Showing Posts For Zagdul.1502:
Thanks a lot Jeff.
The communication from Anet when it comes to bugs and issues has been amazing.
Keep in mind, the players are passionate because they like this game. They want to play fun, you’ve done this.
This current rush of really bad posting will continue until all the bugs in the game are fixed. Think about that for a minute, then remind yourself, you are doing gods work on these forums.
edit:
Don’t ignore the negativity, just take it in and learn to filter through it. You can’t get mad at it, but some times you need to be able to distinguish weather the person has a right to be mad or not. Something that I’ve seen work with other games is to take a hard line against the whining. If it’s a valid complaint and it’s worded well, allow the thread to exist. If it’s someone just complaining to complain and there are 20 threads already about the subject, close thread, link them to the thread they can complain in.
As I grow older, I find it’s impossible to make everyone happy, but making everyone mad is a piece of cake.
It helps to get ideas on the forums and discussions happening rather than being drowend out in the tears.
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Plain and simple this system is a safety net for stopping crazy farming when people find exploits that make each run super fast. We are also addressing those loopholes, but that takes time and new ones might always be discovered. If you and your group do the dungeons without skipping large sections and run different chains this system shoul(bugs aside) never impact you.
Addendum for clarity, super fast means < 30 minutes, and even then you must hit that speed multiple times in a row before you start seeing any impact.
Thanks for the reply Jon, and thanks for giving a time. However, my group just did a legit maggs run and a legit AC path 2 run in 25 minutes each. Of course with the bug we all got different rewards but i will post that in the proper forum with times.
They were not death free runs and we didn’t feel like we did them as fast as we could have, so when we bring our “A” game we will basically be waiting in front of the last boss room for 10 minutes to make sure we get full rewards….not fun. But, I guess if the system starts to work like you hope and it takes multiple sub 30 minute runs in a row we should be fine.
I will also be posting links to the 2 runs we just did(as soon as they are uploaded) to prove we did them legit.
Thanks and i hope a fix is on its way soon.
Thank you this is excellent info. We would like dungeons to be legit hard enough to take closer to 45 mins but if we can’t accomplish that goal we can look at the speed clear times from non exploiters and easily adjust the system. The goal is that hardcore farmers don’t even see this thing but only exploiters. We will keep working towards that goal.
Jon
Jon, I came up with an idea that rewards people of skill.
It works like this:
You start an explore dungeon with 360 possible tokens you can get for the run.
Each death = -5 tokens.
At the beginning of each dungeon, there is a dynamic event that starts. This represents the path you’ve chosen and the percentage of it’s completion dictates how much of the 360 tokens you get at the end of the dungeon.
So, if I skip trash I don’t fulfill the event to it’s completion, therefore I don’t get the full 360 tokens. If I die a lot, again, I lose my rewards as I go through.
When you get to a boss, lets say the first one and you’ve completed 15% of the dungeon with one death, you’d get the full 15% of your tokens -5 for the death. So this way, if people need to leave, they can and aren’t penalized for real life.
If you’re able to complete a dungeon without any deaths, 100% and within a time frame, you get an achievement. Completing all paths + story mode with this achievement would award you a weapon of choice for that dungeon.
See, you’re rewarded for being skilled.
You’re encouraged to repeat the content.
You’re penalized for skipping.
This would encourage class stacking. Not a good idea imho.
I disagree. There are very few classes not needed in PVE. I have yet to come across one who doesn’t bring something of value to the table.
edit: Not to mention, achievements are account wide. If a specific class does perform better at an area, it literally takes a week to level that class to 80 and minimal effort to put it in some very good gear.
Every mmo needs a bit of grinding. If you got your rewards after completing a single dungeon (or 4 runs of slightly different paths), no-one would ever return. It’s fine as is, once they fix the broken DR system.
You didn’t read the post.
There’s an achievement also where if you’re capable of running all the explore modes without deaths, you get a weapon choice of the dungeon. In order to accomplish this, it would require repeating the content and practicing being good at it.
The objective here is to reward people with skill.
I dunno if they corrected gear costs but gloves boots and helm cost 180 tokens, shoulders 210, legs 300 and chest 330….is that correct?
360 tokens if you don’t die in a run is waaay too much. However, you have a good idea it just needs some work.
DR is not that bad, plus it is not that easy to get DR if you don’t do repeat runs and if you don’t exploit to finish faster.
You can’t award tokens for each boss since the super smart people only farm the first boss because it is easier and faster than the rest of the dungeon.
Since people insisted on exploiting to get gear fast, everybody pays, DR system was implemented. In the end it is not that bad, you can still grind dungeons as long as you don’t repeat paths and don’t exploit to finish fast. The fact that you get an extra reward for the first run of the day is freaking awesome!
The 360 also includes clearing ALL the trash.
With zero deaths.
This 360 also represents your daily take away. You’ll never be able to get more than 360 for a dungeon in a day.
Plain and simple this system is a safety net for stopping crazy farming when people find exploits that make each run super fast. We are also addressing those loopholes, but that takes time and new ones might always be discovered. If you and your group do the dungeons without skipping large sections and run different chains this system shoul(bugs aside) never impact you.
Addendum for clarity, super fast means < 30 minutes, and even then you must hit that speed multiple times in a row before you start seeing any impact.
Thanks for the reply Jon, and thanks for giving a time. However, my group just did a legit maggs run and a legit AC path 2 run in 25 minutes each. Of course with the bug we all got different rewards but i will post that in the proper forum with times.
They were not death free runs and we didn’t feel like we did them as fast as we could have, so when we bring our “A” game we will basically be waiting in front of the last boss room for 10 minutes to make sure we get full rewards….not fun. But, I guess if the system starts to work like you hope and it takes multiple sub 30 minute runs in a row we should be fine.
I will also be posting links to the 2 runs we just did(as soon as they are uploaded) to prove we did them legit.
Thanks and i hope a fix is on its way soon.
Thank you this is excellent info. We would like dungeons to be legit hard enough to take closer to 45 mins but if we can’t accomplish that goal we can look at the speed clear times from non exploiters and easily adjust the system. The goal is that hardcore farmers don’t even see this thing but only exploiters. We will keep working towards that goal.
Jon
Jon, I came up with an idea that rewards people of skill.
It works like this:
You start an explore dungeon with 360 possible tokens you can get for the run.
Each death = -5 tokens.
At the beginning of each dungeon, there is a dynamic event that starts. This represents the path you’ve chosen and the percentage of it’s completion dictates how much of the 360 tokens you get at the end of the dungeon.
So, if I skip trash I don’t fulfill the event to it’s completion, therefore I don’t get the full 360 tokens. If I die a lot, again, I lose my rewards as I go through.
When you get to a boss, lets say the first one and you’ve completed 15% of the dungeon with one death, you’d get the full 15% of your tokens -5 for the death. So this way, if people need to leave, they can and aren’t penalized for real life.
If you’re able to complete a dungeon without any deaths, 100% and within a time frame, you get an achievement. Completing all paths + story mode with this achievement would award you a weapon of choice for that dungeon.
See, you’re rewarded for being skilled.
You’re encouraged to repeat the content.
You’re penalized for skipping.
I would love a unique option to gear swap mid combat so I can go from healing <> damage.
@Robert
Why penalize people who have become skilled at the game and can clear the dungeon to it’s completion? If they are capable of getting the gear quickly, provided they didn’t exploit, they should be allowed to.
They learned your game and played it well. Don’t penalize them.
If I have a weekend set aside with 5 of my friends who all play very well and I want to grind out the whole set, why are you stopping me? What is the point of putting an artificial time limit on how quickly I should obtain the gear?
(edited by Zagdul.1502)
This thread doesn’t tell us if the code is working as is intended? You know, when we don’t stay in an area for very long, do not farm and are just doing an event on our way to a personal story circle, and all we get is porous bone…
Correct.
Because this thread is about botting, not farming.
You suggest that we wait for it to be fixed, the issue is how it will be fixed.
Oh, and an achievement for doing all three story lines @ 100%.
This would automatically reward you a weapon of choice.
(edited by Zagdul.1502)
edited for numbers/math correction.
I have an idea for how I think dungeons could reward skilled players and not penalize us for playing the content. I’d like to further reward people who do it in their completion most successfully.
This thread shouldn’t be about complaints on the current ‘bugged’ system. Rather, a way to find a more amicable solution. Please try to keep this constructive if you don’t like the idea.
The concept works like this:
At the start of a dungeon, you get 360 (a piece of gear) by completing it with zero deaths.
Each death is -5 tokens.
At the beginning of each dungeon, a dynamic event starts. Depending on the percentage of completing the dynamic event determines the percentage of that 360 tokens at the end you get.
The dynamic events is ‘kill trash" basically. 100% complete means that you’ve killed every mob in the dungeon and it’s clear
This return will never fall below 5 tokens for a successful run. As long as you kill the last boss, you get 5 tokens.
The percentage of how many tokens you get is awarded after each boss. For example, if when I get to the first boss and have done 15% of the dungeon and had 1 death, I get fifty four minus five tokens (54-5). I’m rewarded 54, but penalized 5 for the death. The total reward (54) is deducted from my potential 360 but receive 49.
(edited by Zagdul.1502)
I don’t like your solution as it alienates the 1%. There should always be an elite crew who are capable of obtaining unique gear that ‘casuals’ can’t get their hands on. These people set a bar for casuals to try to work towards and become better. You need to remember, we’re no longer in the age where this game style is new. The challenge needs to exist in this game and the rewards should compensate achievement.
I agree that there should be something for casual players to go after and there there should be reasonable goals for casual gamers as they will be the what brings home the bacon for Anet. However, there still needs to be an end game with a bar set above that for the casual.
Currently some of the attainable achievement goals will always be out of reach for the casual gamer. I advise grouping some of these up into lesser groups. Maybe a certificate program for level of achievements based on difficulty. For example, the griffonrock achievement should be put into a higher level than most of the puzzles you go after.
Currently, there’s very little, if any reward for casual gamers to engage in repetitive game play. And people who do do this are penalized which is going to hurt their wallet in the end as you’ve stated.
An easier solution would be that the current gear reward does something unique where a lower, less ‘elaborate’ set would be achievable for those who won’t be that 1%.
(edited by Zagdul.1502)
Please people, it’s just a bug, be patient.
I got reduced rewards for no reason what-so-ever so just wait.
“I have lost all respect for this company and the developers.”
seriously what is wrong with people these days?
honestly, grow up please, I don’t want to come to the forums to read this garbage.
The complaint isn’t the bug. The complaint is the diminishing returns on tokens.
It’s counter to their initial claims of this game not being a ‘grind fest’ due to them not having a monthly fee and no need for a grind.
“We’ve eliminated the grind” <—- that’s from their initial promo videos.
With the current mechanic of diminishing returns. This implements a hard grind into the game. An unnecessary one.
You don’t need to force us into your content to have us re-play it. We’ll do it because it’s fun, if it is.
Make achievements for defeating bosses differently and create mechanics for achieving such things. Blizzard didn’t patent this and I advise you flat out plagiarize this as it works.
Speed runs, defeating without deaths, etc etc etc… Pass the gear and tokens out like candy, provided you achieve things.
The bottom line is this, you don’t have a fee for us to pay each month. Provide good content, reward us for it and we’ll return and continue to play because IT IS FUN.
Penalize us for playing the game and we’ll walk away. We won’t have a reason to use the gem store for chests, pets, etc.
I think you’ve learned a valuable lesson here. Going forward with future content. You need to focus on the mini achievements as the gratification of accomplishing them should be rewarded. This is the key to your leveling process. Renowned hearts and jumping puzzles as well as exploring is what makes this game awesome. Implement these mechanics into your dungeons.
Less horribly scripted mobs and poor mechanics.
It seems the devs are contradicting each other..
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-9-25-1/page/4#post255660
Hey everyone. We are currently investigating the issue with dungeon rewards not being awarded properly, and will be implementing a fix as soon as it is available. Thanks to everyone who has taken the time to bring it to our attention, as well as those who have provided as much information as they can to help isolate the problem!
If you run into this issue in the meantime, please make note of the rewards you received in respect to others in your party and list that information here. Please be sure to include the name of the dungeon, as well as any insight into what other dungeons you have run with an approximate time that they were completed (i.e. 16 hours ago, 3 hours ago, etc.).
Again, thank you for reporting this issue!
The easiest fix to this would be that if you want us killing trash and not skipping content, the content should be worth clearing.
This is the first time I’ve played a game where the rewards for killing a boss is a chance at some of the lowest quality loot and not enough gold to pay your repair bill.
Personally, I feel that the drops should be FAR more and that the trash should have a chance to drop the tokens. I’d clear instances with friends if this were the case.
As it stands, for me to complete a dungeon set I need to run a dungeon upwards of 80+ times. This is counter to the initial statements of developers saying that this game shouldn’t be a grind fest.
As it stands, much of the end game content just isn’t fun. When there’s no taunt mechanic and mobs can knockdown/perma stun till you die, trash isn’t enjoyable.
I get that the game is supposed to be challenging. Running the instances should be enjoyable. And I have to admit, I am enjoying them for the first couple runs. However, having to run an instance… 80 times to get gear seems a bit, well… grindy.
I’ve never experienced a game where I would have to spend this much time running instances to get loot. Loot should be achieved by skill and we should be rewarded for that skill. As it stands, we’re penalized for it and tortured for accomplishing something.
On your next expansion, I advise that you put more focus on adding things such as jumping puzzles and chests at the end of them with bonus tokens. These can only be opened so many times a week. These would be found after a boss.
I appreciate the content so far and the leveling has been some of the most rewarding to date. Your dungeons need to follow suit.
(edited by Zagdul.1502)
Why do the goshgolly quote buttons keep disappearing?
@Jeff, thanks for the response.
(edited by Zagdul.1502)
You linked me to the post I quoted sir.
The 9/24 update has:
“End of Story Loot bags improved to only give green or better lvl 78+ gear.”
I don’t know if it also has a retroactive fix for players who have already the step, but we do plan on giving players who have already done the step updated loot.
Any update on this? As in, if we vendored our loot, will we see the retroactive rewards?
(edited by Zagdul.1502)
hey Jon,
I know the title of this thread discusses the tokens. However, I’d like to bring up the racial karma rewards.
I’ve tried to make sense of the cost on these things and I can’t wrap my head around a two handed weapon costing the same as a one handed weapon. I want to get the scepter/dagger for Sylvari and I need 130k karma to do this. This seems rather imbalanced considering I only need only 65k to get the staff. Especially considering the T1 and T2 aren’t viable as anyone leveling at a ‘normal’ pace wouldn’t have the karma to purchase these.
Not to mention the cost of the armor itself. Shouldn’t that also be karma or at least some kind of token in-game? Aren’t there enough gold sinks?
Bots will exist until people stop buying gold.
Congratulations Arenanet. You've convinced me never to finish my personal story.
Posted by: Zagdul.1502
If one part of the game not working properly is throwing you into this big of a fit then you might wanna find other avenues of entertainment.
I’m going to disagree with you, without throwing a fit .
Th e bugs in this game are some of the most discouraging and frustrating bugs I’ve ever come across. Event scripts for DE’s not working for days on end. The need for a Guardian #5 skill to ‘un-stuck’ NPC events.
I have been 100%‘ing the map recently. I got to Ebonhawke yesterday and literally, the W H O L E map was bugged. From leaving the gates out of the fort you encounter the Royal Messengar who was bugged… So, I moved on to the next ’heart’ or event which ended up me needing to help save two dogs, where the NPC had just stopped in her tracks and just to the north, we were on 7/8 waves to save a camp of Ogre invaders.
The entire map was this way. It’s so common and frustrating, and the fit comes from trying to enjoy something that is frankly broken.
I don’t have a sense of entitlement or anything like that. However, I can say without question that the event scripting dudes need to wake up. It’s destroying this game.
Guild Wars Account hacking more likely internal than "fansites"
in Account & Technical Support
Posted by: Zagdul.1502
In all mmo releases I’ve been present at, this has happened. Every time there were always those people who pointed the finger at the mmo’s respective company, and they were always wrong.
The only exception being Rift, in which there was a legitimate exploit and a member of the community was able to successfully reproduce it multiple times (within the confines of his friends/family’s accounts) and report it to Trion. Trion were quick to fix the issue, and gave the person a lifetime sub to Rift. They also announced it on their forums, letting all members of the community know exactly what happened.
There was also the Aion official site that was hacked and re-directed to a .cn site that harvested everyone’s login and pw’s for about a week straight before they figured it out.
That was awesome.
Please explain me HOW someone got my Password that i only use with GW2
in Account & Technical Support
Posted by: Zagdul.1502
Just youtube search “Guild Wars 2 Hack.” It’s frustratingly irritating how easy some of them can get their hands on your account login info.
Yes, they’re getting it from Fan Sites and keyloggers.
There were a few fan sites of guildwars 2 who were hacked and passwords retrieved. The issue with current GW2 security is that we use our e-mails for login authentication.
I would like to have a pin or an account name that isn’t my e-mail address that is sent via HTTPS to the servers. Some kind of secondary handshake rather than my e-mail.
Another "Banned for using the in game ctrl right click automation feature" post...
in Account & Technical Support
Posted by: Zagdul.1502
So, you activated this feature… then went away for a while while you stood in one spot as mobs spawned and got busted exploiting a spawn point.
Now you thought coming to these forums and posting would gain the support of this community?
heh.
Go ahead, say this wasn’t what you did.
Hacker playing on husbands account as I type this
in Account & Technical Support
Posted by: Zagdul.1502
I don’t agree that crimes are “caused by” the victim in any crime. The criminal causes the crime to happen, the victim is innocent. All victims can do to prevent criminal behavior against them is take steps to prevent becoming victims, but they’re not part of the crime at all.
I agree with you 100%, Its quite annoying when i see ppl on forums telling the victims its entirely their own fault with no mention of the criminal.
You’re right, but we don’t live in a criminal-less world and conducting your life based on a world that is is very naive. Therefore, you as a ‘victim’ are to blame for not protecting yourself against criminals.
Would you leave your wallet with money out in an unlocked car in a busy parking lot? Well, using the same credentials for this game or an easy to guess password is the same thing as leaving the door unlocked.
No, literally, people use the password: password123 and think it’s safe.
No, you’d either hide the wallet, you’d lock your doors and you’d take measures to protect your money. This should be the case for creating an online game account. The information of people being hacked and why they are being hacked is out there. People refusing to listen to the advice should shoulder some of the blame.
I have a car alarm and a $200 deadbolt on my front door to my house. This is because I’d like to take measures to protect my assets. This same train of thought needs to be used when creating passwords for your game accounts and you should never use the same ‘key’ for everything.
I know there’s a thread up, but these bugs have been here for 3 days now.
I’ve bug reported them a couple times already. I’ve tweeted about it. I’m begging now… Please, if you’re trying to find a permanent solution, that’s GREAT! but in the meantime, please push the button to restart the scripts so that we can continue to play the game.
This needs to be fixed, it’s so frustrating spending hours trying to complete a map only to find your last 1% being a game bug. Not to mention some of these are very challenging to get to and death/finding friends who want to check this every ~hour~ to see if they’re fixed is getting quite annoying.
Please reset them a few times a day if they’re bugged. They are bugged across ALL servers so transferring to another server won’t solve it.
I would like to complete the maps.
1. Malchor’s Leap
The one just in front of the Bayt Fallahin entrance.
The NPC does not spawn. This is across ALL servers.
2. Cursed Shore (There’s actually 3 here, but we got a guardian with their 5 staff skill to unstuck one of them).
The weapon spawn skill on the boat in the south.
3. Cursed Shore
Weapon Spawn skill in the ‘maze’.
Not to mention the thread that is up listing these two which are posted a few times.
The most disheartening thing to see is 10-20 players on EVERY server swapping around looking for a hopeful server that doesn’t have a bugged challenge.