Just yesterday I had been on a map that went to that point of the event quite smooth.. Then, even everything was communicated beforehand, it started to get out of hands. The following struggle easily took 30-40 minutes at that stage of the event… North in the end had to kill the legendary 5-6 times, Mid was waiting mostly, ready to kill it, in the end though needed to kill the legendary 2 times too and South was just a mess with pods coming up quite frequently. I guess South killed about 25-30 pods in the end while the legendary was at .0001% (we couldn’t even see one single red pixel on the bar left) for the last 15-25 minutes.
But hold on… We stood up and finally succeeded! 20-30 minutes later and the Mouth of Mordremoth was dead on the floor and people were just happy!
Conclusion: Dunno, but struggeling doesn’t necessarily mean that people don’t figure it out… With such a fail mechanic it likely would have ended with a fail after 10-20 minutes, people would have been mad and probably lost their upcoming tries too!? I mean, if they fail quick, they can’t learn how to handle it after all…
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Yeah, its strange that 2 of 4 legends don’t work underwater… But that you can’t change the legends specifically for underwater then at least… wow! If you move from land to underwater while being in combat with the “wrong” legends equipped… well, you are basically 75% worthless in an instant!
This should really be taken care of… It feels really unfinished in development.
Am I really alone with that opinion or are all just silently agree!
Hello,
the new WvW queue update is neat and definitely an improvement.
But I was disappointed when I had to realize that you still get kicked from the queue if you enter character screen. Why is it?
What if I want to join WvW map with a different character than the one I want to play while I wait for my time to join the map?
I don’t see a (apart from technical issues) a good argument why someone shouldn’t be allowed to play any character until it’s his time to join WvW, and than has to decide what character to play. (I could also question if someone should be able to have his spot reserved for 1-2 minutes when already being in WvW and he decides to change the character he is playing with in WvW right now, but that is a different topic, kind off…)
What do you think?
Rep
tl;dr Try and build communities and work together rather than complaining about it all the time.
You deserve a +1 my friend!
I really don’t know what to add to your comment…
This is just a well written comment on communities and challening content in an open world area everyone should have read!
I want to see more of that kind of challening content in the future… As long as it’s not blocking other (important) content if you can’t succeed (and I mean content, not loot – what some people think to be the same)! And with my wife and daugther and all the work, I’m not online 24/7, not at all and I also like to have easy days with casual content sometimes, but we already have a almost whole world with that kind of stuff in GW2, so… Even if I won’t be part of a succeed with the challenging content/encounters (ever), I still would like to be part of the tries if I have the time, because in those moments I couldn’t care less about the loot, than having enjoyed a try as/with a community!
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What kind of “crash” are you talking about? I mean, I haven’t been able to play much since the last patch, probably about 3-4 hours overall and I had a crash by myself about 1-2 hours ago while just standing in Sparkfly Fen with other players. My game screen freezed (so, I was able to TAB out of the game and there was everything fine) while sound was still working and I had the feeling that I was still able to move around, just not seeing it because my gw2 screen was frozen. Only thing worked after waiting if it starts working again was closing the game on the taskbar…
This was the first time ever for me concerning such a crash and there is no crash log in the ArenaNet.log concerning that…
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Just remember: higher hp doesn’t necessarily = more challenging content
I agree. Unfortunately damage and defense scaling reaches a point where it no longer conveys a sense of progression and challenge. For example, once creatures start one-shotting every player, it doesn’t matter how much extra damage they do. We’re also looking into how to meaningfully extend the scalability of FOTM.
I think the right way is like with bosses and different phases, stuff you already did to some degree with increased fractal difficulties. Don’t just increase/decrease values, change/add behaviour and mechanics within higher fractals that bring more challenge… Stuff that you can’t just compensate with the right gear.
Perfect would be if all these mechanics (not just concerining fractals) would be kind of different every time, making sure that you just can follow the same pattern over and over again after you figured it out once (certainly the hardest point to accomplish, but that would bring the most re-playability!)
Concerning rewards with difficulty in mind you could even add bonus/optional goals within any content (not just fractals), giving bonus rewards/loot for each bonus you succeeded in within that content. That way you could make content more rewarding for hardcore players, bringing that optional challenge, while the content still is doable for the casual players. Kind of the same mechanic you use for some achievements already, but re-achievable ones for those fractals/dungeons/whatever… So, you could also scale the different optional goals and their related loot.
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Templates are certainly a feature that I (and most likely a lot of players) miss since last year. Its so tedious to keep all your setup in mind if you change something, probably having to work with screenshots to make sure you remember your gear, traits and skills…
So, yes, templates, please!
And something else that I’m missing since a long time, kind of related to build setup and templates: https://forum-en.gw2archive.eu/forum/game/suggestions/Weapon-set-slots-for-each-weapon-combi-out-of-combat/first#post1817808
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So, I’m using a SSD since 2-3 months with a fresh Windows 7 installation, but I kept my old Windows 7 installation on my HDD which I’m using as second drive now…
But now I wanted to see how GW2 with my old installation.
Well, I actually didn’t hope for that, but even that the GPU usage is at 99% as well, the fps is at 50-60 fps like with the SSD, but no weird stuttering. So, it seems to be fine with my older installation.
So, even if I actually didn’t change my system the days or even weeks before that issue started, something probably changed, causing that issue and I have no idea what… Because as said, it was running just fine till that day last week. So, it ran well with the fresh installation on SSD fro about 2 months at least…
Additional to that, I googled a little bit and at least found a video (not GW2) that actually shows pretty good what I mean with the stuttering I’m experiencing in all these situations. That guy has high and constant fps (he said that in a forum that linked to that video), but still has this obvious weird stuttering…
That’s the video: http://www.xfire.com/video/508d4a
Reflections seem to push the GPU load like crazy since that patch…
Set it to None and I get for example 30-40% GPU load without much or at all stuff that would reflect. Set it to All at the same spot with the same camera angle and I get up to 90+% GPU load! That’s insane I think…
First screenshot with Reflections turned to None (GPU load 42%, ~60 fps, no stuttering), second set to All (GPU load 99%, ~ 60fps, stuttering).
You see the FPS show the same number (around 60), but I can see from the moving parts on the screen and if I move the camera that it’s stuttering quite bad with All …
I never watched my GPU load in detail before, because I never had these kind of issues, but the GPU load is higher in general since that patch I have the feeling.
Within that area I provided screenshots (here in Metrica Province for example) my GPU load is about 90% all the time and as soon as a fight starts with some effects the load gets up to 99% and I get the stuttering effect (without seeing the FPS drop in numbers)…
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From what I hear a couple of posts here seem to be kind of a different performance issue.
I probably wasn’t clear enough within my OP (I already edited it), but what I explained isn’t all the time, it’s present in specific situations… That’s why I attach all these screenshots, because they show the exact spot and camera view where I experience this. There are more spots than I posted here, but sometimes they are within a fight and it’s tough to get the right screenshot to make sure I don’t provide a misleading one (Misleading, because I certainly hope that someone from ArenaNet is looking in to that and hopefully gets figured out the connections of all the situations on the screenshots I’m providing)…
And the weird thing is that I don’t even see the low FPS as a number, it just feels stuttering and I can see the heavy GPU load within MSI Afterburner then.
And as said, with “last patch” I mean the one before the most current, I mean the one 5 days ago now, not one weeks or even months ago… But who knows, probably your issues are connected to the ones I’m experiencing since these 5 days, at least to some degree… Hmmm
EDIT: And while leveling my 5th twink in Metrica Province, I just had enougher spot.
EDIT 2: In that area there seems to be additional spots causing that issue for me since these 5 days
EDIT 3: Ok, within that area I could do dozens of screenshots where that is happening, but as written in my following post, the GPU load is very high around here anyway… But that’s for sure, it wasn’t before that patch!
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Hm, my problem (that I have since 4 days, since I’ve downloaded the patch that was released that day) probably is to some degree related to what you are talking about… From the explanation it’s probably not exactly the same, but it’s for sure… It’s annoying like hell!
My problem if interested in reading through it:
https://forum-en.gw2archive.eu/forum/support/tech/Since-last-patch-99-GPU-load-FPS-lags
Even if the patch notes of todays patch doesn’t say anything about it, I had hope that my problem that occures since the patch 4 days ago would be past again. So, I just ran to the Lion’s Arch pirate JP again, fell down the “mouth” (with falling lags as well, also more present since that named patch) and didn’t have to move any further, because just down there I recognized this heavy GPU load and stuttering movement again and my hopes were gone again as well…
Beside all these spots in the screenshosts, I recognize it within fights most likely depending on which (and how many?) effects are going on…
What is it since this patch 4 days ago?
EDIT: I can also re-produce that behavior if I stay right in the bonfire of the refugees in Lion’s Arch for example… It’s not happening if zoomed out, but if zoomed in like you can see in the 2nd screenshot, 99% GPU load and stuttering (camera) movement – while FPS supposed to be 60 when I look at the FPS number in the options…
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Additional spot (just when you come out the portal in Iron Marches coming from Blazeridge Steppes) where I have 99% GPU load and stuttering… Again almost 180 degree view (as you can see on the 3 screens)…
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So, I’ve done the Molten Facility Dungeon recently… I’m not sure about the performance overall, could be that it was worse in general than before, but concerning my actual explained issue I recognized this especially within that objective where you have contact with the different mechanics the first time (see screen). When the fire AOE fields occured, than I recognized this heavy GPU load and stuttering movement (as always, that wasn’t a problem before – that patch).
I’m just doing personal story, located in Lion’s Arch and am experiencing this GPU load and stuttering performance in there as well… (I have done that same story step with one of my other characters before and definitely hadn’t this issue there!). Just watch the screens (Actually nothing special to see, but all these views cause the effect)… If I turn the camera at those spots the GPU load decreases, but these views… 99% load and stuttering performance (without seeing a real decrease in the FPS number – still around 60fps is it saying, but it definitely doesn’t feel like)…
EDIT: Just found another place where this happens… This one is in Orr and throughout this hole 180 degree view… Didn’t find any place so far on my travel with my twink through Orr where that happened…
I’m providing all these picture with the hope that ArenaNet gets behind what is going on… Something that all these pictures have in common to find what is causing this heavy load and stuttering movement (just to remember: without seeing the FPS drop in the number itself! Its saying 50-60fps, but feels like 10-5 or worse)
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Are there really just a few experiencing that or is it just that many don’t recognize it, even if it’s present… I haven’t been in a dungeon since the last patch, but I will most likely be in the Molten Facility Dungeon tonight, which ran smoothly all the runs I did so far… I will find out if that causes this weird FPS lags (or whatever) and the heavy GPU load after that patch as well.
Hi,
I already wanted to put that topic in the “Game Bug” area, because I have the feeling it is related to the last patch. My system is absolutely the same since weeks. No changes in any settings, not in Guild Wars 2, not in Nvidia setup or somewhere else, no other updates or drivers since weeks (there aren’t any newer ones).
My system:
Win 7 64bit
Intel Core i7 3770K
GTX 580
16GB Memory
Solid State Drive (GW2 on it)
So, since the last patch (from yesterday? At least I downloaded it yesterday morning…) I experience kind of FPS lags or stuttering or how you want to call it (I don’t see the actually FPS drop when looking at the FPS number in the options, but when I move the camera it’s the effect is like it would load stuff from the storage drive in the memory, kind of the same effect if you rotate the camera on a map the first time).
To be clear, it’s not all the time, it’s in specific situations! And in those situations I can actually hear how the FAN of my GPU increases RPM and I can see heavy GPU load (99%) then (within MSI Afterburner). I initially recognized that within some fights somewhere in Tyria and later I experienced it within 2 jumping puzzles in specific locations… I definitely didn’t have that before and I’m playing since launch!
About the screens
First location is Lornar’s Pass JP (the one up on the hills)…
The other location is one of the JP in Lion’s Arch (pirate one)…
All the screens are showing views which cause the behavior since the last patch…
If I turn the camera in specific directions it’s probably running good/better again…
———————————————-
I hope to get that figured out and that you understood what I’m talking about.
I tried to make a video of it, but because of the caused heavy GPU load the video capturing just shows single frames each 2-3 seconds or so in those situations…
I already re-installed graphics driver and repaired my GW2.dat, just to be sure, but no changes whatsoever… But as said, my system actually didn’t change at all. The only new thing is the GW2 patch…
EDIT:
That said, I streamed before that issue already dozens of hours and the performance was always good, even while streaming… Now, streaming is kind of impossible because the GPU load is that high, at the latest in all the spots I provided the last days… And as said, with GPU load at 99%, the stream will just show 1 frames per 3-4 seconds…
EDIT 2:
Reflections seem to push the GPU load like crazy since that patch…
Set it to None and I get for example 30-40% GPU load without much or at all stuff that would reflect. Set it to All at the same spot with the same camera angle and I get up to 90+% GPU load! That’s insane I think…
That’s it, Thanks…
Rep
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Hi there,
I’m kind of surprised that this isn’t already the case, but rezzing someone should give some World XP, just like you get normal XP as well. It shouldn’t be much, but a little bit before people think: The time it takes to rezz that guy, I could tag some more enemies instead for World XP!
Not that much that players think it’s worth to let people go down instead of keeping them up get help in the fight, but as said, at least a bit!
That’s it…
Rep
Hi there,
since the Patch today, the queue for WvW isn’t working anymore.
If I try to get into a full map, I just get the message:
The world you are attempting to join is full. Please
try to have your party member join you in your world. (Code=33:9:17:1719:101)
Hope you get that fixed quickly before the prime time starts…
Rep
Good to hear that this will be the end of “culling” in WvW!
I hope it’s going to work well without causing more lags (as already from time to time) and I wished that the graphic card would be used more instead of the heavy CPU usage. Today most games going that way, so the graphic card is usually the most current hardware in any specs, because PC gamers count on that and is the easiest part to upgrade (because of all the different CPU Slots out there you are actually forced to upgrade your mainboard and more stuff, just to be able to use a current CPU!)…
However, if the end of “culling” in WvW is working well for everyone, let’s hope they can transport those results to the PvE world as well!
Haha, just got thrown into overflow for Jormag at 5AM on a weekday, this is getting pretty ridiculous.
I’m kind of curious why guesting didn’t come out as invite only to begin with. It would be such an easy fix to stop farmers without punishing people who are using the system the way it was meant to be used, to play with friends.
Deactive guest (just deactive the button, done!) would be the best and easiest temporary solution until they have something great to fix such problems.
Guesting with invite would just end in some weird sites providing tools to find friends for guesting!
We do plan on adding more stat combo to existing ascended item types as well as adding more stat combos to new types.
~Izzy @-’—-
That’s good to hear, but what actually bothers me is how difficult (or should I say time consuming it is) to get all the combinations that would work for different roles, at least with taking ascended gear into account.
A missing build saver (incl. gear, weapons and all that stuff), the fact that we can’t reset our traits on the fly (I don’t care about the 3-4 silver) and if we put just one point too much in a trait line we can’t take that back, instead we have to reset the whole points again… And how bothering it is to handle all those gear sets (if you, as said, are actually able to get those together) really stops me and my mates to change our build as we would like to, instead doing dungeons/fractals with what we have at the moment and just hope we get through it with what we have…
Do something about it! :-/
Just make sure that the change to chests is active throughout all the servers. So, if you have opened a specific one with a char, make sure that char can’t open it again, no matter what server he is going to join!
Explorable dungeons should be part of the most difficult content in the game, even the 35 dungeon alias AC… Your party should fail for days/weeks until you figured out the mechanic…
If you want less challenge, go story mode. And I’m saying that without being some elite guy, I actually still haven’t seen all the dungeons yet, not even story mode!
But there is not very much to do for those hardcore guys and I’m kind of sad for them.
And sometimes I would certainly do that kind of content and I’m ok if I would get my kitten kicked over and over again (Say hello Dark Souls!)… As long as the mechanic is more than: Dodge 1 hit kills!
If it would be content I can join in but not have the skills/tactics to see the end even close, that would be awesome, and when the day probably comes where I would finish it, that feeling would be even greater!
I really hope dungeons and higher fractals (and the dragons/temples in the open world to some degree) are gonna be such content when ArenaNet is done with those.
I would be more precise, but work is waiting for me!
I’m a leader of a quite small guild (30 on the roster, actually the same 2-5 members are online in common, every additional one is a rare bonus and not really common).
We have Politics 4, Economy 4, Art of War 5 and Architecture 3 and currently saved 16K influence in the pipe that we didn’t dare to spend without knowing what will come in the future.
So, we lack 14K influence for unlocking the first tier of Guild Missions (Bounty), not even talking about the other tiers and mission types.
Anyway, keeping in my that you can participate in such guild missions without being in the guild that activated it: I don’t have any problems with not being able to activate those guild missions by ourselves the next weeks/months whatsoever.
Even if I would have expected you don’t have to unlock those in specific orders, instead of giving the guild the option which guild mission type to choose next (providing more variety of active guild missions in the world that way, instead of having the same types in the first weeks/months from all guilds out there).
And I would have thought that the first guild mission type (tier 1) isn’t difficult to unlock for any guild, giving them at least something from this new content type to experience by their own starting the first day, without the necessity to have luck being in the right spot if another guild is going to activate one. With the freedom of what type that first unlock would be, we wouldn’t certainly have that much peopl complain about that.
Additional to that, I’m actually more concerned about the fact that the reward for particpating (helping other guilds that obviously already unlocked those guild missions) is the same like participating in every other event. I would have expected that the reward will be more special, a bit at least, probably kind of help guilds to get those guild missions (or that specific type they helped out in)unlocked easier to some degree. Like “Help us in our guild mission, this helps you unlocking yours faster!”
Give them half amount of commendations than guild members of the activated mission get and/or something that makes sure guilds without any guild missions unlocked can get those other guild upgrades (decrease of WP costs and so on) some way! And adding new ascended gear that isn’t able to be accomplished through all the other content is kind of a concern as well for me, but not that much as the previous point…
But please make sure that this content is as challenging as possible. This is another chance to bring content that you can’t blast through without taking care of mates and yourself, especially for large groups of players! Hope the dynamic scaling is doing a good job here, not making content trivial after a certain amount of players joined in…
And the necessity of more than 10-20+ players to even have a chance to succeed in specific tiers of those guild missions is absolutely ok in my opinion as well, even if my guild will probably never have that much players online at the same time (apart from the fact that it will take ages to unlock those tiers…). Not every content has to adept to every amount of players, as long as the content doesn’t provide stuff (problem at the moment it seems is ascended earrings in general!) that you can’t get through any other content …
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Yeah, this can get quite annoying, especially in areas where your success kind of depends on destroying objects…
Hi,
we were just doing fractals with 3 from our guild an 2 PUGs from another guild [RO]…
We finished the first shard and were doing the dredge one as second when the other two wanted to exploit!? Fighting the champion from the waggon while staying closest to a wall, so that we don’t pull his adds. We wanted to do it the way it’s meant to be and they started to complain. It took a while with some discussion (and verbal slander) until we were done with that fight, moved to the entry to the final room… Then I saw how my two guild members got kicked, places filled with more of [RO] dudes and then I got kicked as well…
Well, we were kind of surprised how it was possible to be kicked without the agreement of the majority (we were 3, so one of them voted, the other accepted, done) and being punished for playing how it’s meant to be…
That’s really annoying! Really… That was my first experience with more than 1 PUG and I feel like I’m kind of done with that already.
Vote-kick without the agreement of the majority? No-go…
Thanks,
Rep
One thing about Southsun Cove is true: There isn’t much to do talking about events and such things…
But please, don’t start complaining about the difficulty in that zone.
When it was implemented in the game I was kind of happy to see a zone with mobs you can’t just faceroll through. Finally you had to be alert to some degree if you pull one or more of those mobs in there. We can talk about their HP, but apart from that…
The game, especially the open PvE world is such a faceroll overall, please don’t take that little that isn’t! :-(
I don’t see why people complaing about what Robert said.
He confirmed that he would like to have more difficulty in the dungeons.
He just said that the difficulty shouldn’t be there just because of possible DPS problems…
I’m one of those that hopes for way more challenging/difficulty throughout the game, even if I’m one that wouldn’t or won’t be able to succeed in that content.
Alone the words of the OP with this “do-able for PuGs” and so on… At least the dungeons should actually have a lot of paths (probably with better rewards – nothing different, just more of what each specific dungeon brings to the table) that are just do-able by the smallest percentage of the community, with challening fights no matter how often they go in there.
I’m far away of being a hardcore gamer, I never raided, I’m probably would not be able to finish that kind of content, but if anytime, it would be a better reward by itself, better than any reward(loot) could be…
The feeling to have beaten something that you struggeled to do many, many times… That’s the best feeling ever in my opinion…
I won’t remember how I finished a generic content that (ten)thousands of players have beaten before without any real problems, even if a pre-cursor or whatsoever dropped for me… But a challenging/difficult (not unfair like just one shotting without any chance to react, what is kind of fake difficulty!) content, that my group wasn’t able to overcome again and again and the moment when we probably overcome and succeeded finally, that is something that I would still remember after a long time.
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Yeah, they improved the FOV… So far, so well!
But the camera can really be annoying and hopefully will really see improvements in the near future. The way the camera is choosing when to go close and how to go close in certain situations, god, it’s insane!
Its really sad that their have been no visible improvements or comments from ArenaNet since at least 4 months… :-(
No matter how small an object is, no matter if it actually blocks the view to your character in a way that makes it necessary or not to zoom in… It will!
Just found that, it’s quite old, but the problem is still the same, so…:
https://www.youtube.com/watch?v=3soIU8bwh94
This will even happen with smaller object, horizontal chains that are just a view pixel high…. As soon as those are in the middle of the screen or so, the camera will zoom in.
Together with this:
https://www.youtube.com/watch?v=haVSp0wVrko
And it will run you crazy!!
Really, that is absolutely horrible, no words for such a behavior:
http://www.youtube.com/watch?v=RqOvX3axULE
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[Suggestion] Not ONE should have to bear the costs for WvW upgrades
in Suggestions
Posted by: Replect.3407
No changes yet, still hope this is something taken into account for the next WvW content patch…
Talking about dungeons, those should be so kitten hard that you can really be proud of yourself if you finished one of them, every single time.
No, that’s silly. Dungeons are such an integral part of endgame that no players should be excluded from them because they are not “hardcore”. If the developers want to have ONE path out of the three that is their vanity project, and just punishes players relentlessly for not divining the exact tactics the developers intended to be able to survive the dungeon, then that’s fine, but at bare minimum one of the dungeon paths should be relatively straightforward so that players that have no interest in a “hardcore” challenge and just want to get dungeon tokens for fancy gear can do so without the frustration of wiping several times in the same encounter.
Well, sorry, I was just kind of dreaming when I wrote that down and wanted to explain what I really would find kind of cool. I was just giving my opinion overall…
Apart from that, you are right, there certainly should be dungeons/paths that aren’t that hard like I’m asking for. Actually they could realize that quite well with their Dungeons & Paths system, bringing very different challenges/difficulty levels to each path within one dungeon (setting).
The more difficulty paths could give some more tokens in the end (and probably a title to show), so players who want a specific gear/weapon, could choose if they take the hard way and probably reach their goal faster (with a neat title) or just end dying on the floor several times… :-)
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The problem with JP’s in wvw is they take up queue spots for people who want to do wvw and help their server win the wvw.
Ok. Thanks for the cogent explanation. I’ll look into counter-arguments and pass this along to someone who has the power to actually do something about it.
The chest from the JPs in WvW gives you 2 blueprints and 5 badges (those can be used to buy additional blueprints).
Blueprints are certainly stuff you need in WvW, so there is a reason for the JPs in WvW. If players choose to hinder invaders/defenders from getting to the chest, they are taking out potential siege equipment that is used against their server and depending on how many encounters they are hindering to get there, they are actually taking out a whole group that can’t do any other stuff for their server that time.
If I’m taking my chest (with the 2 half keys) it takes me less than 5 minutes if nobody is hindering me… 5 minutes for 2 blueprints + 5 badges (additional blueprints if I so desire) is a good thing and can help your server out for sure, if used properly!
These are good reasons in my opinion for having those JPs implemented in the WvW maps!
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This mentality: Same loot as everywhere, so I don’t bother doing that again…
You don’t believe it, but there are players out there who just play content because of the content, not because of any loot in the end. And challenging content (I don’t mean this concern here, I’m talking in general) is the most satisfying content, because you know you have done something great if you succeeded. And those moments are what you keep in mind… All the stuff that I do almost brain AFK, I won’t keep in mind, because they aren’t worth it in the end, no loot in the world would change that fact!
GW2 definitely needs more of that content! Way more…!
(Certainly just my opinion!) :-)
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I really don’t get it! So many threads about people crying “this is too hard/difficult” and stuff like that…
I am by no means a pro-gamer! I’m actually lvl5 at fractals and have probably done a total of 6-7 explorable runs in total.
Though I definitely agree that a lot of fights are lacking in variety! That is really a problem…
Anyway, talking about difficulty and challenge:
Yeah, I’m dying from time to time, sometimes more often, sometimes less, not just in dungeons/fractals… But in general that just happens because I am not taking care that much about what I’m doing than I should do! And the reason for that is actually that 90 percent of the PvE content is soo kitten easy, that I fall in kind of a hole of “just push the buttons and you are going to win” instead of learning more and more, getting better in what I am doing!
I never raided in MMOs and I like to relaxe from time to time, but I think the whole PvE content should be more challenging and difficult.
Talking about dungeons, those should be so kitten hard that you can really be proud of yourself if you finished one of them, every single time. That doesn’t even mean that they necessarily have to be long, but they should be kitten hard, no matter how often you go in there! The bosses should bring a variety in each fight, that you most of the time can’t use that one routine over and over again with that you finished the dungeon once. You should have to improvise to some degree every time, keeping the fight interesting, for as many runs as possible.
It should be so kitten hard that nobody or 1% of the playerbase will ever see the end of the dungeons by themselves or just through videos.
Just to clarify: kitten hard shouldn’t mean “boss will one-shot you”! There are many others ways to make a fight really hard without just letting the boss hit you hard with every attack!
And the rewards should be implemented in a way that you get something out of it, no matter if you fail or if you are going to see the end of the dungeon. It should be worth for everyone to some degree. Sure, someone that finishes the dungeon should get a (little bit) more out of it, but in general just to be one of those that have beaten a dungeon/boss, that should be the main reward!
If dungeons would be like that, I’m quite certain that I would never ever finish one of those, though I’m still hoping for that kind of content, because when I think about games like “Dark Souls”, it was so kitten frustrating to fail over and over in specific situations, but when the day came, no physical reward (loot) could have made me more happy than the fact that I’ve finally beaten the boss!
As long as the dungeons doesn’t bring stuff that you HAVE TO have, this should be the way THAT content should work!
(edited by Replect.3407)
I have to disagree!
Those others that disagreed are kind of giving many points for the disagreement…
Especially: Easy games aren’t satisfying… Probably in the first play-through, because of the exploration, story, atmosphere and such things.. In general: Because it’s new.
But in the long run, content that is challenging every time is what makes the difference and what keeps many players playing the game. And such content is just not present enough (yet), at least not in the open PvE world for lvl 80s…
Sure, there are certainly exceptions, but the word exception alone says that there can’t be much of that kind in a game…
I see the difficulty/challenge as the major problem and as the main reason if players quit playing the game. Everyone I’ve talked to has either already stopped playing because of that or thinks that this will be the reason at some point later down the wrote if nothing changes… If you can rofl stomp most of the content with your 80s if you are not playing PvP/WvW, there will sooner or later come the point where you just quit. Having a easy/moderate time (but not all day long) can really be a great thing after a hard workday, but overcoming challenges is overall the more satisfying part of a game…
You mean not just new events, also the existing events are going to get improved in scaling (numbers)? In all zones, not just high level ones? Word!
I’m all for it! Thanks for the update…
GW2 does two distinct types of updates IIRC. One type can happen while you are playing and we just end up restarting after 3 min hence the 3 min timer in game.
The other is the massive updates that are updating UIs, textures, new areas etc. These are buried in the .dat file and our computers pull that info from the .dat file.
GW2 is also an open world compared to GW1. We need that .dat file fully updated to make sure we don’t have any problems in the world. GW1 was able to update per map hence why we could play sooner and it would update as we loaded into a map that had been updated.
It’s open world, but still separated in zones… There are probably hundreds of MB in that last content patch for example that is just related to specific zones (Orr for example).
If there are huge files related to specific zones/dungeons/PvP maps and I’m not going to travel to those, than I have to wait additional time for data that I don’t really need at the moment, because they are bounded to those areas.
If I travel to those areas, THEN the game could load the data within the loading screen, just like GW1 or Age of Conan are doing it…
It’s no problem for me, but someone that even needs 4-5 minutes for 40MB would be happy if he don’t has to download additional hundreds of MB of data that he probably won’t even need in his play sessions that day!
Currently he has to download it, not being able to play that specific day at all in worst case…
pre-downloading the new content is better – it wouldn’t be very fun to log in to see lots of broken stuff.
in GW1, i just altered the shortcut with a -image command. i don’t know if it works now.
It’s probably not fun if you can’t enter affected zones, but at least you could do something in-game!? :-)
(edited by Replect.3407)
…
downscaling isn’t working (at least in Wayfarer Foothills). It’s just 1-or-2 hitting enemies. If there is a Zerg around you, it’s even hard to tag multiple mobs. Mesmer GS AoE-Berserker has a casting-time – mobs are dead before I’m able to summon my phantasm most of the time.
Such things even still happen in Orr… I was there yesterday and did a few “Defend Events” (those with Risen chicken and stuff) and I wasn’t really able to get any credit for those waves as warrior. Everything was down after 1 second when “Invulnerable” was gone… So, it’s not even a problem of down-scaling alone I would say…
Think about “The whole world is endgame!” (Put the starting zones aside. I don’t mind!) and now you say it was good previously?
I don’t comment about the new situation, to less experience collected with that yet, but it seemed to down-scale more, what felt better in my opinion so far.
Getting down-scaling and rewards here right should be the goal if the following content patches in feb/march want to evolve the existing world and fit the words “The whole world is endgame!”…
Hi there,
some of my friends (who just started to play the game 2 weeks ago) complained about why they have to download ALL data before being able to start playing the game. For players with a bigger bandwith that probably isn’t that much of an issue, but those guys for example are happy if they get ~120 kbyte/s.
I asked myself that question before, but didn’t bother me to ask for that, but after that I though… Why is it?
GW1 and since a couple of years(?) even games like WoW or Age of Conan have implemented such a system that allows players to download just the basic files, afterwards being able to play directly while the rest of data gets downloaded in the background/if it is needed.
What happend with such a system for GW2?
Especially with the separate zones I actually thought the game would bring something like that back to the game…
That’s it,
Replect
TL;DR: What happened with a system like that in GW1, where you didn’t need to download ALL the data before being able to play?
Because your performance should depend on your skill, and not on some numbers doing the work for you?
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I also think spawn rates should be much, much lower in most areas, though. It’s very annoying to see enemies respawn 10 or 20 seconds after you’ve killed them (often popping out of thin air, right on top of you). It’s unrealistic, immersion-breaking, and, makes you feel that all your “work” was in vain.
I have to agree for about 100 percent with your post!
I always was hoping that the actual existing character level was more to give milestones in your progress that opens new doors for you, without closing those behind you (metaphor)!
I always have to think about that they in the beginning thought about the game having no levels at all, but in the end decided to include that in the game as a progress bar instead of a “power” bar…
There are enough MMOs out there where your level decides which content is worth playing (not from loot perspective, from challenge perspective)… GW2 wants to be different and wants the whole world to be endgame! This won’t work if they don’t evolve/change at least the scaling system…
(edited by Replect.3407)
@ThatOneArtistGamer
As said, I like if even low level areas still have a lot of challenging content for my lvl80s everytime I travel through those areas, so therefore I like that down-scaling system in theory… So here we have different opinions, but I already mentioned that the challenge don’t have to be greated by numbers primarily, giving us more variety in encounter mechanics and AI as you said, this should be the goal.
But this on the other side could effect players that are on the appropriate lvl of the content, not able to handle the situation at that given time.
Currently, you really have to force yourself into specific situations to get any challenge out of the open PvE world (soloing champs, pulling as many mobs as possible), but those still aren’t that fun than real interesting fights would be.
Let’s hope they learn from alle the mechanics they put into the game and can improve those, not just for the absolute casuals that want most stuff putted in their hands kind of free…
…
This change is one element of the “Oblivion” effect- where just about any encounter feels roughly the same. You never truly feel a form of progression, because the game constantly makes an effort to eliminate any sense of it. A battle with a goblin will feel the same as one with an end-game demon- and so on. There are technically tougher enemies in later areas of the game, yes, but the area in which they feel different is slowly getting thinner and thinner. Essentially, you will be fighting the “same fight” time and time again- and all that will be different is the model and color palette.
…
First, I think the down-scaling system is great in theory (but as said in my previous post, it’s not aggressive enough)…
Second, what you say doesn’t really bother me, but even that (Oblivion effect) can be fixed while keeping the whole world challenging/difficult.
Hint: Everything is difficult, but change how to defeat each encounter (type).
So, a fight against a goblin can be similiar concerning the difficulty like a fight against a dragon, but the feeling and the mechanics of those creatures could make the difference…
…
You really have the chance here to keep the game growing imho, because each zone could be challenging to play. In other games once you’re 80, you have only a few lv.80 zones. I’d rather have it more difficult than a walk in the park to be honest. I see that you want high level players to feel more powerful, but I’d rather see the power come from the skill you got playing monsters.Low level monsters have simple attack-patterns. When I compare how I play now vs. how I played a few months ago I definitely see improvement. This skill should make me feel more powerful (it does in PvP at least), not too good stats. Now I’m able to out-dodge (is this even a word? ^^) my enemies and that makes me feel powerful. I can engage much more enemies at once.
(btw. I like how you implement some hotspots of strong (bigger packs of) enemies even in the low level zones. It would be great to see this much more, so that people actually (like in the first game) have to look where to go and eventually (for higher zones) plan ahead and dodge too big enemy-packs (if they feel not strong enough).
…
I’m “complaining/asking” for such changes since launch…
Taking the better gear, the less challenging/complex encounters AND the player skill/experience into account, down-scaling has to be way, way more aggressive if it tries to give you a almost whole PvE world as endgame!
Giving better loot won’t change the fact that all the zones are getting too easy most of the time. Yeah, sometimes just relaxing and having a easy time is nice, but…
If the difficulty really can just be handled with down-scaling, then give us a slider to choose our difficulty ourselves.
In general I hope for more challenging events/encounters from level 30+, the previous one can be taken as “learn the combat”… :-)
Not anything has to be a challenge, not every event/encounter has to be your end, that’s not what I’m asking/hoping for. I enjoy to have a easy, flow-like tour through Tyria… Sometimes! But if my 80 characters just getting this kind of stuff 90 percent of the time when I’m exploring, wandering through Tyira, that gets boring, no matter how good the reward is in the end. And in the open PvE world my 80s doesn’t has any real choice here.
I want more…
Fun = My current time
“Bonus” Fun = The loot in the end
Reward = Defeated my opponent
“Bonus” Reward = The loot in the end
It’s hard to achieve that goal without risking to make the game to hard for especially those that are in the actual level range, but I’m sure there are ways to handle that.
Beside a slider for down-scaling for manual choice if I want to get down-scaled even more, I can think about that the encounters damage/skills scale depending on the target they are hitting. So, the same attack could hurt a much down-scaled player more than someone with the actual level of that area… Think about a AOE explosion and one lvl80 with 2000 health and a lvl20 with 2000 health, and this one explosion is doing 400 dmg to the lvl80 and 200 dmg to the lvl20… (That’s just random numbers coming to my mind, it’s just an example.)
Anyway, I really hope that they are taking care of this as well, not just the reward (loot)…
I hope that made any sense, that was written between busy stuff!
(edited by Replect.3407)