Showing Posts For Voxnor.1657:
I suppose I’ll go about testing this tonight when I get home if I don’t get a response. Should be easy enough to test out using my and my wife’s account.
Why is the icon for Winter’s Bite a dinosaur’s mouth? What in the heck does that have to do with an axe? And since when were dinosaurs related to cold weather? Didn’t they live in jungle type climates?
(edited by Voxnor.1657)
So you think raiding two nights a week just to get a differeny skin with a little bit higher stat is better than fighting dungeons to collect tokens to get new skin?
The only difference between wow’s raid and tw2s exp mode is that one lock you out for a week just to give you a chance to get a gear, and one gives you tokens.
What do you do in wow or other mmos after they lock you out of the raid for the reat of the week?
And for some reason, people seems to really miss the raid system even tho they dont even want to play those anymore.
I have been on the fence about the end-game of GW2 – but you honestly make a really, really valid point…. Grinding tokens for new gear is not any different than grinding raids for new gear….
I am not being sarcastic either, I really hadn’t thought about that…
Would love some feedback on this build:
0/20/30/0/20
http://www.guildhead.com/skill-calc#Mcoc0m0zMRvgMMRvgM0Gx0GoaoRbok
The intent is three-fold:
1) Focus on high bow damage, to accommodate a Longbow/Shortbow weapon set
2) Focus on high pet survivability and damage, specifically using Drake, Feline, Devourer, and Shark pets to benefit from Rending Strikes
3) Increase personal survivability that focuses on avoidance rather than soaking (through Wilderness survivability in several ways)
Would love to get some constructive criticism on this and begin to fine tune it.
Can’t find an answer after a few hours of browsing the inter-webs:
Does healing power, such as the bonuses granted through the Beast Mastery trait line of the Ranger, affect how fast you are able to revive a downed or completed dead ally?
Hey There -
I just threw a few things together for you – have not tried out these builds but built them on a few key things you mentioned.
http://www.guildhead.com/skill-calc#Mcoc0M0zMRvlMMRvlMxGG9MzabMaoa
30/20/20/0/0 – Longbow / Greatsword
Heal: Heal as One
Utils: Sharpening Stone, Quickening Zephyr, Storm Spirit
Elite: Rampage as one
This is mainly a high power, high crit sniper build with a tiny amount of survivability thrown in. You could choose to do 30 in Skirmishing and only 10 in Wilderness Survival, but you’ll be losing some toughness and the 20% reduction on your Greatsword skills. So, if you were to do that, I would recommend going Longbow/Shortbow instead of the greatsword.
Highlights of the build / Basics of how to play it:
You would want to stay at range when possible, only switching to the Greatsword when the situation forces your hand. Swiftness is your friend, as it’s going to increase the number of long bow attacks, providing more damage, more chances to crit, and therefore more use of Sharpened Edges.
Both the storm spirit and quickening zephyr provide you with swiftness. Use sharpening stone at the get go, and as often as its up.
I would focus on power and crit gear.
Fair Warning: This build is definitely on the fringes of glass cannon, if not one completely.
(edited by Voxnor.1657)
That’s a fair point. Can i ask how far into the game you are? I’m probably not the best to judge as i have only tried AC, but have you completed a dungeon part of an effective group yet, either in a guild/friends/randoms? It really is rewarding to be part of an effective team given the difficulty!
Alas, 4 times to die in a dungeon is not bad. if that is how you feel i think you are fighting a losing battle to have the dungeons made easier, even in story mode.
I think the devs might (and i mean might) nerf story mode one day, but that won’t be soon as they stated already that when it comes to balance of all aspects of the game they want to wait and study data thoroughly before making changes so that they make the right change in the end. If they do make story mode easier, i honestly can’t see them making it much easier at all.
Then again, i can only comment on AC
I am 72 on my ranger, who has thus far been my main. I have tried a handful of the dungeons, each time with a random group found through chat.
The dev’s haven’t quite stated what you mention. They did say they want to wait to adjust explorable mode as they feel there is a learning curve, but we havn’t heard anything about story mode specifically. Perhaps they meant it for both, and I am just reading it too specifically.
I do my fair share of trolling, but if someone wants to have a logical discussion I’m more than happy.
I don’t think you can keep falling back on ‘subjective’ as a defense. Everything is subjective. But if I say it’s “raining” out, and someone says “raining is subjective”, well, that’s true, but it’s also pointless. They’re still going to get wet.
This is not an easy game. It’s been made clear before launch, and now that the game is live it’s even more obvious. If you’ve been reading the information coming from the developers, it’s pretty obvious they’re happy with the level of difficulty. And so is a significant portion of the database.
Why don’t you see more people on the forums saying how happy they are? Because they’re all in game, having fun. The only reason I show up on the forums so much is to be a voice of positivity for the developers. I think they’re doing a good job, and I want them to know it.
To make your rain example fair – we would need to say “It’s raining really hard outside!”. To which Bob might say “Naw – it rains way harder in Seattle, this is nothing”. You can see the difference in a state and a condition in this example.
Unfortunately, the developers have only voiced their opinions on Explorable mode dungeons. If there was a post, from an ANet resource, stating that they feel story mode dungeons are fine and will not be changed – I would probably not ever return to the dungeon forums and reside myself to the fact that they don’t agree with me and my portion of the player base.
But they haven’t yet – and until we get that feedback I am going to push for the changes I wish to see in a game I am enjoying.
https://www.guildwars2.com/en/the-game/dungeons/
“There are tremendous risks for those who brave the dungeons in Guild Wars 2,…”
“Dungeons in Guild Wars 2 reward players who enjoy organized parties, epic challenges, and delving deeper into the secrets of Tyria.”
I could be entirely misinterpretting “tremendous risks” and “epic challenges”, but I doubt it.
The issue is yet again that all the words you have linked are subjective. (Which was the point of my asking you to find it – ‘difficulty’ is entirely subjective).
You do make for a great discussion shaidyn – and I appreciate your candor.
So in what logical way are you forming an opinion of someone for having fun in a different way than you?
A fair point. I’ll put it this way.
Some people think easy games are fun. That’s fine. Some people think difficult games are fun. That’s also fine.
What is not fine is people who want an easy game, playing a difficult game, and complaining that it’s not easy.
Could you show me where on the guild wars 2 website, box, or press release that it says this game will be hard?
<3 Buwahah! HAHAH!
I needed this today. Thank you, really.Seriously though, no matter how much you tell this type that not everything can be easy all the time and not everything they think is too hard or too long or too much, is that way to someone else. It is like they want a game tailor made for them and them only and only THEIR thoughts and opinions matter, especially if you disagree with them.
Hint: You are not the game designer. I did not buy this game wanting YOU to design it. I payed just as much for this game as you did, therefore my opinion that Arenanet is doing akittenfine job regardless of the endless whining and crying from these forums is just as valid as you think yours is. As a matter of fact it is more valid as I am not demanding they change their design to suit ONLY me, I am playing their design because I bought Their design knowing FULL WELL that it is THEIR design and not mine, or yours, or anyone elses to mess with.
Heh – it is so clear when I come across individuals that have no real world grasp of how products and business work.
Let me provide you an example, my friend. I am software developer – last year we launched a 500 million dollar web based java backed application, which serves the needs of retirement benefits for millions of customers and runs an organization here in California.
We have a handful of what you might call “designers”. They established the design for the software.
Now, how do you think those millions of paying customers are going to feel, if I tell them “No, we can’t provide you with new features and changes x, y, and z, because you are not the designer” ?
I’ll provide you the answer since you seem to not get it: it wouldn’t fly. People would get fired, money would be lost, etc.
Gone are the days of shipping a product and that being it. Software products, whether games or business apps, are evolving products that take input from the consumer and adapt.
Ah, good form – insult people while claiming they are the whiny, entitled children. You must see the misstep in logic there, eh?
Back to the point: Some people have a lot less fun when dying. Some people want a game to be easier. Tiered difficulty systems can handle this. And guess what? My $60 dollars was just as much as yours – we are both entitled to provide feedback on our experience.
None of that makes me a “whiny, entitled, child”.
I call them like I see them, champ. If someone says, “I want to play a video game without worrying about dying,” well, my opinion of them isn’t going to be high.
Thanks for the info on the quote. I read it many years ago and assumed the attribution was correct.
Can you elaborate on the bold part of the quote? It is a video game, after all. Most people play for fun – and fun is subjective. So in what logical way are you forming an opinion of someone for having fun in a different way than you?
I don’t have anything against another, lower tier of difficulty, except for the fact that it would take the developers time/resources to develop that, and I’d rather them work on something else. Also, where are you pulling those numbers from? Forums are not an accurate way to analyze statistics, and even here I’d say that the % of people complaining about difficulty isn’t even near what you said. The lower tier of difficulty would be implemented for, at best, 20% of our playerbase, the one who pretends to do dungeons with their brains switched off. Are you seriously trying to tell me that 90% of the players couldn’t decently clear TA story mode?
You’re perfectly welcome to wish that they’d rather work on something else. But, if you’ll allow me, i’d like to use WoW as a hisorical example (which I believe is fair, given its popularity and years in development).
Take a peek at the percentage differences between a normal raid, and the looking for raid tool (and please read the subtext before instantly quoting me the 34% and moving on):
http://www.mmo-champion.com/content/2614-Dragon-Soul-and-Firelands-Statistics-Blue-Posts-Poll?page=8
Now, if your unfamaliar with it – the raid finder tool, even when just introduced, provided a difficulty of content that had a VERY low learning curve, and resulted in almost zero deaths to even new players within the content. If you check on that graph – over 8.5 times as many characters have run and completed that content.
Is my 80/90% estimate above pure guestimate? Absolutely. But historically, it very well may be accurate.
So just checking – but you think its acceptable to die four times in the very first, story mode dungeon in the game? Presumably, this should be the easiest dungeon and easiest difficulty in the game, and your perfectly happy that on your third run-through, not your first, you ate dirt 4 times?
Sorry, but that is just not fun for everyone. Glad you enjoyed it though, more power to you.
So, just checking – but you think it is acceptable for people to expect to go into a dungeon and NOT die?
I sometimes think that the only way that Anet is going to be able to make people stop crying is to invent a time machine, go back 20 years, and kitten slap half the playerbase so they don’t grow up to be whiny, entitled children.
Ah, good form – insult people while claiming they are the whiny, entitled children. You must see the misstep in logic there, eh?
Back to the point: Some people have a lot less fun when dying. Some people want a game to be easier. Tiered difficulty systems can handle this. And guess what? My $60 dollars was just as much as yours – we are both entitled to provide feedback on our experience.
None of that makes me a “whiny, entitled, child”.
Lastly, as a friendly gesture – your signature quote is not actually from Thomas Edison.
(edited by Voxnor.1657)
No. We have a group running around that apparently thinks everyone should be able to do something in an MMO. Even if they put in as little effort as possible.
Unless you want a terrible game, don’t compromise with the lazy ones that want things handed to them.
They are trying to apply the trinity to this game. Let them fail for not paying attention.
You are 100% correct that everyone should be able to do something in an MMO. Was your $60 dollars more important than mine?
Tiered difficulty has thus far been the most successful way to handle the situation of allowing all users to see content, while keeping some prestige for the best of the best. Is tuning down story mode to allow 80-90% of players in to it going to hurt you in some way?
About AC Story Mode
Just tried it for the 3rd time today with a group who took our time, re-grouped etc only died 4 times, twice on the last boss. Cost of 1 silver for total repairs and i made nearly 26s not including all weps/armor that i salvo’d.
The difficulty is EXCELLENT just the way it is!
I also take back what i said about the bosses, they are pretty good actually and i really enjoyed my play through so much better, the group (PuG) helped a lot.
I will say to the devs though, you could avoid a lot of bashing on here by adding an early dungeon say around lvl 15-20 with a nice learning curve/tutorial to dungeon runs. Could save a lot of players from frustration and the bashing you are receiving!
Really looking forward to the rest of the game now!!
So just checking – but you think its acceptable to die four times in the very first, story mode dungeon in the game? Presumably, this should be the easiest dungeon and easiest difficulty in the game, and your perfectly happy that on your third run-through, not your first, you ate dirt 4 times?
Sorry, but that is just not fun for everyone. Glad you enjoyed it though, more power to you.
- CM and AC are both now fun in that they are challenging thrill rides you know will punish you if you make mistakes – and you will get that thrill of victory from when you pull it off well. They’re no longer farming content – which is good.
Glad to hear it – but shouldn’t that be what explorable mode is about? It is no secret that explorable mode is supposed to be harder – so shouldn’t story mode be for those that don’t wish to spend the amount of time you have researching and balancing their character?
Lol! Thanks Lyon!! Your 20 gold is in the mail!!
Hm. Bribery for positive forum bumping – I have a sense I would fit in here…..
we’re very aware that our reward system is not up to par for dungeons. It is something we are actively working on right now, to try and find a solution for. I’m not going to talk about what our plans are because I don’t want us to be trapped in promises, but I will say this: We know, and are actively working on updating the system.
Robert -
Any chance on getting word about Story Mode dungeons? As someone enjoying the game dearly minus the SM experience (see my other post on these forums “Story Mode Dungeon Feedback”) – I have been watching like a hawk for some word from you fine people just mentioning that story mode is being looked at.
So far all the feedback I can find from ANet is about explorable mode or loot / token distribution.
=/
You might want to post this in the Bug forums. I am not sure this is really related to Dungeons – as it sounds like it is in fact, a bug.
/2cents
Story modes are at the right difficulty, end of discussion.
I have completed all of the story modes, the only one that might be a bit too hard is Sorrows embrace (Kulus fire golem).
The issue is really a learn 2 play issue, the story dungeons are really easy. What problems were you wiping at???
I think the problem is your mindset, you are looking at a game thinking you can just run in and faceroll each group. Whatever happened to taking your time, making proper pulls, and working as a team? Next time when you go into a dungeon have a specific person pull, have your group coordinate, and play as a team. Guarantee you beat it flawlessly.
Firstly, it is your opinion that they are at the right difficulty, and does by no mean end the discussion.
Secondly – you state:
“Whatever happened to taking your time, making proper pulls, and working as a team?”
Last I checked – this game implemented a multi-tiered difficulty system through the use of explorable mode dungeons. Proper pulling and extravagant team work can be used there.
If you want that kind of a challenge – hit those up. How does it hurt the more hard-core gaming community if story modes are tuned for those of us that really don’t even WANT to learn the nuances of group combat – but rather want to see the story and have fun blowing enemies up with our less-than-competent friends?
Yep I gotta add my vote in favour of Voxnar’s statements above. Spot on wrt Story Mode.
I wonder if ArenaNet will ever comment..?
I wont’ lie and say I wasn’t hoping for an ANet response with their official stance on Story Mode difficulty (perhaps similar to the one they posted about explorable difficulty and their stance on that).
But – rest assured – I imagine this type of feedback does make it to the write people even if we don’t see official responses saying as much.
I agree with everything Voxnor.1657 has said.
Thanks Krodunk, glad to hear it. I am just trying to make sure this side of the coin is heard.
I worry sometimes that most players who would agree with me and you, are not the kind of player who frequents forums or attempts to provide feedback on development direction.
Story mode is for the story…
Exactly – and currently, it doesn’t work this way. So far for me, story mode has been for learning to rapidly waypoint resurrect and run back 10 times to defeat each boss.
SM are not hard, but may require reading. Like…check what some mobs do under their names. I had a friend keep dying to one in CM Expo when he failed to read “Does more damage to moving targets”, then said oh, lol.
There’s also just kill priorities and knowing your limits/abilities. You shouldn’t go into dungeons with a “this will be easy” attitude, but it’s more of a relative factor – aka, dungeons are more challenging than any other things in the game, save for some events that require some coordination or tactics, depending on player numbers.
The bolded section above is just your opinion – just to be clear.
Also – it is rather insulting that your advice for players like myself and the OP is “read”. I am well aware of the descriptions under the mob names.
Dungeons are more than welcome to be challenging – in explorable format. What I ask is that story mode by completable by PuG’s with minimal deaths even with most tactics aren’t followed – because in PuG’s, they may not be.
Urrelles it breaks down like this you either have had some realllllllllllly bad groups, or you are telling lies.
This is the kind of answer that just damages the community and doesn’t help in any way. You are more than welcome to disagree with the OP – but do so with valid points and suggestions.
I for one, am in full agreement with the OP. I have my own post floating around these forums from a few days ago, giving feedback on story mode dungeons.
You have to run a tabletop RPG for your friends and they will give you this title if you do it well…oh you meant in GW2. Carry on!
I got a huge kick out of your post! I am a DM for a weekly DnD 4 E game that my wife, another couple, and one of our friends play in.
I even have a dice bag that says simply “Guns don’t kill people, Dungeon Masters do”.
All these bosses have a tactic to them. The idea is to figure out how to do it. The spider boss for instance, the spiders are snarable and stunable. With swiftness you can easily kite them and down the boss. Hell when I did TA I practicly solod it without dying, (I think I died once actually) and it was a pug group.
I am not doubting that they have tactics that could be used by very skilled or coordinated groups / players. The main point of my original post is to say, in short, that coordinated group play or advanced tactics should be reserved for Explorable mode.
Let those of us that want to blast through something and see the story, receive minor rewards, etc. have story mode.
Several posters, yourself included, have replied but no one has yet to address my main point and give some sort of counter argument. Who would it hurt if story mode was made easier, and explorable mode kept difficult for the ‘hard-core’ folks?
First, story modes:
Tried AC dungeon, it was OK, quite fast, not rewarding loot.
Tried CM old version, super fun, fast, good loot, good money, good xp!
Tried TA, didn´t finish it because of insane wiping before second boss and I don´t have money for repairs to throw away.
Tried SE, 3 hours run, frustrating, white or blue rewards while I get rare-gold items from mobs over the world, those golems in Kudu fight… second golem took us 40min of gameplay and white drop from him!!! Blue, useless light armor piece for me as a guardian. Really rewarding…I am not interested in wasting time for nothing. Dungeons are NOT fun, it´s waste of time, not rewarding, frustrating. I´ll keep playing PvE, events, etc.
My feelings exactly Draaq – though with slightly less emphasis on gear in my opinion. I would do the story mode dungeons for no reward – if I could do them with a lot less dying and a lot more FUN.
Where in the hell did this term “Artificial difficulty” come from? Are you talking about isntagibs? Because those are avoidable and very obviously so. Large HP pools? Because those are overcome with dps numbers. Are you talking about seemingly “overly difficult” trash mobs, every pull in a real dungeon should be strategic, not an aoe smashface zergfest as most of the new mmo generation is used to. Please Mr. expert, explain to me with your professional knowledge of game design what is considered non -artificial difficulty? Because I fail to see your logic. To me it looks as though you are calling it that simply because you don’t know how to beat it, but, you are failing to see that once you know how to beat it and play as a team, it isn’t difficult at all, and in fact was meant to teach you through trial and error. I know that this concept trial and error may be a new way of learning things for some, as most nowadays are used to the Dora the Explorer form of teaching where your hand is held at all tiems and you are not forced to do any of the footwork yoruself. Unnecessary discouragement? You mean people who are not too bright thinking that if they keep trying the exact same thing over and over and over again without changing anything (considered diagnosably insane btw) are going to become discouraged? That cannot be helped.
Firstly, and off topic, I’d appreciate if you don’t call people insane, insult their intelligence, etc. Let’s keep it clean…
Secondly, and on topic, each point you’ve made in the quoted post is an opinion, just as ours are opinions. You seem to enjoy difficult, trial and error content. That is A-OK! If you read through my original post, you’ll see I am in full support of tiered difficulties.
But some of us, and I hope a majority, either don’t enjoy the gameplay style you’ve mentioned or don’t have time for it (or both). I do want to smash the keyboard and come up with modest rewards. Why? Because its a video game – this isn’t my job, my marriage, my mortgage – I want to have fun.
Most of us in this thread have stuck on the theme of Fun vs. Frustrating. If dungeons aren’t frustrating for you – great! Then state your opinion. But Do it without harassing other members on these boards.
Also, I would ask – why do you take issue with story mode being made easier and explorable mode being left difficult for folks like you?
Does anyone know if ANet has released a stance on Story Mode dungeons?
To elaborate, I would just want to know who they intend the audience of Story Mode to be in order to more accurately decide if my opinions are justified or not.
…it’s just frustrating and NOT FUN….
This is my main concern, and what I tried to demonstrate in my original post. Frustratingly difficult is fine – for explorable mode. But my hope is that Story mode is for those of us that want to blast through it, have a ball being awesome, and see the story. In general, have fun.
I have completed two separate story mode dungeons so far on my 71 Ranger, and wanted to provide some feedback from a long time MMO veteran.
A bit of background:
Who am I: I am a 10 year MMO veteran. I have played many, many games to cap, played through countless dungeons, raids, quests, etc.
What have I run (my level at runtime): Twilight Arbor (58) and Caudecus’s Manor (71), both in story mode.
On to the feedback:
Very difficult content has it’s place in an MMO. I loved reading the previous post on these boards from Colin Johanson (response to thread: Do NOT nerf please) stating Arena Net’s stance on Explorable Dungeon difficulty – and why they don’t want to tune it down at the moment.
For a great example of a very similar system, you can look at World of Warcrafts heroic raiding. For those that don’t know, its a scaled and adjusted version of the top tier fights, only completable by the best of the best. Systems like this and Explorable dungeons are excellent, as they provide challenges for the very best players in the game.
As a long time MMO veteran, I was happy initially to hear that dungeons had a difficulty scaling mechanism. That is, Story Mode vs Explorable mode. As someone who has made the shift to a busier life, I don’t classify myself as the ‘best of the best’ like I once did in MMO gaming. The main reason for this is I simply don’t have time to spend learning every last nuance of the game mechanics.
However, in my first two experiences with Story Mode dungeons, I have been quite let down. Now, I completed both, and some would say that in and of itself is the end of any argument I could be forming here, but I disagree.
As someone who has experience in many MMO settings, when I saw a tiered difficulty dungeon system I expected that the one labeled “Story” would be pick-up-group friendly, provide some great additional story content, and in general not be of a frustrating difficulty. Sadly, that has just not been my experience thus far.
Let’s take a look at some concrete examples.
The second boss in Story Mode TA, who summons nightmare spiderlings in mass quantity. Our group of rag-tag adventurers found no way to complete this other than running in cirlces and continually resurecting at the waypoint – causing repair bills, frustration, and a total disconnect from feeling like the hero I thought my character was.
Several pulls into CM, you are ambushed in a room that looks like a dining hall. I had been willingly sending in Cola, my big ol’ bear, as the initial puller to keep damage low at the start of fights. In this ambush, Cola went in, I popped Signet of Stone to negate all damage for 10 seconds on him, about half the mobs looked at me, and in roughly 1.5 seconds I was full to dead (not downed, but dead).
There are other examples of similiar issues I have encountered, but these two sum up my main concerns which are:
1) Most of the bosses are being beaten by mass-resurrecting at waypoints
2) Whoever draws aggro initially or at the wrong time, eats dirt.
3) I didn’t have fun.
The third is honestly the most important to me. And its always the hardest for a developer, I am sure, as it is subjective. But here are my thoughts on ‘fun’:
Because fun is subjective, developers need to provide multiple types of fun and difficulties. Arena net has that system in place, with story vs. explorable vs. multiple paths in explorable. This system, in my opinion, simply needs to be utilized a bit more by tuning down story mode to allow PuG’s less frustration and more fun.
I’ll wrap up by saying: so far in guild wars 2, almost everything I come across fits with the mentality “MMO’s should be fun”. Story Mode dungeons are the only feature thus far, where I have instead hit a wall of frustration simply so I can see the story and progress my characters relationships.
I can’t speak to the BWE – but as for current state it appears to not be on the list:
I think this is your answer – hope it helps!
“There is a limit of 10 pieces of mail in your mailbox. Once your mailbox has reached this limit, you will not receive any mail that has been sent. If you have reached the mailbox limit and you have mail “backed-up”, please delete the mail and you will receive the mail you’ve been waiting for. "
Let us be your Refuge [REF] on Tarnished Coast. Community focused guild.
in Guilds
Posted by: Voxnor.1657
I’d be glad to answer your questions. Currently we have about 15 active members. A good portion of that are people I know IRL, or have met in other games. I believe most, if not all of us are on the west coast, so the usual PST prime time hours are when you tend to see people online.
Most of us are in our late 20s or early 30s have jobs, family, college etc.. so responsible people. Sometimes we rag on each other and joke around, but I will make sure no one crosses the line into racists/sexist or otherwise prejudice remarks, joking or otherwise.
I can give you an invite to the guild even though you’re on another realm. I don’t think your progress will gain influence (it’s like guild exp), but it’ll give you a chance to consider our guild.
Thanks for taking the time to respond! =)
Sounds like a solid fit – how do I go about reaching you? I’ll admit – I had no idea about the cross-realm guild invites – sounds pretty useful for this exact purpose.
Let us be your Refuge [REF] on Tarnished Coast. Community focused guild.
in Guilds
Posted by: Voxnor.1657
Hi There InstaBayne -
Your message caught my eye – as I have been venturing through Tyria alone these past few weeks.
My Wife and I play currently on Maguuma – though I think world transfers are still free at the moment and moving would be no big loss for us.
I was curious, if you have time, could you describe a bit more about the make-up of your guild? Such as: typical ages and play-times of most folks, what type of players mostly make up the guild, etc.?
As for us – we’re looking for an adult oriented guild. Not out of distaste of younger players, but more just so than the conversations and friendly chat/banter are in line with ourselves, if that dribble makes sense…
Do you have any screenshots or a small test case? That would be very helpful.
I actually see that there is a main thread on this – I would suggest you add to it:
I am not sure I understand – could you clarify the bug you think you are encountering?
Not to be rude – but it sounds more like you are just complaining about the Engineer profession – which is not the intended purpose of these forums.
I am fairly confident this is a bug. I am playing through the story as a Human Ranger at the moment – and had many, many quests after “The Sad Tale of the Ravenous” through the level 30 and early 40 levels.
If it happens in TERA Online as well, that would suggest that the issue is independent of the games.
What graphics card / sound card are you using? Are they both integrated?
What graphics card are you using? What is the version of that graphics card’s driver?
Also, you said “its dropping to 25 frames if i record” – what recording software are you using? Recording is extremely taxing on your system.
Dynamic IP - will i need to validate with email each time to log in?
in Account & Technical Support
Posted by: Voxnor.1657
@Venor – Some ISP’s still use dynamic IP’s to prevent their users from making webservers on their side of the line. I know of UPC and Alice doing it in the past (no UPC user for a real long time now and Alice is no more in Holland).
Thanks DemiGoth. I was aware it was done by some ISPs, but I don’t know how widespread it is.
It would be good in this case if we knew what localization information is checked for the security email to be generated.
Overflow servers are in especially high use during this launch period. See the Worlds and Overflow section of the game updates they are releasing for more info:
Dynamic IP - will i need to validate with email each time to log in?
in Account & Technical Support
Posted by: Voxnor.1657
I’ll assume by Dynamic IP you mean DHCP. Your local IP address, such as 192.168.xxx.xxx or 10.0.xxx.xxx etc. is the IP that can change.
However – your ISP (internet service provider) has almost certainly given you one public IP address. That is the address that the game will check, and is the address that Arena Net security will see and know about. Thus, you shouldn’t see the prompt every time.