Showing Highly Rated Posts By Noobix.3958:

Commander Tag - Not a vanity feature!

in Guild Wars 2 Discussion

Posted by: Noobix.3958

Noobix.3958

The news that the commander tag would be getting a rework in the form of additional colours delighted me. “Great!” i thought, “This is going to be fantastic for splitting groups at wurm and establishing visual clarity for the players or setting offensive and defensive stacks for Tequatl!” Then I read the caveat that each individual colour would be 300g to unlock.

I cannot begin to describe the disbelief I have for the level of misunderstanding that the Arenanet developers are showing here. Absolutely nobody who uses the commander tag in any serious way thinks of it is a ‘vanity feature’. The logic of locking away such basic functionality as this (that should have been present since day 1) behind a gold sink is unfathomable to me.

Aside from the very few and very specific uses in PvE, additional commander tag colours in WvW could potentially change the gamemode entirely. Think of a meta established in which the red tag denotes an offensive commander, blue defensive, yellow is a scout and so on. Something as simple as selectable commander tag colours could revolutionize WvW.

To the people who are suggesting “300g is too much, maybe 10g or something per colour?”. I’m sorry but no. Again, this defeats the purpose of having different colours. If they do this they may as well start charging us to open our inventories, use a utility, open the options menu. This is basic functionality. Do not let them get the notion that locking away functionality is ok.

The commander tag is not a vanity item. It is not a supershiny that you use as a money sink for players who farm too much. It is basic functionality that allows much of the game to work.

Arenanet, your commander tag system is the glue that keeps much of the playerbase interested at the moment. Whether thats PvE players doing hardcore events or WvW. Stop kittening around with it and take it seriously. I am posting this here as I feel the commander tag is valuable in PvE just as much as it is in WvW, regardless of what WvWers think.

For some reason, one of the most insightful comments on reddit about the WvW side of this was downvoted to hell. Ill leave it here

I’d also like to leave a copy of the closing post by Isiah Cartwright on the WvW CDI for your reference. It would seem that Izzy took the main points from the CDI very well. Why did this happen?

Anet please rethink this.

EDIT: I would like to clarify that I have no issue with the gold cost by itself. Frankly I couldnt care about the method to obtain the tag. If it was 500g + 10k BoH + 2 mil karma I’d be totally fine with it. Most people agree the comm tag needs a higher barrier to entry so only the people who are serious about using it will commit. What i have issue with is parceling up its functionality piecemeal to be sold individually. I would still have issue with this if each colour was just 10g.

EDIT2: Removed ragey directed criticisms of ‘person(s) responsible’.

(edited by Noobix.3958)

Save our spawns!<3 GW2community

in Guild Wars 2 Discussion

Posted by: Noobix.3958

Noobix.3958

GW2Community proposes a few things. Laid out below are our proposals in order of descending preference :

1. Decrease the cost of activating a world event
We feel this is the most elegant solution to our problem of being tied to the one Natural Spawn in primetime. The current cost of activating these events is too high for smaller guilds. It is a barrier to entry that discourages them from even trying as the cost of failure is too high. NíP is currently a no representation required guild but holds a large part of the player-base that makes up the ‘community’ of GW2Community. Even with our pooled resources from all the guilds in our community , we are feeling it is going to be unsustainable to pop these events when we want to. A return on the merit and influence investment could also be given for successful completions of these Guild procced events based on the difficulty of the event. For example, Wurm gives %150 of the Merit and influence investment back, Tequatl gives %80 back and Karka gives %50 back.

2. Two fixed ‘primetime’ spawns per night
This doesn’t have to be on all the ‘Mega-Organised’ events but will help with the Three-Headed Wurm at least. This will enable newer WorldBoss guilds and communities an extra chance at the Three-headed Wurm and will allow them to gain real-world experience at killing it at a faster rate. It will also appease established communities as even we don’t complete this hard content with %100 success-rate. However, popping our own event because we failed the initial spawn may be a reasonable ‘cost of failure’.

Ideal spawn times that fit better into the primetime spawn schedule for GW2community would go thusly. Two opportunities for each boss during primetime, with slots for future events and 2 hour ‘stagger’ between the same events.

First round of spawns <— These are only workable if we have a second round of spawns, 2 hours later.
Future MegaBoss #1 ( 3x harder than Wurm please) @ 18:00 CEST
Three Headed Wurm @ 19:00 CEST
Tequatl @ 20:00 CEST
Karka Queen @ 21:00 CEST
Future MegaBoss #2 @ 22:00 CEST

Second round of spawns <—- The ‘primetime’ spawns
Future MegaBoss #1 ( 3x harder than Wurm please) @ 20:00 CEST
Three Headed Wurm @ 21:00 CEST
Tequatl @ 22:00 CEST
Karka Queen @ 23:00 CEST
Future MegaBoss #2 @ 00:00 CEST


3. Logically separate ‘Mega-Organised’ events from the other World Boss events in the table schedule
The current table schedule is too restrictive and there are no good slots to put in future ‘Mega-Organised’ Events. We shouldn’t try to put them there just to ‘fit them in’ and allow them to have their own little unique slot in the table. They should spawn regardless of what else might be going on in Tyria and could even overlap each other. A 2 hour ‘stagger’ of events seems reasonable.

4. Advance the current megaboss spawn-times by 1 hour
This will push them more firmly into ‘primetime’ for a greater number of our players. For people in the UK, BST (British Summer Time) is currently in effect but with the current spawn schedule, our ‘primetime’ Wurm Spawn will be 18:00 GMT in winter. Most over-worked Brits are not even home from work by this point. If we are to keep the singular primetime spawn, we need to make the spawns later to fall into primetime. These are our ideal spawns for this solution.

Future MegaBoss #1 ( 3x harder than Wurm please) @ 20:00 CEST
Three Headed Wurm @ 21:00 CEST
Tequatl @ 22:00 CEST
Karka Queen @ 23:00 CEST
Future MegaBoss #2 @ 00:00 CEST

BONUS: Have Tequatl and Karka come after the Three-headed Wurm.
This is a personal preference for GW2community but was always the natural progression of our World Boss killing. Have other communities always done this too?

We are obviously only just one community and our wants and needs are going to differ from others. Some requests here could be considered ‘selfish’ but that is the point. We want our gaming to be convenient for us and not tied down to a ‘schedule’. Or at least, we want to be able to spawn these events with a sustainable cost to our guild Influence and Merit income.

What are your opinions and thoughts on the new system? How does this affect your community or guild? How do these times affect your own play schedule as an individual player? We have also made a strawpoll which you can visit here to tell us what you think of our proposals.

We would also like to echo the feeling of TxS and their community. We empathize with their own concerns regarding the new spawn schedule and restrictions fully.

(edited by Noobix.3958)

Save our spawns!<3 GW2community

in Guild Wars 2 Discussion

Posted by: Noobix.3958

Noobix.3958

Hey there! My name is Mkkoll, I am from the EU and I am here to represent the wonderful GW2Community, [NíP], [EVE] and [Wums], the first community to kill the Three-Headed Wurm.

With the new fixed WorldBoss spawn system in place, many in GW2Community are finding the current ‘Natural Spawn’ times quite inconvenient. GW2Community regularly attempted a Three-headed Wurm kill at both 21:00 CEST and 23:00 CEST if the first one failed. We would then move onto Tequatl at the next spawn and finally Karka Queen. This was convenient and efficient as far as organisation for our commanders. Events with most organisation and concentration required first down to least organisation. People could really focus all their energy and efforts on the Wurm then slowly wind down on the easier events, Tequatl and Karka Queen.I will detail the problems further below and give our suggestions of what can be done to make these bosses workable again.

The problem we are noticing now is that the ‘primetime’ Wurm event is too early for a lot of the people in our community and Tequatl and karka Queen are simply too early all together. Most of us don’t even consider 19:00 CEST Tequatl true primetime. People need time to get home from work/school, cook, eat, clean say Hi to their significant other then settle into their night of World Boss slaying.To summarize, the overall problems are the inconvenient spawn times for the EU servers that will be exacerbated for UK players in the winter and the extremely expensive prices for the guild summoning option.

The Guild World Event Unlock: We realise that the new Guild World Events Unlock was intended to address communities and groups that found the fixed Natural Spawns inconvenient. But we feel the current cost of the unlock is simply too high. If we were to continue to try and do Wurm->Tequatl->karka Queen at our previous times every night we would require 30,000 influence and 60 merits. If we were to be more reasonable and ignored Karka queen and Tequatl, proccing the Wurm is still 20 Merits and 10k Influence every night. This is a high cost for established, high-representation guilds, never mind new guilds. We simply don’t feel a new World-boss focused guild could amass enough influence and merits quickly enough to get enough attempts at the Wurm to improve at it. GW2Community took weeks and multiple fails a night to finally start nailing the Three-headed Wurm consistently. How is a new World Boss-focused guild to get the experience with one fixed ‘primetime’ spawn per night? This is not to mention that GW2Community often attempts the Wurm on multiple overflows and we simply couldn’t proc the Wurm multiple times every night at the current rate we attempt it.

How GW2Community works as a Wurm and Tequatl slaying community and our anticipated problems with the Guild World Event unlock:

GW2Community is a group of guilds that come together to defeat the Wurm and Tequatl. We all share a Teamspeak but in-game we represent many different guilds and we have many regular players that show up to these events who don’t represent any of the ‘main’ community guilds at all. Despite our large numbers, we do not gain influence in the same rapid manner full-representation guilds do as we don’t require full-representation. WorldBoss guilds usually have a singular focus and that is to take down the hardest content in the game. Most members have other guilds as their main guilds to do other things like guild missions and WvW etc where they can earn reliable influence and merits. Our guilds, which were specifically created for events like this, will not be able to spawn these bosses as frequently as we’d like. Our communities’ guilds also cannot force our players to do Guild Missions as that was never our initial focus.
If a guild is to spawn the bosses every time they want to do an attempt, then with the current maximum 120 merits you can gain a week from doing the highest tier of guild missions, they will only be able to spawn a boss 6 times a week. Since we attempt to do the Triple Trouble Wurm, Tequatl and Karka Queen every night, we are not going to be able to maintain the high merit and influence cost required to spawn these events at our most convenient time.

(edited by Noobix.3958)

Worlds Second

in The Origins of Madness

Posted by: Noobix.3958

Noobix.3958

Dear Arenanet developers responsible for this content.

I would like to give you a MASSIVE thank you for what you produced with this update. It has been quite life-affirming for me and here is why.

I have made so many friends (d’aww) doing this content and I have not been logging in every day so much to kill the wurm but rather to join the Teamspeak and hang out with the guys and gals. You didn’t just create a content update here, you actually created a real sense of Community. I know for other servers and guilds it has been having the same effect. It has been bringing players together like never before in order to achieve a singular goal: KILL THE WURM! Even the Desolation server community at large cheers us on and roots for us on the forums and elsewhere. They love that they are part of the same group that is achieving these amazing things. Heck, even other EU servers – our bitter enemies in WvW – cheer for us can see themselves as being part of the harrowing struggle for eternal glory against our worthy foes across the pond!

However, I think its been slightly divisive among the greater community too as many feel it is too ‘hardcore’ and you guys are catering too much to the ‘hardcore’ crowd. This is likely due to the time-commitment involved in being in the right place at the right time and getting in with the right crowds to be part of something really special. Most players are saddened because they feel the content is ultimately inaccessible to them as much as they would really love to be a part of it.

I’d love to make a few suggestions here that may help with the problem.

Underflows: Merge low-population servers together. Will Vabbi-FissureOfWoe kill the wurm today?! Who knows! But they certainly have the player count to do it!

Increase the amount of people willing to put in the effort. Do this by helping those people who ARE organizing these events do it better and more efficiently. Make it fun! Make them ‘feel’ like a commander of an army. More willing commanders means more players to follow them. Expand commander tag functionality.
– Different coloured Taco’s
– Little comments written by said Commander when the tag is moused-over such as a basic information or a Teamspeak URL! (Open to abuse i know)
– Expanded /playercount functionality. User definable range i.e visible and adjustable AoE field to catch just the players the commander wants to count. Count classes individually. 5 Mesmers, 3 guardians, 200 warriors etc etc
– Absolute 0 suppression in /map for commanders. People generally don’t buy a 100g Taco to spam/troll mapchat unless really dedicated. Consistent abusers of the functionality (many player reports for example) can get lengthy gags. At least be more lenient than the current system. I can barely hammer our 2-3 sentences before I start hitting the suppression cap.
- Links in chat. At least to the wiki =/ A commanders #1 job should be to teach first, organise later. You guys need to somehow help facilitate this.
- Player controlled vote-kick system. Afkers dont contribute. 10-20 players vote-to-kick-to-Lions Arch a player and the current AFK timer is brought forward instantly until the player makes an action. I.e they get 1 minute to do something. The vote-kick would fail if the player was active within the last, say, 10 minutes. (Generous in my opinion) I could get my friends to abuse this for free ports to Lions Arch without having to go through WvW or sPvP lobby.
- Make using the squad system for commanders and players alike easy and intuitive. You could make it almost automatic. If a player is near a specific commander, they could auto-squadjoin to that commander. Or maybe just a little unobtrusive UI element like the current ‘Party Request’ pops up that a player can ignore or accept. (Automatically sent by the game and not the commander) Having an exact playercount of how many players are with him/her is extraordinarily useful for a commander and is half the battle when setting up groups.

This content’s difficulty is probably just a teeny bit too far for the moment. I wonder how the 10s Invulernability bug fix will improve things. I am of the opinion that it still wont be enough to have a greater portion of the community enjoy this fantastic content. More people should be able to experience that feeling of accomplishment after days and days of trial and error. They shouldn’t feel like they were fighting queues and back-end game systems more than they were fighting the boss.

Rewards need buffed.

tl’dr: Content amazing. I cried in frustration. Built amazing communities. I cried in joy. The 9th class needs a buff (Commanders)

- Supreme High Puglord Mkkoll III Esq.

PvEers and you

in WvW

Posted by: Noobix.3958

Noobix.3958

This is to all the people kittening and whining about long queue times and those kitten ed achievement whorin’ PvEers taking up valuable spots for more pro, more deserving, more elite hardcore WvWers.

Please take a second to think for a minute about the opportunity that has been presented to the WvW gamemode and community here. Arenanet have provided us with an unprecedented influx of new players. This will rejuvinate WvW on lower tier servers like nothing before. It is now up to YOU, yes, YOU to mentor these players and ‘convert’ them into WvW players. Help them see the beauty of the finest part of the game. Teach them. ‘This is why we dont take supply from towers, these are fire fields and these are the skills you need to use to ’blast’ them.’ Dont berate them in mapchat for grinding camp guards doing JPs etc etc.

Suffer the lag for now. Suffer the huge queues for now. Once everything dies down in a week or two it will all be worth it. I guarantee every server will have a noticably larger WvW playerbase after this league. The key will be which servers that gain the most.