Quoting myself from the post I made earlier:
Hey there, Anet.
At the moment, we already have enough problems with community coordination due to
- always full and never empty maps in megaserver system,
- people with language chat filters turned on and unaware of its existence,
- lackluster Commander system,
- absence of in-game voice communication (not happening for understandable reasons),
- message suppression.
All other things aside, the last issue is getting more of a problem since you’re delivering us more content which requires coordination, but you’re suppressing us while we’re trying to actually coordinate – thus playing it the way you intended!
This has happened before at Tequatl and Wurm, but you most likely had people on Teamspeak there… now it’s Living Story full of random people from different servers. We need to communicate there if you want us to play it your way, and calling out thing like “Conditions now!” or “Stop conditions, DPS!” or “Turret here!” or “Throw seeds!” or “Do not throw seeds under the boss, #;&!:!!” is part of it.
I tried being a turret caller yesterday at Boom-Boom… and I got suppressed really fast. I then had to spend crucial time to misspell the “trurrat” word each time instead of DPSing… And still got suppressed eventually.
So, what I suggest doing regarding message suppression:
- Raise substantially or lift suppression threshold for areas which require coordination: Teq, Wurm, Marionette, Assault Knights, Hologram, Pavillion etc.
- Raise substantially or lift suppression threshold for players who have a Commander tag acquired regardless of it being active or not, because detagging is often crucial to avoid the lemming effect.
To further facilitate communication you also can:
- Turn off language filter by default. People will tell each other you can turn it on eventually.
- Provide Commanders with more abilities, like assigning sub-commanders (would help in events which require either zero or 5-6 tags – see Mario, Pavillion) for a limited time even being detagged themselves,
- like different colors for commander tag icons,
- like pre-set commander chat commands (“Turret!”, “DPS!”, “Repair!”, “Build!”, “Stack on me!”, “Fire fields! No light fields!”, “Blast water fields!” etc.) which could be assigned to buttons (numpad?) and rapidly delivered to players without having to type them each time, especially if Latin is not your main keyboard layout.
- Think of a system to temporarily demote people who tag up when they shouldn’t (and thus drive away the lemming part of players from correct objectives); it may be a kind of very transparent or bad-colored tag as a semi-measure.
- Think of reworking the squad system.
- Introduce a user-side right-click anti-spam report system which would activate a message suppression algorithm (no, not just suppress everything) to deal with real chat abusing (preferably usable on emotes as well).
- Lift mail restrictions on things like potions in parties and message restrictions in non-local and non-map channels.
Unfortunately, I do not see the situation changing, as there are enough people in the community who at the same are a) used to be carried, to go AFK, to pull mobs while tagging all bosses, to leech and b) aggressively jealous of people who’re spending their in-game money and time to herd cats organise things so that these very players get their Gold runs and Teq chests.
The only real “fix” to the system is guild-spawned instances where everyone knows what to do and is on TS (and is kicked if found leeching or griefing), so you don’t have to type anything in the chat in the first place.
It’s not that players do not want ascended to be better, it’s that they want it to not feel grindy which it always did, especially for light classes, especially if you play more than one class, especially in fractals, and it does feel more grindy than ever with the rocketing price.
The price is relatively irrelevant in determining if its more grindy now, as long as the droprate stays the same.
In a game where almost everything can be bought with a universal currency (gold), that relatively is pretty irrelevant once you count in the opportunity cost of selling the mats and getting other goods (and more of them in our case).
Also, I assume that most people do not grind 300 silk per day, they play to get gold and buy the rest of ungrinded silk (and linen) for daily crafting. That might be false, but I’m inclined to think it’s true.
lol you didn’t read anything the original OP or comments on the thread said did you? What doesnt make since is why you made a completely new thread and still refer to an OP? I guess this was so important to you that posting a simple comment wasn’t enough. You really wanted your skewed view of elitism and noobism to be heard.
I hope answering you one more time will suffice. I actually went and looked through that thread one more time after your message, but all I saw there was another “People are obliged to help us, all who do not want beginners with low AP and blue gear in their ‘zerk only 80 exp’ groups do not want challenge and are selfish elitists!”. Sorry, but this is very much what skewed view of elitism and noobism is in my opinion.
There are plenty of things to do as a newbie in this game, and I checked it myself. I never jumped into an exp speedrun because I cared to read the description; I asked people if it’s okay for me to stay since I hadn’t played the game for so long if the party had no description. I googled for guides and came up with a viable build eventually. And having experienced that myself, I see no reason why people should be obliged to others once they already invested their 1000(s) of hours and want to have their fun. I enjoy giving hints during Marionette, Escape From LA and Knights/Holo fights because it makes me feel I’m contributing; but when I want to do a speedrun with “80 exp” people, I politely ask a 500 AP lvl 40 ranger to leave the party in the chat, giving the reason that we want a fast run. There are always new players and veterans; stay in your own player slice and enjoy it without envying others, because 99% of PvE is already extremely easy and casual.
I think you’re wrong. I dont think “lazyness” is the answer to why so many dont play as you wish. It is about choices. I dont remember exactly all anet said when I buyed (bought?) this game, but I remember the “jump in and play” and “if you see someone fighting, go ahead and join, you are helping.”
And then it appears there is alot of mechanics, there is a lot of armor and weapons, even proffesions, that isnt good enough, and there is a lot of people who demand you to research guides, builds and tactics, go on youtube to be “prepared” for dungeons and most of all, understand all these fgj, gs, wp, hambows and whatnot.
Not to mention combo fields, what they do, how they work and wich one to use in different situations and with different players.
Not everybody, but a big lot looks at this and think “heck, this isnt supposed to be a second life or a job or something, this is about me playing a game for fun a couple of hours some afternoons. Dont need that, dont even want to need that”
Because a lot of people dont take this very serious, and why should they? It is a game after all. So they choose not to invest the time and/or effort to be good, and demanding anything else will just make them walk away.
When you play the game, you eventually become better at it; succeeding is what delivers the pleasure, mastering is what makes you feel good (just like the guitar analogy from Thaddeus). If you’re playing the game at mental level 1 continuously and do not evolve, I don’t think it’s okay; you may either go and play a single-player game then, or rather start smoking or drinking alcohol as these hobbies are just as relaxing and challenging. I might be exaggerating here, but I think you get the idea.
This kind of boss already exist in the game. Its Kholer. He is clearly there to push people to learn how to dodge. But since it’s optional and have a really bad reward, nobody do it and nobody can learn from it.
I’m doing Kholer 99% of times and haven’t dodged a single time because a) I can’t see anything behind the particle spam and b) it’s stack-boonspam-heal rather then dodging, and instakills from Kholer are not that often in my experience.
(edited by Lishtenbird.2814)
Had a whole thread about zergs, AFKers and so on at the end of the first LS and another one on improving average player skills.
So I mostly agree with you. However… I would’ve understood the idea:
- if that event actually awarded something valuable for the whole frustrating experience,
- if it wasn’t designed to ignore crowd control skills and often whole subsets of skills (like reflects),
- if it wasn’t the same DPS race as most events are, combined with crowds of suboptimal clueless (and most likely low-level) players,
- if you as one of the mini-zerg actually mattered (as you mattered in Escape from LA events),
- if it didn’t require from players more money to start it than it gives.
But as it is, it’s a poorly and greedily designed encounter which could’ve worked in a new game (well, it is a new game in China) but causes nothing but frustration in EU/NA GW2. The citizens event in LA was fun, even despite griefing and zerging; this event is not, and I can’t call people who refuse to admit these issues anything other than white knights, sorry.
I would’ve actually preferred if these bosses were simply taken out of this event and put as world bosses in open world – they have nice mechanics for it apart from defiance.
(edited by Lishtenbird.2814)
i’m not really against this idea but i’m pretty sure i’ll be creeped out by the tons of players constantly wearing this on their “waifu” characters. good grief i already had shivers thinking about that creepy crap
Jeez, you must get really terrified at beaches.
i’m pretty sure beaches don’t have nerds oggling at video game characters but whatever
I’m still wondering how you’re seeing nerds oggling at video game characters when looking at your GW2 screen, and not 3D women and 3D men wearing 3D clothes of various skimpiness. If you really do, that’s definitely neither the game’s nor the nerds’ fault, but simply you prejudging people you can’t even see.
I like the topic but the title is totally misleading as you’re willing to bring devs’ attention to the problem, and not PvE players’ who generally do not care what you do with your rewards.
As a PvE player, I always found it stupid that karma gear and WvW was unsalvageable. I believe it was a hotfix at some stage (thus absence of “not salvageable” description on items), a countermeasure to “stabilize” economy, but currently I see that making those salvageable would instead have a relieving effect on the economy (especially overpriced rare runes and materials) while providing karma and badge sink.
Again I don’t care about the item that does not have stats selected AND I don’t need to hear it every 30 seconds!
Ehm, then why don’t you simply destroy all items on your character altogether?
Missing: “There’s a new unexplored area in the map!” icon which lures you to an unclimbable rock.
I don’t use in-game gold to buy gems, so zero gold. I was merely stating that this is a way to get the runes out that works. If you want free options, that’s another matter all together. And 6 runes = 60g in game, which will just take forever now to get since nerfs.
Still a bad idea. 6 extractors are 1100+250=1350 gems, which is 1350/100*6.72g = 90.72 gold. 6 runes * 9g = 54, so you will lose 36 gold with such a procedure.
I’m merely stating that at this moment using an extractor, even not counting the cost of old gear, costs more than converting gems to gold and buying runes.
I am more confused by the Masteries. It totally looks like instead of gear grind, we will get skill grind. But on paper? Yes, “no gear treadmill”.
Ascended = grindy as hell.
YMMV. “I should get everything tomorrow” =/= optional long-term goal.
The time gate is there for economic reasons too.
As stated by devs (and common sense), high-level crafters should be able to make money out of it – in this case, by providing their service of daily crafting on TP. That’s important since almost everything else drops in excessive amounts and can be bought cheaper than the materials you’d need to craft it.
For Mesmer, we’re looking at making Signet of Inspiration’s boon sharing functionality a bit more controlled, giving each shared boon a fixed duration.
Chronomancers are already the most desired class in the LFGs. Now all raid comps will require two of the class that people do not like to play, and people will have to wait for groups even longer, while other classes (like revenant) will be moved out of the team comp.
If it’s affecting WvW, then only nerf it in WvW?
We’ve already had Well of Precognition purged and alacrity cut to a limping state.
Base values for the Celestial Avatar heals will be reduced, while the healing power contribution will be enhanced significantly.
Then please look into a HEALING/power/precision stat set, so that we do not waste stats running Magi. But I guess if it will come, it will come in the next expansion when people have already made their Magi sets, and people will have to stat swap and change runes and sigils again.
Thanks for taking over the list, frifox! Nice to see an updated thread!
Illusionary Leap:
- Will not cast even though the indicator shows “in range” when it is close to actual out of range.
- Reference: http://www.youtube.com/watch?v=hhTN9RscAuY
Swap:
- May teleport clone closer to you instead of swapping places with the clone (punishing you twice as a result).
- Reference: http://www.youtube.com/watch?v=hhTN9RscAuY (same video)
LoS issues:
- Often cannot attack objects or cast phantasms on things like burning oil and people on walls in WvW, even though those are perfectly visible.
- Once you get an “Obstructed!” once, you may never get out of it anymore until you detarget your target and start again. See screenshot – I’ve been running around that bunny trying to kill him from the walls nearby for several minutes but still got “Obstructed!”; I have a stack of screenshots about it somewhere.
Will post more when I remember anything else.
You will get the same response as in this thread: https://forum-en.gw2archive.eu/forum/game/gw2/Need-new-chat-filter-IMMEDIATELY-pls/first#post4015085 – and tens of similar previous ones. Report them via the in-game function and let moderators do the rest on their side.
I like the Marionette fight and its nifty mechanics overall, but I think there are several (common) problems with it which could have been addressed with some tweaks.
I’ve done this boss 5 or 6 times, and every time it was in an overflow (even if I wped straight after the wurm fight), and every time we weren’t even close to succeeding. And the reason was the RNG in arena party grouping. There’s been several times when we finished our circle with 30 seconds to go while the other circles were all dead people. Some of you write of cheering words in the chat – but I’ve seen quite the contrary in the chat, with people accusing noobs [of failing the work others had done]. I never write such things, but still it’s right what I think at the moment. The fix? I see several fixes out there:
- A sandbox, like for 10-15 seconds, where players are put before the fight, and then evenly sorted among the platforms according to their player levels, played time and/or achievement points. AP may not be an ideal representation of player skills, but at least it ensures that we don’t get a group of 5 veterans on one circle and a group of 5 passer-bys on the other which will result in a chain fail.
- A portal/an automatic teleport/energy field paths to other platforms which appear once a platform has succeeded. This highly encourages team play, as you know that the faster you kill your boss the more chances you’ll have to help other platforms which weren’t that lucky. And on the other hand, it relieves that uneasy feeling of standing on an empty platform and looking at the last dead body dropping on the next platform and knowing that they’ve failed it.
So, I think that putting pure luck as a core component of an open-world raid content was not a good design choice. Taking all the overflow problems into consideration, I’m pretty sure that many players won’t even kill the marionette once because they’ll either be turning up in overflows or come later when most skilled players will get their achievements and forget that boss (like with the Tower of Nightmares which got unzergable at the end). “Fix” to this? It’s camping and afking the map, forcing other players to fill the overflows. I really feel bad about doing it, but I’ll be doing it soon as otherwise nothing will change. Unless, of course, the devs tweak the platform mechanics in the above way;)
A couple more notes on the boss:
- “Go through the gate” thing and the actual invisible teleport are logically misleading. I’ve done it myself at the first run and I’ve seen many people doing it: just running through the gate and facing a stone wall, and then again and again. Firstly, in such a pandemonium it’s easy to overlook the teleport thingie, and secondly, this thing looks exactly like a gate which you should run THROUGH. Putting a mesmer’s portal or another type of ground portal and removing the green (passable!) curtain would’ve worked so much better.
- The marionette’s face. Yeah, it’s certainly a trifle, but the expression is dumb Some mischievousness and technology in it would’ve made it so much cooler
Overall, thanks for a fun boss to do. I hope one day I’ll manage to get onto my home server and finish it.
What about to the west where there are 3 pretty distinct “lanes” that seem to converge on a single point that, as of now, is behind a wall of vines?
Yup:
I’m amazed at how short-sighted many people are: they’re happy at making other players suffer without understanding that those people were the ones who made their life easier by repeating monotonous task which the first players wouldn’t have to do. It’s like being happy at a limit of those dirty lousy yardmen – before seeing that they’ll have to pick up all the trash themselves now.
Fasalina, Nerelith and others who admit they haven’t studied economics, here’s a Wiki image.
The image shows an increase in supply – the price drops. When supply decreases, the price increases.
- Let’s say we had 100 players who needed 1 charged lodestone per week each, which makes 100 lodestones per week.
- We had 10 farmers who farmed 10 lodestones per week each, which makes 100 lodestones per week.
- Let’s say the price got an equilibrium at around 2g.
- After patch, we still have 100 players who need 1 charged lodestone per week each, which makes 100 lodestones per week – nothing changed.
- After patch, the 10 farmers can only farm 5 lodestones per week.
- When the first 50 lodestones at 2g are sold, the other 50 players still need 50 more lodestones.
- Because they need these lodestones but can’t get them, they offer more for these lodestones – let’s say up to 4g per lodestone.
- 10 other non-farmers see that the offers for lodestones got higher and decide to go farming.
- Now we have 20 people farming instead of 10 people to provide enough supply of 100 lodestones per week, while players pay more for the exact same lodestones because otherwise the farmers will stop farming.
Result of the train-nerf which you’re so happy about? More people have to grind, more casual players suffer from an increase in prices. Both sides become unhappy (and eventually leave the game).
…and let’s not forget that world boss trains for ecto and Orr event farming for T6 also got nerfed.
I can see that alot of people are still asleep when it comes to what’s best for the game here considering the number of “don’t do it” posts that have exactly 0 to say as an alternative or that are posting nonsense about it.
~ It is broken.
~ This meta shouldn’t exist as the sole means to play the game.
~ Balance doesn’t exist.Until these things are fixed the game will remain as bad as it is for the rest of the community it’s affecting the game in the same terrible ways that Gearscore and DPS Meters have on other titles. If you don’t care about that then you don’t care about the game and you don’t care about your community so some of you are showing your true colors in your replies here today.
I am glad I’m playing the game developed by ANet according to their philosophy and not yours.
Guild Wars 2 is quite… too polite. Compared to other MMOs with same PEGI rating it lacks some serious “oomph”, more “dirty” jokes (Hell, why we love Tybalt and his “apples” ?), visible brutality – in one word, more “Big&Bad”.
No, it doesn’t.
I’m playing GW2 because it’s different from “other MMOs”. It’s pretty, it’s fun, it’s fantasy and has very little of the actual violence and suffering of the real world’s wars.
You may not like Dress Up Wars 2, but I prefer it to Gore Wars 2. Add more violence, gore, dirtiness and Transformer’s idiocy level heroism – and it’s the straight way to lose me as a player.
5 seconds to put “Teleport to Friend” into the wiki or type /wiki Teleport to Friend in the chat window: http://wiki.guildwars2.com/wiki/Teleport_to_Friend
Best way to use it is to use it on an alt with low map completion to teleport to a friend in a far difficult to reach place (like an Orr jumping puzzle) skipping the slow intermediate places.
The enemies certainly aren’t sylvari-related either, zombies are about as far from plants as you can get.
Plants vs. Zombies.
…sorry, couldn’t help it
I’ve also played it on my sylvari main and wondered how it would work on a non-sylvari. Maybe I should just replay it on an alt.
Added .png templates in the 1st post for people without fancy graphics editing software. Those are less customizable but can be edited with anything.
(edited by Lishtenbird.2814)
The Megadestroyer event was bugged (judging by mapchat – at least twice) at the stage of protecting asura. All pres done, and then simply nothing happened.
There’s a range where the red bar is gone, but the skill fails. Last but not least, I believe that swapping mechanics have been altered, as it often fails to swap and resets the clones position from the target closer to you.
Three patches later, still happens. Range indicator is misleading and can lead to no Leap clone when displayed as in range, Swap fails to swap with clone. Pathing is as bad as before.
Some people talked about switching to German as this solves an incorrect space in the item title, but the most simple solution is to create a new character, put the finisher (only it!) in the character’s bag and then delete this character. Assuming, of course, that you have an empty character slot.
Of course you could buy some more inventory space in the Gem Store …. although I’m sure that ANet wouldn’t deliberately push you in that direction …..
I’m at full 8 bag slots with 20 slot bags on 2 characters, main and second main. These are already more than half full with dungeon potions, food, alternate gear, overflowing mithril/wood/ore/dust/fragments, consumables, tonics, toys, geodes/crests/flavour of the month currencies… And that’s with 2 Copper- and 2 Silver-o-matics and a set of infinite gathering tools!
When I open Halloween and Wintersday bags, it’s overflowing with all the trashy skins, tonics and bags-of-bags-of-bags.
I kinda would buy more bags if I could. But I can’t.
But this is not even that. It’s limited purely to one place, purely team based, and it’s registered matches. It’s basically a blend of spvp and the Queen’s Gauntlet. Queue up with the NPC in charge to smash face. Except unlike the gauntlet, it’s team based. And unlike spvp, it has a public audience (and potentially a gambling feature).
From Uber Duelwarrr Pwnr: u cheese pu mesmer!!!11
From Uber Duelwarrr Pwnr: go duel or ur nub
From Uber Duelwarrr Pwnr: y u no duel me
From Uber Duelwarrr Pwnr: port 2 la nub
From Uber Duelwarrr Pwnr: port 2 la nub and q or ure as bad as ur momma
From Uber Duelwarrr Pwnr: y u no q in la nub scared u chiken huh???77
Thank you for submitting your report!
It doesn’t matter to what and how open-world PvP is restricted. Once it exists at all, there are problems.
If the devs do eventually end up changing this, I’ll feel like this is just another case of Anet’s lack of foresight. Even with all the metrics, it seems the lack of foresight is – an unfortunately, negative – trait I’m seeing all to often.
The conspiracy theory says it’s not “lack of foresight” but a “change as we need, step back a bit if too much backlash to please the community” method which people mentioned during the commander tag, NPE and TP2.0 improvements.
Why was a 10k AP guardian kicked from a party of 4 charrs?
Because “Charr need no guards!”
I found the “new marionette” to be too easy. While the original required a lot of coordination and felt like a raid event where each player mattered (and yes, as a result was susceptible to trolling and noob failing), this one feels zergy like all other current world bosses: spam skills, spam more skills, spam skills again, wait for others to finish, collect loot.
Maybe it’s just the result of the content being new and everyone doing it, but since there’s nothing else to do in the map when it’s up and the megaservers keep people together, I assume we will always have more than enough people to zerg stuff down without really needing to look at what specific bosses do at all.
But… I know some people are much more utilitarian, but shouldn’t your guild be people you want to play with and get to know?
And how are you supposed to find these like-minded people in the first place? Kappa.
Most of the time if you try to join a smaller raiding guild which is actually really good you have to go to their website or something and apply. How do you get to know which website they have? try the name or go to the forums and ask them, the place you wanted to leave remember?
→
at some point, a Guild Recruitment Board should be unlocked for guilds so that they can input custom recruitment information (website application form, age restrictions etc.).
I do not care if some random pve newfriend gets the same shiny finisher or weapon skin as I will at the end of it.
You do not. I do. We’re both customers.
I care about killing the enemy, preferably sticking a finisher up his bottom, slaying his lifestock and burning his keep to the ground.
You do not do wvw for achievements, skins, bags or titles. You do it because at the end of the day when all is burning arround you and the enemy is at your doorstep you give out a call and see your guild and community stand beside you, thick or thin.
You do not. I do. We’re both customers, even if you are driven by the urge to dominate over other humans on the other side of the screen, preferably in a humiliating way, and I’m driven by the shininess of a Mistforged weapon.
Because even if they made it a guaranteed item if you put in [x] number of items for, players would complain that it’s too grindy.
Make it an item easily attainable, and people complain it’s not special when everyone has it.
What’s your suggestion that pleases everyone? Because I (and I’m sure Arena.net) would love to hear it.
this guy gets it
Oh, because obviously, there can never be a middle ground! Items either drop like trash (skulls/nougats/rotten eggs and new runes/sigils), or are an Ultra Rare Drop (ghost mini and black glow jewel), nothing in between. /sarcasm
Like with craftable precursors, tokens for Tequatl weapons, tokens for fractal skins and so on, having a high but guaranteed price with the RNG option would be perfectly fine. Ever heard complaints about dungeon gear for tokens? Ascended rings for relics which also drop as RNG from daily chests? Buyable gemstore items which also drop from BLC chests? Silverwastes items which can be bought with tokens but also drop as RNG? No?
Here’s why: you can play a lottery voluntarily to save money or for the thrill of it only when you can also go and buy it after doing guaranteed X actions. Only then it is “voluntarily”. And by “buy it” I do mean the creation of item (precursor or tonic), and not changing its owner by getting from TP.
Here’s how it could be done here. Recipe 1, RNG:
- 10 t2-t5 snowflakes for a chance of tonic.
Recipe 2, guaranteed (can be adjusted to the desired average cost, since any activity has a gold equivalent of time spent):
- 10 Jumping Snowflakes (1 is a guaranteed drop from Winter Wonderland JP)
- 10 Dinging Snowflakes (1 is a guaranteed chest reward for a round of Bell Choir)
- 10 Toypocalyptic Snowflakes (1 is a guaranteed chest reward for a round of Toypocalypse)
- 100 some expensive-tier snowflakes
Want it cheaper? Try RNG and risk. Want it guaranteed? Go and earn it. And both worlds are happy!
(edited by Lishtenbird.2814)
That doesnt fix the underlying issue of how conditions stack. Thats literally putting a bandaid on something that has had its stomach cut open.
Between nothing at all for most likely ever, and a giant bandaid very soon, I prefer a giant bandaid.
NO because:
PvE
- Reason 1: a decent mesmer in PvE starts with phantasm – weapon swap – phantasm – healing signet – phantasm. Here you go, 3 phantasms. Any dodge will now remove a valuable phantasm, while you still need dodges overwriting illusions (including phantasms) in PvP builds.
- Reason 2: aggro management. Stray illusions are awful in PvE – it is really annoying to play in a party with a DE mesmer when mobs suddenly get interested in that shiny butterfly clone (and my guild does have bad mesmers so I can tell).
If anything, Illusionary Invigoration could be baseline (instead of getting removed).
Creativity like this one here is awesome <3
Yeap, either show the full name of the guild and the name of the “sponsor”, or remove the window altogether. It’s annoying to mouse-select several banners while moving back to closing the window every time.
Pre-nerf, I used it every now and then, especially in the Uncategorized fractal.
Haven’t used it used it ever since the update. There’s even really little point in using Arcane Thievery on Rabsovich now, let alone Mimic.
Edit: oh wait, I do have it on my skillbar! The underwater one, where I put 3 useless skills so that I don’t trigger the shared cooldown bug.
(edited by Lishtenbird.2814)
There are multiple different events on this Map. It sounds like saving the citizens is the one you put priority on and feel that others should feel the same way you do.
I see it differently
100 people enter orr, I get a pop up box that Arah is being taken by undead. Although there are many different events going on, and people in Orr to get map completion and maybe the daily jumping puzzle, because I think Arah is more important I think ANET should not allow the other people to play the events they want, they should be doing the one I want.Your argument is exactly the “play the way I want you to play” one we hear soo much. When you say discourage zergs, you are saying that your preference has a greater priority than the 50-60 people having fun in the zerg.
You have to face the fact that the citizen event can be completed with 30-40 people working on saving them (as the other events give credit for citizen saves). If you cannot find 30-40 people wanting to do that part of the quest, you expect it to be forced on them so you can play the way you want.
Selfish, selfish, selfish
Please try to feel the difference.
- “My preference” is not something I got off the top of my head. “My preference” is the exact result of seeing Goal: Citizens Saved on the right side of the screen. Is it too much to ask of people, to contribute to a goal which is clearly stated when entering map? Each miasma event needed 5-8-10 people, escorts the same. No, not 20-40 players.
- If you go in to get map completion or daily puzzles, than you won’t complain that you are not getting the 5 group effort bags, right? Ah, wait… you would.
- If you go in to enjoy saving children in a zerg and save 2 citizens out of 1200, you won’t complain that you are not getting the 5 group effort bags PLUS to those you farmed, right? Ah, wait… you would! Selfish, selfish, selfish ©
This has nothing to do with “forcing” people to do content. This has a lot to do with rewarding people only for content they HAVE done, and as one of those “30-40 people working on saving them”, I do not have to “face” the fact that zergs will get twice as much with minimal effort because of my effort. It’s simply bad (or rather lazy) design – period.
Trait line #5, to get trait:
- I: do CM story mode (level 40 dungeon)
- II: Kill Foulbear chieftain and her elite guard
- III: Complete level 59 Personal Story
- IV: 100% completion in Dredgehaunt Cliffs (level 40-50)
- V: 100% completion in Sparkfly Fen (level 55-65)
- VI: 100% completion in Frostgorge Sound (level 70-80)
Only Trait II is in a level 30s zone.
Look at Trait VI: If you’re level 30-40, I’m not sure you can even do damage to mobs in Frostgorge Sound.
I just can’t think of the consequences of having this gigantic amount of unfinished underleveled builds at next Marionette, Knights and Holo LS events.
Hey everyone,
While this is currently working as intended, it’s definitely something that we’ll be working on and tweaking in the future. We want you to be able to enjoy your minis so hang in there!
I think its not.
Asking to be moved from a low population map, while the mini is hidden due to high population seems not to work as intended.
It most likely means that population has increased on the server where this instance was being run.
You know, it’s like being asked in a large hotel to move out of an empty hall to a better one with more people, while also saying that lighting will be reduced because of increasing amount of people (in other halls).
…and other useless stuff now in gemstore:
- 1 Speed Booster
- 1 Zephyrite Color Swatch: Red
- 1 Aviator Cap Skin
- 250 Piles of (Silky?) Sand
Which means 67 gems per key if you don’t need anything else, or 53 gems if you need the cap skin. The cheapest option when buying keys in bulk (25x) at the moment is 84 gems (with no extra stuff).
Can be bought once per account.
(edited by Lishtenbird.2814)
Between this and the toxic chat in Queensdale , I’m seeing some very very poor attitudes from the gw2 community
I would stand my ground and defend the opinion that it is poor game design decisions to blame rather then people who are allowed to play how they want and to grief others by doing so.
Of course you would. Its not Anet being jerks, its players. Nobody is forcing players to be kittens.
people are there playing the game. The game tells them there is an event, “defend the temple” or whatever. People do. Also, if that has not changed, people can get very rare crafting materials as long as the temple stays “open”. So their interest to defend is at least as high as yours having the event fail. You rank trait unlocking higher because you need it. They prefer it the other way around. This is not griefing. Griefing is not “people don´t do the thing I want them to do”. The whole temple events have always been flawed from a game design view (better rewards from failing and redoing events), throwing the new GM traits in there made it only more apparent.
Exactly.
I’m not defending people for being jerks; but just like social norms in real world discourage such behaviour, game designs should do the same instead of encouraging it.
If it’s a competitive PvP world, that’s one thing; if it’s cooperative PvE world, that’s another thing. When designing events, you stick with either one concept or another; but similar to many-many previous events, ANet has designed events where one person’s goal (having access to vendor, farming a small amount of mobs during defence event) contradicts with other person’s (farming a large amount of mobs and getting the trait). This just got worse with multi-lingual communities who do not hear each other because of the stealth-added language filter which is on by default.
There’re 2 perfectly simple solutions to this particular problem:
- Make defence events occur more often and make the waves significantly harder each time (the way it was designed to be previously) so that it eventually fails disregarding the amount of defenders;
- Make the trait acquirable through defence event, similar to a couple of other traits.
Its honestly fine.
“It’s fine because I do not care” is not the same as “well-designed for everyone”.
- Altered 30. Phantasms and Weapon Master.
- Added 32. Underwater Mimic.
- Added 33. Underwater Skill Range.
My thread about temporal curtain and why it works the way it works currently. This has been discussed and suggested so many times already, and it is still considered a “good topic for debate”…
(edited by Lishtenbird.2814)
A supposedly easy band-aid fix:
- Dungeon owner cannot be kicked. I.e. has an “instance owner” buff icon or has no “Kick from party” option or that option shows an error alert. “Instance owner” will exist in the database anyway because you need someone to show in the cutscenes.
- If the dungeon owner leaves, instance is preserved as the patch suggests. Whether the new “person for cutscenes” is kickable or not is another matter and can be addressed later on.
Meanwhile I will be cautious of doing any dungeons with PUGs after this change goes live, even though this is a good change per se.
Some people should really do their math for armour and weapons properly before talking about some hilarious 0.6% and naming threads “Ascended gear is trash”. Even Wiki can tell you the difference.
You’re a bit slow cottoning on to this nearest target problem. A few people posted immediately on the forum after the problems started (a few months ago) and I raised a bug report on the forum. Maybe the OP should write a bug report too instead of a community complaint since nearest target function is broken compared to its previous state.
Except that its not a bug…. and it is a fix for hundreds of issues.
You’re fixing a specific Z-axis issue in the 180 frontal cone by turning it into a 360 sphere. Is that really a “fix”? At best, an undocumented change of functionality. Can’t it be “fixed” by turning the frontal 180 cone into a frontal 180 semisphere, and using “next enemy” for targeting thieves behind you?