Showing Posts For Quiggle.4215:
I was just in WvW, with the client set to BEST PERFORMANCE, I had 10fps.
MacBook Pro Retina
2.6 GHz Intel Core i7
8 GB 1600 MHz DDR3
NVIDIA GeForce GT 650M 1024 MB
OS X 10.9.1
Mac Client too a HUGE performance hit due to this.
Same here, dramatic drop when more than 5 or so people are around me.
Processor 2.6 GHz Intel Core i7
Memory 8 GB 1600 MHz DDR3
Graphics NVIDIA GeForce GT 650M 1024 MB
tell you story
I am skritt this morning I find shiny under tree. But no stop there, After i find that shiny a mean troll try to take my shiny. But skritt no lose!! I a strong skritt and I take trolls shiny.I love this idea. For me it give the game more depth. If you think about it a Mob standing around wouldn’t gain much. but if it’s walking around or fighting for its life it’s gaining something IE skill or loot.
Picture those 2 mobs you saw fighting. what if after the fight the winner had an animation much like ours when we level up.
Or what if when fighting that troll and it downs someone DING the fight just got a bit harder. just a tiny bit but it did. And if its downs another 2 people after that, again it levels.
I think creature promotion is also a cool idea. As long as it doesn’t mess with people doing hearts.
If done properly, it would be impossible to train. If you put it on veterans and regular mobs especially.
In order for vets and normal mobs to serve as an attraction at all, their drop tables would have to be revised considerably. A 10% improvement to nothing much is still nothing much.
Nah, they could just increase magic find
I’m not trying to suggest how to balance or even implement this idea, just that it IS an idea.
Any ArenaNet people reading the post, would just enjoy knowing the suggestion made it to the right audience
If done properly, it would be impossible to train. If you put it on veterans and regular mobs especially.
To break up the zero-skill champ trains which I think are bad for gameplay,
I immediately stopped reading when I read the first sentence because the only thing that could be done to stop the champ trains is to introduce a better farm. If you do not understand why that is I cannot help you as you have not been paying attention during the last six months to the in game chat or on the forums.
1. Why is getting the people who do trains away from them a good idea? You find it mindless, er okay, go and do something else then. The “Stop doing what I don’t like” mentality in this game is bordering on the insane levels.
I’m still trying to figure out why this parentlism exsist. I can only assume it is the same mind set that thinks a Nanny State based Government is ok.
Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.
The suggestion subforum was archived for a reason. Because half the threads were about nerfing another class and another quarter were about nerfing some aspect of the game that someone did like that other people were doing. So, they hsit canned it.
I encourage you to read the entire post then, when I say “break up”, what I mean is to have an alternative.
The aim, as I said from the beginning, is NOT to kill any champion train, please read the full post I just want to give people who want to see the world, some incentive to do so.
I wasn’t responding to you, but everyone else that liked the idea with the attempt to quell the train.
Understood, thanks
Smooth Penguin, you are not reading all the thread and the comments about the idea. It’s not just about champs. No need to be condescending and terse. There are plenty of ways to do it without it even involving champions. Please take a read.
Anyway, I just hope anet sees the post and puts the suggestion in the right pile, certainly don’t want to debate how it may be implemented.
The aim, as I said from the beginning, is NOT to kill any champion train, please read the full post I just want to give people who want to see the world, some incentive to do so.
I really like the idea of diversifying the player base and rewarding players for exploration.
It seems that some of the heartburn with this idea stems from changes that would be made to Champions. (e.g. If a Champ is alive longer, they drop better loot)
What if this idea didn’t apply to Vets, Champs, Legendaries, or any enemy above a standard mob? It would ONLY apply to standard enemies.
For example (please note that I have NO IDEA how the loot tables actually work):
Currently, each mob has it’s own loot table, with % chances of dropping items out of certain tiers, or buckets. Each of those tiers likely has a % chance of getting a certain item. What if the the Bonus XP equation was used to put that mobs loot table on a sliding scale. It starts at the bottom with 0 Bonus XP and its standard loot table and ends with Max Bonus XP and Max Multiplier of the standard loot table. Therefore, as a mob sits and gains Bonus XP, its Multiplier is also increased, so when you kill the mob, that multiplier is applied to the standard loot table.
I know that people want better loot off of the best enemies in the game….because they already have the “best loot”, but I think this idea could be a better way to gain better loot without even touching those high end mobs.
Just a thought.
Sounds great! I definitely don’t have the best idea for implementing it, just the suggestion to consider the concept
Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.
Good point, but the CDI thread would be a good spot to add a link to this thread. That way, the devs are more likely to see this excellent suggestion and it can get a larger audience, since there are a lot of people who keep tabs on that thread.
Where is this thread?
+1
In addition, there needs to be more random encounters with potential for high value loot. Something like, say, a Skritt hero character that has a chance to appear anywhere in the game that Skritt mobs exist. Something like Veterans, but more unique and with distinctive skills. Rinse and repeat for all major NPC types- even change them around every couple months and replace with new heroes to keep things interesting.
LOVE this idea.
This is not a great idea. It creates greater disparity where there is currently less. Why should Player B be entitled to an unbuffed drop on Champion X just because Player A happened by it 20 minutes earlier?
If you really want something like this in the game, a better approach would be a personal timer on each champion, where-in any champion that you haven’t personally killed in the last 72 hours will drop a token, some number of which can be used to purchase exotic level 80 items, skins, or something.
That would give people a reason to venture without hurting the players that just want to farm champions, and wouldn’t create a disparity between players based on when they play. Also, the token system is inherently better for something like this than modifications to the RNG.
I really don’t understand what you are talking about. Games are about chance, and exploration and fun —- not treating champions like vending machines. It’s not about anyone entitled to anything, its about the same concept as the exploration XP bonus, just adding more incentive — doesnt even have to be the same type of loot or anything.
Whether it be every couple of weeks, every couple of months, people would still find a way to farm them and ridicule the people that want to do it differently.
Fortunately, the world of Tyria is so gigantic that this is very hard to do. Especially when, in order to pooh-pooh the people who want to do it differently, the farmer would have to be in the zone watching his crop. He or she can’t play traffic cop without being at the scene. Which means that person isn’t actually farming at that time.
Would a true farmer take a break from his valuable farming time to police every single monster in Tyria? Is that even possible?
-Matt
Exactly, if you random some spawn timers, or even if you don’t. A champ farmer isn’t going to sit to wait for a champ to re-spawn, since its only after they have BEEN up for a long time do they get to be any more valuable.
Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.
I hear what you guys are saying, it would have to be done in a responsible way. Purely a suggestion I think that if champ spawns were random, it would be more do-able.
I think those who disagree misunderstand the magnitude of my suggestion. I am just thinking that building on the existing exploration bonus that is in the game, would be nice.
1. Why is getting the people who do trains away from them a good idea? You find it mindless, er okay, go and do something else then. The “Stop doing what I don’t like” mentality in this game is bordering on the insane levels.
2. You would have no idea as to whether the mob you happened to be attacking was rarely killed or not (and no, it being in a pokey corner of the map doesn’t help, people know where they all are now pretty much). Spending my time, wandering around the same locations I have discovered/uncovered countless time before on countless toons and ending up with crud loot because some guy had been there a bit before is not my idea of a good time.
If you want to wander around hunting down mobs, you go for it. Not sure how it takes any strategy mind, given everyone knows exactly where they are. I’m also not sure why your desire to wander about should impact upon my game time.
3. It could be “trained”. There would be daily/weekly map/champ rotations in order to get the optimal loot. There would no doubt be spawn timers, people would watch them and wait. Some champs already are on event linked website timers.
You think people get annoyed when the FS trains gets ninja’d, well it would be a whole new level of rage with the proposed system.
There are a whopping two main trains in the game at the moment. Don’t like them? Go do the other 99.999% of the content and leave those who don’t mind them to get on with it.
In short, it’s good thinking outside the box but it is in inherently bad idea imo. There is no real reason to remove the few trains we have in the game.
You might have missed where I did not suggest nerfing any champion trains, I just like the idea of incentivizing people to roam the world, kill things or do events that are often forgotten about, and get some reward for it.
I never once said to remove any trains or the loot that they provide, I think it would be nice if they did, for the health of the game, but that is my opinion, not my suggestion here.
Randomize the spawn timers, make people just explore and have fun.
Nothing extreme, nothing to rock the boat that people currently play.
(edited by Quiggle.4215)
There are probably 100 ways they could implement some incentive. Heck, you could even just increase the money dropped by a mob based on the exploration bonus as a start.
I’m not talking about world bosses. I’m talking about that random champions or veterans in places people just do go to often. It could be as simple as increasing the magic find of the mob death by a bit based on the exploration bonus.
I am not talking about LESSENING the loot anywhere, only increasing it for mobs that have gone for maybe 12 hours without being killed, things like that. There are plenty of out of the way champions that never see a battle.
Good idea.
I always thought the game would be well served to drop a token from a completed heart. These tokens could be redeemed for high end gear much like a dungeon. This way players would have a reason to continually do heart quests which in turn would make the world feel more populated. Currently most of GW2 feels empty.
The map completion serves to make that happen at least once per heart, but I’d love to see more event rewards in rare areas.
Obviously there would be a limit to how much an “aged” mob could drop. But if it was at all more enticing, I’d roam rather than ride the tea-cups ride in frostgorge
I kind of secretly hoped that the bonus XP meant the loot table maybe was better, but I thought I would post the idea nonetheless. I’m more interested in incentivizing people to hunt all around the world, rather than nerfing the existing champion farms, but I think they should have diminishing returns.
Our guild did the Flame Temple Tombs last night, was super fun. I don’t think the loot was any better, but would totally be great if it was, if nobody had done it in a while.
This does not sound like a good idea. If the rewards are enough better to make this worthwhile, then you will find players laying “claim” to content and being vocally unhappy when they were “griefed” because someone beat them to it. It would take, “Leave troll until after boar!” and spread the phenomenon out across virtually every zone. Yes, it’s irrational to think that content “belongs to someone,” but that has not stopped people from thinking it.
What I am talking about is a mob that gets killed maybe once a day, rather than once every 10minutes. It wouldn’t kick in until there was several hours or even days between kills. This would mean people roam the WHOLE world hunting champions. Not just bickering about queensdale order.
I think it would further one of the pillars of GW2’s manifesto too, make sure the entire game world stays relevant. No obsolete content. Get people running around the world. There are some awesome areas and unique champions.
To “break up” (by that I mean, have a more enjoyable alternative – but NOT remove) the zero-skill champ trains which I think are bad for gameplay, I would like to suggest that rarely killed champs and other mobs, drop better loot. I personally would love to hunt with an organized group across multiple maps with a purpose, knowing I could get better loot for having my brain turned on.
I am not trying to suggest those who enjoy the mindless queensdale and frostgorge farm are bad players, clearly you can get loot and mats —- but I think many players would enjoy he game more if we could find better rewards on champs, vets, and events that are rarely done. Similar to the exploration bonus for killing that odd moa in the zone nobody visits
Could be as much or as little as having more rare items, more mats, mini-pets, skillpoint scrolls, etc. And it could be detached from the champ loot bag, so it doesn’t alter the current drop rates.
EDIT —-——-
Just to be clear, as I think people are not reading the meat of this conversation, and just applying a knee-jerk reaction to their perceived implementation of this idea.
1 – No existing loot would be changed negatively.
2 – The bonus could apply to only veterans or even just regular mobs.
3 – The bonus could be as simple as additional magic find, or extra coin.
- By break up, I just mean have an alternative.
(edited by Quiggle.4215)
Is there a known use for Power Core Components after you combine the 50 to access scarlet’s lair?
I’m all for limiting active avoidance, but I don’t see any reason dodge clone deaths are a problem. If they are, put a cooldown, or nerf the trait, dont break this core mechanic. Dodge clones are so fundamental to the class, for so many reasons.
Thanks for the feedback guys, there were some good points brought up here. This is why we wanted to discuss these future changes so that we had time to adjust to your feedback.
We’ll be discussing this change more internally. Most likely we will make some adjustments or look at other options such as replacing clones not triggering Debilitating Dissipation so it does not impact mesmer play as much which wasn’t our intent.
Please no, do not make it so overwriting them stops doing clone death, that would TOTALLY destroy the clone death builds. Maybe dodge clones over 3 wont trigger it, but for the love of the color purple please make sure staff phase retreat, and scepter overwrites DO cause clone death.
The funny thing is, IN combat, we have a trait that gives us 30% speed. So in a battle, we can be faster than the 25% opponent, but we have to really work to make it from point A to point B, seems like an oversight.
I’m not trying to talk about the devs hating any classes, it was just a constructive request, please don’t derail it.
I don’t recall reading that it was a supposed weakness, it’s just that it IS currently a weakness. I’d like to just keep up with the group, not be left behind.
(edited by Quiggle.4215)
I don’t think that anet “dislikes” classes, thats not a super constructive way to influence the game, thus my post was my desire to contribute.
I posted in the mesmer forums, but realized this is probably a better place for this feedback. (no pun intended)
I am excited about the opportunity to try new runes and new builds on my mesmer, however the reliance of travelers runes, or centaur runes for speed to keep up with the pack in WvW, makes me sad.
As someone who replied to my post said, how about changing Compounding Celerity to a 25% speed boost, similar to what was done for engineers with Power shoes.
I think Mesmer’s have no problem investing in either a trait, or a utility skill to get this 25% speed boost, but right now, to get it, we have to really give up creativity in runes.
- a separate trait that can give us a movement speed increase (what about replacing Compounding Celerity with a +25% speed buff?)
Yes please, great idea. When we have illusions out, we certainly aren’t running long distances anyway.
Yeah, I don’t mind having to invest in a trait if we must, similar to the way engineers now have a 25% speed boost if they go 20 into inventions.
It’s just really frustrating to have to either use a runeset that gives swiftness on heal, or travelers.
Being left behind in WvW is not fun
I just wanted to say I am excited about new runes, but I would like to take a moment to humbly ask the dev team to give Mesmers a 25% speed boost on a signet, as our other scholar classes have.
I would love to be able to give up my Runes of the Traveler to try a new rune set, but losing the base movement speed buff of 25% in WvW is really hard to do
There is an upside to hybrid builds using the trait and using phantasms, and not having them overwritten. My point is just that you can keep that benefit, by doing as I suggested.
Because dodge-clones, not just evasion. We want to pump out more clones for our core mechanic —- shattering.
First, I respect that anet has said they want to not have classes with permanent vigor (to engineers on the speedy kits change), and while that part is a nerf, its not what I’m most concerned about.
The deceptive evasion change (which I understand has upsides for other mesmer builds) is just hurting clone death mesmers.
There are THREE traits which involve clone death, its not just a random build concept.
Suggestion, only allow deceptive evasion to cause clone death of other clones, not phantasms —- keeps someone with 3x phantasms out happy, and still allows for clone death with dodge.
AND/OR
Speed up the scepter auto-attack to provide for a better clone death weapon.
How do they expect us to find this update? I’d like to get a RED post to tell us this is where to get it from.
FROM SUPPORT
Hello,
Thank you for your patience in dealing with this issue. We have determined the problem is an issue connected with the TG Updater on Mavericks OS X and are currently working on a permanent fix for this issue.
In the meantime, the updater can be manually patched by using the steps below:
Check current version # of TG Wrapper by navigating to Applications -> Guild Wars 2 -> Get Info
If the version is older than 1.0.009524, download TG Update
After downloading, manually unpack the .TGZ file by double-clicking on it
Updater should now be unzipped and visible. Double-click updater and you will be prompted to select your output app
Navigate to where your Guild Wars 2 client is located. (default location is Applications -> Guild Wars 2
After selecting Guild Wars 2 you may be prompted by your Mac to allow the update to make changes, if so enter your password and the updater should resume updating. Note: If you are getting a message: “GWII-Update-009524.app” can’t be opened because it is from an unidentified developer". You must allow third party apps in your System Preferences->Security & Privacy->“Allow apps downloaded from anywhere”
Once patching has been completed confirm that TG Wrapper version has updated to Version 1.0.009524 by re-following step #1
After the update is completed try launching the game client
WHERE Is this TG update?
Macbook Pro Retina, Mid 2012
8 GB 1600 MHz DDR3
2.6 GHz Intel Core i7
Mavericks
NVIDIA GeForce GT 650M 1024 MB
+1 on inability to buy gems in the Mac Client.
+1 also on tgUpdate version 1.11 running on every launch and
+1 on rotation bug making game unplayable as mentioned by skyhi.2467
Same issues as OP. Mavericks has nothing to do with it. It worked fine before they made changes to the client to try to fix the gemstore bug. It seems to me that they downgraded the internal browser in the game, the fonts are no long clear and crisp, they are jagged, like when the client first came out.
Again, Mavericks is not a problem, game runs better on Mavericks than any previous OS version.
Does anyone know how to get the combat mod icm.exe to run through the mac client?
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Torment
Considering buying this recipe, was just curious if people are liking it yet or not.
With settings on low to medium, FPS capped at 30, I regularly run at 90C and upwards of 105C (which I thought was the shut down point).
Just curious what others experience…
thanks for the advice!