Showing Posts For niwaar.5631:
Jumping puzzles (along with mini-dungeons) will be some of the locations that begin rewarding ascended crafting materials once crafting to 500 goes live; this is intended to help make these areas more rewarding and fun to go back to and play.
I simply do not think you understand the word “fun” when you use it sentences like this.
They actually went out of their way to say the achievements for Case Closed do not count towards the meta. So yeah… Why shouldn’t we complain?
Furthermore, its about choice, and fun. There simply is none in there now.
Let me get this straight. The answer to “fixing” the problem with the meta-achievement for the Dragon-Bash was to remove the Dragon Ball achievements from the meta? Seriously?
This is akin to spitting on the people who have already spent the time in the poorly implemented and altogether “unfun” activity.
I applaud you for realizing that these two achievements were tedious and seen by the playerbase as entirely too high of a number to be a fun thing to do. But, why remove them from counting for the meta? Why not allow your players to choose between doing Dragon Ball (a tedious game/achievement) or spending a ton of money gambling away on Moa Races (a huge slap in the face to the community since we have been complaining about RNG based things since day one).
Honestly, I love GW2, but since launch, it has become clear that the powers that be do not understand what the playerbase wants and needs for the game to continue to be fun and engaging. I want choice and fun, not what we have seen in this event.
Ahhh… well the icons were gone for me and friends were complaining about it being gone.
They said it was temporary but “it could come back as permanent” or something to that effect.
I came home today to see that the “boss” instances were removed with today’s change in the living story. Was I the only one who did not realize that this was going to happen today? I assumed they would be around for a bit longer. Or at least us given some kind of official word (that reaches more than just these forums) that content was being removed.
In that vein, I would like to know exactly when Crab Toss is going to be removed. Will it continue to be available during the Dragon Festival? Or do we have until next week (June 11th) to complete those achievements before the activity goes away?
For a game that was suppose to have an emphasis on vanity, we’ve gotten very little new vanity items to strive for outside of the gem shop stuff (which has been primarily town clothes).
He speaks the truth.
There is very little for me as a PvE player to strive for at this point.
1) Get a higher fractal level
2) Obtain Fractal Weapon Skin
3) …
So we get a 12 day dungeon with another relatively uninteresting backpack skin and a glove skin that is the same for every armor type? I was expecting at least a full set of “other molten weapons” or a full set of armor for each armor type. Not just 2 skins.
That’s it for the PvErs this patch. Hell I could argue that WvWers got just as little or less and that the sPvPers got bug fixes and a feature that should have been there on day one (oh and a beta of a feature that should have been there since day 2.)
This patch has been dubbed by a few as the “Nerf the fun” patch. We get nothing new except a few random nerfs for abilities that were fun and needed. Why did Ride the Lightning need a nerf? At the very least if you wanted to reduce mobility while in combat it could have given the 40sec cooldown while in combat and not when we are just running around a zone or town.
Where was the “fix” for PvE “Quickness” that was nerfed so hard to the ground last month that we all still feel like it was removed just cause it was fun? Nope, what we got was some warrior buffs and a lot of nerfs.
Combine this with the addition of yet MORE daily achievements to a broken achievement system… Come on get your head on straight and realize that we need a “closed” system for achievements.
I love the fact that the majority of this thread is complaining that Anet is using IGN/Massively/et al to communicate with its playerbase. When the real issues being taken with this update news is that it is once again a minor update with more things that are about the cash shop than about any real gameplay additions.
A lot of my friends and I came to GW2 because we were tired of games like WoW and its continual treadmill of the same content just being rehashed and reskinned every 6 months. At this point we all would take at least that from Anet. The ONLY new PvE content that has been put permanently into Tyria since the launch of the game came 6+ months ago with the Karka Event. We got an island that is hardly used for anything but the few gather/kill bots and the occasional Guild Event. And we got Fractals. Something that proved to be popular and was promising because it looked to be an easy place for developers to design and implement “fast and easy” PvE content via new fractals. Six months in we have seen none of that.
Sure we have gotten SAB, which was awesome for a week or so, but left me (and my friends) feeling like it would have actually been awesome if it was finished content and not a quarter finished.) We got Living Story missions last month that were fun, interesting and had almost none of the “bad” trappings that Personal Story missions did. However, there were only 2 of them and they were quite short at that. Now we get a dungeon with no explorable modes, that will be “mostly” the same each time we run it and that will be gone after a month.
I am sorry, but this was a make or break month for myself (and my friends). We had already limited ourselves to 1-2 days of play a week. We want a game we have a reason to log into. Right now that time is 7pm Saturday evening for an hour while our guild does our (worthless and uninteresting) Guild Trek, our (colossally underorganized and often frustrating Guild Bounty, our (could be really fun and interesting if a little more design effort had been put into them) Guild Challenges, and maybe one day soon our guild (who is one of the largest PvE guilds on our server) will be able to try out the Guild Puzzles. We are basically sticking around just to see if the latter is fun. We wish we could have stayed in our small family guild to do them all, but Arena.net decided it wasn’t something that could be done. So now we play 1 day a week. Friends that used to set aside 20$ or more to purchase new things from the cash shop each month are now refusing to do so. We want new and interesting PvE content with depth. But for the last 4 months we have gotten nothing but PvP/WvW adjustments and we now feel like we don’t matter.
Another day, another set of Login issues effecting the game.
Personally, while I like the leaderboards, they are merely a jumping off point. If they are not advanced they mean nothing in the scheme of the game.
In that vein, why not have a leaderboard for “levels”? We all gain xp throughout our playsessions. I’d love to see who has leveled up the most in the world, my server and see how I stack up.
I’d also love to see a real achievement leaderboard that does not include the repeatable, daily or monthly achievements included in their numbers.
Has there been official word on this bug?
I am not getting any error code, but I am routinely getting stuck in long loading screens. I just had to exit out of the game after a 5 minute+ loading screen into Lion’s Arch and have had to resort to this action around 5-10+ times in the last few days when zoning to and from multiple zones.
In general my load times have gotten worse and worse since the first beta. I used to load in at launch in under 20 seconds, now it is routinely over a minute.
- —Active— Precursors Twilight and Sunrise do not provide the Legendary Treasures account medal.
We are continuing to work on these. Thank you for your patience!
The patience for this last one is just about run out for some of my friends. Why has it taken 7 months to fix this.
My guild has a large population that have Twilight or Sunrise and everyone of them is at some level disheartened, perturbed, or flat out kitten off that this hasn’t been fixed yet. We all realize that this is a “first world problem” but for a game to not give a promised reward for something that took a lot of effort/work is unconscionable. To not actively try and repair a simple issue like the achievement/character screen icon is just plain bad.
Please let the developers know that its just as much these little things that continue to be overlooked each month as much as it is the need for new content that will cause players to lose interest over time.
The dragon chest and fire elemental chest use different models, so it’s not completely unusual. But it is definitely still very odd.
I ran through the event a couple times with your graphics settings and was still able to see the chest, so it’s not that (or at least not that alone). I could be wrong, but it looks like your graphics card drivers are out of date, so I’d recommend updating those and then trying to run the event again.
If you still can’t see the chest, but are able to loot it, please let us know. Thank you!
I have recently had this same problem on my Mesmer. However it is the Dragon Chest left by The Shatterer event that I have missed. This has happened to me 3 days of the last 8. It only happens to my mesmer who I tend to do only do that event and perhaps a dungeon or two per day. I do not think that this could be a graphics card issue since the chest appears for my warrior at the same event.
Sorry for the delay, this fix didn’t make it this update but it hasn’t been forgotten.
So …. no word on a fix for this for 22days now? Is this not something that could be pushed sooner than the March patch?
Its completely disheartening to find out only after you purchased those Reading Glasses off the store that I have wanted for so long that I can not see them and there is no ETA on a fix. Feels like I just wasted my money.
Update: I fixed a possible stall in the “Protect the brew shipment” event, which is currently in testing to go in the March update.
So what I am hearing is that Tarnished Coast will not have a Shadow Behemoth meta event spawn for a week?
Hello.
I just saw the great news for WvW.
But since January Patch that I started to have Culling in PVE for the first times, mainly in Meta Events where even Mobs are Invisible sometimes!
Then, does the end of Culling affects also PVE? Or do we need to get used to “Invisible Events” in PVE?
I would like only to say, that I know Culling is also also about our Computer… but, the game must think in every kind of PCs, not only with high-end Ones.
The initial release of this system will be for WvW only. There are additional complications we need to solve with PvE due to the number and variety of creatures on screen that WvW doesn’t need to account for. Later this year, we’ll be expanding as much of the changes to the PvE open world as we can as well.
I can completely understand the need to push this off. However…
I would like to know why it feels like we are going backwards in terms of PvE? Before the culling changes that were meant for WvW we PvE players did not notice culling nearly as much (if at all) as we do now. Can we not change the PvE world back to where it was back in November/December? Where we had 100+ people on screen during the Lost Shore events with little to no culling? What exactly changed between then and now to make the game engine run so badly that we are forced to have major culling in PvE?
My guild consists of three members and should not have any trouble earning the influence to do so. I don’t understand the unwarranted amounts of whining about the amount of influence required or that it’s unfair to smaller guilds; it’s not.
Honestly, I just do not understand you not understanding. I also do not understand how you can be making 1k+ influence per day with a small 3 member guild.
My guild’s average online per day is between 7-12 members. We average ~500 influence per day whether we are merely doing instances or doing events/dailies. Our playtime is limited to 2-3 hours per day and since fractal participation STILL does not reward influence we have days where we make about 150 influence because our time online is relegated to fractals.
At our average influence levels it would take 73 days to go from AoW0 to AoW5 not to mention the other 30k worth of influence it would take to work towards unlocking the Bounties themselves.
I have zero problem with putting real amounts of influence to access the higher tiers of the content. However Tier 1 bounties should have been within the first 2-3 levels of a section and not Rank 5. They should have cost 5-10k to unlock tier1, and 20k for 2 and 30k for 3. Instead of just 30k for everything.
sigh
I was really looking forward to next week’s patch. And now I have to question the minds behind said patch.
Maybe I was truly blinded by my love for the game and you all at ArenaNet, to not see that you would choose to block off these new parts of the game behind artifical walls so high that only real money can allow a majority of us to scale them.
My guild is a small group of friends who have been together for years. We all do not really wish to deal with the drama, requirements and politics that go along with being a member in a large guild. We recently switched servers because the lack of players in PvE on our original server. We once were Level5 in all but Art of War (since we are a PvE group). But alas we lost that because we made the decision that was best for us at the time. We were punished for our server move. We thought that was done and now we are being punished again because we are not a large group?
Sure you tell us that small guilds will be able to complete these tasks because other people can help. Well you failed to tell us that we wouldn’t even be able to start them, let alone complete them.
Now my small group of friends that has been around for almost a decade across a number of MMOs. Now my guild will more than likely be yet another one of the small guilds who in order to participate (and be rewarded for) in a major piece of game content, be broken apart or eaten by a larger group who may or may not care about our individuals.
I really can not express how much this hurts a large portion of the playerbase. I had realized that the content would inevitably gated to some degree. I had mistakenly thought that it would be rank 2 or 3. A rank that ANY guild regardless of size could access with very little effort. I did not believe that there would be such a high cost placed upon gaining access to game content.
If a guild like mine wishes to participate in your new content we would arguably have to farm massive amounts of gold in order to buy the influence needed or more likely have to spend 100s of dollars on gems in order to buy said influence. Its a sad sad day when I think that a game company is monetizing content like this.
I would hope that it would be fixed before June. By then, who knows, we could have it explode again.
One of the most inane design choices…
Why does this have to be? With a guild system that is so completely designed to be cross realm, we lose one of the major reasons to be in a guild in the first place.
Someone from ArenaNet really needs to explain the design logic behind the Server Based Guild Upgrades.
My guild recently transfered to a new server. (No not because of WvW, but because in the wake of recent events our server’s PvE population had dropped significantly and we wanted to go somewhere we could find a thriving community in Orr as well as leveling.) We already knew that we would lose all of our existing influence, because influence is bound to the server. What we did not realize that we would lose ALL of our existing upgrades.
I really want to know what kind of logic this has within a game that designed the guild system to not only be “multi-guild” but also be a “multi-server guild community”. With the whole “server based influence” thing, I always believed that each server could enhance the guild as a whole. I come to see that this is not the case and I am floored.
With the addition of guesting coming on Tuesday, I am curious as well to how influence and guild upgrades will work. If I guest on a friend’s server in order to play with them, will I be without my guild upgrades? Will I be building influence for my guild on the guesting server or my actual server?
TLDR: I am greatly disappointed with the current guild upgrade system. How is this system going to work in conjunction with guesting? My guess is that it will not work how the community wants it to. Am I wrong?
With the ability to be part of up to 5 guilds – considering you are playing with your friends on a different server, you can be in their guild and advance that guild.
The same was true when you transferred a server or were in an overflow server, so I do not see how this is perceived as a “new” issue?
The problem is that this is not a “new” issue. But it is still an “issue” that requires being solved. The simple fact that I am not earning influence for my guild if I am in an overflow is a fundamental problem. The fact that if my guild is not a cross server community then I am being a detriment to my guild if I guest is not simply an “issue” but a fundamental flaw in the design of the system.
I can understand if this has to be the way it initially works, but what we want to hear is that it will be fixed in some patch further down the line (but soon).
I’m really sad that they merged this post and we still don’t have something from a dev or mod that at least says they are reading our concerns.
That being said, the simple fact that making money in the game is a tedious task and that lodestone prices are so completely out of whack. In GW1 certain things were extremely expensive, but those things were in fact “farmable” if you wished to go out and do a challenge mission or dungeon or whatever.
Now in GW2 I am making a handful of gold a day. At the average rate of income for those players that can put significant time into the game a ~3g lodestone price is going to take roughly 100 days to obtain just the lodestones for a legendary (let alone any of the other rarely 250 lodestone recipes). Toss in the added costs of everything else a legendary takes and you are looking at well over a year to make a Twilight or Sunrise at an average per day income.
Something has to be done.
@Diviner Yes you can obtain cores and lodestones from Fractals but not at a decent rate. My group completes about 2 fractals a day and we are lucky to see a single core a week. Let alone that core be something useful (the hell with crystal cores). As for Dungeon farming Cores, well you can run TA 6 times and get zero and then a single run could garner you 5. The problem is that it was focusable and it felt better (even if it sucked).
If they are not going to change the drop rate significantly (inside and outside instanced areas) then we are going to end up having more and more issues as population shifts. There 100% needs to be a place where we can earn these. As I said before there were places we could go to “farm” in GW1, these are not there in practice in GW2.
In short, please place lodestones available for purchase for dungeon tokens, fractals relics or some other means. 100 cores costing more than I can earn in 3 months is ridiculous.
We all realized that after the bot culling of recent weeks that certain tier6 materials were going to need an adjustment. We received said adjustment in this Wintersday patch.
However, currently we are seeing Lodestone prices triple.
With Onyx and Charged over 3g a piece and Corrupted and Destroyer well over 1g we have seen supply of these items go through the roof. Both lodestone prices had been semi stable (but expensive). I am going to guess this is a side effect of the implementation of fractals and the shift of players away from the dungeons in which lodestones drop.
Are we going to see an adjustment to the method of obtaining these lodestones?
Can we see these become purchasable from dungeon tokens?
Its extremely disheartening to see your plans to create an item tossed asunder because the insanely high price of these lodestones. I hope that no one ever thought that these prices were “ok” for the economy or the game in general.
I too want to know this…
My friend had tossed hers because she decided to be a good patron of the game and purchase a couple of the pets from the store. Now she is being punished because she thought there was no other use for these items?
Its okay to have “secret” Mystic Forge recipes for items that are persistent and obtainable in multiples. But when you have a recipe where a component is a 1 time only item then you need to convey that to your players at the onset. I am all for choices. I am actually quite happy about this. It helps me make more sense of the inane choice of giving us only enough materials to craft 2 of the pets. However, where it falls down is the same place a lot of the other negative parts of this event have fallen down… a serious lack of communication or a complete miscommunication. (This event has been almost everything that I had expected, but those two little things have taken what I know would have been an awesome and fun experience and relegated it to an addition to the “if they only had told us…” list.
I was hoping that Arena.Net would see the errors of their ways and 1) Given everyone enough cogs to craft all 5 pets. And 2) Realized that for the third event in a row the RNG Mystery Boxes did not hold the value they were charging. Now I simply hold out hope that after Tixx arrives in Lion’s Arch that there will be some method to reobtain these frames for all the people who made the “mistake” of using/losing their frames before this lack of communication caused them to lose out and now lose the “fun” of yet another event in an otherwise wonderful game. These things add up after all.
@Arimik, Generally aesthetic as far as I know. Like texture maps applying themselves in places they shouldn’t be, on armors you’re not previewing. As well as lots of clipping of course. I liked being able to see them too, but I can understand why that decision was made. If you have ideas or features you’d like to see I’d say post em on the suggestion forum. I can’t promise it would be implemented, but the more people who say they want something the better!
Like she said, it was a flat out “nerf to fun”.
We realize you can’t promise stuff that is suggested to be implemented, but what you can do is take back to the dev team that this is a hugely negative impact to the game and that it needs to be reverted. We do not care about graphical bugs with gear of different types being seen together. We care about being free to enjoy the game in a way in which we 1) have become accustomed to and 2) that allows us to enjoy the wonderful art of the game.
You’ll have enough to make any two you’d like if you play all five days.
So to follow up on this question, the event runs until the 3rd. It had been previously stated that after tixx has visited all 5 major cities we will be able to visit him in lions arch. So hypothetically, once he is in lions arch could we play the dungeon ever day after and have enough materials to make all of the minis?
This is a bigger question. And was my original assumption until the Red Post answer in this thread. I figured they were putting the Minipet of the day up for those players who would rather purchase them instead of “having” to do the dungeon every day in order to have the materials to complete all 5 pets. That was an awesome idea. It serves all player types.
However, being forced to purchase the other 3 pets for gems no matter our play style is pretty much unacceptable. I am onboard with the Wintersday Boxes. I think they are too high of a price for the “chances” you get, but I am willing to be onboard with those. I believe that ALL the pets from those boxes should have been on the BLTC for a decent price as well but that is besides this point. In game events that reward you with recipes like this should be able to be made by EVERYONE who wishes to put in Work to make them. These are things that should NOT require us to dish out anymore of our already scarce gold. These are things that need to be accessible.
As it stands I have given this game MUCH MUCH more money than I gave any other MMO in triple the play time. The goal should be to make people use the gem shop to spend around 20$ on average a month. The current shop is flat out encouraging players to spend 50$+ a month and is 1) Not good for the game, and 2) not good for its players.
Does a couple minute patch inconvenience you this much? lol
If by “a couple of minute patch” you mean a 30minute ordeal of seeing “Connection error(s) detected. Retrying…” then it sure does inconvenience me.
The OP is correct, the timing of the major patches in Guild Wars 2 have been horrendous. There is a real reason that virtually ALL existing MMOs schedule their patches during non prime time. To help alleviate the bombardment of their servers. WoW does its patching in the early morning. FFXI did their patching around Japanese Midnight. I realize that with a worldwide game that it can be problematic to find a good time… oh wait, XI was a worldwide game and found 6-8 (sometimes 10 hours) to patch where it wasn’t all together inconvenient or overtaxing to their servers.
I realize that Anet has an advanced “build” and “patch” system that no other game save for GW1 has used. However, there needs to be someone over there that says, “We have to get this out at a time where our update servers aren’t going to be outright slammed”
Have we had any official response to this issue yet?
I won’t get into any of my personal experiences just to ask have we had any word on a timeline for some sort of fix for this issue?
The pre event for CoE seems to be bugged/stalled on Crystal Desert preventing access to the dungeon.
Crystal Desert’s Queensdale is in the same boat.
Are we going to finally get the “You can not participate in WvW until a new match begins” part of the original statement that was made about WvW and server transfers?
If this part was in effect as it is, there would be little issues with having 24hour transfers. Being able to participate on your new server is the biggest reason we are having issues, not because you can simply transfer every 24.
1. Do you actually believe a Trading Post economy where the cost of materials exceeds the selling price of the resulting product is balanced?
This actually has absolutely nothing to do with the trading post at all. This has everything to do with the crafting system in general.
There is NO (zip, zilch, zero) MMO on the market today where the selling price of the product of a base recipe sells for more than the materials once a decent time period after the introduction of said recipe into the game. Product rarity is what is to blame here and not the rarity of the materials.
Other games have solved this problem in a few ways.
1) They have given all crafts a chance to “critical” and producing a “+1” or “High Quality” version of the base product.
This actually works negatively to the price of the base product and the economy becomes based around the rarity of the critical proc rate. Yet, even this only works for a “short” time. (see Final Fantasy XI, Aion, most asian MMOs)
2) Create a shortage of the high sought after recipes.
By creating an extremely small number of players who are capable of crafting a product you decrease its rarity and the prices stay high and stable. Until there is enough of the crafting base that is capable to push the price back down. (see Everquest, early WoW, Final Fantasy XI, Aion)
3) Create recipes with a chance to break.
Having recipes with a chance to break expensive materials causes the products worth more because it often costs more than a single set of materials to craft it. This does nothing but create a sense of negative feeling RNG on most crafting and while used in most Asian mmos, hasn’t been a staple in any successful worldwide MMO since FFXI.
4) Create recipes that use only super rare materials that drop off long cooldown or hard to spawn enemies.
Notice I mention FFXI and Aion under multiple examples. Because using the first two of the examples can keep prices of the HQ results higher for longer periods. It took nearly 7 years to see most prices of gear plummet on HQ products. Add in the use of all 4 and you have an economy that will last longer. Yet every MMO economy is subject to pure numbers. When you have a large number of players and a long time for them to reach the pinnacle of crafting, prices go down. With the ease of crafting in GW2, prices will always tend on the low side.
Seriously. Please fix the camera “auto adjust” while dead. I want to be able to look at the game world while dead. I do not enjoy the being automatically forced to stare at my dead body while the camera circles.
If I want my camera to be faced in a certain direction please let me.
Ori nodes not showing up as minable - Friend showed me spawns I see a ruined base like I mined it but I haven't, can mine 2 out of 5
Posted by: niwaar.5631
Your statement is not exactly correct. They ARE respawning based on time you last mined them. If I am unable to mine on a day until after 11am when the daily reset occurrs my nodes will not respawn.
I am not against the daily respawn rate, however, if you are going to code this in, you need to remove the minimum time period so we can gather nodes whenever we wish to in the “daily” period of time. I do not want to be punished because my available playtime tends to be off from being able to login every day at a given time.
Its interesting to see that there aren’t people complaining about this happening in WvW as well. Since this has happened a number of times to friends of mine when they use the waypoints or enter Obsidian Sanctum.
This is not a full list by any means, but …
The shortbow will change projectile animations. (Rainbows/unicorn headed arrows.)
The greatsword changes the “throw” animation for mesmers. (The gs’s actual model will be thrown and not the mesmer purple miasmic gs.)
I haven’t seen any word that the longbow changes any projectiles. To my knowledge the Pistol, Rifle, Speargun and Scepter have not been crafted so we have no way of knowing yet.
This “bug” has occurred to my group on multiple occasions inside Twilight Arbor – Forward/Up path.
We will ALL will have the client crash during the Vevina fight.
This has occurred when…
She is alive at 5% with Leurant alive
She is at 98% with Leurant alive and the 2 Husks alive.
She is at 100% with Leurant dead and only the Flametouched Husk alive.
First off, I realize there is a large/long thread on this subject in the bug forum, but as of this moment it has still not received a comment from a CM or Developer. This is the “economy” forum and the current state of the Orichalcum and Ancient Wood nodes in Cursed Shore, Malchor’s Leap and Frostgorge Sound are huge and far reaching on the economy as a whole.
Prices have skyrocketed, due to the current issues with these nodes. They will continue to rise as long as we do not get comment or, better yet, a fix for the current issues with the gathering points.
1) If this is intended, that we have random respawns on nodes, then please confirm and we can move on.
2) If there are issues (which most of the community believes there to be) with the nodes then please confirm and fix asap.
3) If you are worried about the economical downtrend on these items prior to the current situation, and are actively looking for solutions, tell the community.
For years we have loved the ArenaNet CM staff. You have given us straight answers and kept an open dialog with the community. In the past two – three weeks, this has changed. We all know there are issues with the game (but we still love it) we just want to know that you see the same things as problems as we do. By acknowledging issues and telling us there is a fix or that its the way its going to be, we can learn to deal with them and not continue to become more and more frustrated.
While I agree with you that there are some pretty nice things available for karma. There are zero real karma sinks outside of the 80 exotic Orr gear and Legendary shards.
What I personally would like to see are some karma sinks that are more fluffy and fun. You spoke of environmental weapon bundles, these are fun and on the right track. Yet, just like dungeon tokens, karma needs more.
There are 3 systems in the game that are so completely underused that we could stand to see karma (and/or dungeon tokens) be used to enhance.
1) Miniatures -
Why do we not have some special mini-pets available from karma in areas? Mini-pets being available only in the gem shop is a huge disappointment to me. These pets should be available as rare drops, through karma (themed with the area) and dungeon tokens.
2) Town Clothing -
We have a total of 3 available outfits for town clothing. Why can we not see more made available via karma? Either by recipes for soulbound gear that you can make yourself, or the actual clothing itself? The town clothing system is a good one, a lot of us would love to have better and more themed clothing, making them available through large amounts of karma gives us another reason to gain karma.
3) Backpacks/Capes -
There are a total of what? 5 back pieces in the game. Karma (and dungeon tokens) is a definite place to sell themed backpieces with decent stats for HIGH prices.
First off, I play on Crystal Desert. A server that had been doing quite well in WvW until last week when we were stomped (alongside Blackgate) by Jade Quarry. Fastforward a week and we get matched up with the Ruin backed Eredon Terrace. With this back to back festival of woe, we have had many of our core WvW guilds transferring off to other servers (including Eredon Terrace).
So I ask you, how does continuing to allow Free Server transfers every 24 hours help the game?
By allowing these free transfers and then not enforcing the promised “you can not play in WvW until the next match” transfer penalty, ArenaNet has provided a system where players are actively running away from defeat and perpetuating one sided losses.
Free transfers are supposed to be there to balance server populations to help curb WvW queues. But who wants to transfer to a realm that has no queue because everyone has folded and do not care to even try?
There needs to be some major overhaul on how WvW plays out, but the first thing required is to eliminate free transfers.
Seriously? Account Bound?…. I would seriously love to have the tokens go back to being character bound and let me play how I want to.
I am not someone who has ever spammed a dungeon, but I want to be able to spend my time in the game having the fun I choose to have. Say what you want, that the game should be its own fun, but trust me when I say that getting to the end of a dungeon and getting “jipped” is not fun, its frustrating, irritating and down right unacceptable.
How is having alts and running something on an alt exploitative? I want to look cool and have fun just as much on my warrior as I do on my elementalist. Now you are saying that I have to spend double the time to do so? Seriously, having DR on dungeons is acceptable in my mind, but having it account bound is so completely not.
You are not completely understanding what he is saying.
He did these dungeons on separate characters. Thus no “exploit code” should be hit. If he wants to spend hours and hours doing dungeon runs on multiple characters he should not be consider exploiting. Alts are a matter of business for people these days, and having them and using them should not be considered an exploit.
That being said, the “exploit code” used to take you down by 25% per time, not 50%.
As I understand the way dungeon rewards are supposed to work..
Character A Runs Path 1 of Dungeon X = 60 Tokens
Character A Runs Path 2 of Dungeon X = 60 Tokens
Character B Runs Path 1 of Dungeon X = 60 Tokens
Character C Runs Path 1 of Dungeon X = 60 Tokens
Character C Runs Path 1 of Dungeon X = 20 Tokens
Character C Runs Path 1 of Dungeon X = 15 Tokens
Is this not correct?
Or are you saying the “exploit code” (your words not mine) will only “punish” you if you run the same path over and over again?
Were you in the middle of an instance and some logged/crashed/got booted and some stayed inside?
We had this happen.
Its quite frustrating when you are on the final boss of a dungeon and you are booted from the game, only to return and you are unable to regain entry. We are not your average, “We can do this in 15-20minute” dungeon spammers. We run the dungeons and it took us 30-45 minutes to get to the last encounter and then blam crash and we are out all that time and effort.
This is a major issue. This is not the first time this has occurred. ArenaNet can not assume we will not have connectivity issues over the course of a dungeon. Stuff happens sometimes and dungeons need to be a lot more flexible with these issues if they are going to continue to be functional and fun long term.
The answer should be … “No, dungeon timers reset when dailies reset, regardless of patching/server restarts.”
Currently there are several bugs that have shown up since the 60 minute maintenance.
The Contacts/Friends list is no longer working.
Guilds, Guild Influence, Upgrades, Build Queue, Roster, and Guild Chat no longer work.
The problem with the saying that “The only practical application of playing after losing badly after day 1 would be to get the bonuses for your realm, and then go back to PVEing” is…
There are simple facts of having extended competitive matches. A single day of being dominant can sway the scoring in one direction. Over the weekend, the match between Crystal Desert, Blackgate and Gates of Madness was a virtual dead heat. Blackgate was winning by around 3k points. Give it a day of total domination by Crystal desert and Blackgate is down by 100k. A push by ANY server can overcome a deficit in a given amount of time.
There are real problems with WvW and keeping the games competitive for the 2 week span. The current scoring system still allows for huge swings in score if your server doesn’t get down on themselves and makes a real effort.
That being said, the server scoreboard is not all that important in the scheme of things. Its there and it matters for the PvE buffs, but it actually doesn’t effect the level of fun and competition inside the WvW maps.
Fixing the Orbs and Outmanned buffs would be something that needs a lot of looking at, the week long or eventual two week long format is fine.
I have that 15 pt trait in Air and yet I don’t have the same issues other people have. But then again that’s because I don’t have the “auto targeting” option check and I don’t click on random mobs when I’m traversing the world.
Not having autotargeting on is something that should NOT be a requirement to play your profession without random aggro from swapping attunements. I can see how you wish to play, but that is not something that we should be forced into by a game mechanic. If it is intended then there should never have been autotargeting to begin with.
In short, the passive “5 point” traits are virtually useless for elementalists. The idea that each tree is an element was a novel idea but honestly, this has proven more of a gimmick than a valid concept. Forcing an attack on attunement swap while out of combat is even worse.
These attunement swap attacks should remain the realm of Sigil’s like they are for other professions and passives should be given to useful things.
