Showing Posts For Szamsziel.5627:
@Omnitek – I can say that as World Boss Runner I’m selling my time to generate items for TP, the same as dungeon runner. But opposed to you, I can do it only in limited scope – either hit by DR or by time constraints. How this is fair?
Let’s calm down a bit, this is getting heated and it doesn’t need to be.
I want to go through a hypothetical to explain a point about the TP.
Before I start I want to restate (it was quoted earlier) that the TP is part of the Tyrian world, we don’t make monster killing games here, we make online worlds (in which you should kill monsters, because killing monsters is awesome).
You’ve build the online world, where anyone can play the way he/she like. But you’ve also put plenty of invisible walls to limit that. For dungeons, loot, events – there is diminishing returns. For world bosses – time constraints. Gathering ores/wood – refresh of rich veins on daily basis. PvP Custom areas – limit of reward track point per day. Crafting – daily (half-products to ascended items, ascended) so if anyone want to focus on the favorite part of Tyria – is limited. Everyone? Except TP flipping – you can stay all day long and have just linear tax, which is covered by the margin. I’d wish the dungeons are also with linear taxed. So every run 1g – 15%-20%. But I see why this is not a good solution.
The only way to make this “fair” would be to introduce DR on TP which will not affect average player. Limit on margin is bad, because average player can have just one transaction and earn a lot of money. But… amount of sell orders and buy orders… This is a good place to start with. I’d suggest to increase tax on each sell order after nth by some percentage (non – linear). The reason to limit buy orders would be also beneficial to clear the buy orders from the launch – put 2g for precursor. Small price for potential luck of someone selling fast. But as buy orders are free, there should be also some price to put more than n buy orders.
What do you think about it?
One thing for fellow thieves. Regarding tip “do not use steal” – I disagree with that. My 2 cents:
1) Mark Liandri at beginning (CTRL+T if not reasssigned keys)
2) USE Steal at orbs, it has no aftercast so you can use dodge immediately
And…
https://forum-en.gw2archive.eu/forum/professions/thief/Cheaper-Liadri-build
You have plenty of tactics from prev gauntlet.
For me caltrops on dodge were most useful for getting some space.
Ticket : 549610 Golden Chest from wurm missing
Created : 19/04/2014
Last info : 22/04/2014
Edit:
The last information from support team was “that we aware of the issue.Check the forum for future notes”.
And in the morning (my time) 28/04/2014 I’ve got mail : please rate support. Does it mean the ticket is solved? I’ve never received any info regarding resolution.
Or it is just … rate support so far?
If the former – Gaile, the message is totally unclear. I work as a developer and time to time I’m on both sides of the stream – as a user creating ticket, as a developer resolving it. In our support system, all the ticket regarding one cause of bug are gathered and connected to the change request/plan. If the master request is completed – all the ticket connected to the master are also changing the status to resolved and the communication is sent to users that their own ticket is resolved by the update xxxx. This is to avoid any confusion.
Back to the topic – I’m now confused.
(edited by Szamsziel.5627)
Some time ago I suggested to diversify damage types and provide more viable builds:
https://forum-en.gw2archive.eu/forum/game/gw2/Change-damage-structure/first#post3751947
Shortly : use 3 different modes – straight, piercing and condition one, based on different pair of attributes each. And add to bosses and mobs also vulnerability against one of that types.
Now, with the trait reset available any moment the idea seems even better – you will be able to respec for particular boss if needed.
+1, ticket created
Is it just me, or the timing is “by accident” most convenient for China servers?
Karka :
03:30 PDT – 18:30 China Time
09:00 PDT – 00:00 China Time
19:00 PDT – 10:00 China Time
Tequatl : 19:30, 01:00, 11:00
Wurm : 20:30, 02:00, 12:00
Just a comment – If I want someone to do something, usually incentive is better than punishment. The problem was that the population on several maps/servers was low. For servers the most common sense would be to merge. For a maps however solution may be simple – make the champions/events more profitable if not done recently. Like – if noone kills particular champion since few hours just increase chances to find good loot/more karma for this event. The same for world bosses – If tequatl is not killed on Ruins of Surmia since few days, each day increase chances of providing good loot. I can bet that there will be guilds/people guesting to such servers to do it.
There is many problems with strict schedule so may I suggest something?
Can we have 3 ways to start an event?
1) New schedule…
2) Let call it Guild starts (requiring merits/influence) – just the boss event
3) NPC which can be “persuaded” to start a chain leading to an event. It will also allow for the pre-events chains which are sometimes more fun than real meeting with boss (Maw I’m pointing at you).
Here you can add the restriction that the event can be started to not interrupt scheduled job.
This way, if there is enough people on any instance, the chain can be started. So if you have group of 5 friends which are on the same event you can start any chain leading to boss.
Is that doable?
I would also add one thing – bosses will start the same time but killing them will be out of schedule. What it mean I expect plenty of people parking their chars at world boss and in case of quick win logging out and in many times to participate in event not completed yet. Then Anet will “fix” it with the same approach as Karka one chest per account.
One more thing : how the tight schedule help with immersion? It is xx.xx time for Jormag. Shatterer will come 15 minutes later. Yeah, so realistic
I do not like this change. So far I could jump in to play any time, kill few bosses and just play whenever I want. For Tequatl there was 12 possible attempts so whenever I had 1 hour free there was 50% chance I will see him. Now it will be 8h. Also if for example wurm failed people who do the job could wait on server and organize again. Now it is lost.
One suggestion to devs – please move the events 1h each day. So for example karka on sunday starts 18, on monday at 19 and so on. This way this allows players to participate if they have fixed time slots (work,duties)
Additional question – did your wife go with this character to any other event/map or this is parked character on sparkfly used only for Teq? For me it sometimes happened for parked characters that the events on them do not reset properly after daily change (ex. karka queen, grenth event, eye of zhaitan) – no chest (daily one), no big chest even if I actively participate. If I go with other character – I get both. If I use parked character to do some events and go back for the parking spot – I get the chest as well.
Regarding MF change – I hope that it mean:
you put 4 minor bloodlust sigil – you get 1 minor (75%) or 1 major (25% chance) bloodlust sigil
the same for runes
4 named exotic – 1 named exotic
;)
I’d love to see superior runes/sigils able to be thrown into MF.
We still haven’t talked about crafting Eternity to unlock Twilight and Sunrise skins and selling it for 4000g
Is that fair?
SO this is already solved in the launch of this concept… As they state only account or soulbound skins will be unlocked… So they can’t sell Eternity if they want to keep it’s skin… or Twilight and Sunrise…
This is one exception. Please see:
1) You soulbind Twilight. You get the skin
2) You soulbind Sunrise. You get the skin
3) You create Eternity. It is created not soulbounded. You don’t have skin.
4) You sell Eternity. You have skins Twilight and Sunrise (it does not vanish from wardrobe probably)
5) Person who bought the Eternity soulbind it. He/she has the Eternity skin AND Twilight and Sunrise (as precursors for Eternity). Mean that Twilight and Sunrise skins from one object is actually in 2 players wardrobe. There is one Eternity skin – true.
Now :
Player A soulbounds Twilight and Sunrise, then create Eternity and sells to player B. Player B soulbound it.
Output:
A has 2 AP for legendary, Player B has 1 AP and Eternity.
After wardrobe:
A has 2 AP for legendary, Sunrise and Twilight skins,
Player B has 1 AP and Eternity, Eternity, Sunrise and Twilight skins.
Isn’t that unfair?
What I can suggest it that making Eternity soulbounds it.
Edit : Or … for all Eternity created AFTER patch it only give you the Eternity skins (no Twilight/Sunrise). For Eternities created BEFORE – it should give you all 3.
(edited by Szamsziel.5627)
Agree with OP.
I’d love to hear from Anet the straight rules for using macros. What I can suggest:
1) No macros in PVP. There may be some exceptions though
2) In PVE/WvW macros allowed:
a) chat ones (the tool to avoid exceed spamming is already there)
b) command ones (like /age, emotes, /squadjoin and so on)
c) autoclick ones (on inventory or NPC trade window only) – but this can be removed after adding (use xxx/buy xxx as earlier mentioned)
And of course general rule of thumb there is that you need to be present and participating in game.
Macros disallowed:
a) containing usage of skills
b) keeping from AFK
c) movement ones
Issue 1 : dominant zerker build
Issue 2 : condition cap
Issue 3 : stats not usable (Magi set anyone?)
Issue 4 : bosses are pure DPS check
Proposal :
Modify damage system. Instead of pure damage vs condition split the first into two parts. So we will have:
Power damage (the way it is right now) – (passed on power and precision – ferocity as planned)
Piercing damage (based on precision and condition damage)
Condition damage (based on condition damage and healing – someone who know how to heal is usually also good at poisoning ?)
And set them in scissors-paper-rock manner : Power wins against condition, condition against piercing and piercing against power.
Gain : the enemies (mainly bosses) can have the “weak against xxx” – 50% damage reduction or “immune to xxx“ 100% damage reduction (used sparingly). So if boss deal plenty of condition damage – he should be weak against power. So zerkers should melt him in no time. But they should have plenty of problems against piercing boss which rampagers could melt without thinking.
On the character screen there is 3 bars of personality. I do not think it is used at all. So instead it should show players attitude to the archetypes on the basis of his/hers stats.
Now condition cap – how to overcome it? Devs already said that the limit is technical one and there is no simple way to change it. But there is a way. For example : If someone is attacking enemy when cap reached with bleeding (let say 3 stacks for 100 per 5 seconds = theoretical 1500 damage) then on the basis of his stats there should be a chance to add some percentage of this damage to the flat one. Like we have now a critical damage modifiers – chance % and damage % – the same should be for condition. So 1500 theoretical damage should be converted into ~500 damage flat. May be more, may be less – it require testing and some statistical analysis.
What I can suggest is to have 3 pure archetypes build on one profession and then compare the damage done over x minutes to the target – all 3 should deal similar amount of damage over time. For condition we should assume that some percent of time is already condition capped to calculate it properly.
And the boss can have multiple phases (like the knights/holos). The separation of three attack types also allows the new tri-bosses have more strategic approach – for example one boss power based, one boss conditioner and one the piercing – it now require to spread the zerg on the basis of their builds as well.
Is that a solution to issues above? Let’s check:
1) Dominant zerkers – in the dungeon where majority of enemies is strong against power – zerkers would have the problems where rampagers shine
2) Condition cap : described above in details
3) Stats not usable : all the stats would now have their place – healing will become part of condition damage, Celestial allows to have all-around builds
4) Pure DPS check – depends on the boss.
TLDR : 3 damage types, rock-scissors-paper based, condition cap reached – damage flattened, weak against/immune to more used
It wasn’t directed toward you. I apologize if I made you to interpret it differently. You are actively participating in event – kudos for you. But even if you need to stay AFK in the same event I’m participating – I don’t mind at all.
What you had said just put in my mind an (probably bad) answer for those who harass the “still participants”: “I’m watching the fight to learn”.
In dungeon – I agree. Small party, if you need to go AFK due to any reason you can ask people (especially if they are your friends) just to wait or kill extra mobs.
For large scale events…
That’s why I proposed : AFK doesn’t count for an event. No participation so no upscaling and no reward. Simple?
ToT : watching to learn so in long term it is even beneficial for whole community
The issue is – the only thing you can do is ask. And I may follow … or nor. But both are in accordance with rules.
And just one thing – question is why people are standing doing nothing? Because there is a reward associated with that. Remove the incentive. You are not participating? Fine, no reward for you. Simple as that. No achievement, no killing chest – nothing.
But also the person is not counted for event scaling. Then you can AFK all day long.
Edit : And to avoid dpsing when not counted in scaling – each minute afk you get 1 min debuff – cannot use skills. Wp-ting – remove debuf
(edited by Szamsziel.5627)
timmyf.1490 – what do you do if I’ll answer: “Sorry, trading ATM, maybe later?”
;)
Actually ZudetGambeous.9573 is right. Hiding at safe spot is not equal to being AFK. It may be just not participating in event – for example reading in-game emails. You cannot force anyone to attack/move if someone is not willing too.
What I suggest is a check – if you are not playing AND if there is active event in your proximity – every x minutes there should be a time bar (like if you are in overflow and the main has space). If you do not click you will be thrown into overflow – then also your participation in the event will be removed.
If there is no active event – then the timer should be extended. It should also cover Tequatl/Wurm/Temples leechers.
If there is a student group work and one person is causing problems you can at least help (in extreme situation do the work by yourself) and then never join the group the leacher is. You do not have that comfort in gw2. That’s why Tequatl slayer is fine (you can assist whenever situation requires. If you have absolutely no power do do anything – it is bad.
Achievements are personal. Achieves should be granted basing on you effort. In group or personal. Not based of what any other person for on the opposite side of map.
The issue for afking is that you get the reward doing nothing. It could be avoided if you are granted only one bug if you hadn’t participated in any event since last bag/encouraged at least few citizens. That mean that you can afk but you’ll get only one (100) bag. Each other – you need to participate – even failing counts. And the more event you participated/more citizen encouraged/more mobs killed – the greater reward.
Also I’d rather provide some info during the event, and the reward would be not nice, easily handed daily chest, but you need to talk with npc after event and answer some question (on basis of info provided in event) It would make even more sense in lore – you don;t get anything granted, but are rewarded by human being.
I’m happy with events as is, but…
Please do make achievements personal, not depending of the items you have no influence on. Like on Marionette dodging achievements – you can dodge as you wish but unless all circles succeeded – you will get no achieves. Triple Treat is an example of “bad achievement”. Heirloom – is perfect one, fulfilling events (Tequatl Slayer) is also ok because you are part of such task and can help whenever necessary. But Wurm’s Bane… It is nice, but you can only do your part with one wurm, and then hope that others did their job well.
Just to verify one thing – did you skipped the phase when the bug occurred (It has happened to Deso day after patch as well). I’d suggest to let him attack between 50 and 25, not go straight between defence phases.
Yeah, I know, another thread about ascended.
But my question is : there was some items provided by ANet for a succesful completion of content : Gloves of Madness, Slippers of Mad King, Fused Gauntlets and so on. Is there any plan / possibility to have them updated into ascended? (I know I can transmute this reward and ascended one into one item but it’s not the point). The items were given as BiS in that time and I like to have them. Little update?
And one more thing – maybe Victory tokens after completion of the story could give something ascended as well – it is incentive and a reward for those which completed full story. It should be only once per char (not per account, single character should not retrieve two items).
What about :
1) DECREASE gigantic HP pool on bosses (it makes the fight more boring than entertaining)
2) Increase Toughness on the bosses/enemies – less direct damage, more condition rewarding.
3) Use the HP/Toughness ratio semi randomly when boss spawn or when it regenerate fully – party would need to check if go with direct or condition damage
4) Remove defiant at all, but make the bosses able to reflect some conditions spammed at them to the caster. Reduce the effectiveness of CC on them to 25-50% – so it is still useful.
5) Allow bosses to spawn minions.
6) Allow bosses to dodge (with better pool on Vigor)
6) Remove 1hit kills at all. You cannot kill by 1 shot, boss should not do either.
7) Allow bosses to “learn” in dungeon – on the basis of frequencies of attack kinds change the skill/time for particular skill. Example :
CoF1 boss – when attacked by whole melee – then use the aoe attack more frequently, when ranged – use shooting flames more often, against condition heavy party – use shake it off, against direct damage – use Aegis/other tool.
And for the minions traveling in groups – differentiate them – healer/condition spammer/direct damage.
What I would like to see is more weapon per profession (and maybe race) available.
First of all – 1 specific weapon for each class which only that class can use.
Second – 1 specific weapon for each race which only that race can use.
Third – allow all other weapons be used for all classes – If Id like to have axe/dagger guardian or hammer thief – let me do that. It may be not so efficient but at least it will be RPG fun.
Following that I would like to have traits reset possible when out of combat. The approach gw1 had. And also from gw1 – possibility to save/restore templates for skill/traits combo.
And last, but not least armor switching under 1 key – like weapon.
Can we go back for time-gatting issue?
I think that I understand both cons/pros but may I have the suggestion? The main goal is to equalize hardcore/casuals – in order to that the daily limits are not the best solution. I’d rather see monthly/weekly time constraints for some part of them – for example crafting like:
you can craft only 20 items / month, 5 items / week or you can craft one item every day. You can decide – going for more but on daily basis or less but on the longer period. This way I will not feel missing if I need to leave gw2 for some period.
What about consequences?…. What happen if someone has already started some event? After moving to other ov he will not get the credits (because it is different server). And what about nodes? They will reset. This is terrible idea. You can now leave queue if you are happy with overflow you are in
Actually Rangers may do it easily (it’s tedious though) AFTER failure. Longbow 1200 range, clear the spiders in front (just pulling group after group) and then stay in corridor autoattack and dodge time to time Pet removed or set as away.
I like it. Hope to be online – inv.
I can come as any char except Me. (prefferable guardian)
And anzenketh.3759 is right – you can use accessibility option to define numlock as a mouse control. + is double click so you can hold it till drank 100000 points.
Question is if this boost is temporary or not. If yes, then I see no difference than food buff. Even if yes – you’ve played a lot, you got plenty of achievement points, but still your account MF boost is few . And you need to start over collecting essences which probably be extremaly rare. Onion rings is giving you 4 of MF. According to Colin:
“You can improve your account magic find through the account achievement reward system and from consumable items found in game. As your magic find increases, it will require more consumables to keep raising it higher. " :
So finding essences and update account wide over omnomberry will be probably task for weeks/months. What I’d like to see is that AP is giving you at least equivalent of omnombery (30%) at 5000 AP.
Another point of concern:
Account wide MF boost will be few % max (6 at 10k Achievment points)
MF food buff is up to 30%
So anyone on low level will have (with low lvl food) the same MF as someone playing since start without any food.
The numbers will be adjusted?
One more issue : there will be free play weekend for the game. Question : how many of the new players will be able to participate in the LS? They cannot go to pavilon until they do the Chaos and will not see Chaos because they under lvl 25 without waypoints.
Just one comment – for a time being you may help also with arena setup – fighting earlier, leaving fiery greatsword on the field and if fighting with the “Meat guy” – the meat also stay for some time increasing dps.
Question is – how this is counted? Because probably all those how earn plenty of gold ivested in something (gems?). So how the “earn” is counted?
Gold in valet + gold in guild bank?
Gold in valet?
Simple earn numbers?
Harm is already done.
(edited by Szamsziel.5627)
ONe comment – all the issues reported are in dungeon subforum, why not in Game Bug one? How many of you send a bug report?
Swarms of spiders when fighting Nightmare Tree do not despawn after failure. It make completing the path after wipe impossible.
Searched forum for Twilight Arbor – 0 results, Twilight spiders – 0 results, Nightmare – 0 results
When equipped with radiant gloves entering stealth cause strange effect – it looks like character have a big package on each side. Screenshot:
I have a problem with trebuchet hint. I’ve played some time in WvW and used trebuchet but I do not get hint window I can close. This is the only achievement in hint category I’m missing. Is there any way to reset hints? Or just this one?
I went from 30~35 fps on medium settings to 10 fps in the May patch, on the lowest settings. I wanna feel for you right now man but it’s not happening.
It happened for me as well. But after download most recent drivers fps returned to normal. Probably ANet added some settings which were not covered in earlier drivers to remove culling in PvE
After today patch, framerate at multiplayers events dropped from 30+fps to 5fps. The drivers hasn’t been changed since that time. Which graphics setting was added in patch? Is there any way to disable new ground area effect (previous one was fine).
I’d suggest to allow some (limited) amount of players to help mega bosses. This could add so much needed AI in encounters. But this require change in logic – it may be possible to fail the event. And if that happen the players on boss side should be rewarded.
May I ask you something? And this may answer that why you cannot see such groups LFG.
Assume that you don’t like Rangers. You do not want them in your party. I’m stating that I do not care if there is 1 Ranger or 4 in my party. Now you want me to create group LFG 4 Rangers to prove your theory. And I’ll recommend that you will seek for : LFG no rangers. Which way it should be?
I’ve played in the pugs in dungeons. And it’s easy to see if someone is using for example pirate runes (maybe for might duration:)) – parrot says it all. But never seen a comment from the party members I was on for that person – please remove your MF or I’ll leave because I’m doing more than you. We just played having fun.
And once again you are for smooth and efficient run. But this is your GOAL, not necessarily shared in your team. It may be, but it may be not. And if you just assume that this obvious that your party shares your goal – this behavior is selfish. /behavior – not person/.