A world boss with same, or gladly harder, difficulty as Triple Trouble, that cannot just be killed by 50 silent players pressing 1 at the foot.
Triple Trouble is not hard. The only “hard” thing about Triple Trouble is the coordination of this event.
And it is not a good example of “open world” bosses, because a lot of work in organizing Triple Trouble is in finding an exclusive map for all the players without “randoms”, so the whole map is more like an instanced map and not an open world map.
Open world bosses/raids will always have to take into acount that there will be “randoms” and unskilled players on the map, so they can never really be true “challenging content” (for better players). There will always be players that are just pressing 1.
Thats why A-Net created instanced raids as the challenging PvE-content in this game.
So, maybe you want 20-player and 50-player instanced raids, that are easier than the actual 10-player raids?
Why is everyone still using ts3? i mean i know it still works and its not terrible but honestly how long would it take for servers to take the free upgrade?
TANSTAAFL (There ain’t no such thing as a free lunch).
Discord is not free. You maybe do not pay with your money, but then you pay with other things (like your personal data).
Maybe Discord is the new kid on the block, but TS is not outdated and it is a feature rich, stable and well supported piece of software, so there is no general need to change from TS to another system if you already use TS and TS does what you want.
Thank you so very much for accepting the invitation and joining in today’s Stress Test!
Did we stress the servers enough? It felt like there where even less players on the map than in the demo-weekend.
At least my client crashed twice during the test. Maybe it was not a stress-test but a crash-test.
So we were discussing all the dragons killed and what to do with all that meat. That lead to the discussion of what wine would go best with Aurene.
We had a barbecue. It tasted like chicken. I had a beer. What else to say.
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Of course always within reason, saying “I don’t want them to make gem store outfits and instead add more cats” is invalid because there are different teams working on those things. Same with saying “I don’t want them to add more Fractals, I’d rather they add more WvW maps”, different teams, different things. So it depends on the suggestion. There are those where it is valid, and those that it is invalid.
Yes, we know of some A-Net employees/devs that are/were at some teams at some point in time.
But ressources/people are re-assigned to other tasks and teams related to priorities and there are also “shared ressources” that can become bottlenecks for multiple-teams.
We do not know all the teams and the workload of all employees all the time.
And we do not know the internal constraints and dependencies of the GW2-software with all its parts and services as a whole.
So in reality, we normally can not find out, from the outside, as players/customers, if the development of feature-A blocks or delays feature-B, or not. Until A-Net tells us about it.
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Most answers to suggestions here seems to be about “development time” I get that A-Net have previously explained that it takes time to build a feature into a game, but it seems like any idea, small once and big once, always turn to the familiar “I like the idea, but development time might be to long” answer.
Ressources, like developer-time are limited. So yes, if a developer works on feature A he can not work on feature B at the same time, so there is some truth in the above sentence, because company-management and development-team have to prioritize what will be developed and what not.
But the development-time (which equals development-cost aka money) is not the only factor for priorization and we (as players/customers) have not all the internal informations that are used for their priorization and decisions and we can not decide for the company.
We can only tell A-Net what we like and dislike and it is up to A-Net, what they are doing with our input. At the end, A-net wants to sell a product/service so they want to make their customers (most of them) happy, because it is our decision to buy it (or not).
So if another player writes, something is “a wast of dev time” he/she usually means that he/she does not like your suggestion/idea and wants “instead” something different developed. You can ignore such “it is a waste of dev time” responses.
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Fishing will be implemented when we go after Bubbles the Sea Dragon.
Yes, fishing will be part of the masteries of the Expac 3 “FoB”.
I was there when LS1 happend, but I think it is a good idea that new players can get old items that are otherwise unobtainable.
Maybe other high-priced/old items should also be made available.
But I do not like the random-gambling-boxes they are included in. This is just a cheap way for A-Net to make much more money with them and this devalues the items.
Maps was beautifully designed, but felt a little like Queensdale 2.0 and was empty – not a lot to do. Raptor was mostly ok, but was stuck on terrain too often and could have strafe left/right, but it was not such a big and good thing like gliding. Sous-chef was horrible (dont put mastery points behind time and RNG based mini-games)
Overall: It was mostly a nice experience .. but it was “only nice” and it was a little bit boring. My experience during the HoT-beta was much better and it felt much more engaging.
Sure, the raptor movement is a little different from moving your char by itself, but if you think of it like the glider (which also doesn’t really strafe) and just control direction with the camera, I’ve found it feels really smooth and natural.
The glider does strafe left/right. But because the glider always moves forward and never stands still, the left/right movement is in addition to the forward movement.,
For the short while I played Archeage, movement was one of my favorite features, I could leap off of something using a mount’s ability and seamlessly dismount(mount would just vanish as they do in gw2:pof) and pull out my glider begin soaring through the air.
It feels really clunky to not be able to glide while falling just because I’m on a mount.
I never played Archeage, but I too wanted to switch from mount to glider in mid-air in the demo a few times and was surprised, that it did not work and I made a bumpy landing. At least I did not die, because the fall-damage with mount seems drastically reduced.
If the mount would not get so often stuck on small terrain obstacles, there maybe would be less need for a strafe-function. At least for me.
But the place you goofed bigtime is in gliding.
Many players love gliding. Many love mounts (not me though).
But guess what? If you kept your old promise you could’ve made maps with gliding and mounts in’em. HoT crowd would be happy, mount lovers would be happy.
But now cause of “Player can have PoF without HoT” policy you couldn’t do that and made your desert that much more..arid (pun intended).
You have got cause and effect wrong;
The original planning was:
HoT-masteries work only in HoT-maps (season 3 maps are HoT-maps).
PoF-masteries work only in PoF-Maps (season 4 maps are PoF-maps)
Only because of the big success of gliding and because a lot of players asked for it, gliding was also enabled in Core-Tyria-maps (and now others) and in the future mounts will be enabled in Core-Tyria.
This has nothing to do with the way the expacs are sold/bundled.
It is a valid opinon, that you like gliding but not mounts and that you want more maps that are designed for gliding. But your arguments are flawed.
The raptor mount is nice.
I would expect, that this mount could walk over steps in terrain, where the character without mount gets stuck. But it sometimes is the opposite. I can walk over steps in the terrain, where my mount gets stuck, This does not feel natural.
When I compare my first reaction to gliding in the HoT-Beta now with the mount in the demo: The mount is nice and good, but gliding was more impressive and felt more natural.
P.S. And please: Add strafe left/right.
please add it to the whitelist.
no more Ticket cap , i just got 14 tickets on the first Diamond Chest after finishing diamond tier.
This is unintended. There is supposed to be a weekly ticket cap and we will be fixing this.
Please consider leaving it as is, wvw is really fun again. I want to be rewarded for the amount of time I spend in a game mode. Thank you.
The main reward for playing a game mode is called “fun”.
Real-WvW-players do it for fun (and not for tickets).
Im talking about ships, airships, carts, etc. not sure how many time this topic has come up before, but the thing about guild wars for me is that wherever you go, the whole overworld is this menagerie of bosses, puzzles, dungeons, monsters, quests, etc etc. Everything you’d expect to find in an MMO. And that’s fine.
A few vehicles are already in the game.
And for the rest: Wait for expansion 3 “RoD” (Race of Dragons) where vehicles will be the next big way of travelling in Cantha.
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Maybe she can re-apply for the partner-programme if she promises now to comply to the rules of the partner agreement.
From what I understand she was a partner once and A-Net did even name a NPC after her at that time.
I’ve never used a pass like this before, so I have a question for those that have. Can you map there, do your business, then exit right back to where you were? Kind of like how you can enter and exit the mists or the pvp lobby.
I do not know the other passes but with the “captains airship pass” you teleport to the airship in the normal “Gendarran Fields” open-world map where the airship flies high above the ground. So you are in the “normal” open-world map (and not in an instance like guild hall, lobby etc..) and can glide from the aiship to other places in the map, but you can not go right back where you were before, when you leave the ship.
It doesn’t have to be a comma separated list. An array “accesses” would be fine for me.
On a serious note: Mounts and elite specs again don’t seem to add something exciting to the game.
Gliding added something exiting to the way we travel in the game. I think, with Mounts, Anet again added something exciting to the way we travel in the game.
Time (and playing) will tell.
I wonder how how terrifying is that spider mount looks like, so scary that they have to remove it?
But yeah, it’s definitely better seeing qt bunny jump than a spider jump
Bunnies are evil.
They announced “5 new maps, bigger than anything we added before”. And since they are “so big” they add mounts. I’m quite sure they could have scaled the maps smaller so one wouldn’t need mounts to get around in a reasonable time. So this leaves me with the impression "we felt we need to add mounts to feed that (somewhat very vocal) part of the community a carot so they keep playing, and to justify this move, with simply make the new maps bigger.
This all sounds to me like a big waste of ressources for adding mounts just for the sake of adding mounts, even though they could have delivered the same stroy experience without it.
Well, its an expansion.
Last expansion expanded the way we travel with gliding. The gliding in HoT was different and better than the flying in other games And it was a lot fun for me.
With the new expansion they again try to expand the way we travel in a fun way. This time with mounts. Of course the PoF maps are designed for this way of travel, to increase our fun and experience.
If I at least will have half the fun with mounts in PoF and Season 4 than I had and have with gliding in HoT and Season 3, than the money I spent yesterday for the PoF purchase will already be worth spending in my opinion.
You’re quite mistaken on games not using more than 4 cores. Several engines modern engines use 8+ now. They also run well on older machines, which is probably a lot of GW2’s target demographic. The game needs better optimization. Large raids. world bosses, and pvp suffer dramatically on any machine and that is due to this engine.
Yes, the game engine is old and outdated and needs optimization.
A better and optimized, newer game engine would run better on old computers and new computers.
It is astonishing, what the devs have achieved with this outdated game-engine. Imagine the much more astonishing things the devs could do with a mordern/optimized game engine.
When I get the data of my account that has yesterday purchased and unlocked PathOfFire the API still says in field “Access” only “HeartofThornes” and not “PathOfFire”.
And because an account can have purchased PathOfFire but not HeartOfThornes and vice versa, it maybe would be a good idea to change the value of the field “access” to a comma separated list, like in this examples:
What do you think?
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Anise couldn’t tell us their mission due to the oath
The Oath of Confidence was created by the head of the Shining Blade, the Master Exemplar (Livia, presumed dead, but only retired). The current Master Exemplar and head of the Shining Blade is Anise. So she could have changed the rules of the Shining Blade to make an exception for our Hero (the player character).
With this oath the player-character binds himself to a nationalist Krytan cult-like royal guard that is also a secret organisation. It felt wrong, as if the player character is an idiot. https://en.wikipedia.org/wiki/Idiot_plot
Gee, I thought their original concept was to be innovative. I mean, that’s what they said even before the game launched. (It’s even in the Manifesto.)
I just think it’s funny how some people claim that the entire problem with this game is that Anet is innovating to innovate, and then other people turn around and say the game was originally innovative but now it’s just the same as other MMOs.
Sort of hard to reconcile those two complaints.
In my opinion, the truth is in the middle. Those who don’t LIKE the innovations, are going to complain they’re being done for no reason, in spite of the fact that there are people who like them.
With every change there will be people who like the old game before the change better and there will be people who like the game after the change better.
And: Anet often tries new things/ideas and there is always a risk (and it has happened in the past), that new things/ideas do not work out as expected after they are released to the players.
Probably no release date yet tho they might say something like Q1 or Q2 2018.
I hope for Q4/2017, that would fit with their previous announcements.
We’re getting the official announcement for the expansion tomorrow, so what does everyone expect from it?
I want an announcement that gives me so much information that I get an impression that the next expansion will be fun to play for me.
I do not want “x new maps” or “y new professions”, I want to be entertained and amazed.
Once an account reaches max Magic Find from Luck, I was thinking it might be nice if consuming Essence of Luck after that point would produce Unbound Magic.
I reached max MF from Luck a while back. I have been saving the Essence of Luck in my bank in case the cap was raised or some other use I was interested in was added to the game.
I think converting it to Unbound Magic would be a good solution. Thoughts?
I think it would be a better solution if the “Luck”-items would be removed for players with maxed out Magic Find, so those players would not have to deal with this (for them) useless items.
Just trying to get a feel about what you think when you can’t actually get to a map until you have finished the requisite story episode.
The maps of the LS3 stand for a fixed point in time and are “frozen” at that point in time. The point in time of a map is the particiular episode of the LS3, so it makes sense for me, that you have to first play that episode (at least the first part) before you can enter the map.
The first part of an episode, that you need to enter the map, is usually easier to finish than the following parts.
Here i am with 1500 hours of gameplay and still haven’t gotten a precursor nor anything of real value. Yet a friend of mine just started with trial and got a precursor drop. I have over 160% passive magic find and he had kittenin 0 yet he got it by a champ bag!
After doing research there is literally a whole subject on “lucky characters”.
Fix your RNG Anet.
What is there to fix? Random is random.
Random means, there is no guarantee for a drop. Its like playing the lottery. People play lottery their whole life and most of them never win the first price.
Maybe it just wasn’t the right choice of storyline for 6x 45 minutes of storytelling. Especially because most important parts happen in just the last third of it. Maybe a much simpler storyline would have ended up being deeper in impact simply because it could have been fully explored instead of just being hinted at?
Now that season 3 has come to a close, I have to say: I’m disappointed. Season 3 is a mess. It’s incoherent. The story lacked focus and was clearly rushed to promote the expansion. Honestly, it failed. It didn’t promote me and hold my interest. It was juggling too many plot elements at once. Dragons, Dragon’s Watch, Lazarus, Balthazar, Shining Blade!! Frankly, I’m burnt out. Livia was just…meh. I just didn’t care as much anymore.
You forgot Caudecus.
Caudecus was behind the White Mantle, but Lazarus was revived and replaced Caudecus and became the new head of the White Mantle. The White mantle attacked Divinity’s Reach. But hey, it was not Lazarus, it was Balthazar. Ok, then lets revive Lazarus ourselves, just to kill him easily. Oh, and the magic maybe woke up a Dragon, or two.
In think that was the “main” storyline of Season 3 in short.
Maybe Guild-Wars-1 fans get goosebumps when some Guild-Wars-1 characters where re-used. But the story writing failed in introducing them properly, so that GW2-players care about them enough and they are not just “flat nonames with a name”.
Every season has good and bad episodes. I do not know if Season 2 is better or worse than Season 3. Season 1 also has bad episodes. But for me, the best, epic and emotionally engaging episodes are still in Season 1.
It sems random. After slaying 100 or so more White Mantle, the item dropped finally for me.
Yes, I have experienced this too. and others in map chat also.
… for the “Lake Doric Master” collection.
The hint says “dropped by White Mantle enemies in Lake Doric”.
I have killed today more than 100-150 White Mantle in all areas of the map, but the item did not drop.
Is this just “bad luck” or is there something special to take into account?
Where did yours drop?
Story: It felt wrong, that even a non-tyrian the player character has to join that cult (thats what the “shining blade” looked like in this Episode for me) and that, we, the commander, are not trustworthy enough for Anise (she is the head of the shinng blade and makes the rules) and the others (that are no-names.) and that after his oath he cannot share the information with others.
Before this Episode I loved every aspect and variation of gliding. But I hate the gliding in Dwaynas reliquary to the top of the waterfall. The distance to the disappearing updrafts is hard to see and they disappear mostly right in front of me, and the updrafts around the waterfall are nearly invisible for me because of the spray of the waterfall.
If you complete a heart you get a buff. With the buffs of all 4 hearts you can open the chests.
But there is a bug that you can loose a buff and then you have to wait till next day to finish the hearts again and try it again.
Looks good now.
I have destroyed all statues (17 of them) on 2 different characters and both times achievement did not trigger ? anyone else had this is it bugged?
Maybe you did not find all of them. I got the achievement, but did not count how many statues I destroyed.
It seems the new achievements from the Episode 6 patch are missing in the api.
The IDs are from achievements that users already have done.
please take a look.
P.S. The highest achievement id in /v2/achievements is actually ID 3453 “Llama Roundup” created at 2017-06-20.
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Now, that my (kind of casual and relaxed) guild-group and I have killed Vale Guardian a few times I have to say that raids themselves are really fun (for me), but some things, that can be part of raiding, are not fun.
So I am thinking about my best and worst raid experiences of the last months/year.
- personal animosities
In the beginning (when most of us never killed a raid boss) we partnered with another guild (that has, according to themselves, killed VG a lot of times) and week-after-week we wiped without succeeding. They were “pros” and we were “noobs”. The tone became more and more agressive over time because the “pros” could not understand, why the “noobs” were so “bad” in playing. At the end we separated with a “big bang” and never played together again.
- LFG/finding PUGs
After the split from the other guild we were only 5-7 people from our guild who wanted to raid and so we tried to fill the spots with PUGs/LFG. To get some classes sometimes we had to wait 30-60 minutes or more. Some evenings we never could fill all spots. Often, before we could fill all slots, some other PUGs already left and the search started again. And after only one try/wipe often people left and we could LFG and wait again. And some people do not read the LFG-description.
This “waiting game” was totally not fun.
- killing VG the first time.
- with LFG we found some really nice people that raided more than once with us and that are now on our friends list.
So, my conclusion: raids by themselves are fun, but the best and worst experiences are related to the people you play with.
What are your best and worst experiences with raids and raiding?
same here with my client.
Hello, I have been playing GW2 since 2012, and recently I have been thinking about quitting because Arenanet has broken its promise, which you can see in those old trailers
So you play the game for around 5 years and now you think about quitting the game because you have seen two marketing videos that are around 5 years old and now you think A-Net broke a promise?
Wouldn’t that be a little bit ridiculous?
My firm belief on why Arenanet has abandoned it is vision …
I do not think that A-Net has abandoned its vision.
As an example: I see the living maps that tell a story with events und NPCs every day I walk through those maps. Of course there are not much new things to discover (besides living story and expansions) if a player has played a game a few years.
This (made with high artistic quality) very detailed, living world is (for me) the one most outstanding “promise”/vision of A-Net.
However, I can’t help but feel that GW2 is becoming just like any other repetitive MMO.
Every MMO is repetitive and has grind. Yes, they all are the same overall.
Difference in GW2: You do not need to grind for gear that is required for content. You get it usually when you play the game-(mode). And you do not need to grind for better gear again when an expansion increases the level-cap (which it usually does in other games) and devaluates every old gear.
If you do not like the actual game, thats a valid opinion.
But I think blaming A-Net for breaking a promise is wrong.
With the new xpack on the horizon does anyone know if we will be receiving another of 80 boost with the purchase. ?
When I remember correctly the Level-80-boost with/after HoT was, so that new players could insta-80 and start playing with their friends in HoT maps without having to level in “old” Tyria first. And “veteran” players got it also to prevent trouble.
Because there is no increased level with the next expac I think that one 80-boost will do also for the xpac-2 and will be available for new players that start GW2 with the xpac-2.
What I am more thinking about: What about elite-specialisation and the (HoT)masteries? Will they be relevant in the xpac-2 maps and if yes will there be a fast way for new players to aquire them?
The original idea of masteries was, that HoT masteries only matter in HoT maps. So players with and without HoT-masteries would start in the xpac-2 maps the same and have the same abilities.
But with the success of gliding that mastery was expanded to core tyria.
So, will gliding be available in the xpac-2 maps? If yes than “new” players have a disadvantage and need to play HoT first to max out their gliding mastery if they do not get a kind of “HoT-gliding-instant-mastery-scroll”.
Or will gliding not be available in the xpac-2 maps and the “hot-masteries” and the “xpac-2-masteries” a really separated? That maybe could make players sad that really like gliding.
It would be more intuitive if armor/skins would just be tied to WvW-ranks, like some skins are tied to AP.
Or it could be with a new reward track where you gain tickets and those chests.
After all, its just a time-gating system. No player skill required.
But the current PIP-system on top of the WvW-rank system and the reward track system combined with WVW-rank requirements results in an overtuned, complicated and unbalanced combination of several time-gating systems.
Was this intentional from Anet, or was it just a potentially good idea that went bad and that slipped through?
Well, if EOTM is not WvW then being/playing there should never ever increased WvW ranks in the first place.
WvW rank should only (now, in the future and in the past) be gained in WvW.
But as long as you can (and could) gain WvW rank in EOTM, EOTM is part of WvW, regardless of what some devs say to justify their decisions and the inconsistent system.
A persons WVW rank should not be used for pip acquisition. The rewarding of pips should be fair and equally rewarding to all participants.
This is extremely wrong and the most unfair component in the reward system in all of GW2. If this is the case I should be recieving more pips in pvp based on my rank and more gold and rares in pve based on my AP. Extremely discriminating this is .
I do not think that it is discriminating.
I think it would be different perceived, if this system was in place for WvW from the beginning, because the sudden change is also a reason, that makes it somehow unfair/unbalanced.