Showing Posts For Mellon.4716:

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Mellon.4716

Mellon.4716

Please reconsider the (“hard-core”) megaboss schedule—many server communities (read: people from all sorts of guilds, not unified under TTS/ATT/etc) that do Tequatl runs daily or weekly do them at reset (not two hours later!) to accommodate the large population of EST players. The current schedule, as laid out in the blog post, is detrimental to those players, for whom Teq and Wurm spawn too late at night. At the very least, there needs to be two cycles of the megabosses back to back in US primetime, starting with karka (if you must keep that order) at perhaps 16:00 server, and again at 19:00 server.

“But,” you might say, “you could just have a guild start [insert boss] when you want to run it.” Again, I’m speaking specifically about server community runs, which may or may not be led by any particular guild(s). There are only two options, as far as I can see, and both involve a lot of headaches.

The first option is to solicit large, established guilds to start the boss(es) for the community. This requires involving entire guilds when only a few of their members are interested in participating, and/or putting the burden on a few guilds for the benefit of many. Additionally, we’d have to worry every day whether or not someone from one of those guilds (with the power to start for the rest of the map!) will be present .

The second option is to start/co-opt a guild now for the community, so that it can pop its own bosses when the schedule goes into effect. Of course, this brings up a whole other set of issues, such as convincing 150+ people to make room on their guild list, rep regularly for influence, and run an extra set of missions every week (not to mention administration hassle). On top of all that, it forces an organic coming-together of players into a guild structure.

I have concerns about being able to get everyone on the same map, too, but that’s a whole other post.

Megalaser does no damage to Tequatl

in Bugs: Game, Forum, Website

Posted by: Mellon.4716

Mellon.4716

^ This is on SBI by the way.

Tuesday, due to the timer change + living story patch, we had very minimum numbers (I’m not sure we even had overflow), but we killed Teq just like normal, with ~3min left on timer.

However, on Wednesday, we tried it twice, with similar numbers (but there was no sudden influx of inexperienced players over regulars), and failed both times. The first 25% went as expected, and battery defense was fine like normal, but stun phases were awful… we were short maybe 10-15% of his health every time. Additionally (and likely unrelatedly), we were surprised to have fish heads spawn during the last 25% on the first attempt, even though no batteries were failed. This has not occurred again.

Thursday we did have an overflow a few minutes before spawn time (but barely), and managed a kill with a few seconds left on the timer.

Friday (today) we again failed, and this time a number of us kept an eye on Teq’s health bar when the laser hit; the laser is consistently not damaging Teq.

I have also had one or two reports of people feeling like they’re doing less damage to Teq during stun without having changed their setup, but I can’t confirm that personally.

Tequatl bug - Hardened Scales

in Bugs: Game, Forum, Website

Posted by: Mellon.4716

Mellon.4716

I wondered if that was the case! Our first stun/burn phase must just be a little too slow~

Tequatl bug - Hardened Scales

in Bugs: Game, Forum, Website

Posted by: Mellon.4716

Mellon.4716

Harlowe here~ I believe Courin’s description is accurate. For clarification, burning him from phase to phase means we go to battery before post-stun fingers/watery grave are summoned. I’ll try to be more observant about it next time it happens (and screenshot it if I can).

I can’t guarantee these are ‘always’ or ‘never’ situations, but, as Courin said, this is what seems to be happening for us:

75% → stun all the way to 50% → stun all the way to 25%, scales begin to stack as he leaves (shows on his bar) → bone wall @ start of third stun, as/right after he lands

75% → stun, but not to 50% → 50% → stun all the way to 25% → no wall @ start of third stun

Collaborative Development: Commander System

in CDI

Posted by: Mellon.4716

Mellon.4716

PvE commander here. I don’t tag up for WvW, but support the majority of WvW-focused improvements that have been suggested. The short list of tag color/shape options, improved /supplyinfo radius, minimization of chat suppression for commanders (I can see how this might be abused, though), a fixed size/top level over-the-head tag, and an option to limit tag visibility to squad-only seem like the most necessary/simplest fixes. I do, however, think a complete overhaul to introduce a much more extensive system is in order.

I know there are a lot of suggestions about a whole commander system with points, ranks, etc. and I think that could be neat but one of our big goals is deep systems and as few of them as possible, as having a lot of small shallow systems all over the game can make it hard to maintain and keep up to date. Some examples are we could just roll the whole commander system into the Guild System and make new ranks and abilities part of guild upgrades. Another way to simplify this would be turn commander into WvW abilities and have a few lines that focus on commanding/following. (Granted this approach does make things more messy for PvE commanders).

I appreciate not wanting to add an additional system to the game; however, I would also caution against rolling commanders into an existing system. As you noted, making it part of WvW abilities makes it messy for PvE commanders. In the same vein, adding it to guilds means tagging up requires repping an appropriately upgraded guild (and/or having sufficient rank in that guild, depending on implementation). What happens when a commander joins/reps a new guild, who may not be well upgraded yet, or whose ranks are organized in a way that would grant them more permissions than leadership is comfortable giving them? Why should the ability to throw up a tag tie someone to repping a specific guild(s), or being in one at all? (Biased anecdote time: when I started helping lead Tequatl on my server, I was essentially guildless for the first few weeks.) (Also, I just imagined a troll guild whose sole purpose was granting every member a tag….)

The implementation that raises the fewest “well what about X” issues might in fact end up being a separate system. Such a system could allow for separate unlocks depending on whether you’re primarily a WvW or PvE commander (but not lock you entirely out of commanding for the other). The resultant commander window would also give a home to the raid-style group list and sub-tag promotion that many have suggested, also.

How often do people actually join squads and use the features that are there? (4 different way point markers, /supplyinfo). What would make you join squads more?

At Tequatl, we use the markers and /squadinfo. However, getting people to actually join squads is sometimes like pulling teeth, and there are a huge number of (admittedly PvE-focused) players who simply don’t know how to. It doesn’t help that joining from the map tag seems to be bugged atm, and /squadjoin can be impossible with accented character names.

Since becoming a commander, I have dutifully started joining squads in WvW, but benefit-wise, it’s primarily just to clear other tags off the map. I never see markers set, and squad chat is rarely used.