Showing Posts For newzac.5783:
Wowowowowow. Charr fanatic here, this is a beauty!
TWC in NYC, everything works but google.com and logging into GW2.
Edit: It just let me in.
Hey, this is happening to me, too! Except my crash report window doesn’t go away automatically, I have to close it myself.
I also happened to play SE story last night, and the end boss has a similar lava-dumping mechanic that was also bugged in sound and visuals after the first pull for all party members.
For the past month or so, when I get the dreaded Dredge fractal and finally make it to the last boss with the four buckets, the animation and sound of the lava pouring down will sometimes be missing. The sound cue has always been hit or miss, but now it’s the animation as well. If I remember correctly, it will work for the first few dumps and then stop.
Obviously this creates a problem because that lava dump is the key mechanic of the fight. The superheated buff still shows, but you have to hover over it and look at the countdown to see if the switch has been pulled. That can be hard to do while dodging bombs or ice elementals, especially at higher levels when every dodge is pivotal.
WoodenPotatoes has a unique way of fitting everything together, and without him, I’d be lost on the overall picture of Guild Wars 2 and even the Guild Wars universe as a whole.. I love lore, but unfortunately the dynamic events system, Arenanet’s delivery of story, etc., makes it really hard to see how the tiny pieces fit together. WP does that for the community, and every time I watch one of his videos, I come away feeling more positively toward the lore and the game.
Don’t blame anet for this one. Blame your fellow players. The Tokens started out as an account bound item. However players saw this an opportunity to exploit the game and create new characters put the 5 tokens we were given from the mail in their bank, then repeat. I am sure that there is a system in place that shows how often new characters are recycled so quickly.
The said truth of the matter is that everytime we are given something, there will be players who attempt to exploit it, and the rest of us simply get to deal with it after.
Pretty much this. There was another thread about this and I posted the same thing. People got 1000s of tickets this way so blame them for screwing it up for the rest of us.
Seems like a rash nerf on Anet’s part. Instead, why not stop sending the mail to each character and just send it to each account? Plus, who cares if a few people have stacks and stacks of tickets? They’re easy to come by regardless. Now the people playing it the real way, i.e. killing mobs or buying them with sprockets as intended, are punished. I’m going to have stacks of these tickets on my MF necro and my poor warrior is hardly going to get to play the gauntlet. Anet, ah luv ya, but you make so little sense sometimes :/
Edit: Oops, didn’t see the post that was right at the top of the page. Sorry!
Why aren’t these tickets account bound? The arena is clearly made for farming, so I want to farm on my toon that’s stacked with magic find, then fight in the gauntlet on my characters with real gear and stats. Why am I being punished for doing what this section of the release is built for?
Same here. Also, on the map and mini-map it says I’m in Dredgehaunt instead of in LA.
A mob was just chasing me as I ran but I decided to stop and fight it, but after we fought for a second it just disappeared and reappeared back at the spot where I first encountered it. I’m sure by the time we actually started fighting it had reached its leash location, but instead of the usual run away and heal move they do, it just vanished.
The same thing happened in SE p3 about a few hours ago. After the bridge my group accidentally aggroed the patrolling destroyer crabs. They chased us up the ramp before the boss fight so we just decided to dispatch them. At about 50% health, all three disappeared.
Same just happened to our group. Bad memories of Molten Facility pre-boss fight bugging are coming flooding back. Anet needs to stop relying on NPCs to open doors that blog progress. Don’t we know by now that NPCs bug, like, all the time? Love the dungeon, but sad.
(edited by newzac.5783)
I generally like the instruments, but for every person playing it the right way there are five trolls blowing the highest note. A character-based mute option would be much appreciated, especially if Anet plans to continue introducing instruments (which I hope they do).
PERSONAL STORY SPOILER AHEAD
This is a tiny thing, but I’ve completed my personal story on a few alts lately and it’s kind of bugged me. When you finish the final personal story mission before Arah story mode, you free King Rezza from his form as The Eye and he says, “For this service, I grant you an ancient honor: you shall carry the title “Champion of Orr” from this day forward." It would be pretty sweet if you actually got a display title that read “Champion of Orr” for completing this mission, signifying that you had completed your personal story. As anyone who has completed it, especially on several toons, knows, this can be quite a long feat, and the title is really too cool to just disappear!
Currently open on Tarnished Coast.
I know how the fight works, but I used to be able to unlock this dungeon with just one other person. Many times pre-guesting I set out for a 4 a.m. PUG run where the party was not on the same server, and two of us were able to stick together and beat him. His leashing mechanic seems to have changed and, in my opinion at least, he seems bugged. There are no other teleporting boss fights in the game where losing aggro and healing to full is part of the mechanic.
I’ve noticed during the Southsun events that after a big group of rioters or nutso fauna dies, lovely little loot bags are scattered all over the ground.
This. Is. Amazing.
Being able to press CTRL and see the loot I may have missed has been awesome, even if it’s not a little wooden chest (which I also love) and it’s just junk. It would be swell to see this feature rolled out to the entire PvE world. We have the technology…!
This just happened to my group a second time.
The only thing I can think of that happened both times is someone left the instance and came back. It was NOT the instance holder because I opened it this time and I did not leave.
EDIT: A guildie of mine had this same problem once before when a member of his party disconnected. This, along with the latest update’s patch note that said a bug halting progress when the instance holder left and re-entered was fixed, suggests that if anyone leaves the instance it bugs at this spot right before the boss doors.
EDIT 2: I’ve since done two more runs and in both someone was disconnected but the boss doors opened as usual. Puts a dent in my theory that if anyone leaves the instance it bugs. The only other thing I can think of is that the two times it happened I believe we were all on the same server (Crystal Desert), whereas the other runs with DCs were PUGs from varied servers.
(edited by newzac.5783)
A guildie and I are trying to open the Crucible of Eternity, but when the Commander teleports away from where we’re fighting him, he losing aggro and heals to full. This is incredibly frustrating, and I’ve done this event many, many times in the past and have never had this problem, even with just two people fighting him.
On the plus side, his CITIZENS-esque dialogue is no more! But I’d take that over an impossible event…
Thanks!
My party and I were just running the Molten Facility and ran into a bug at the large door that opens before the final boss fight, after the steam vents. On the map there is a large red arrow to follow and the text reads something like, “Help the prisoners escape the facility.” We tried waypointing back, wiping, getting Braham and Rox killed, etc., but nothing opened the door. We had to abandon the run.
The only thing different on this run than my previous runs yesterday was that I was running behind the group mining the second ori node so I didn’t see myself if the steam vents were ever on. A party member said he turned them off, but another party member said he didn’t remember seeing them turned on. We’ve all run it several times now so it’s easy to get instances mixed up, so I can’t say.
Thanks!
The little PvP I’ve done scares the ish out of me, but this guide made me feel welcomed and like I should try to get into it a little more. Great work.
Yes, which furthers my point that keeping it character-bound is now useless. As I said, the way karma was originally intended to work, it made sense keeping it character-bound. (I think it actually would have been cool if obi shards were character-bound as well, forcing you to play the toon you want to get a legendary for, though admittedly it would have been a looot of work and discouraged alt creation.)
With all the changes made to karma acquisition and distribution since launch, i.e. that it’s just another of the many forms of currency in the game , I’d like to be able to more easily share it between all of my characters in one account-bound karma pool.
I’m well aware of what karma is in real life and how it was intended to work in the game, but are you going to tell me that a) you only use karma from one toon to work toward a legendary or other expensive gear (such as Orr temple armor); or b) you only pop karma jugs/vials you get from dailies and dungeons on the toon that actually earned them? No. No one does that. So the “real life” definition of karma is out the window. It’s already shareable between toons regardless of who actually did the good deeds, so why not remove a step and just pool it per account?
The only instance I can think of where it would need to be character-bound is when you’re leveling alts and buying gear through karma merchants. But even then, the gear is so inexpensive at low levels that one 4,500 karma jug from one daily will pretty much set you up for any karma gear you could want to buy while leveling. So it’s pointless. Just pool it.
TLDR: Is there a reason karma is character bound instead of account bound, like gems and laurels?
Problematic Example: Like most people, I’m saving my karma for the day I want to start seriously pursuing my legendary, which means I have tons of karma jugs sitting in the bank for the day I claim all available buffs and boosters and rush to Orr. However, when I first started playing the game, I didn’t know about saving them up so I popped every karma item I got, leading to several hundred thousand karma just sitting on my main. A few days ago I was gearing an alt and wanted to buy some cultural weapons for karma, but he only had 50k or so on him from events and whatnot, meaning I had to “waste” a few jugs on him to get him the weapons (which are soulbound on acquire, or I’d just buy them with my main’s karma stash). If karma was account bound, I’d have been able to buy them with my main’s/account’s karma.
Possible Suggestion: Besides making karma account bound, perhaps a way to deposit karma into the bank like gold would be helpful, so that all characters could benefit from each others’ work.
Months ago when I created my charr mesmer Koh, I noticed it looked like he only had one pupil. I figured it was some graphical glitch in the character creation interface and confirmed him, but when the character rendered and was under my control, still only one pupil. One eye is normal, one is white with no pupil. It’s odd.
I’ve since made another male charr (duh), and his eyes both rendered normally. Disco, the warrior in purple with a neon purple ‘hawk, sees the world through both eyes, but poor Koh, his ’bandmate, doesn’t have such good fortune.
I actually love Koh’s glass eye because it gives great backstory, but I got to wondering if any other charr have had the same fate. Does your charr only have one functioning eye, or is Koh alone in Tyria?
Definitely not what I expected when I heard legs and tail — I thought it would be a full redesign, not the orb with extra little bolts coming out of it.
I’d venture to guess they changed it because it was pretty difficult to see (and therefore target) in PvP/WvW, so people weren’t having a “fair chance” to take it down like with other elementals, and the stun can be brutal when it comes out of thin… air (see what I did there?). I main an ele and I’ve still been sneaked up on by a few air elementals.
This has happened to me as well.
And/or, on the flip side, enemy spells should be (optionally) tinted red. Yes, I know, the thin thin thin red line already surrounds them, but when you’re unfamiliar with a class and know their spells are especially nasty (I’m looking at you necro), you auto-dodge out of anything that looks like that class’s spell. If bad spells had a slight red tint on the entire spell, not just the circle, people would stop dodging out of helpful wells and spells.
I do like the friendly circle color change idea, too. Something that would make it very obvious that you’re in a safe zone. You can’t really see the spell circles now because of camera angles and being focused on other stuff.
Get under my rain, it heals AND REMOVES CONDITIONS!!
Every once and a while you really do need to kick someone from the group, and when that time comes, the kick feature is a dream. But 99.999% of the time, the kick feature is probably being abused. I’ll send you to the TL;DR right now, this one might be a bit long but obviously I want to complain about it. That’s why I came here.
This is a tale that I’m sure has been told, but I’ll tell it again. A group of five PUGs works for over an hour to get through Fractals 18, getting along fine and doing their job right. It’s a smooth run. At the end of the third fractal, one member needs to go AFK. Fine with everyone, we can wait a minute. After about four minutes, we decided we can continue on to the Jade Maw without him, and if he comes back during the fight, great. If not, he obviously had something besides a quick bio to take care of and can’t expect us to stand around for fifteen minutes waiting on him. Most likely he will have come back sometime in the Jade Maw fight and everything will be fine.
Except it’s not fine, because as soon as we port into the Jade Maw (remember, the AFK guy has only been away for about four minutes), two of the members of the group who are in the same guild vote-kick and invite one of their guild members in. So now he gets a free fractals daily chest, the Jade Maw chest, an advance in level, and so on. Another member and I protest, saying we can easily 4-man the final fractal and that it’s not fair to kick the AFK person after such a short period of time. Together we vote-kick the new member, and luckily the other person still has the kicked AFK guy’s name, so we invite him back.
The two in the guild together then decide to kick the other person, and most likely me next, from the group. Except she was the instance starter, so everyone got kicked back to Lion’s Arch. And there’s nothing any of us can do about it. No one got the Jade Maw chest, no one got the daily chest, and most importantly no one got the level advancement.
This is clearly a flaw in the system. Because two people in the group happened to know each other, the two people standing up for the right thing lost out. Not to mention the person who went AFK. People have real lives, and he’d fought valiantly up until then, so we can’t hold it against him.
So, a few suggestions:
On Kicking
The simplest solution is to require three people to kick, or even four. Why shouldn’t a group kick be completely unanimous? Or, have it like choosing a dungeon path, where everyone picks yes or no but if the timer runs out you go with the majority. If it’s two-vs-two, you either have to bear the person you wanted to kick or you can leave the group yourself.
Another option is to only allow the instance leader the option to kick people, but still have it have to be seconded (or preferably thirded).
Kicking someone is not something you should be able to do on a whim, it should be something where everyone has to pause and talk to each other and make sure they’re on the same page about. Two guildmates in a PUG shouldn’t be able to gang up on people who are just playing for fun.
On Joining
I like the way the you can invite someone into the group if someone has left. Just today someone (who was especially ineffective) left our party during the dredge boss, and it was easy to find someone who wanted to pop in and continue to the next fractals with us. That’s where joining an already formed party works.
Where it doesn’t work is in my situation above, where two people in a guild kick someone else and then invite a guildie for the final credit/reward.
I propose a voting system similar to the kick system when someone wants to join your group and you’re already inside the dungeon. Two, if not three or four, people should have to approve the new group member. Or, alternatively, only the instance starter should be able to /invite, meaning people would have to actually talk about it before it was done.
Unfortunately my story is not unique. People abuse this system all the time, and it’s the normal nice people who are just playing the game who lose out. More people should be required to accept kick requests and join requests, meaning once you’re in a party all decisions are made democratically instead of by one or two people who happen to hold more cards because they know each other.
TL;DR Three or four people should be required to accept kick from party requests and join party requests once the party members are inside the dungeon instance.
Great guide, way to break it down. Someone at ANet had it right when they put as much thought into the elementalist as they did. You can tell by it’s extreme depth that this was a pet project for someone, and I’m so glad it was. There’s nothing like playing an elementalist, and playing it well. Other classes feel one-note to me since I learned to play the game on an ele.
The mindset is key. Some classes are hack-and-slashers, some are distractors, some are stealth users(/abusers? ;D), but the ele mindset is all of this and more. How can I get in and get out doing as much damage and providing as many boons to myself and others while still keeping myself alive? It’s a brilliant setup and a blast to play. And though arguably limited, the weapon choice for certain situations is extremely varied. If you are in the right mindset to play ele, you get it all.
I’ve never been kicked from a group for being an ele, and if the group is wiping, I’m always the last man standing. People think because they have an ele alt that they’ve leveled to 12 they know how the class works, but it’s the deepest class in the game, it requires a lot of work to play well, and it dishes out a ton of damage.
My fasted AC run happened to be 4 eles and a guardian — we did all three paths in under an hour (I used two Omnomberry bars for three runs and still had it going after the final boss, it was amazing). I ran 2 wars 2 guards 1 ele last night and never died, meanwhile heavies were wiping left and right against the troll of all things.
In the beginning eles were a thing to be avoided because no one understood them, but there’s a reason they’ve become popular again in PvP and WvW — it took us all a few months to learn how to be completely bad kitten and now everyone wants in on the fun.
I learned the game on an ele so that’s my learning standard now. Everything else just feels slow, stale, and limited.
TL;DR ele 4uvah.