skipping bosses,running into dungeon and trying to excape from trash mobs, and if you succeded stack in 1 corner and dont move and spam buttons.and run again.. if you die ont eh way of this run go back and wait untill the end of dungeon there alone bcos there iws no way for you to go to your team mates alone. bcos all this mobs the “skipped” are still there and they willl eat yo alive..EVERYONE IN THIS GAME IS IN RUSH everybody want to finih it fast ,no one enjoying any fight in this game (i really dont think so) everyone is zerker ( which means kitten stability,kitten,support,kitten heals,kitten other build just get a sword and kill,kill,kill) tey even kicking me out from pug’s as guardian if they see me with staff weapon..this game’s endgame ove has NO DEPT,no fun,just bunch of kids want to finish their dungeon in 10 secs…i dont understand why they rush..when i hit lvl 80 i got my gears from market for 25 golds in total. i was full endgame gear and i had no reason to farm all those lfg dungeons for any gear only 1 reason i am doing them is to get “skin armor” set and thats only cosmetic…really guys what is the reason for all this " rush and skipping and zerker mania in this game.. is it bcos of poor fight design? where you have to handle 60 mobs without any healer,or supoortive class ?..this is what gw2 endgame,quick brief
for newbeginners..
Hello Community,
I do understand that diminishing returns is meant to keep the casual player at least somewhere nearer to the hard core farmer when it comes to money and to allow the casual who can only play once or twice a week (like me) to still be able to buy at least the cheaper shineys.
But when it comes to some special dungeon loot like Fractal skins and armor, Atherpath weapon skins, Precursors and others, there is simply no other way of obtaining it but bad RNG or having lot’s of money. In general RNG is a good way for a publisher to make sure a certain item is existing exactly as often as he wants to and can control the rarity and price this way.
Reality is very different, as RNG is for the individual player itself a very bad mechanic. Some people get two or three of these very rare items in short time while others do not get anything. On a sample size of 10000 players this makes no difference for the developer as there are exactly the amount of items in the markets as he imagined and calculated, but for the individuals this is simply unacceptable. True enough that over a long enough sample size this will normalize, but let’s be honest: Who is going to make 100.000 times Fractals in his lifetime to normalize the statistics and afterwards says “Yeah, RNG is great as I was sure to get this item someday!”.
Therefore I would like to see a Increasing Returns system.
When I run Fractals, I want to have the same drop rate for weapons as now. But after running the same Fractal over and over again without getting something, I would like to see my chances to get a skin or another item to double or triple or tenfold. Reduce the base chance by halve, but increase the basic chance of a gaining a Fractal weapon each time I run the Fractal without getting a weapon.
This is fairer as the system still utilizes RNG and you are still able to calculate the comeplete existing amount of rares per 1000 players, but the items will actually be in the hands of the people who worked for it and less so in the hands of the people who simply got lucky.
What you (ANET monetization guys) have to realize is following:
People do not play as long as would be required to get near to a normalized sample size. The reason is simple: You loot a precursor or two and finish your legendary early. The player looses his incentive as he got used to nice drops but does not get any more drops (rare drops normalize for him) and looses incentive to play. lost player.
The other player never get’s anything, sees all the other player running around in unbelievable expensive stuff and get’s frustrated and looses his incentive to play before his curve of good loot get’s normalized by a streak. Lost player.
Your metrics tell you that in general every player get’s a good item once a month, so why should anybody loose his/her incentive to play. Everything works as intended and you can just not understand what everybody is moarning about. Also, you cannot understand why people leave your game and your income grows thin, because loot seems fine by your calculations but people tell you loot sucks!
I hope you see the error in judgement here.
+1
/15 asdfgsdfgsdfg
Tekkit’s Workshop
please nerf this loot in eotm when nobody play normal wvw i want go to eotm but there is no one play pvp there is only stupid train where people farming level and champions
I enjoy underwater combat from time to time. There is a long list of things that ArenaNet is working on currently and many more things that they’ve put on the back burner. Who is to say that underwater combat won’t play a larger role in the future? That when it does they won’t give us options to earn and/or craft better aqua breathers?
If underwater combat were removed then we would either have no ability to swim or we could swim through large sections without any enemy engagement whatsoever? No thank you.
Learn how to fight underwater or gtfo.
I like underwater combat. I don’t think they should remove it, so no, thank you.
All I read is hypocritical “I hate AP bias but I kick low AP”. Way to prove the improper metric.
So, are we going to get some blogpost about something incoming or something like that?
Since the Aftermath release, we got no word about what is coming on (LS season 2?). While i Recognize your effort in “Feature patch”, i’ve find it horrible and poor (Most something detroying good game mechanics than implementing new good ones).
I as myself have been playing each day less, and I’m getting ever more less interest in the game.
The “Feature patch” had nothing to maintain us occupied, and now the lack of content is making more ppl go away. I’ve even completed 2 pvp tracks (Balthazar and arah), and now I’m bored.
So, something is coming on?
Probably not. If there was something, they’d tease it.
Anet, pls nerf this boss to the ground! Make it dead simple like Shatterer! Or put the kitten thing to an instance! Before April 15th I could not make it to a map where a kill attempt was taking place due to player number cap. Being there 30-40 minutes before the actual fight still wasnt enough to avoid overflow. And now… I had one kill. YAAAAY!
And 20+ failed attempts. None of which got further than 95% HP. Its just so hopeless!
People go there and screw things up every way possible. The dead dont rez, too many/few defenders at turrets, turreters not using their skills properly, megalaser fail, etc. People who know the fight are constantly spamming map chat with useful advices, but no1 listens. Either because they dont even bother reading mapchat just run there, turn on autoattack and wait for the loot. Or because they dont speak the language. they have no chance of understanding it in the firast place.
So all in all: any boss-encounter that’s difficulty level is above average-braindead, should take place in an instance. So players can form a capable group, do things coordinatedly, and exclude all those who: dont speak their language, have no knowledge of the fight, refuse to do as told just for the sake of trolling, etc.
No pug raid will ever kill Teq! Well maybe my 1:23 success:failure ratio can be still applied as an average…
I’m quitting Teq fights until this is resolved. Which means – to be honest – forever, because I have a feeling that ANET wont do kitten about this. Or probably wont put Teq in an instance. The only realistic solution is to nerf the fight down, so that autoattack heros can win too.
Call this a rant, vote me down or ban or whatever; I dont care…
I hate wasting energy on pointless things, especially when other’s attitudes make that thing pointless.
(edited by Nimrud.5642)
WHY did you throw so many in??? Even with the pre’s increasing in cost, you’re better off saving and waiting
Precursors are increasing in price so buy the time you save 1000 gold the precursor you want might be 1500g. Also, people like myself won’t buy a precursor.
because gambling on the mystic forge is so much more epic.
The only “epic” way to get a precursor is by getting one to drop. And that’s never ever ever ever going to happen. Forging is the only way I will ever get one and I’ve come to believe that won’t happen either.
Until Anet fix this issue I won’t have a legendary. I won’t save 1000 gold to buy one because paying another player off for being lucky when I wasn’t isn’t how I choose to play. And by the time I save 1000 gold precursors will be 1500 gold.
Unlucky since launch, RNG isn’t random
PugLife SoloQ
Let’s just accept that ANet doesn’t know how to design proper challenges, only pew-pew content. No such a thing as risk vs. reward, only insane grinding vs. reward.
It’s gotten exponentially worse, and the longer it goes the worse it will be for Anet to fix, if they even can. Prices are going up every hour, making it thoroughly, totally, completely, and any other word you want to use, impossible for the standard player to buy. People couldn’t afford them when they were 600-700g, now most of them have breached 1000. This is positively ludicrous. This system simply doesn’t work. It’s time somebody in charge does something about it. I don’t even want a legendary and it upsets me seeing players not being able to complete their legendary for months or longer after completing everything else just because they can’t get a precursor.
I agree, since the introduction of the wardrobe and conversion of legendaries to account bound, prices on some precursors have increased ~100%. Prices for some have increased substantially more than 100% in the last 6 months. Prices are increasing faster than I can make money and I don’t have enough money to flip precursors, which is where the real money lies. The wardrobe has caused serious inflation and, the drop rate HAS to be increased, substantially!!! Now I don’t play much and I typically have very bad luck with drops in this game. I’m pretty sure the RNG for drops is tied to the average number of hours a day you play. I get rares as about as often as most of my friends get exotics and other than the one precursor I got at Lost Shore, when everyone and their dog got precursors, I have never had a drop worth more than 25g (Black Dye). I quit the game for nearly 7 months due to bad drops. Constantly bad drops when you’re surrounded by those getting consistently good drops is very disheartening. That said, I expected a legendary to take me a couple years, but at this rate, by the time I can afford a legendary weapon, GW3 will be out. It should not be that only those with legendary credit cards can afford legendary weapons. It truly is “Grind Wars 2”.
In some cases, there are more legendaries available in the TP than there are their precursors…this is BROKEN!!
T6 mats are also increasing since the wardrobe change, though not as quickly, mostly due to the increased farming in Orr brought about by the megaserver, compensating partially for the increased demand. I don’t think it was well thought out how this would affect the economy.
The Legend has increased from 1155G to 1399G since last night…in approximately a 12 hour period. Spark has increased by nearly the same margin. It’s an unbelievable, and ridiculously broken economy.
By comparison, bots were never a problem to the economy, they are for many other reasons, mainly being they’re typically hacked accounts, but they’re good for the “economy” as a whole because they take a crap load of gold out of the economy while increasing supply. The gold that is made, and eventually sold back to players came from in game, so overall it’s a wash. The gem store, however, with it’s infinite conversion of real money in to gems then in to gold, is the real problem with this economy. Infinite money from an outside source=runaway inflation. There is vastly more gold coming in to the economy than is leaving…the only thing that can happen is prices go up. Granted, there are other ways to make vapor money in this game, such as selling junk to vendors, which will also slowly cause inflation, but not nearly at the the rate we’ve been seeing.
I do feel sorry for those with hacked accounts, but I do miss the days of the bots, when you could buy T6 mats for 2-3 silver and precursors for less then 200g. I remember when The Legend was 60g. Since I started playing the price of The Legend has increased nearly 2332%…and they claim the economy is fine. Well, I call BS on that.
(edited by Leamas.5803)
your third legendary? I have nothing nice to say to you
rules and then take an overview.
[EU}Gandara
Hello there.
One thing that is certainly causing many discussions about “how awful our community is” is when people give “tsunamis” of feedback, questions and reports about several things and since the patch, one incredible silence involved all ArenaNet team, if they reply threads is to warn the thread may be blocked or actually block/merge the thread.
Why so much silence? Why don’t make community know you are aware of certain issues and working on them? Or discuss alternatives with the community of points you’re open to make changes?
I think things several times scale to the points moderators need to step in due abuses, people feel they are not heard, that specific groups of players are with problems with the patch and they try to report or ask to something to be done about it and it’s just… silence, like they are not even reading.
Why don’t ANet does a simply reply on a thread just saying something like: “We know there is some issues with guild missions after the patch and we’re are working to fix them.”? (just one example)
Not only that, try to ask for constructive feedback about the things that need changes, the mega-threads can’t address specific issues.
I honestly believe when it comes to create one Healthy Community, that is a process that takes several years, the team that is behind interact with the community on this forums is not taking steps to make that happen.
Sorry my English.
Asura thing.
(edited by Max Lexandre.6279)
I fail to see how this is a bad thing
There is a difference between ‘populated’ and ‘Tokyo overcrowded’, you know. Anet does not, apparently.
William S. Burroughs
Funny!! I have to admit that out in WvW, I’ve laughed many times when I’ve seen a finisher take me out. I hate to admit it, but I actually chased a player who had the quaggan finisher and fought half-heartedly just to have another look at it! How can you be angry for losing a fight when you get something that funny? Also like the golem and minstrel finisher.
Thanks for the preview!
Why new to pvp must play with super experienced killers?
This schedule is restricting player access to content that they’ve previously been always able to do based on their time zone and when they’re actually available to log in (i.e. not commuting, getting to bed at a decent time, etc.). Not only that, but it now requires a much larger amount of time to attend most of these in a day.
I don’t understand why you can’t have multiple bosses spawn at a time slot and allow players to choose which of the spawned set to attend. Something like having all low level bosses spawn at 15 past, mediums at 30 past, high levels at 45 past, and the mega-organized on the hours. That way at least a player who can’t be on for say, Fire elemental can decide to do that on a day since they haven’t killed it in a while.
I also don’t get why you felt the need to change Tequatl and Tri Wurm’s schedules at all. Why can’t the “mega-organized” events have their own separate schedule? It’s not like the world boss zerg was ever disrupted by those events. At the very least please add some more spawns than three times a day for these. Not everyone is capable of playing during your chosen prime time.
This covers everything that I fear about the mega-server system and large organized guilds doing fights like this.
I too would like to request a guild instance system, or a simple spawn system as Agent suggests for guilds that will allow us to spawn bosses at least twice a day without to much grief in obtaining said spawn item/token etc.
These fights are the main reason I have been logging on Guildwars since September. If the new system hinders organization like this, I will most likely walk too.
Its a dangerous time to disrupt communities like this with other games about to hit the market that may take away our attention.
3. Spawning world bosses using consumables for guild merits/influence.
You guys made a game where people can join 5 guilds at the same time. So people join one for guild missions with friends, one for WvW raids, one for doing dungeons and, for example, TxS only to kill Tequatl and Wurm. We can’t even comprehend why you did such a thing since even players from 500 people guilds join TTS or TxS just so they can kill Tequatl/Wurm. Do you really think that giving people the ability to spawn those events will somehow magically change the way guilds work? The only thing that this will lead to is flaming and whining on the forums because guilds with 35 players are able to spawn Tequatl, but it’s too hard for them to kill it! Nerf it! Just like what happened with the Mad King jumping puzzle.
ArenaNet idea: Tequatl and Wurm might be fun events for casual guilds to try. Let’s make it so that they can, given the guilds are able to grind for merits and influence, queue their own world bosses!
In doing so, we will force our guild mission content on all the guilds that are not designed for guild missions at all. On top of that, offering double rewards for having to do guild missions not only in the guild that is meant for that, but also in a world boss guild just so they can unlock the content the guild is purposed for is obviously out of the question.
Question: Now you expect people to do guild missions in more than one guild? What for? Will they get twice as much commendations? Probably not. Will we be able to gather enough merits to spawn Tequatl twice and Wurm once a day? Everyday?
TxS guilds exists only to keep all the people together in one place because we all want to kill Tequatl and Wurm. We never wanted to do guild missions together, or any other guild activity for that matter, to be honest. Not to mention you allow players from different servers to join the same guild. How do you expect TxS or TTS to gather influence and merits for those “consumables” if each server carries its own influence?
You can’t just force those ways on every guild. Certain guilds serve one purpose and one purpose only. We kill Tequatl and Wurm and that is the only thing we do, as everyone has their own guilds for guild missions already.
Our solution: If you really want us to spawn those events using influence/merits you should make sure that both will not be server-based anymore on the same day as the patch hits, not half a year later.
You might think that this post is just another old man’s rant, but it is not. Since the information release of the Megaserver patch we had pleasure to talk about it on TeamSpeak with at least 500 of our guildies and those are the concerns that were raised.
Now, ArenaNet! Don’t take this the wrong way; the idea behind this Megaserver patch is awesome it will help casual players in whatever they want to do, but it seriously hinders the thousands of organized non-casual players like us.
To give you the simplest example, look at your statistics, how many times did Vabbi kill Tequatl or Wurm? Now let me ask you another question: do you really think that the great population of Vabbi gathered around and did that? And do you really think that getting more casual players on the same map will lead to them successfully finishing those hard events? There is a reason we have an organized guild like this, because it takes a lot of organisation and cooperation and teamwork to kill these bosses.
You usually do not get feedback like that from communities like ours because we know that it will probably get ignored anyway and we won’t accomplish anything, but this time is different since the patch puts the survival of guilds like ours in serious question. Lots of people in our guild, like myself, only play this game because we have these events where the organising and doing them as a team is the last fun part of Guild Wars 2. If this ends, many will consider leaving, like me.
This is a serious matter to us, so I’d like to ask the general community of the game not to use this topic for flaming or trolling because you won’t accomplish anything anyway.
As a leader of TxS I am also asking members of our alliance not to participate in flaming wars if any were to occur. Be polite, respectful and stay on topic.
(Big thanks for Chiiwii and Fyridor for spell-check and grammar ^^)
(edited by agenciq.8043)
(I would hereby like to request forum moderators not to merge this topic with other Megaserver feedback threads. We don’t just want to give feedback, we want to raise serious concerns here regarding the future of guilds like ours, rather than being lost among flame and suggestion posts. Thank you in advance.)
At the start I would like to apologise. It is not my intention to offend anyone, especially not ArenaNet nor any person that plays in GW2. I will state the facts as they are without any sugar-coating and sometimes truth is harsh, so don’t take it the wrong way.
Let’s start with a short introduction; I’m Agent, one of the three leaders of the biggest EU community dedicated to slaying Tequatl and Triple-Headed Wurm and probably all the future “hard” bosses we might get. The TxS Alliance, as we call that community, is a home for over a thousand players enjoying the complicated events in-game. The Alliance is spread over 4 multi-server guilds; TKS, THS, TSS and TXS. We usually kill Tequatl at least twice a day (more than 300 confirmed kills) and we managed to kill the Triple-Headed Wurm over 50 times since its release. This all would place us amongst the most experienced in these events.
Of course, we are not the only ones; NA servers have its own community called TTS (which exists of 10 or more guilds and houses around 5,000 players). Since we operate in the same way I think that I speak on behalf of all those people.
We have created said communities for these hard events, but with the upcoming Megaserver patch, that will most likely come to an end. This is why:
1. Average population per map copy: +225%.
This is how we organize our events: Get around 120 people on TeamSpeak, guest to a server, check if the map is empty, invite all your members and kill Tequatl/Wurm. I guess I do not have to remind anyone that maps fit 150 people at most.
ArenaNet’s idea: Get everyone, regardless of server, on the same map. This way, every instance of every map will usually be almost full.
I understand the point of view of developers; you basically want to squeeze as many people as possible on a map so “casual” players will always have someone to play with.
But hey.. what about the NON-casual players?
Question: How we are supposed to do these events now when ¼ of the people will end up on map instance one, ¼ on map instance two, ¼ on map instance five and ¼ on whatever other map instance there is? If your answer would be: “But people from the same guild will end up on the same map!”, that might be true, but to what extent? You will end up on the same map, but that map will already have people on it. What happens to those people when more guildies try to join in and the map is already full? Do those people get ported over to a different map instance, or will the guildies not be able to get in anymore?
Not to forget about: “Average population from the same guild as the player on joined map: +5%”. As mentioned before, we are not just one guild; we’re spread across four.
Our solution: Guild-specific map instances. Since we can pay gems to make our private pvp arenas, why can’t we pay gems to create our private Sparkly Fen, or Bloodtide Coast? Where only specific guilds can enter?
2. World bosses spawn time changes.
I do not know what statistics you guys look at in your office but I can tell you now that no-one will kill Tequatl at 04:00 AM in Europe. How did you even pick those times? Since September we kill Tequatl every day and I must say that our guildies never asked us to kill Tequatl at any of those ridiculous times before.
ArenaNet’s idea: Since we already squeezed all the people on the same maps so they are not empty, how about we limit world bosses to only one kill per day, at a realistic time? That’s great! Now these maps will always be full at this hour because, let’s be reasonable, there’s only one time most of the people will manage to join after work/school/university/life in general. (Which is 19:00 cet)
Question: What exactly was wrong with Tequatl/Wurm spawning every 2 hours? People/Servers could pick whatever hour they wanted to and finish those events at a convenient time but now they can’t. “You will be able to spawn those bosses using consumables bought with guild merits/influence” NO. Which takes us to the problem number 3.
Our solution: Um… leave the spawn times like they were and everyone will be happy? Because there was totally nothing wrong with that.
Mine was attacking a chicken in Ebonhawke.
In the first months after launch I told everybody that this game will be really great in a year with Anets speed of updates.
Lol.
Checking the forums and thinking I will find a friendly community.
I think Eternity was actually a joke by Anet to see if anyone would actually destroy a legendary to basically get a new name, a glowing pommel, a slightly different footprint and a whole lot of bugs. Apparently people will.
Am I legendary yet!?
While I agree that not all of the changes in the feature pack are my cup of tea either, I must disagree with the idea that they’ve barely been requested (wardrobe, guilds, champion farming nerf and the sort have been asked for, sorry).
However, I do believe that more needed to be done for such a big song and dance. Yes, they can’t give us everything instantly, I appreciate that. But they could be doing a lot more.
- A sizeable number of weapon/armour sets that aren’t just a couple of pieces, in the gem store or gated behind strange requirements. GW1 has a ton of stuff – use it!
- Overhaul the music system so it uses regular notes, instead of the solfege nonsense we have now. How about a .abc system while we’re at it?
- Make condition damage worth using.
- Make healing power worth using.
- Make everything in the game besides champions, boss events, some dungeons, WvW and PvP appealing (and not by throwing loot at it)
- Actually balance the classes.
- Make the game live up to the manifesto and the broken promises made before launch.
- Guild halls/player housing.
- Give smaller guilds a purpose.
- Make SAB open every Tuesday or Thursday, or something like that.
- Work on some behind the scenes stuff to make large scale events not lag the hell out of those of us without superior computers/internet connections.
- Add some permanent new content.
- Continue the story. And by story, I mean story – not cutscenes prioritising lesbian kissing over the villain’s master plan.
- New game mode akin to SAB, where you play as Poobadoo and gain points for disrupting and licking Tengu merchant caravans.
- Hell, how aren’t Tengu on this list?
But yeah… Anet has been slacking off for the past year or so – you’ve got some catching up to do! 
I agree. I think leveling should feel rewarding on all levels. Getting a trait point every time you ding just feels enjoyable and rewarding, because it lets you know that your character is progressing, you’re getting one point closer to that next cool trait, etc.
Leveling to 30 is going to feel pretty grindy now, not to mention that it’s pretty boring to play up till level 50 or so without having cool traits to enhance your gameplay.