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Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

The thread was almost off the front page…

BUT IT REFUSED

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HOPE lost its shine

in Bugs: Game, Forum, Website

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Before the update, the HOPE legendary had a really chrome/shiny metallic texture and now it looks pretty bland and simple. What happened?
It still looks fine in the preview window.

it was too visually noisy apparently, it had to be nerfed.

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Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Flashy attacks are (were?) a big reason I picked Ele as my main. This was a horrible, and horribly POINTLESS, change.

What problem, exactly, did the visual nerfs fix?

-Bosses are not magically more visible now.
-Auras are LESS visible in team fights. Hooray, counterplay! /s
-Fireball looks like I’m chucking godkitten streamers at my enemy.
-What’s next? OOH can I have invisible Meteor Shower? Maybe THAT would actually be worth it, for the lulz if for nothing else.

Very discouraging. Time for a break from this game.

Engi’s got wrecked too, our explosions happen so fast you can barely see them, fields are kitten near invisible, and even our glorious flamethrower (may she rest in peace) has had it’s jet reduced along with the smoke screen, air blast and FT 2 glorious explosion. Hell even the grandaddy big ol bomb is about the explosion size of what bombs used to be now.

Believe me my ele comrade, engi’s feel your pain in it’s entirety

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Why dont chests of the mist stack?

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

because that would make sense in a normal world.

QUICKLY BUY MORE INVENTORY WITH ALL THAT GOLD YOU GOT FROM BUYING GEMS AND CONVERTING IT!

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Power pve scrapper

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

The only aspect of scrapper that’s worth anything in PvE is traits, mass momentum and perfectly weighted in particular. Everything else is flat out worse than the same old pistol/pistol condi build.

Gotta agree with ya.

I’m sorry, but when my rifle is hitting anywhere between 2650 and 4800+ without might
and my hammer at best hits for 1000-1382, it’s pretty cut and dry right there.

Scrapper was built for pvp and nothing else.

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Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

the sad bit is, I’ll never be able to do stuff like this again on this visual nerfing route we’re on…. and this is what I do for fun for people all over tyria

kinda ruining it for those of us who do photography stuff in game for people….

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Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Bumping to bring this back to the front page

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Engineer themed Backpiece accessory

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

we had engineer themed backpacks once…..

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Orbital Strike

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

and here we go, now it’s not just orbital strike.

Mortar, flamethrower, grenades and bombs have received this “visual clutter removal”

As a class designed on big explosions and swathes of fire comparable to an elementalist, all we have left are pop guns and noisemakers.

as for what i’m on about, Mortar fields are all but invisible, flame jet is a much narrower cone and darker, napalm explodes so fast you barely see it, FT3 has about half the air on the blast, FT 5 is a gray cough. Bomb fields are dots on the ground that are barely noticable, hell even big ol bomb’s explosion is half the size it was.

And finally orbital strike, oh boy. you added a colorless white wavy line but still left that sneeze of a lightning bolt as the effect. Bravo, yeah it feels like what it’s supposed to do now, joy of joys.

Look, Yanking the carpet out from under those of us who actually like the aesthetic of the game without warning, or giving us an option on the thing is really kind of horrible. Visually, and some may not agree with me on this, but at least for me all these “visual” tweaks now make engineer unfun. It’s not like we play engi’s strictly for the omg esports, there are better classes for that realistically. Overall, the actual feel of the engineer is ruined.

You took away our weapons and gave us toys instead to fight a jungle dragon and his minions, thanks.

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Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I completely agree with this. My engineer no longer has an orbital cannon, and now my guardian angel of light is more a guardian angel of flashlight. The code infrastructure is in place for those who need a clearer option. Use that. There’s really no excuse here.

Hate to break it to you mate, but as an engi myself…..our whole lineup got utterly destroyed. everything from flamethrower to mortar is smaller, unnoticable, and some skill effects happen so fast you dont even see it.

For my ele mates as well, I truly feel your pain, staff has just about had it visually, and D/D is just as bad.

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Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

what I dont understand, is Why is the visual nerf a thing when there is a literal OPTION in the settings to do this?

Why make it baseline and ruin classes that you know, rely on explosions and blasts of arcane magic?

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Pistol Piercing

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

yeah….we were told a lot of things….

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Feedback & Concerns From the Quiet Ones

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Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I think my biggest problem overall, this very moment is how engi seems to be the grab bag for other classes.

What I mean is, Berserker got our missing rifle traits, Dragonhunter has our orbital strike (and an even flashier effect to boot) etc, etc. Just seems like whenever a class dev dips into the engi jar, we lose something else, and when that happens something else that worked fine either breaks or is just flat out gone.

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Let's see your Revenants!

in Revenant

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

mistcaller armor, not very exciting. but silver and blue work really well with herald.

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Predator Effects are all gone

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

so, they’ve given our traits to other classes, removed our big effects, stolen our legendary effects, given us turrets 2.0 for “elite” and the list just goes on.

Sure feeling the love for engineer, feels like we’re just a bin now for the other devs to dip into

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Orbital Strike

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

A reduction was intentional. THIS much of a reduction was not intentional. Going to see what we can do about this to keep it both visible, but not obfuscating.

Irenio, no offence mate. but Dragonhunters have a superior whooshy whooshy effect that is even bigger and screen filling than orbital strike ever was. So what’s the real reason for the reduction?

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1 glider skin with HoT

in Guild Wars 2: Heart of Thorns

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Lack of armor skins I attribute to all the people that complained about no alternate race selection in GW1. Congratulations. You got more races, and made it harder to push out lots of armor quickly.

I blame the same people for outfits. It’s easier to craft one set of “armor” that all characters can wear than the expected three weights with gender and racial variants.

Not quite, although it does require resources.
In GW1 each new campaign added some 6 armour sets per profession per gender. Thats 120 (6×10×2) new armour sets by the time they got to Elona. Sure, some where reskins, but that is no different in GW2.

In GW2 the armour sets for Sylvari, Human and Norn are shared (Scaled). Charr seems to be scaled as wel, but perhaps with more clipping issues so lets count that one as well. Then they need to adjust for the Asura. But even then the base design is already in place, so making the models is what remains. So thats 3 armours to design.
Then they have armour classes, so each of the three armour class professions share the new skins. This means per class you only need one set, reducing the amount of work.

So that means that one armour set (bladed for example) needs 3x design for armour classes, 3x design for races, 2x for gender, but only for 1/3x professions. That means that one design set for a complete line requires 3 × 3 × 2 x 1/3 = 6 sets to design for 9 professions. Thats 1.5 per profession, as a comperative metric.

With the current 4 unique sets (correct me if I missed one) that translates to 6 designs added in terms of workload from Anet. For all genders, races and professions.
Now i get that having multiple races introduced issues with clipping and the complexity has increased as well compared to GW1.
But even then, 6 design workload as part on an ‘expansion’ is rather thin. The original launched with dozens of armours to choose from. Dungeon sets, karma sets, crafted sets, racial sets etc etc.. Sure that took time to make as well, but comparativly…

So, Tl:dr: Comparitively very few new armours for the expansion.

They also spent more than a year developing the core game. a lot more. From what we were told HoT had a production cycle of about a year.

Also keep in mind that from a technical standpoint developing GW2 armor is a bit more work intensive than GW1 armor. The animation rigging is a bit more complex, the shaders and dye channel systems are likewise a bit more complex in terms of texture iteration, and in many cases you’re looking at developing a much higher res mesh to build a low poly cage and bake normal maps on to.

I do this sort of work for a living, and doing a model to the visual specifications of GW2, even if it were the “same” model (say, for instance, the difference between the cash shop primeval armor and the ame armor from GW1) in both workflows, you’re probably looking at four or five times the amount of man hours spent compared to the old versions.

Then you multiply that by essentially a completely new model for gender variation, retargeting the rigging for everything that’s not a human, sylvari, or female norn to account for skeletal rig differences, as well as the structural tewaks for male norn and charr/asura biology and that work ramps up exponentially.

The reason we saw so much armor in GW1 was specifically because there were only two variations of any given armor, and that the textures there were all just diffuse maps with the occasional quick and flat specular. The problem with adding unique character started to become apperant as you moved through the campaigns. You had core classes with lots of choices, but by the time you got to nightfall, you were looking at paragons with a fairly anemic number of variations in comparison.

These factors are likely why with GW2, realizing the extra time in the pipeline for racial variants. anet made the shift to the armor weight system and simply created some accent pieces per class.

However, the fact remains that if we had stuck to “humans only” we’d have par more armor choices as a function of basic workload economics.

I’m not saying I hate the option of other races, but you can’t have it all. part of why we see so many stand alone backpacks, hats, gloves, and boots is for the same reason. They’re relatively interchangable as they’re largely non-deforming models that are either completely rigid and bone locked, or have very few points of multi-bone vertex influences in the rig.

and yet with every outfit and armor that comes out, there’s clipping and stretched textures everywhere, body parts are simply removed (yes I’m talking for asura and charr) which shows the armor rigging is only being done for humans, and then slapped onto the other races with a thumbs up and kicked out the door.

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Reminds me of Dark Souls

in Guild Wars 2: Heart of Thorns

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I’m playing through the xpac and it’kittenting that masochistic difficulty that only souls has been able to scratch. As an avid souls player, this pleases me to no end, despite repeated anvil trips.

Gorgeous, sprawling landscapes in the way of “If you see it, you can probably get to it”, winding paths everywhere linking it all together, mobs everywhere that will ruin your day if you’re not paying attention or falling back into the dungeon mindset. As much flak as I’ll get for saying this, it’s very much a “get gud” kind of xpac. Each failure tells you something different and the attempts just focus your abilities more, at least that’s how it feels to me.

I dont drop the saying lightly, as I have my fair share of frustrating moments and failures, especially in zerker gear it is less than forgiving which is fine. I just dont think people weree xpecting the spike in difficulty, or let’s be honest, the fundamental change in feel from core to HoT. Not a bad thing in the slightest, just it’s a change.

Sure I have my issues, but overall though after 3 days it seems solid, my biggest complaint if I had to say it though, would be the small amounts of XP for event completion in the jungle maps. Perfect example, kill a legendary wyvern and get gold medal will net you 5k bonus xp.

All in all though, Music is beyond what i expected, very melancholy and theme centric throughout the maps, story is definitely an upgrade, lighting engine tweaks and the “under the hood” work elevate it above what the core was.

As a whole I think it’s a good piece of work and you can see the amount of effort that went into it from the teams. Yeah there are problems, some big some small, tweaks are needed and bugs need to be fixed. Personally I’ve only got my elite 63% done just because I run into empty zones most of the time over the last few days, but with the masteries, despite my complaint listed above, i actually feel like I’m achieving a thing instead of just going to a point and pressing a button.

To me it feels like serious thought went into the player this time around, killing a trio of champions for HP points with passers by actually feels like a good fight, the kind that makes your heart beat faster when you come out on top. fights that makes you actually feel heroic and gets you one step closer to a goal to me are far better than rubbing yourself with green paint from an ogre. Some stuff you can’t do alone sure, as a mostly single player myself there is a definitive struggle, but look at it this way: This fight isnt about you vs. Mordy. It’s about the pact and all of tyria vs. Mordy, so everyone else in the jungle with you has to pull together and get the job done.

Once the maps start filling out events will go more smoothly and the fuss over “too hard” will dies down a bit methinks. Reminds me of how Orr used to be, and I’m really geuinely ok with that.

Just my 2 cents, take what you will from it

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Orbital Strike

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

What on earth did they do it? it was a laser from space, now it’s a sneeze of a tiny lightning bolt.

I cant even tell if it goes off now…please change it back

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Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

what bugs me most I think about this. is that even after the beta we get a “thanks for the feedback, we’ll keep the suggestions in mind” while rangers got a post of “well here’s the thing, and why, and her’es what we wanna do to fix it”

Scrapper was an afterthrought, and idea started and forgotten because “ooh druids” and when rollout came it was “uh oh, forgot about this. well that’ll do”

we don’t scrap, we don’t lockdown, abilities are buggy and far weaker than any of our kits so taking a gyro trades essentially 1/4 of your strength and versatility for an A.I controlled floaty thing that goes walkabout and does a single job that a kit already does far better.

Perfect example, Blast gyro. It misses, it’s lazy and easy to dodge. the trait Aim assisted rocket does more damage, and I dont think I’ve ever seen it miss. Why give up a utility slot for a weaker thing than a trait gives me?

I just…I had hopes, and in the end it just feels like engi was forgotten about, or rather given the last scraps on the table.

Yes I know this is a rant, and yes it’s gonna get blasted but I dont care at this point. I gave my feedback a few pages back and this is just simply frustration born out of the knowledge that scrapper won’t be ready at release, will need months of fixes to even bring it up to par, and will continue to not live up to the name on the tin. I dunno, just horribly disappointed.

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Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

the sad truth is, there is nothing that scrapper brings that warrants giving up kits. Everything the gyros do, kits do better, with lower cooldowns, and actual control of the where and when.

if you’ve got rifle equipped, Aim assisted rocket has better tracking than the gyro does.

I just..I want this class to be good, but in the end, we got a hammer out of the deal and little else.

Edit: why can’t function gyro revive the engi?

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(edited by RollFzzlbeef.4092)

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

After giving it some testing time, I’m not going to lie. Scrapper feels like it was designed for pvp and little else. From the gyros to the rocket charge it just looks and plays like it’s trying to throw off another player from targeting you and the like. A bit annoying for those of us who just play pve content, but I digress.

for the most part Hammer is quite a bit of fun and plays excessively well with the FT. Hammer 1 damage I think should get at least a 10% bump in damage, as with it’s swing speed my Rifle currently hits harder than a hammer swing, and rifle hits quicker.

Rocket charge does need to be tweaked a bit, some have mentioned the 2nd leap regularly misses it’s target, and the camera shimmy sham that happens with it is a bit startling. There’s also the matter of getting knocked out of RC, so the i-frames may need to be tuned for it as well, will need to test more.

Shield is pretty much as stated above, unless you’re looking directly at your target it won’t block anything, toolkit gearshield is still the bees knees and it feels like a poorly implemented attempt to give an alternative for it.

Gyros……oh boy here go:

My first question is why, why is it that we get a pvp ability as the main class mechanic. and even then it’s slower than the regular moving and actions it’s supposed to do?

This thread is already pretty good one why the gyros are so utterly underwhelming, and no amount of patches or fixes will make them worthwhile compared to our other kits. I’m sorry, I’m not taking a stealth gyro that can’t keep up and decides it has other places to be over supply crate or mortar, when I can just get my thief buddy to SR and get that sweet stealth. I’m not going to pull out a bulwark gyro just for some protection when I can shout at my guardian and get free aegis to reduce incoming damage and all the protection I could want. Those are just a couple examples mind you.

tempest gets group support with overloads
Zerks catch on fire and ruin your living room
Druids go fluid
Chronos rewind time
Reapers get a new shroud and spinny scythe
Thief dodges forever like a ninja
Guards go hunting

And engi….gets a clunky pvp ability marred with pathing errors and slow movement speed, with a shockingly low health pool. Leaving us with the same token of “go nades or go home if you wanna be relevant”

I dunno, just seems like there was a cool idea, and it only got half finished before another project came along and the response was “eh, it’ll do. we’ll fix it later”

One thing I’m not seeing mentioned anywhere is diminishing returns. On another player, dazes and stuns can go for days, but on bosses and enemies it’s going to be far less effective. During long fights and the like wont they just stop being dazed and stunned altogether, making you sweet daze machine utterly useless?

Sans Hammer, engi is still stuck in the same rut of “everything you can do, another class does it better and easier”

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Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

dunno if this has been mentioned yet, but toolkit skills namely the AA and prybar now have cast timers where they used to be instant. at least 1 second casts now, even with power wrench trait

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Dragonhunter Changes for Next BWE!

in Guardian

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

why are we getting a longbow, when almost all of our abilities since day one are melee focused? I’m just not understanding this.

Because it’s a new concept for the Guardian they want to introduce. Frankly, I don’t think more melee focused weapons and skills would add much to the Guardian profession. It’s also a clever answer to the mobility issue, since I don’t think we are getting the runspeed buffs people want to see on the class anytime soon.

I get that, but it doesnt change the fact that you practically have to sacrifice a full 2 traitlines for it just to slot in a ranged spec. most of our other traits just arent designed to work with a ranged weapon.

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Dragonhunter: Help me understand

in Guardian

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

The Dragonhunter add nothing to the old guardian builds, DH focus on Change the roleplay and the gamestyle of the guardian, making it more able to be a ranged class, expecially a backline supporter (LB+Staff?).

About LB and traps that’s right, the synergy is more or less 0 why traps need to become ground targeting to make you able to use it.
I really hope they make Traps GT skills.

The Dragonhunter focus on change all the playstyle of the Guardian, that make also it’s weapon and traits lesser useful for a lot of actual builds. That is supposed to happen.

That is also more or less the only way Devs had to change “drastically” the guardian , making the new specializzation totally different by the actual class.

The only specializzation actually revealed that don’t really focus to make anything totally new and can be really used to power up every single build of the main class is the Chronomancer, that possibly will make the Mesmer more powerfull than it actually is. And devs also made a new condition all for them… (slow)

Reaper focus on a firstline melee fight (a bad thing for a class that totally lack of defensive skills, but it’s ok in pve), Tempest focus on support (also can stack burn in a insane way but it’s not been the first thing anet thinked about making it), Herald is a pure support specializzation, Berserker is a condition specializzation (with some really goos application in direct damage builds, but still focus on Burn).

Actually almost all the specializzation try to focus the class on a New Playstyle.

Thje guardian has always been a Melee class why we never had a good ranged weapon!
Now we’ll be able to have one. Let’s see how it will change the guardian playstyle.

At last it will increase the build diversity by a lot.

Don’t get me wrong, I’m all for build diversity and expanding on the class. My biggest problem is how the rest of our traitlines are practically worthless if you take the DH spec. Unless the rest of the traits are adjusted to synergize with the spec itself I just dont see it being viable. As it stands, if you take DH, you’re basically getting a single trait line and then forced to fill out the other two lines with things that don’t support the build in order to get maybe 2 or three traits extra that could potentially work, versus a full three line build that is actually designed to work with itself. I think that’s the biggest issue I’m having and why I cant get my head around it, we’ll see as more BWE happens, but unless the traits themselves are reworked to fit LB builds, DH will always be bottom of the barrel.

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Dragonhunter Changes for Next BWE!

in Guardian

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

why are we getting a longbow, when almost all of our abilities since day one are melee focused? I’m just not understanding this.

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Dragonhunter: Help me understand

in Guardian

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

So we’ve all seen the complaints about DH in it’s current state, and then there’s the red post about upcoming changes, but either I’m just not understanding it, or the biggest issue with DH I’m not seeing talked about.

Guardian has always been melee focused, in the thick of it, aegis and rings at your feet to corral and stay close range. Now we have a longbow, which is a long range weapon as our elite specialization. During the BWE i spent a good long time trying to figure out how the LB could work with and just it feels like there’s no synergy.

With traps you have to place at your feet, you have to stay close to make them work, but mace and GS are better suited for close than using a LB. So if you fall back to using the LB only, lackluster damage and locked movements (I know they’re being addressed, maybe…) but that removes your entire secondary weapon swap unless you’re running scepter. so ther’es this weird middle ground where nothing ends up being effective if you take DH as a spec since it feels like nothing really meshes well with the original weaponset.

Maybe it’s just me, but I’m not seeing the point. Why introduce a long range weapon to a melee-oriented class? it just feels odd and incredibly out of place, even for just PVE stuff. So can anybody explain it, or am I hitting in the ballpark of how it feels in general?

(yes I know skills are being buffed and worked on, but this doesnt address the overall problem I’m seeing of, you have have a LB or you can stay melee)

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Post a Screenshot of your Guardian

in Guardian

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I’ll throw mine in.

Laevin Rageclaw
Charrdian.

Vigil chest/shoulders
Phalanx Legs/gloves
Lawless Boots
Royal Ascalonian GS

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The New Lion's Arch - Feedback [merged]

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I dunno…..while I’m glad we have a new LA, this design isnt what we were shown in the art.

Where’s the massive arch with the lion painted on it? Why is the very icon of lions arch tucked in the back and out of sight by the wvw portals and not in the middle of the city? What on earth is this huge plaza in the middle of the city, and why is it completely empty?

Don’t get me wrong, I like the new building designs and the walkways, but I dunno…it just feels like I’ve stepped into a resort rather than a harbor for heroes if that makes sense.

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Engi bug with karka hunt in LA

in Bugs: Game, Forum, Website

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

So doing the karka hunt in LA, Engi loses the special rifle as soon as you go underwater and you never get it back. it goes back to your regular weapon when you resurface.

Even tried unequipping all weapons both underwater and normal and it still happens, making this hunt impossible to complete

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my biggest problem with the new outfit

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

WHY is this a thing?
Seriously, this is worse than charr clipping on gemstore outfits.

Asura players have a frankly, inexcusable belly seam as marked in the image

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Free chest for people who got a portal key(?)

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I got my portal stone, no chest

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Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

my supervillain.

Scarlet gloves and shoulders
Inquest Coat
Marauder Pants
T3 asura medium boots
MONOCLE

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Your best looking character.

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

My best looking? I’d have to say my guardian hands down.

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Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Lets see here:

Guardian is Vigil chest and shoulders, phalanx legs and gloves, lawless boots and magnus’s eye patch.

Engineer is Council watch shoulders, secrets chest, marauder pants, t3 boots, inquest gloves and fire legion headpiece.

Elementalist is t3 chest, t2 legs, ascalonian boots and primitive handwraps.

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Large battles and music

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

for world boss fights, this is my jam.

Never fails to make it seem hectic and fast paced instead of the stack em up and knock em down mentality

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Foray's into 4k the Beautiful Sequel

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I really do like how this all looks when its on (after getting mine to work), but sadly, its not really playable with the highest setting as everything just gets too small. I guess if you are ignoring all chats and never use the minimap and have your skills memorized, then sure. But not all of us do.

I’ll probably use this feature for screen shots at least, so thanks for sharing still!

that’s pretty much all I use it for since the UI becomes uber tiny. Wandering and just soaking it in with the HUD off and taking photos.

BTW, was it the mouse thing that was causing the issue for you?

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Foray's into 4k the Beautiful Sequel

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

They look great! I’ve got an NVIDIA 760 and I am not sure how to turn/activate the DSR scaling. I’ll keep looking though. I would like to mess around with it.

It’s not as hard as you might think!

Go into your nvidia control panel from your desktop, and go to the manage 3d settings tab.

There will be a dropdown menu that says DSR and in that dropdown will be a list of scaling options. select all or what you want and apply.

Go back into the game and enjoy you ability to upscale!

doesnt seem to be working for me

not applying in game, or not having the dropdown menu work? if it’s the dropdown, then the fix for it is bizarre. Go into your mouse settings and under the pointer options tab, disable the snap to. that will fix it

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Foray's into 4k the Beautiful Sequel

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

They look great! I’ve got an NVIDIA 760 and I am not sure how to turn/activate the DSR scaling. I’ll keep looking though. I would like to mess around with it.

It’s not as hard as you might think!

Go into your nvidia control panel from your desktop, and go to the manage 3d settings tab.

There will be a dropdown menu that says DSR and in that dropdown will be a list of scaling options. select all or what you want and apply.

Go back into the game and enjoy you ability to upscale!

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Foray's into 4k the Beautiful Sequel

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

just throwing in a few more landscapes

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Foray's into 4k the Beautiful Sequel

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

wow, highly jealous. I didn’t know this game could be that crisp.
Are you using SweetFX?

In some of those shots I am actually. mainly to give a bit more contrast and take out that “washed out” look to the overall color palette. I have my settings on a pastebin for any that want them as well

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Foray's into 4k the Beautiful Sequel

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Since people seemed to like the first bit so much, I thought I would add some more and this time give the link to my imgur album for these so I’m not blasting the board repeatedly.

Again if you have a 6 series nvidia GTX card and up for the DSR scaling, I highly recommend at least seeing this game at it’s absolute best.

The gallery if you’re curious is here www.imgur.com/a/6RxJD
Feedback is always appreciated and if you’re after shots or have any question you can always shoot me a whisper in game!

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Forays into 4k, this game is beautiful.

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Just learned the other day that if you’ve got a 6 series and up nvidia card, you can manually upscale to play gw2 in 4k. If you’re an owner of said series of cards I highly recommend it even for a moment as it should be experienced at least once. Attached are some shots I took, downsampled back into 1920×1080 from 4k resolution.

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Question about photography in game

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Your screenshots are very nice, but I’m afraid there is no “video game photographer” position in a professional context. The people who take screenshots for official media are probably people from the art team, and they certainly don’t just take screenshots.

I can see that getting the timing and angles and such right on your screenshots took a lot of effort, but that kind of effort isn’t required when developers take screenshots of their own games. ANet has test builds of GW2 they can modify as they wish… Basically, if they want a screenshot of the sun rising, they don’t have to wait for it to rise, they can make it rise—they can use the game files to line up everything they way they want it. What I’m saying is, with those tools, they don’t need people who are especially skilled at taking good screenshots.

If you wish to pursue this as a hobby, there is a fairly well-known community that works hard at these kinds of things: http://deadendthrills.com/ Check out the forums especially. Most of the users take really huge screenshots on powerful computers, then scale them down to make the end product look very sharp (this is a oversimplification, but it’s best if you look into it yourself). While you may not have the hardware to do things like that, there are a lot of other cool tips and tricks.

Ah I see, I didnt consider that route honestly so kitten. Thank you very much for the link though, I’ll be checking that out here shortly!

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Question about photography in game

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Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

no I dont mean taking them, as I have a whole portfolio of those :P hence the attached screen as well.

I’m talking about if there’s an actual position for this kind of thing for the game, or what I should be looking for in terms of approaching anet directly with it to do this someday in an official standing for the blogs and such

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Question about photography in game

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Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I honestly can’t find a single thing in the forums addressing this, and as it’s something i’m really passionate about with this game for all of it’s sights and possibilities for capturing moments.

Over the recent months i’ve been slowly developing a portfolio of sorts in the hopes to maybe spark an interest and maybe catch the eye of a dev or two to ask this question. Seeing as how there’s nothing on the forums in this regard I’m casting the line out here. With the new expansion coming and the new chances for photo work, I’m curious if such a thing even exists.

The album can be found here http://imgur.com/a/6RxJD and please forgive the ignorance if I just missed a topic pertaining to this subject.

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Dramatic screen shot thread

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Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

funny thing is this is what I spend most of my time doing in GW2 nowadays. I’ve got a whole gallery saved up as a portfolio in hopes I can get anets attention to do this fulltime for them :P if that’s even a thing, especially with the new expansion on the way.

If you’re curious the rest of the gallery is here http://imgur.com/a/6RxJD

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Screenshot Thread

in Community Creations

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

here are just some samples, the rest are in my gallery at
http://imgur.com/a/6RxJD

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Makeover Options

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

Personally, I’d like the TMK to be a little more than it is.

Let me choose what eyes I want (Asura slitted eyes) instead of forcing me to have to pick a babymashed face if I want those specific eyes.

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[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: RollFzzlbeef.4092

RollFzzlbeef.4092

I want an 80’s hair metal style electric guitar instrument.

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