Showing Posts For Takina.1739:
I’ve seen character stuttering only in personal story clips (I believe HoT act 3), but never in real-time. Possible weird card-specific reactions to graphics code?
Ive messaged a number of the people posting here to see if that could be the case and of the 5 responses Ive gotten back Ive had 4 different graphics cards.
If it has gotten smoother for you when you lowered the frame rate I have to wonder how bad it was in the 1st place for you. I have always played on the lowest settings and for 3.5 years have had an average frame rate of 8-10fps so I dont have any room to lower my framerate. I did notice however that my frame rate has been sightly higher, about 16fps, since this started, of course half of them are me going backwards.
nothing beyond the “we know about it” and that took 3 days to get… I am hoping by Tuesday , 1 week after the issues started, we will at least get an update
I just tested it in Windows mode and didn’t seem to have any change. The stutter was just as bad
I have now sent PM to
Branden Gee
Ray Patrick
Cameron Rich
Gaile Gray
Jon Olson Mark
Ester Sauter
the PM reads exactly this
Title: This deserves a response
body: Today
[BUG]Characters are Stuttering
So now everyone on this tread knows that those 6 ANET people have been personally made aware of the situation, and that I was nice, if blunt in my informing them.
Lets see if we get anywhere now…
Reinstalling did NOT work which leads me to a new level of anger…
ANET! WAKE THE kitten UP!!!
in the 3 days since the update ANET employees have responded to :
“Dragon’s Stand Mordremoth Fight Crash” which was started 15 hours ago and has 3 replies
“Silverwastes final boss chest” started 2 days ago 6 replies
“LFG Description Bugged” started 2 days ago and the 1ST REPLY was from someone at ANET
“Can’t see squad/object markers” started 22 hours ago and 21 hours ago had a reply from, guess who? someone from ANET! Infact! that is the only reply on the thread.
“Stuck in PVP match” Started 3 days ago, right after patch and had an ANET response in a day. Cant tell if that one has been resolved yet, but no one has posted on it in 24 hours.
and
“Character Position is not saved [Merged]” which had a response less than a day after it was started right after the patch.
All of those have gotten response, many seem to have been fixed and with the exception of the “Stuck in PVP match” NONE of them make the game completely UNPLAYABLE, which our issue does.
And where is the ANET response to this? Do they think “stuttering” in the title of the thread was someone just being funny and talking about the character’s voice in a cutscene? How many replies do we need to get a response?
If I or any of the support team guys I worked with at Moto or ATT ignored customer issues like this for a day, nevermind 3 days, we would have been clearing out our desks by the end of the week. Hell, you cant work a retail job and get away with just blatantly ignoring a customer in your store that is trying to ask you a question.
This tread is about 2 days past deserving a response and we have gotten dead silsnce. Time to apply increased pressure…
downloaded it over night, about to see if it fiixed it… Ill let you allknow in a few mins…
HEY ANET!
been 2 full days and so many hours. 64 comments on this thread, 1095 views, and 0 attention from ANET saying anything…
For the love of GOD! the least you could do is say “hey! we know its an issue, we have seen it for ourselves, we are working on it”
otherwise it just looks like you are ignoring us.
As someone who has worked in many levels of tech support 1 of the 1st things you learn not to do it ignore your customers when they are saying they have an issue. Even if you dont have a solution yet you at least acknowledge them.
WTF? its not like you dont have people watching the kitten ed boards…
thanks for taking 1 for the team
you know what would be great?
if we could get some kind of response from 1 of the ANET guys here saying “hey, we haven’t fixed it yet, but we have at least replicated it so we know it is real and you’re not all nuts and we are working on it.”
ME TOO!!!
and I feel better knowing Im not alone.
please fix this soon, Im missing my PvP season…
I havent played much since the last patch because the 1 thing I am noticing is so bad I havent stayed on.
I am getting what i will call a stuttering lag. Basically I’m moving forward 3-4 steps, 1 step back, forward 3-4, 1 step back.
Never had this before. Ive had lag, Ive dropped connection, my FPS has never been very high but this is NEW. And it is so annoying I havent been on more than 30 mins since the update, which is when it started
Some other combos that are inherently not fair:
5 vs 2-1-1-1
4-1 vs 1-1-1-1-1
4-1 vs 2-1-1-1^ This.
I got a good laugh out of that section of the blog post though. It even admits that this ‘fix’ only addresses a tiny number of cases. The majority of potentially unfair match ups are untouched.
Are people not realizimg that premades will have a 10m+ queue time?
We know you solo casuals don’t care, but we can’t simply ignore premade’s who are either practicing for tournaments or choose to group up to avoid soloQ heros on their team. More importantly, fighting for those win streaks and getting Legendary quicker.
Next you’re going to say 3-1-1 vs 1-2-1-1-1 is an unfair matchup… le sigh
As far as I’m concerned 10min que times for Diamond+ players is largely their own fault. People abusing broken system in season 1 to power pip their way up while at the same time pushing everyone else back down and then crying there are not enough people at the top of the hill with them. People and even teams grouping with low rank players (dont even get me started on them charging gold for carrying people up in ranks). People using 2nd and 3rd accounts, which are of course lower ranked. And back when they were tanking their MMR after reaching a point where didnt have to worry about losing pips for a lose.
Ya, its lonely at the top. Maybe if so many didnt buy, beg, cheat, and steal their way up a few more of us would be there too and your queue times wouldnt be so bad.
It’s not based on mmr anymore, nor can you bring an Amber in to get better matches… so no need to “tank” anything.
Finding 5 competent buddies to group up isn’t “system abuse”. It’s called going in with a premade because you don’t want solo players on your team.
I understand Legendary teams waiting. But teams who are Ruby on down shouldn’t deserve a 10m wait time that you all are apparently wanting.
I clearly stated "People abusing broken system in season 1 " with the implication being that is a part of what led to their longer wait times. Im going to assume you misread what I posted. The only other option is to think you’re borderline illiterate, so i will give you the benefit of the doubt.
Also, i was 4 points away from Diamond when the season ended. I solo queued almost exclusively, and I NEVER had more than a 4min wait and rarely more than 3mins.
Some other combos that are inherently not fair:
5 vs 2-1-1-1
4-1 vs 1-1-1-1-1
4-1 vs 2-1-1-1^ This.
I got a good laugh out of that section of the blog post though. It even admits that this ‘fix’ only addresses a tiny number of cases. The majority of potentially unfair match ups are untouched.
Are people not realizimg that premades will have a 10m+ queue time?
We know you solo casuals don’t care, but we can’t simply ignore premade’s who are either practicing for tournaments or choose to group up to avoid soloQ heros on their team. More importantly, fighting for those win streaks and getting Legendary quicker.
Next you’re going to say 3-1-1 vs 1-2-1-1-1 is an unfair matchup… le sigh
As far as I’m concerned 10min que times for Diamond+ players is largely their own fault. People abusing broken system in season 1 to power pip their way up while at the same time pushing everyone else back down and then crying there are not enough people at the top of the hill with them. People and even teams grouping with low rank players (dont even get me started on them charging gold for carrying people up in ranks). People using 2nd and 3rd accounts, which are of course lower ranked. And back when they were tanking their MMR after reaching a point where didnt have to worry about losing pips for a lose.
Ya, its lonely at the top. Maybe if so many didnt buy, beg, cheat, and steal their way up a few more of us would be there too and your queue times wouldnt be so bad.
2 things that I still think need to be done
1: no changing characters during the “waiting for match to begin”. I would hope the the MMSystem is smart enough to try to balance out classes on each side as best it can, why would we then allow people to swap classes after? Even if the MMSystem doesn’t I feel swapping characters after looking at the teams is a lot like playing Rock-Paper-Scissors and switching your pick from Rock to Scissors when you see the other team is full of Paper.
2: Roll Stronghold into the regular queue with Conquest. Make it just another map. This eliminates some of the issues of completely unbalanced Stronghold teams because now they are forced to compete in Conquest as well and cant just farm 1 map type for wins. (as a side note to this, I would personally love if you added Spirit Watch to the map rotation too…)
Oh, since Im here I noticed this the other day…
Why do Druids start PvP matches with full Cel Av energy, assuming it was full to begin with when they queued up? At the start of a match Necros lose all Life Force so it seems odd to me that Druids Cel Av power wouldnt be drained as well.
not everyone can. And they shouldnt have to
I recomended this in my post a week or so ago.
1st off, if you are playing Ranked, and you think your are good enough to be in Ranked with your thief or warrior or whatever, than roll with the punches and play where, with and against whoever you get matched against. Dont kitten out and say “Im kittened” and swap to something else because you cant deal with Eles, Mez or Revs and your class sucks on whatever map you got. Learn to kittening adapt, or play a class you are good with.
2nd, not everyone has the time to play and become proficient with 3 or 4 classes and they shouldnt have to. The game is, or at least should be, taking into account group composition when making matches. For someone to then swap chars before the match starts would result in breaking the matchmaking system. I was even once told that part of the MMR system took into account your specific win/loss record with the class you are logged in with. A guildmate of mine who programs for ANET; however does not on PvP, did think that was a part, but couldnt be 100% certain since it is not the area they work with.
3rd, and a problem for a different reason, I have seen too many people try to swap chars, both on my teams or the other teams, and not get back in time. Match starts out as a 4v5 and the short handed team ends up so far behind and cant catch up. We already have issues with losing pips and double pips due to crap like that, we shouldnt be encouraging people to take the risk of logging out and back in for a better matchup.
Why is this so hard to understand? If collectively, players report openings in bulk of 1000 chests, their average is likely to be fairly accurate. You’re not going to be able to collect this data on your own (in any reasonable amount of time anyway). We have already collected this data. It’s about 10-12%. Why is that hard to accept?
Its hard to understand because it hasnt yet be replicated.
IF everyone has the exact same chance of dropping an ascended chest at the end of a given fractal daily, then any collection of data collect by a group should be easy to duplicate by any other group that tries it because, as you say there is no other variable.
However, if another group cant duplicate the results then you have to look at the possible reasons why: faulty data collection, different times data was collected (different builds that altered loot tables), and the population used in each collection.
I have not been able to get anything close to 12% for the entire population of my sample group. I do have 1 guys who is currently sitting around 20% (3 chests in the last three weeks) but in the same time frame only 2 other chest dropped to 2 different people, which only comes out to a 6.667%. Yes, its early and +/-1 drop has the power to swing the % a lot but so far my numbers support what most people have seem to have suspected for weeks now and that is drop rates for ascended chests are greatly reduced compared to pre-HoT
I didnt keep track of 2 years worth, but I can reverse at least my ascended count to determine how many it has been. I cant do that with someone else’s data without additional info. And I do have a record of it since the patch in mid Dec when they said they were changing the loot tables because they were not getting the results they had expected. Also, all their data gives is a flat average over the course of who knows how long, 12% of the total… Thats not very useful. I will assume for the moment that you have no experience with experiment design, data analysis, sample sizes, sampling distribution, sampling error, issues with self reporting, and confirmation bias, but a simple flat 12% doesnt tell me much of anything.
So far I have 4 samples (soon to be 5) with a sample size of 35; this is purely post HoT. If the 12% response is correct then I should be seeing about 4.5 chests per-sample and Im not getting anything close to that yet. Now I need about 5 more weeks (of me collecting all my own data base just on runs I was on to make sure the reported data is accurate) before I could say I what i think the actual drop rate is, but I can say with confidence that it is not remotely close to 12%. And doesnt even take into account how evenly distributed the chests are because if I do see samples with a 4.5 drop rate I then need to see how many different people got them. If they all drop to 1 or 2 people out of 5, and I can consistently see that happen (as I have seen for 3 years now with precursors) then a 12% drop rate is still meaningless.
What are you talking about ‘’my data’‘. You mean you keep track of all your drops? Or all your guild drops? Because I guess that a sample of around 30 vs 3000 is kind of relevant if you ask why the date doesn’t match.
I wasnt keeping track from the release of Fractals, but I can figure out exactly how many chest Ive gotten because I know what I have crafted and Ive never gotten a chest from a champ bag or world boss (other than Teq and that weapon is obvious). I also have a good idea about my guildies since we always run together.
And what we have gotten since HoT’s release? Ya, I know exactly what I have gotten as well as my guildies, because we have been complaining about it for months now. That log I have been keeping since the patch was said to have fixed the drop rates.
1st off there will always be a large number of people that say to use the meta, whatever the meta happens to be at the time, and that anything else is a waste of time.
I say play what you like.
But as far as high level fractals go, and keep in mind I tend to run either my Necro or my Ranger (but I do have experience playing all 9 profs in fractals). Which 1 I run and which build depends a lot more on what # fractal exactly and instabilities, and what my party make up is.
I would bet almost no one on here would recommend you run Minions in a high level fractal. On my recommendation, after 2 guildies had been trying to beat the L69 Cliffside with the “mobs give condies” instability and causing various people to fail and rage-quit over 2 hours I joined and we tried something different. 3 MM Necros and 2 rangers and we beat it with no wipes. Then beat a L80 something Snowblind with the same group (think it was 80 something, might have been a 70 something) And another guildmate soloed a L90 something OldTom fight from 50% mark, as a necro, after they ran out of crystals for the fan and everyone else was dead.
I myself havent done any fractals over 87 yet as I am a little short on AR, but with my necro I can also do fractals being a lot shorter on AR then I would with my Ranger. And thus far I my experience has been anything they can kill I can kill deader….
sorry, but in the world if miss-matched matches this 1 was almost (and I stress the almost) even. At least the system didnt put all 3 diamonds on the same team.
my answer for this from my [likely to] long [to read] post 2 days ago.
“1) The 1st and 2nd losses in this streak, as well as a 3rd later on, came as a result of someone disconnecting from the match. Ya, kitten happens, I get it, could happen to anyone. But as a result of this I lost 2 pips in each of those losses. The 1st of those matches we were about 100 points ahead when someone said in /t that we lost someone.
I understand the old forfeit/bye system we had the the start was being abused. Get a team together, start losing, a guy with no pips to lose drops out of the match to save the rest of the team from losing pips. I understand why it needed to be changed, but its removal I feel was a mistake. A better option would have been to penalize not only the person who dropped from the match, but everyone they qued up with. 3 or 4 people que up together, 1 drops (on purpose or by accident, doesnt matter), everyone he qued up with takes the same pip loss the person that disconnected did. Anyone else on the team is spared from taking a hit. In addition, the 1st disconnect can stay as a 10 minute desertion, that’s fine (thought I think 30 minutes would be better) , but but a 2nd from the same person or from the same team (if they are queing up together) should be drastic, something like a 24 hour ban from PvP. Sounds extreme? Maybe, but when I play PvP if I have a match were I cant stay connected, I dont que back up because I dont want to be losing pips in matches I cant win because I keep getting disconnected. I suspect most people also wouldnt want to be throwing pips away due to a bad connection. The only people this will impact are people looking to abuse the system, or who are prone to rage quiting out of a bad match.”
As for false positives, Ild like to know what exactly you are referring to? I was dishonored once when I DCed just a few seconds into the match. I was able to get logged back in with the scores still under 100 each side. I dont think we won that match but I remember it being close. After the match I couldnt que back up for 10 minutes becuase I was “dishonored”. I would call that a false positive but the flip side to that is, my disconnect, regardless of how short it was, in such a close match, could have been the difference between a win and a lose. Now I rarely have connection issues but when I do, I stay out of PvP because I dont want to lose pips and matches, nor be the reason other do. So if that is what you mean by “false positives” then maybe you dont need to fix the system to know the difference because a loss from a “false positive” is no difference then a loss from an intentional disconnect or rage quit.
On the chance that people are getting flagged from dishonor when changing characters and not getting in fast enough, well, see #4 in my other post
the entire post: https://forum-en.gw2archive.eu/forum/game/pvp/PvP-league-issues-to-improve-for-next-season/first#post5914637
going to guess you lost 2 pips in that fight.
But, if they lord didnt give 250 points on the kill, you would have lost buy less than 100 and might have even earn a point for over performing against a much higher ranked team.
just 1 of the things I said should be changed in my post 2 days ago….
As for why did that match up ever happen? well Ive basically given up on fixing that and focused on not penalizing a team for losing a match they were never expected to win in the 1st place.
ya, I saw those charts. but I want the raw data and methodology used to collect it. How many people and how many runs each. Did they all run every day? can we show they all ran the same number of runs? was it all the data collected at the time the run was completed or at 1 time at the end.
Experiment design, data collection and analysis is what I do. and that single char is worthless to me because when my data doesnt match I cant compare the methods used to figure out why. but I can see difference pre/post HoT to imply there are different and reduced drop rates.
Leading into this weekend I had been on a rather amazing roll. For about 3 weeks I had been bouncing around in Ruby, up a few pips, down a few pips, wash, rinse, repeat. Then I hit a streak of about 20ish wins to 5 losses and was closing in on Diamond. Until Sunday rolled around.
During that great winning period I noticed a few important things.
1) all but 1 of those matches were amazingly close, most decided by less than 15 points, and a lot of them by less than 5 points. The 1 blow-out a 91 to 500 was the result of a guy that seemed to be afk from the start.
2) generally even spread of professions across the teams. Again, since I was seeing very few groups qued up the matching system was free to put people where they wanted and as a result seems to be smart enough to even them out fairly (something I really wasnt sure it was smart enough to do up to this point)
3) I rarely saw anyone qued up as more than a pair and didnt see a single diamond/amber (or emerald) pairing
On Sunday the train to Diamond City came to a crashing halt and has since starting being towed, kicking and screaming, back int he direction from which it came. In what is currently a 10 match losing streak I have noticed a few things… and a few that have been on my mind for a while.
1) The 1st and 2nd losses in this streak, as well as a 3rd later on, came as a result of someone disconnecting from the match. Ya, kitten happens, I get it, could happen to anyone. But as a result of this I lost 2 pips in each of those losses. The 1st of those matches we were about 100 points ahead when someone said in /t that we lost someone.
I understand the old forfeit/bye system we had the the start was being abused. Get a team together, start losing, a guy with no pips to lose drops out of the match to save the rest of the team from losing pips. I understand why it needed to be changed, but its removal I feel was a mistake. A better option would have been to penalize not only the person who dropped from the match, but everyone they qued up with. 3 or 4 people que up together, 1 drops (on purpose or by accident, doesnt matter), everyone he qued up with takes the same pip loss the person that disconnected did. Anyone else on the team is spared from taking a hit. In addition, the 1st disconnect can stay as a 10 minute desertion, that’s fine, but but a 2nd from the same person or from the same team (if they are queing up together) should be drastic, something like a 24 hour ban from PvP. Sounds extreme? Maybe, but when I play PvP if I have a match were I cant stay connected, I dont que back up because I dont want to be losing pips in matches I cant win because I keep getting disconnected. I suspect most people also wouldnt want to be throwing pips away due to a bad connection. The only people this will impact are people looking to abuse the system, or who are prone to rage quiting out of a bad match.
2) Killing the Lord in Stronghold matches should NOT give points. The points are not needed as killing the lord automatically gives you the win. Here is what happen: my 5-pug team got paired up against a full premade of 3 tempests and 2 bunker mez. I felt we out performed. Points were about 120 (us) to 180 when they finally took down our 2nd door, but once that happen it was just a matter of time before they kill the lord and get another 250 points giving them a huge margin of victory and we lose 2 pips. Nevermind that was the most BS Stronghold team I think I have ever faced, why is the Lord worth any points, nevermind 250? With Lords worth that much a kill tends to cause the score to imply a more lopsided match than it actually was and more 2-pip losses then are really deserved. The easiest solution would be to remove the points from the Lord kill. This would also make it easy to determine how many pips someone gains or loses using the system used in the rest of the game. The only place it might become trick is if the team that kills the Lord and wins the match also has fewer points (because Lord would give no points), but if that happens, then everyone deserves a pip in that match as far as Im concerned.
3) 4 and 5-man premades Vs Pugs. Im not going to make the same complaints about Diamonds teaming up with Ambers and Emeralds to get better match-ups because its all been said a million times already (and as a friend told me today, seems the popular thing to do now is for elite teams to sell tiers to lower Div players, as it becomes a win-win for them, easier match-ups and gold for dragging a noob along). And I get the argument from Diamond and above players that their que times are too long (note, they did this to themselves by dropping their MMR to get matches against Ruby and Sapphire players and then beating them backwards and thereby preventing them from every making it into Diamond where they could reduce the Diamond and above que times). And I still say my win/lose record if you could pull it up over the course of the past year will show, when in matches of 5 pugs Vs 5 pugs I win a hell of a lot more than I lose. Change that to Pugs Vs 4-5 man premades and that percentage drops dramatically. So the solution should be this, nevermind MMR, if you are a solo que and placed against a 4 or 5 man premade, you shouldnt lose a pip for anything short of a 500 point loss. If the reason premades and Diamonds+ get matched up with pugs and Rubies and below is to give them more reasonable que times why should the solo que players be penalized for that?
4) Once you que for a match you shouldnt be able to swap characters. None of this checking out the other team or seeing what map you got and then swapping to another character better suited for this match. Im tempted to say you shouldnt be able to change your skills or traits once you load into the match either but think that might be going a bit too far. But changing characters shouldnt be allowed. You thought you were good enough to play thief in ranked and then saw you were against a team that included 2 necros and guard and a mez; well, too bad, dont play theif if you cant handle it.
5) If you are playing Ranked you should not have an option to only que up for Conquest or only Stronghold. My thinking is along the same lines as for #4. Playing in Ranked should mean being prepared for whatever you get put into. Your build or your 5-man premade is really built for Stronghold, great! But you shouldnt then be matched with just pugs that are playing whatever the que gives them (thereby making everyone’s que times shorter). Put Stronghold into the normal map selection voting system and make everyone play it without being able to play just it, it never play it.
6) In line with #5 and a personal preference of mine. Add Spirit Watch to the Ranked map selection. Ill even accept taking Skyhammer (which I hate) as a package deal. A guildmate of mine, who works for ANET has attempted to explain to me that those 2 maps are considered to have “bad mechanics” that lead to certain builds just completely breaking them and thereby making them “unfun” (knock backs on Skyhammer located at the hammer to maintain control for example). I can see issues with Skyhammer, but not with Spirit Watch. However, even if that is the case, I have to ask, has anyone at ANET played Stronghold? There is nothing on any map more broken than a few healers defending a few door breakers other than a scrapper and a healer defending door breakers on a Stronghold map.
Anyway, those are the things that have been on my mind how I would see some issues in PvP fixed for the next season.
I can start marking on a calendar every time 1 of my 2 guildmates gets a pre and see if my other guildmate that was part of the test over a year ago has the data saved somewhere. I can even start marking how many guildes do their daily fractals each day and how many chests dropped, but honestly, I think ANET already knows what the actual fractal drop rates are like (working as intended or not by their standard I cant say. As for the insanely high drop rate for things like pres for some people and other that have never gotten 1? I suspect they know that happens too but have no idea how to fix it and would never acknowledge it. But sure. why not… not like Im not doing fractals anyway…
Part of the problem is people believing the above linked data-set about a 12% drop rate for ascended chests is accurate without seeing any methodology or manner of data collection.
Let me explain some of the reasons I find it questionable, just based on seeing it.
1) it was a self reporting system. self reporting systems are historically bad because they always skew towards the favorable. Example why, post that you are taking a survey of people to figure out the drop rates of ascended chest. While you will get reports of people that dont get any, most people that dont get them, wont report anything as they will have “nothing to report”, were as people that did get a chest are more likely to report because they do have “something to report”. So the data is already skewed.
2) We dont have a control group data set of the same people from before the HoT expansion to compare it to. For example, as I had stated in an earlier post, before the HoT expansion I would do a L50 fractals 5-6 times a week with members of my guild. There was a group of 3 that did it every night and other 2 slots would be from a pool of 6-7 other guildies. With this group of people, I had been running fractals 5-6 times a week for well over a year. Most night we would get 1-2 chests between us, sometimes 3. Over the course of a week I would say 7-9 chests dropping was normal. Were they evenly spread out across the all of us? no. There were certainly people that seemed to have better luck than others. But I in general have horrid drops throughout the entire rest of the game would still average an ascended chest a week. Now, I think we are 5 months into HoT, I have gotten 2 chests. 1 guildmate that has gotten 3 in just the past month of so, 1 other guildmate that just recently got his 2nd. 2 of our regular group have gotten 1 and the rest havent gotten any. These are people that I can say I have seen our drop rates before HoT and I can say I have seen them since HoT. Why? Because they I was there when the fractals were completed. Is it a large sample size of people? No, but it is a sample size of people where I can compare both a Before and After HoT.
3) Any good study, survey, poll, is worthless if its results are not repeatable. We dont have the needed info to even try to repeat the results of the previously posted results.
As for the entire game wide RNG, that crap is BS, and I dont care what ANET says. It has become a running joke with how many precursors 2 of my guildmates get in a given month (and worth noting, 1 of them has an MF of less than 150). Where as most people I know have never gotten 1 as a drop, including myself in the 3+ years Ive been playing.
But people (aside from just myself and guildmates) have knowledge of what their before HoT drop rate was in fractals and know what there post HoT drop rate is like. And a lot of us can see a noticeable decrease in loot. And the increased gold rate doesn’t come anywhere near balancing out the cost of crafting ascended armor or weapons…
My ability to prove it is limited to giving their names. I dont think either would like me doing that. But it is well known within our guild that they get them. 1 has regularly given pre’s to other guildmates, either for free, or at greatly reduced prices. I myself was given a Bard months ago by her. She has also provided pre’s as rewards for in guild PvP tournies a number of times. And in the last month has sold 3 or 4 pre’s in order to pay her way to 400 scribing.
As to your doubts about every account having the same base droprate another guildmate a year or so ago together with a dozen or other players ran an experiment. Everyone got to collected something like 250 of I think it was mithril earrings of some kind, and preceded to salvage them. The goal was to see how many times each person was able to salvage the rare material (in this case the gemstone). And they repeated this process a number of times. What they discovered was a small number of people consistently salvaged 40-50% more rare mats every time than everyone else. And it was not that they had a bell curve. It was everyone else was getting within 10% of each other, and then a small group had a huge number more every single time. And note, MF does not impact salvage rates, or so they say…
deSade, great sig. love it.
Save the kittens!
Ok, I looked over the spreadsheets and I’m going to have to call questionable methodology at the very least.
Pre-HoT, I would run L50 fractals about 4-5 times a week, with a some combination of guildies from a group of 8-10. The typical count at the end was 1-2 ascended chests between us (3 happen often enough to not be considered rare). This is PER DAILY RUN. So for months I was averaging 1-2 chests a week if I was consistently running them. And rarely did I not get at the very least a ring. I, like many people, was swimming in rings when HoT was released, just waiting to be able to salvage them.
Now, I complete all the fractal dailies, every day, and have since the loot tables were “adjusted” a month or so ago (and about 3-4 times a week prior to the adjustment) and I have received 1 ascended chest. That is 1 in entire time since HoT has been released. And rings? I get maybe 1 ring a week, and often its not even worth salvaging since it is rarely infused.
My understanding was that the drop rates were intended to be higher than before HoT because there was going to be a greater need for ascended level gear and this was going to help accelerate the process. But clearly it hasnt been working.
Now, you can say, “ya, but your RNG just sucks” and that would be true. My RNG does and has always sucked. However in Fractals, it didnt suck nearly as bad. Of the general pool of 8-10 guildies there is only 1 that has had anything resembling a steady drop rate having gotten 3 in the last 2 weeks. I cant say what his drop rate used to be like as he only recently started doing fractals daily with us.
Some people might be getting higher drop rates than before, and that great for them, but you should have to be 1 of the lucky few blessed by the RNGing Gods to get something that we used to get fairly regularly before. Certainly not when it was stated that the drop rates had been increased. Also, I wouldnt used a small population of people who have been getting higher than average chest drops, thereby skewing the numbers, as evidence of an overall increased drop rate. I have 2 guildmates that get precursor drops more often than I get ascended rings. 1 of them at a rate of 2-3 a month if she is playing regularly. I wouldnt use her droprate as proof to suggest that the average person is getting 1-2 precursors a month.
Or maybe Grawnk did count and it is 1 of the 11. either way I had already done it and was still missing the bells as the only 1 that wasn’t infinte
Grawnk doesn’t count. I had already done it, and even gotten my tree.
UPDATE!!! After about 8 hours over 2 days, I made it! Turns out all the people saying “hit key when its in the ring you are standing on”, or “Wait for the note to PASS OVER THE LINE before playing it,” or whatever else doesn’t work for me at 10fps. I had to hit the key right as the ball was hitting the outside of the ring (even a little earlier). So most of the people giving advice on how to do it would have been completely wrong trying to do it on my computer. It took me about 6 hours of 0-3 notes per-song (oddly I was getting more on harder songs where you could get 2 of the same note quickly in a row and I was getting credit for the 2nd ball when trying for the 1st). Once I figured it out I was getting up to 15 notes a song. Wasn’t ever going to be perfect but I did mange to finish a few songs.
This does not however, change my chief complaint about this mini-game being needed for the meta with no alternatives. When you have 3 other mini-games (JP, Snowball, and Toypoc) that have achievements that don’t count for the meta why does this 1 have to? Why not make the achievement be complete 1 or 2 of them so many times. It seems really odd that the 1 mini-game that is needed is the 1 with absolutely no relation to any other part of the game. Snowball and Toypoc are still combat, in a game where the main objective is to kill things. The JP (which i will never be able to do) is at least a JP and there are tons of those all over the game world. But they make the Bells required. Makes no logical sense and is counter to idea ANET claims to be promoting of giving us more choices. On that note I do not agree with people that think the new dailies limit their choices, I just think there is a give-and-take there some people are not willing to give on. ANET gave us more choices, but not all of them are in the same area of the game.
I have 14,656AP. I’ve done a lot at 10FPS.
Many of you are focused on this 1 achievement as if it exists in a vacuum. It doesn’t, it is part of a larger achievement where is an absolute requirement to complete. It is not 1 of a number of options to complete. As someone above mentioned, they revamped the dailies to not only encourage people to try other things but to widen the number of options people can pick from to complete the daily. Ya, some people don’t like it because they don’t have map access to some areas or Maw doesn’t spawn in their play window and they refuse to do PvP or WvW, but they have lots of options to pick from, I think at L80 its 12 and they only need to do 3? And dailies happen every day. This is for a meta achievement that last 2 weeks and has no options as to doing this achievement and not that one. Anet wants to leave the bells in year round, Ill withdraw my argument. Then I can do a note or 2 a day and get it done without spending all my time in there. Otherwise this is a mini-game that has no connection to anything else. it is not part of a storyline, it is not part of a sequence of events. It is just something someone in ANET likes and wants to promote so they made it a required part of the meta achievement so people would do it. They didn’t do that with the other mini-games. They didn’t give people the option of completing 1 or more of the 4 mini-games. No, they singled out this 1. That is the root complaint.
Luckily one doesn’t have to do every one of the achievements to get the meta done. One can pick and chose.
Lothirieth, that is an incorrect statement.
I tried playing AA when it came out. Loved the glider, but combat was next to impossible because I dropped to 3-5fps. 10FPS in GW2 I still do L49 Fractals, have a winning record in PvP, but things with really tight timing, forget it. Spekks Lab 2 yesterday, needed a mezer to help because the jumping has to be done to fast. I’ll never complete the JPs for Halloween or Wintersday. Not until i upgrade the computer anyway
WOW, I hadn’t considered that. Maybe I am hitting it too soon, or too late, but WAIT! I did consider that, as I said in both above posts.
It doesn’t seem to matter when i hit the key, I don’t get credit.
Admittedly, I did not spell out how many different ways I had tried to hit the notes, ranging from as they hit the outside of the ring to just as the are about to vanish under me and everywhere in between. I have focus on hitting them as they are in the blue ring, because that is what people have said I need to do. But 10 songs in and I have 5 notes shows there is still a problem.
But this is ignoring the main point of the post: why is this achievement and not some of the others being forced upon anyone who wants the meta achievement. Why did we lose the flexibility we used to get with these meta achievements (do 10 of the 15). And why does it need to be 500? We didn’t even need to kill 500 toys, and killing stuff is really what the game is about.
Teon, you would be amazed what I have been able to do at 10FPS. but quick, persion timed jumps, or it would seem bell notes, are beyond me.
(edited by Takina.1739)
You seem to be missing the major point.
I played about 10 songs and have a grand total of 5 correct notes. It doesn’t seem to matter when i hit the key, I don’t get credit. Maybe it is the fact I, on a good day, play at 10FPS (this is also why I don’t do speed/time based jump puzzles) and so when I think it is the right time to hit the key the game says it has already passed. I had this problem getting my 10 wave jumps at Teq. Some days I have to jump way early and other days i don’t just because on some days I lag more than others.
and take your bells with you!
Really? 500 notes? not 50 or even 100. FIVE HUNDRED! (ya, i spelled it out because you can’t CAP 500)
There are 15 achievements listed in the Wintersday fest list. 4 of them are infinite and therefore do not count towards the meta achievement: the jump puzzle (which I cant do either), snowball, 30 round Toypoc and complete a bell song. Anet didn’t want those to count, but 500 notes in the bells? Ya, we NEED that one. Everyone loves Guitar Hero right? 5-yos can get perfect scores on “Thought the Fire and Flames” (I had to look it up, I dont play GH) so this should be fun, right? WRONG!!!
Look, I thought farming for 6k badges in SW to finish my biolum. legs and boots was a pain, or stacks and stacks of geodes in DryTop for bug weapons but at lest i was doing something fun and in keeping with what the game is about, killing stuff.
The bells? that is just annoying crap. And at 500, it is an amount of annoying crap that kills the entire fest for some people (I cant be the only person that feels this way) I played about 10 songs and have a grand total of 5 correct notes. It doesn’t seem to matter when i hit the key, I don’t get credit. Maybe it is the fact I, on a good day, play at 10FPS (this is also why I don’t do speed/time based jump puzzles) and so when I think it is the right time to hit the key the game says it has already passed. I had this problem getting my 10 wave jumps at Teq. Some days I have to jump way early and other days i don’t just because on some days I lag more than others.
But the point is, you (ANET) didn’t have to make it required for the meta achievement. It is a completely arbitrary decision. You could have included all 4 of the infinite achievements and only let them count once (personally I think this would have been the most fair) while keeping the number needed at something like 10 or 11. You could have given us room to skip ones that we didn’t want to do (which you have done in the past). You could have set a more reasonable goal of 50 or 100. I would grind my way to 100, 1 or 2 notes at a time if I had to.
It has only been 3 days. Plenty of time to do something to address this.