(edited by felivear.1536)
I’ve played PvP since beta, and I can’t recall a single time that the “ready up” button has caused a match to start earlier than the timer.
I think the wording and placement are the issue.
- The wording is somewhat confusing. I believe many people probably assume that hitting the button denotes that they are NOT ready.
- Placement is somewhat incognito.
Could we consider having the button moved to a more prominent position and also update the wording to something like:
“Click here when ready to start match”
Thanks!
(edited by felivear.1536)
I think it bugs up after birthday+celebration + exp booster + laureate exp+ and food and tool.
define “bugs up”
I’m a PC enthusiast and I’ve built my computers for the last 10 years or so; having said that, the last build I did was from cyberpowerpc. I tried to build the computer in pcpartpicker.com with the parts I wanted for weeks. I would constantly check to see if it got below my price and I finally found that price at cyberpower. I took one of their expensive models and swapped out for the parts I wanted, including a r9 290 instead of the 780 (at that time it was -230 to get the r9 290 instead of 780).
So those armchair computer builders out there, don’t scoff immediately at pre-built, because sometimes you can actually find them cheaper, although not always.
P.S – like the poster above, you always need to swap out the powersupply they give. I also choose a different case. A 650w corsair, antech, etc. PSU is better than a 1000w non-branded.
Couple of questions:
Do buffs that do the same thing stack? For instance, if i have a birthday buff and the current buff, will I get 200% XP from kills?
Also, do i get double character XP from crafting?
I discover that this song increase my pvp success by 50%:-)
https://www.youtube.com/watch?v=sCNrK-n68CM
Turret Engi?
So, I’m getting pretty tired of my playlist and love hearing other people’s music choices to expand my tastes.
Simple question: what are your 2 choices for PvP song and I’ll check it out!
To add my own entry, they would be:
Revolusion by Elliphant
Boss Mode by Knife Party
It’s a little bit difficult to gauge a correct consensus from a poll you would ask on the general forums at this point. It’s similar to how the big news sites manipulate polls. You can ask 2000 people, but if you ask the right group at the right time, you can pretty much guarantee your responses.
You are asking a PvE-centric sub-forum about why they don’t PvE 2.5 years after release. The only people that still browse the forums (because they still play this game) are going to be people that love this game because it’s basically a “shiny collection game”.
The group that still plays this game doesn’t want competition and prefers easy specs to just “see the story”, which is why you see so much passive combat elements, because those players want that stuff.
So, I went on a tangent there, but it would have been better to make that at a time and place where you could ask all the potential PvP players why they were turned off and you’d get a better answer. But, as you’ve already seen, the game is catered around a cash shop, “i’ll spend $10 on a plush backpack because it’s sooooooo cute” crowd instead of the hardcore players that just want a fun, even, competitive game /rant
(edited by felivear.1536)
So, I’ll preface by saying I don’t PvE. I’ve put thousands of hours in this game, I have 4 or 5 level 80s but it was 95% pvp, 2% WvW, 1% Pve.
I watched the GameSpot trailer for “PoNR” and got a vibe from it that may be way off base, and maybe you can straiten me out:
Does this elude to the fact that the game is making way for the leaked expansion (unconfirmed?) and that this indicates a possible faction system (ala WoW or…well…most other MMOs)?
Now, I appreciate bringing this topic up to those that would read it because if you’re currently playing the game, thus, reading the forums, then you really enjoy this “collect shinies” system that GW2 is. I personally never played this PvE because it has no appeal, because of its design choice.
If the game added factions and open world PvP I would be all over it and I would venture out of HotM. I know most of my friends would at least try it out as well.
So, am I reading too much into it or has the game decided to do something drastically different in an effort to bring in my type of player?
@Justin
Could we not have a check in place to check the score of a game at the time of a desertion, plus it must be past a certain point in the game?
For instance, it checks to see if the team WINNING at the time of the desertion had at least, let’s say, 300 points. It also checks to see if the match had been going on for more than 3 minutes.
I just find it discouraging if you are playing really well in a match, beating a team so bad that one of the opponents rage quits, and then all of a sudden you just wasted your time and good effort because of HIS/HER actions, not your own. Punishment (lack of leaderboard score is a punishment) for someone else’s actions is never a good solution, especially one on the other team.
Please reconsider.
When the queue pops, when we make our selection can you hide the UI for it? Many times it takes multiple tries and then when it does pop and the map selection is taking place, that takes a minute or so.
As someone who is constantly in the mist trying out builds, I’m always in combat when the q pops up. I make my selection and for the next few minutes I have this giant impedance in the middle of my screen. Trivial I know. but I would love it added.
Thanks!
- Queue will pop
- I hit accept
- immediately it will disappear and it shows I’m still queued
- Queue will pop
- I hit accept
- it will wait about 30 seconds and, “you have been removed from queue and need to requeue”
please show the
- probability of winning.
- the plus minus of ladder points.
- the team setup of both teams (dota 2 shows this at end of match)
for example,
red (2 + 2 + 1) vs (1 + 3 + 1) bluelet us know if everyone solo queued, or if who is party queuing together with who.
I completely agree.
This is kind of an odd analogy, but it makes sense to me:
Imagine the ranked queue as college football (USA!). In college football, sometimes you have the top ranked school in the country playing unranked teams, or teams in lower divisions. All parties involved are well aware of this situation going into it, and leaving it. There are certainly moral victories if Grand Valley State plays well against Alabama.
However, in GW2’s current system, you potentially have Grand Valley State going against Alabama; but, before, during, and after the match, neither team knows it. This leaves the underdog walking away dejected and not understanding why the were just annihilated.
If they have to go with this system where sometimes really good teams play far inferior teams, they have to make it readily apparent to all parties involved once this occurs.
P.S. – Now that teams queue together straight from the party system, can’t the game put an icon of some sort next to the player’s names that joined a party together (ala Call of Duty). This would provide a little insight into what you can expect during the match.
(edited by felivear.1536)
Could we please show either your probability of winning, or the points you dropped/gained after the match? The latter will at least give an idea of the probability, although the former would be preferred.
Also, is there an ETA on pre-made vs solo queue fix? I queued up ranked tonight as solo (which I’ve done almost exclusively since this game launched) and the queue popped in about 3 minutes and we (all solo queue) faced a pre-made, guilded group, that all chose courtyard. We didn’t get skunked, but the coordination difference was easily discernible.
Thanks
Earlier this year (or maybe last year) there was a twitch stream where they showed off some early examples of many different maps and modes they were working on. I have heard nothing else about those.
Are those still in development, or have they been scrapped?
Just a quick solution to an odd issue. Right now, we have 1 person selecting a map (courtyard, skyhammer, etc.) and it still gets selected. I know that it is a greatly reduced chance (10% at worst), but it still seems odd to have it chosen at all even only person chooses it, since you now have up to 9 people not having fun so 1 person can.
What about this:
Before a map can be chosen, it must have more than X selections, where X is a number you guys can tweak. I would say at least 2 people (possibly 3) would have to choose it before it can even be selected.
Thoughts?
I haven’t played high-level WoW arena in a few years, but back then, when you won a match where you had a much higher rating, you could tell immediately at the end of the match because it told you how much you went up. The same thing happened if you lost one you shouldn’t have lost, you knew immediately because of how much you dropped.
That may be the answer is to just show the amount you dropped or went up on the match summary screen.
This is my first time playing thief since earlier this year, so this may be something that’s a known issue, or it may be since this patch. When I press HS one time while in a match, it does it twice, every single time.
Any idea what’s up?
Man, you guys really really need to lighten up. They said before the patch came out that, due to many back-end changes, they anticipated some hiccups (which is why they are delaying the dishonor system). I love video games as much as the next guy, but let’s calm down about something so silly.
One of us is going to be the proud owner of a llama. If it’s you, you better be good to Tina!
P.S. – Now I know what my parents felt like during those custody hearings.
The leaderboards have been updated. Do the ones that currently show include any games from the new patch?
I was 99 before update, 111 after. Trying to figure out at what point they took a snapshot of the leaderboards to determine receiver of the llamas. I was born to be a llama owner. I would probably treat it better than the rest of these scumbags!
(edited by felivear.1536)
I’m at 99. I don’t want an update!
Llama may elude me. My life will be ruined. All I wanted was to sit in HotM with my Llama shouting, “Tina, eat your food!”
I let decay take me to 99. Servers go down in a minute right? I’m at work.
Hello BFFs,
So, while waiting to download this game again, I read the blog by Evan Lesh and watched the last Ready Up. I’m still not privy to all the upcoming changes, but from what I gathered, I want to give my thoughts:
- Transparency – I don’t know how transparent we’ll be, but it appears that we’re on our way. Just the fact that they are posting the inner workings of the new MMR and dishonor system is light years from where we were a year or two ago where everything was tight lipped and it felt as though ANET saw the community as privileged to be able to use this product, instead of an integral part of developing it.
- Augmentation – Not for us, but for the game. It sounds like the programmers have worked tirelessly to create a system that can be adjusted on the fly. The way they spoke about it on Ready Up made it very apparent that this was a very non-configurable system before, which is a shame. No wonder why the smallest changes took light years; it appears every little slider was buried in a mountain of code.
- Dishonor – The changes to Dishonor are more than welcome. At the time I took a break (February I think?) I was getting 4v5 matches more than I found acceptable. The system at the time did not give players a reason to think twice about leaving.
- The only part that I’m cautious about is getting dishonor from denying a queue. Think about it what could happen. You could potentially have a player not wanting to get dishonor, so he hits ready. Either he’ll play poorly because he doesn’t want to be there, or he’ll just autorun into a wall (or macro jump). I’m not sure we should punish people for electing to pass. If we do punish them, I think it should be really minor. 3x less than flat out abandoning a match is too harsh (imo). It should be 6-8 times less.
- Ranked Queues – I love the idea that there is no solo or team queue, now only ranked. I say this with one large caveat: the game successfully matching you with like groups and not against premades. If it’s successful and matches a solo player with another group of similar configuration, this will be the best change of all.
- Stats info – It sounds as if we are in the infancy of finally getting some useful stats about our pvp history, match details at the end of games. I would love to see an in-depth look of damage done, healing done, deaths off point, etc. The previous stat information was borderline useless.
Anyway, that’s all I can think of now. I’m looking forward to being back and seeing some familiar faces (hopefully).
P.S. – I’m getting all of this from one 23 minute VOD and 1 blog, so please correct me if my optimism is misplaced.
(edited by felivear.1536)
Servers have risen and fallen. overall numbers are down as the game has bled some folks in the last year. BG is still top dog when they want to be. T2 has a bit more volatility then it used to have. T3,4,and 5 still seem to have their moments. Don’t have an idea about anything below T5. Rangers are decent now.
What about the overall WvW experience? Is it pretty much identical as far as the goals, style, etc?
Have they created any means for a solo/small groups to be effective/productive?
Thanks!
Hello, all!
I have not played since February and I am reinstalling this weekend. I’m just curious what WvW is like these days. If someone could provide me the highlights and lowlights I would be grateful. Also any major differences over the last 8 or so months?
Hello, all! I am feLIVEar, a familiar old face to some and no-name to others. Anyway, just a basic question:
I haven’t played since around February and I was wondering what the game is like these days? How’s the community, SoloQ, balance, leaderboards, developer support, etc. I am going to reinstall this weekend but just wanted a heads up before.
Thanks!
So, I was watching videos of an upcoming game from NCSoft that releases this weekend. They were showing their features video and it had me pumped up. Then, something was said that snapped me back into reality and made me suddenly skeptical. The narrator said, “And all of these features are just the tip of the iceberg”.
Before Guild Wars 2, I always assumed that “just the tip of the iceberg” meant we only see a tiny portion of the otherwise massive object. Now, I take that phrase to mean, “this is pretty much all we have, but luckily the rest is below the frigid water, and since you can’t see it, we’ll make you think there’s much more…and it’s massive!!”
Guys, they realize this is an issue and should be fixed in the next feature pack….
So, I hear what you are saying, but you have to realize that much of the toxicity is a product of the environment. Many veteran players have been toiling away in this game getting angrier and angrier at the lack of direction and support. A big complaint that is still unaddressed is a simple gate to team and solo q. Rank 10? How can a level 1 with 0 games played enter into ranked queues?
I think if the MMR works in such a way that if a level 1, fresh off a mob train, PvE guy wants to step into PvE and gets in his first game with someone with 1k games played, there is something really wrong with that and, by nature, there is going to be tension.
I do not condone players that are abusive. I, myself, do not act in these manners and find it repulsive, but i believe Anet gets much of the blame. They rarely listen to feedback, they head in their own direction with their heads down and their fingers in their ears and it drives people crazy. When you do things that make people crazy, expect crazy people actions.
I believe the correct term is “toxicity”.
Your question really does make me think though…
Hmm,
More wood for their fires, loud neighbors? Flashlight reveries caught in the headlights of a truck. Eating seeds as a pastime activity.The toxicity of our city, of our city
I’m going to disagree. I think the rewards are fine. it’s much better than the cluster before of opening a bunch of chests at the start over each level tier, then salvaging all of that gear, to make more gear, to salvage that gear…then one day lose most of those salvaged mats in a rewards wipe.
As for the skill points, keep them coming. If they are going to charge us skill points for the new skills, then it’s great they are providing all of these skill points. If those skill points weren’t there, I would be very frustrated with the skill point cost of skills.
i know i have negative inpact on team but with crashing happening every few hours i can easly play many games without issue. I dont have anything agains that buff as a concept but 2 days punishment from pvp for pc crashing 2 times today is really unfair imo.
There is not much worse than sitting in a queue, getting into a match and then automatically losing because one of your teammates didn’t show up or dropped out. To the player that loses, it doesn’t matter if the missing player’s house burned down, if they died of old age, or they have a crappy laptop. It can be an infuriating experience.
So, although I do feel sorry for your laptop issue, I feel sorrier for the person that loses when your GPU finally overheats and he loses because of it.
The better question:
Why should 9 other people be punished for your crappy laptop?
You’ll be dead face down in the mud if you’re running such cheesy builds.
Is that why there are so few thieves and warriors in the meta right now?
That statement right there proves my earlier point. You are saying, “TDM specifically won’t work because thieves and warriors will dominate” and then you prove that it’s not the game mode that does that, because they already are dominant in our current game mode.
So, it’s a current balance issue that is present in both modes.
I don’t know the answer to your question, but i have one of my own:
What do you mean by, “I was the top player” ?
They also should do something like WoW has done where you enter an arena and its a 2v2/3v3/5v5 deathmatch except as soon as you kill the other team, you win. No respawns, 1 life only. They could also add a tourney style system to this. Where multiple teams enter and you climb the later, beating each team you encounter, until you reach the last team who advanced the same distance as you did, and you fight for gold.
Just that idea alone would be great. I can’t imagine how much time ANET would have to put into that, but it would be awesome.
Look ANET…your combat, your animations, the art, the fluidness…it’s amazing. Most game can’t get that right or get even close to what you’ve done. Yet, you hamper the experience with hardheadedness and no willingness to let players play how they want.
You’ve created a playground in the perfect part of town where everyone can come and enjoy it, but all you put there was a swingset because “some people that helped build it didn’t think monkey bars and slides were fun”.
Have any of you not wanting 2v2/3v3 DM ever even joined a 2v2/3v3 DM tourney? They’re already FAR better than Conquest… No need to theorize, it’s a weekly thing and yes it’s more fun and I’d venture to say even more balanced than conquest (with some quirks). At least, as of last patch. The thing people don’t pay attention to is in 2v2/3v3 with room to move, you don’t have to wait for partners to show up to help you, you have no interferance and you’re not bound to a circle, meaning you can kite out of a supply drop, run from a tornado, etc etc. 2v2 has some of the most varried comps, moreso than tpvp has even, which is weird and a little sad if you ask me. Some ground rules may need to be made but overall it’s a very fun mode already, it just needs real in-game support rather than needing to be manually made once per week.
That’s one element that people fail to realize: with room to move, and not being forced on point, classes that excel in kiting would do really well against these hambow warriors. In the current game mode, the reason some of these specs are so wildly unbalanced is because everyone is being forced into a small circle to fight.
(edited by felivear.1536)
Anet had a huge opportunity in Custom Arenas to allow the players to spend time making the game modes they want and testing them out.
If they would have given players tons of control (limiting abilities -like the 90 second limit above-, setting game conditions, spawn points, etc) they could have spent all the time making games and then proving what would have worked.
Instead, they charged people for hotjoin with almost no customization. I promise, TDM would have shown up almost immediately and had tons of players playing it.
All of the complaints listed about TDM are valid concerns, however, they ALL exist currently in conquest…so, there’s that.
(edited by felivear.1536)
Some ults certainly would. Class mechanics just aren’t balanced around TDM tactics.
TDM would force out any class that doesn’t have a hard [read: un-counterable] defensive cooldown, otherwise you’d just be zerged down in a second from stealth burst, stability stomped and the match is over.
TDM works in games like WoW because they have healers who can cover people without defences of their own, stealth has clear counters and is prevented from being abused there is mana to stop it going on endlessly and they don’t have a downstate.
TDM would just be a playground for already cheesy specs
Yup, because conquest is nothing like that. Good point.
Couldn’t the solution be similar to what WoW did for some abilities in arena. You couldn’t use any ability that had a cooldown over 10 minutes.
In this game, you could do it to where you couldn’t use any ability that had a cooldown over 90 seconds. They would be greyed out, similar to if you don’t own the new skill, or an ability that’s not usable under water.
To flat out disregard a game mode that the community clearly wants (majority) just because of some minor kinks in the game’s design is absolutely unfathomable. To not spend a little time creating a workaround; thus, providing the community a way to enjoy YOUR game more…i mean…
(edited by felivear.1536)
That is like saying, “I’m blind, don’t you think it’s unfair that I’m not allowed to drive”. It’s unfortunate for you, but you are ruining the experience of other people in the process.
2 days seems harsh, but I bet next time you don’t queue if your connection is unstable. So, unfortunately….“working as intended”.
So basically the e-mail response you got back was, every new trait and ability will be unlocked in PvP.
Either they made a mistake on an upcoming change and said something they weren’t supposed to or that agent was not clear on how the traits worked in PvP.
I think what he is saying is that back in 2013 in their “looking ahead” they said they will eventually be adding more skills, etc. and “of course, they’ll be unlocked from day 1 in PvP”. He then bought 30 (still blows my mind) characters slots and has a bunch of different builds of each class (presumably). Now, he has no reasonable way to get everything unlocked on all of these.
So..the real question is: You have 30 character slots????
I bought 5 to give me 8.
As a pure SPvPer, I cannot agree with your post more. The game shipped (in SPvP) in a beta-like state, and instead of adding to the amazing foundation (seriously, the combat in this game is brilliant), they chose to continue to spend time on nickle-and-diming the player with features like Paid Tournaments (that costed tokens, or gems to enter) and then eventually had to rip it out once the players screamed loud enough that Anet could hear it through their fingers in their ears while going, “la la la”.
It’s as if the people that made the game are captured German scientists in the 1930s. They want to do good, but they are forced to practice these terrible experiments. It feels like some suit walks into the office once every six months and says, “Well, if paid tournaments didn’t work. Try getting them to buy gems to play hotjoin. We’ll call it….custom arenas..but don’t really spend a lot of time making it so they can customize it too much. Get back to making gem store items”.
Anyway, I thoroughly enjoyed your post. I hope maybe you will only remove the “i am now uninstalling” part, for fear they may blanket the entire post as an “I quit” post instead of the constructive criticism that it is.
1 final thought: I totally echo your feelings about “playing over a thousand hours and feeling like I’ve wasted my time”. For me, the combat keeps me coming back and the game itself lets me down. It’s like you keep going back to a woman, because of the…you know…but while you’re asleep, she always thumbs through your wallet, takes out your visa and goes and bails her boyfriend out of jail with it.
(edited by felivear.1536)
Their official stance is that this is a form of horizontal progression and does not give players any meaningful advantage over other players.
I disagree, but what do I know.
That excuse made me laugh quite a bit.
Take Elementalist for example. They are keeping the balance changes to “a minimum”, beyond the changes to Runes and the new traits. As it stands right now, Ele isn’t that good, right? So, basically, Ele’s best hope is that one of the new grandmaster traits is OP enough to carry them. If one is…
Whelp, hello there new player. Guess your ele sucks lol GG
“No disadvantage”
Just excuses. Same thing with PvP’s infinite wardrobe now costing us charges.
Meh. They can’t even be bothered to act like they aren’t taking us for a ride: https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/
The addition of new skills and traits on a regular basis will of course mean expanded variety of abilities, builds, and tactics in PvP as well. As these additional skills and traits are added, they’ll be automatically unlocked and available for competitive PvP just like all existing skills/traits work today.
That last paragraph encompasses a lot of the problem I have with ANET. There is NO transparency because they say they risk being wrong or unable to deliver, yet they still end up going back on their word.
So, where another company is an open book and some info turns out to be false (making it a small % of incorrect info), Anet provides little info and some still turns out being false, making it a significant percentage of the info we’re given.