Showing Posts For Vincent.7452:
@Vincent – comparing the Living Story and global lore events with that magnitude to a normal Festive event is just bad example.
Destroying LA was part of something big, which had effect on many layers of the game experience.It created immersion , lore and overall was very well executed.If forcing people out of LA is their idea, then i have nothing to say…Still, the decorations and Mad King doors and other Haloween stuff proves the other, so following the common logic, id say they dont want to force players out, which adds problematic value to the event.
I’m not trying to say they want to force people out with the event. The mag king says is barely a very minor inconvenience every 2 hours and in the worst case, if someone doesn’t like it, they can relocate to a different city. Maybe I’d agree with you if the event actually locked us out of LA but it’s such a trivial issue that it’s very easy to deal with without relocating.
What I was saying is if you’re one of the probably very few people who feel this is too problematic to stay in LA, I doubt it bothers anet that you feel the need to switch to a different hub considering they forced everyone out at one point.
@HazyDaisy – i agree with you, but it will be the same next year or with another similar activity, if measures arent taken.
As far as people AFKing in LA – its the biggest Hub in the game right now.
Its the most populated city, based on average time spent in it + count of players.
Forcing a horde of players to break their habbits(hubbing in LA), just for a particular event is a mistake.
Anet clearly disagrees with you. When they destroyed LA a while ago, they forced everyone out of it for a long time. It was by far the most populated city at the time, even more than today. I’d even say it was the only populated city back then and they were perfectly happy with forcing everyone out of it.
Is it the same as last year’s DR? or did they increase it or something?
I farmed it a lot last year and so far it seems to be about the same.
The jumping itself wasn’t so hard, I didn’t really have trouble with it (so much that I’d be fine taking the checkpoints away personally). What I take issue with is how unintuitive it felt. If I didn’t follow a guide, I don’t think I could’ve ever figured where to go. I’d probably have spent hours in there trying to figure it out and given up because it’s just not clear enough.
I appreciate the new cosmetics. I like to use mix and match armors on all my characters and my ranger was one of my only heroes for whom I needed to create a look. With the addition of the peg leg and the pirate hook, I decided that a pirate theme would be perfect for him. I went ahead and did the best I could using a makeover kit and the wardrobe. I might change his dyes a bit but overall I like how he turned out.
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Been playing from the start, I’m 6k hours in and I’ve found 2 precursors. The Chosen while doing a path of Ascalonian Catacomb a few years back (when I was about 2.5k hours in) and The Energizer last week in Bloodstone Fen from either the Jade Guardian or the Jade Constructs (not sure from what exactly, I noticed it after I was done when I was cleaning up my inventory).
I however never transmute things in the mystic toilet.
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This already exists since HoT. It just may not be working correctly or at least it doesn’t work if the map is full. Colin mentioned on Reddit it would be looked into
Definitely doesn’t work, I’ve lost my spot on quite a few good maps due to disconnects or crashes. Every time I was unable to rejoin and was instead stuck on some empty or bad map. Just earlier I lost a T4 night Verdant Brink map because my net went off for a split second near the end. This NEEDS to work especially when the map is full because usually good maps worth rejoining are full.
If you get disconnected, your spot should be saved for a few minutes and you should instantly be placed on the same map (without having to join through someone else) if you rejoin. Why this hasn’t been added for the past 3 years is beyond me, this has been asked countless times.
I’ve been constantly crashing too since HoT release, never had this issue before and I’ve been playing since the Guild Wars 2 release. Barely ever got any crashes for 3 years and now I can’t even go 30 minutes without one.
Still waiting for my Howler to be fixed. Fix it please.
Legendary weapons don’t need better stats, that’s a terrible idea for a game like this. The only extra thing they need is the ability to freely swap sigils and they would be perfect.
Depends on what your character looks like.
I got The Chosen over a year ago while doing a daily AC run. Had 2k hours at the time I found it, now I have close to 5k hours and I’ve never found another precursor.
I want to point out that I never use the forge though.
Mini Liadri because I had to actually earn it, otherwise I don’t care for minis.
Mini Karka because its the most expensive one
Technically, Mini Gwynefyrdd is way more expensive.
Perhaps so, but I can almost guarantee it’s more than 15 – 20 seconds, and the reasoning behind this is skill usage and the affects of lag…I’d put the laps between checks at anywhere from 45 -60 seconds…which is why it’s important for dead people to WP out, the game will notice them leaving the event area long before it will notice they’re no longer participating by staying dead on the ground in the event area(and some events with short duration’s, less than to 2 minutes, that if they stay the entire time the event never scales down).
Since we’re being hypothetical, there’s really not much to debate here. I might be right or you might be or we could both be wrong, it’s hard to say or prove either way. For all we know different events scale differently (such a quicker scaling checks on shorter events). We’d need to actually know how it’s coded to debate this any further.
Now say you are right and short events actually don’t scale within a reasonable amount of time, do you think the better solution is to add a really short kick timer and hinder players who have legitimate reasons to afk or to actually fix the events to scale properly (such as running at least the first afk check early on instead of much later)?
The problem with just waiting is that many events have timers. Simply waiting for someone to not count, or to get out of the event circle, isn’t an option a lot of the time. That person who was AFK still caused the event to scale well over 3 minutes past when it started so who knows how much longer it would have taken assuming them counting would cease at all.
It’s also not something as simple as making your own conclusion as if you personally perceive something to be more difficult. The beetle event requires exactly six beetle remains in order to complete it if you’re completely alone each and every time. No more, no less. You can easily determine, based on that, exactly how far the progress bar will go when a single beetle is turned in as well. This is a solid fact and based off that, you can easily determine if something is scaled or not.
I am not debating the fact that it scales, I am debating what is actually causing it to scale. The anecdotal conclusion I am talking about is blaming that one guy who is standing there for the scaling when it could be other factors that are possible to miss. It could be someone else who is actually active that still is or was recently in the general area. It could even be that afk player not actually being fully afk because he did something to unflag himself from being afk (slightly moving his character, using a skill or whatever else that sets the flag off).
Also same question to you: Now say you are right and short events actually don’t scale within a reasonable amount of time, do you think the better solution is to add a really short kick timer and hinder players who have legitimate reasons to afk or to actually fix the events to scale properly (such as running at least the first afk check early on instead of much later)?
I highlighted your statement that negates your AFKer’s don’t scale events, what actually happens is the event first scales up based on the number of players present, then as some of those players do not contribute by either being AFK or dead…after a certain amount of time the event will then downscale. That’s how it actually works, therefore, AFKer’s do scale up events, except they will downscale after a certain amount of time…only we don’t know what that time frame is and events in places like SW aren’t very long, ranging from 3 – 5 minutes so potentially never downscale at all.
Even if this is true, since events are made to scale dynamically, it probably checks fairly often. I’d be surprised if it took anything more than 15-20 seconds, otherwise it really wouldn’t be very dynamic. However since I don’t have evidence on this I won’t try to prove it myself but I’m sure anet know and scaled it in a way that afk players aren’t being an issue (especially considering the amount of complain there has been about it in the past and how they remade the scaling system).
Hardly anecdotal when it occurs every time and is easily verifiable. It’s not that difficult to go to DryTop and test out the scaling of the particular event that I used as an example. It’s also far better evidence than “I do Tequatl every day, beat him at least over 200 times. I see plenty of afk’ers nearly every day and that has never been an issue”. Since it’s a collection event, you can easily see when turning in the beetle remains how easily it can get scaled. It takes 6 beetle remains for one person to complete the event if nobody is around.
My example was actually two instances. One time there was someone that was AFK since before the event started and still scaled it and another time was someone who ran. IN challenger cliffs, you normally have a group of five people at most to do the ones there. You can have someone escort rusty and do the beetles while the rest focus on defending supplies from the skritt. There are no other events nearby. The skritt event is far enough that those doing it will not scale it.
Before passing off something as anecdotal and lacking proof, especially when it happens to actually be quantifiable, it may be best to go to the actual event and test it out yourself.
What I said about Tequatl wasn’t to serve as evidence to back up my claims. It was because I was directly asked about it in the same way that you are currently asking me to go to Dry Top.
Granted I never go to Dry Top, only did when it was new, but I don’t see why rules would be different there. Even if I go there and make my own conclusions, that would also be anecdotal and I could very well be missing something.
Based on the other post I quoted, try waiting a minute or so before turning in your beetles and see if that helps.
This was true originally, but during season 1 they changed how scaling worked. Back then, you basically only counted towards scaling if you were in combat. The problem with that however was that zerging was popular and bosses could be zerged down before they actually scaled. To fix that, they changed scaling to factor everyone within the event’s area, regardless of it they were participating or not, dead or alive. If you want an easy example, look at the defense event next to AC. All those waiting at the dungeon’s entrance cause it to upscale. That event only lasts ~5 minutes however, so at the very least, AFK players count for that long.
It’s actually still true today. What they changed it to is that now anyone active in the event area scales the event. Afk or dead players don’t count as active players thus don’t scale the event. The flaw with your exemple is that the people around the AC entrance aren’t generally afk for long enough to be flagged as afk by the game because they only have been sitting around for a few minutes (just came in and started looking for a group, waiting for people to open the dungeon, just came out from the dungeon, are still moving around, etc).
The OP complains about people being afk for 20-30, not people who have been afk for less than 5. People who are afk for 20-30 minutes like the OP suggests are most definitely flagged as afk thus don’t scale events and are not being much of a problem. The people in your exemple have been afk for short period of times and while they may hinder a nearby event, you can’t just kick people for being afk for like 5 minutes so there really isn’t much of a solution to that.
It’s different. Try doing dry top events on the special teams when you have additional people who run by and scale up the event. I’ve personally done the beetle event on challenger cliffs which requires 6 of the event items to complete. I’ve had it scale up with someone just running by (not having any aggro) and even by someone who has been AFK since before the event started and had no aggro from anything. They were within the event circle.
It’s really hard to debate with anecdotal situations like this and it can hardly serve as proof for anything because it’s just an individual’s point of view and his own interpretation of what’s happening rather than an actual global view of the whole situation and what is really happening.
What’s telling me that the event is really being scalled by afk players (who haven’t moved in 20+ minutes) rather than people passing by or doing stuff around, other populated events and area with active players nearby or by afk players who really aren’t actually afk (not afk long enough to be flagged as afk or still actually doing certain things which prevents them from being flagged).
Now I’m not saying there isn’t anything wrong with the way the events scale sometimes but the issue isn’t people that have been afk for 20+ minutes like the OP suggests.
So am I right in thinking no 1 objects to reducing the timer of afk’s just my reason’s
If this is the case maybe just maybe some 1 will read it who needs to.
Kitten dout it!!! but you never know.
I actually object because your solution really doesn’t fix the actual issue and only ends up hindering people who have legitimate reasons to afk. It’s not really helping and it’s creating more problems instead. Even if you were to make it as short as 10 minutes, leechers would still find a way around it and keep leeching while people with legitimate reasons to afk would be punished.
The only good argument I see against afk players is that they take player slots that could be filled with active players but honestly, there really aren’t enough afk players for it to be a real issue (remember I am talking about actual afk players here, not leechers who will find ways around afk timers even if they were really short anyway).
I do Tequatl every day, beat him at least over 200 times. I see plenty of afk’ers nearly every day and that has never been an issue. As I just said, afk payers (and dead players too while we are at it) do not scale events.
It’s different with drytop events as the ones not in the beginning area are typical done by small groups of people and those events do get scaled by players whether AFK or not. I have also noticed SW defend events get scaled by “AFK” players such as at Amber. It does make the defend event more difficult to do.
Don’t see why drytop would be any different. I’ll leave the same argument here, other factors might scale the event such as other neaby events, other players doing whatever around the event or said afk’ers not actually being fully afk (again, in which case nothing can be done about them).
Could be other factors scaling it up such as players from the zerg getting too close (after all the south turrets are fairly close to where the zerg fights at) or just the afk’ers not really being fully afk thus not counting as afk (in which case a afk kick timer wouldn’t get rid of them anyway).
It’s been stated by devs multiple times before that players who haven’t done anything for a certain amount of time are not contributing to event scaling.
I do Tequatl every day, beat him at least over 200 times. I see plenty of afk’ers nearly every day and that has never been an issue. As I just said, afk payers (and dead players too while we are at it) do not scale events.
Actually, AFK players do not scale events.
If they release at least half as many armor skins as they do outfits recently, I’m fine with it. Currently we’re getting close to no new armor skins and I have no interests in outfits.
Never happen. Not 2 to 1. Armor takes way longer to make than outfits.
How about this then:
If they put at least as much time and effort in making new armor sets as they do outfits recently, I’m fine with it.
If they release at least half as many armor skins as they do outfits recently, I’m fine with it. Currently we’re getting close to no new armor skins and I have no interests in outfits.
4.3k hours in the past 1006 days.
Warrior Runes are -20%, not -50% and also vitality main stat, which sucks. Since you didn’t specify any game mode, here is a build without Fast Hands that can complete all PvE content while doing awesome damage and supporting, but I don’t think most of you are really referring to PvE.
Any build is viable in pve, you could even run without any trait points allocated and succeed so obviously no one cares about viable builds there.
Yet even when it comes to PvE, Fast Hands is also optimal. There’s a reason the PS warrior meta build is not what you showed but instead a 05063 build: because of Fast Hands. So even in PvE it’s still optimal to run it. Only with the new upcoming trait system will it be optimal to run PS without Fast Hands and the only reason for that is that you’d need to fully take the Discipline line and sacrifice either the entire Strenght line or Arms line for it.
Look at his history, he has messages that are over 2 years old.
Edit: As for the OP, try to submit a ticket. Don’t know if they can do anything about it but it’s worth a try.
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Shifting the meta is not fixing the meta. You can’t fix what ain’t broken.
You’re not producing permanent 25 stacks of might for your team as a PS warrior. Even with a perfect rotation with 100% crit chance you’ll probably average about 10 to15 stacks.
Edit: Unless you’re fighting multiple ennemies but not when you’re fighting bosses which is where it matters most. Granted some boss spawn mobs too.
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This needs more attention, fix howler please.
Asura are not rats, Skritts are.
Got the owl from a random zone completion key yesterday and I was hoping I could sell it since I don’t really care about minis (except for my mini liadri). Sadly it’s account bound so it’s pretty much useless to me.
Edit: In the same way I also got a mini super banana and monkey in the past month and I’m stuck with them too.
You can see both auras but only the main hand’s footsteps.
Totally agreed with Fast Hands and I’ve been thinking the same thing for a while too. I was actually pretty disappointed to see it was not made baseline. As for Warrior’s Sprint, I think it wouldn’t be fair if warrior was the only class to get a default increased movement speed.
Dealing with logging in on 25+ different account wouldn’t be exactly effortless. It personnally takes me over 20 minutes to deal with 5 accounts so for 25 accounts we are probably talking about over an hour of entering different emails and passwords + loading screens, every day, before you get to do anything else. It’s a very annoying, time consuming and boring process to go through.
Back when I used to do fractals before the fractal update months ago (before they added the newer fractals), I’d regularly do fractals scale 28, 38 and 48. There was a period of time where I’d run all 3 on a daily basis and I think I averaged a fractal skin every other day at the time. Scale 48 and even 38 seemed to have a fairly decent drop rate from what I remember. I don’t know if the update changed the drop rates though, I haven’t done fractals since then.
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This is so wrong, teq is one of the most rewarding events for the amount of time spent in the game currently. It gives 2-3 gold, a minimum of 3 rares, a bunch of champ boxes, a lot of karma, a dozen greens or blues and a few other things and that only takes 30 minutes to do.
I’ve personnally found 1 teq weapon in about 100 runs but this is not the reason I run it, it’s the guaranteed loots you get.
I’d rather have some decent, non-toe-clipping boots for my asura-characters, instead of putting work into a pillar for the select-screen.
This is probably the reason why you can’t see their feet on the character selection screen!
So…are you talking (1) total time spent on the map or (2) total number of hours or days passed between beginning and end?
While (1) may indeed be shorter, even significantly, (2) is nowhere near as trivial. Your refusal/failure/deception when it comes to differentiating (even identifying/acknowledging) the two cases is why you’ve been called and will continue to be called egocentric. The only alternative would be that you were simply that dense or close-minded.
You can keep calling me whatever you want, it doesn’t make me so and it doesn’t give you any more credibility. You’re free to feel that legendaries should be easier to obtain but I’m also free to disagree and that doesn’t make me egocentric.
To answer you, I’m saying that it’s (1) a much shorter time spent on the maps and that (2), IF you put any amount of effort into it, the irl time spent is also trivial. It only takes longer if you refuse to try or refuse to put any effort whatsoever.
The fact is that you can easily finish your wvw maps in a few days with minimal amount of time spent even when your server is losing. If you refuse to aknowledge that than maybe you’re the one who is egocentric.
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Pve map completion is many times longer than wvw map completion any way you look at it
No. It’s only many times longer when you decide the impact of enemy players is 0. Your inability to see/acknowledge this fact is why you’re being called egocentric.
I am in no way being egocentric. Never anywhere did I say there was no enemy impact (I even aknowledge that it’s annoying to do), I said that it will not take nearly as long as doing your full pve map and any way you look at it, this is a fact unless you’re doing something awfully wrong.
Yes it is. You cherrypicked the very best time for your server just to be able to get a time that was 1/10 as long.
And? Everyone is free to do the same thing. Your server isn’t doing great? Complete whatever you can and try again later when it’s doing better or follow a zerg around and wait until you capture whatever you’re missing.
I challenge you and two others from the other two servers in your WvW matchup to all finish a WvW completion by the end of your current matchup (roughly the amount of time it would take to do the PvE parts).
That’s not a challenge I can take, I don’t control whoever is on these other servers. These people are free to wait for a different time to get their wvw maps and pick a time that’s more convenient for them. I can guarantee you that every single tower and keep as been flipped times and again during that week (just like every week) and they had opportunities to complete their maps.
I can also tell you that on my first character when I got 100% wvw maps completion my server wasn’t doing great at any given time (we were losing the whole time) and it still wasn’t hard or long. We were losing and I probably spent less than 10 hours total in wvw to complete it.
PS: how would you feel about a PvP rank 30-40 requirement to buy Icy Runestones? PvP is very clearly absent in the legendary weapon acquisition, and I take it you would be one of the first to jump on board as you feel it is “too easy”?
If it was part of the requirements and I wanted a legendary? Sure enough I’d jump on board and do it just like I did with the wvw maps. Would I like it? Probably not, just like I don’t like doing wvw maps.
I think you’re missing my point though. Pve map completion is many times longer than wvw map completion any way you look at it and having the 2 give the same reward wouldn’t be fair. That right there is a broken system as far as I’m concerned.
So WvW completion can’t be rewarding because you did it quickly? And PvE completion can’t be deemphasized because it was long for you? Nice egocentric logic here. I don’t see anything in your argument that amounts to more than a bitter desire to make everyone go through the same masochistic experience you had.
Consider that you’re asking for qualities (patience, persistence) in WvW that many of the PvErs in this thread do not have when it comes to PvP content and you’ll see why they would be okay with this sort of split. Very many here would much rather go through 60+ PvE maps (2 figts in the hypothetical system) over even 1 WvW map.
This is no egocentric logic, while I did finish the wvw map, I still need to complete the entire pve map on my second character to get my new set of legendaries and I would greatly benefit from this myself. However as a pve player who doesn’t care much for wvw, I can safely say that while it is annoying to have to complete the whole wvw map, it isn’t really that hard and doesn’t even come close to being as long as completing the entire pve map.
This isn’t being selfish, this is telling you that this system would be flawed. If you put 2 different systems in place that gives the same reward while one of them is 1/10 as long, there’s obviously something flawed there. World completion is one of the very few requirements that still takes some time and efforts to build a legendary and doesn’t need to be dumbed down to be 10 times easier.
^Then almost nobody would bother getting 100% map completion in pve to make a legendary weapon because it would take 10 times longer than wvw to complete. We’re talking about 4 maps vs 30+ maps.
Only if you want 1 legendary and not more.
For any amount of legendaries actually. You could just make a new character and do your wvw maps again.
^Then almost nobody would bother getting 100% map completion in pve to make a legendary weapon because it would take 10 times longer than wvw to complete. We’re talking about 4 maps vs 30+ maps.
Even though you can’t access everything right away in wvw, if you’re patient and/or follow a good commander around you can usually get inside every towers and keeps pretty fast. On my second 100% map completion I completed all 4 wvw map within 4 hours (granted my server was doing amazing and we had control over most of the maps).
I’m not sure what this is about. Sunrise, Twilight and Eternity all count as legendaries and all 3 count for the Legendary Collector achievement.
If anything, you get 3 legendaries for the price of 2…
Here’s what carrying looks like (and yes it was 5 vs 5, everyone on the other team left after). Notice both team players had similar points outside of me.
Lol yeah, i had a game where the enemy team had 0 leavers, and literally scored 0 points. It was 500 to 0, because our team was very well coordinated
I’ve won 500 to 0 a few times. I’ve also had many games where I won with the opposite team having bellow 100. Although I’d have over 15 or even 20 points in these games, I wasn’t carrying my team, we were just dominating the opposing team and scoring points was easy.
In this screenshot I posted, I can guarantee if I only had 8 points like the rest of my team, we’d have lost. When I joined the game, the opposite team was actually winning 80 to 20. I had to get most of my kills alone and had to survive a few encounters versus multiple players.
Here’s what carrying looks like (and yes it was 5 vs 5, everyone on the other team left after). Notice both team players had similar points outside of me.
I just finished the achievement by playing normally. I wasn’t specifically farming it but I was actively trying to win (and I was almost always top score). I don’t know exactly how many games I’ve played but I can make a fairly accurate estimate.
Dragon Ball Champion shows I’ve won 127 games total and my win ratio is close to 75%. Therefor I’d say it took somewhere between 150 and 175 games total to earn it.
Every other achievement I finished within less than 10 games so this one was very out of line in comparison.
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Yup this achievement is ridiculous. By the time I finished every other achiev from this event I had about 5 interupts. I’m averaging 1 every 2 or 3 games by playing normally (and I’m usually top score on my team). I’m currently sitting at 43 after about 100 games.
I don’t think I’ve changed anything on my warrior in over a year. I’ve been happy with her look since I made that set and I can’t think of anything to change.