Showing Highly Rated Posts By anzenketh.3759:

PLease do not implement PTR

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Posted by: anzenketh.3759

anzenketh.3759

A lot of people think that because there are bugs that they don’t test their stuff. They do test their stuff.

Bugs will appear with or without a Test server. However with a test server the main server will not get the players doing what they should be doing. Playing the game and enjoying the surprise of oh look new content.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Game Updates: Guild World Events, Megaservers, WvW

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Posted by: anzenketh.3759

anzenketh.3759

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And then I see the most awful complaints of “my friend is in another Megaserver, RAGGGEEEE QUITTT”
Hello!? You can easily move to their own Megaserver with 2 clicks.

Not if both yours and your friend’s megaservers are full.

And currently the Megaserver will make sure the instances are full, before it will start creating new ones.

That is not true. It creates a new one at the soft cap or possibly sometime before that. The problem is the hard cap is easily reached during large events (Large Guild Events, World Bosses etc…)

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

GW Music

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Posted by: anzenketh.3759

anzenketh.3759

You could always just setup your own customized soundtrack to increase it’s replay.

http://wiki.guildwars2.com/wiki/Customized_soundtrack

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

The world event reward system is broken.

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Posted by: anzenketh.3759

anzenketh.3759

The problem is bigger then the World Events. However you have identified a few actionable items.

1.) Destruction of a grub hole should increase the participation counter.

The problem is support actions in almost all events are not rewarded. It is a hard things to calculate participation outside of damage computationally. ArenaNet is aware of this issue they just at the moment can not think of a good way to solve the problem.

However without a understanding of how the system is currently designed it is hard for me to provide any useful feedback on this matter besides yes it need to be improved.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Feedback/Questions: MegaServer

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Posted by: anzenketh.3759

anzenketh.3759

I love how everybody acts like the overflow system worked perfectly. Do you know how often I was able to play with my full guild for new Living World events on patch day?

Never.

How about my full party?

Occasionally.

How about just my girlfriend?

Usually, but not always.

Very often, by the time we all loaded into a map and tried to join on somebody else, that somebody else’s server would already be full. As would ours. Not soft-capped full. Hard-capped full. (We weren’t guesting.)

To really see if Megaserver works, I want to test it in one of those Living World events because that is where I’ve had absolutely no luck so far. If it works in those situations, I’ll be a happy camper. If not, I’ll be back here talking about fixing or removing it with the rest of you.

Curious what server are you on?

As for your living world comment. I think they are giving themselves time to figure out the MegaServer before they release a Living World event. This is why it is out on all the maps to test it in a environment as close as possible to that as they make adjustments.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Beta Streaming Client

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Posted by: anzenketh.3759

anzenketh.3759

I sure hope it works better than that SWTOR abomination.
“Reorganising data” my backside T_T

It irks me that it’s going to be the default. Why not let new players choose upon installation, and players who already have the client installed can switch over if they want to? I sure won’t keep it as my default. Of course, I do have a fast connection, but why force players to switch, and then switch back?

Because players don’t want to wait a long time to play the game if they are re-installing it after uninstalling it. They are less likely to re-install if this is the case.

If it is at all like GW1 download system it will prioritize the map that you are going too.

Of course if you hate loading screens you could always change back. Me personally when HOT releases I would rather play the game while I am waiting for it to download.

I think you have to opt in, not out, Red Queen.

“To try out content streaming, add -StreamingClient to the end of the target line on your Guild Wars 2 shortcut.”

If you don’t do that, you’re not using the beta streamer.

You have to opt into the beta. Opt out of the feature when it is out of beta.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

This Lurker's opinion.

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Posted by: anzenketh.3759

anzenketh.3759

Complaining I have a issue with. Constructive criticism I do not. Constructive feedback is information-specific, issue-focused, and based on observations.

People need to learn to give constructive criticism. Constructive criticism builds someone up it helps them identify the problem. It also invites the person being criticized to find possible solutions to whatever is going wrong. By promoting problem solving and self-improvement. This is what ArenaNet wants when they ask for feedback. Good constructive criticism gets things changed. Bad vague details do not.

NOTE: This is just a example. I be it not the best example but still a example.

Bad feedback: Antherblades too hard. Nerf them or I quit.

Good Feedback: I find antherblades extremely annoying and difficult to fight due to the number of times they snare with their static field. Then immediately afterwords you are unable to do anything to attack or defend yourself and stopped mid-step they use a channeling skill to attack. I feel defenceless in these situations and do not find it fun to fight them.

Sadly due to most people do not I find it hard at times to identify a troll to someone that is trying to give good feedback but just does not know how. Also too many people like to argue.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Ready Up this Friday: Stronghold

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Posted by: anzenketh.3759

anzenketh.3759

Would be nice but still won’t solve the issue.

I have yet to hear a good argument on why build templates would not solve the majority of issues with the stronghold map being in the same queue as the other maps. Would you care to explain it to me.

https://forum-en.gw2archive.eu/forum/game/pvp/Ready-Up-this-Friday-Stronghold/4794230

Reply
So you are saying that people will leave the match if they don’t get the map they want. I agree with you on this matter. However would not the dishonored mechanic deter that action for the most part.

Acknowledgement
Also take note as the game is right now I agree that it needs to be a separate queue. However I think it is possible for them to make it work with it being in the same queue. I also understand their reasoning for doing so in the long term.

Suggestion
Perhaps there needs to be two votes. One for gametype one for map. I also feel that build templates will minigate most problems with them being in the same queue.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Does ArenaNet regret Dynamic Events?

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Posted by: anzenketh.3759

anzenketh.3759

I like the idea of a Dynamic Event at launch however…. I knew it was doomed why? Simply becouse the story is disjoined and the rewards are not there.

I think ArenaNet doesn’t regret dynamic events, I think they regret thinking players play to play and not to complete certain goals, and in the process, not helping players make discovery and participation in the events another sort of goal.

I think a Dev said something along those lines somewhere.

Maybe they should have not put in hearts past the starter zones, or just a very few in the next level and then none from then on.This would have encouraged people more to look for events to level rather than going from heart to heart.

The hearts, I think, are actually detrimental to the game as they promote a check list mentality. Of course the vistas, wps, and POIs do also, but the hearts make many people think they are the heart of the game instead of the events.

They do seem to have given up on them. And I can’t really blame them as people don’t even do the ones that are already present.

There is also a lot of truth to that. See my idea regarding scouts to add doing dynamic events to the “CheckList”

Some ideas:
—- Pepole Farmed Dynamic events for Karma at the start. Now they have too much of it. Increase karma demand and I think you will increase the number of pepole completing Dynamic Events.
—- The scouts are a great idea for improving the story to the area. Why not make them required for map completion.
—- Enhance the functionality of the scouts to tell you what event is going on in his scout range and the parts of the story before the current event cycle.
—- Make events soloable. A lot of them in the higher areas I find are not or extreamly hard to solo.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Game Updates: Guild World Events, Megaservers, WvW

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Posted by: anzenketh.3759

anzenketh.3759

They thought of this but decided it would be too jarring and weird. Contested waypoints are in there for gameplay reasons so removing them is not really a option. They thought of that too however it would put players in areas that they really should not be until a event is completed.

Source:
https://www.youtube.com/watch?v=wccx3QKbLkk

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Let Anet know we want more Teq!!!

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Posted by: anzenketh.3759

anzenketh.3759

I do not think ArenaNet should revamp other things to this level. Maybe half this level or 3/4 this level.

Too much of this level will split the playerbase.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

NPE Feedback [Merged] - Please read 1st post

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Posted by: anzenketh.3759

anzenketh.3759

Unlock quests were added because players asked for it. They had a system like it in Guild Wars 1 for skills.

Don’t try to blame players for the trait unlock system. That is NOT on us. At the bare minimum we would have done it better, allowing you to unlock all adept traits by level 11 if you focused on them, all the Master ones by level 40, and all the Grandmaster ones by level 60 (and obviously the level at which you unlock each tier would not have been pushed back). All level 60-80 unlocks would be for the “new” traits that got added after launch.

Long story short, having easy access to a variety of traits makes this game SO much more fun, and lacking that access makes the game SO much more dull.

How would you put in a system that allows for newer and less experienced players to have the time they needed to learn things while making it easier for experienced players to speed up the process and have more freedom?

One, new players NEVER needed “more time” to learn the game. Time was never at issue. What they needed was more training, more explicit “here is the system and how to use it,” like the new dodge trainer. Just taking the existing ability roll-out and spreading it out over more levels solves nothing. If their goal is to make the game easier to understand, the solution has nothing to do with spreading the skills out more, and more about adding tutorials.

For example, instead of moving the downed state to level 5 and only giving you half the abilities, they could put it at level 2, which you hit when you reach the tutorial boss (rather than after), and then the tutorial boss is guaranteed to one-shot you at least once, putting you into downed state, but then leaves you alone, while a message pops up highlighting the downed state options, and then after about thirty seconds to a minute you are auto-rallied. Problem solved.

I understand your desire for more freedom and customization at the early levels. I wish there was a way that ArenaNet could fulfill that desire without removing the reason why the system was put in place to start with.

1.) Did we ask specifically for the trait changes no. But we did ask for more meaningful horizontal progression. We asked for a system similar to Guild Wars 1 to where we unlocked skills.

2.) We can not come to a agreement there as you are basing your information of observation and I am basing mine off mine. ArenaNet is basing the changes based on their information and observation. For understanding the reason behind the level gate please watch the following.

Specifically pay attention to front-loading information on players. This is why things were put behind a level gate. Level 5 takes maybe a half a hour. It is estimated that you can get to level 10 in about a hour or two.

Do I agree with all of the changes no. Do I find getting weapon skills is rewarding no I think they should be unlocked as you use them to teach the weapon. I find the tutorial instance (I call it that due to you can never go back and complete it) extremely restrictive.

I am not for a all out removal of the system. It has made a lot of good steps in the right direction. However it does need to be polished. I am withholding my feedback until all bullet points in the opening post have been addressed. My reasoning for this is I can give feedback on a system as it was intended.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Begging for Mesmer Portals in JP's

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Posted by: anzenketh.3759

anzenketh.3759

Mesmer Portals should be disabled for JP’s or the Mesmer portal nerfed so it is harder/impossible to use in JP’s.

Why??

Because it makes jumping achievements pointless, ie…no achievement at all really, for the Mesmer who did the JP and all the players mesmers portal to the end.

Mesmers often demand payment as well…which causes trouble…

Also, Mesmer portal has been abused in loads of different ways and its one of those skills Anet have trouble designing content around because of exploits from Mesmer portal…

Everyone should do JP’s by you know jumping…they will get a better sense of achievement when they do…

Why do you care? Not trying to be insulting. I seriously want to know so I can understand why they should do this. Because right now they really are not hurting anyone by keeping things the way things are in is helping matters in some cases.

I think a lot more people would be upset then happy if they nerfed/disabled Mesmer portals on jumping puzzles.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

It's been done now leave thanks

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Posted by: anzenketh.3759

anzenketh.3759

I have absolutely no problem with rewarding people with more content that is more difficult. I do have a problem with creating a situation where newer players would not be able to play large sections of the game long term. Creating a hardmode for dungeons will do this. It has happened in the past with Guild Wars 1.

If you think that there is a problem with rewards and fractals I would say that is a valid argument and a discussion that should happen on how it should be improved.

I also personally think that the current state of dungeons is meh. There is no failure mechanic for them. I am formulating a idea to introduce a optional failure mechanic that might be a good replacement for hardmode.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Communicating with you

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Posted by: anzenketh.3759

anzenketh.3759

“Skill challenges now unlock on an account-wide basis rather than a per-character basis as originally intended.”

Does that mean you only get each skill point once? Thats horrible! How are you meant to get all the skill points you need if you have multiple characters

No that means the ability to do a skill challenge is unlocked on a account-wide basis.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto