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[PVP] MM balance [to ANET and gw2 community]

in PvP

Posted by: Teikieekoo.7985

Teikieekoo.7985

Hi everyone.

I wanted to give suggestions about ranking games MM.

So lets get started!
__________________________________________________________________
1) Remove daily class wins from ranked or make class requirement experience to enter ranked.

When ranked season started that is signal for many PVE players to flood PVP lobby and join for their conquest for legendary backitem. Half of those PVE players are there to hunt AP and farm collection, other half is there to try or test themselves in PVP or cause they simply like backitem; it can be both of those. I don’t know what are exact numbers but i’m sure that at moment large majority players who q for ranked are mainly from PVE. Lot of those PVE players have farmer mentality even in PVP. So they will go ti hit few flies at same time using one hit. Those guys will always pick daily class even though they don’t have slightest idea how to play that class, or they will just go with thinking ah i can try that it doesn’t matter if i win or lose; so that is reason i think daily class wins are big part of ruining ranked MM as it is now. Problem with this is for example in 10 player game lets say, 4 picked daily class using this method, 2 players picked daily class that they already play and are comfortable with, and last 4 picked classes they like (honestly most times i see more then 6daily classes but lets say just 6). Those 6 players are mixed in 2teams randomly based on their hidden MMR. I’m pretty sure that game cannot distinguish between them, and there is good chance that often one will have 3 of those players in team.
Making requirement to play 1-2games in unranked before one can start his/her ranked game with certain class would be also nice. One game would be if one didn’t play ranked or ranked more then 30days or more. Two games would be for those who never player played ranked on that class.
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2)Every player should have few different MMR’s
- class MMR;
- average class MMR;
- basic PVP MMR;

I know this sounds silly, but i think it is important as part of gw2 policy to make all classes equal.
All those above should be considered when making MM. How would they work?
Class MMR; takes rating of certain class player makes including: win/lose, skill, game score etc.
Average class MMR; takes all class MMR into average, but doesn’t include classes player don’t use in ranked, 4-5classes are included in this maximum, classes that are played much less then most played class are not also included unless they are in top 4-5 played classes (there should be margin about that).
Basic PVP MMR; includes player knowledge about pvp, strategy to take objectives, score at end game, personal score,… There should be some hidden indicator around cap points that gives or remove score to players; for example if that zone is blue capped and no blue player on that zone, red player that runs pass that zone and don’t go for cap will lose points (but ofc that player will not know that because it is hidden score). That is just example.
For Basic PVP MMR i would add one more condition into consideration that is i think very important.
After every game each player should get option to give your team or enemy team score. Player can choose to give score mark or not, if choose to skip, simply everyone gets mark from that player “no opinion” which would have zero impact on MMR of everyone in that game . Player can give mark to oneself or anyone else, doesn’t have to mark all players. Mark options would be:
0.No opinion
1.Total failure
2.Lacks mechanics
3.Average
4.Good One
5.You talk too much
6.Doesn’t cooperate
This would be compared to scores made in game.
__________________________________________________________________

I would like to go further with this, but this is just tiny idea that i think will make PVP games more enjoyable for everyone.
On all of this can be added much more, and should be added. I would like if there are nice people to give feedback on this; what you guys think can be added to make this better, would you remove something?

I’m sorry for some writing mistakes i made. I will try to reply when i have time if there is need for that. Until then have a nice time in GW2 o/

Bugs spotted in beta

in Guild Wars 2: Heart of Thorns

Posted by: Teikieekoo.7985

Teikieekoo.7985

Hello everyone o/
I wanted to share my experience with beta with others.
Most of people played Revenant, but i decided to play thief this time.
I used venom utilities, venom elite or TG, venom heal skill or signet, 6 0 6 0 2 most of time, sb / p/d (most time, though i used s/p little). I wanted that venom build to have more fun. I played this beta from 20:30-22:30 and from 00:30-02:30 (didn’t stay last half hour in 2nd term was already to late :/).

I was tagged on some events on map, on some not, half time i was exploring, jumping around and enjoying view. Events i did in 1st period of test and later 2nd: pact soldier escort, pact fleet defend, bug collecting, chain of events with that chief from hylek tribe (up to legendary boss where i got bugsplat and had to send report and restart game), some events with Laranthir. That is all about i can remember.
Important thing to test more is: thief utilities get often bugged, and sometimes i cannot use them even though they are on not on cd quite some time (talking about 30s and more). During time when i couldn’t use my venoms (the case was same when i had shadowstep, some signets, sr; didn’t test others, cause my weapons skills were working all time without problems). I also must say that this case of utility problem on my thief was significant in 1st period of beta test (i don’t remember having same problem in 2nd period of test more then 1-2 times, though it is possible i had this only in 1st period of test). I didn’t try pact defend event in 2nd period of test.
Bugs collecting event. That event when u do little jumping around to collect bugs for hylek (and earn mastery) for limited period of time is fun. Though there is problem that if u miss jump or have to start over again (yeah u get return to start point again which is great), u lose all your progress and bugs don’t reappear on spots where u collected them.
When u escort Laranthir into that ancient city (part where u are sniping mordrem from high range with that 10K range snipers). U can hit mordrem below u with snipers, but they reset when u damage them and not die. So having players to snipe them is pretty useless. I did this event in 2nd period of test. Also those rocks where they plant explosives, there is way to do simple jumping over them get on other side (though u need some kind of speed buff or signet).
Event when u defend pact supply for a limited time against mordrem, sometimes event wouldn’t finish and stayed on 0:00 timer for long time (taking about random ~1 min) and after that event would fail or not fail.
One thing that is also important and needs some fix in my opinion is how we get experience towards earning some mastery. There has to be some balance in experience for getting mastery to players who stay to def event and to those who play tactics: tag most u can and get everything. I was in party with my friend. We decided that he plays tag, and that i tag and do each event from start to end. When he started gliding mastery i had 30%. He finished his mastery to 100% and i had 80%. This is something that needs serious reconstruction cause everyone will eventually start tagging most they can so they get mastery asap; and it will be like we don’t care about people who stay loyal to event (like commanders for example). For example i like how events are done in SW, and balance and rewards are good there (except for combats mechanics that i’m not fun of cause they don’t promote skillfull play).
General impression about map look is good. I get feeling that map is like some floating spaceship. Reason for that is because i believe that Mordremoth has risen to ground with his thorns and made it float. Zhaitan looks like small fish comparing to this one :p
That is all from me. Thank u for reading and sorry for mistakes i made in writting. I hope this can be of some help to people in arena. Also thank u for that portal drop after hours and hours farming in DT o>
Some games have queen of thorns this one has king of thorns \m/

ps. i made same post on other thread and i’m sorry about that, but both threads are about same. Cheers

Disturbing Itzel Event Chain

in Guild Wars 2: Heart of Thorns

Posted by: Teikieekoo.7985

Teikieekoo.7985

I personally don’t see problem that hylek chop chop each other. It is game after all. I didn’t fallow story during beta cause i was more concerned about mechanics in game and environment. Story still needs to be polished, and it is normal that anet doesn’t want that we see complete story continue. Today is impossible to find games, or movies or anime that are not related to RL issues or events etc, so it is absurd to make this subject to talk about that. Though my opinion is that this game needs 16+ not 13+ and little more blood (but that is just my opinion). One of reason to make it 16+ are those religious conflicts some of u are talking above.

Test Feedback!

in Guild Wars 2: Heart of Thorns

Posted by: Teikieekoo.7985

Teikieekoo.7985

Hello everyone o/

I wanted to share my experience with beta with others.
Most of people played Revenant, but i decided to play thief this time.

I used venom utilities, venom elite or TG, venom heal skill or signet, 6 0 6 0 2 most of time, sb / p/d (most time, though i used s/p little). I wanted that venom build to have more fun. I played this beta from 20:30-22:30 and from 00:30-02:30 (didn’t stay last half hour in 2nd term was already to late :/).

I was tagged on some events on map, on some not, half time i was exploring, jumping around and enjoying view. Events i did in 1st period of test and later 2nd: pact soldier escort, pact fleet defend, bug collecting, chain of events with that chief from hylek tribe (up to legendary boss where i got bugsplat and had to send report and restart game), some events with Laranthir. That is all about i can remember.

Important thing to test more is: thief utilities get often bugged, and sometimes i cannot use them even though they are on not on cd quite some time (talking about 30s and more). During time when i couldn’t use my venoms (the case was same when i had shadowstep, some signets, sr; didn’t test others, cause my weapons skills were working all time without problems). I also must say that this case of utility problem on my thief was significant in 1st period of beta test (i don’t remember having same problem in 2nd period of test more then 1-2 times, though it is possible i had this only in 1st period of test). I didn’t try pact defend event in 2nd period of test.

Bugs collecting event. That event when u do little jumping around to collect bugs for hylek (and earn mastery) for limited period of time is fun. Though there is problem that if u miss jump or have to start over again (yeah u get return to start point again which is great), u lose all your progress and bugs don’t reappear on spots where u collected them.

When u escort Laranthir into that ancient city (part where u are sniping mordrem from high range with that 10K range snipers). U can hit mordrem below u with snipers, but they reset when u damage them and not die. So having players to snipe them is pretty useless. I did this event in 2nd period of test. Also those rocks where they plant explosives, there is way to do simple jumping over them get on other side (though u need some kind of speed buff or signet).

Event when u defend pact supply for a limited time against mordrem, sometimes event wouldn’t finish and stayed on 0:00 timer for long time (taking about random ~1 min) and after that event would fail or not fail.

One thing that is also important and needs some fix in my opinion is how we get experience towards earning some mastery. There has to be some balance in experience for getting mastery to players who stay to def event and to those who play tactics: tag most u can and get everything. I was in party with my friend. We decided that he plays tag, and that i tag and do each event from start to end. When he started gliding mastery i had 30%. He finished his mastery to 100% and i had 80%. This is something that needs serious reconstruction cause everyone will eventually start tagging most they can so they get mastery asap; and it will be like we don’t care about people who stay loyal to event (like commanders for example). For example i like how events are done in SW, and balance and rewards are good there (except for combats mechanics that i’m not fun of cause they don’t promote skillfull play).

General impression about map look is good. I get feeling that map is like some floating spaceship. Reason for that is because i believe that Mordremoth has risen to ground with his thorns and made it float. Zhaitan looks like small fish comparing to this one :p

That is all from me. Thank u for reading and sorry for mistakes i made in writting. I hope this can be of some help to people in arena. Also thank u for that portal drop after hours and hours farming in DT o>

Some games have queen of thorns this one has king of thorns \m/

AC path 3 - Colossus Rumblus

in Bugs: Game, Forum, Website

Posted by: Teikieekoo.7985

Teikieekoo.7985

Ty for answer

The “almost everywhere” AoE attack is intentional, similar to the Mai Trin Fractal. It’s still possible to dodge (You can see the gaps on your screenshot), although remarkably difficult. Most groups simply kill the boss too fast for the boss to reach this stage.

As to the rest, I am unsure.

I don’t agree with u. It is not same as Mai Trin. Grast shield doesn’t work after 2-3 times so u missed point. It is RNG if u will dodge it or not (on Mai Trin u always have where to dodge and aoe circles there are much more representative of incoming damage). I made screen shot when some aoe circles are already gone. As said on wiki in boss description http://wiki.guildwars2.com/wiki/Ascalonian_Catacombs_(explorable)#Colossus_Rumblus

So u can see, that there is no boss ability that breaks Grast shield. I would understand that i was hit if Grast didn’t cast it. I would appreciate if u would go solo few times and see it yourself.

I can survive that shield break bug with focus 5(earth) and mist form.

The point of this post is not hardcore RNG dodging of cave in attack of Colossus Rumblus. Point is that Grast shield stops working and that fb5 doesn’t work properly when boss have zero defiance. I would experiment deeper some other bugs i saw but i really don’t have time for that or i don’t see that i will get anything with that.

Sorry in advance if i have spell or grammar mistakes.

AC path 3 - Colossus Rumblus

in Bugs: Game, Forum, Website

Posted by: Teikieekoo.7985

Teikieekoo.7985

Today i tried to solo Rumblus with ele, and then i figure that boss is buggy.

1. If boss have zero defiance, using frostbow5 wont work on him always. He gets interrupt but not deep freeze effect. In most cases he simply continue with his next attack (having now 5defiance stacks).

2. His rumble attack where he makes ceiling collapse. After 2nd-3rd use of that rumble attack, Grast shield doesn’t work anymore, rocks go all over the place and is matter of luck if u get hit or not; cause where to dodge if every single spot around u is red…

I also noticed that rarely boss resets on his own, even though i’m in that “fight pit” where boss walks, and not on unreachable terrain.
While fighting boss i noticed that he can be pulled on stairs to fight there where he can be kited, but he can easily reset. It is also possible to pull boss over that hidden jumping puzzle and walk him over that (just require lot of patience, caution and dodge/block).

Bellow is screen shot i made one second after i died, Grast shield was still up and most of aoe still visible.

Tell me what u think about this, i appreciate every comment toward this fix or finding solution.

Attachments:

Latency/Lag for EU Players? [merged]

in Account & Technical Support

Posted by: Teikieekoo.7985

Teikieekoo.7985

Last hour and it continues i have occasional lags, and i cannot log in to game, cause it always dc me after i do. Error says “cannot connect to server” or “error in log in”. I changed password (though i think it has nothing to do with it), i checked my internet connection, reset router to just see, but it is all same.

Location: Serbia

Drop Rate Precursor Weapon

in Guild Wars 2 Discussion

Posted by: Teikieekoo.7985

Teikieekoo.7985

Hi guys o/

This post is little old but i think it is appropriate to add my opinion on precursor drop. I think adding numbers about how much chance does someone have to loot precursor from pve is ridiculus, cause i think that is not based on chance how to get it.
I personally played this game close to 2000 hours. Did at least 1000 dungeons, farmed thousands trains. In that time i never saw single precursor drop. Only precursor i saw was storm from MF (at present time my only legendary). And considering how much gold i put in MF i could buy two of those. I was farming collecting rares and exotics (75-80 lvl) and putting them in MF, sometimes i would buy some and do the same. I have little less then 6000ap, but i met people with 10K ap that never saw one pre dropped. Some were even playing and farming 3 times more then me. On the other hand, there are some players who had pre dropped on every lets say about 700 hours of play average or better to say on every 2K AP they saw one pre drop. There are players who spend too much more gold in MF then me and got nothing. I know the case from my friend. Guy put 3K gold in MF in got nothing. He used same weapon type, don’t know which one daggers or gs. And i know one recently case from my guild. Read carefully cause it doesn’t sound real: 3sparks from MF in 2days or barely over 24hours. I bust my myself to farm 3-4K gold in4 months and someone gets that over night. 1st spark was made using only 40rare, and other two didn’t involve more then 200g. He is only over 1K ap. My opinion is that system doesn’t treat us equal, i call this in gaming “born under lucky account number”. Before i didn’t even care about, that i get less good loot then others, but after i started playing a lot (sometimes even 10-12h) it started annoying me.

I witnessed in fractals that someone in my party get pre three times (two times was in Ascalon map and one was on lvl1 and it was spark both times so i think that map is spark map), two times in story dungeon, one time in normal dungeon, one time in one world boss. So that is 7 times in total. There was also one drop that i’m not sure about so i didn’t consider it.

From people i know in game and guildies and some random players i made conclusion. This is just my opinion doesn’t have to be truth. Precursors drop not counting ones from Mystic Forge. I used AP cause i think it is more valuable. I also read some forums. I wanted to make it more simple. This includes about 20 gamers only and i didn’t pick them. When we just happen to talk i would ask sometimes someone or someone would tell me how many times he/she got pre dropped. He or she says me 2 and i see that player have about 7K ap so i count it as 2-3 for 10K. Or if someone says me with 15K ap 5 i count that as 3-4 for 10K and soo on. It is just raw personal observation of me.

Average AP 10K
-bad farmer
-good luck 2-4 pre drop
-bad luck 0-1 pre drop
-good farmer
-good luck 4-6 pre drop
-bad luck 0-2.5 pre drop
I didn’t want to put MF drop opinion cause it includes a lot more data. If someone responds anything to this if i happen to open this page again i will gladly answer or send me whisper in game

Sorry since i’m sure there are some grammar mistakes i wrote this in hurry.

Have a nice day and try not to bother too much about this, it is only a game but we still need to fight there also or go play something else