Showing Posts Upvoted By Herly.9107:

WvW Guilds left UW Server!!!

in WvW

Posted by: lordkrall.7241

lordkrall.7241

There is still people left fighting in UW. GuM is not going anywhere.
And last night we managed to get a rather massive zerg in homeborder and wipe the enemy quite a few times and retake most of our stuff in there, so there is still fighting going on, even if the majority of the guilds decided to flee.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

18/10 Far Shiverpeaks/Underworld/ Fort Ranik

in Match-ups

Posted by: Questular.8359

Questular.8359

Nice fights on UW border, UW showed us they still have a fighting spirit and pretty nice numbers at least in UW border. GG all.

Necro KALE guild
FSP Server.

18/10 Far Shiverpeaks/Underworld/ Fort Ranik

in Match-ups

Posted by: Questular.8359

Questular.8359

I feel sorry for UW, the people in UW playing GW2 for WvW are going to have a hard time… gl to those who try to fight

Necro KALE guild
FSP Server.

18/10 Far Shiverpeaks/Underworld/ Fort Ranik

in Match-ups

Posted by: iorlas.6721

iorlas.6721

Can someone say summin…anything about UW? Feeling left outa the forum war aswell as WvW

Criticism on a huge ranger issue

in Ranger

Posted by: vangedas.7358

vangedas.7358

There is quite a bit that is not working in ranger’s favor such as pet AI, traits and some weapons too. However, I wanna bring attention to one particular issue which might be sometimes overlooked.

- Utilities need hard commitment into traits.

Almost every single utility needs like 30 points into 1 tier to be effective. (Do not even want to compare this to other classes like guardian, mesmer or anyone for that matter.) What does this do?

1) It pigeon-holes builds. You cannot variate anyhow if you are forced to take whatever you must for your utilities to work.
2) If you choose 1 route, you will most likely be unable to take anything else than survival utility. Example: playing 2 traps and 1 defensive signet (that would affect you) would require in total of 60 traits. Thus, you cannot go 1 signet and instead take survival utility or maybe ‘Protect Me’.
3) This would promote shouts, unfortunately, shouts are still in a bad place. (Even after Sick ’Em buff, just pop that ability and let your pet do his thing – see how much it does when chasing an enemy.)
4) If you do not commit 30 points for a utility, it just becomes bad. Trap, spirit or signets – just completely ineffective by themselves. Other classes mostly only make their utilities from good to better, whereas for ranger – bad to good.

How to solve this issue?

a) Merge traits
b) Move certain traits into lower tiers
c) Rework shouts / make shouts not only good for the pet (and then again if you want swiftness / regen buff – need 30 points)

Well, these are my thoughts. /discuss

Collaborative Development

in CDI

Posted by: DanteZero.9736

DanteZero.9736

Considering Anet has 4 living world teams and a multitude of feature teams, it would make sense that they would have little time to answer every single thing. This post seems to be aimed at people who troll and prefer to start argument posts every single time an update is released.

Collaborative Development

in CDI

Posted by: Xcom.1926

Xcom.1926

Chris, I appreciate the post. However, I would appreciate it even more if you guys could do something like a State of the Game. And what we should expect moving forward. A lot of players don’t know where GW2 is going and they don’t know what to expect. It seems like a game without direction at the moment, and to me that is the key issue. There seems to be some sort of indecisiveness within GW2 (real or perceived).

You don’t have to do something like that, but players would like to see something like that. People are not being negative for no reason (most of the time). There are some underlying issues why it seems like people are upset. And yes I agree, being a troll or angry is not the best way to go about it.

I am afraid without tackling the root issue, nothing will change.

Collaborative Development

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Hi All,

I would like to thank everyone for their support toward the pioneering work we are doing, as we drive the world of Tyria forward.
The passion, and intelligence that our community devotes to making this game great is both humbling and essential.

Regarding our process in terms of forum usage as a development tool:

The reality is we do read our forums, and others, every single day. If you look over the last year, and cross reference with community feedback you will see many ideas actioned and many more not.

The communication pipeline in most part lacks one very important component. Specifically, ArenaNet having more time to feedback on your ideas, concerns and our own plans.

I am not one for excuses, but I do believe in being black and white. ArenaNet has been extremely busy of late listening to you all, evolving systems, providing ground breaking content, delivering adventures at a near real time pace, and tackling some very exciting problems.

We have, with your support, created a truly unique platform. One which is in its infancy, and one we build with the continued support, and collaboration of the community.

We do need to build out more time to be in dialog with you, specifically, following up on our own investigations of your suggestions and concerns.
We will work harder to achieves this.

We are also trying to forge a truly ‘Living World’. Therefore with your continued support, and patience we can continue to break new ground. Not just with world of Tyria, but with the method by which we build worlds ‘together’.

All of this said, I wanted to make it clear that whilst we avidly read our forums, we pay little, to no, attention to posts that are disrespectful to other members of our community or our development team. Our developers work very hard to listen to the community, and work tirelessly to create content and features that they hope the community will love. Likewise, the constructive members of our community work hard to provide our development team with feedback that abides with our collaborative standards and overall community philosophy of having a productive, welcoming, and friendly culture. This is a true partnership.

Our goal with Guild Wars 2 is to drive the creation of online worlds forward, thereby creating original, ‘stand-out’ content that pushes the boundaries of what it means to journey through a Living World. Any endeavor on this scale is going to have its challenges, and therefore as a team, we are fully prepared to make mistakes, learn from them, and make even better experiences as we move forward. We see problems not as failures but as opportunities, essentially a necessary part of Tyria’s and our Team’s evolution. It is with this understanding that we work with our community to move forward in the space and truly realize great things.

One key to understanding our philosophy to building worlds is that we don’t give more attention to feedback simply because it is the noisiest, most aggressive, or delivered in the most inflammatory way. We take on board all constructive feedback and actively discuss it, and then make a decision to backlog the item or move forward with it (the development of which can sometimes take longer than some give it credit for). Therefore do not expect feedback to be implemented just because it is something you feel very strongly about. We just don’t develop like that. We instead work with our community to help us navigate these uncharted waters, taking on board all advice and measuring them against the pillars of the Guild Wars 2 and the direction we ultimately want to move in as a whole.

Therefore you have to ask yourself: Is this a journey you want to take? Are you comfortable with expecting the unexpected, and ultimately working together in a positive and productive manner through thick and thin, to pioneer in a space that the team at ArenaNet feel is of huge importance? Many of you are not only comfortable with this paradigm but embrace it, and your contribution, as you know has already shaped Tyria immensely, for which we are extremely grateful and excited about.

Regardless of whether you wish to collaborate in the spirit outlined above or not, I ask that you remain respectful to your fellow man/woman, and be constructive in your approach to the development of the game, and understand Tyria is made up of communities and not individuals.

So thank you all so much for your support, passion and collaboration, and please understand that Arena is an amazing team with an amazing community. And together we build worlds!

Chris W

Please remain civil towards one another :)

in Guild Wars 2 Discussion

Posted by: ShadowPuppet.3746

ShadowPuppet.3746

I realize that many people have a emotional investment into a game that they purchased and intended to possibly play for many years to come, it is just sad to see what happens at times when people have differing opinions (which they are entitled to) but fail to be able to discuss things in a rational manner. The dev response from Chris Whiteside largely did not address I don’t think many players concerns but it is at least a response with some information in regards to the “future” of where they are heading with the game (from the post it seems it will be addressed in more detail after the holiday in the states). For my part I simply still enjoy the game, even though I am a bit on the fence about how some of these changes have been implemented, I am disheartened however when I log on and see so much negativity expressed with out there being much substance to it. This is not to say of course that people should not express their opinions, just be mindful in how it is done. Thanks for the response and have a great day and a happy holiday if you are in the states.

Please remain civil towards one another :)

in Guild Wars 2 Discussion

Posted by: ShadowPuppet.3746

ShadowPuppet.3746

I am not sure how many of you have noticed the reason given for the closure of most of the threads has been because they have devolved into the forum version of a sibling fight without offering any real insight or constructive feedback. I urge users of these forums to please try and respond responsibly and with details and supporting evidence, not just conjecture and assumption. The “nuh uh you’re wrong and I am right” mentality simply does little to convey anything useful or help. Just my two cents, do with them what you will but please do so like a adult heh.

Grand high viscount of candy corn...really??

in Blood and Madness

Posted by: ElenaDragon.8401

ElenaDragon.8401

I will say that after doing the PvE instances for the Bloody Prince the candy puddles make much more sense, but not everyone participates in the Living World.

From what I recall, this mechanism isn’t introduced until the second Bloody Prince dungeon, which can’t be accessed until after the meta achievement has been obtained. Most people will be going into the labyrinth and fighting the candy corn to do this.

Perhaps a more obvious graphic would help. I tend to stay away from fields like that since they are often not beneficial, so I didn’t know until I read the forums. I have been sharing it in game and most people are quite surprised (and thankful) to learn about it.

In-game Poll

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

It doesn’t have to be immersion-breaking – I believe we found a way that would affect players in a minimal way (repost):
__________________________________________________________
The connection between what players are doing and how they feel while doing it can be difficult to determine using login statistics alone. Allowing players to opt into a an in-game survey would allow the widest range of players (not limited to forum users) to provide instant feedback on the events and the game.

Using this data, Arena Net can not only see what players are doing, but what they like, and don’t like. This data could become a valuable tool in shaping future content.

Below are mockups I have put together based on the ideas o myself and a few users on this forum (Erick-Alastor, Marcus Greythorne, and crazylegsmurphy, who helped me with the screenshots). Please take a moment to look them over, and please don’t hesitate to ask for any clarification or provide suggestions.

See attached images at the bottom of the page

Overview Image 1
Overview Image 2
____________________

1. Giving Players Choice

Surveys are only good if the people taking them actually want to. The following image shows how, once the survey was implemented, players would be prompted at the character select screen with a dialogue box asking them if they want to take part.

Mockup 1a)

If a player chooses not to participate at this time, they are presented with another prompt letting them know they can, at any other time, turn this on in the “Settings” menu.

Mockup 1b)
____________________

2. In-Game Prompts

During initial discussion, most players indicated that they would not be happy if the game was constantly shoving surveys in their faces as they played. To minimize UI clutter, Guild Wars 2 player Erick-Alastor proposed that an additional icon be added to the menu bar which would use the existing paradigm to alert players to new surveys.

Mockup 2a)

This icon would remain on the menu unless the player has chosen to not participate, or turn off in-game surveys completely.
____________________

3. Instant Event Feedback

An in-game survey would allow players to instantly provide feedback to events they’ve just completed. For example, a player has just completed the Jormag world boss fight for the first time. As soon as the event ends, they are given a new survey alert at the top of the screen. Clicking on the icon would bring up the survey window allowing them to quickly provide feedback.

Mockup 3a)

If a player doesn’t have time to complete the survey they can simply close the window. The survey will remain in the list until the player chooses to fill it out.

Mockup 3b)

In the event that a player does not want to fill out a particular survey, they may choose to “skip” it, which would permenently delete it from the list. This gives the players the option to only fill out the surveys that are important to them, without being overwhelmed.

Finally, once a player has filled out each question, the “Submit” button becomes available. This eliminates premature submissions resulting in partial data.
____________________

Pros & Cons

Surveys can be a very good way of gathering data, or very easily manipulated and biased failure. Below are some of the pros and cons I can see with creating an in-game survey. Please feel free to add more, and discuss these.

Pros:

- Potential to reach a wider and more varied percentage of the community
- Allows ArenaNet to gather data about how players “feel” about the game to supplement login/play data
- Players can give much more immediate feedback, cutting down on misinterpretation later
- Allows ArenaNet to provide players with concrete data to solidify design choices.

Cons:

- Additional clutter of the UI / Interface
- Potentially immersion breaking for some players
- Possibility of becoming “spammed” with survey alerts as players participate in multiple events
- Bad questions could result in biased, or meaningless data

Attachments:

(edited by Pixelpumpkin.4608)

Wheres has the storyline gone? - A rant

in Living World

Posted by: Moshari.8570

Moshari.8570

I agree. Guild wars at least had a story. This is way too much like WoW. So many junk quests that do nothing. Karma to buy things? Huh? I played for a week and I haven’t been back. Binding the skills to a weapon is so frustrating. Sure it may be a living world with better graphics but it is way too easy to get lost in all the trash quests, unviewed vistas, quests you have to repeat to get “Karma” and all that other crap. This game was hyped up waaaaaaay too much and it wasn’t all that it promised. What is with the level adjusting? I go into a lower level area and I get adjusted based on the enemies there? That is the main reason I will no longer play guild wars. You disappointed me with this game Anet. VERY much so.

LOL, the level adjusting and open world hearts for quests, vista’s are all the reasons I play GW2 over things like WoW. I love being able to go to a low level area and not feel like I am absolutlely trouncing everything (why would you ever go to a low level area in WOW…there was never a reason to go back). I love the vista’s. I also like the repeatable little side quests that you can jump into if you want to or ignore if you want to.

Obsidian Sanctum space for large battles

in WvW

Posted by: Luna.9640

Luna.9640

SPECTATOR MODE ?

If You ever been part of the GvG battle you probably noticed that there is a HUGE crowd watching the event (watching,commenting and even cheer for their team)

Any news on this ?

Obsidian Sanctum space for large battles

in WvW

Posted by: clint.5681

clint.5681

Its crazy that they are giving you your own area to GvG and some of you are still managing to find things to complain about.

Devon is right a lot of people who play WvW dont care about GvG so having your own separate area is probably best for everyone.

Rangir Dangir – Ranger | Mr. Ragr- Guardian| Sneak Stab – Thief | Mr. Ragir- Warrior
[url=https://] [/url]

[Merged] Skill lag issue

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

I don’t understand why they even went along with the Leagues if their servers clearly aren’t up to the task.

I mean skill lag was bad before, but WvW participation is now 200-300% of its standard and it’s much, much worse.

Its been over a year.. and still skill lag?

in WvW

Posted by: Lord Kuru.3685

Lord Kuru.3685

please fix this issue.. as it has costed me many deaths.

Think about how many kills you’ve gotten because of it as well.

Seriously though — skill lag is one of the worst technical problems in the game right now.

"Challenging" PvE Content vs Ranger Mechanics

in Ranger

Posted by: Harnel.6810

Harnel.6810

This is, unfortunately, true. Against Subdirector NULL, I had to quit the party so others could join in because my pet kept setting off mines and getting i or another player killed, even with the firm control i was placing on it. The simple fact of the matter is that unless a pet learns how to path around this sort of thing, We’re losing our ability to fight appropriately in fights that include such things. yes, we as ranger players can dodge, but our pets simply can’t.

I’m against permanent stowing. I play my ranger as a beastmaster because it’s why I play the profession in the first place, and that’s what you’re signing up for when you choose to play a ranger. Pets are fine in normal content – Citadel of Flame, Crucible of Eternity, Ascalonian Catacombs, and numerous world based events are all doable, possibly even easy if you know what you’re doing. The problem here is that these simply aren’t designed the same way, and that causes serious problems to anybody who can’t think, whether it be player or AI.

Excessive changes to pet mechanics are something I’m against – there’d be too many problems with a widespread change. But giving their AI an awareness of target zones would be a good way to make them more capable in combat without introducing a large change to their mechanics. Unfortunately, I don’t know how hard that’d be to implement, but it’s still something to consider.

On another note, to Holland: Avoid insulting Anet. First off, they designed the game we enjoy in the first place, so give them points for that. Second, They can’t officially reply to everything – doing so is the purview of designers for things like tabletop RPGs and similar. Every time they respond they need to get permission for the response or there’s a good chance they’ll reveal something that they’re not supposed to. And finally, Keep in mind that changes have to be in the works for a bare minimum of two months before they’re seen. Charr armor, for example, we likely won’t be seeing for quite a while; not because the Devs aren’t working on it, but because what’s been requested is an insane overhaul that’ll probably take months to accomplish.

Insulting them just makes you look like an ingrate, and I know you’re better than that.

(edited by Harnel.6810)

"Challenging" PvE Content vs Ranger Mechanics

in Ranger

Posted by: Melana.8345

Melana.8345

I debated with myself for quite a while whether to actually write this – in the end, seeing the descriptions of the Queen’s Jubilee with “bosses designed to punish zerg groupings” tipped the balance.

There is a serious conflict-of-design between challenging content designed to punish poor/unskilled play, and the Ranger’s primary mechanic.

We’ve seen over the last several months a general trend to make more interesting fights by requiring skilled play by the player (which I think is a very good thing overall). Fights requiring awareness of surroundings (mines, the electricity walls, dodging cannon fire), constant repositioning, tactics for “trick the enemy into eating their own companion’s fire to weaken them”, etc have been making for much more interesting fights. Players that don’t learn to dodge, that don’t learn to move, that don’t learn to watch what is happening around them start being introduced into situations where they have to start learning – which ends up making for better players in the end. It also turns the fights from more static “tank-and-spank” into things that need more awareness of what’s going on.

I actually don’t see any other way to create interesting and challenging fights – and I don’t think these are a bad thing…

The problem is that the Ranger’s pet represents everything that this type of combat is designed to punish.

The pet does not dodge. It is not aware of aoe circles, and just stands blindly in them. It has no pathing ability to recognise a mine, so explodes every kitten one. It can’t jump on boxes to avoid electricity walls. It’s too kitten slow to respond to a Ranger’s commands for the Ranger to compensate for this most of the time, it doesn’t heel properly (preferring to run around the ranger at about 2m range away) so the Ranger can’t path it through “a minefield” themselves, and even when called back it’ll take ages to actually start moving and then path back in a straight line through every single bit of aoe along the way (there’s no ability for the Ranger to say “scatter/move” instead of “come to me”). Even when calling on it to actually use a skill, the 2-5 second activation delay makes that skill pretty useless (as most of the time it’ll miss). And in some of these fights, there was actually nothing the ranger could do to keep a pet alive and functioning – the limitations of the AI couldn’t be worked around at all (e.g. the electric walls fight).

Pets work well enough in open world combat, because there’s more leeway for “unskilled” type play – the lack of situational awareness in the Pet’s AI has less impact. I’m not skilled in PvP, so I can’t comment on their capabilities there.

In “challenging & interesting PvE combat” such as we’ve seen over the last few months, the Ranger’s primary mechanic is to have their damage nerfed by 20% or more for the duration of the fight.

Whether that nerf is due to pet death, to calling them out of combat to prevent death, or simply just due to them not being able to hit a moving target doesn’t really matter – the end result is that the Ranger was balanced around an NPC AI that is incapable of reacting to the challenges that players can, and the mechanic itself is in direct conflict with the desire to be able to provide interesting & challenging content.

A primary mechanic that makes you automatically (and sometimes unavoidably) weakened by AI failures you can’t control right when you need all your skill and capability is a failed mechanic.

Despaired Ranger: Crafted The Dreamer, lost range, lost GS condi damage for synergy.
Pet AI awful. Sword root+Aussie latency unmanagable. Lost playstyle, lost legendary, given up.
Mell: 80 Asura Guardian (+7 other 80s) | Aus Serenity [AUS] | Jade Quarry

(edited by Melana.8345)

How low has your server gotten Tequatl?

in Tequatl Rising

Posted by: Martin Kerstein.3071

Martin Kerstein.3071

Head of Global Community

Next

Sea of Sorrows killed him, here is the screenshot for proof.

I don’t know, that looks fishy to me :P