Showing Posts Upvoted By Bertrand.3057:

Your mother's IQ is so low...

in Asura

Posted by: nakoda.4213

nakoda.4213

Your mother’s IQ is slow low that she doesn’t even know how to crossthread a micronfluxcapacitor multiphasic unit with a simple dimatrix array power inversion unit equipped with a subsonic alpha wave modulation circuit.

I mean, how human do you have to be not to realize that a simple recalibration of the carbohypothermic intake valve release frees up the injection array subprocessing unit so that it can combocalculate the exact reverberation of the magic stream inversion coil.

::eyeroll::

what a dolt.

Why crossthread it when you can simply multicrossthread it. Also the dimatrix array power inversion has been outdated by the new trimatrix array power inversion which has an exponentially better power inversion capacity. You don’t even need the subsonic alpha stream inversion coil at all, in fact it was proven to slow down the process by tenfold with the new trimatrix array.

There is no need to combocalculate, that’s just wasting your iterations. Simply take a quantum nucleic phasitron and adjust it to entwine into the array. You can get rid of the entire coil and intake valve.

Seriously… who taught you this stuff?

Your mother did.

But at least SHE knows that a trimatrix array is incompatible with a decahedron infusion dynamo which is WHY the subsonic alpha stream inversion coil needs to be linked up to the megaflux protocore of the temporal energy capacitors.

Seriously, the quantum nucleic phasitron is untested technology bordering on mere MECHANICS. We covered that in first level progeny class. At least your mother’s IQ isn’t so low as to miss THAT.

You might as well swap the unitron projection processor for introflux capacitration multiplier. We all got taught in second level that combocalculation takes no more than a 0.00003812312432^16 nanosecond longer to iterate the output figures than a intake-less power inversion unit. Why remove something that frees up magic for the thermokenetic hydraulic system?

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Your mother's IQ is so low...

in Asura

Posted by: nakoda.4213

nakoda.4213

Your mother’s IQ is slow low that she doesn’t even know how to crossthread a micronfluxcapacitor multiphasic unit with a simple dimatrix array power inversion unit equipped with a subsonic alpha wave modulation circuit.

I mean, how human do you have to be not to realize that a simple recalibration of the carbohypothermic intake valve release frees up the injection array subprocessing unit so that it can combocalculate the exact reverberation of the magic stream inversion coil.

::eyeroll::

what a dolt.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

We Are Not Metrics

in Guild Wars 2 Discussion

Posted by: Tachenon.5270

Tachenon.5270

Well, we aren’t. So why build your game using dry, dead, soulless metrics? Metrics aren’t fun. Metrics don’t laugh when an NPC says something funny, or cry when a favorite NPC dies. Metrics don’t take screenshots of other metrics so they can try to figure out what the heck armor the other metrics are wearing. They don’t (virtually or otherwise) high five their team mates at the end of a fun gaming session, or curse those fool devs and their dev-ilish ways when a feature pack turns out bad.

Metrics, if anything, are remains. Old bones. Dead bugs trapped in amber, footprints in the exposed stone of a dry creek bed. Fossils. You can use metrics to tell you where someone was, maybe what he was doing there, but they can’t tell you with any degree of certainty why that person was there, or what he was thinking, or feeling, or whether he was having a good time or a bad time. You can expend profound quantities of time and energy trying to wrest these things from forensic reconstructions of fossilized bone fragments…

…or you can just open up your (metaphorical) window and look out.

At us.

We’re right here. Living, breathing, flesh and blood, brawn and sinew, guts and glory.

/e wave Hi, there!

We’re here because we’re gamers, and we want to play your game. Forget the metrics for a while. They’re dead and they’re not going anywhere. We, on the other hand, are still alive. Still here. Still playing. Even though it seems that more and more of us are on the endangered species list, losing that struggle to adapt to conditions which no longer suit us, conditions that increasingly seem to be devised for people long since gone. Hint: they probably aren’t coming back.

So, here’s a thing: instead of building game based on old bones and footprints in dead stone, why not try building it for us?

Attachments:

The table is a fable.

New lvling system literally too easy for 5yo

in Guild Wars 2 Discussion

Posted by: Adelas.6598

Adelas.6598

In the past year and a half, his reading and map skills have increased exponentially. If we were sports fans, I know he’d have collected and memorized every single baseball card in existence; since we’re not, he pores over the GW2 Official Player Guide book and memorizes the names of skills :P. Like, for fun. When he’s supposed to be putting on his pajamas. rolleyes

Other than that, I would consider him a really normal 6 year old kid. He’s CRAZY about Legos, likes to watch Wild Kratts and Timmy Time, enjoys gymnastics, makes his bed nicely but complains about picking up the crayons after coloring, loves to ride his bike but can’t quite do it without training wheels because our sidewalk is all tilty… you know the type.

  • He has figured out how to deposit his materials (which I periodically go in and sell on the TP for him since he doesn’t do crafting).
  • He understands targeting a little better, but can still get confused if there are same-named foes around.
  • He’s started to figure out how to send /say messages and /tells, although we have a rule that he can’t talk to anyone that I haven’t put on his friends list.
  • He is amazing at watching for buffs and debuffs, both on you and on your foes (walking by while I’m in the middle of a boss fight: “wow! 25 stacks of bleeding! And 15 stacks of vrunalarblilty! [ sic ] you guys are so good at this, mommy.”
  • He’s as annoying as heck about giving play advice, especially when you are downed. (He still would rather try to rez you than kill the thing you have targeted when you’re downed, so there are limits to his understanding of that whole mechanic.)
  • He still doesn’t have a true understanding of which stats are most useful to him, but he does have a general idea what the stats do and how to pick equipment that works for him.
  • Similarly, he is able to alter his traits whenever he is in the mood to do so.
  • He is familiar enough with his right-side skills (7-9) that he can swap them out to fit the occasion or his mood.
  • He is able to change his look in the wardrobe and frequently runs out of transmutation stones.
  • He has learned that it’s not really helpful to keep things for his alts, and got a copper fed salvage kit, so he salvages anything green and under that he doesn’t want for the present character, and sells or banks yellows.

This is a child who is just entering first grade, playing his first MMO.

So in case it wasn’t obvious, let me sum up the point here:

TL;DR: My kid got this game when he was five, and he could play it functionally, although he leveled slowly. Now he is six, and he plays well enough that he could probably fool a pug into thinking he was just a non-verbal medium-noob adult. He did not need the ridiculous leveling changes that were made, and many of them would have probably caused confusion as the gameplay changed as he went along.

If a five year old can do it, it’s not too complicated. They shouldn’t have changed it, because it wasn’t broken. When the only justification for your “improvements” are that leveling isn’t fun because you took away the trait-at-every-level fun, maybe you need to rethink that, too.

Removing the ability for new characters to learn at their own pace is ridiculous in the most literal sense (e.g. enjoy this video https://www.youtube.com/watch?v=D-On3Ya0_4Y ridiculing the changes). Furthermore, making these backwards steps apply to new characters on existing accounts with higher-level characters is, in a word, painful.

PS. Don’t even bother commenting on my parenting skills. I give less than zero cares about your opinion, will ignore your advice/opinion and continue doing what my husband and I feel is best for our individual family, and will not respond to you. Unless you’re supportive, in which case… :-D But regardless, this post is not about that, it’s about the game being so easy a caveman little kid can do it, and about the game staying “smarter than a first grader.”

New lvling system literally too easy for 5yo

in Guild Wars 2 Discussion

Posted by: Adelas.6598

Adelas.6598

A little bit of perspective on this:

My six year old has his own account. We bought him one for his fifth birthday, because when he was four, he kept begging to come play on my account, and one day he spent all my money on buying bronze harvesting tools (that was before the account wide bank). Well, I was sick of that, so I just got him his own account, and if he wanted to spend all his copper and karma on garbage, fine.

Obviously at age just-turned-five, he was not familiar with MMOs. I had let him play my ranger in LOTRO a bit but it was way too hard for him because there was so much back-and-forth on the quests and at that time he was just beginning to read; he couldn’t follow the quest instructions and he didn’t have the intuitive understanding of how a map corresponds to where you are in the real world. He basically would run until he found a body of water and could swim around. :-P

I figured GW2 would be an improvement, because you could complete quests (hearts) just by being in the area, and it only told you about the stuff that was nearby. GW2 is also pretty good about having the NPCs shout at you if they want you to talk to them, which reduces the need to read.

SO.

When he first got the account, here are the things he could not understand:

1. Traits – how they afffected his stats, which ones were useful, how they triggered
2. Targeting enemies (e.g. the fact that you could have two Inquest Assassins in your field of view, so the one you’re looking at might not be the one you’re actually hitting)
3. Purposefully moving the camera to have a better view of what he was doing / understanding how the camera interacts with the terrain and being able to correct it
4. Armor and weapon stats, including runes and sigils
5. Buying and selling strategies (ie what to keep, what to sell/salvage, whatever)
6. Skill cast times and how they affected skill cooldowns
7. Conditions
8. The chat function (thank goodness)

Here are the things he was capable of understanding when I took the time to explain them (not an exhaustive list):

1. Gathering, and how you have to have a gathering tool equipped
2. Talking to people with icons to get stuff (hearts, karma)
3. Talking to skill point guys would trigger a fight
4. Use skill points to buy special skills
5. To compare armor, highlight it and compare the tooltips, keep the one with the higher number (oversimplified, but that’s what he could handle at the time)
6. Yellow name foes are not aggro but can be fought; red name foes are aggro.
7. The downed state and rallying
8. Waypoints
9. Changing what is in your hand changes your skills.’
10. Push down button twice to dodge
11. Sending items via mail to mommy or daddy

Here are the things he came in understanding intuitively:

1. Click on something to fight it, push icons on screen to fight it.
2. When you start out, you don’t have many skills, but you learn more as you go.
3. Hey look! there is a shiny light up there! Maybe I can jump up to it. I’m here, what does it do? Says push F. Ooh, a video! I can replay the video a lot! Cool!! (aka, he freaking loved vistas)
4. When you walk past something, it opens up on the map and says discovered. oh hey look! I see a diamond! a square! A heart, I need to help that guy!
5. Every time I do something “grown up”, flashy lights make this red bar on my screen get bigger. Ooh, I am level 2 now!

I just logged him in and did /age on his biggest character, a level 68 engineer, and got the following:

You have played this character for 152 hours 48 minutes over the past 578 days.
Across all characters, you have played for 294 hours 10 minutes over the past 644 days.

For those who can’t do the math, that comes out to 27 minutes a day, which is actually more like 2.5 hours once a week. My guildmates have run him through the story dungeons up through Sorrow’s Embrace; he’s leveled high enough for CoF but hasn’t had computer time since then. He’s able to follow along well enough that he gets credit for killing things, doesn’t die any more than the adults do, doesn’t wipe the group.

His other characters (one of each profession) range from level 13 to level 26. I regretfully had to tell him, when he walked by and saw me making this post, that he has probably lost access to some of his skills on most of his characters. His answer was “well, that’s okay, I’m still really strong without those skills, because I have good armor and weapons.” But realistically, I expect him to be frustrated at how many things he cannot access on some characters when he CAN access them on others.
[character limit, contd below]

What if Anet is right(new leveling system)

in Guild Wars 2 Discussion

Posted by: chemiclord.3978

chemiclord.3978

I’m certain they enabled the “best” of the options they tried, and by that I mean the one that will engage “new” players longer.

I’m dubious that this method will actually “work” in any tangible sense at the end of the day. It’s not that the game is any easier. The mouthbreathing Candy Crush Saga iStore crowd is still going to quit because they’re still going to be frustrated by things being “too hard.”

The new method doesn’t dodge for them. They’re still going to get steamrolled the first time a champion rears back with an obvious tell. The new method doesn’t rally for them. They’re still going to be lost in the downed state.

The people who quit this game because it was too confusing are still going to be confused. They aren’t interested in learning. They don’t want to improve (that would be work). They want to log in, kill things with no difficulty, and earn [x] reward after [y] hours.

If that is the sort of player Arena.net feels they have to cater to, then Arena.net has to submit entirely to their wants, and give them a faceroll easy game. Otherwise, Arena.net has to accept they will never win over that crowd, and focus on their existing players.

ArenaNet: As a new player...

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Posted by: rapthorne.7345

rapthorne.7345

I don’t think these new changes are too bad, I understand that some more experienced players think that the new leveling system is “dumbed down”, but also keep in mind that xp from level 1-20 is extremely easy to get and it won’t take too long to unlock all those skills.

Also keep in mind that there ARE players who really don’t understand what’s going on around them, and these few changes might make it easier for them and keep them interested in game instead of leaving them confused.
I know that to a lot of people out there skills and traits are like second nature and almost self explanatory, but then again there are other people who still keyboard turn and ask how come other players strafe so fast.
Or those who don’t know that you can CHANGE KEYBINDS and instead of mouse clicking on your 8 skill (which takes forever) you can just bind it to whatever you prefer.
I remember being a nub warrior and I kept using the Rush skill, which would automatically attack the nearby moa and I was frustrated cause it would put me in combat all the time, but then I realized, oh, I can turn off auto attack!

There are lots of those small stupid things that some people just don’t pay attention to, and I think that this new change might make their leveling experience a little easier to understand and improve overall skill.

I’m not saying that everyone who clicks their skills or keyboard turns is a nub, I’m just trying to use it as an example of a simple thing that lots of people overlook and giving them a hint on how to do it might change their experience drastically.

Can you explain to me how slowing down the skill distribution and traits will help introduce players to advanced features of the game? I genuinely feel like I’m missing something here.

Slowing down progression does not make learning totally unrelated aspects (crafting, dungeons, pvp, wvw, etc etc etc) easier or hard.

I’ll say it again, and I’ll keep on saying it. New players need better guidance, not a slowed down experience. GW2 offers no true guidance for their advanced features and relies on the community teaching the community and people researching the wiki to learn about these things.

The massive downside to this? I only know how to go through the ascalonian catacombs quickly and efficiently, while skipping the story and standing where I’m told to stand. I only know how to do story mode and path 3. in short, I only know the status quo, because by relying on the community to teach, unless you happen across a very, very patient group of people willing to explain everything to you, you will only be shown the quick and easy way to do what the majority like to do the way the majority like to do it.

Resident smug Englishman on the NA servers, just because.

ArenaNet: As a new player...

in Guild Wars 2 Discussion

Posted by: Traveller.7496

Traveller.7496

Is this the feedback topic for the leveling changes? I have to vent a bit, forgive me:

But ANet, you went WAY overboard with these changes. You stripped basic mechanics from the game and the classes and made it so much more harder to get into the good stuff. I’m borrowing someone else’s bullet points from Reddit, because they echo mine:

“Weapon skills are level-gated. You get access to all your weapon skills by level 10
You don’t have steal. No idea when that opens up.
You start with signet of malice instead of hide in shadows. This is probably the least offending one, but I still don’t like it. Stealth is a core mechanic for thieves, as is Steal. No reason to gate it behind levels.
You unlock the ability to dual wield weapons on level 7, weapon swap is 15.
Utility skills unlock on levels 13, 24 and 35. Elite is 40.”

PLEASE think about this again. You effectively ruined starting a new character for veterans and in an attempt to make the game better for new players, made it equally more boring.

ArenaNet: As a new player...

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Posted by: Kasemdria.7138

Kasemdria.7138

You know, everyone started this game as a new player…..and it really wasn’t that hard to learn. I mean, how hard can it be? You unlock one ability at a time – and that takes a couple of kills to do at a low level. Are you telling me that there are players that can’t read a newly unlocked ability every five kills or so?

And then once you do that intro quest, you are spat out in the real world to do… what exactly? When I was a new player, I had the npc/mail/quest tracker say “talk to that scout” (icon on map) and LOW AND BEHOLD the scout gives a nice summary of what to do in the world. “Go and find challenges” (indicating skill points) “You can travel with these” (indicating waypoints) “go and help people” (Indicating hearts). What was wrong with that system? It was clear and insightful. It made people (or me and my guildies, at any rate) want to go out and GET those waypoints and help those people and do those skill challenges! The story was right there to get stuck into.

I made a new character to see things from a new player….and guess what? As an long time player, I know what the hearts and vistas and skill points mean. As a new player, I imagine a person starting in the world thinking “now what? where are the quests? What do I do?”

And the “Minitures have been hidden due to rising player population.?” I’m watching my wife’s character now. Can’t summon a mini due to the “rising population” but she gets a kitten invite to a denser map because THERE ARE NOT ENOUGH PLAYERS IN HER CURRENT ONE! I had better stop my rant before I find I’ve pulled out all my hair.

New Player Has Regrets

in Guild Wars 2 Discussion

Posted by: jonoth.2308

jonoth.2308

As a new player (just about a month), I’m not a fan of the changes at all.

I was just complimenting the early level experience last week. It was the most fun I’d had in an MMO in a while. I -LOVED- that feeling of a new weapon dropping from a mob, then gaining those new skills as I bashed my way around. Hell, I could pick up a skill or two before I got out of the intro, which actually made learning to play extremely exciting! And the story quests, though progressively spreading apart, had a solid flow at the game’s start.

Post patch, the first thing I noticed was that, after mustering up some energy finally to grind one of my characters to the level they needed for the next part of their story, I discovered that I had to grind again, five more levels, to get to it. It made me raise a brow (I hadn’t read the patch notes, nor read anything else about the impending changes), but I shrugged it off. I decided to roll a new character today and give a new class a shot.

Man…the level lock on skills made it boring as hell.

Where I used to have a couple skills to already experiment with and enjoy when I reached the opening “boss”, I now had one button. Press that button, watch. Watch. Watch. Watch. Maybe heal. Watch. Watch. It seems like a small detail, but having a choice of skills in the beginning (even a small one) makes a huge difference, because when I’m just watching my character auto-attack a boss with a lot of health, it makes me feel like I should be watching a cut scene instead. At the very least, if there is an insistence on this mundane level lock, make it shorter (all base skills by level 4), and start people off with the first two weapon skills (underwater included) instead of just one. Personally, though, I liked it better when you picked up a new weapon and learned it secrets through use, rather than getting everything together.

One of the things that sold me on the game was that each combination of race and class, combined with the choices on creation, got a different starting experience. I loved that feeling of “HEY! I chose that thing about wanting to join the circus, and it actually became part of my questline!” It made alting fun. With the new system, since the leveling experience is becoming more of a chore, I’m less inclined to take part in something that I really looked forward to, and that sucks.

If this had been a free to play, or if I had played for a while, I might have called it quits already. But having -just- paid for it, I feel obliged to at least try to get my money’s worth. So I’ll keep playing, for now, but any thought I had about getting anything from the cash shop went right out the window. The increased grind feels like a cash shop move, and I won’t be a part of it.

“Good news, everyone!”

ArenaNet: As a new player...

in Guild Wars 2 Discussion

Posted by: rapthorne.7345

rapthorne.7345

These changes greatly dishearten me (bloody 40 character title limit e.e)

I am not an idiot, nor are the vast majority of MMO players. Basic skills on a skill bar do not overwhelm me or any other MMORPG player save for those playing an MMORPG (not GW2 itself) for the first time.

I do not need training wheels added to my basic levelling experience, not do I need my hand held through learning how to press 1-0 on my number bar.

What I do need is; better introductory explanations of advanced features like traits, crafting, living story, dungeons, events, WvW and COMBOS - possibly one of the most unique and interesting aspects of GW2 combat that has 0 acknowledgement within the game and no introduction or tutorial (rather than them just being “there” and having to ask my guild for details), a better directed levelling experience (where to go, what to do. now that I will need to wait 10 full levels to actually begin my story, this worsens the problem) and more reason to effectively learn my classes ins and outs.

This new experience seems to treat you like an idiot who can’t press number bar keys and seems to give progression a gated, “pat-on-the-head” mentality (awww, you hit level 4? There’s a good boy, have a skill). I enjoyed being able to unlock skills through the active use of a particular weapon, and also to be able to have all skills available at level 2 if desired. Now from what I understand, to gain access to my entire skill bar I need to be level 20? Absurd and silly.

This is my own, personal opinion, but it is also that of someone who bought your game a little over a week ago and who has very little experience with the game itself, thus I assume would qualify as the target audience of a “new” player.

Honestly, this hand-holding, casual mentality is insulting, causes gameplay to be frustrating and gated, rather than rewarding, and just kind of seems totally and utterly counter-intuitive to making the new player experience a “better” one

TL;DR: As a new player I don’t need my hand held and my head patted while I’m spoon-fed basic game features at a snail’s pace, I need clear, concise direction and knowledge regarding the advanced features of the game like traits, dungeons, crafting and WvW, which currently has little/no in-game tutelage and requires wiki research or pestering guild members to learn about properly.


Maxwell.7843 Expertly summarises my feelings here.

“GW2 was my fist mmorpg.
The game did feel overwhelming during the first hour or so, BUT not because I had a skill bar! To me the quantity of skills was never a problem, and I remember that when my character was low level I wished I had more utilities unlocked, to make the fights more interesting and varied.
What made the game overwhelming was the huge amount of stuff not covered by the tutorial, stuff that I could figure out only thanks to the wiki.
This update “dumbs down” things that for me were never difficult to grasp, while not addressing the things that actually need a Google search.
So, to me, the game now is actually less accessible: not only it still lacks a good and complete tutorial (that was what it needed in the first place), now leveling is a worse experience too.

Resident smug Englishman on the NA servers, just because.

(edited by rapthorne.7345)

How a new player feels about today's changes.

in Guild Wars 2 Discussion

Posted by: TheGreyGhost.1835

TheGreyGhost.1835

As stated in the title, I began around 2 weeks ago. I finally had the money to buy GW2 after wanting it since January. I played it for a few days, went off and played Elite: Dangerous, then came back to GW2 a few days ago with a vengeance, having a wonderful time.

My initial experience was marked with some confusion, which is normal for a new player, but also excitement at what GW2 had to offer.

“Oh, I can dodge? Cool!”
“Movement and distancing as important elements in MMO combat? Great!”
“What are weapon skills? Main and off-hand weapons? Oh, I see. Skills for each weapon hand. I get it.”
“I need to use a new weapon type to unlock that weapon’s skills? Makes sense.”
“Area events? Awesome! I even get a nice reward in money, karma, and XP for doing them, too!”
“The A.E.D skill needs 25 skill points? kitten , I only have 7 now. I’ll save up for it, then. I can’t wait till I get it!”
“I can progress through the story at my own pace? Nice! The next part is level 8 and above, but I’m barely level 7. I’m sure I can do it.”
“That was a much harder mission than I anticipated, but I still did it. Barely. I’ll level up more, since the next mission is for levels 9 and above. Let’s explore and see what I find.”
“I’ve found skill challenges, vendors, and interesting areas, characters, and quests! I can play at my own pace! This game is great so far!”

This is the first MMO I’ve played that didn’t horribly gate skills, didn’t lock the story because you weren’t at that exact level, didn’t force you to really do anything a certain way. It gave me freedom to play how I wanted, something sorely lacking in most MMOs, which force you to do things a certain way or unlock things in a certain order. I could unlock almost any skill for the slots I had, even the 25 cost A.E.D for my Engineer. Sure, it’d take a long time to get it, but it’d be worth it in the end.

Already, playing today’s update, I was met with several unwelcome changes. Slot Skill 8, which I’d unlocked just yesterday at around level 10, (I’m now level 12) was now relocked until level 24! All the other skills I was planning on getting soon were locked until I leveled up to an arbitrary level, rather than being a choice I could make at any time. My next story mission was for levels 14 and up. So, I was happily exploring and leveling until I got to that. The missions being spaced out every few levels gave an always just-in-reach goal to achieve, before the next mission which set the bar even higher for you to reach for. It was great.

Now, I can’t get back to the previously level 14 mission I had access to as late as yesterday morning until I get to level 20? What the hell is this! That constant drive for success, and the feeling of connection that the story and world quests combined to give has been skewed to all hell. I tried playing again today, but these changes changed the parts of the game I liked the most, the freedom of progression at your own pace.

Arenanet, these changes claim to help new players. As a very new player myself, these changes changed the parts of the game I liked the most, and confused me with changes to weapon and slot skills that already made sense.

I hate to say it, but I feel a little cheated. The game I liked has changed, and most certainly not for the better. I hope this helps convince you to genuinely reconsider the changes you made in the context of the game and new players.

Are you making changes that really help new players? Are you truly making it a better player experience? So far, I would say to both of these, no, Arenanet, you haven’t. GW2 is the first truly fun MMO I’ve played in some time. Don’t break it like this, Arenanet. Please.

Sick of condi builds when roaming

in WvW

Posted by: Eugenides.1274

Eugenides.1274

+/- duration food allows for people to better plan strategy. This game lacks that already and removing more of it is a bad idea.

I disagree and think it’s the complete opposite.

If they tone down the condition duration/reduction foods, it will give players more freedom to choose food that actually complements their builds. Many people choose Lemongrass Poultry soup simply to negate the +40% duration of Koi Cakes/Veggie Pizza. If it was shaved down to something along the lines of 25%, players wouldn’t feel so pigeonholed into having to run -condi duration food.

Also, 40% condition duration is quite high compared to the benefits other foods give. It’s the equivalent of going 8 points into your condition duration trait line. You then still get the additional +70 condition duration. Most other foods that give you a stat increase only have their high stat giving you the equivalent of investing 2 in their respective trait line.

Attolis – Beyond the Wall [Crow]
Gandara

(edited by Eugenides.1274)

What Happened To C.Devon?

in WvW

Posted by: Shonie.5297

Shonie.5297

Announce season 2
Wait two weeks for popcorn thread
Tournament bully

~Tarnished Coast~

Desolation/Gandara/Abaddons mouth

in Match-ups

Posted by: Maskaganda.2043

Maskaganda.2043

PS. As a member of a smallish roaming guild I would like to say ditto to everything Conchis said.

As a punishment for forgetting to mention Yarr, Conchis will be forced to man an arrow cart 8h/day on a northern tower in gandara borderland for a week, shooting at everyone who passes by but never ever engaging in an actual fight.

Tchuu Tchuu I’m a Train – Gandara
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos

(edited by Maskaganda.2043)

What Happened To C.Devon?

in WvW

Posted by: Immolator.5640

Immolator.5640

I feel that this may need reviving, considering the amount of community engagement threads flying around atm. Behold my powers of thread necromancy \o/

Commander Ezekiel The Paladin
Underworld Battalion [WvW] Leader (retired) – Gandara [EU]
All Is Vain https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/

What Happened To C.Devon?

in WvW

Posted by: Peetee.9406

Peetee.9406

we asked where balance
he asked where we need more siege
took spreadshot to face

Kayku
[CDS] Caedas
Sanctum of Rall

What Happened To C.Devon?

in WvW

Posted by: Prysin.8542

Prysin.8542

Devon tried to roam
Edge of the Mist has ledge
Necromancer feared him off

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

What Happened To C.Devon?

in WvW

Posted by: zen.6091

zen.6091

Promises were made
Edge of the Mist was a fail
Account bound xp?

What Happened To C.Devon?

in WvW

Posted by: TeamBattleAxe.3901

TeamBattleAxe.3901

random fall damage
while climbing carver’s ascent
works as intended

(edited by TeamBattleAxe.3901)

What Happened To C.Devon?

in WvW

Posted by: Bunda.2691

Bunda.2691

FYI: Haikus are 5-7-5

Proposal: decrease the player cap on WvW maps

in WvW

Posted by: mango.9267

mango.9267

As the title suggests, the idea is to lower the number people able to play on a map. I’m not sure how the algorithm works now, but the current system makes 50-60 man blobs possible without queueing the map. The proposal is to make the queue hit at, say, 40-50 players on the map.

I feel this could address many of the recurring problems that players bring up here.

1) It decreases blobbing. If the queue is 40-50 people, it becomes inefficient to stay in a 40-50 man blob. Zergs would probably naturally split up into 15-20, with smaller havoc and roaming groups.

2) It decreases the influence of coverage without being biased towards any time zone. If the player cap is decreased on all maps, it becomes a bit easier to defend structures. As it is now, some servers are able to run 60 man blobs over BL’s of 10-20 defenders.

3) It decreases the influence of population. Same reason as above.

4) It discourages server stacking. If the player cap is lowered to 40-50 people per map, some servers will easily see 250+ in queue for all maps, even post-Season. At some point, it becomes better for guilds to just transfer off to a lower populated server. This offers guilds some reason to look into dead servers.

5) It decreases the amount of lag players experience. Self-explanatory.

I realize this sounds viscerally unappealing at first, and I don’t pretend there are no cons to it. But after thinking about it, it would help with many of the recurring issues. Thought I’d open the thought for discussion here.

Second Child

The end of PvDoor.

in WvW

Posted by: Latinkuro.9420

Latinkuro.9420

The end of PvDoor.

  • Doors should only be damaged by rams and ballista.
  • Walls should only be damaged by cats and trebs.
  • 25% price reduction on siege equipment.
  • if for some technical reason structures cannot be made immune to player damage, reduce damage taken from players to 1 dmg.

so easy it’s kind of a facepalm it is not already as such right now in WvW.

Megaserver

in WvW

Posted by: Iavra.8510

Iavra.8510

Please leave WvW alone…some of us chose to play on a lower ranked server for a reason. Forcing everyone to play on a permanently full map will only lead to even more mindless (or mindful for al i care, zerg is zerg) zerging and effectively renders solo players useless.

Megaserver

in WvW

Posted by: eleshazar.6902

eleshazar.6902

I’m really scared of the impact this is going to have on WvW and server pride. I play on a lower tier server for a reason. I hate mindless zerging, and WvW is mainly what keeps me in this game since I view it as good end game content. I like the EotM maps, but I hate the mega server zerg mode of it.

Best solution in my mind is to leave the major cities/non combat zones out of this addition, and only have it take place in the open world.

All professions level 80| Champion Paragon, Phantom, Genius
Phoenix Ascendant [ASH] | Rank 80

Whats life like on the bad servers?

in WvW

Posted by: Dawntree.7246

Dawntree.7246

Are there even commanders on the t 7/8 servers?

No, we don’t have commanders. Basically we fight against sentries. The really skilled guilds can flip camps. Once I got inside a tower, it was wonderful! The gate, the supply hut. I can’t even tell how it was killing the lord!
There are few who claim to have been inside a keep, but I don’t really trust them.
We still don’t know what is inside SM. It’s way above our skill level At reset we have people from the 3 servers banging their heads against the castle gate, but nobody can damage it enough apparently… but we’ll get it, I promise!

EDIT: almost forgot! If we see enemies, we make sure to not make eye contact and we run for our lives. Usually after seeing an enemy we stay inside citadel for a good 20 minutes.

Emanuel Dawntree – Nord Guardian of [TasH] – 9×80
Whiteside Ridge

(edited by Dawntree.7246)

Whats life like on the bad servers?

in WvW

Posted by: Helzy.4036

Helzy.4036

Not sure I don’t play on any T1 servers, so what is it like to be on a bad server ?