Showing Posts For Sukor.1236:
I hope you take into consideration adding achievements that encourage zergs to disperse. Lets not have another WvExp situation.
Although, all in all, I’m not enthusiastic about this new system. I fail to understand the concept of “competition” that you hope to instill, when the playing field is inherently unbalanced. Numbers win everything. How is that a fair competition?
At no point did I, or would I have, said “Fair competition” WvW is not intended to be “fair”. There are servers with more people, there are servers with better organizations and that will always be the case. This competition will be about showing how your world can do over a defined period of time, against a variety of opponents. SPvP is the part of our game that aims for a completely level playing field. WvW would never be able to match that goal.
Thank you for saying this. I see so many people complaining about unbalanced servers and matchups. WvW is inherently unbalanced, nothing can really be done to change this, it’s the nature of the game. If you want perfectly balanced equal gameplay sPvP is waiting for you.
You guys realize that NA is getting broken into 4 leagues for the season right? There isn’t going to be just one winner.
This made me lol. Talk about backhanded compliments.
You have to put up with a lot of rudeness in this section. Thanks for communicating as much as you do, genuinely.
Just posting to confirm that this bug is still in the game as of the most recent patch.
Stat buffs were in at launch, the only reason they were removed is because it was too hard for a losing server to fight back for them.
They were removed because of fly hackers stealing orbs from keeps.
However saying that something shouldn’t be added because it would ruin “GvG” is not a valid argument.
I’m not saying anything, look at this thread as a tombstone.
I remember the fly hackers. There was more than one reason orbs were removed.
I’m also not specifically talking about you when I say that.
I don’t know why people are surprised about this. Stat buffs were in at launch, the only reason they were removed is because it was too hard for a losing server to fight back for them. Now these are in the open field and even small servers have a chance at them. This could be a real improvement to WvW, but we need to see how it plays out.
However saying that something shouldn’t be added because it would ruin “GvG” is not a valid argument. WvW is not GvG. WvW was NEVER about balanced equal fights. I understand some people want GvG, then ask for some kind of GvG mode to be added to sPvP, don’t try to influence WvW to cater to this unintended playstyle.
I’m really getting sick of these generic one off armor pieces that look the same regardless of armor type. We need more light, medium, heavy specific armor sets that AREN’T gem store items.
I think the biggest problem with these invasions is that there isn’t much invading going on. The invaders appear in a field and stand there until they get killed.
Why aren’t they attacking towns, disabling waypoints, and setting up fortifications. It would make the gameplay a hell of a lot more interesting.
The worst part is that nothing happens if you fail. If you fail to fend off the invaders they just leave anyways, what’s up with that? That seems to go against everything GW2 events are about. When you fail an event there are supposed to be consequences, like every other event in the game.
The people that actually get away from the zerg ball that is purposefully spawning loads of champs and slowing down the event get rewarded much less, even though they are contributing much more by actually going out and making sure the events finish.
I’m starting to think that champion reward bags were a huge mistake. They’ve been causing nothing but problems since they were implemented. People should be rewarded for actually completing the events. (The mini event circles, not the meta, that already has a decent reward.)
Why is the reward for completing events so pitiful? A few silvers and a pittance of karma and exp? As it stands people are incentivized much more for purposefully making sure the event is stretched out as long as possible or fails so that it spawns more champions.
This is flat out broken. It’s compromising the entire event system the game is built on. This needs to be fixed. Players need to want to WIN the event.
Yes I really wish these invasions were a bit deeper with more objectives than just “kill all the baddies in the circle.”
Every map has friendly settlements, if left unattended enemies should be able to take them over and reinforce the position, creating a “siege event” or something.
Vice versa, we should be able to rally allies on a map. For example in Frostsgorge Sound we should be able to rally the Pact forces there and get them to join the fight and turn those flak cannon on the Aetherblade ships. This would create more things to do in an invasion and would also make the map the invasion is taking place on actually matter.
As it stands currently, even though the invasion are fun for the moment, they don’t really feel like invasions. Enemies just stand around in fields waiting to be killed and if you actually run out of time there are no consequences, the invaders still leave anyways. They definitely need some improvements.
How can it be a “unusual behavior” if they have animations and combat graphics? There’s a video of a mechano-squid thing shooting a pink lazer. Someone had to create that, spent work hours, got paid. That’s quite the chain of “unusual behaviors”.
You do realize that minis are just shrunk down regular models right? All of those animations and assets already existed for the actual full size version of that creature.
This sigil is such a cool concept, I wish they would fix these bugs with it.
Jumping puzzles (along with mini-dungeons) will be some of the locations that begin rewarding ascended crafting materials once crafting to 500 goes live; this is intended to help make these areas more rewarding and fun to go back to and play.
Just wanted to say… I’m so happy about this! JPs are my favorite activity and I’m glad to see they’re actually going to be rewarding.
Although you might want to do something about mesmer portals and people parking alts at the end of JPs if they’re going to have serious rewards. Seems easily solvable to a degree, if a character logs in inside a Jumping Puzzle, have the chest be unopenable until they leave and actually go through the whole thing. Or maybe have every Jumping Puzzle have a key to the end chest placed somewhere in the area, like near the beginning, that would also solve it.
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My 2 cents on the “GvG” argument would be that WvW is about WvW, it was not designed to cater to “structured GvG” combat. It’s supposed to be about a large scale meta of siege and capturing bases. Just because some people enjoy GvG doesn’t mean they should compromise the integrity of what could be interesting WvW developments to cater to “GvG”. If you want open field structured GvG content, ask Anet to implement a way to play like that, don’t beg them not to put in WvW changes because they could ruin the unintended way you are playing the gamemode.
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I hope it takes place in the world as the form of a OTE. I’m going to be pretty disappointed if some huge revelation or world shaking event takes place in a living story instance with no other players.
One time events were a really cool unique thing Anet had going with this game, one of the huge problems they had was PvE culling made the events unplayable. Hopefully now that PvE culling is getting fixed they can give it another shot.
You might want to format the OP a little bit, add headers above the type of bugs so it’s easier to read, something like:
Fire Rate Bugs
(Bug list here)
Overcharge bugs
(Bug list here)
Trait Bugs
ect…
but yeah once again, these bugs are real and a pretty big problem.
Please fix this Arena Net.
Turrets have been broken like this for over a month, at least the overcharge and fire rate bugs. I really hope they fix this soon, it makes any kind of turret build pretty much impossible at the moment.
I figured I’d also mention that if you use the deployable turrets trait and overcharge a turret while it is still in the air deploying it wastes the cooldown and the overcharge never takes effect when it lands.
How is this still not fixed? Turrets have been hugely cripple for over a month and it’s received no attention. A little disheartening.
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This right here hits the nail on the head.
Perfectly expresses what myself and I’m sure plenty of other people are thinking.
Good job writing that.
The very first living world team actually did the thing some of you have called for. Some 40 or so permanent events were added around the game in our very first content update. They were met with little interest or fanfare. Granted, Halloween may have stolen the show. But those events are still in the game today. I’ve seen very little reaction to them, however, positive or negative.
I remember this. You went around and added new JPs and events all across the world. This was one of the best additions you guys made. I absolutely loved it. THAT felt like a real living world with new things happening all over.
HOWEVER you are absolutely right that Halloween stole the show. Most people never even noticed these additions and and when they did stumble upon them probably thought they were there all along. Thats why you didn’t hear people reacting to them. It was a tiny footnote on a patch with no real info about where the changes were made.
However the type of content hit the nail on the head, updating and adding new things across Tyria is much more of “living world” then drawing all players into one zone and out of the rest of Tyria for one month then dragging them all to another zone the next month. This feels like a toxic way of doing things. Players should be spread across the world not a funneled into one zone for a month.
+1 to this. Effect clarity is very important to gameplay. Toning down the intensity of the effects are fine but making them indistinguishable is a huge mistake. There is also some major delay on when they render vs when the effect actually happens. This needs to be reverted or fixed asap.
This is affecting everything. Effects and AOE rings aren’t displaying properly or are delayed. This really needs to be fixed.
The portal is a one-time use consumable that effectively allows you to use a skill that is similar to the mesmer’s portal. We recognize that it’s a very powerful item, so the recipe is quite rare and takes considerable resources to manufacture.
I urge you to please reconsider this. The implications in WvW aren’t good. (Perma stealth thieves opening portals.) It was also something that was really cool and unique to the Mesmer. As someone who doesn’t even play Mesmer, I don’t want to see the portal just become a generic skill that everyone can have.
A made a post about the Mortar is the bugs section, if you want to see at least the bugs fixed, pop in and confirm that you also have experienced the bugs.
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Mortar-Bugs-Video/first#post2442471
This is how bugs get fixed, making sure Arena Net knows there’s a problem.
I believe this is the game calling up the wrong resource because it doesn’t know what to display. This happens with almost any armor that has particle effects when there is some kind of a “shade” effect on the character.
I can confirm this bug, either the sigil will never restack or it has some insanely long invisible cooldown.
The sigil could use a buff aside from this fix anyways as it’s fairly useless. The fleshreaver doesn’t last very long or do much damage and dies pretty easily.
The Engineer Mortar Elite skill has some extremely buggy behavior, the shots will start to “pile up” and get massive delays, when this is happening skills can also get their cooldowns triggered but will never fire.
Here’s a video that demonstrates this.
In addition to this, the mortar will never crit, which I can’t be sure is a bug. However nothing else in the game behaves like this so I’m going to assume it is.
I just want hammers first, asap.
Oooh or a longbow with special arrow tips (explosive, ect.)
or teleporter turrets.
So many possibilities… really excited about the future of this game for the first time in awhile.
I don’t understand why people feel like they’re entitled to WvW achievements. It’s ONE achievement that they put in for WvW players, you don’t need it for the meta achievement. If you don’t like it don’t do it. It’s a PvP zone, stop complaining about getting “camped” and killed or just don’t do it.
The new dungeon is not extremely hard…
Once you understand the mechanics You can do it without dying. The only thing I would change is shortening the canon phase at the last boss because that can drag on. It’s a nice difficulty, challenging but not too hard.
I did it as soon as it came out with a pug group. We talked through the mechanics. figured them out, tried different things and beat it without too much trouble.
I really hope they make more dungeons at this level of difficulty.
I hope they don’t listen to the complainers, just because you purchased a game does not mean that you are entitled to have every bit of content tailored to your skill level.
(On a side note, I’ve also noticed several people in this thread saying they understand the fights but then say something that blatantly gives away that they don’t fully understand them. )
I can confirm these bugs.
Pretty much all turrets are bugged right now.
Bumping so Anet sees this. You should also post this to the Bugs section.
This should really be fixed asap. I have no idea how they managed to break turrets so badly since they barely touched them.
Remove all magic from the game, it isn’t even possible in real life yet.
It goes against physics. /s
I completely agree, more stuff like this and Molten Weapons Facility. This stuff is great.
Less stuff like Canach.
It’s ridiculous.
This along with achievement spoilers, it’s like they don’t even care about their own story.
Personally I would prefer you were FORCED to join a group for this kind of content.
But not even giving people the OPTION to play with a group a people?!
Arena net, what are you thinking? You are making an MMO. Why are you making singleplayer ONLY content? Even the personal story could be done with groups.
Why are you forcing single player only content on people?
I play this game because I want to be interacting with other people, it’s an MMO.You shouldn’t be forced to do anything. Forcing someone to do something they don’t want to do isn’t right or fun.
It’s my opinion and I’m entitled to it.
I think that group only content is better designed and more fun. It’s also more appropriate to an MMO then these singleplayer only instances.
Regardless, that wasn’t even the point of my post.
I enjoy the solo content, beats grouping with people who are either rude or incompetent, additionally solo content works well for a more personal approach.
I am not so inconsiderate as the original poster as to insist for content that only I enjoy. So I suggest a choice of solo and group events would be a nice improvement, make the instances scale to the two play styles.
That’s exactly what the original poster said…
Personally I would prefer you were FORCED to join a group for this kind of content.
But not even giving people the OPTION to play with a group a people?!
Arena net, what are you thinking? You are making an MMO. Why are you making singleplayer ONLY content? Even the personal story could be done with groups.
Why are you forcing single player only content on people?
I play this game because I want to be interacting with other people, it’s an MMO.
I enjoyed the story instance but then this…
This is pointless grind and busywork. This isn’t fun.
I can’t even figure out why arena net would do this. It’s not like they need to keep people playing non stop for subscription fees like other MMOs. Why can’t they just focus on making fun content.
Why force this pointless achievement grind in there? Why can’t it just be just “Burn 1 effigy” It wouldn’t be so bad if there was some gameplay to it but there isn’t. It’s literally just running around the map and pressing F.
I don’t want them removed. They add a lot to the world. Without them everything would feel barren and empty. They also add more strategy, such as leading a group chasing you into hostile mobs.
I feel differently… I say get rid of all messages and just have visible, obvious animations for boss actions. Players should learn the animations and react when they see them — much more immersive and fun this way (imho).
I can’t agree with this more.
It’s too bad none of the points I raised as actual feedback are touched in that thread, and too bad that that thread is more about complaining than providing actual feedback.
I think my thread provides plenty of feedback, it’s a little harsh but it’s not senseless complaining.
But yeah don’t know why that guy linked you to my thread. You are arguing for something different then I am.
But I do think these ideas are good if they insist on keeping the messages in. Personally I’d prefer they removed them and focused on more natural in game ways of telling the player what is happening.
So you’re telling me you haven’t seen how Canach crouches down (uses the staff channel animation..) when he’s charging the bomb to explode, and he spins around (greatsword whirl animation..) when he’s re-arming them?
If an npc suddenly stopping to move, taking a very visible stance for 5 seconds is not obvious enough to you, then I have to question why you would not like the chatbox sending you a warning, it’s here exactly for this reason – for those who can’t see the obvious (to be blunt).
When did I say I didn’t see those animations? Did you even read my post?
I’m arguing for a stronger use of visual and audible elements and for these chat messages to be thrown out. An intelligent player should be able to understand what the implications of an animation is without reading a chat box. Spinning around in a circle has nothing to do with resetting mines. Why not have him throw the mines all around to reset them and play a mechanical ticking noise and the mine set noise from engineer. How about having him play a voice line too? All of these are easy in universe ways to inform the player about what is happening without putting a big blatant immersion-breaking, hand-holding message in chat.
I didn’t have any problem with the fight in this patch, it was very very easy. I just don’t want arena net to lean on these chat messages for future game design, because it’s lazy, and more importantly, not very fun.
My main point is: If they want to communicate things more clearly to players(Which I assume is why they added these chat messages) there are plenty of better ways to do that that make sense within the game and are more fun than reading the chat.
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The deaf people of the gaming community would disagree with you
I’m pretty sure deaf people can see animations, or read NPC voice lines. Which would obviously appear in chat, but is a lot different then the game just telling you how to defeat the boss.
So in the latest ‘mini dungeon’ where you fight Canach instead of telegraphing boss mechanics clearly with animations, sounds, or voice lines, messages just pop up in your chat box tell you exactly what is going to happen and exactly what you should do.
Oh boy.
There are a number of things wrong with this, for one, it’s just lazy game design. Games should teach you via game-play, that’s just an inherent thing about games. If you have to have a text box pop up and tell the player what to do and what is happening you’ve failed somewhere in your design. Video Games are a visual and audible medium, you can hear things and they give you a picture.
If they want to communicate things more clearly to players(Which I assume is why they added these chat messages) there are plenty of better ways to do that. Animations, sound, and voice clips should give a complete understanding about what is happening.
Another big problem with this is that figuring out the boss mechanics and discovering the way to beat them is PART of the game. This new mechanic just completely throws that out the window.
Now you might think, fine, but of course they’re not going to use this for real dungeons in the future right?
Well…
http://youtu.be/Vd-rfwSoADI?t=3m30s
In that video they mention that that they plan to use this mechanic for all boss fights going forward.
Molten Facility improved on a lot of things Arenanet has done wrong in the past with dungeons. However with this new mini dungeon it seems to be one step forward 2 steps back.
…but maybe I’m alone here and everyone else loves the new text box telegraphed mechanics. I would appreciate some other people thoughts on the matter. What do you think of this new mechanic?
tl;dr: Telling the player how to do boss fights with magical chat messages is a poor way to do boss design. I think they should focus more on natural in game ways of telling the player what is happening like animations, sound, and voice clips if they want to make things more clear to players. Chat messages don’t need to be there.
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I think this whole situation is ridiculous. The way the F&F Dungeon was handled was PERFECT. The dungeon was fun, the story didn’t get in the way for people that didn’t care about it but it there for people who wanted it. The F&F Dungeon was also easy enough that anyone could do it.
The fact that they implemented this Single Player only ‘dungeon’ because of a vocal minority on the forums is just outrageous. This may sound harsh but if people want single player only story content, they should play a single player game, not an MMO.
It’s actually kind of strange that we don’t have whips when you think about it.
There are quite a few NPCs in the world that wield whips already.
Hey folks,
Thanks for liking the whip I created (well, as much as a single designer creates anything that is). Currently the whip is not an item players can use. Thieves can steal a tentacle whip off of some creatures, but I don’t think it is something players can use.
I’ll try to keep in mind that there is interest in that weapon, and see if there’s not people I can talk to about adding more permanent solutions.
I’d love to see whips added as a new weapon type with new skills.
The game is long due for some new abilities.
As long as Engis get to use whips .
The current setup is just the start of the new story. We’re just given little tidbits to keep us busy while they flesh out the next phase so I think that their pacing is fine. Same as with the F&F story when we had to protect refugees, only here the setup feels more complete because there’s more dress up imo with the beach huts, the searching for sample spots etc.
As for the graphical thing: Are you sure it’s not just a graphics card issue as I’ve not encountered any graphical issues at all thus far.
These aren’t little tidbits, they have already revealed who was behind the poisoning of the animals in Southsun through random events on the island, not exactly a small detail. It’s also spoiled immediately through the achievement window and back item rewards.
I’m also pretty sure the texture clash is not an issue on my end, go to Driftglass Springs, you should see it.