(edited by jason.2043)
Showing Posts For jason.2043:
no. the pips per tier are fine as it is.
division – per tier
amber – 3 pips
emerald – 4 pips
sapphire – 5 pipsit is fine.
Its adorable that his columns are titled—even if he missed on half of them.
You must understand that the league system is designed to entice people who dont pvp It is not, IT IS NOT, a useful tool to differentiate skill levels.
The mercy-pip, and division locks, the league locks, all prevent this.
The league system as currently implemented is nothing but a series of carrots and sticks.
Lets bridge this gap people:
Evan Lesh.3295:
There were a few reasons for keeping players in HotM when queued:
It forces new players to recognize they have completely different builds in PvP maps.
You won’t miss the match accept because of load screens and get dishonor.
We can make a better user experience (match accept and map voting) without having to worry about interrupting whatever a player might be doing elsewhere.
In order to allow queuing from outside HotM, we would need to change these things.
We would need tech to remove players temporarily from queue during load screens.
Create better tutorials or gating for new players so they don’t hop into PvP unprepared.
Revisit the way the match flow UI works.
I would like to volunteer my services to write a tutorial to explain how queuing for pvp work in an mmo in the year 2016. Free of charge. Finally lets tackle this milestone together:
The first time you queue for pvp prompt the player with the following:
1) Heart of the Mist utilizes your pvp build independent of your pve build
a.Describe how stats are selected via amulet and rune
1a) alternatively allow the player to put two thoughts together and figure
it out themself
2) Prompt the player to complete a pvp build
a.Have a build selection preselected in the event the player chooses not to read
the prompt for section 1
3)Prompt the player with the following warning
DANGER DANGER YOU RISK DISHONOR IF A TEAM IS FOUND WHILE LOADING A DIFFERENT MAP!!!! ZONE AT YOUR OWN PERIL!!!
(edited by jason.2043)
There were a few reasons for keeping players in HotM when queued:
- It forces new players to recognize they have completely different builds in PvP maps.
- You won’t miss the match accept because of load screens and get dishonor.
- We can make a better user experience (match accept and map voting) without having to worry about interrupting whatever a player might be doing elsewhere.
In order to allow queuing from outside HotM, we would need to change these things.
- We would need tech to remove players temporarily from queue during load screens.
- Create better tutorials or gating for new players so they don’t hop into PvP unprepared.
- Revisit the way the match flow UI works.
Was this typed with a straight face? Wooooooow!!
Alternatively you could just let people assume the risk of dishonor—which shouldnt have too much of an impact since they are in pve to begin with….
better tutorials!!! bwahaha
A strawpoll link is 1738 to 219 at the time of this post—extrapolate that to the player base. Is there even a dev response in this thread? what a shame
Clearly they got too handsy with the matchmaking and the algorithm is more likely to choose winners than player skill, you’ve all seen it. win a couple games, then get matched with people who seem like they’ve never played the game before in their life. I win 2 games and then get matched against a 4 man premade with 2 or 3 soloqueuers consistently.
Because bad players can get to ruby just by sheer volume of games, it makes no sense to use league to match players together. In fact, why wouldnt you just use an ELO rating system?
The same system to tier out players according to skill cannot be the same system used a progression reward track
They said its so you dont miss a queue during a load screen… really a joke of a response. Especially since more queues are missed due to being alt tabbed than were ever missed due to loading a new zone—where are all the threads complaining about missed queues due to load screens anyway, isnt missing a queue kind of the risk you take? I cannot imagine anyone in favor of removing the ability to queue from outside heart of the mist—so the answer is most likely monetary. Maybe they find more people buy kitten from the gem store or something while they stand around staring at the screen.
The spamming nature of the game makes this tough to address. There is just too much of everything coming and going—-too short durations, and too many applications . The whole combat is way to frantic outside of a 1v1 which is still pretty fast. The game would really benefit if everything was slowed down drastically, and abilities had more impact.
There is depressingly little counter play in this games pvp. It mostly just spam everything and hope you stumble upon a gap in there defenses that are also being spammed.
Guild Wars 1 did so much right in pvp; this games pvp is ok for a mind numbing good time, but it breaks my heart otherwise.
I don’t mind the achievements being locked the first time through. What I do mind is that unlocking the achievements aren’t account wide while the achievements are account bound. If they are going to be one time achievements PER ACCOUNT, then after I do the story with my Ranger I should be able to do the achievements on my Guardian who is running through for first time.
Can we revisit this please. The point Galphar makes is very strong. Doing the story the first time should unlock the achievements account wide. Look how inconvenient it is in the Torn from the Sky achievements. I play a human as my main. I have to replay this one chapter FOUR times!
Guys, just think about the hundreds of pvp queues you’ve missed due to load screens!
…
Now how many have you missed because you were alt tabbed in Heart of the Mists
Trying to win games in ranked pvp while solo is like try to win a foot race wading through a pile kitten
Please make this box 4x bigger. Make it flash. Give it neon colors. Something… anything. Its bad enough standing in the mist doing nothing. Then I get to join the game and do more nothing for another minute and a half.
Its a lot like going to see the doctor and going from the group waiting room to the personal waiting room.
33% of my time spent standing in the mists allowed to do nothing but run in a circle waiting 6 minutes for a “2 1/2” minute queue to pop where I am put on a team with 4 players who seem to have no idea how to play the game type or their class. Its a joke. Their decision making leaves you wondering if the drool slobbering out of their mouth is getting more or less attention than their characters.
The players I get teamed with seem to have no desire to try and win. If asked to cap a point, or directed to go a location where they can do something productive, the default response seems to be “its just a game.” Another illustration of this mode of thinking: I suggested the warrior on our team not immediately leave the capture points undefended. His RESPONSE was, and this is a quote, “Everytime I leave, they just capture it back. I don’t care to play a warrior anyway, I’m just playing for fun.” . . . . . . . How do you even respond to that. It wasn’t even “win-a-game-as-a-warrior day.”
I just don’t understand how someone with a prefrontal cortex could formulate this thought, let alone take this mentality into a ranked pvp match when there are other options readily available to them. These situations are persistent.
Is this the typical solo queue experience?
I have had the exact same experience as you, which leads me to wonder how I can become part of the 50% that has a 5 second queue time.
Thanks Pixels. I appreciate the information. However, it seems to me this change is a bane couched as a boon. What a very unsatisfying response. Seriously… on the off chance we are in a load screen and miss the prompt, we are now forced into the mist where we can do literally nothing—for our own good. Was there an outcry of players being frustrated because they missed the prompted taking “60 seconds or more to load a zone” (on a pc from last century, apparently)?
I see more players frustrated because now they have to watch a pot boil. Further, I have missed more queues because I get side tracked while being alt tabbed than I ever did while running around pve. I cannot think of a single instance where I missed a prompt because of a load screen, or cinematic. I do not think my experience is unique, and implore Anet to redress this change.
I would appreciate a response from Anet…
Why was this feature removed?
Um.. isn’t it obvious? +1% gold find! you bet your kitten
They must be so far in the black they are comfortable taking a substantial break with nothing new or exciting.
Or maybe they just want to spend time with their families over the holidays, instead of frantically trying to churn out the last LS episode and respond to inevitable bugs?
Maybe. In that case they should have prepared the pacing of the story better. It’s not like they couldn’t have planned for it beforehand, and yet it still looks as if the Wintersday’s coming had completely surprised them.
I had the exact same sense, like the living story team didn’t plan on having a Wintersday patch. Maybe there is some friction between the different teams?
Logging in with a toon that wasn’t logged in on the 15th worked like a charm.
Am I the only one thinking that going into Christmas with no exciting content is a bad business decision? Imagine if drytop or silverwaste released today. It just seems like very poor planning. They instead drop recycled Wintersday content… an old ugly wool hat. I suppose this could be taken as a good sign. They must be so far in the black they are comfortable taking a substantial break with nothing new or exciting.
That every weapon is not usable by every class seems to suggest laze. I would have expected this at launch, let alone 2 years in.
interesting for sure
and end up with more conditions on me than before the key was pressed.
Because the phrase “guild wars” was of course not in their mind when they created an entire pvp system consisting of 8v8 guild wars taking place on chosen maps—mere coincidence. personally im surprised there is even a guild system in the game.
3. It is also VERY obvious what spec/traitline people are using by looking at there weapons, this is just a point of being more knowledgable about specs/traits/pvp’ing more.
In fact, I would go so far as to guarantee I can tell you all 5 attack skills the person “may” be using when I see a certain weapon on a certain class. You may call me Ms. Cleo. Ridiculous ad hominem aside, this just goes to make my case, good sir.
So as I was playing spvp today I found myself thinking “sure wish this was a lot more fun than it actually is.” Which led to another question: why is spvp lacking in the fun department.
Incoming wall of, hopefully interesting, text:
Now I was a hardcore pvper back in GW1. I just couldn’t get enough of it. In particular I played random arena. The reason, at least for me, why random arena was so much fun, and had endless replayability, was because every match was like a puzzle.
It all started before even joining the queue with build creation. I’d start with an oddball class combo, then pick out an underutilized elite. Then I’d maximize the synergy around that elite to create something interesting and effective. Right off the bat GW2 does not have this. The class system is rigid. Customization is mostly illusory. Every weapon should be useable by EACH class. There should be a common pool of attack skills, as well as class specific skills. That the left 5 attack skills not being customizable just seems lazy to me.
Then the actual match begins. In GW1 this was first a survey of your team. The first stage of the puzzle is how can my build synergize with the players on my team. For example, if I’m in a damage role and see I have a domination Mesmer on my team, different strategies open up. Next a survey of the other team: what classes do I see, what weapon are they holding. Experience rewarded the veteran player for accurate predictions. Again GW2 is lacking here.
Finally combat begins. So in GW1 this meant using my skills at the proper time to gain an advantage. There were 2 broad categories of how to kill the other team in general: burst or pressure. If I’m in a burst setup, I had to burst at the proper time, interrupt key skills, avoid counter play from opposing interrupts, etc. If I’m in a pressure setup, I’ve got to, obviously, maintain pressure, while again interrupting key skills, and avoiding counter play. Resource management dictated the pace of combat. GW2’s lack of dedicated healing builds cripples itself before pvp can even began. The hotjoin Call-of-Duty-ram-yourself-at-the-other-team-kill-respawn style is not conducive to synergistic teamplay, which is where I would argue the real pvper finds enjoyment. When you can never be out of the match, there is no impetus for caution.
Going further into the mechanics of GW2 pvp I find some glaringly awful choices. Certain mechanics are just not fun to play against. In fact they are worse than not fun, they are incredibly annoying and frustrating. I’m speaking to thieves and mesmers here mostly. Spammable stealth and illusions. While they do make the classes more dynamic, fun to play, and rewarding—the lack of counter play to these mechanics makes me want to pull my hair out.
And then there is the heaping pile that is downed state. The whole system just jumbles together to make down state combat a bunch of garbage. Certain classes get skills that seem only designed to frustrate: the fear, the knockbacks, the interrupts; just plain frustrating. When someone starts a finisher they should be immune to any control effects from the person on the ground. I think that change would go a long way to making down state palatable.
And that’s all I have to say about that.
Not a big deal if it weren’t for the ridiculous spawn timer. Seems like ANET seems to be using the achievements more in the direction of getting players to keep repeating content that is no longer exciting after the first time through.
Especially frustrating are the "Kill X achievements that unlock achievements to “Kill X more times” or even worse unlock the achievements to “Kill X’s minions—- you know the minions you just killed the first time killed X”
Logged into the forums just to express my disgust! This is really unacceptable.
I can second this bug.
Really the only bug I experienced though it was incredibly frustrating and very odd. The first few times I kept repeatedly dying before I could even move. This probably happened 20 to 30 times. Eventually I was allowed to spawn without dying (usually) but had to jump out of the spikes. The cloud checkpoint worked for me once, afterwards I was setback to the previously spiked checkpoint. Making it to the next non-cloud checkpoint was the ticket.
Without the infinite coin I can see how this alone could be enough to make many people never step foot in the super adventure box again.
Use the whip, it will aim in the direction of your camra, not necessarily the direction of our avatar. Hold right mouse button, as soon as a ninja loads rotate the camra, and whip.
Tribulation Mode no longer deserves its name
in Super Adventure Box: Back to School
Posted by: jason.2043
the spinning flowers … I mean come on now.
Whys everyone take a forum post as a personal affront. The water spout section in particular I found very enjoyable in normal, and very disappointing in tribulation.
Well.. world 2 zone 2 tribulation mode is now easier than your first time through on normal used to be. Kids cant do a little platforming and they take to the forum with nothing but whine.
Your thoughts?
I guess all it took was filing a complaint.. I just got in. There is an invisible block overhang—which you can actually stand on top of—the easy work around is play an asura. Bonus points if you can get me a shot of a norn or charr making it into the shop.
Ok… how am I supposed to get into this shop. I have died at least 50 times. I have actually zoned in at least half the time. Sometimes it zones me in and out repeatedly before it registers I am dead.
This is where the super adventure box is super dumb. The instant death tribulations is one thing. The buggy shop entrance is another.