Showing Posts For Wendigo.7931:
Kitties and puppies! What’s good for the goose is good for the gander, ya.
Congratulations. You managed to read half of my second paragraph.
But yeah, it is OCD. There are game types that cater to it, like pretty much all collection games. That’s what the achievement points are, btw. But, games that trip my OCD trigger, then make it not fun to satisfy, as this does, tend to get uninstalled as I lose interest.
Way to misunderstand the patch notes.
These are additional daily achievements that are pvp-only, in addition to the regular pve-centric achievements. They do not effect your pve gameplay whatsoever.
They award achievement points. (did you see the word “completionist” above?) That’s why I play. So no, they do effect my gameplay. Way to read.
Really ANet?
Now, I know some people don’t like PvE. I know they want to be able to do their dailies and monthlies as well. You could have done a nice menu system: Do four out of eight of these tasks, and your daily/monthly is done. You know, play how you like, as you promised. But no, you made them independent and something to grate on completionists that hate PvP. Every. Puppy. Day.
Not sure if I am uninstalling yet. But, I’m getting close.
And don’t tell me “it’s optional.” The whole puppy game is optional, because it’s a game: this impacts how I want to play it, so it strikes at the core for me. Dailies were already an annoyance to begin with. This just turns them up to 11.
I use pistols or a flamethrower. Also, do not overlook turrets, as they’re great for essentially being in two places at once. Today I set up a rocket turret outside of Shelter’s Gate, ran the botany escort, and when I came back I had two rares waiting for me (results not typical :P).
But grenades are just too slow.
It needs a cap, otherwise people would just stack bleed builds.
Possible solutions:
Remove cap, DR on bleeds after 25 stacks
Remove cap, first bleed sets base damage, additional bleeds add percentage to damage per tic (based on condition damage).
Add effect (damage burst?) to bleed-inflicting attacks that trigger at a certain number of stacks (25) and removes bleeding stacks (not necessarily all, depending on effect power).
i dont see this as an issue if they claim they are updating legendarries to be on par with Ascended gear.
Right now, if I decide I want to change the stats on my weapon, I can spend a couple gold, tops, craft what I want, and transmute. In the future if I want to change the stats on my weapon, I get to grind for the right Ascended piece. Yeah, no issue here.
Trahearne forgets when I’ve already met people and keeps re-introducing them to me.
To be honest, continuity is just terrible all around in the story. I have a sylvari that fought side by side with Trahearne before I joined an order, met Tybalt, and then had Tybalt “introduce” me to Trahearne.
Also in that personal story, the first part I meet a stranger in the midst of battle, trust him, and then I’m betrayed by him as he leads an assault on the Pale Tree. Caithe is by my side this entire time. Next mission, I meet another stranger in the midst of battle, trust him, then Caithe tells me “I trust him because you do.” Yeah, OK Caithe.
And let’s not even talk about the time when my asura visited Eir in Hoelbrak after reuniting Destiny’s Edge and slaying Zhaitan with them. “Hello, stranger.”
Another thing to consider:
With the current setup, you can get a legendary and assign whatever stat allocation to it you want. Just use a transmutation stone.
By throwing up another tier, you can’t do that unless you lower the weapon’s power. That means that either a) some builds will be favored by having legendaries that complement them perfectly, while others will be disadvantaged or b) it now takes twice as long to get the legendary you really want, because you have to grind twice; once for the stat, the second for the skin.
Way to “fix” things.
But that’s only true with the model they have chosen for these events.
They. Chose. This.
They could do it differently. If they absolutely wanted to do a one-time event, they could stagger them across servers over a period of days, and hand out event passes that transfer you over to a server that fits your schedule on a temporary basis.
This is not a case of them choosing the best option out of a bunch of bad ones to deal with something they had no control over. This is a failure of imagination in the implementation of their story decision. They have control over everything. They could have catered to everyone. They are choosing not to, and they have given us no reason to think they have plans to not continue to do this in the future. Don’t try to defend this as anything other than it is.
I’m guessing it’ll just be some small cutscene much like halloween was.
From the announcement thread…
The event will culminate in a big Finale on Sunday November 18, make sure you will not miss it. This will be a onetime only event chain that will run multiple hours, and it will kick off at noon PST (20:00 GMT).
How do you translate “event chain” into “cutscene,” and “multiple hours” into “small… like halloween was?”
So, some people simply want them to do event that the vast majority of players will miss, just so a small minority will be able to compete in it?
How do you know that isn’t what’s happening here? Highest concurrency != > 50% of active player base.
So that is what I’m reading. We ask for live developer events in mmo’s as a dream feature, but when they happen (next to never) you are always going to have people that will miss it.
It is not that some people will miss an event. It is that, as per ANets current policy, the same people will miss every event. That’s bad. That’s wrong.
I agree that that is freakin’ awesome. But an epic event that happens only once and causes a permanent change in the world, well that’s also awesome.
Let’s just have both.
Agreed. But this isn’t an epic event, as it lasts all of two hours.
You must be 24 hours to qualify as epic. Otherwise, you’re a poser.
If it happened repeatedly the “awesomeness” of it would most likely diminish. I would rather witness something exceedingly epic that was scripted to only happen once rather then something that is much less fun that happens every couple of hours or something.
“Repeatedly.” Where does this word come from? I read my post, and yet cannot find it.
You people have very narrow definitions of what is “awesome.” To me, awesome is I’m walking around in Timberline Falls, and suddenly a dragon swoops down and starts tearing puppies up, without any announcement ahead of time that something like that was going to happen. THAT is awesome. These announced events that must always happen on a Sunday because of ANet’s agreement with Dragon Minions Local 137? Decidedly less awesome. I mean, they’re on the clock. They’re The Man. That’s a 50% awesome tax right there.
So the relatively few should ruin it for the relatively many?
You don’t know that it’s the “many” at all. This is the time of highest concurrency, which is not the same as the time when 50%+1 or greater are on.
People sometimes can’t get what they want while others do. Let’s not ruin the possibility for something truly awesome.
I looked up the definition for awesome. Strangely, I can’t find the part where it occurs in a narrow time window. Can you point it out for me? Are you looking at Websters or Oxford for that?
We run one-time events at the time where we have the highest concurrency.
But people who cannot play at the time of highest concurrency paid for the game too.
Now, if there are no items or achievements or anything permanent associated with participating in these events, then the occasional “be there or be square” event is forgivable. Occasional. Like, once per lunar eclipse (over Seattle). Otherwise, if you want frequent one-time world changing events, you did it wrong as GW2 is not EVE.
If any one of the monthlies are tied to this, if the work we have already sunk into putting up with WvW and/or dungeons (’cause there are people who dislike both here) is undermined by a monthly “Run the One-Time Event” requirement, then puppy you! Go and puppy yourselves in the puppy puppy until your puppy puppies puppies. Puppy.
Where about is the door? Is it in the basement? I don’t remember seeing that.
Do the butler path. Now, the door that brings you into the cellar after you defeat Seamus is the exact same door that will take you out of the basement in the asura path when you find all the golem parts. Seamus stands in that same room with the rifle and net turrets.
I suppose if there are like a few people who are coordinating their arrows so that there is a continual stream of them.. well, that would be annoying but just go do something else and allow those people to get bored.
Solutions that require your opponent to get bored are not solutions. Think about it. This is a game, that is supposedly designed so that people have fun playing it, and in order to get something to work properly, the game has to make one side “get bored.” That’s just wrong. Especially because things that are boring and things that can be handled by a bot tend to be one in the same.
—It’s about art. It would limit the artist to have to make sure all heavy armor could fit with all cloth armor with limited clipping.
The artists aren’t that concerned with making sure all heavy armor can fit with other heavy armor as it is now. Heck, some of the crafted medium armor clips incorrectly with itself. Please don’t pretend this is an actual concern.
Besides, people who don’t like the clipping won’t mix-and-match conflicting armor to begin with. The problem fixes itself.
As simple as spread out, stay at max range, run when he starts moving towards you, cripples/slows/imms. Don’t get hit and it’s a very simple fight.
And no, this guy is not one of the worse, not by far.
tell that to melee characters
I’ll tell “melee characters” to expand their weapon selection in that case. It’s not like he randomly appears on top of the party and you have to make do with whatever you were using last encounter.
You actually don’t need to fight him at all, you can just break aggro and move on to the next part.
Oh, but I do. The score must be evened.
CM is perhaps the easiest dungeon in the whole game, and I learned that one through PuGs. There are little tricks to just about everything that makes the encounters trivial. For instance, bringing up Sure Shot Seamus on the Asura path, the trick there is to go to his room last, run in with whatever condition breakers you have (net turrets) and some invulnerability, and get Traffa to destroy the golem parts before engaging him. The door to the outside will open, and you can now fight him in a wide-open space where he’s no threat at all. Can be done in a PuG with no deaths if only one person in the group knows what they’re doing.
I’m one of the people that screwed this up for you. I like to complete content. No matter what it is, annoying or impossible, I want to complete it. I get satisfaction from that. In this respect, your Clock Tower was a tremendous success, and I do not in any way, shape, or form, wish to discourage you from making more things like it. Aside from camera issues and collision detection, the puzzle was very well done.
The thing that made it a chore was the limited availability. There were other things ticking down that I wanted to do, guild parties I wanted to run with, but the Clock Tower was for a limited time only, which, if I wanted to achieve my goal, forced me to keep at it long after frustration had pushed out all the fun.
As for Ascent to Madness and jumping; if you’re going to give safer paths to people, please give those of us who do enjoy the platforming aspects rewarding shortcuts through the place (and I don’t mean placing chests on hard to reach areas :P). While some people bought GW2 because they liked GW1, some of us bought GW2 because we want to get away from the static nature of fights in MMOs. I actually want to see a dungeon that is nothing but boss fights within a jumping puzzle, honestly, and I think MK was a good preview of what that could be like.
I agree the big-bag-of-hp approach to bosses and mobs is far more tedium than challenge, and I wouldn’t mind seeing GW2 take some cues from DDO on dungeon design. I was a bit excited when I did AC the first time and found that hidden torch that triggered an optional encounter. I thought I was really on to something there and the whole dungeon would have stuff like that. Then I was disappointed to learn there was no point to triggering the encounter and that the designers didn’t build off the idea elsewhere.
With the development of in-dungeon jumping puzzles, this may start to change and the explorable mode might actually reward exploration.
I did want to make one comment about a minor bullet point up top. Regarding the one-shot snipers, I can only assume these are the riflemen as nothing else comes close to that damage output. They have a trait that, in my experience, few people ever pay attention to: they deal a heck of a lot more damage to moving targets. Once I discovered that, I stopped running around like mad in my encounters with them, and my deaths to their attacks have dropped to virtually nill with my glass-cannon MF-equipped engineer, even without dodging.
It’s an interesting mechanic that changes how you have to play. I like that.
Mad King: “A servant told me ‘I can’t feel my legs!’ I said ‘Of course you can’t stumpy, because I cut off your arms!’ And I did, too.”
I’m sorry, where’s the disconnect here?
The problem with jumping is that, while many people love it, many others don’t. Jumping has the effect of excluding people from content.
Everything beyond tic-tac-toe level of complexity has the effect of excluding people from content. You are playing an MMO that is distinguishing itself by making mobility a big part of its gameplay, and that was a known selling point before it was released. It certainly is why I bought the game and moved away from something static like LoTRO.
But LoTRO and MMOs like it are a dime a dozen. Why does everything have to cater to the same playstyle? Can’t those of us who like mobility, who like jumping around like crazy, dodging pits and traps and insta-kill attacks, have an MMO? The “movement is hard” crowd dominates the genre enough as it is.
The more difficult you make it, the more people you exclude.
And the easier you make, the less rewarding the content and the less desirable it is to repeat. I’m all for getting rid of fake difficulty where it crops up, but I’m also for games throwing challenges of all difficulties across the skill-based spectrum.
The designer of the tower jump puzzle stated publicly that he only expected about 5% of people to make it. That is rather extreme, but that was jumping for its own sake and easily enough avoided. When you start making jumping a requirement as a means of accessing other content, then you run the risk of alienating people.
How is the clock tower any different from Ascent to Madness in that respect? ALL of the rewards in AtM can be acquired through other means without stepping foot into the instance (with the exception of the achievement, which only requires you to go there). And no, running AtM until your hands cramp up from RSI is no guarantee you’ll get anything special, either.
At the end of the day, no skill in jumping is even required. I guided guildies and pubs through the dungeon that were terrible at jumping, rezzing them the whole way. You don’t even take armor damage if you die during a fall. So what’s the big deal?
(I will agree, though, that I died more to falls than to the Mad King… but that’s because neither the Mad King nor his minions ever killed me while I’m a rather curious Asura)
I also disagree with easy/hard. If it’s easy, it’s not much of an achievement. It’s just a check box.
What I think the big issue is, is the limited availability of the puzzle. It’s a festival with lots of things to see and do, and during a time of year where a) people still have to work while b) running festivities for children/attending parties. Asking for the time commitment to master a difficult puzzle at this time does not strike me as a good idea.
If it wasn’t tied to Halloween, I don’t think we’d see a tenth the amount of complaints on the forum. I sure as heck wouldn’t have complained.
One of the only reasons you use the rifle is so you can cheat at jump puzzles
Stop right there and re-read the post, please.
Plus, I was not saying that the rifle as a whole is perfect and wonderful. Only that the #5 skill is a selling point for the weapon. But yes, being able to run away better is a great benefit, or are you saying that you find Elixer S to be worthless?
From talking to guild members (which isn’t scientific at all, I know) there does not seem to be DR on the chest. While I got a Halloween themed item on my first run through, most of the other items dropped far later on the sixth, tenth, or twentieth run.
If you’re not getting them, it looks like it’s just because they are rare.
Have to disagree about the value of the #5 skill. If it wasn’t for that and the net, I would never use the rifle. Don’t underestimate the value of a GTKO button, and I do find its utility for getting me where I want to be even outside of jumping puzzles to be indispensable.
The camera issue is the least of your problems. If you can’t focus on the center of your screen to know where you are, even without seeing your model, it means you’re one of those slow, hesitant jumpers. You wouldn’t be able to finish it anyway. The first part and then the second part have zero time to waste. If you can’t hold forward key the entire time while jumping then you need to practice that before anything else.
Disproven by already presented examples. There are people who have completed the puzzle but have argued that the camera and blocking issues injected undesired fake difficulty into the game. You might want to read the thread before you make sweeping generalizations.
The sad part is that I had little difficulty with Spekk’s Laboratory – it’s a jumping puzzle, not merely a badly-designed race against time with a room full of folks.
The clock tower is not much different from Spekk’s Lab except for the lack of save points. Otherwise, you can study the course (look at the tower when waiting for the next run: that’s not random debris circling it) and the course does try to trick you and offers a few shortcuts to shave needed tenths of a second off your runs. Of course, once you know these things, it becomes a task like any other, but the same can be said for all the other jumping puzzles in the game with the possible exception of Portmatt’s Lab (and that only slightly).
C
I have found this Jumping Puzzle to be the best in the game!
It’s the only one I’ve encountered that has an emphasis on speed which I thoroughly enjoyed.
You should try Spekk’s Lab and the optional part of Griffonrook Run.
Anyway, coming back to say that I did complete with my Asura. I did have fun with this when I was only running it for no more than an hour at a stretch. Afterwards, frustration sets in and that’s not good, so I have to go do something else. The problem is, the puzzle is available for a limited time. As I said before, if this thing was freely available like the other JPs, not tied to the festival, it would be fine as is, cameras and bugs and Charr butts and all. Otherwise, I still stand by my criticisms.
I will defend the time on the rising goo and the emphasis on reflexes. I bought GW2 because it rewards good coordination as opposed to being a stationary slugfest like most other MMOs. So that whole aspect is a plus and the reason the Clock Tower is attractive to me. Despite everything I’ve said about this, I wouldn’t want to see that part cut out.
Fair enough, but how else are ideas like nerfing a jumping puzzle conveyed to Anet?
Have you seen the chat channels in game? If I was ANet, I’d be poring over those. Lots of praise and chastisement there.
But, so that I don’t take the easy way out and point to generic “other” forms of communication, I will say that forums are still an important part of understanding the community. It may not give you the best handle on how big a problem is, if it’s a problem at all, but the format allows for more information on how to fix it if necessary.
The problem with your statement is that the number of people who come to the forums to complain greatly outnumber the people who come to say Its good, therefore the forums CANNOT be the way Anet judges whether their content is good or not. Games have been ruined this way and I really dont want to see that happen here.
The problem with your statement is that the word “forum” never once appears in the
statement it is addressing, nor in the statement that preceded it.
That all said, I still welcome the challenge and wouldn’t want it to be changed. Maybe an additional easier mode, with a different achievement and less loot.
Wouldn’t help, because some of us (me included) are a bit OCD and would still be mocked by the missing Hard Mode achievement.
So, I guess my issue besides the fake difficulty is the limited availability of this puzzle. If this was a part of the game that we could access at any time, I wouldn’t sweat any of it. As it is, I have very limited play time available during the Halloween period, and I hate having to spend it all on this one event.
I hear both sides whining about how it should be nerfed or that it’s challenging and needs to stay the same. Tough luck, you personally don’t represent anyone but yourself so stop complaining and claiming that you have the right view. If it needs to be changed then Anet is very aware and will do so, if it doesn’t then they won’t.
Just curious: How would A-Net know that it should/shouldn’t be changed if no one complained/raved about it?
For my own curiosity, are folks who have camera issues here using “Free camera”? Or maybe it’s just a matter of the angle of aim.
The camera spazzes generally happen at the beginning of the puzzle proper for me, where parts of the tower break off. If you look at the course, there’s very good reason for that: there are debris scattered not that far above. The camera then goes in-and-out in rapid succession, throwing the screen into confusion.
This, and the Charr/Norn issue, could be solved in one fell swoop if that mechanic could be turned off and instead the game rendered transparent any object that was between the camera and your character. You could even give players control over how transparent those objects should be.
I’ve spent hours on this puzzle, and now I’m puppied off. I got to the last staircase, and had terrible jumping/collision mechanics rob me of the achievement. As far as I’m concerned, I did ACHIEVE the 10 points, but fake difficulty intervened.
That’s what I hate about the Clock Tower:
-It’s not instanced, so we can’t see where we’re going. I had to do it as a Charr in order to get anywhere (which added to the problems of other players). My Asura? Pft, forget it.
-The camera is a mess. At one point, it was actually on the other side of the tower from my character. How the heck does that happen?
-Collision detection on a Charr. Bwahahahaha! The poor things stub their toes in mid-air and then do a fantastic Non impression from the end of Superman II.
-There is a section of the tower that’s difficulty is solely found in the camera angle. You have to swing your camera to the other side to view the jump from a beam onto a bridge. That’s also fake difficulty, because you’re using the limitations of the interface as an obstacle, and that portion is the #1 time killer in the whole thing.
So, I agree that, in theory, the Clock Tower is an awesome test of skill and should be commended. But, until this fake stuff is distilled out of it, it’s just puppy frustrating.