Showing Posts For Minae Iss.7054:
You should be getting acces to the core game immediatly. You can play core GW2 for now and HoT when it releases. I ’m not sure if you can send it as a gift though.
The actual issue is not “people don’t want to pay for things they already have”. The actual issue is that people misconceive that they buy the core game again. They don’t. It’s a false idea. They buy the expansion alone.
The expansion will always be 50$ and they just want to get all the players on the same boat. This by giving all the older expansions and the core game as a gift to newcomers. (Who haven’t enjoyed all this content for the last 3 years ).
And yes as Dulfite says, it is important to get everyone in the same boat, since that makes for filled servers and more fun for everyone.
I’d make a mule. Cheapest way for storing a lot of things you don’t need. Like dragonite ore, sigh.
If it wasn’t for the bad publicity from PC Gamer and other popular gaming sites, I highly doubt they would have addressed this at all. Good ol uncommunicative anet would of just swept this under the rug and held thier ground.
I would really doubt that, with forum posts of over 5k replies alone they had to give it an answer.
And I think that with this, it will tip the balance for alot of people to buy HoT. It will earn them more money this way.
The extra slot makes the price of HoT feel right. Not only core, but all of them. 2 character slots is just what I wanted.
Their explaination of their reasoning behind the addition of the core and the editing of the FAQ is honest and makes sense.
Let’s flood the fora just as hard as last week and for the love of god overrule those whiners which are still complaining even after they got their character slot.
You will be getting two, as confirmed by Gaile in the main thread. If you really really just payed 25/50 more for one character slot worth 10… you might be able to contact support and downgrade to normal HoT.
I think 800 gems ( = 10 bucks = 1 character slot ) would be the best solution. They will never go for 20, that’s simply to high. But hey, they probably won’t go for 10 either.
So bogotter make a video about the debacle.
in Guild Wars 2: Heart of Thorns
Posted by: Minae Iss.7054
Both had legitimate complains and points and both said don’t buy the game yet. It’s even in the title of the video: don’t pre-purchase!
What more can you expect ? Them trowing kitten at Anet ? Why would they ?
They have to make up for taxes and stuff I guess. It seems that you can’t pay with US dollars for an EU account. They refuse to accept that if you don’t have kitten creditcard. The UK is worse off, they pay quite a bit more.
-edit- the kitten is a credit card from the US. Get it, Annnnnn US creditcard. Sight, these filters.
So bogotter make a video about the debacle.
in Guild Wars 2: Heart of Thorns
Posted by: Minae Iss.7054
They don’t say that stuff because they first THINK and make an opinion about the whole thing instead of ranting on the forums like the braindead toxic part of the community did. Then they evaluate and form their opinion. And they never ‘hate’ anything, they might disagree or be upset, but why would they -hate- the game they love.
They both said they will pay but for what was shown the price is steep. So yes, they agree with you. Did they blast the fora with toxic waste for 48h long ? No.
Is the pack overpriced in your honest opinion? Fine, don’t buy it. Give your feedback in the fora and why you think it is steep. Or better, don’t preorder and wait what it will give in the long run.
But don’t come ranting on the fora about something just so you can rant. Ranting =/= giving feedback.
I for one was expecting the price to be lower. I am going to wait if they offer 800gems/char slot and if not accept that I have been playing a great MMO for 3 years and I am willing to invest another 99 euro in it for years to come.
(The amount of crap would have been a lot less if they didn’t offer the free game, and it would be just about the price. But people keep twisting it around and around just to ba able to rant and rant.)
So bogotter make a video about the debacle.
in Guild Wars 2: Heart of Thorns
Posted by: Minae Iss.7054
3 people mention that a ‘payed/bought youtuber’ can not be trusted yet the first thing he says is explaining that he is not under any contract to say certain stuff and this is his honest opinion. ( Same with WoodenPotatoes btw, he has never been afraid of ranting about things Anet kittened up) . He makes a lot of valid points. The community has overreacted to a miscommunication from Anet wich was ment as a gift towards new players.
I disagree with him that a character slot wouldn’t solve it, I really think it would. That or 800 gems extra for ALL editions.
After yesterday I redid all the calcs for a ton of cases. It is, in fact, always faster for the killtime to get the dead player out as fast as possible. (It’s even faster than it were if everyone stays alive, but that depends on if my scaling model is correct).
All this asside though, I think Kaz put it pretty well:
But in the end it really doesn’t matter, simply because this is a scenario where opinions are based on circumstantial evidence, and pseudo maths, and at this point neither side would be swayed to the other, even if they posted irrefutable proof.
If nobody’s coming after 5 seconds they probably wont, and so ‘you’ are probably better of waypointing, regardless of whether the ’group was better off or not.
And that is how you should behave I suppose. There are human factors on both sides, and I think you should just make it the most fun for everyone. Without beeing toxic in mapchat and yell to wp on one side. Without beeing a slacker/afker on the other side.
Let’s say zerg does damage equal 1% of boss’s health per second. So 100 seconds to kill it.
If someone gets defeated and is revived, zerg can’t kill in 100 seconds because reviving takes some time.
Assuming everyone does same damage and scaling is fair. If someone gets defeated and waypoints, the boss scales down and zerg will still do 1% max health per second. Zerg will still kill the boss in 100 seconds.
This holds true as long as the dead player does not return. The moment he returns, the boss gets upscaled again and you have to follow my calculations. And then it’s not quite so simple and it all depends on how long you have to run from the wp and how fast the zerg is killing the boss.
But because of other factors like annoying map clutter, risk of reviving and not beeing able to pick up icebows… it’s probably better to waypoint. But certainly not because of the damage loss or scaling alone!
EDIT. When rethinking this I see that this is not true. But it still doesn’t work quite as simple as the qoute makes it seem.
(edited by Minae Iss.7054)
Because reviving, without scaling, is less of a damage loss than waypointing.
But if the boss has really high base hp, more like 50-100 million, and the zerg goes fast… Well than is it is due to scaling more viable to let the dead waypoint than to resurrect them.
A flat up and down when players join and leave seems unlikely, I agree. However this is the case for the total health of the boss, as based on the reddit posts. When a player leaves ( or enters as I assume ) the bosspit, the total health of the boss will go up or down a flat amount. For the actual health of the boss, let’s assume it gets added based on the health the boss has on that moment.
For example, if a player leaves/enters the boss at 100% hp a flat 100K health gets subtracted/added. When that player does the same thing again at 70%, only 70K will get substracted/added.
Lets say the amount of damage is about 25% of the boss’s health per player that joins or leaves the fight.
SO if someone dies at 85% and waypoints, 0.85×0.25xBOSS_BASE_HP will be substracted. When he gets back at 80%, 0.8×0.25xBOSS_BASE_HP will be added back again. This nets 1% of the boss’s base hp of damage that the zerg didn’t have to do. Great!
(However, if there are 55 players at the boss, he will have (50×0.25+1)xBOSS_BASE_HP total health. So then it only nets 0.1% of the total hp.)
If the base health of the boss is perhaps TEN MILLION hp, wich is quite a lot, this will still only effect about 10×10^6×1% = 100k damage.
And so it is still better to rez up the players, mathematically speaking. It’s only not viable if the boss goes down very fast relative to the run time.
But what happens if the player gets back ? The HP just gets added again ? Flat ? In that case my post still stands.
If the HP gets relatively added, it all depends on how fast the rest of the zerg is killing the boss. In phase 1 of Tequatl, wich is the phase were most will die, this will change little to the outcome.
(edited by Minae Iss.7054)
Let’s do the math again with some numbers.
Scenario:
-player dies at a boss (say Tequatl).
-all players do 10k dps
-scaling not taken into account
OPTION 1: fast resurrection
5 players immediately resurrect the player. This takes 4s. Damage loss is (5+1) x 10k x 4s = 240k damage.
TOTAL DAMAGE LOSS: 240k
OPTION 2: slow resurrection
1 player immediately resurrects the player. This takes 21s. Dps loss is (1+1) x 10k x 21s = 420k damage.
TOTAL DAMAGE LOSS: 420k
OPTION 3: fast waypoint
The player WP’s and runs back. This takes 70+ second (for Tequatl, yes with swiftness and leap skill use!) Dps loss is 1 × 10k x 70s = 700k damage.
TOTAL DAMAGE LOSS: 700k
OPTION 3: slow waypoint
The player waits half and half if he gets rezzed or not. Finaly, after 30s, map chat makes him believe he should. The player WP’s and runs back. This takes 100+ second (for Tequatl, yes with swiftness and leap skill use!) Dps loss is 1 × 10k x 100s = 1000k damage.
TOTAL DAMAGE LOSS: 1000k
So pure mathematical you should REZ DEAD PLAYERS AS SOON AS POSSIBLE.
CONTRA’s:
-It might be dangerous to resurrect, the rezzers are in a hazard for 4-20s
-Scaling might offset these numbers a bit. But we don’t know how scaling works exactly so we can’t make mathematical conclusions about that. The event might scale down, but it later will scale back up when the player arrives back.
(edited by Minae Iss.7054)
I agree with KngGilgamesh and Vayne, as it was stated directly by Colin in an interview. Masteries can come from world bosses that are already in game, some collections that we already have and other stuff that is in the current game. We can only glide in the new maps though because it will pretty much break the current maps.
(edited by Minae Iss.7054)
Conski Deshan , I’d slightly alter that ordering. Killing 500 giants is not easy, those are the legendary giants that spawn on very few obscure events. So that one would go to excessively grindy aswel. On the other hand dungeon paths can be bought ! For 3G a piece you can mostly get the harder ones with ease. And 12k achievement points, well meh that is discussable but most veteran players will have way higher by now.
Anyhow the amount of work per thing is highly unbalanced.
Some of those are ranging from easy to very easy, (personal story , dungeons ) while others are insane… (also, I’d like to see you slay 500 giants, a BIT grindy you say ? ) I would pull them all to the same level of difficulty more or less.
How can you… it’s not even out in beta… but… Yeah you said it yourself.
OT: The elementalist has 4*5 + 5 skills right ? If this revenant can change the utilities, heal and elite, that makes it 2*5 for weaponswap, 4 skills (-1 for the channel skill itself ? we don’t even know how it functions! ) and a new set of 5. That makes 19. The elementalist is not OP because he has 25, so why would the revenant be with 19 ? And all this aside we haven’t even seen him…
I picked that up from woodenpotatoes, but that is right about all I can find about the interview. But if the rest is unimportant, I won’t bother searching for them anymore.
You might be even wrong about that, maybe even Anet is still going back and forth between how many players… It is very plausible though that more than 5 players can join in per team. It is guild versus guild so you want to enjoy it with a larger part of your guild than 5 players and in the original the party size of GvG (8v8) was bigger than normal PvP (4v4). So hey who knows.
I had to leave after the show itself yesterday so I missed VisualWoods thoughts, the interviews and the VisualWoods post-show.
While I can find the whole show and both VisualWood post-show streams, I can’t seem to find the interviews with Colin and Mike right after the first part of VisualWood ? Are those interviews up anywere ? The twitch streams stops after the main show is over.
Backing up Vayne here, if you see what people are willing to pay for convenience ( endless mining picks/harvesters/woodchoppers, royal passes, endless salvage kits…) this is exactly the reason people are also willing to pay more for a bank tab.
Thanks for all the responses and numbers, this is exactly what I wanted to know. Now lets see what the Feature Pack brings to farming them.
I was more asking about the viability of keys. Why would one even want to buy/farm them with these rates ? Or was it just bad luck.
So I opened 20 chests and got one scrap. I know this is not that big of a number to get accurate statistics but still , at this rate I would spend 18.000 gems in total for 1 ticket. Yes. 18K gems.
(What would roughly translate into 2.400 gold ).
People who have opened some more than I did, what are your expected droprates ?
Same deal here , stuck at “Discuss what to do next with your friends”. Talked to everyone of them twice. No star above any of their heads or on the map.
My guess would be a bug, I’m going to go and do it again now.
“Retreat!” cannot be used while in air , all other shouts can.
It will be very much like the zenith weapons, only integrated into the hero panel to apply directly to your armor/weapons and with a cost.
+1 for a lazy, lenghty video with a full recap of the LS. But I think we will get something of the kinds to recap and close this chapter.
There are tons of people already reporting this. But it is annyoing as hell indeed.
First thread I saw: https://forum-en.gw2archive.eu/forum/support/bugs/Opening-my-inventory-makes-it-wider/first
Crash upon clicking COF tab. Time and time again, no random work/not working. Crash on all characters , in all maps.
How does one destroy not one , but two mayor game elements (inventory) totaly unrealated to the living story in one patch ?
It used to be based on rank and it was pretty predictible then, but the WvW matchup is more random now. So the colors are pretty random from week to week depending on who you are facing. ( I think, since I don’t WvW much myself )
You can also park multiple characters near a probe. Kill it with your strongest and then log into all of the others to pick up the cores on each character.
Don’t forget about the luck clicks, those are even doubleclicks. ( Sometimes I am highly temted to get an autoclicker to go through those stacks )
In Guild Wars 1 this feature was called districts, and it was there from the very beginning.
Both Inc and me already mentioned districts in posts above, but yes this would be a great solution. Also mentioning that this way , like in gw1, guilds can host ‘their’ overflow , just like in the cities in gw1 on holidays. This would make things much easier for guilds such as TTS and the like.
I don’t get it, links to you bragging and a useless skill icon ?
The hardware is not really the problem, it more about how they handle the players and overflows. And currently the overflows are not really handled really well in terms of creating them and dividing people over them.
It could work with numbered overflows. Sorted on number of players. Ingame a menu like this:
- Main 150/150 players full
- Overflow 1 150/150 players You are currently in this overflow
- Overflow 2 120/150 players Click to join this overflow
- Overflow 3 60/150 players Click to join this overflow
So lets say you are in overflow 2, doing the event. After the event the maps start empting. Once a certain treshold is reached (let’s say 20 players) you get an ingame message that lets you travel to a higher overflow. This is similair to the current message, but it just lets you go to a more full overflow, not per se directly to the main.
This message is also timed , but instead of just going away you will be forced into a higher overflow, this way AFK’ers won’t endlessly hold overflows open. You can however always freely travel between existing overflows.
New players are always put into the fullest available overflow. The overflows get resorted if they change in numbers so the highest overflow in the list is always the fullest. Once the lowest fills op to the cap ( the normal cap at wich overflows now start to be made, not the hardcap) the next overflow is created.
You also always have the option to go to an overflow even if your main is not full. Low population servers can so get too a fuller overflow if they wish.
The only people who run the zerg to each Wurm 1 at a time are the ones who haven’t killed it yet.
The one zerg to get each wurm to 5% was way more reliable to get to fase 2 than the split tactic. And since the wurm is only been killed once and even they can’t repeat their succes this is not really relevant.
That beeing sad the 1 zerg tactic was more reliable since the fuzzy hp spikes are seemingbly worse than before. And many people have noticed this as shown in this thread wich even got dev attention.
https://forum-en.gw2archive.eu/forum/livingworld/madness/Wonky-scaling-on-the-Wurm/first#post3555547
As to the OP, many many people agree that there is some hidden mechanic we are missing. Specially for the head fase. I do not think it has to do with fase 1, since FSP always runs the one zerg tactic and got some heads down in fase 2. I do agree that we either need to test more ideas or need some feedback from the devs , since it can’t be designed to be done the way deso did it.
(edited by Minae Iss.7054)
they pretty much can’t. Each instance is perfectly balanced to not overload a CPU core in their server farm. Meaning that when a overflow is formed, the existing instance is already running a CPU core at 100% and maxing out its RAM allotment.
This is not true, as players can still go into that overflow via their partymembers. That instance is not taking up the full resources it can have. You can fill up an overflow to the hardcap of the map just like the main map ( guilds with no main server do this for world events).
A system like the districts from gw1 with a visible ‘x / 150 players’ or ‘full’ tag from a simple drop down menu or popup would be great.
Also I cant really remember how this worked in gw1, but the district system was in fact very similair to the overflows. They were created and deleted as needed. You even had the same issues as to not beeing able to go to the ‘main’ district etc…
(edited by Minae Iss.7054)
The scaling system never bugged the way it does here, or we never noticed it anyways. The wurm seems to go up and down in health/armor troughout a fight from moment to moment. Personally I think scaling in the events from the last few patches was good overall. Well exept for wurm ofcourse.
Ah we had a perfect example today , but I dont think anone was capturing it. Full zerg at amber, going to the base of the worm and trowing it all at him. Got to 80%. Again. Harpoons and whatnot. Again doing the exact same thing, to 60%. Again harpoonfase. Back to the wurm and boom, in 10 seconds it was to 1%. There was no change in tactics, no change in zergsize, no change in overall elementalist weapon drops.
Indeed. At least than we KNOW that we are missing something, just doing it wrong or facing a bug. And, since deso got world first anyway, a dev doing the event who has some tips… same as with tequalt ?
Either that or it is something we are missing. A mechanic we, without knowing it ourselfs, do sometimes to get a nuke ‘right’ and sometimes don’t and only get 20% hp off the wurms.
Biggest issue is that we dont know if it is intented or not, if it is indeed a hidden mechanic or just a bug.
Perhaps she saw an attack on LA coming and wants to protect it for some dark reason.