Showing Posts For RandomHominid.3456:
- There is a skill on the skill bar called “Dismantle” that will drop the timer down to one minute
If you change your mind, can you refresh the timer?
- If you do not own a piece of siege:
- There is a skill on the skill bar called “Vote Dismantle”
- If a piece of siege gets 5 votes:
- The timer on the siege drops to 5 minutes
- The player who placed the siege gets a stack of exhaustion
- In this proposal this is the only way to get exhaustion
For how long would the window for voting be open?
Often, a siege troll will be on when populations are low, building siege in the least trafficked area. I’m not sure if enough players at low-pop times would be around to vote down siege, especially on some servers/times, depending on the window.
The biggest problem is that entire fortifications could now be siege trolled by 5 players in this scenario. I guarantee this would be a problem based on what I’ve seen.
- For commanders this time is reduced by 2 minutes for each member of your squad for up to 20 minutes
This still requires squads. I don’t think this should rely on squads with how squads are currently functioning.
I run in a 5-10 man havoc team all the time. A typical scenario is that we have the night’s team leader being the only one placing siege as we need to be fast and the leader has everything in mind already.
- When a player places a piece of siege they receive a stack of “Exhaustion”
- A stack of “Exhaustion” expires after three minutes
- If a player has five stacks of “Exhaustion” they can no longer place siege
- If a player downs an enemy, destroys siege, breaks down a wall or gate their exhaustion is cleared
- A commander’s exhaustion is reduced by 30 seconds for each member of his squad
- This doesn’t really work with sneaky takes. For example, take the SW side of Hills keep. There are no guards except on the ramparts. What if you are melee and can’t even plink a guard on the walls? You also shouldn’t be forced to equip a ranged weapon simply to help clear exhaustion.
- Defenders may build legitimate siege all night long, solo or with a few other players. There are often no handy enemies to reduce exhaustion.
- Exhaustion reduced by the number of members in a squad favors larger party play only.
- Siege voting also only favors larger party play.
- SQUADS: We don’t like being in a squad because a) it requires a tag and then we get PUGs/spies, b) squad members can’t see other commander tags for tactics and we often break off/help with maneuvers and logistics. For example, on our server a yellow tag has been declared a defender who may or may not be leading people, but it shows where defenders are. (Solutions to our squad disuse would include something like an option to disable removing visibility of the other tags on map and an option for the squad leader’s tag to be visible only to the squad/guild/etc.)
I like the idea of adding the siege owner’s name to it, because that can be very clear who is doing what (good or bad) and help the server self-police, but it can open up some griefing possibilities (e.g., “noob, why’d u put that cata there u suk at siege”).
Our lawyer guildmate likes the idea of adding siege trolling to be against the EULA (go figure).
Also, people need to understand that Banhammer manpower takes away company budget for other things—like developing the game.
We just attempted a Tier 3 trek and 2 of the spots were not visible or active:
- Portmatt’s Promontory
- Port Authority
We had multiple people try, de-rep the guild, re-rep, relog, change characters, re-zone. Still would not show up.
Next, we waited a few minutes and attempted a Tier 2 trek. Again, 2 of the spots were not visible or active:
- Upsilon Hyperboloid
- Risewild Green
Also, I don’t know if these are related bugs:
- Inside the Guild UI, I was the person who started the mission. Once the Tier 3 trek failed, all I see is a 00:00 under the number of queued treks. Mousing over it, I get a tooltip with the message, “Upgrade has been used recently. You must wait to activate it again.” Everyone else sees a greyed-out Activate button.
- When re-repping the guild, the trek timer shows 0s for people who repped while in progress, but the real time left shows for people who have been in the guild since activation began.
Question:
Is there an internal cooldown for failed treks? We have not failed any before and it says ‘Upgrade has been used recently. You must wait to activate it again.’
A friend and I are fans of humorous finishers. One that I would instantly buy would be a Queen Bee-Dog finisher:
Start the stomp, the Queen would appear and do her pirouette, then blast the corpse with a vomit of bee-dogs (complete with the sound effects) and go poof.
Absolute hilarity!
Well, this is a strange one.
Rending Claws (Necro Axe #1) puts you in combat when you kill a critter (yes, I am a habitual critter-killer). No other Necro Axe skills behave this way, nor other Necro weapons do this from my experience. But, always, Rending Claws puts you in combat for some reason every single time I use it to kill a critter.
The #1 ability on Guardian spear for Kamohoali’i Kotaki should shoot sharks. It is a ranged ability and absolutely needs shark shootin’!
Right now, the only shark shootin’ is from the #5 ability, which is a long cooldown. This makes me sad. If anything, the #1 should shoot a shark when it counts as a projectile so at least you see a shark being shot here and there (that is, unless it only counts as a projectile on-hit as a proc), or have it randomize the occasional shot-out shark. Ghost shark bullets are magical.
Please bless this poor Guardian spear with some shooting sharks.
Last night, my friends and I ran a SE P3. Things were fine as we crossed the first bridge leading to the dredge and barricades. After that you move forward and down a ramp where 3 bombers are. Well, only 1 bomber made it across the path on the platforms there because they were missing! Right around the corner, there were no platforms as there usually are. In fact, we could jump down into the lava and take no damage.
This was strange so we dropped group, reformed and restarted the instance. The same thing happened again. However, we can go up and around to the other side where the first boss is. Interestingly, the 2 bombers were there at the edge of the missing platform path and we could pull them, then do the boss and carry on.
This doesn’t seem like an intended change at all as there’s no point to it, the bombers don’t path properly (they run over then warp back), and the lava doesn’t burn us to cinders.
I went back just now to get some screenshots and P3 behaved the same way.
In the first pic, I’m looking at where the path normally is. In the second, I dropped down into the space.
I get that bigger eyes = child appearance, however Rox doesn’t look like a cute young house cat, she looks like a poster anime child creature. It really does not fit with the style of GW2, it belongs in cute asian-themed games.
LA dummies are objects and not regular targets, so they don’t take conditions and can’t be crit, making them useless for much testing.
I’d also love for some very high-HP golems in the mists lobby, maybe a few sets of high-HP heavy/medium/light ones.
Here’s one problem with Rumblus and Grast at the end of the fight:
- Rumblus just started the ceiling to fall and dies
- Grast goes into dialogue mode since Rumblus died
- Ceiling still falls, kills Grast in 1-2 hits (who completely ignored the fact the ceiling was falling, still talking his scripted dialogue), and the ceiling downs 2 of the party members as everyone thought it was over—but there was nowhere to run for cover anyway
I have had far too much time on my hands lately and so I’ve played GW2 far too much. In doing so, I’ve created a lot of alts and wanted to get all of the story achievements, not to mention see all the personal story branches and decisions.
I’d like to comment on one particular aspect of the stories that could have made the flow a lot better and have players become more interested in some of the Named NPCs.
SPOILERS!
Having done all story steps in the game, I am familiar with these named sub-characters and thus subsequent play-throughs are more meaningful. While I understand the desire to put in personal choices in the story, I think it would have been better to have had some more continuity with some of these characters so the player doesn’t feel as if they have no attachment with supposedly-important NPCs that come and go, possibly dying off in some way. I believe this is why players have the most feeling for their Order Mentor, because you’re actually with them long enough to form feelings about them (and Trahearne), either like or hate.
For example, my Vigil Norn in Orr did Armor Guard, where Tegwen sacrifices herself. Now, the first time my Norn met Tegwen was in the previous step, Marching Orders. When she sacrifices herself. OK, she dies—but who is she anyway and why am I supposed to obviously care?
However, when I played my Whispers Sylvari, I had some story steps in early levels that involved Tegwen and so I then knew who she was and an “aha!” happened. Then, this particular character completed Blast from the Past where Arda dies. Who the heck is Arda and why am I supposed to obviously care—again?
The first time through the storylines, upon meeting some these interesting characters just to have them die in the same story step, I kept thinking, “OK, who’s dying next? Why introduce these guys only to kill them off?”
I was delighted when I rolled another Norn alt, for example, and under the “Drunk” storyline I got to see the Gear Warband, with whom I was already somewhat familiar from another character that had completed an arc with them in Orr. I just wish that it would have continued with them and not have felt seemingly temporary depending on story branch choices.
Also, I must say that my favorite story-related NPC interactions are Galina Edgecrusher and Snarl Backdraft. Their banter is always great!
(edited by RandomHominid.3456)
This IS the unreal engine after all. I doubt it can’t be done.
It is not the unreal engine, GW1 uses a proprietary engine developed by ArenaNet, and GW2 uses the same engine (heavily modified) with Havok and Umbra Occlusion.
The camera spinning when dead is the same as in GW1. I personally don’t care for the spin, myself.
If they are OPTIONAL, then remove them from wvw as they have no part in it, block real wvw players from getting in and are the cause of a lot of friction between JP2 fans and wvw players.
I’m not super familiar with how the JP in WvW interacts with the rest of the map, so I can’t really speak to that. I am not an expert on all things GW2 or even JP. I’m speaking from my understanding of the subjects. I would be interested in hearing more about this dynamic though.
He is most likely one of the players who doesn’t want to have to have to PvP in any of the WvW jump puzzles. They feel they are forced to do the WvW JPs because of Badges of Honor for getting their legendary weapons made, and are mad that they are part of constructing legendaries to begin with. Thus, angry non-PvP players “forced” to do JPs in WvW and simply do not want to participate in PvP due to the badge rewards.
You have players who go into the JPs hoping not to get attacked and do /bow /wave and other emotes trying to signal that they don’t want to fight, and then you have players going in to JPs and attacking them for simply being there, or to seek out these players who don’t want to fight and ganking them.
Anyway, Scavenger’s Chasm is one of my favourites too. I have done it so many times now, I have started to time how fast I would go through it. (10 min atm)
It’s interesting how much love I’m seeing for that one on this thread. In general I’ve mostly heard negative feedback on it.
I have to say Scavenger’s Chasm is my favorite overall purely because it’s an actual puzzle. I also absolutely love the area with the running water, the water-worn holes, and just how beautiful it is overall inside. I’m a caver so maybe that has something to do with it, I prefer it for looks over the usually-preferred looks of Hidden Garden just because it’s so complex inside. It’s also impressive that nothing feels copy/pasted (in fact, very little in GW2 overall feels that way, which is very different than most massive games, especially cave systems). It’s also great that each JP is so different.
I want to say thanks for making these and the rest of the team for putting them in the game because it really does make the game more unique and I’m very glad that they’re a big enough success that you’re allowed to continue creating more!
(edited by RandomHominid.3456)
On sylvari cultural T2 Orchid Leggings, there are some veins that take on the hue of the body, but surrounding the veins there are some areas that end up becoming reddish with most of the body colors that aren’t reddish or warm-color hues (hard to see it when you’re already reddish). The color of the armor dye doesn’t matter as much as your body color to set it off.
This ONLY affects the legs, it doesn’t affect any other of the veins of the Orchid armor set.
Another one: Ice elemental or Dredge Mining Suit boss in dredge fractal. It is preferred that no member use any kind of pet on this fight because the boss will target the pet and screw up the kiting for this boss. This just makes the fight go that much slower, and mesmers pretty much stuck using no illusion-generating attacks unless they immediately shatter afterwards.
In higher level fractals, players using pets get yelled at by party members.
Jellyfish Beast in the Aquatic Ruins fractal targets ranger pets and eats them. This is a pain for the group, and the only ranged underwater pet is a devourer (I think).
Ran it once with a Mesmer, Ranger and Necromancer. As a melee Guardian, I was lucky to not die.
Just wait 1 second after red rings covering the floor appear and dodge. You don’t have to move out of the rings (excluding dragon’s tooth).
Can anyone clarify what “Reflect damage” means? Is is takes the damage that you would have taken and reflect it back (which is the most logical definition) or something convoluted? Anet is known for that.
Thanks-
What is the exact name of the skill(s) you are talking about?
I would have vastly preferred a dungeon-style Toypocalypse to the hot-join style. I have had people coming and going, I’ve joined one with only 2 dolyaks alive and 1 other person in the party, I’ve had pugs just sit there at the entrance and do nothing while I joined in after toys already were attacking the dolyaks, etc.
It’s a bit maddening because joining can just put you in the middle of an already in-progress (and largely failed) event, with people leaving and so it’s basically me just attempting to complete it solo with maybe a pug off shooting something with a gun. I don’t feel as if I had a choice in controlling even being able to join at the very start of the event.
I like this idea. I have run 350+ fractals and have thousands of relics but have still never seen one shard. My guildmate has triple the amount of globs/vials/shards (well, I have 0 shards so he has far more than triple then). I’m pretty much stuck, as I just don’t have the luck, even with MF food and etc.
I enjoy this potion a lot, but there’s a couple of big problems with it:
- The potion is unique in that you can use it while in combat, HOWEVER you cannot change any of your skills while transformed, even out of combat
- The potion wears off and the buff goes away, however you still remain transformed
- You cannot get rid of the transformation unless you zone or die, and you cannot overwrite it with another transformation as you’re currently transformed and the code disallows overwriting.
Because of the above, it makes it awkward if you discover that you cannot change skills while transformed nor get rid of the transformation while doing a dungeon, or doing anything else where zoning is not a good idea.
I would love to have changes made so it expires properly and the skills can be changed during the transformation effect (rather than make it purely a cosmetic potion), allowing it to be continued to use in combat.
Invulnerable cage:
Last night I was in a level 8 fractal with Cliffside, and I was first put into the cage. Well, this cage was invulnerable (if you enter the room and look at the seal from the hallway, it’s the one on the right, placing it at the corner to the path to the next room on the side). No amount of damage would affect the cage, nor was it targetable.
Another person was put in the cage with me, and then a third. Three of us in this invulnerable cage and the other two members of our party inexplicably aggroed the room and were defeated.
Our thief (in the cage) could somehow shoot some of the nearby mobs with his bow (my skills could not penetrate, perhaps because it was a bouncing attack?), however they soon went invulnerable and we had no way to die, so it became an impasse.
There was a necro in my party that was able to purposefully bug out the Archdiviner multiple times in the Cliffside fractal. He was using minions and, by doing something (I’m not sure what), he could get the boss to not do any attacks. He could do it at the beginning of the fractal as well as at the end with the final seal. The boss would run around a bit, but not do much. He said, “Just don’t fear the boss,” because fearing would break the effect.
If you take the time to learn the swamp, all the traps become predictably placed and you know where they are or what to look for, where the shortcuts are, and can succeed on the first attempt.
The “young” karka has a skill that shoots projectiles, I’m using full exotic light armor and I take about 1500 dmg every hit, and it shoots about 6~8 times in 2 seconds, so I lose almost all my HP if I don’t dodge in time, which is hard because this attack is unpredictable, I don’t believe I can win against 2 “young” Karka’s atm.
The Veteran Karka are more champion already, in the first event on Southsun, when we take over locations and activate WP’s, I notice that many, including myself, die while they’re just fighting one single Veteran Karka, sometimes I’m confused when I die, because I have no idea how I’ve died, it seems these Veteran Karka have some kind of super AoE.
The Young Karka will squat down before they do the ranged attack. They always do the ranged attack the instant someone aggros, so the first wave is very predictable. If you have any reflect abilities, use them, they die very quickly from their own hits (which is 5, not 6-8).
Veteran Karkas have also telegraphed attacks. There is one where it jumps up and lands, with a knockdown and damage effect. It hits TWICE, so you need to dodge TWICE. This is probably the one you are confused about.
It’s possible the normal loot tables aren’t active just during the event because of the sidekicking for the event. Imagine a swarm of sidekicked-up level 5 bots.
I tried to kill everything, too. Didn’t get it, so made sure all the crabs were dead. Not sure what was missed, maybe a mob spawned in the terrain?
I’m not one to come on the forums and complain, but this really annoys me because I didn’t buy this game for a gear treadmill.
“We designed the process of getting Legendary gear to be a long term goal, but players were ready to start on that path much sooner than we expected and were becoming frustrated with a lack of personal progression.”
This sounds like Ascended gear was originally unplanned, but added to appease the whiners who wanted a gear treadmill. I didn’t whine because I was happy with Exotics being the top tier for stats and I could play for fun, knowing legendary gear was on its way (but if legendary weapons were the example, that gear would be cosmetic too).
I would have preferred it if the new dungeons could take EXISTING gear and infuse it, with the new gear simply already having infusion but remaining Exotic in stats.
I want an Everlasting Roll of Toilet Paper. That would be epic for me.
I really enjoyed it. Also, once I learned my hitbox relative to my camera position without seeing my character (due to other characters being in the way) and the first difficult part, I had no issues. Once I got used to the puzzle, I really had fun racing some others to the top (and watching other players drop like flies). Ah, schadenfreude.
I’ve had this happen as well. Doing the same heart event on multiple characters have left me with some differences in experience; some characters have no issue and then the next seems to have been blinded like Kormir.
Auxillary Powered (T2 Med Asura Cultural gear) and dye channels
in Suggestions
Posted by: RandomHominid.3456
Auxillary Powered (T2 Medium Asura Cultural) gear only has 2 dye channels max, and the pants only have 1 dye channel.
This gear actually looks pretty cool, and I bought it thinking of what I could do with dye channels. When I equipped it, I was rather disappointed to find out how limited the dye channels were.
If you see the attachment, the chest design is actually pretty intricate, and just so much more can be done with it if there were more dye channels, even 1 more which is average for most of the gear in this game. Being cultural, it’s supposed to be cool and special.
I’d really like it if another dye channel was added to some of the gear pieces to make it look that much better.
That there is called a “disgruntled customer” son…
I’m fully aware of that, and I’m also not your son.
However, it’s still a pointless/troll post benefiting nobody and they should just walk away instead of continue to spend time on the forums.
But then, isnt the whole game a little short if you just leave it right here? As I said, what takes you to go through the whole game? 4, 5 months playing a couple hours a day? In november im pretty sure that i’ll have done everything i can except for the legendary that im not interested in because im not a hardcore player, which means i’ll just have sPvP and WvW.
Nearly every MMO will have people who blow through “all” (that is, all they care to do) content of any launch or expansion within a week to a month, then you get people with more limited play times who take longer.
For example, a friend of mine who only cares about vertical progression leveled as fast as he could to 80, then chain ran CoF Magg when it was easier than any storymode dungeon to get his gear. Once he had his gear, that was it, he was done with the game and bored. I asked if he ran any other dungeons and he said no, he had his gear. I asked if he even tried Keg Brawl. Nope, no point, there are no rewards for it. He doesn’t PvP at all, ever. Doesn’t play alts or craft unless forced. What was funny was, he was helping a friend of his get some gear by running CoF Magg again after it was modified the first time. He complained to me that the bomb timer event was impossible and broken! I told him to kill the smoke lords first, and he didn’t even know what a smoke lord was or did and he had run that dungeon chain at least 70 times before…
Meanwhile, I have 3 geared 80s, have 2 of them nearly to 100% map completion and do every DE I haven’t seen yet along the way (avoiding getting the star for now for PvP purposes as it’s seen through walls and not replicated on mesmer clones), play both aspects of PvP, actually enjoy doing dungeons when they are NOT being cheesed just for the dungeons themselves, am having fun figuring out MF recipes, all crafts at 400 and I generally don’t like crafting, and seek out cosmetic gear just for kicks. I’m still not bored with the game.
My point being different players will get different amounts of enjoyment and content from the game based on their own playstyle. Even if you only get 4-5 months of play for 2 hours a day, that’s approximately 250 hours which is still a lot of content, without including the never ending PvP aspect.
In one of the developer Q&As/videos, one of the reasons given for having dungeons no larger than 5 man was so that personal contribution is not watered down. The more people participating, the less you as an individual matters, and this is not how they wanted the dungeon experience to be.
I really appreciate that, because my favorite content in MMO games involves difficult small group content. I’ve done and lead 10, 12, 25, 40, 100+ man raids (on a server-first/top guild in several games) and I really just prefer 3-6 man content that requires great teamwork as opposed to having the bulk of difficulty be managing people. The larger the raid, the more you come into the 80/20 rule (20% of the players do 80% of the work) and get people showing up playing half-aware, watching the sports game, not wanting to show up for progression but reap the rewards once it’s on farm, etc. and it gets old.
That said, I really hope that at some point Arenanet will add challenge dungeons for blisteringly hard content that actually requires some thought and planning for team builds and play that won’t allow rez zerging.
(edited by RandomHominid.3456)
I’ve accidentally purchased a couple of items because my mouse was acting up, wearing out and double-clicking when I only mean to single-click, and I have since replaced it with no more problems.
Check to make sure it’s not your hardware.
working as intended, anet wants you to farm more and maybe spend some $ on a booster – additionally the dev team loves reading these stories which have been happening since launch while they sip coffee from solid gold mugs ornamented in african blood diamonds.
I really don’t know why you bother with this game if this is really how you feel. Your post is drivel and adds nothing to the conversation.
Also, female charr have a lot of issues. This is my female charr, which is a smaller body on the smallest slider scale and it seems that half of the shoulder pieces out there are not flush with the body, and instead float really badly off the shoulder. I’ve worn most of these sets at one point or another, and most of them I trashed or transmuted over because of the shoulders. Another issue with the shoulders is that they are SO BLOODY HUGE on my small charr, to the point that it’s fairly laughable. Indeed, I laugh and change shoulders… because of how they are attached floaty-like and the scale on some of them, it seems that they are indeed meant for some larger beefy charr. Please test on the smallest charr female body and it’s very easy to see how disconnected/giant the shoulders are.
Here are some examples (I used PvP locker names as it was easier). This is only the heavy armor, too. Nearly all of the medium armor is affected, and much of the light, even charr cultural armor is a problem and that, at least, I’d hoped wouldn’t be an issue but it is in many cases.
Note that all issues are with shoulders unless mentioned in the image.
(edited by RandomHominid.3456)
I got the focus Wisteria, thinking hey that’d be neat on my frou-frou plant-themed mesmer. Not so much… yes, it’s wilted in more ways than one.
Can this focus be anchored in some other spot? This is just… yeah.
Trahearne’s actor sounds wooden. Pun intended. It sounds as if he’s reading books on tape. That said, the male sylvari player voice actor isn’t much better. I like the actual voices, they’re just missing necessary emotion to go with it.
More examples involve my mesmer. Many of the weapon abilities have that high pitched noise, but the worst involves the Phantasmal Warlock when it attacks and channeling Confusing Images.
There is a high-pitched noise that absolutely destroys my eardrums when the Risen Royal Guards (like spectral bows) shoot stuff. To be precise about a creature with this sound, it’s the ones in the personal quest The Source of Orr before you get to the Eye.
I’d appreciate it if someone could take a look, there’s some other high-pitched noises in the game that bother me, but nothing like these mobs. I have to turn my sound off to fight them. Thanks!
I would dearly love for bloom to be broken out to be its own setting instead of lumped into the overall “post-processing” category in graphic settings. I know it’s been like this in GW1 as well, but it’s 100% why in both games now that I have post-processing disabled. This is assuming that there’s more than bloom lumped in with any other effects within the umbrella term “post-processing.” I assume there is, but the bloom glow effect is so bright that it’s hard to tell.
The bloom is so great that it bothers me enough that I always have it disabled. Anything bright or white has an unnatural glow, and it makes my white charr look ghostly, especially the tail (female)!
If you fall (into air and teleport without “dying”), usually the attunement works. Sometimes it doesn’t, even with the buff attuned properly and sends you back to the beginning.
If you die (not just fall into air and teleport), you lose your attunement buff completely upon rezzing.
When I do this quest, a problem happens after I am looking for survivors in the ruins and come across the first camp with the dead Priory members in it.
After clearing the area and the quest log updates to find more survivors, Trahearne won’t move from the area. The other NPC will follow, but Trahearne won’t.
If I continue without him and go find the next set of survivors in the cave, after the quest updates and the NPC dialogue stops, the whole set of NPCs teleport to where Trahearne is. If I go back to that area, they’re there but they won’t follow me at all without Trahearne so I can’t exit/escape with the survivors.