Showing Highly Rated Posts By Zietlogik.6208:

Season 1 | Lack of Major Male Characters!

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

Am I the only one who doesn’t care which gender has a prominent role? o.O

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Final cut scene at last instance is-

in The Nightmare Within

Posted by: Zietlogik.6208

Zietlogik.6208

it was a nice cinematic for an uninteresting character and a bunch of backtracked story…or lack of story even

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Too Much Jumping Required

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

Let’s just remove the Z-axis so noone ever jumps ever again.

Really though, there is one difficult set of jumps in Dry Top, and it was for the goggles. The rest are just “hit 1, press W”

If jumping makes your eyes bleed, a.) get that checked out, b.) any game with a Z-axis and uses a spacebar is not for you.

I have personally forgot the amount of jumping that is required because it was so miniscule and unintrusive, that it was a non factor.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

About the new Skins and Account Items

in Bazaar of the Four Winds

Posted by: Zietlogik.6208

Zietlogik.6208

I actually REALLY hope they do the right thing here and not have you SPEND points on cosmetics.

It should be a progression system similar to HoM imo, where the more points you get the more stuff you unlock, and have access to via some merchant or NPC.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Global "LFG" UI and Feature

in Suggestions

Posted by: Zietlogik.6208

Zietlogik.6208

Basically: Flesh out the existing LFG system from the original Guild Wars

This is not for a typical dungeon finder mechanic, this is for something more specified and controllable.

Have a Menu/Window you can access that will let you choose from a few basic options (which become more specified)

Select: General PvE, WvW, Dungeons, etc.

And when you select the gameplay you wish to find a group for, it then gives you options that specify what you are looking for.

Example:

-Open Window
-Select “Dungeons” from the dropdown menu
-Window lists all available dungeons (that you are able to enter) and you select the ones you wish to run (via a simple “check mark”)
-This starts a “search” that uses the filters you selected to list (in pages) the users that are also looking to do the same content, as well as their class and level.

From this final search window you can invite people to your party, or attempt to join semi-built parties.

(there will be options for party leaders using this feature to disable self-invites, etc. to their party, for those who wish to build specific party types)

This removes the random aspect of standard dungeon finders (creating parties of random people IT chooses), and also opens up to the opportunity for players to easily build parties for the content they wish to do instead of areas they don’t.

EDIT: Also please restrict party size ONLY in party restricted areas (such as dungeons)

Other areas (PvE / WvW) should have a much larger, if not infinite, party size capability

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Bugs from 16th Patch [Compiled]

in Bugs: Game, Forum, Website

Posted by: Zietlogik.6208

Zietlogik.6208

May as well make a collective list of random things people have found during this patch:

  • FoV slider resets on PvP entry. (caused by Spectator camera)
  • Vertical + FoV combination pushes character into the bottom of the screen
  • Vendors only display usable armor
  • Random voice clips playing (human voices usually)
  • Guild Chat doesn’t work for 1/2 the guilds (re-broken)
  • 50% vote threshold doesn’t work
  • First Person problems: aegis, longbows, items which show over characters head
  • Sound bugs (on both skills and dialogue)
  • Loading Screen is pushed up like the camera (so 1/3 of screen is black)
  • Report a bug is messed up
  • FPS drops
  • Sluggish Camera Rotation
  • Changing Reward Track crashes game
  • Can’t buy traits (I haven’t verified this but have heard it)
  • Minimap has a gap (which causes points to go over the screen)
  • Downed State bar color Green
  • Ranger pets avoid combat is broken
  • Stackable items no longer stackable
  • Missing wurm textures
  • Chat vanishing when changing tabs
  • SweetFX broken
  • Experience bar blacked out
  • Disconnect issues
  • Trait trainers broken / Traits broken (Unholy Sanctuary)
  • GWAMM + Achievement incorrectly granted
  • Guild Upgrades broken
  • Condition/Heal, Damage/Tick bug
  • Bloodtide Cannon Skill point broken
  • Triple Wurm (Phyloric Valve) broken
  • Hall of Monuments Crashing
  • 99% Launcher bug
  • Weapon preview sizes broken
  • sPvP invisible player bug
  • Scepter of Thorn audio missing
  • Caithe’s Table bug
  • Downscale stats changed
  • Tequatl multiple issues
  • When creating a new character, the title screen music continues playing.
  • Sylvari glowing bug
  • Battle of Khylo Archer spawns
  • Missing textures near skills bars, minimap, party portraits.
  • sPvP Reward Tracks missing or broken.
  • Replica Job-o-Tron Backpack doesn’t talk anymore after the patch.
  • Endless Mordrem Teragriff Tonic jump animation bugged.
  • Character stands up while reviving downed/dead players sometimes.
  • The Watchwork Mining Pick now makes a weird sound after the last hit.
  • Lag when pressing “B”
  • Font of rhand mortar bug.
  • Stereoscopic 3D rendering bug
  • Giving feedback on support tickets is broken.
  • Error/Crash on Party leave
  • “Obstructed” bug with ranged attacks vs moving targets
  • Chat is now green instead of black
  • Cannot ping waypoints to Squad Chat
  • “Meeting the Asura” Living Story episode missing Challenge Mote
  • Last charge of ice bow drops the ice bow and freezes mid animation
  • All job-o-tron items not talking
  • Locked at 10/20fps bug (sound bug)
  • Idea Incubation Lab portal insta-kills players walking through it.
  • Super Boom Box does not work outside of towns.
Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

[Feedback] In-Combat stealth

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

First things first…I am not against stealth completely, just its in-combat usefullness.

This is becoming more and more of a problem in PvP environments and WvW.

Stealth fields, finishers, leaps, and stealth in general has gotten a little out of hand mainly due to the in-combat capabilities of it.

Stealth should be a tool to escape, initiate, even both but not be a constant hindrance to an opponent in mid-combat….with no cost, or penalty (no revealed does NOT count). This is simply bad mechanics.

Currently the amount of in-combat stealth some classes can bring themselves and allies can simply make for an infuriating experience. When initiating a battle, group or individual stealth is a valid tactic and can alter a battle every so slightly in your favor if used correctly. But when it happens several times during combat it simply takes away from any form of equality in terms of success and failure between the combatants. It no longer becomes an equal fight, it becomes a mess, tipping quickly into one players favor.

This is a tricky thing to alter since its applications are rather widespread, for example a simple Smoke Field would yield no effect with blast finisher or leaps when used in combat if it was removed completely, but they are a great strategy before a battle to position yourselves for an advantage….and the field cannot have in/out of combat applications without becoming too complex.

Causing damage to reveal a stealthed character or show a trace view/silhouette of them (similar to what the player/allies sees as stealth), or perhaps have a passive ability attached to one of the 4 primary attributes (such as precision) that allows you to detect a stealthed unit nearby would solve some issues.

This would allow players to react to a stealthed character if they have a quick enough reaction time, still giving the stealthed player enough time to effectively initiate and also allow the stealthed character to use distance to stay hidden and escape if they need to re-position by moving further from the target. This would allow agressive plays against stealth to exist, actively searching for the player in order to prevent another impossible-to-predict ambush.

I have always enjoyed stealth in games, I tend to play sneaky classes in most RPGs and Shooters. But when you get detected in most games, you need to react quickly, find cover and carefully plan your next move…not simply make your own cover in the middle of a firefight…(some games have this, but taking damage shows you so….its a poor move usually to do that.)

The issue is in-combat stealth, not stealth in general.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

The new leveling system is a joke, all that needed to happen was to add a little more tutorial to tell people what was going on….that was it.

“I swung a sword, I swung a sword again….Heyyyy I swung it again”

This is now the weapon skills unlock system for the NPE.

“In most games…you go out and have really fun tasks occasionally”

This is now the entire early leveling experience, Press F on everything, whack mobs, with an occasional interesting event.

“and the rest of the game is this boring grind to get to the fun stuff”

This is now the entire level 1-80 experience. 1-40 you will never have your entire skill set unlocked, 40-80 you can never actually use a Grandmaster trait until you have finished the leveling curve…

I don’t know about you, but the NPE and trait changes seem like a giant slap in the face, not allowing players to play how they want and artificially extend the leveling experience to feel different.

I would go as far to say that the game is being converted into something designed for people who have never played a game before. I understand that some people don’t have a ton of time, or just aren’t that good at some games, but this is not how you teach people things. You cannot try and teach a person to draw, by never giving them a pencil. Just as much as players will not learn to play, if they aren’t given the tools and skills.

Like playing monopoly, and having dice rolling unlocked 30 minutes in, then unlocked the ability to collect 200 by passing Go! at 1 hour, having the ability to buy/trade unlocked 2 hours in.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

[Suggestion] five free Transmutation Charges

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

Why do they give 5…when you have 6 armor slots….ANET LOGIC

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

GW1 monsters vs GW2 monsters

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

I prefered the enemies in GW1 that had nearly full skill bars, and fought in “packs”, but that was because GW1 it was more like a team v team encounter everytime, rather than actually feel like solo play.

That was much more engaging for me than simply swinging my sword, then swinging my sword again….hate to say, I actually think you can compare the blandness of enemies to games like early-game WoW and Aion

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Please let us use 2 Major or Adept traits...

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

Currently I am running a build that uses 2 adept in 1 tree, and 2 major in another.

Even though some of the traits are moving around or being merged, in its current iteration, my build would still need 2 majors, and would completely avoid one of the grandmasters.

I am sure there are plenty of builds that would benefit from being able to double up on adept and major traits, forgoing one of the others (2 adept + grandmaster, 1 adept, 2 major, etc.)

I just don’t understand why there is a bridge that needs to be crossed, and leave everything else behind, even if you want to make traits feel more meaningful (which it seems like you do), it doesn’t help, when you cross the bridge only to have 3 options you don’t even want to use left at the end with no other option but to take one “just because”

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Helseth's rant of the week

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

@Allie: “Variety is the Spice of Life.”

But aside from that…I posted this a while ago in the general forum (maybe not the best place for it?)

https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-In-Combat-stealth/first

I even put a massive [Feedback] tag on it to clarify what it was. How can we provide feedback properly? Most of the time proper feedback in various sub-forums gets the once-over or completely ignored, while some completely irrelevant topics get views and whimsical responses from the Anet tags.

Hel has alot of good points there as well, in case you guys have not actually seen the video, at least pass it on to someone over there that will watch it.

I cannot stress enough how many people I know (that I played GW1 with for 8 years) cannot go near the sPvP in GW2, and would give up everything else to even just have a balanced game with GvG back….they literally cannot stand the sPvP in GW2.

GW1 has:
-TA (Team Arenas: TDM with player-made teams) 4v4 http://wiki.guildwars.com/wiki/Team_Arenas
-RA (TDM with randomly selected teams) 4v4 http://wiki.guildwars.com/wiki/Random_Arenas
-GvG – Guild v Guild (Competetive format with maps decided by the lower ranking team’s current Guild Hall, singular objective to kill enemy guild lord, secondary objective to control flag stand for party-wide boosts and resurrection signet recharge) 8v8 – pre-mades only http://wiki.guildwars.com/wiki/Guild_vs_guild
-HA – Heroes Ascent (Progressive PvP mode consisting of a large quantity of maps with multiple objectives leading to a King of the Hill style elimination) 8v8 – 6v6 http://wiki.guildwars.com/wiki/Heroes_Ascent
-HB (conquest style pvp mode with player controlled AI) 1v1 (note: not overly successful) http://wiki.guildwars.com/wiki/Hero_Battle
-Codex Arena (“set deck” skill system limiting players builds and variety) 4v4 (note: not overly successful) http://wiki.guildwars.com/wiki/Codex_Arena
-FA – Fort Aspenwood (Capture and Assault/Defense game-mode where 1 side must break through 3 sets of defenses and kill a guarded NPC while the other defends…almost MOBA-esque) 8v8 (Attack/Defend determined by outpost entered from) http://wiki.guildwars.com/wiki/Fort_aspenwood
-JQ – Jade Quarry (Capture point style where a team gains points by having an NPC travel from a controlled node to their home base successfully) 8v8 (side determined by outpost entered from) http://wiki.guildwars.com/wiki/Jade_Quarry
-AB (Large scale, 7 Capture points with increasing or decreasing difficulty depending on side/map with 5 maps total) 12v12 (3 teams of 4) http://wiki.guildwars.com/wiki/Alliance_battle

GW2 has:
-Conquest (Small scale maps, 3 capture point [no variation between maps/always 3 points], varying secondary objectives based on map) 5v5-10v10

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

The New Cutscenes

in Dragon Bash

Posted by: Zietlogik.6208

Zietlogik.6208

MOAR OF THIS PLZ!

Replacing the current personal story cutscenes with these new style of animation would be a welcome, VERY WELCOME change!

:3

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Moderator)

a rare chance, a rare chance, a rare chance

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

I pretty much just quoted some things from the webpage, and some remarks may have gotten out of hand…

But basically, every single event/activity listed on the website has “a rare chance” listed for its reward, which in turn, disappointed me greatly. The last one in particular has this listed: “may even earn a rare chance at” which implies it is a privilege to even have a chance, at a chance, at a chance, at a reward

Also mentioned how the RNG tends to cause disdain between players due to having things such as “i got it on the first try, its not that bad” types of things appear in chat between players, when people who spend crazy amounts of time and/or money and get nothing tend to be frustrated by the entire thing.

and it still will leave players with a notion that they will never get something they actually want, because the steps of obtaining them legitimately do not exist. They need to add methods to obtain all rewards through ability, not simply “%chance to find chest + %chance of getting from chest” that is a terrible forumula.

example: I just recently got my wind back piece from the last update content. But I had to spend so much time trying to grind loot bags, to have a % chance to get a kite fortune…then get a random amount of fortunes from those to accumulate 150 (at least they ALWAYS gave you at least 1 fortune scrap though, so that isnt 100% bad I suppose) But I would have much prefered to do a scavenger hunt, or other activity, or achievement that allowed me to get this item, rather than it be up to chance. I could potentially be still trying to get it right now if the %chance didn’t like me and drops less loot bags, which dropped less fortunes, which gave fewer scraps…

tl;dr – Just a little disappointed that RNG is in such full motion regardless of how much people dislike it. and it still will leave players with a notion that they will never get something they actually want, because the steps of obtaining them legitimately do not exist. They need to add methods to obtain all rewards through ability, not simply “%chance to find chest + %chance of getting from chest”

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Wait...that's it?!

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

Echoes of the Past was a glimmering light of hope to the content patches…

But this…I did it in 30 minutes, and even then, it was just drawn out due to the maze at the end…which didn’t even really need to exist in the first place it seems.

I just found this to be multitudes shorter than previous episodes, which usually had 4+ parts to the story, whereas this only has 3…very short 3 as well.

A tiny part of the map opened, and we killed a boss, is there more to this patch that I am missing?

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Transparency!? It was here - now its gone!

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

Work. Work. Work. Work. Work. China. Work. Work. Work.

No time to discuss, but I still read near every thread.

Dedicate someone to provide this transparency to the community?

Let’s call them…let’s say…a Community Manager?

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Crown Shard disappointment

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

This could have been made so much better, so much more in-depth, think something along the lines of finding the triforce pieces in Wind Waker.

But instead, it is a rushed, hand-held. pseudo adventure, that has a zerg going from point A to point B.

So much potential, but it seems so rushed and squandered

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

The Shaving Philosophy

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

FYI, we don’t think it’s balanced. That’s why we’re still balancing it.

The OP actually makes a good point, though. For this particular feature build, we have not shared much about what’s going on, we get that. Don’t mistake that with we’re not doing much, though.

Thanks for the feedback

Bolded the interesting part. A while back, it was stated by a dev that the team DIDN’T want to wait for feature builds to apply balance, bug fix, and polish updates. That they would apply them when they were needed, and leave the “big patches” for the content updates.

Why has this been thrown into the fire?

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

sPvP Fix List

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

>>>Please be Constructive!<<<

  • Resign/Surrender command

- Allow a team to use /resign or /surrender to initiate a match end when one team reached 300/350 points. (point threshold to prevent match manipulation by instant /resign)

  • AFK/Leaver Report Features (moderate issue)

- There are not enough features/UI to aid players in properly reporting Leavers and AFKers at the end of a match (to prevent reports for temporary disconnects). There should be a UI after the match, or better ways to report during a match, that let players from both teams accumulate reports for players with toxic behavior or greifing.

  • Queue from outisde of the HotM (major issue)

- I don’t know the actual metrics on this, but the reason it was changed was due to 4v5/DC/Non-loaders for players outisde of HotM who got a Queue pop. This change however made things mind-numbingly boring. We now have to wait to play the game (manifesto anyone?) Alt-tab and watch a video, or make some food while the queue burns away our time doing nothing…nothing…so boring…falling asle—-

  • Solo queue (moderate issue)

- Providing a way for individual players to join matches against other like-minded players without directly forming teams or facing teams with heavy coordination and communication, to have a place to compete.

  • Being placed into the same match over and over multiple times in a row (I’ve had it happen up to 5 times in a row). (minor issue)

- A minor algorithm would be helpful to help prevent players from being placed into the same match more than 2 times in a row when using the “Play Now” button.

  • Joining blowout matches. (minor issue)

- There needs to be a method or mechanic that detects the % difference in score, and lowers that server’s priority at a threshold, for example, if a match is beyond 7 minutes in, and has a 100+ team score differential, the server should be put on a lower priority for joining.

  • Spectator mode abuse/issues/mechanic. (major issue)

- Spectator needs to be locked, that’s it, it is TOO EASY TO ABUSE. Once a player enters spectator mode, they should be locked into it (this only applies to official Anet hotjoin servers, not player customs). The lock would stay in effect until the players leave the match, or use the Volunteer prompt to join an uneven match from spectator mode.

  • Autobalance issues. (moderate issue)

- Currently it takes the last joiners into the server, or those who volunteer, without taking into account participation, meaning if you are the first into the server, you have 0 incentive to volunteer since autobalance will never take you. People being targetted by Autobalance should be notified they are going to be taken, instead of it being a sudden “poof”.

  • Uneven matches. (moderate/major issue)

- There needs to be a “queue” system that places players into the match. Players should be added to the teams in pairs (1-1, 2-2). A method to do this is to add a team join queue, if you click red, you are placed into red queue until someone joins blue, then both are joined at the same time. Random will act as a “fill” pick joining whatever team has the least queue.

  • Server player recognitions. (minor issue)

- Currently a server reads all players as “active” players. Meaning players in spectator mode count toward a hidden playercount, which lowers the server priority for the “Play Now” button. I have noticed that if there is a server with 10 players, but only 8 are playing, new players are less likely to join the server because the game believes the server is “near capacity of active players”.

  • Volunteer improvements. (minor issue)

- Volunteer button is easily missed when a player is focusing on a fight or player movement, and can be suddenly jolted to the opposing team without proper warning. Players need to be notified if they are the current target of an autobalance, and have the Volunteer prompt be a bit easier to see in higher tension situations (maybe slight flashing?)

  • New servers. (minor issue)

- Currently being placed into a low pool of servers when using “Play Now” causes a lower amount of new/fresh/starting servers to be chosen/prioritized. Which attributed to the previous issue of being placed in the same blowout/uneven matches multiple times over.


Some older forum threads of some relevance:

https://forum-en.gw2archive.eu/forum/game/pvp/Stop-putting-me-back-into-the-same-match/first#post5001650

https://forum-en.gw2archive.eu/forum/game/pvp/Auto-Balance-merged/first#post4822950

https://forum-en.gw2archive.eu/forum/game/pvp/Needed-PvP-Tutorial-for-New-Players/first#post4794526

https://www.reddit.com/r/Guildwars2/comments/352va0/hotjoins_are_the_first_thing_a_new_pvp_player/

https://forum-en.gw2archive.eu/forum/game/pvp/AFK-Leaver-Report-System-needed/first#post5529835

Small video of my ramblings: https://www.youtube.com/watch?v=tDJzFSZgOwg


What would you change, or think would change, the overall hotjoin experience for the better?

Together, we can make all facets of sPvP an enjoyable experience! Work together!

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Enough is Enough!

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

Someone had to do it….I think the dragon knows more than we do…down with the quaggans!

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Expansion/Halloween event on the same day?

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

Unless the Halloween content has bugs and needs to be adressed at the same time o.o

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

[Suggestion] Buildables!

in WvW

Posted by: Zietlogik.6208

Zietlogik.6208

Re-plugging some of my old suggestions back in here for good measure >.>

New Buildables:
– Walls/Barricades
– Slow Traps
– Buildable Watchtowers
– Buildable Supply Depot (Allow players to deposit supply, not only withdraw)
– Ramps for high terrain/walls (fragile/low hp)

New Camp Upgrades:
– Dolyak Armor: Equip your Dolyaks with the latest and greatest in combat platemail, allowing them to engage enemies when struck and soak up more damage. (requires guard upgrade first)
– Dolyak Carrot: Increase the speed of your Dolyak, allowing it to run to its location.
– Watchtower: Upgrades the camp with a watchtower for your Guild Claimer and grants the Guild Claimer a ranged secondary weapon to defend itself.

New Garrison Upgrades:
– Golem Factory: Upgrade your Garrison with a Golem Factory add-on, allowing for automated Golem creation. Builds 1 Golem every 1 hour, max: 5 Golems. (requires Waypoint Built)
– Runic Portal: Allows portal travel to the Bloodlust Ruins (located between all 5 points) (requires Waypoint built)

New Map-wide Upgrades: (located in Citadel)
– Upgrade Sentries your world controls into small outposts, consisting of 2 Guards, 2 Archers and 1 Scout (marks nearby targets). Requires Home Borderlands Keeps and Garrison under control.

New Structures:
– Skritt Hovel (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NW of the map to be a new claimable location with bonuses.
– Modniir Stronghold (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NE of the map to be a new claimable location with bonuses.

New Structural Upgrade:
– Warhorn / Signal Fire (Players activate Warhorn / Signal Fire to debuff enemy attackers, and create a visual / audible que to show players a structure is under attack.)
– Electrified Gates (Players who strike the gate with standard attacks have damage returned.

Gate Upgrades: Reduce gate health by 25% and apply a bonus:

- Dredge Tech: gates are immune to flame blast vulnerability.
- Asuran Tech: gates deal damage back to players striking it without siege, with a 10% chance to stun on damage.
- Sylvari Tech: gates slowly regenerate health without requiring supply, but are twice as vulnerable to Flame Blast.
- Charr Tech: gates cast off metal shards when struck by siege weapons, bleeding and crippling enemies nearby.
- Human Tech: barricades are built on both inner and outer sides, limiting space near the gate entrance.
- Norn Tech: Totemic gates give nearby allies bonus might, and periodically chill enemies (1s per 10s)

Electric Fence (bit of a joke rly)

Who can use it: Electric Fense is an upgrade available to guild members of an owned Keep/Tower/Garrison with Claiming permissions.

What it does: When purchased and completed, Electric Fence will prevent all players from directly interacting with the supply depots of the claimed location. This process can be activated and deactivated by an NPC.

Players attempting to access the Supply Depot without permission will be given a quick shock, and a small amount of damage or blindness.

Why use this: This is to alleviate issues with trolls, and players who do not know build procedures within higher value structures, unintentionally (or ex Trolls, intentionally) delaying the progress of structure upgrades, or preventing them completely.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

New Keep/Garrison Upgrade

in WvW

Posted by: Zietlogik.6208

Zietlogik.6208

Re-plugging some of my old suggestions back in here for good measure >.>

New Buildables:
– Walls/Barricades
– Slow Traps
– Buildable Watchtowers
– Buildable Supply Depot (Allow players to deposit supply, not only withdraw)
– Ramps for high terrain/walls (fragile/low hp)

New Camp Upgrades:
– Dolyak Armor: Equip your Dolyaks with the latest and greatest in combat platemail, allowing them to engage enemies when struck and soak up more damage. (requires guard upgrade first)
– Dolyak Carrot: Increase the speed of your Dolyak, allowing it to run to its location.
– Watchtower: Upgrades the camp with a watchtower for your Guild Claimer and grants the Guild Claimer a ranged secondary weapon to defend itself.

New Garrison Upgrades:
– Golem Factory: Upgrade your Garrison with a Golem Factory add-on, allowing for automated Golem creation. Builds 1 Golem every 1 hour, max: 5 Golems. (requires Waypoint Built)
– Runic Portal: Allows portal travel to the Bloodlust Ruins (located between all 5 points) (requires Waypoint built)

New Map-wide Upgrades: (located in Citadel)
– Upgrade Sentries your world controls into small outposts, consisting of 2 Guards, 2 Archers and 1 Scout (marks nearby targets). Requires Home Borderlands Keeps and Garrison under control.

New Structures:
– Skritt Hovel (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NW of the map to be a new claimable location with bonuses.
– Modniir Stronghold (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NE of the map to be a new claimable location with bonuses.

New Structural Upgrade:
– Electrified Gates (Players who strike the gate with standard attacks have damage returned.

Gate Upgrades: Reduce gate health by 25% and apply a bonus:

- Dredge Tech: gates are immune to flame blast vulnerability.
- Asuran Tech: gates deal damage back to players striking it without siege, with a 10% chance to stun on damage.
- Sylvari Tech: gates slowly regenerate health without requiring supply, but are twice as vulnerable to Flame Blast.
- Charr Tech: gates cast off metal shards when struck by siege weapons, bleeding and crippling enemies nearby.
- Human Tech: barricades are built on both inner and outer sides, limiting space near the gate entrance.
- Norn Tech: Totemic gates give nearby allies bonus might, and periodically chill enemies (1s per 10s)

Electric Fence

Who can use it: Electric Fense is an upgrade available to guild members of an owned Keep/Tower/Garrison with Claiming permissions.

What it does: When purchased and completed, Electric Fence will prevent all players from directly interacting with the supply depots of the claimed location. This process can be activated and deactivated by an NPC.

Players attempting to access the Supply Depot without permission will be given a quick shock, and a small amount of damage or blindness.

Why use this: This is to alleviate issues with trolls, and players who do not know build procedures within higher value structures, unintentionally (or ex Trolls, intentionally) delaying the progress of structure upgrades, or preventing them completely.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Communication in game

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

other than voice communication, there are a few things that can be done.

1.) Communications Rose (LoL, Battlefield games, etc.)

Usage: Shift and Hold Left-Mouse button on your mini-map (or rebind to a better key) to display the Communications Rose / Pop-up Communications.

While the pop-up is active, a player can mouse-over several commands that they can issue to the location clicked onto the mini-map.

For ease of use, 4 Commands would include:
– Attack Area
– Defend Area
– Watch Area
– Do Not Go to area

This would be pinged onto the map for 1-3 seconds and display a graphic to indicate what command was used (such as a Red X for the “Do Not Go” Command) with a small, not overly audible sound with it.

2.) New Player Icons

When a match begins, players can opt to display a colored circle around their class icon to indicate the type of role they are using.

- Orange Outline: Indicates the player is a primary Damage source for the team.
– Teal Outline: Indicates the player is a Control source for the team.
– Green Outline: Indicated the player is a Defensive/Bunker for the team.

(colors may vary)

Along with player icons, perhaps, the icon of the player should be greyed out when they are defeated (currently it just displays their normal icon, and it looks like they are just standing still according to the map, meaning you must check the party bars to confirm.)


2 other things to consider:

- Resignation: add a /resign function for teams to end a match early when in an extremely snowballed situation, requiring all members of the team to type the command to accept.

- Reporting: add the ability for a team to report a player for AFKing, with a possibility of adding 1 dishonorable to them.

- Match Start Delay / Pause: When in a 4v5 situation, allow the timer (if before match start) to delay until a new member can be substituted in their place after a 15 second grace period.

If a player leaves mid-match, allow the game to pause if all players currently present, (on the team with the disadvantage) wish to suspend the match by displaying a pop-up window asking the players. It will suspend for 20 seconds and attempt to find a replacement player, then resume regardless after the 20 second period.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Once Again: Camera Zoom

in Suggestions

Posted by: Zietlogik.6208

Zietlogik.6208

Letting us zoom out a bit farther, and allowing us to use a first person camera would be a great QoL change.

Allowing us to actually see our surroundings rather than full emphasis on our character. Letting people actually enjoy the artwork and scenery put into the game ,rather than a camera shoved into the ground looking up your characters !$@.

It would just be really…really nice (please)

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

PvP bag reward track

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

  • Color track – rewards dyes
  • Remodel Track – rewards trans charges and hair kits / character kits on completion
  • Wealth track – rewards fixed price items to boost gold gain by a little bit (each reward gives like…5 items worth 10s each type of thing?)
  • Resource Track – As the track progresses, gives t1-6 materials and rewards rares at “check points”
  • Storage (Spring Cleaning) track – Rewards bags, black lion salvage kits, etc.
  • WvW track – rewards siege, silver, badges of honor (i cant imagine it being better farm that EotM though…)
  • Fractal track – various materials, fractal relics, and skin choice on complete
  • SAB track – (reactivate the bauble merchant) rewards baubles, miniature crafting items, weapon crafting items/pieces (these things are WAY too expensive on the TP, there needs to be a way to get these weapon skins)
  • <Insert Season> track – rewards similar items granted from event farming during Mad King, Wintersday, Jubilee, Dragon Bash, etc.
Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Hollow event? give us 10g!

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

Really? Who’s idea was this?

The “rewards” are so niche, that a large demographic of players will just have no ineterst in even participating.

There are no basic rewards for the participant in the form of drops/exp/karma/etc so you are literally just farming empty shells for some tokens at the end….at least when you go to chuck e cheese the games are fun, THEN you get tickets….not “here play whack-a-mole for 30 minutes, wait, then play more whack-a-mole for another 30 minutes”

And to put the cherry on top, you have to PAY even more for the “reward”? So I can spend several hours gathering tokens, then pay up front another 10 gold for some of the items? really?

Iono, this just feels weird, it feels like they are trying to steal your time, and add a gold sink onto it for good measure. I wouldn’t have an issue if the events were fun, but they are just “throw bombs, break shields, throw bombs, break shields”

I enjoy the effort in the Silverwastes events, escorting, defending, having something worthwhile happen due to your and your allies efforts, all the while feeling grand and having a sense of victory. This event just feels hollow.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

[WvW] Commander Commands

in Suggestions

Posted by: Zietlogik.6208

Zietlogik.6208

I vote that we have certain markers etc. that a commander should be able to use in order to move troops and teams into locations without having to spam map chat at them.

But also let Commanders manually appoint “Sub-commanders” or “Lieutenants” that can aid in the battle coordination.


1.) Lieutenants: These players would be manually assigned by commanders to be high-value individuals that can aid in leading teams, supplies and troops around in co-ordination with the commander.

The lieutenants would have their own sub-icon that would distinguish them as lieutenants. They also have some of the same abilities a commander would have for map markers and chat.

They are chosen and removed by the commander, so a gold requirement is unnecessary and they can be substituted when available. They are “temporary team leaders”

NOTE: Only 2-3 lieutenants can be chosen by a single commander at any given time. maximum.

2.) Commander markers: These would be simple icons place-able on the map to help players understand where they should and should-not be.

They include such markers as “Attack, Defend, Group, and an Arrow/Move marker”

This can better communicate the directions and locations that groups are heading, and moving to. Ex. A simple Move arrow to a camp, and group icon near the southern entrance of a keep can show that players should quickly take the camp then group at a specific area around the keep for an attack.

3.) Unique Commander markers: These are specialized markers given to commanders to guide their lieutenants, these would only appear to lieutenants and allow for a 10-20 character “text box” to describe situations.

Commanders will also be allowed to place Siege Icons to help choose locations and types for siege equipment to their respective troops.

4.) New UI Window that lists your Lieutenants and their group members (5 man squads)

5.) Chat color differentiate for Lieutenants and Commanders in chat window.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Lets talk about the new Gem conversion [Merged]

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

“it is better to have 1000 players for 10 years, than 10,000 for 1.”

This change does not aid the loyal, it is a blight on an already controversial subject in the realm of cash shop games.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Crown Shard disappointment

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

I think something as simple as the game not telling us exactly where they are would have been a good start >.>

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Dear Devs, we haven't gone away

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

We still want balance, and we still want more gamemodes that actually promote teamplay and are more e-sport oriented.

The system in place is fine…for some people who want a quick join sPvP game. But for those who want to take the pvp a little more serious, this gamemode is a punch in the face on all levels.

It is fine to have it there, just give us another option, more options, the right options.

an e-sport CAN function off of one game-mode. The issue is that the mode has to be made for e-sport type players, it has to be the RIGHT game-mode.

The balance is slowly getting there, i would say it is better each time (usually) but the game-mode has seen no changes, no additions, no nothing. (spectator…no)

Even something as simple some randomized objectives, or moving some things around, or adding gank routes to maps.

(the 3 maps that are a prime example of the right direction for additional objectives [Forest|Spirit|Temple]. we just need to have something other than team-splitting capture points…a singular team-based objective…guild lord anyone?)

on that subject…how about you you guys try moving the objective from Ruins onto the to of the ship on the Raid on the Capricorn map….we know, water combat, woooooo, but we really don’t need it -.- (opinion)

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

We shouldn't be the Hero

in Personal Story

Posted by: Zietlogik.6208

Zietlogik.6208

This is how it was done in GW1, and it did a good job of it too.

We always THOUGHT we were the hero, but at every turn, the people we were helping were, in reality, were just manipulating us into achieving their goals.

This time (GW2) we have 1 goal, 1 mind, and everything focusing purely on that, the dragons. There are no twists and turns, its just step 1: start your journey to fight dragon, final step: end your journey to fight dragon. You knew how the story would end, before you even started it…this is a bad idea (imo)

The race specific and order specific story arcs were the best of the story, but they seem so completely disconnected from the actual “dragon story” that the entire thing just feels tacked on.

Hopefully in the future, we can start getting a REAL story involved in the game, a story where things don’t go as planned, where everything doesn’t FEEL scripted. Where the people we are helping aren’t as friendly as we thought, the places we are going aren’t what they seem, and most importantly:

The people we become are not so black and white. Where our choices actually make a difference and sometimes they are not for the better.

For anyone that doesnt know the story behind GW1 (prophecies) I can break it down a little bit, but it is always more complex than what you originally play through…and its long as hell:


1.) You start your journey fighting the evil enemies
2.) Those enemies annihilate your home and people
3.) You flee and seek refuge to the west
4.) Arrogance and ego prevent you from properly reaching your destination (from your own king)
5.) Major Character 1 dies, but you continue on and make new allies with the dwarves
6.) The Dwarves help you travel through to the west, but you must help them fight their enemies….their own race.
7.) You make it west and find the White Mantle fighting the undead, and prove your allegiance to them to gain entry to lion’s arch.
8.) You continue to aid the White Mantle in fighting the undead, as well as gathering the “chosen” who respond to a certain magic (of prophecy) and find the Scepter of Orr
9.) You find out that the White mantle are evil, and sacrificing the “Chosen” to try and prevent the prophecy, as well as seal an ancient gate, so you join a rag-tag group of resistance fighters to stop them
10.) Turns out there was a spy in the resistance and he sold you out to the Mantle.
11.) You give the Scepter of Orr to a Vizier who is supposedly a good guy…right? and he helps you escape from the Mantle
12.) You begin your new adventure towards “ascension” in order to fight the Mantle’s army
13.) After ascension, you find the Prophetic dragon, Glint, who tells more of the tale. And sends you to the Dwarven capital of Droknar’s Forge.
14.) While fighting with the dwarves you discover an ancient evil is allied with (and manipulating) the Mantle, and seek protection against their magic (infusion)
15.) You retake the dwarven lands and are able to travel to the Ring of Fire to fight the mursaat and fulfill the prophecy
16.) The Dwarves and Vizier aid you in assaulting the Mursaat strongholds to stop their….evil, and help you to reach the Door of Komalie
17.) You fight Major Character 1…in undead-ness
17.) You break the seals the Mursaat used to hold the Door of Komalie closed
18.) The Vizier then reveals he is actually the evil Undead Lich (because he died in Orr a long kitten time ago to stop the charr) and has been manipulating you in order to open the door.
19.) Opening the door releases an even greater evil from the Realm of Torment which the Vizier wants to command and destroy all of Tyria with…
20.) You defeat the Lich, using his power to re-seal the Door (i think?)

So ya….tl;dr: You did a lot of stupid stuff, and messed up alot of things, all the while THINKING you are the Hero.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Expected LoZ, got Farm Simulator

in Guild Wars 2: Heart of Thorns

Posted by: Zietlogik.6208

Zietlogik.6208

I was expecting the new horizontal progression to be more inline with how Metroidvania/Legend of Zelda type games function, where sure, you cannot access a bunch of the game world, but you just need to do certain tasks, or obtain certain items to be able to access them.

And they ALMOST got there…but then stopped short and didn’t properly figure out how to implement it, so they just fell backwards into the pit of “kill things”

For example, in LoZ: OoT, you need to obtain the hookshot to access the Forest temple right? But you don’t run around trying to obtain 2000 rupies to buy it, or kill a billion skulltulas to get enough exp to use it, it is part of a natural progression through the story.

The main story arch can be how it currently is, locked behind a “gate” for people who need to obtain the item/mastery needed to complete them. But the method for obtaining these really needs to change. There needs to be mini-missions in between the main story that allow you to unlock mastery.

Let’s say you want Itzel Mastery, instead of killing pocket raptors for 2 weeks straight, you just complete quests/scavenger hunts/collections/events for the itzel. and along side this you could have a Micro-chapter of story just for them, and one just for the exalted, and one just for gliding, and these you do to unlock their respective mastery, just little story snippets and missions that help you understand what you are MASTERING in the first place.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Global "LFG" UI and Feature

in Suggestions

Posted by: Zietlogik.6208

Zietlogik.6208

if only lol, I heard they were working on some kind of improved LFG feature, but they can say alot of things and implement none of them so…

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Balance Wishlist

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

Wow these are horrible

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

No changes for PvP Tutorial?

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

Of all things, there is much for new players, and the new player experience being delivered in this feature patch.

But I still see we have this horrendous PvP tutorial, practically non-existent WvW tutorial (basically a PvE Scout), and pre-set pvp builds that players don’t even know they have loaded because the game doesn’t tell how anything works in the sPvP lobby.

Players are never directed to the training grounds either…SO how about:

All PvP reward tracks are locked until you complete a basic “Training Track” that would involve mechanics in the training area and progress something similar to: (excluding cannons…because “lololol we deleted Capricorn!!1”)

Each of these will have a popup window (like hints) that would describe actions and rewards for these mechanics. (the hints/popup descriptions will be in bold)

  • Visit the Training Grounds area.
    (Here, we will learn about the basic mechanics of the various PvP Environments.)
  • Open your PvP Build window.
    (This screen will help you build your character to fight alongside teammates in PvP matches. The Traits, Sigils and Amulet are all you need to get started in PvP. These will change as you swap between PvP and PvE areas, so be sure to open this window when you enter any PvP zone to double-check your setup.)
  • Rally an ally in the Training Grounds.
    (Keeping your allies alive is important in all game-types, but even more so in a PvP environment, so be sure to revive fallen allies to keep your team strong.)
  • Stomp an Enemy in the Training Grounds.
    (Just as important as reviving allies, defeating an enemy is also a great way to strengthen your team, and make your enemies rethink their strategy.)
  • Use a Trebuchet in the Training Grounds.
    (This secondary objective is located on the Battle of Khylo PvP map and allows you to bombard an area with heavy hitting Trebuchet shots to give your allies the edge in battle.)
  • Destroy a Trebuchet in the Training Grounds.
    (Both teams in Battle of Khylo start the match with a trebuchet ready for them, so destroying the enemies is a great way to reduce any advantage they can gain from it.)
  • Repair the broken Trebuchet in the Training Grounds.
    (Even if your Trebuchet is destroyed, or you destroy the enemy team’s Trebuchet, the Repair Kit is a tool that can make it usable again during a match.)
  • Gain a temporary buff by defeating The Chieftain or Svanir in the Training Grounds.
    (By defeating these neutral monsters on the Forest of Niflhel, you will grant your team an instant 25 points as well as a helpful buff to boost your team’s power and stats.)
  • Kill the enemy Guild Lord.
    (On the Legacy of the Foefire map, there is a powerful NPC heavily guarded in each team’s base. By defeating this NPC you will grant your team an instant 150 points.)
  • Channel and capture a neutral node in the Training Grounds.
    (Many maps in PvP require you to channel for a brief moment in order to capture an objective or buff. Such as the Orb of Ascension on Spirit Watch, the Cannon on Skyhammer and various buffs on Temple of the Silent Storm.)

>>This is where the Training Area stops, and the in-game training begins<<

  • Capture a neutral capture point in any PvP match.
  • Capture an enemy controlled Capture Point in any PvP match.
  • Defend a capture point your team controls for 10 seconds in any PvP match.
  • Rally an ally in any PvP match.

- Stomp an Enemy in any PvP match.

-Done-

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

END OF MATCH PVP

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

It’s great. Don’t see myself getting salty over this. The smacktalkers might though.

it is an interesting concept, but poorly implemented and tbh, a complete waste of time.

They could have used that time to actually create a proper tutorial for new players or something…

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Should it continue?

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

http://www.guildwars2hub.com/features/editorials/guild-wars-2-bring-end-living-world-permanently

After reading this article, and already having an opinion before reading it that matches up.

I personally feel this throw-away content is kind of a running joke by this time, and although it is nice to have that “new content rush” it only seems to last for a few initial days, then becoming stale for a lot of players and only really sticking for a few.

Personally I would much prefer balance and polish patches every 2 weeks, and full content releases attune to expansion packs every 6m-1yr.

And honestly, this would let their currently rushing devs work on solidifying the core game, adding fluid and sensible events, and making the zones we have worth re-visiting.

What is everyone elses take on the current trend of the Living World an content additions in general?

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Um...this maze though?

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

far north section, then turn left.

The maze was….so unnecessary, it feels like it was just there to make the content take longer….artificially

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Fort Salma frustration (spoilers)

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

I never had an issue with this….even on the first playthrough, it was easy to see what needed to be done, and it never felt as if I was unable to do so. :/

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

"Competitive Casual" Gameplay Options

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

There are things that can be fixed, but require a large community to accomplish.

This hit me when I saw the Ladders and Seasons thread.

Ladders (and proper player rankings to matchmake) would work wonders for putting players of similar skill level together for matches. But with so few people this would either lead to a:) an hour long queue with noone else in your bracket, or b:) combining different brackets together to lower queue times rendering the entire system pointless.

We need people to be play PvP to properly set up alot of things that would fix the issues.

People do not want to play something that has low priority on balance, no variety in gameplay, and no rewards to compensate. Right now it is just baby steps, taking those one at a time to get things into working order. Whoever thought the current state of PvP is in need of ladders and seasons is poorly informed, and possibly rather disconnected from the game and its playerbase.

The problem with trying to force competitiveness and PvP, is that it doesn’t work. If a game is well balanced, has some interesting mechanics, and fun things to do, people will find a way to make it pvp and competitive (see: Warcraft 3/DotA) and it will happen naturally, and that is the best way to nurture it.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Questions, questions...

in WvW

Posted by: Zietlogik.6208

Zietlogik.6208

Sorry Mark, but as the days go on, more and more people will refuse to believe that.

Anet Says: They want to be more transparent
Anet Shows: Nothing, instead they go into hiding

Anet Says: They are working on things
Anet Shows: Nothing at all about what they are working on, no more blogs, videos, notes, etc. instead everything is being classified as a “company decision”. What ever happened to free ideas and open creativity? We would love to hear the ideas of what they want to do, they don’t have to be promises.

Anet Says: They are watching player suggestions and ideas
Anet Shows: Very little sign of (wtf censoring) acknowledgement of player suggestions and ideas, causing players to stop suggesting things all together due to feeling unwanted.

Anet Says: The team is busy
Anet Shows: No information on the size of said team, how busy said team actually is, what said team is focused on, rough estimates on testing and QA for the team.

How big is the WvW team exactly? 2 people? 10? it feels like 1….or maybe even 0 currently.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

[Merged] NA World Tournament Series Disconnects

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

This is absolutely sickening, If anet wants to hold a proper tournament, they need to have the appropriate systems in place to hold one.

I can’t ask for LAN/Wired connection methods, but at least postpone your tournament until your current server issues are resolved.

The players rely on your servers, in combination with their ISP, 2 very fickle systems. And I just witnessed a game go 4v5 from the very beginning of the match, no intervention from admin, and they simply just gave the match away rather than restarting.

I don’t know about you, but this is unacceptable behavior from the admins and to be honest, the casters seem completely oblivious to the fact that this creates a massive unfair divide. It was almost as if they didn’t care, or feel that they may as well fight a 4v5 “just because”.

These tournaments are becoming a disgrace to proper #esports

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

PvP Needs a basic tutorial

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

The sheer amount of players I see running around with default builds/amulet getting slaughtered because they think they have a different build and specializations is heart breaking because they have no idea how to access their build window in a match or know it exists outside of a match

I have copy/pasted my idea of a basic tutorial for YEARS now….Anet hasn’t really taken any notice, but this is a better time than any to coontinue my copy/pasta legacy!

https://forum-en.gw2archive.eu/forum/game/pvp/Plan-sPvP-Tutorial-Redux/first#post6433389

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Achievements are the new "!"

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

I didn’t even notice it really until recently, that I am treating the achievements as quests….yep….quests.

You open your Achievement panel and look up the ones you have/want to do just like a quest log. They pile up with every update and need to be done to get certain rewards just like a quest log, and the actual achievements themselves are just like “!” Quests!

These are very cleverly designed exclamation point quests! the only real difference is you don’t need to visit an NPC to have it added to your hero page/quest log, it just does that automatically.

Quest: Convert 200 Quartz Crystals into Charged Quartz! (sounds exciting! oh my!)

Quest: Complete 20 Events while supporting (insert random name here) (I’ll get right on that!)

Quest: Arrive at The Bazaar of the Four Winds by taking a ship from Sanctum Harbor. (whoa now, this one sounds tough!)

If I had listed these to someone who has never played this game before, this would look like the most boring, mundane, run-of-the-mill content. These are just the “living story” ones, but even the base achievements are just “hunt for X area” or “kill a bazillion creatures”

These…are…NOT….achievements! THESE ARE QUESTS! (and boring crappy ones to boot)

Achievements should be a BRANCH off of a quest, not be one itself.

Complete a path of Arah without your party stepping on a corpse.

Win an sPvP match without being defeated and have a score of at least 100.

Complete CoF1 in under 8 minutes! (lololol)

Defeat “Insert specific boss here” without wearing any armor

Capture and defend a single camp in WvW 3 times consecutively. (defend event status completed 3 times)

These types of things are things you can do PARALLEL to the content you are doing….they aren’t the direct cause or result of the content, whereas every new Achievement I see added during the Living World….IS JUST ANOTHER QUEST!

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Next Game Build: Update

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

“With our extensive testing we have come to the conclusion that the Camera is too confusing to new players, and will be completely revamped in the upcoming patch. You will no longer have any control on its direction or zoom, and will be locked to the same distance for all players until level 75”

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Scarlet Stomp is extremely annoying

in Battle for Lion’s Arch - Aftermath

Posted by: Zietlogik.6208

Zietlogik.6208

most annoying part is the unskippable cutscenes….

I alt tab, I can go make some food, watch a movie, all while the cutscene plays….just so I can do something in 10 seconds

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Let us wear outfits + regular helms! :3

in Guild Wars 2 Discussion

Posted by: Zietlogik.6208

Zietlogik.6208

a minor change, not really necessary, but I agree, it should be the same as GW1 with the 2 slots, being able to hide either or

Normal armor + outfit helm
Outfit + normal helm
Full outfit
Full armor

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Fix Spirit Watch

in PvP

Posted by: Zietlogik.6208

Zietlogik.6208

Hey guys, just wanted to pop in here and state that come the release of the feature build players will no longer be able to carry the orb while in a transform. For those unfamiliar with what a transform is in PvP, it is a skill that changes your skill bar. I.E Rampage, Elixir U, Tornado, etc. We’ve also trimmed off some hard edges on the map to make travel more smooth and functional.

Thanks and I hope this makes the map more enjoyable for those whom have issues with it.

I don’t think this was ever the issue…

They should remove the orb and replace it WITH a transform, not the other way around.

Picking up the orb would turn you into a spirit, with spirit skills, that way no matter who picks up the objective, they are all transformed into the exact same thing.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Poor design does not = challenging

in Queen's Jubilee

Posted by: Zietlogik.6208

Zietlogik.6208

1. the 1 shot kill aoe cone, take one of the 0’s off the 100k hits, that way it won’t kill everybody but only the zerkiest of the zerk.

Naw, this is fine, part of the challenge is not instantly burning your dodges/escapes at the first sign of trouble….you just need to stay focused and it won’t actually hit you.

2. the same 1 shot aoe, change the attack to shoot upwards instead of crashing down on the player this will make it easier for everybody to see the attack since a cone of black blobs will appear at their feat instead of hard to see red circles.

This isn’t a bad idea, I never actually looked for the attack animation, just the red circles when dodging, it may as well not even have graphics since you don’t see it until its crashed down.

3. the the 1 shot adds who’s damage doesn’t show up in the combat log, change them to a stun or daze when they hit you with the same damage as her auto attack, and when they do they destroy the light crystal if you’re carrying it, maybe give a random condition like weakness, or vulnerability.

They move insanely slow….if you let these things kill you then you need to learn your basic W,A,S,D’s

4. make the arena bigger, or open it up, there’s plenty of space up their for those domes to extend in size.

Completely agree, most of the time the fight wasn’t even the most frustrating part, it was the fact that the camera was adamant on crawling into my anus while im in combat -.-

5. that blinding blur….take it out and make it a gambit, its stupid to be instagibbed because you’re blinded, if you really wanna make the fight harder than it already is just add in random condition blinds that won’t hide her attacks.

Go into your GFX options and turn off Post-Processing…problem solved.

6. the light crystals, change them to orbs like many of the previous fights before her, so you can grab them on the go and not have to stop to pickup and throw, god forbid if you have 2 or more.

I don’t think this needs changing, it is about timing.

7. make it so the crystals last for more than 20 seconds, or don’t disappear in your hands.

The entire arena is timed, if people need that much time to grab and throw these….they won’t make it to the end anyways.

8. instanced, instanced, instanced. nothing makes a rage inducing fight worse than culling and lag because there’s a gigantic farm right below in rendering distance.

Was probably the worst choice to make these right about the giant 800 mob farming zone right underneath, Perhaps move the domes to the layer that noone ever goes to (the portals that take you to the outer ring 1/2 way down the pit)

9. make it so she’s not such a mad brah when you break her EZ mode shield, or slow down the add spawn rate in the second phase.

Once you figure out the AoE pattern, she barely even scratches you…seriously

10. have the cone of 1 shot death go around in a preset pattern and not randomly going after you or not going after you, and have them change directions every time you hit her with a light crystal.

The last place it hits is a safe zone….keep that in mind, and phase 2 is a set pattern soooo…not in need of changing

11. up the time limit to at least 5 minutes or higher than what it already is.

this induces tension, it is there for that reason and that reason alone, it loses that reason when it becomes less of a factor. These types of things have been around since old school NES games.

12. make it so in the second phase the 2 cones of 1 shot can’t hit you if you stand in the middle where she was, but don’t put it in the patch notes if you do, and put stability on her if you think people can abuse that and stunlock her to death. or have it so her adds go to her in the second phase and reward boons and in return their weaker. or add a dark circle there that puts vulnerability or random conditions on you if you stand in it to long.

Second phase is fine, learn the pattern.

13. make it so every form of damage mitigation works instead of only blocks.

No real input for me on this one, it seems like its either a 1-shot or not…so not sure how this would change anything….unless you want it to make it easier, not needed.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]