Showing Posts For kagejuin.4713:

Black Operations [ANBU] @Piken Square

in Guilds

Posted by: kagejuin.4713

kagejuin.4713

Hello people, Who on Piken Square is looking for a fun guild to chill with? send a mail to Zara Replishade. We are a guild that focuses on fun. Black Operations [ANBU].

We are hoping to do events together, fractals and eventually focus on WvW and guild missions

Black Operations [ANBU] @Piken Square

in Guilds

Posted by: kagejuin.4713

kagejuin.4713

Hello people, Who on Piken Square is looking for a fun guild to chill with? send a mail to Zara Replishade. We are a guild that focuses on fun. Black Operations [ANBU].

We are hoping to do events together, fractals and eventually focus on WvW and guild missions

This will not end well....in my view

in Guild Wars 2 Discussion

Posted by: kagejuin.4713

kagejuin.4713

oh, also: level cap WILL be raised

&t=58m35s they say it around that time

Please fix events before introducing of them

in Dynamic Events

Posted by: kagejuin.4713

kagejuin.4713

yeah, not just this event but events all over thw game world? make them fun, engaging and rewarding. please. I do not intend to farm ridiculous amounts of hours in thoe horrible sado masochistic things you want to call dungeons. Dungeons are supposed to be fun, team oriented and cool challenges.

for now… this game sucks at delivering what we want.

all it does is give farmers an upper hand and try and scam us regular players out of money with their stupid monhly events

We don't need new content

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

it still makes the pointless and painful grind to buy dungeon exotics … well..pointless as suddenly ascended is even better.

so now what?

can we trade in an exotic headpiece for a acended one? if not it’s STILL a gear treadmill

note hos ascended is even MORE rare than exotic. it means the chance of getting one is <1% which means GRIND baby GRIND to get the best gear since you will get curbstomped in WvW and everyone will exceed it for dungeon runs.

Idea: Getting feedback BEFORE sweeping changes

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

Whether its a grind or not compared to wow is like saying sea water is better than sewage water.

just because it is better doesn’t make it ‘good’.

The idea is to deliver a great multiplayer and single player RPG experience. Not to create a grindfest that is slightly less grindy.

It will still be a grindfest.

Yes salt water isn’t as bad as raw sewage, however you still die from drinking it. I would prefer a glass of clean water instead.

We don't need new content

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

People have quit to other games(Not naming them but you know a big MMO that recently had an expansion) because of lack of content.

One minute players quit due to no content, qq, no content.
Arena Net brings new content, qq to much content, qqq.

GW2 needs more content.

GW2 is not FUN it is inherently not fun and emergently it’s not fun either!

GW2 has alot of content but most of its content it does WRONG people then cry for more content. Well. That is one way to go about it, but it’s the WRONG way. Make all your current content engaging, fun, awesome and we won’t need another batch of content for a while. But if the NEw content will be as lackluster as the content we have currently. Guess what. People will keep leaving. Why? New content still sucks.

We don't need new content

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

This is so true. Anet seems to lack any good designers to come up with some good mechanics to make the game fun to play in and of itself. Make people want to go back to lower level zones. Hahahaha it shows they only play, only make and only tested with fellow MMO players. They never tried hiring an arcade gamer, a fighting game player or a normal RPG player. Not even an action RPG gamer.

Anet should play and pick apart these games to understand why it’s inherently FUN to play even when going to lower zones:

Final Fantasy 1
Final Fantasy 2
Zelda 1
Dark Souls
Vindictus
Castlevania Aria of Sorrow
Castlevania Dawn of Sorrow
Final Fantasy Crystal Chronicles Echoes of Time

Idea: Getting feedback BEFORE sweeping changes

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

This game has strayed from it’s mission statement so drastically that is has become just another WoW clone with better quest system. It’s the biggest grind I have played in a while. I have come from playing zelda 1 lately as well as vindictus and if Arenanet is going to treat me like this, lie to me and simply only cater to the elite, vocal MINORITY who keep pointing fingers saying we, who do voice our opinion are the minority. Good luck. Did you see what happened to Nintendo this generation? the promised motion controls. They did not deliver. Look at how the sales died for both Wii, 3DS and don’t expect much from wthe WiiU.

If a company promises A and does not deliver and deliberately does B consumer backlash will KILL them. Turning around and pulling a 180 is NOT the way to go when it comes to updating or fixing problems. You will alienate all your customers who have bought into your marketing and gues what: they won’t pay a red cent for anything.

Anet has striked thrice now, with their initial lies pre-release, their lies when marketing Halloween and now this.

You think you are so smart saying it’s all fine? Keep dungeons brute forceable with exos and spamming of same techniques? keep gear treadmill? add even more grind for legendaries so you can make more money? So be it.

This game has been bleeding customers left and right and Consumerism wil happen.

Word of mouth is more powerful than any commercial and we will boycott the game. Most of my friends quit and are telling people to stay away already. I am the only one who is trying to keep his faith in Anet, but they keep kicking me in the shins.

Good luck Arenanet. You are not fooling anyone I know anymore.

I will direct them straight to Vindictus, since it has much more visceral combat, is alot more team oriented and is actually FUN to play. So it doesn’t ever feel like a grind.

Legendary Weapons Revamped

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

Moose seems to be a no lifer. Don’t worry.

Legendaries should not be changed unless the way to obtain them becomes skill based rather than insane grind and farm.

want to see successful games where legendaries are skill based? Pokemon red/blue/gold/silver.

achievements are only achievements if you achieved something. Wasting away your life farming for precursors to me is not an achievement. It makes me pity those who actually do get a legendary. Man. They have no. simply.no.life.

Show fellow guild-mates on the map

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

no, even better. be capable of turning it on or off. i WANT to know where all my guild members are. so.. chyeh.

make it toggleable

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

it only translates poorly because I suppose you can’t imagine how it works.

Just make the cool downs for phantasms less. Illusionists will stay the go to class for 1v1 but only ina much smarter and logical way.

right now mesmers are just summoners

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

I know, it also confused me. If only mesmers worked like true illusionists

on can only dream for GW3?

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

I know. Ctrl+T should be removed the instant we create a clone. -.-

Anet dropped the ball on the mesmer to be honest.

I would love for a update to make the mesmer like this, or wait for a mod in the future

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

not per se, see the new phantasm idea removes the direct need for AoE as you can remove select targets from battle with phantasms. You pretty much drive them away from eachother since they end up fighting something on their own.

I wonder if you truly understood this build. I play mostly pvE but I would enjoy using phantasms more if it were like this.

Things you'll never hear about mesmers

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

“I truly feel like I am confusing my opponents!”

“i feel like a master of illusions!”

“I am totally not a generic summoner”

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

think about it differently though. Don’t just say no because YOU personally have an AoE build with your phantasms. think about how much more interesting the entire class would becomes and how many more builds would become viable with these changes.

Right now the mesmer sucks at being a real illusionist. Mesmers simply feel like summoners that summon trash mobs instead of truly confusing and bringing chaos into battle.

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

PART 3:
Now for some changes to the Phantasm mechanic:

Phantasms will no longer be shattered by the Mesmer’s profession-specific skill set; only clones will be affected by the F1 – F4 keys. This addresses the issue Mcscamper indentified in their original post of a need for Phantasms to be something more than a powered-up clone. Especially since it appears Mesmers become more attached to their Phantasms than their clones. This suggestion helps futher differentiate the two.

Clones remain the means by which the Mesmer sows confusion amongst a group of enemies as well as using them as cannon fodder for the profession-specific F1 – F4 shatter mechanic. Phantasms, by contrast, become the means by which the Mesmer manipulates a lone opponent. At the same time, Phantasms are granted greater longevity (potentially) by sparing them from the global shatter. However, they may be shattered as I detailed in the limiter section, above. Only now, the Phantasm shatter is much more specific and under much finer control.

If Phantasms will be shattered when casting a new Phantasm, the shatter could have different effects depending on which Phantasm is being shattered or which Phantasm is being summoned to replace the current one. This gives the Mesmer some control over what effects they wish to cause to a target when they shatter a Phantasm, rather than a single effect common to all Phantasm shatters.

Phantasms can’t be outrun by their target. They exist in the mind of their target; there’s nothing there in the physical world to outrun. This could be accomplished by simply giving Phantasms the Blink skill minus a recharge and activating the instant the target begins to move out of attack range.

Open to debate whether or not Phantasms – under this proposed system – will count towards the Mesmer’s limit of maintaining a maximum of three illusions at a time. Probably best to maintain the limit to prevent the Mesmer from becoming overpowered. Now the Mesmer has to weigh the pros and cons of how many clones do they wish to summon versus how many Phantasms do they wish to summon (assuming the Mesmer is given the ability to summon more than one Phantasm at a time).

Furthermore, as clones and Phantasms now serve two distinct purposes (if this suggestion were implemented), this increases the depth of play of the Mesmer profession by forcing mutually exclusive choices on the Mesmer. Is the Mesmer attempting to sow confusion on a mob and/or gain themselves a reprieve from being targeted by their enemies? Then throw some clones out there. Is the Mesmer attempting to defeat a lone opponent or otherwise distract a powerful member of a mob or a boss? Unleash a Phantasm on them.

All the while, though, the Mesmer must remain mindful of how many clones and/or Phantasms are on the field of battle at any one time; constantly readjusting their numbers relative to one another to accomplish the Mesmer’s goal. Want to cast a Phantasm on the boss but the illusion cap has been reached? Time to shatter that clone mob to open up space for summoning a Phantasm. Coming under attack in PvP and need a distraction for a quick getaway? Time to shatter that Phantasm attacking the lone enemy waaaaaaay over there to free up space for summoning an additional clone to throw off the nearer enemies’ targeting.

This change is consistent with the overarching philosophy of intentionally limiting choices to achieve greater outcomes; we saw this precedent employed by ArenaNet in their redesign of the trait system.

Thank you for reading.

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

PART2:

OR

A Mesmer may cast more than one Phantasm at a time but no more than one Phantasm per target and no more than three maximum; consistent with the current limitation on illusions. Casting a new Phantasm on a target already haunted by one shatters the previous Phantasm (with the possibility of said shatter causing some effect such as damage or confusion to the target).

Regardless of which of the two limiter scenarios above are chosen, Phantasms will take damage if they are within any enemy’s AoE, weapon striking distance, or projectile path. Though they can not be seen, let alone targeted, by anyone other than their target foe, that foe can use positioning to lure a Phantasm into an AoE, weapon’s striking range, or projectile’s path.

This may appear to run counter to my earlier suggestion that Phantasms exist only in the mind of the target. This begs the question of how is a psychological manifestation taking damage from a “real” [game] world effect. The answer is – though the Phantasm exists only in the target’s mind – it is still subject to the rules that govern that mind. Since the target knows “real” world spell and weapon effects cause damage, this damage also exists in their “mental” world and can be used to harm the mental Phantasm. Phantasms will not retaliate against a player who is not their target; even when taking damage from those other players. They exist to harm their original target and only their original target.

Alternately, if you really want to put a deep psychological spin on this mechanic (which is appropriate in any discussion of the Mesmer), make it so any damage the target receives other than damage from the Phantasm, will harm the Phantasm, as well. Now the player plagued by a Phantasm has to make a choice between the lesser of two evils; battle the Phantasm alone OR intentionally put themselves in harm’s way in an effort to inflict damage upon the Phantasm (and hope the Phantasm dies before they do). Now that’s Mesmer-y!

The third option is the Phantasm will take damage from both sources; damage from the target’s allies’ AoEs, weapons, and projectiles and any damage the target receives. This damage would apply regardless of source; for example, the target could jump off a cliff to damage themself and – by extension – their Phantasm, as well.

If the Mesmer is defeated – and possibly even if merely downed – the Phantasm dissipates.

Perhaps add an additional limiter that if the target is stunned or dazed, their Phantasm will dissipate. As the Phantasm exists only in the mind of the target, a daze or stun causes a “brain reset” which effectively dismisses the Phantasm. This forces the Mesmer to choose one or the other; summon a Phantasm or daze/stun the target, but not both.

Yet another limiter would be to turn the Phantasm skills into chains. The first cast of a Phantasm skill will cast a Phantasm on a foe. The icon now turns into a skill for shattering that specific Phantasm. It would work similar to the Necromancer’s minion skills where the first cast summons the minion and the second cast destroys the minion (or causes some secondary effect).

This would further help limit the number of Phantasms running around on the battlefield while at the same time granting the Mesmer the ability to choose exactly which Phantasm they wish to shatter and/or which effect they want to cause with their shatter. Doing so separates the clones from the Phantasms. The clones become the illusions effected en masse by the profession-specific F1 – F4 keys, while the Phantasms become a more narrowly targeted and more finely controlled form of shatter.

If the Mesmer casts a new Phantasm on a target currently being haunted by a Phantasm, it’s then open to debate whether the current Phantasm will shatter as if it’s secondary chain skill had been activated or whether it will simply dissipate and be replaced by the new Phantasm. In all cases, the recharge of a Phantasm skill doesn’t begin until the Phantasm has been shattered by the secondary chain skill, it is replaced by a new Phantasm on the same target, or the Phantasm is destroyed by damage.

A Phantasm destroyed by any means other than an intentional shattering by the Mesmer (and possibly replacement by a new Phantasm as per above; if said replacement causes the previous Phantasm to shatter) will not shatter the Phantasm. It simply dissipates, causing no additional damage or condition. For example, a foe targeted by a Phantasm who manages to destroy it before the Mesmer manually shatters it will not suffer from whatever shatter effect was associated with that Phantasm.

Suggestions to become a true illusionist

in Mesmer

Posted by: kagejuin.4713

kagejuin.4713

I did not write this nor do I take any credit, but this person sure knows what he/she is talking about. I would love to see Phantasms changed like this as it would make mesmers alot more fun to play.

source: http://wiki.guildwars.com/wiki/Feedback:User/Guild_Wars_3_perhaps/Mesmer%27s_Phantasm_Reboot

This suggestion started as a discussion response to Mcscamper’s Rethinking Phantasms feedback post. I give full credit to Mcscamper for serving as the source of inspiration for my own thoughts on redesigning this mechanic. Might want to read Mcscamper’s post first for some background before continuing here. Also, the discussion tab here copies over the contents of Mcscamper’s discussion tab relative to comments made about my input on that page. Lastly, the discussion tab delves into the nitty-gritty of how to program the suggested changes; much of which already exists in one form or another in the current iteration of the game.

I like the overall tone of this feedback suggesting that Phantasms should be something more than a powered-up clone. I’m also in agreement that many of the Mesmer mechanics are not quite “there”, yet. I don’t attribute this to bad design, as obviously much care and thought has gone into this profession. Being a master of psychological manipulation, it’s a very tough class to get just “right” while maintaining effectiveness and balance with the other professions. Especially within the limits of a game world where so much of the interaction and feedback with that world is purely visual. How does one convey confusion and misdirection, for example, under such limitations? A tall order, indeed.

One thought I have with regards to Phantasms is to return to their roots. Per the wiki, they are desribed as a “…mind trick…[which] will only attack the target upon which they were summoned…[and] can only exist for as long as that target is alive…”. During developer interviews and panel discussions, I’ve also heard illusions described as existing only in the mind of their target. Taken as a whole, this implies the Phantasm is not real; it’s an hallucination of the Mesmer’s target.

To make this manifest in the game, Phantasms should only appear to their target and the Mesmer who cast it; no other players can see the Phantasm. In a PvP scenario, this would certainly up the psychological tension; if a player can see a Phantasm, they know it’s coming for them alone, no one else can see it, and no one else can help them defeat it (directly, anyway; more on that below). The Mesmer’s target is now wrestling with their own personal demon. The target foe is still free to attack their Phantasm and inflict damage on it, however.

This also has a carry-over effect of sowing discord and confusion among the target’s allies as they may witness the target break off from the current combat while swinging at thin air or running from the fight for no apparent reason. To avoid the target’s allies mistaking this behavior as leeching/non-participation in the fight, players afflicted with a Phantasm will be marked with an icon similar to the current condition and effect icons or have some sinister, swirling, magenta, aura writhing above their head indicating they are in the throws of battling a Phantasm (an animated version of the Luxon Ether Nightmare icon comes to mind). The difference being that a Phantasm is not a removable condition; the icon or aura is simply there to inform allies why their friend is acting strangely as well as allow the Mesmer to track which foe(s) have been targeted by a Phantasm.

To prevent Phantasms from becoming too overpowered as a result of being immune to targeting by anyone other than their intended target, add the following limiters to the Phantasm mechanic:

A Mesmer may only cast one Phantasm at a time. Casting a new Phantasm shatters the current one (with the possibility of said shatter causing some effect such as damage or confusion to the target). This now gives the Mesmer control over when and where to shatter their Phantasm, addressing one of the concerns raised by Mcscamper.

Make 'flying' creatures actually fly

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

hooray Anet for not actually changing the way MMOs are played :P

Character Changing item!

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

yeah Anet does not understand how it works. they want me to pay more than a sub fee to change a character name? kitten off. yeah. I wrote kitten

Conditions

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

I agree. This needs fixing!

Character Changing item!

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

Hey Anet, I would love to pay about 100 gems to change the name of one of my characters.

Also I think the price of around 200 to 300 gems would be about right when it comes to changing my character’s complete appearance too.

If these items made it into the game I might actually use the gem store more.

Gods, what do they change?

in Personal Story

Posted by: kagejuin.4713

kagejuin.4713

that’s… underwhelming… wtf?

Alone in the clocktower?

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

I was left alone with one other player in an overflow once. It was heavenly.
I could learn the jumps of part 1 and actually felt improvement. Took short pauses not to rage too much. And then people flooded the overflow and I left.

I want it to be instanced like a dungeon. Me and my friends. nobody else.

How to defeat Mad King Thorn at level 21?

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

hmm, however the difference does hurt your drop rate I have felt it in this game since I don’t play burst damage. Went from mesmer to thief and suddenly saw a huge influx of greens and blues through normal gameplay.

So…. I call bullox.

If you are a fully geared lvl 80 helping a lvl 21, you are helping yourself more. your buddy won’t get any good drops at all

about mad king exotics

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Oh Kadering, you.

I c wut you did there!

He is trying to fool the noob into selling it so he can buy it and make a big profit later.

The set will be worth more later, yes.

In my view, Clock Tower is not fun [Merged]

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Thank you, someone who understands the problems.
I think it stems from not being able to control your jump height by holding the jump button and only having one running speed: 0 or 60 MpH.

With a joystick/thumbstick you have various degrees of speed and you were able to have different jump heights making the controls transparent so you can actually focus on the hard jumps.

I am more busy fighting controls and crappy camera than ctually attempting the jumping puzzle

10-Slot ToT Bag

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

I can make 10 slot bags all day err day.

It should have been 20 slot.

A nice one-time present for everyone who participated.

as it stands it is totally pointless :P

Thank you A-Net. (not all of us are displeased)

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Work a bit more on the execution next time Anet. I suggest you read “the art of game design: a book of lenses” and use the cards that come with it when designing these events.

content-wise. it was an explosion and they should keep doing this

Polls for and by the players, better forums please!

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

+1 for giving constructive criticism

How to defeat Mad King Thorn at level 21?

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

ohh I didn’t know I’m actually level 80 fighting him.
I managed to get his health down by a quarter, and he moved down one level.
I’ll exit to lion’s arch to see if anybody wants to help me, otherwise this could take all night.

sounds good. Join an active guild. It helps.

Do realise you are lv 80 with at most, lv 21 armor and weapons. So you are still weak in comparison

Halloween Exotics: "Over 140g to craft...lets give them to everyone!"

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Ah, people with their head screwed on right. Thanks Gadenp and Ailsan

Halloween Weapons From New Dungeon Chest

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

the higher your actual level, the higher your weapons and gear’s level, so the more damage output you have, thus increasing your chances of getting exotics. Also the higher your level, the more money, the more you can spend to buy items ,runes whatever to increase magic find. So no… you don’t have to be lv 80

but being lv 80 gives you a fighting chance. being anything but high lvl lowered your chances to less than 1%

How to defeat Mad King Thorn at level 21?

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

1) No, you’re actually level 80. It scales you up for the instance. I’m only level 19, and I went through that dungeon as lvl 80.

2) Why not just find a group? It’s really easy to find one, just post “lfg mk” in the map channel in Lion’s Arch. Trust me, I’m usually terrible at getting in a group (social anxiety) but I’ve already done it a few times.

being kicked upto 80 means he’s running a lvl 80 character with armor that is presumably even lower than lvl 21, which means he is not prepared to fight. If you don’t know how the scaling system works, please don’t assume stuff.

The game kicks him up, but he is under geared. so yes, he is taking a beating.

Halloween Exotics: "Over 140g to craft...lets give them to everyone!"

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Thank god someone is getting the exotics. Hooray for the chests. I never got any and will never again buy keys. I am happy some lucky people got some.

The Mad King Rewards, REALLY Disappointing.

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Ignore Carson, he has issues.

I agree. It feels underwhelming when you get crap loot from such a cool and interesting dungeon.

Ideas about Halloween

in Suggestions

Posted by: kagejuin.4713

kagejuin.4713

I would like to say that I really, really love the ideas for this event, from the doors to the tower to the labyrinth and all.

However, the execution is so poor that my entire guild and then some complaing about it feeling like it was only meant for lvl 80s who are rich.

rich enough to buy weapon skins, high lvl enough to blaze through the scavenger hunt, which is almost impossible for anyone at low level.

The most complaints come from the tower and the crappy rewards. Sure a book is cool, but it’s not even exotic. Some greens are awesome, but didn’t we all want halloween items?

I think the idea of a holiday event is supposed to be FUN for EVERYONE and not fun for high lvls with lots of disposable income.

The tower is the only one that gives decent loot and then end sup being insanely difficult.

Why not leave those insane puzzles for the regular map instead?

Holiday events are supposed to be fun for everyone, where to community gets to enjoy the content you create. Should it be a challange? hell yes. Should it feel like a chore? no. should it feel like you are excluded due to just having hit lvl 30? hell no.

Please, take this seriously Anet and just make fun events for everyone, make your events doable by all levels and allow people to have fun and get some nice items that have to do with the holidays.

You have done a great job with the concept and the ideas are amazing. I can not lie about it. But I do feel something is wrong when I feel frustrated when trying to do these events or simply feel the end is anticlimactic after getting another hammer of night. It just leaves most of us with bad taste in our mouths.

I would like to say that there are alot more of us who do not even come to the forums who are severely frustrated about this event and how it has be executed. I don’t want you to stop making content, but if you want to keep your playerbase and want to form a nice community don’t make holiday or timed events like this.

I do realise there are tons of people who love insane difficulty as well as cheap deaths and artificial difficulty, that is cool for them: add stuff for them on the side. Not as the main attraction. They will always be a niche.

Sincerely,

~One of your biggest supporters

P.S: I am not buying any keys ever again. You cannot fix that

Suggested Improvements for the Next Holiday Festival...

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

You guys are so silly. You do realise that doing it as a lower level means you get less good loot only for being lower level right? due to not doing as much damage as a lvl 80?

Ok.

Maybe that also helps drive the frustration.

Just sayin’

I'm actually in shock over how much effort was put into this event

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Inorite, there’s more content in this patch than there is in some GAMES

And here’s the scary bit… Arenanet before Halloween was like “Yup, we’ve got Halloween coming up; but we’re really excited about the big November content expansion”

…if THEY’RE describing it as big and exciting", the November patch might be colossal xD

I am afraid the november update will require us to buy keys to open chests which will have 0.00001% chance of dropping a green and we have to then mystic forge 4 of them to get an exotic. and then forge 4 of those exotics to get a legendary.

yeah… that is what they mean by big >_>

BIG MONEYGRAB

I'm actually in shock over how much effort was put into this event

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

I did find that for the scavenger hunt and all it was all very confusing. For a game that was striving for us not to use menus and bars all the time, this event was all about menus and bars and not about the in-game environment.

It was confusing as hell when it came to doing the scavenger hunt, but once you get kicked in the right direction it’s doable.

Also, the Mad Realm is very confusing. most people will go the the labyrinth without knowing what else is in store if they don’t google.

It doesn’t help that the community for this game is pretty bad, no offense. Everyone tells you to google/youtube. instead of being helpful. :P

Thank you A-Net. (not all of us are displeased)

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

The ideas are great and I loved how doors suck you in. It’s what I discussed with a friend the first day of the event and they sure delivered. However the payoff is terrible and it feels like low level characters are excluded because of the different areas you have to visit for the scavenger hunt. Also I was looking forward to the clocktower jumping puzzle and then I got…this..

So. I was excited, but sadly the way they executed the content when it came to chest contents and halloween items as well as the tower and mad king dungeon. I am severly disappointed. It is mostly littered with cheap deaths and artificial difficulty, which to me just equals: wasting more time. not: inject more skill.

Especially hate how the mist/acid thing at the tower follows 1st place, pretty much ensuring only one person makes it, and then proceeds to farm it at the expense of everyone else.

Love the Concept, Execution could have been alot better.

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

I would like to say that I really, really love the ideas for this event, from the doors to the tower to the labyrinth and all.

However, the execution is so poor that my entire guild and then some complaing about it feeling like it was only meant for lvl 80s who are rich.

rich enough to buy weapon skins, high lvl enough to blaze through the scavenger hunt, which is almost impossible for anyone at low level.

The most complaints come from the tower and the crappy rewards. Sure a book is cool, but it’s not even exotic. Some greens are awesome, but didn’t we all want halloween items?

I think the idea of a holiday event is supposed to be FUN for EVERYONE and not fun for high lvls with lots of disposable income.

The tower is the only one that gives decent loot and then end sup being insanely difficult.

Why not leave those insane puzzles for the regular map instead?

Holiday events are supposed to be fun for everyone, where to community gets to enjoy the content you create. Should it be a challange? hell yes. Should it feel like a chore? no. should it feel like you are excluded due to just having hit lvl 30? hell no.

Please, take this seriously Anet and just make fun events for everyone, make your events doable by all levels and allow people to have fun and get some nice items that have to do with the holidays.

You have done a great job with the concept and the ideas are amazing. I can not lie about it. But I do feel something is wrong when I feel frustrated when trying to do these events or simply feel the end is anticlimactic after getting another hammer of night. It just leaves most of us with bad taste in our mouths.

I would like to say that there are alot more of us who do not even come to the forums who are severely frustrated about this event and how it has be executed. I don’t want you to stop making content, but if you want to keep your playerbase and want to form a nice community don’t make holiday or timed events like this.

I do realise there are tons of people who love insane difficulty as well as cheap deaths and artificial difficulty, that is cool for them: add stuff for them on the side. Not as the main attraction. They will always be a niche.

Sincerely,

~One of your biggest supporters

P.S: I am not buying any keys ever again. You cannot fix that

I give up

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.platforming games, where platforming is most important , you get more leniency.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.platforming games, where platforming is most important , you get more leniency.With a difficult routine as this one you would either get more chances to make errors. But I suppose Anet doesn’t know how to make a fair game.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.platforming games, where platforming is most important , you get more leniency.With a difficult routine as this one you would either get more chances to make errors. But I suppose Anet doesn’t know how to make a fair game.Difficulty should not come from how hard the controls are, no, difficulty should come from how difficult ingame mechanics can become.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.platforming games, where platforming is most important , you get more leniency.With a difficult routine as this one you would either get more chances to make errors. But I suppose Anet doesn’t know how to make a fair game.Difficulty should not come from how hard the controls are, no, difficulty should come from how difficult ingame mechanics can become.It makes me feel like some kind of machine when doing this puzzle because nothing about it screams skill. it’s all execution. No ingame skill.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.platforming games, where platforming is most important , you get more leniency.With a difficult routine as this one you would either get more chances to make errors. But I suppose Anet doesn’t know how to make a fair game.Difficulty should not come from how hard the controls are, no, difficulty should come from how difficult ingame mechanics can become.It makes me feel like some kind of machine when doing this puzzle because nothing about it screams skill. it’s all execution. No ingame skill.This game was not a platformer and it shows in its controls, there is no control over your jump speed, height or anything really other than direction.
Therefore it feels like a nightmare trying to do the first part. Allow me to get good at it and do easy parts fast so I can have a little time to adjust for harder jumps. That is how timed platforming levels work. it seems super impossible and might still feel impossible at the end when you finish it, but it comes down to skill, because you trained and got to do easier parts quicker which gave you time to get to harder parts.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.platforming games, where platforming is most important , you get more leniency.With a difficult routine as this one you would either get more chances to make errors. But I suppose Anet doesn’t know how to make a fair game.Difficulty should not come from how hard the controls are, no, difficulty should come from how difficult ingame mechanics can become.It makes me feel like some kind of machine when doing this puzzle because nothing about it screams skill. it’s all execution. No ingame skill.This game was not a platformer and it shows in its controls, there is no control over your jump speed, height or anything really other than direction.
Therefore it feels like a nightmare trying to do the first part. Allow me to get good at it and do easy parts fast so I can have a little time to adjust for harder jumps. That is how timed platforming levels work. it seems super impossible and might still feel impossible at the end when you finish it, but it comes down to skill, because you trained and got to do easier parts quicker which gave you time to get to harder parts.as it stands now, I can’t learn to do the hard parts due to always having to wait and people being in the way obscuring my character and causing framerate issues. seriously.

wow.. on a second note: there are too many inconsiderate people. I have been in the tower for hours and more people leave than there are people who say. I will gladly estimate that around 80% does not make it. they leave before they do. and around 60 to 70% leaves after the aforementioned first part, right after the forced stop which is completely unnecessary.If you had so much fun doing the puzzle with your elitist buddies and call that: most people made it. you have been blind. not paying attention to all the people popping in and out of the tower.I am not saying make it easy. I am saying make it emergent difficulty.This artificial difficulty makes people hate the game, because it doesn’t feel like their fault.there is no tip you can give me, because there is nothing I can do. I have tried every different path and have memorized my path all that is missing now is doing it perfectly without a second or milisecond of hesitation and that is not reasonable.platforming games, where platforming is most important , you get more leniency.With a difficult routine as this one you would either get more chances to make errors. But I suppose Anet doesn’t know how to make a fair game.Difficulty should not come from how hard the controls are, no, difficulty should come from how difficult ingame mechanics can become.It makes me feel like some kind of machine when doing this puzzle because nothing about it screams skill. it’s all execution. No ingame skill.This game was not a platformer and it shows in its controls, there is no control over your jump speed, height or anything really other than direction.
Therefore it feels like a nightmare trying to do the first part. Allow me to get good at it and do easy parts fast so I can have a little time to adjust for harder jumps. That is how timed platforming levels work. it seems super impossible and might still feel impossible at the end when you finish it, but it comes down to skill, because you trained and got to do easier parts quicker which gave you time to get to harder parts.as it stands now, I can’t learn to do the hard parts due to always having to wait and people being in the way obscuring my character and causing framerate issues. seriously.I suggest everybody else go read " the art of game design a book of lenses".
before you jump in with “HAHAHAH kittenolol I made it so you should, stop kittening or quit! I feel so good because my kitten is so huge now! cry more to make it bigger!”

I give up

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

obviously the majority of idiots trying to convince me I should grow up and get better are the little kids on the forum. People with psychological problems who need to play a game where they can feel good about themselves. Not me.

The level fails and is badly designed because there are different phases of how difficulty should scale, or how to keep something entertaining even if it IS hard.

at the very very start it’s easy. then there is a forced pause. Never in my life have I had a forced pause in a timed event in any other platformer. What is this? artificial difficulty? forcing me to fail?.

After that is the ‘1st’ section where everyone fails, also known as the hardest section: you cannot stop moving forward and there are alot of precise jumps. if you cannot keep going forward while jumping you will die here.

the second section, because I HAVE been to youtube, is easy as crap. huge platforms, alot of walking, one small block. so what?. Then you need to jump down. Also easy. Whatever comes after this is so easy, that I feel they should have switched this puzzle around. let us start with part 2 and 3 and then get to part 1.
that way you feel a sense of progress as the puzzle gets harder and harder right before the end. It makes people rage alot less.

as it stands now I can finish the puzzle if I could do it alone, and if the pauze would be removed.

I am not an avid PC gamer, I don’t go around doing 360 quick scopes in CoD. I am more of a console gamer. I cannot keep running forward and change my mouse direction in an instant and have it be aligned properly.

My computer has framerate issues so whenever there are all those people it drops to about 10, which forces me to confirm my landing, which again is impossible with a huge crowd.

those kids who made it through? I am sure some deserve an applause, but certainly not those elitist pricks who do nothing but grief. they spam say, they spam pets and speed boons to distract you or make you miss jumps and then laugh about how they did make it.

they give 0 constructive criticism.

Arenanet: I just gave you the bottlenecks and some solutions i.e.: remove the forced wait, make it a solo instance, or shift the puzzle so part 1 comes at the end.

That way I could gladly keep trying.

Issues with the Mad King Clock Tower jumping puzzle

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

Anet is very bad at designing good, fun jump puzzles. They seem to make this game only for 1) elitists 2) botters

I give up

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

There is a fine line between a reasonable, difficult puzzle

and one that is simply ridiculous.

The speed at which you NEED to do the first part shows you have no skill when it comes to designing levels. We all know it is supposed to increase in difficulty the close you get to the end, but this one starts like a hassle, which pretty much burns most people who try to get it. They never even get close and it feels so annoying.

it is as if they put the final part of the puzzle at the start just to annoy everyone.

If you pull this any more times Anet, consider me an ex-customer.

Clock Tower suggestions

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

billjenkins

Definition of ragequit :P ..
Not a gamer if thats all it takes to make you quit. In which case as your not a gamer and are just playing for a bit of entertainment …you shouldnt have a problem not being able to do said event/achievment. Achievments are ..achievments… .meant to show you done somthing worth mentioning. Meaning not everyone is going to be able to do it.
Its like if you never learned to ride a bike ..you cant go out and tell every1 else in the world to use stabalizers and expect them to ..no ..instead you keep trying till you learn.. Same principle here.

I dislike people like you the most, because you defend everything and anything instead of listening.

Maybe you should read what others have said about it.

I don’t need it to be stupid easy, but there is a fine line between difficult/hard and “omfgwtfbbqfml”.

from my experience people are more pissed about 1)player interference, 2) framerate issues, 3) glitches, 4) camera issues than they are pissed at just the general idea of difficulty.

just because YOU made it doesn’t mean it was fine. I can admire a difficult game for being difficult as long as it does not take cheap shots. Like this case here.

Clock Tower- LEAVE IT AS IS

in Halloween Event

Posted by: kagejuin.4713

kagejuin.4713

the only people enjoying it with others are probably huge norn or charr using banners to obstruct view and confuse player speeds.

I want them to make it at least soloable so I can measure my skill instead of being annoyed by all these griefers.

dicks