Showing Posts For Sciros Darkblade.4028:

CDI- Guilds- Guild Halls

in CDI

Posted by: Sciros Darkblade.4028

Sciros Darkblade.4028

I miss being able to AFK all day long, particularly in a guild hall. That, in my opinion, should be something that’s possible to do in GW2’s guild halls as well.

Obviously don’t make them instanced the way the “home instance” is.

Make them awesome looking just like in GW1 :-)

Do not, do NOT, absolutely DO NOT make them locked by like 200000000 guild merits and Architecture Tier 84. Guild Halls should not be locked away for the smaller guilds.

Famous Quotes for the Engineer.

in Engineer

Posted by: Sciros Darkblade.4028

Sciros Darkblade.4028

“Remember when I said I’d nerf you last? I lied.” — Commando (1985)

7:11:3:189:101 since maintenance 13-02-2013

in Account & Technical Support

Posted by: Sciros Darkblade.4028

Sciros Darkblade.4028

I have this problem as well. I’ve filed a bug report. The game will lag considerably and then disconnect me with this error code. Nothing has changed on my machine apart from this GW update.

Enemy leashing mechanics are annoying

in Guild Wars 2 Discussion

Posted by: Sciros Darkblade.4028

Sciros Darkblade.4028

I had a thread about this quite recently as well. And since then, as I’ve played more, I have found even more egregious instances of this than those that prompted me to ask about it here in the first place. The worst so far was Risen and Krait that I’ve had to deal with under water. Many “leash” and become invulnerable without even having moved from their original location.

I’m a warrior, and it’s bad enough to make me consider returning to Skyrim for a bit where I am immersed in the game. I can’t imagine how frustrating this must be for players who play professions that can’t hold their ground in combat. This kind of faulty AI should be moved somewhere near the top of the backlog of stuff to fix. It would make the game much more fun if combat worked as freely as the controls allow. At the moment it’s more of a metagame to see if moving a step this way or that way will reset the monster and negate all previous fight progress. And honestly that’s way worse than GW1 combat ever got, let alone proper real-time combat in other games.

Allow free teleportation to any "completed" city

in Suggestions

Posted by: Sciros Darkblade.4028

Sciros Darkblade.4028

@Astran: Making PVP even less accessible… hmmm… and the waypoints are getting expensive by the way! I like the suggestion.

Boss monsters resetting too eagerly

in Guild Wars 2 Discussion

Posted by: Sciros Darkblade.4028

Sciros Darkblade.4028

I wanted to know if anyone else has run into this. Over the last week or so, it has become increasingly frustrating to me to run into boss-level monsters while exploring (typically this will be some dynamic boss-kill event), knock them down a significant amount of HP with a group of other players, only to see the boss return a very short distance back to its “home” spot and regenerate all of its HP.

I understand “resetting” like this makes sense in some isolated cases, such as when a monster gets stuck somewhere and this impedes progress. In other words, to make up for a faulty AI or mesh or whatever. But this is exploit-free, normal monster fighting where players are merely running around the monster’s “platform” or whatever you want to call it, and there’s really no reason that the monster should be prompted to “reset”.. Just today it happened with both that massive “Champion Fluffy” fish and the Inquest Commander inside the Coil. He was just teleporting between his platforms, and every so often would “reset” and get all his HP back. In both cases all players simply left the encounter without beating it, since it was seemingly impossible to complete.

It might be that I’m just going crazy, but is anyone else running into this issue? Because it’s really laming up the experience for me lately.

I suppose I shouldn’t complain without offering up a solution, so here it is: don’t reset monsters while they are engaged in combat, unless they stray an actually reasonable distance from their starting area. I understand tweaking AI is non-trivial, but I rather have NO resetting and deal with those consequences than have these unkillable encounters left and right.