Showing Posts For rinzler.4908:

Royal Terrace Pass: Relog Boot-Out BUG

in Bugs: Game, Forum, Website

Posted by: rinzler.4908

rinzler.4908

A suggestion would be, how about class trainers in the Terrace. What I mention above is not a suggestion, it is an oversight in functionality, aka BUG.

It doesn’t matter how it functioned before. If it functioned poorly all the more reason to get it fixed now they are charging 1000 gems a pop for a permanent “convenience” item. If you have a pass and are in the Terrace, it doesn’t matter if you are logging back in, or are just sitting there, you shouldn’t be booted out. Once you enter the Terrace you can switch to a normal weapon, by pressing ~. When you switch to a normal weapon you DO NOT get booted from the Terrace. If I paid gems to be in the Terrace, I shouldnt be booted just because I’m logging back into the game. Officially a bug. What kind of intentional designed functionality has you being booted out of an area, when the ticket to get in is sitting in your inventory.

(edited by rinzler.4908)

Royal Terrace Pass: Relog Boot-Out BUG

in Bugs: Game, Forum, Website

Posted by: rinzler.4908

rinzler.4908

1/3/2014

Just purchased 2 Royal Terrace Passes, for 2 separate characters from the gem store. A total of 2000 gems. These are permanent, unlimited use items.

I use the RTP and get teleported inside the Terrace. If I log out of that character, and then log back into that character, I am booted outside of the Terrace, and I have to double click the Pass again to get back inside.

This is a convenience item, and right now it’s not very convenient that i have to double click it, and run all the way back up the steps every time I log back into my character who is already inside the terrace! Especially when I am sitting in front of the trading post! It’s a waste of my time, and right now it seems like it was a waste of my gems.

I understand that the item is account bound, and they are trying to prevent people from sneaking all of their toons inside, and only limit one toon per permanent pass.

But the coded logic that boots you out of the Terrace should scan your inventory, and if the pass is in your inventory you should not get booted! Please fix this Anet. I love the idea of the item, but if this bug isn’t fixed it is no longer a convenience item and I would ultimately like a gem refund. thank you!

Fused weapon drop rate data

in Black Lion Trading Co

Posted by: rinzler.4908

rinzler.4908

About 100 chests and ZERO tickets.

SCAM.

I will NEVER buy a black lion chest key EVER again.

SELL THE SKINS DIRECTLY FOR GEMS Anet

I also feel like uninstalling and deleting the game. No longer a strong advocate for this game.

(edited by rinzler.4908)

Bad Dungeons in a good game

in Fractals, Dungeons & Raids

Posted by: rinzler.4908

rinzler.4908

“Bad Dungeons in a good game”

This is worded perfectly and is exactly how i feel at times.

Dungeon Pros:
- In general fractals are better in this game than the original dungeons
- In general the dungeons in the game are beautiful to look at

Dungeon Cons:
- Dungeon Mobs should only leash when it is a specific designed mechanic of the dungeon. Otherwise leashing mobs is poor dungeon design and exploitable.
-Mechanics that try too hard to compensate for the lack of the holy trinity
- Aggro tables that make no sense at times
- Encounters with bosses are almost always range friendly and melee non friendly, melee always tends to be at a disadvantage

(edited by rinzler.4908)

So when did...

in Fractals, Dungeons & Raids

Posted by: rinzler.4908

rinzler.4908

Why wouldn’t they skip mobs?

The “trash” mobs aren’t very “trashy.” For something that would be considered “trash” they have a lot of health and can take a while to go down. Not to mention there’s a lot of them, and the rewards for killing them are fairly pitiful, their loot tables, quite frankly, suck.

Quite frankly, there’s no advantage to killing them instead of skipping them whenever skipping them is an option. Killing them takes much longer and doesn’t reward you.

make mobs not leash! and make boss drops better to compensate! problem solved

People run dungeons for 2 reasons. For FUN + for LOOT and GOLD

Does anyone run by mobs and think “this is fun”.

Running by mobs is not fun. If they are non essential, remove them from the dungeon all together!

(edited by rinzler.4908)

Skipping Mobs in Dungeons...

in Fractals, Dungeons & Raids

Posted by: rinzler.4908

rinzler.4908

Because going through trash mobs for hours is not rewarding.

Then make it rewarding!

Please make the trashmobs not skippeable.

in Suggestions

Posted by: rinzler.4908

rinzler.4908

Dungeon mobs leashing is poor design. Period. The mechanic feels hokey. And at times when I do dungeons it feels like I am exploiting the dungeon by getting mobs to leash. This even occurs during boss encoutners.

Some people say: “why would I want to repetitively kill dungeon mobs?”

on the same note, so instead you would just rather repetitively kill the dungeon boss? both involve repetition!

It’s all about people who do speed runs of dungeons and blow past mobs to make the most gold possible. That is why they are defending trash mobs from not leashing. In general, running past trash, and REPETITIVELY grinding a dungeon is pretty terrible.

Why put mobs into a dungeon if they are optional? And the loot they drop terrible? The end result is! everyone will skip them!

It then quickly deteriorates to the lowest common denominator, everyone starts running the dungeon the easiest and quickest way to get gold and dungeon tokens.

Anet compartmentalizes their teams, and it shows, as GREAT and awesome the open world is, is how TERRIBLE and disappointing, and POORLY designed certain dungeon aspects.

Possible solutions:

  1. - Make mobs NOT leash, but give them better drops. Gold farmers get their gold, and other people get a dungeon that makes sense logically!
  2. - make mobs not leash, and buff boss loot to compensate
  3. - If the mobs are not essential, remove them!

people run dungeons for FUN + LOOT and GOLD

how is running past mobs fun? Does anyone who runs away from mobs think “this is a fun mechanic”…. NOPE

(edited by rinzler.4908)

Looting+NPC interaction on separate keystroke

in Bugs: Game, Forum, Website

Posted by: rinzler.4908

rinzler.4908

There should be the ability to keybind to different keys Looting and NPC interaction.

Running event chains, where mobs are dropping everywhere, and loot is dropping everywhere, while NPCs are around is annoying. Trying to pick up loot, while fighting, and then bringing up NPC chat is annoying.

Let the user decide how to best bind their keys, so make it separate.

At this point IT IS A BUG. The main point of the game is dynamic open world events. I shouldnt be pestered with NPC chat while in the middle of heated combat. Unless I specifically ask for it with a separate key.

Interaction priority is not the answer. CREATE A SEPARATE KEY STROKE FOR IT.

I want fishing

in Suggestions

Posted by: rinzler.4908

rinzler.4908

+100

I want fishing as well. Along the lines of salvaging, mining, herbing and cutting down trees. No leveling required. Just purchase a rod at whatever level with however many uses… top level being orichalum rod.

ingredients used in cooking

Yet another over torqued dynamic event in Orr

in Dynamic Events

Posted by: rinzler.4908

rinzler.4908

Before you log out park your toon in a safe spot.

Bad spot: Melandru’s temple

Good spot: Lion’s Arch

in a dynamic world where waypoint are fought over what do you expect?

Getting CC-chained by Orr mobs

in Dynamic Events

Posted by: rinzler.4908

rinzler.4908

Please do NOT nerf ORR mobs. They are already easy enough.

Getting a full set of exotics is pretty easy in this game. Once you have full exotics the mobs are easy.

In the future, I would like to see trash mobs larger in size however, and more varied in type.

ORR is end game. It is supposed to be difficult, and In fact, I don’t think it’s difficult enough.

The future of Chain Events and Zones

in Dynamic Events

Posted by: rinzler.4908

rinzler.4908

What I would like to see in GW2 as it grows:

At least in my opinion the real draw and focus of GW2 is it’s open world at end-game. And that the open world remains relevant. That I can go to a zone at end-game, and either gather, explore, do vistas, pois or do events as I choose.

What can be done to make events better at end game?

- Make the event chain much harder. Buff trash health, so they are harder and loot tagging is easier. And make mini-bosses along the way much more difficult, with definite phases, with definite mechanics that have to be known or the group will wipe.
- Make the event chain longer. 1hour to 1.5 hours in lenght.
- Slow down the pacing of the event chain. With more story telling throughout the event chain.
- Limit major event chains to only one active per zone at a time. Mini events and mini chains can occur concurrently to major event chains.
- Make major bosses have definite phases, with definite mechanics that have to be learned to be successful. and make them harder.
- Make raid chain events have better rewards at the end. Chests should guarantee 1-2 rares, with a shot of X% to get an exotic. and even a LESSER chance of getting a legendary, .5 to 1%. If you participate in the entire chain you have a better chance of great loot than someone who has only participated in 10% of the chain.
- Trash mobs that are larger in size and more varied. Bosses that are MUCH larger in size. Risen are cool, but the trash mobs are small, especially when you zoom out your camera.
- zone population cap, ensures you dont have 200 people clearing a 60 person end-game event chain.

In the end you can have multiple MAX level zones, each with their own sets of END GAME event chains, that reward different legendaries or exotics. The drop rates on legendaries can be like .1% even

Additionally:

Have additional chests that can be obtained like once a day for clearing particular parts of the map (similar to what is done now), and these zones can have very difficult veterans or champions that guard them, or jumping puzzles to get to them. Buff these chests to at least guarantee one RARE if you get to it.

(this post is mainly in reference to end-game zones like Southsun Cove, Cursed Shore, Malchor’s Leap and Frostgorge Sound)

Targeting

in Bugs: Game, Forum, Website

Posted by: rinzler.4908

rinzler.4908

Targeting is terrible in this game.

It is because targets are selected with “tab” OR “left-click-down”

When targets should be selected with “tab” OR “left-click-down” + “left-click-up”

so you would have to left click down then left click up to select a new target, not just on the down event of your left click

Mouse losing focus -right click to turn not working [Merged]

in Account & Technical Support

Posted by: rinzler.4908

rinzler.4908

Targeting and camera controls in this game are currently pretty terrible.

What’s sad is that a F2P game like Sevencore has better targeting and camera controls.

(edited by rinzler.4908)

Losing target when changing camera position with left-click-drag

in Bugs: Game, Forum, Website

Posted by: rinzler.4908

rinzler.4908

CURRENT FUNCTIONALITY:
Currently I can select a target with either “tab” or “left-click-down”.

PROBLEM:
If I am running in one direction with W, and then try to left-click-drag to look in the opposite direction (behind me), I will often lose target.

This is because it changes my target based on the “left-click-down” event, this is problematic.

The “left-click-down” only event should only be used for moving the camera, not changing target.

HOW TO FIX THIS:
Selecting a target should be only with
“tab” OR “left-click-down” + “left-click-up”

NOT on “left-click down” only.