Showing Posts For Raidin.8205:
Can we combine this thread with one of the thousand other times this has come up?
It’s a Living World, people. Love it or leave it, but don’t try to change it.
Really? So you haven’t made any suggestions for changing the game, ever? Because you totally think we shouldn’t try to change anything about the game? That’s interesting, considering your participation in the CDI threads.
TLDR: You’ve no right to tell others not to try to change things. They paid for the game, too.
Amen.
If we didn’t try to change things, I think we’d still be living in caves. (Thanks, The Croods. Great movie.)
There’s a huge difference between reading up or watching videos about what has happened so far, and actually getting to fight some of these characters, or hearing them speak in front of you, or watching the cut scenes.
Anyone designing a game with features to get you to keep logging in by using limited-time content is doing it all wrong, imho. It’s been tried before many times, and it always leads to the same problem, you annoy people who don’t have the time, and you make the game feel more like work.
Want people logging in often? Give them incentives to do so, instead of punishing them for not doing so.
Anyway, I’d really love to see something in the game such as an “Asuran Historical Simulator.” This would be something akin to the Super Adventure Box where players can relive past stories instead of missing out completely for not being around, or picking up the game after certain events have passed.
Another way is to use something like what World of Warcraft uses, a dynamic world per player, where you only see up to what you’ve accomplished and experienced, instead of tying things to the server.
This is easily my biggest pet peeve about GW2. It’s one of the reasons why I took nearly a year off from the game.
Also, let’s not forget many of these living story events require a lot of players and a lot of time, so it’s not always a simple matter of logging in during the events.
I could be wrong, but I’m pretty sure that at the end of the first conversation you have after exiting the dream, your character will inquire about having “a certain attire”, and you’ll be directed to talk to somebody nearby to reclaim your armor.
Makes more sense than being born fully clothed.
The certain attire comment first showed up to me after speaking to the next person in my story. I also don’t always jump into my story right away.
ArenaNet, why make us naked upon entering the world, and not give us a decent hint that this is on purpose? Didn’t you consider that many of us have seen “naked bugs” in games before? Maybe remove our armor from the character window instead of keeping it equipped? How about not resuming the display of the armor if we log out and back in?
Just love how silly decisions like this ruin various aspects of the game for me. Seems to be a recurring theme…
This issue is in regards to the Intercept the Inquest saboteurs before they reach the power station event in Metrica Province.
The event consists of a golem acting as a bomb, and a group of Inquest who escort it. The event’s primary mission is to destroy the golem, and points are awarded for that and only that, apparently. The golem itself doesn’t really attack, but the Inquest that are with it will. If someone were to engage, they’d have to deal with the Inquest first.
The problem is, the golem keeps moving. Someone would then have to finish off the Inquest, then catch up with the golem and destroy it. If someone else were to destroy the golem, then anyone currently engaged in fighting the Inquest escort gets a bronze medal. Even though 90% of the work for this event is finishing off the Inquest, you only get awarded for engaging the golem.
I’m sick and tired of being kicked out of a dungeon when the person who started it leaves for whatever reason.
A group and I finished a dungeon earlier. As soon as the boss died, the leader looted and quit, leaving the rest of us who were not in range to miss out on the boss loot.
Devs, you guys have to fix this problem! ASAP please!
Ever since the latest patch, I have been experiencing constant latency spikes (server stops sending data) and disconnections. This does not happen in other areas. Also, everyone I have run into in this area was also experiencing this issue, though they say they are not seeing any issues when they are in other areas of the world.
Now if only the forum mod that moved this thread here could move it back to General Discussion so ArenaNet sees it more readily.
I believe that nothing can actually be used as an upgrade for this item. Many players wait for the next back item you receive (which has no graphic on your character), where they can transmute the look of the backpack with it, because it does allow for low level gem upgrades.
The reason I posted when and where it was happening is to help corroborate the story. I’d never come here to vent because someone did something perfectly legal and it annoyed me. Of course, no one can take my word for it, but there’s my statement on that. Besides, this is a co-op game. No one can come attack my target and make it worse for me because they’d only be helping me. But if you’re going to help ruin my experience for your own gain, then we have a problem.
In regards to what happened, the turrets stayed up for over an hour or so. At the end there was a Rifle, Rocket, and Healing turret all sitting there. The Healing turret eventually was gone but somehow the other two were maintained for a little over an hour or so.
Just to clarify based on some of the comments here, the rifle turret was one-shotting. The rocket turret was not, since it can’t with its firing delay.
I consider this griefing, and a bullying tactic. It needs to be under control. No player should be able to claim exclusive rights to anything that is free for all to enjoy.
I like those suggestions. Not sure about the moveable part, but they should self destruct when the Engineer is far enough away, or “botting”, as in repeating the same pattern of behavior too many times or inactive.
Thanks but neither of the answers really solves the problem. They just avoid it. I am looking for a way to counter this “bullying” tactic. A way to find/report the owner. There should be a command that gives me the name of the owner if I use it while targetting the turrets.
Situation: Turret deployed in the first heart task area in Queensdale. It kills any wurm that spawns before a player is able to attack, within a split second of it becoming targettable. No Engineer in sight. Turret up for over 5 minutes. Turret is still up as of the writing of this post, on Ferguson’s Crossing.
Edit: While posting, a Rocket Turret was deployed near by to cover the entire area along with the Rifle Turret deployed beforehand.
Recommendation?
The effect of a 28% chance of life steal on critical on this food does not seem to be working at all.
Reference: http://forum-en.guildwars2.com/forum/game/crafting/Strawberry-Pies-don-t-work/first#post316370
The effect on Strawberry Pies is a 28% chance to steal life on critical. I’ve never seen this happen, and I’ve tested it here and there to make sure I’m paying attention. The sigil that gives a 10% chance to steal life on critical works all the time, to show that a 10% chance is noticeable, so a 28% shouldn’t be too hard to miss.
Has anyone else noticed this?
How about allowing players who have completed a task to be able to continue doing the task, but instead of working towards any sort of completion goal, you can just keep doing the tasks forever for a tiny bit of karma per thing done (or some other reward if there’s a karma farming issue with this idea). This way we can see the objectives and help out, and be a part of the lower level community if we wanted to.
Actually I forgot, baby Skritt are called Kitts aren’t they? I remember seeing them in the game. So cute.
Plush baby Skritt, with a voice chip so he can say things like “What? What? Whaaaaaat?” or “You got something for me?” or “Shinies! oohhhohohohh the shinies!!”
A baby Skritt pet could be included in the game.
Yes, I just got kicked as well, and can’t get login to start the game up again.
Playing in a dark room means lots of eye pain viewing vistas. I don’t see how ArenaNet missed this one.
Please remove the white screen at the start and end of the Vista display. Just have the camera fade out the current view as it fades in the vista pan. Once that’s done, same thing in reverse. If the whole flash to white is necessary from an artistic design point of view, please use some effect that doesn’t kill my vision.
I also close my eyes during the opening and ending parts of the vista pan.
For the love of all that is good in the land, plz shut up vendors!
in Crafting
Posted by: Raidin.8205
I do love the random conversations and things NPCs say, makes the game far more alive. I also understand what you’re saying, as it can get annoying after a while.
How about a mute environment sound while crafting option? While the crafting window is open, all background environment audio is muted, if the option is checked in your settings.
Maybe a little elevator music option while crafting too? =P
This event takes place inside an underwater fissure. Down below, are a horde of monsters. The problem is, if you attack some of them, they don’t do anything, and just regenerate their health as if they are reset. If you stop attacking, they engage normally.
Also, not sure if this is a bug or just bad design, but in one instance where I attacked, something teleported me towards it, then I got teleported in again, and again. Each time deeper inside, in the midst of about 15 monsters. There was no chance to survive.
Bottom line:
A) Ease players into dungeons, or set differing difficulty levels for the entire spectrum of player types, ensuring everyone gets something out of dungeons and has a good solid experience.
Or
B) Very difficult dungeons. No learning curve to speak of, no difficulty setting. The risk of alienating casual/softcore players, and giving many in the player base a terrible first impression of the dungeon system on a new game.
That’s how I see it, anyway.
This is why I keep saying dungeons are so poorly designed.
While I’m not the type to follow a company’s blogs and forums posts about their games (I expect to be able to buy a game and just play it and have fun without additional or hidden warnings), I understand now that ArenaNet intended for a very difficult dungeon experience. This is fine, but whatever happened the ancient human concept of choice? Right now your choices for dungeon difficulty is run or don’t run them. That’s ridiculous. If ArenaNet wants to design dungeons for the minority of players, the ones willing to change their character in every way and play in sync with people they know well, then that’s fine. But at least put a warning sign that this is designed for such people. At least give the rest of us a dungeon that we can enjoy and learn through without dying 10 times to some hidden mechanic before you understand there’s an invisible trap here to avoid. I don’t mind learning by death in a specific encounter, such as a boss, as you shouldn’t know ahead of time what to expect. But for this to be true on everything, bosses, regular monsters, traps, then I don’t see the point.
I feel a good dungeon design would allow a player to see danger coming and have time to react according. Failure to do so, in a timely manner or if you’re simply not reasonably prepared, means certain death. But to teach BY death in all situations is a lesson in frustration, not fun. I’m sorry, but this isn’t fun. At all.
In my opinion, either dungeons need an easier, more reasonable mode before dumping us into the highest difficulty, or a warning sign that reads “Only for those willing to sacrifice fun for victory.” I’m being a bit sarcastic here, but while I understand some people consider this fun, many of us don’t think it’s enjoyable to change everything about our character to defeat a dungeon or encounter.
I also understand that ArenaNet expects people to have problems because the game is new, and that eventually we’ll “all get used to it” and figure out how to run these dungeons. What I don’t understand is how they are justifying giving people a terrible first impression of their game and expecting them to stick around. I dunno, just doesn’t sound like good business sense to me. If I weren’t so impressed with most of the game already, I’d have stopped playing by now. Thank goodness for that much.
Several people have mentioned they love the things the way they are, and that they get their friends and run dungeons and have fun as is. That’s great, and I’m happy someone’s enjoying themselves. But we don’t all have the luxury of several friends we can trust to play well that we can run dungeons together, especially in a time when a game is still new.
We need difficulty settings, to appease most of the players. The hardcore bunch get their hardcore dungeons, and the casual bunch get a mode for them. Instead we get hardcore right off the bat and we can either like it or not bother. Makes sense? Well, I don’t think so.
The red line indicating you are out of range for a particular skill needs to be moved to the top of the skill buttons, as the hotkey indicator hides this bar a little bit, especially when in combat when you only have time to glance down quickly. This is especially true on toolbelt skills which are smaller and harder to see at a glance.
It would be nice to also thicken the red line, or get rid of it and just dim the skill buttons that are out of range.
I’d love to see the ability to redo a step in the personal story (without additional rewards), just in case you missed something.
I had a personal story step where a conversation started and then a cut scene cut it off 2 seconds in. I tried to reset by walking out of the mission area and it considered the mission completed and moved me to the next one.
That is pure bad design, and there needs to be a way to redo a mission or revisit past missions, just for the story component. Think of all the people who lost out on the story due to bad design and bugs in the story lines.
Whenever a weapon kit is equipped, or nearly any environment weapon, the first attack is not set to auto-attack. For an Engineer, this can be quite frustrating when switching back and forth frequently. I understand it’s not necessary or even desired in all situations.
I suggest that a feature be introduced that allows the game to remember if you enabled auto-attack on a skill in a specific weapon kit the previous time this kit was used. This feature could also have a toggle in the options list in case someone wants auto-attack on by default on the first skill at all times, off at all times, or remember player setting (where it remembers if you manually set a skill to auto-attack and keep that setting per kit).