its taking so long or why they don’t want to add it as permanent content?
Without knowing that much about their tech, how would you go about making it less taxing for the servers? Perhaps they can offload (most parts of) the single person versions of maps directly to the clients. And only keep the multi person version on the server for people that want to play with friends?
Why I’m speculating it might be a technical issue:
Something similar seems to be the case with the clock tower.
People complained that others were in their way during jumping, and rather then just making a single instance per person, they changed it to a pvp style map where they can turn the other players into mists.
But they still push 8 or so people together in a map instance since that’s a factor 8 less map instances needed thus reducing server stress. Even though single person versions would be more convenient for most people since we would not have to wait and hope for other people to fall before we could try again.
Mega servers also seems to be a way to reduce the amount of needed map instances. (and solve some other problems as well)
Now maybe SABs status has nothing to do with technical issues, but whether it is or isn’t, I’d much rather have a similar explanation. Something I’d be able to understand and sympathise with, in stead of the translucent “soon” filter.
How to skip?
I’m assuming the state and position of everything at the end of the dialog is know right?
So just jump everything to that state.
When to skip?
I’m thinking some non obtrusive popup could slide in near the party UI with a button you can press to “Skip Dialog”. And when everybody in your party and instance has requested a skip you can then jump to that post-dialog state.
Did somebody plug it back in yet?
I have been jumping up structures in the open world reaching terrain without clipping in the mean time, but can we please have the already made SAB worlds back to fulfil my jumping needs?
Btw quick suggestion, world two really only needed some checkpoints right?
Don’t those already exist? Add some contested waypoints that uncontest once you reach them. Then contest them again once you finish the world. That’s basically a checkpoint.
Oh wait, I suppose you need to save the checkpoint/waypoint status on a per player basis in stead of a per map instance basis… Bah, ok never mind that then…
Just please plug back in the already existing worlds.
Thanks.
How about not adding precursor crafting?
Instead add account bound legendary crafting, that only uses new (that nobody has yet) account bound ingredients. Ingredients gathered through quests or farming or whatever.
The only thing that would go down then is the demand for the other legendaries, and that might bring the prices of everything related to them down as well (both precursors and t6 material).
No demand for anything would rise, and legendaries would actually be legendary since you can’t straight up buy them (or any of their ingredients) any more. Every single person that has one would have run through that crafting process themselves. Indicating an equal amount of effort for everyone.
When we turn it around.
As a pvp player that lives in the mist, to access the bank they need to go through the LA portal and then access the bank. Then use the ‘Enter the mists’ button to get back to where they were. This costs nothing in WP cost, only a few loading screens.
So why is ok for the pvp player to have free access to the bank (and return to where they were) but not ok for the pve player?
I’d just throw a bank in there and save the pvp players some loading screens.
(edited by Mantheren.5428)
I consider myself a completionist in most games. Normally I would use the achievements for this.
But here I can’t do that because the achievements are never ending. They need to be finite for that to work, something I can get 100% on.
I like how the daily and monthly achievements are split from the permanent ones, when you hover over it, because for the completionist in me the daily and monthly points don’t count, and neither do all the permanent ones that are no longer attainable by everyone.
It would be great if the permanent achievements could be further split into ‘permanent’ and ‘historical’. That way the attainable permanent ones could be used as a progress bar to 100% the game.
Keep all the other points, as ways to earn laurels and achievement chests and all that, but for achievements I need something that can actually be completed, and will not go away.
If its not getting removed, how about we just pretend it doesn’t exist.
Start a movement that:
- Don’t use any of the downed skills when killed (no attacking or healing, just bleed out).
- Don’t rez anyone.
- Don’t stomp anyone.
Basically treat it like a rez timer. If you are downed and happen to get hit by AOE you get a slightly shorter rez timer.
I can kind of agree that the kite achievement in the WvW JP is not a PVE achievement but a WvW one. Which is fine right? WvW players need more achievements, since so many are PVE anyway.
But I think it should just not be part of the otherwise PVE related kite meta achievement.
In stead to me it would have made more sense to add another meta achievement, something like “Kites of War” and add the WvW JP kite to that one, along with 4 other new kites spread out over the 4 WvW maps. And leave the PVE meta with one less kite.
That way it would have been very clear that there are WvW achievements and separate PVE achievements. Removes ambiguity and the people could clearly choose to do either the WvW or the PVE meta, or both if they like both.
I suggest changing the chest at the end to a control point that actually counts for your WvW score tick, that should get people in there, and using the JP as it seems intended to stop people from getting through.
Or even leave the chest, just make it really part of WvW by tying it to the scoring system.
Then you also don’t need to lure us care bears in…
I also dislike the fact that they put these achievements in the JP.
I find it unlikely that they want people to come in there that don’t really care about WvW, and then just be attacked over and over, that’s just frustrating.
The only conceivable reason why they put these achievements in there for me would be because they want it to be used more. And I think this is the wrong way to achieve that.
My suggestion is to make the jumping puzzle matter, by ripping out the chest at the end, and putting a control point there. A control point that counts towards your WvW points. This should make all WvW players care about it enough to be in there and actually using the jumping puzzle as its intended. To stop the invaders from making it and taking the control point. In fact I suspect (hope) it will be complete pandemonium in there… >:)
Of course this would mean no living story (temporary) achievements in that PVP JP at all, ever.
Or if you want to let PVE players go there as well put the achievements in a separate instance of the JP where PVP is disabled. You can choose which version you want to enter at the beginning. There should be no PVP rewards in the PVE version of course so that noone can get their hands on free siege. Perhaps add a normal PVE jumping puzzle chest at the end.
Everybody happy.