Showing Posts For Takami.7015:

Super Adventure Box Continue Coin Not Working

in Bugs: Game, Forum, Website

Posted by: Takami.7015

Takami.7015

This was tested in W2Z1 in Tribulation Mode and is a 100% reproduction rate for me.

When you get a continue screen, you glitch out (you/the camera shakes) and then you “pop” to a corner of the map still tied up, unable to press F to continue (most frustrating if you nearly cleared a tribulation mode map….). It appears like a physics glitch, like a rigidbody being stuck inside a collider desperate to escape.

Here is a video:
https://youtu.be/xv_D_DV0ZwM

I have managed to ‘continue’ by dying in normal mode W1Z1 so I suspect it’s something tied to that map/mode?

Tangled Depths maps closing with no warning

in Guild Wars 2: Heart of Thorns

Posted by: Takami.7015

Takami.7015

Yep, this happened to me. Please check it out A-Net!

The New Dailies -- Feedback welcome

in Guild Wars 2 Discussion

Posted by: Takami.7015

Takami.7015

Harsh for new players
I rolled a new character recently just for fun. Thought I’d do the daily on my new character. Not a chance. Fight Jormag as a level 3? Sure! Clear events in Timberline falls as a level 3? Not a problem. This highlighted to me that this daily system is only for established players. The system is quite unworkable for new players. The chance of you being able to complete the daily meta as a new player through PvE achievements alone is practically zero. Sure, you might get one achievement to chop down some trees, but that would be it.

Dailies work slightly differently for new players/accounts -

The number of available achievements per day is based on the highest-level character on an account:
Levels 1–10: 1 achievement per category
Levels 11–30: 3 achievements per category
Levels 31–80: 4 achievements per category

I see, wasn’t very obvious though. Thanks for clearing that up.

The New Dailies -- Feedback welcome

in Guild Wars 2 Discussion

Posted by: Takami.7015

Takami.7015

Here is my general feedback split between the positives and the negatives:
POSITIVE:
Daily Login Rewards
Daily login rewards. This is a nice system, feels rewarding just for returning to the game.

NEGATIVE:
Daily PvE Achievement Variety
Too few options for PvE daily achievements. You’re pretty much railroaded into what the random generator gives you for the day. Some of these activities take considerably longer than what was required of former dailies.

In my case (and probably true of a number of others) I work a day job and juggle time with the family. The daily is quite literally the only thing I do in the game during weekdays, just before I go to work.

Extending the time it takes for me to complete them (because that is all the time I have) makes me lean more towards not playing at all – having the reverse effect of what you’re trying to achieve, it would be more beneficial for me to actually login, claim my login reward and log out.

Previously it took me 10-30 minutes to complete the bare minimum for the daily. Now, I could have to wait around for 2 hours for a specific dragon to spawn, or try and fight a zerg to get a chance to even tag a single event.

Harsh for new players
I rolled a new character recently just for fun. Thought I’d do the daily on my new character. Not a chance. Fight Jormag as a level 3? Sure! Clear events in Timberline falls as a level 3? Not a problem. This highlighted to me that this daily system is only for established players. The system is quite unworkable for new players. The chance of you being able to complete the daily meta as a new player through PvE achievements alone is practically zero. Sure, you might get one achievement to chop down some trees, but that would be it.

Reward vs Time
Some people have highlighted that yes, it takes more time, but you get more reward. This is true, but I would prefer the choice. Like I said, I would happily login, do a quick 30 minute rush around before I go to work (even if it was lower reward) than spend half my day trying to do a small handful of achievements (time I can’t spend due to work) for slightly more reward.

  • Thoughts on WvW Dailies *
    I don’t really have any particular slant on the wvw dailies, although I have seen some amusing behaviour. For example, when a wvw daily was to capture towers a wvw commander specifically avoided towers in the edge of the mists. Another observation – wvw is still super generic compared to pve – “Capture a tower” rather than “Capture longview”. I don’t think this is a bad thing, but contemplate how annoying/chaotic it would be if you had the latter rather than the former.
  • Thoughts on PvP Dailies *
    I don’t play PvP that much so can’t really form an opinion of how the system differs for PvP players.

HOW TO IMPROVE:
Just add more variety to your list. 4 PvE dailies is far too small, ensure that there’s always 3 items that are achievable for someone who has literally rolled a brand spanking new character and you’re gold.

Possible Solution to world boss issues.

in Guild Wars 2 Discussion

Posted by: Takami.7015

Takami.7015

Some or all of the following will go great ways to improving encounters:

  • Dead people don’t count towards event scaling
  • Dead people who have been dead for more than 30s from the end of an event get reduced (or zero) reward
  • Reduce or remove waypoint costs if you are dead
  • Balance this via repair costs
  • For PvE only, make resurrections faster

This is the problem these suggestions work to resolve:

Currently it seems to be popular for groups of “elite” members-only clubs to roam around clearing world bosses. They will actively avoid the general populace of players and play the overflow system to try and get an overflow all to themselves such that “idiot random noobs who don’t listen” cannot interfere with their success/failure of an event.

This behavior goes against what an ‘open world’ should be – open, and instead serves to separate the community into two camps, “the elite” and “the rest”. Such division is a terrible aspect to have in a game such as Guild Wars 2.

The underlying problem is to do with the conflicting issue of making events accessible (open world) to all, and trying to present an elite challenge that tests the most dedicated players (which really deserves to be instance based much like elite missions in Guild Wars 1 were). However, if we want to make difficult open world events accessible we need to do a few things.

Players will fall into one of two categories – those who actively seek to complete the event, and will be organised, arrange team speak etc, then theres those that will wander around in mass confusion, don’t know what teamspeak is and generally get killed.

When these players get killed, they do NOT get up. They do not go to the waypoint either. Instead, they will wait until the event is complete in order to mitigate their waypoint costs (via player resurrection, which won’t be forthcoming during the event).

This in turn, makes the event much more difficult for everyone involved as the event scales even with a plethora of dead people. So lets see how my propositions work out:

  • Dead people don’t count towards event scaling
    If people want to lie around being a corpse, it shouldn’t affect the organised people who actually want to clear the event and are in the right places at the right time doing the right thing. Of course, if they’re in the wrong place doing the wrong thing, they’ll still fail.
  • Dead people who have been dead for more than 30s from the end of an event get reduced (or zero) reward
    Potentially, someone could wand the boss for ‘participation’, die, and wait. Let’s not allow that behavior. If they want to participate, they need to participate. 30 seconds is sufficient time for someone to resurrect, if the event completes, they should still get a reward. If they were unluckily killed at the last moment, they should also still get a reward. If you’re dead for a long time doing nothing but being a corpse, you shouldn’t get a reward.
  • Reduce or remove waypoint costs if you are dead
    This will encourage players to actually use the waypoints rather than be a nuisance during events by upscaling them needlessly for all the players who actually want to clear it.
  • Balance this via repair costs
    Waypoints are a double tax if you are dead. First you pay the waypoint cost, then you pay for repairs. People try to avoid this by just staying dead until someone resurrects them. Just make the armor repairs a little more pricey, I would suggest half the cost of a waypoint currently, so those who were resurrected by another player aren’t so harshly penalized.
  • For PvE only, make resurrections faster
    If you really want us to resurrect players on the battle field, you need to allow us windows of opportunity to do so in events. The timing on a resurrection if you are in combat is as such that you cannot feasibly resurrect another player during an encounter. Bringing downed people up is always feasible though.

This slight timing difference encourages people to completely ignore dead people during combat, thus encouraging them to use the waypoint. If resurrection is the order of the day rather than using the time consuming rush back from a waypoint then this needs to be enacted.

On Graveyard Zerging:
Potentially this solution could be argued that it may encourage graveyard zerging. But lets realistically observe the behaviour of an organised group doing something such as tequatl. Most organised players will already hit the waypoint and rush back to join the group if they completely die, which isn’t at all different to graveyard zerging in that respect. However, even with these events, if you graveyard zerg as a whole (very large amounts of people dead and waypointing), failure is still a possibility.

28 year old looking for a guild of friends

in Guilds

Posted by: Takami.7015

Takami.7015

If interested, we’re a small PvE & WvW oriented guild on Piken Square. We play as a close knit group rather than a huge sprawling guild where it’s easy to get lost as just another number. We’re small but active! We often do content together in evenings and weekends.

Contact me in game @ Yu Takami if interested.