Showing Posts Upvoted By RoyalPredator.9163:

Why we didn't get buffed

in Ranger

Posted by: CRrabbit.1284

CRrabbit.1284

The reason of the “hate in the community towards the ranger class” is becoz ranger is underdog since day1. Ranger has been considered as a free kill for so long time, then once any viable competitive build appears, it makes ranger not a easy kill. “Lose to a ranger” is the biggest shame to other classes — that’s where the hate comes from.

[Changed!] Make Unlocked BL Chests AB, not SB

in Black Lion Trading Co

Posted by: Baroze.8547

Baroze.8547

I managed to get 40 chests and keys together buying swapping gold etc and unlocked them put them in my bank not know they were SOULBOUND and deleted the character as I didn’t enjoy it not knowing that they were SOULBOUND and now I have unlocked chests laughing at me and tuanting me every time I open my bank who’s stupid kitten idea was it to have them SOULBOUND!!!!!! In the first place I want to cry

Commander Lord Baroze guild leader of the legion of aku ma Guardian and Protector of Fissure of woe

Ranger Balance [Post CDI]

in Profession Balance

Posted by: jcbroe.4329

jcbroe.4329

6) Pet class that harms pets, contradicting by design – This one should be a bit more straightforward too. As the “pet class,” why do rangers have to go abusing their pets in order to gain survival? Signet of Renewal, “Protect Me,” and Empathic Bond all kill/harm the pet. The same pet which devs have stressed to the players the need to work with in order to maximize combat potential. It just seems very counter intuitive the rangers have more functional “pet killers” than utilities that actually allow players to effectively work with their pet. What happened to skills from Guild Wars 1 like Predatory Bond, Strike as One, Symbiotic Bond, and Companionship?

7) More functionality/gameplay options for pets – Why is the pet just a DPS option? There are quite a few problems that could be fixed with more options to build around with for pets. Why do they always just have to be a damage option? The game needs more traits like Mighty Swap and Vigorous Swap, where you can choose to use your pet for utility options like giving boons and supporting rather than damage. It sure would open up playstyle diversity to have more options to gear pets towards other than “damage or more damage.”

8) Trait reorganization stressing hybridization over heavy investment – This one seems pretty straightforward too. Basically, Signets, Spirits (more so previously than now), and Traps all require 30 trait points to make otherwise pretty mediocre utilities useful (only 20 with Spirits now). Heck, signets don’t even work on the player without a grandmaster trait. For rangers, this is probably the biggest hindrance to build diversity that needs to be addressed. The utilities already require heavy investment in the utility slots to be worthwhile (Traps and Spirits both typically work better with at least 2, to even 3 slots). Adding another 30 point trait requirement on top of that makes ranger builds have to build with heavy investment in order to be successful, for the most part. Just as Spirits Unbound was moved down to the master tier, Trap Potency and Signet of the Beastmaster really should be looked at for similar reworks/repositions to open up more build opportunities.

9) Lack of immediately recognizable role for team compositions – This is more of a concept than it is a true issue. Basically, the ranger doesn’t have a whole lot that offers competitive options for a team composition to the degree where players think that rangers are worth slotting over other classes. More prevalent in PvE/Dungeons and WvW than PvP, but really, rangers only offer Spotter and Frost Spirit in certain circumstances like dungeons (this is mostly where you see this build selection). Outside of Spotter and Spirits, everything the ranger does is accomplished by other classes. But, as mentioned earlier, Spirits suffer from the same issues that pets do; not scaling well the larger an engagement gets, due to their killable nature. On top of that, most ranger builds require a trait investment that forces them to specialize more than other classes and in the process give up other offensive or defensive options that those other classes still have access to. Overall, every class should be able to compete for slots on a team composition equally, by either bringing something unique and helpful to that team composition, or by bringing something similarly competitive in function to other classes, while being able to provide more of a unique role/addition elsewhere.

Overall, this sums up where many people in the ranger community feel that ranger is at balance and as far as quality of life changes are concerned. Any feedback, especially developer feedback, is welcome.

The original discussion started within the ranger community can be found here: https://forum-en.gw2archive.eu/forum/professions/ranger/The-State-of-Balance-discussion/page/1

Discuss

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

(edited by jcbroe.4329)

Ranger Balance [Post CDI]

in Profession Balance

Posted by: jcbroe.4329

jcbroe.4329

The reasoning:

1) Pet Responsiveness – Last year, nearing the last balance patch, a developer response was kind enough to enlighten the ranger community with the information that the pet skill lag, particularly, the response time of the pet F2 key, is dealt with through the server because pet AI is coded off of the games creature AI. Essentially, this means that using this F2 skill basically just adds the unique skill to the AI action queue for the pet to use at its earliest convenience. This is a problem. Lack of true control over the single player dictated skill on a class whose pet AI has to be continuously be band aid fixed in order to improve basic functionality is a serious problem. This needs to be more reliable, especially since it is one of the only ways a player can actively utilize their pets skills to use the F2 skill on demand when needed during a fight. Without this skill taking full precedence and being reliable, its success rate has so much disparity that it ends up being more rage inducing than helpful.

2) Reliance on a small handful of traits for every working build – This area could be said to be aimed directly at Empathic Bond, since it is the only form of reliable cleansing that is strong enough, particularly for a competitive environment. That specific example aside, there is an issue that is not ranger specific with certain traits in this game becoming a “staple” for almost every build deemed viable by the community, which limits build diversity.

3) Pet survival not balanced adequately for large scale engagements – This area seems self-explanatory, but basically, the ranger, whose class mechanic is an “always-on” pet in which the players damage is balanced around, does not have functionality that scales well with how large engagements, specifically in modes like WvW. This often results in ranger players sacrificing what most would consider a fairly significant portion of their damage during these large scale engagements, either by way of having a passive or a dead pet. Being that this is the class mechanic and was designed with an always-on design, there shouldn’t be any instance in which the class mechanic is rendered as ineffective as it can be currently.

4) Utilities completely outclassing other utilities – There are a lot of utilities the ranger has access to that can just be considered to have a “null” function. The shouts really don’t do much and really don’t compete with the functions of the rest of the other utilities. Keen Edge (trait) is the only time Sharpening Stone ever sees any use. Frost Trap is very underwhelming for its cooldown. But just generally, there are utility slot options that just don’t functionally compete with other options that can be taken, which is very limiting to build diversity.

5) Weapons not having unique and competitive functions/roles versus content – In a nutshell, weapons seem like they should ideally all be unique and have a specialty role as far as functionality goes, in order to get players to actively make the best weapon selections for the content and their build/etc. However, functionally, the ranger bows are very bland and unexciting weapons, and the ranger longbow especially, which provides very underwhelming functions and damage. Sword and Greatsword compete directly with each other, as both are power based melee weapons with evasive/defensive capabilities, and Axe (and Dagger) competes directly with the shortbow so closely that the only difference aside from an interrupt is deciding what conditional bleed application you want. This leaves only offhand weapons to compare. Really, the weapons just need to be more different from each other, and less subjectively boring in some cases.

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

(edited by jcbroe.4329)

Ranger Balance [Post CDI]

in Profession Balance

Posted by: jcbroe.4329

jcbroe.4329

First off, due to the lack of the lack of, or assumed lack of experience when it comes to balancing Guild Wars 2, this write up will push to make sure that the aim of the write up, which is to present an organized list of areas in which the ranger class could be rebalanced with explanations as to why these areas are being considered as having enough weaknesses to justify the potential rebalancing of them.

While suggestions are more than welcome for discussion purposes in order to create examples to make examples so that discussions can progress more smoothly, ideally, this thread should remain to discuss the Quality of Life and balance change areas being suggested for improvement, while debating whether or not any additional line items are in need of being listed. However, because specific example discussions are deemed in the developer sticky to be more useful than more generalized topics, suggestions should definitely be worked into the discussion and discussed, as to comply with this forums guidelines.

This is going to be the initial list of areas that has been discussed within the ranger subforum as having a need for either some sort of rebalance of overhaul. Here, they will just be listed, and later on, explanations will be provided as reasoning. Due to the earlier statement that essentially states that the playerbase, for the most part, doesn’t have enough information in front of them as far as direction/core balance/balance philosophies/etc goes, these explanations will refrain from making suggestions as to what to overhaul or rebalance things to. More so, this list is just a statement of where a portion of the ranger community has taken a stance of the position of the rangers class balance across various game types, versus other classes, and within itself.

The list:

  • Pet responsiveness
  • Reliance on small handful of traits for every working build
  • Pet survival not being balanced adequately for large scale engagements
  • Utilities completely outclassing other utilities
  • Weapons not having unique and competitive functions/roles versus content
  • Pet class that harms pets, contradicting by design
  • More functionality/gameplay options for pets
  • Trait reorganization stressing hybridization over heavy investment
  • Lack of immediately recognizable role for team compositions
Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

(edited by jcbroe.4329)

Why do people stop playing GW2?

in Guild Wars 2 Discussion

Posted by: scerevisiae.1972

scerevisiae.1972

  • The core combat mechanics are bad/overly simplified.
  • Auto-attacking is sufficient to easily get through 99% of the content.
  • Skills are very generic. No choice in skills.
  • Most traits are ineffectual and barely change anything.
  • The AI is terrible.

If this game required a subscription, it would have died faster than AOC/WAR/SW:TOR.

downed state is bad for PVP

Why do people stop playing GW2?

in Guild Wars 2 Discussion

Posted by: Trollface.9186

Trollface.9186

- Combat is kittening boring : just go full Zerk and spam dodge rolls, autoattack….
- Lack of skills: most of them are either useless or boring/uninspired , so are the traits.
- Lack of rewards.
- PvP: since GW2 is the successor of GW1 ( which probably had the best PVP ever made)I would have expected something way better than this boring conquest…. absolutely one the worst (if not the worst) PvPs I’ve seen in my entire life.
- DR
- RNG, RNG everywhere.
- Super casual.
- Ascended gear.

I’m sure I did not mention something, but that’s all for now..

(edited by Trollface.9186)

Disrespect in gem store

in Black Lion Trading Co

Posted by: Romo.3709

Romo.3709

You’ve had your point with the armors, but unfortunately you base everything on a Mr Sparkles mini. That point in itself is giving players opportunity to get something that till now could only be obtained for hundreds of dollars on ebay. Something like this encourages people to buy gems and use them for their own good, since some of us buy gems on regular basics anyways. Plus, they didn’t have to do anything to begin with to give us any kind of reward for gem purchases.
What should’ve been your point, it should be the new helmet skins that are 500 gems each. For a helm. The first gem store armor sets were 500 gems each. Which was pricey at the time, but they looked pretty cool. Then they came up with 800 gems sets that were fully newly designed giving a fresh feel to your character. Still bit pricey at 800 gems, but justifiable.
Then they took a wrong turn with toxic release and gloves and shoulders for 400 gems each. Two pieces of armor for the price of a full set. Given they look good, but 400 is way overpriced for one piece of gear.
Now… The new helmets… 500 gems each. One piece of gear which some of us have turned off most of the time for the old price of a full set of armor. If it keeps going that way we’ll have boots or gloves worth 800 gems each. And I don’t want to get into the whole debate on how bad of a choice was the last “set” of armors introduced. In my opinion they should’ve taken all of them down and rework each of them to make them unique, not some cheap karma armor with some fire sparkles on it.

Disrespect in gem store

in Black Lion Trading Co

Posted by: Buttercup.5871

Buttercup.5871

I do agree with some of the OP’s sentiment that the attention and focus in this game has shifted too much to the gemstore. We need to regain a healthy balance again.

Account bound gemstore dyes, and skill-based exclusive armor skins would be a leap in the right direction. Let Evon go on a well deserved holiday for a while, give our wallets and our naive notion of integrity some time to catch up with the flurry of gemstore activity of the last three months.

It’s simply gemstore overkill now.

Disrespect in gem store. ACT 2.

in Black Lion Trading Co

Posted by: Septemptus.7164

Septemptus.7164

ACT 1 is in: https://forum-en.gw2archive.eu/forum/game/bltc/Disrespect-in-gem-store/first#post3306486

Please read at least 1st post, but If you don’t want here is a summary:
I wrote before how gem store is just showing bad nature by making reskins and then the shameful (for me) option to buy mini Sparkles for real live money and get equivalent with 4k gems (since you can get it only by paying with real money).

ACT 2 now.

Now we get another gem store way to make people feel bad.
Many of us bought unlimited gathering tools, at least 1 set to swap it around characters. Some bought few and others like me bought (11 sets) for all of my characters.

It was fine for us all to be able to gather it all and have fun. You kinda pay a lot of money (really for every player that just play the game and spends money on it), for something that EVERYONE, just everyone pointed as a best in slot item.

I know. I know. ANet never said it will be true, but they make those items return 2 times, released another set of those unlimited gathering tools and everyone seemed to just like everyone thought: It’s best in slot with all different skins.

THAT WAS OUR MISTAKE. Don’t trust it. Don’t trust anything you see.
It’s just not true in GW2…

Now it’s thank you but since you didn’t pay fortune for the latest models you won’t get additional money from selling sprockets that drop like crazy with 20% chance per use.
Not to mention that this way they will just kill any value that sprockets could have in TP (great move, I tell you).

From another thread on the topic of mining picks:

This isn’t P2W people. You aren’t winning the game by getting a few more mats from a node.
This, however, is a slap to the face to people who bought previous mining picks.

So in the end we get a great imbalance in TP and slap in the face for everyone who ever bought the tools for themselves.

I don’t know what to do now?
Hold my purchases until something is labeled as legendary (games BiS)?
Or will it be also replaced by something else?

I thought they made nice gesture be making my tools bound to account even though I never needed it. But now I will know that every time I look on them or just use them I will know that I use inferior stuff. Some will say it’s OK with them, but for me for paying as much as I did for my tools – this is just disappointing and DISRESPECTFUL.

(Please NO DRAMA here)
I will also ask people who bother to read this post to the end:
How many slaps in the face do you need to stop caring for updates and leave GW2?

I personally am very invested a lot in GW2 since playing in GW1, but since my ACT 1, I started searching for alternative game, so I’m not yet out but I’m thinking about it a lot.
I guess I will see how many slaps is my limit. How many is yours?

Why do wvw guilds hate rangers?

in WvW

Posted by: ParaldaWind.4523

ParaldaWind.4523

This thread again? It’s been explained a million times. Anything a ranger can do another class can do better.

No tears, only dreams
[PYRO]
Maguuma – youtube.com/pyrogw2

How much have you Invested?

in Guild Wars 2 Discussion

Posted by: Moshari.8570

Moshari.8570

4600 hours played, 12000 achievements including all Slayer and about 3/4 of the weapons ones.
500 exotic greatswords thrown into the forge before I was broke and gave up (about 800 gold plus a lot of dungeon tokens).
Countless (500 last month alone Rare weapons put into the forge…I put every set of 4 rare weapons I find into it)
Been playing since launch…I have had all of my gifts for twighlight for a little over 6 months (since the last Bazaar of the 4 winds).

Never seen a precursor.

Friend joined the game 1 month ago. I mentioned how I use dungeon tokens to “throw greatswords away” in the mystic forge. He decided he wanted Kudzu (he plays ranger), started doing TA for the gift…threw 4 longbows into the forge bought with TA tokens after he bought his gift…got leaf of kudzu on first try.

I almost quit the game entirely….not a fan of RNG or the current precursor / legendary system. I think precursors / Legendaries should be earned and not RNG or bought off TP.

Ranger Longbow - Just Terrible

in Ranger

Posted by: Bryzy.2719

Bryzy.2719

TL;DR summary at the bottom if you don’t wanna read this wall.

‘Unparalleled Archers’

The physical damage is simply terrible compared to the archetypal weapons of other professions. My level 50 Warrior deals far, far more DPS than my zerker longbow ranger.

Now, I’m not going to say it’s completely useless – at the moment I’m having fun in zergs stacking as much might as I can and seeing how much I can crit with the auto attack at max range. But that’s about all it’s good for right now, and even then that kind of gameplay gets boring REAL quick. Why should my zerker ranger be limited to that kind of gameplay?

Why has this issue still not been addressed? Should the longbow not be considered the ranger’s archetypal weapon of choice, as the staff is for the ele and the greatsword is for the warrior?

It’s easy to say “oh well the pet makes up for the lost damage” but it just doesn’t because of the terrible AI and the ease with which other players can avoid their attacks.

EDIT: up till now we’ve only seen trivial updates to the longbow. Anet have not addressed the core issues (apart from auto attack speed, but even then the difference is just not enough to bring the bow to par with other mechanics). We’ve been given gimmicks. e.g. the stealth on skill 3. Everyone was excited at first but it didn’t take long for us to realise it was ‘meh’, because it just doesn’t flow that well with the other skills.

As it stands, the longbow has no solid direction in its purpose. The most “viable” use for it currently stands as a long-range auto-attack physical damage weapon, but that gameplay is seriously limited and flawed. The way in which the skills are set up suggest that it should be a physical DPS weapon, suited to a zerker build with decent burst damage. Just as the GS is to the warrior and the dual daggers are to the thief. But it is just too weak for that purpose. Skill 2, rapid fire, is far too easy avoid and compared with the damage potential in PvE does almost completely insignificant damage to PvP/WvW targets. To be at all viable, this skill needs to have either a significant damage boost or to be given double its current execution speed. Alternatively, replace it with a single, stronger-than-auto-attack shot that has a lower cooldown.

Allow us to cast barrage (skill 5) while moving. It takes too long to cast as it is (and is avoided by most anyway), and in zerg fights it’s all too easy to get downed while trying to make the most of your primary AoE skill.

Make skill 1 faster, or increase its damage. Anet seem to have attempted to take the ‘sniping’ route with this auto-attack, but it’s still too weak and too easy to avoid. Now, I’m not saying it’s completely terrible: in-fact skill 1 is the only current appeal to actually use the LB if you’re zerg fighting in an attempt to pick off enemies from the back lines. But it’s not a killer. It’s too weak.

These are a few ideas. I expect if they were all implemented, it would become OP. I’m not expecting that. However some of these key issues NEED to be addressed.

TL;DR Summary

- LB damage terrible in comparison to the archetypal weapons of other profs (GS warrior; staff ele; dagger thief; rifle engineer).

- LB skills seem geared towards making it a zerker-based physical DPS weapon (as it should be; we have nothing else as suited to the role). But it’s too weak.

- Up till now we’ve seen trivial, almost useless updates to the LB.

- Skill 1: needs to be stronger or quicker; Skill 2: stronger or quicker or replaced with a single, powerful shot with a lower CD or added debuffs; Skill 3: is fine for now; Skill 4: only truly useful LB skill; Skill 5: allow movement when casting.

(edited by Bryzy.2719)

[iR] RANGER Redesign

in Ranger

Posted by: Adacian.9752

Adacian.9752

Rangers bow shots need to move much faster, they are too slow and very easy to avoid.
Pet issues, ANET said there is no fix for pets. I agree that we should have a ranger build that does not have to use pets. Put pets into the traits , make it an early 5 pt trait if you want a pet.

I still haven’t figured out why Rangers cant use guns….Must be the trigger that throws them. /sarcasm.

Rangers are OP!!1!!11!one!1!!!!

in Ranger

Posted by: CRrabbit.1284

CRrabbit.1284

This only happens when you as a thief want to stay in the fight. A ranger who can win you in 1v1 can never chase/catch you if you decide to escape. The ranger who has the ability to chase/catch you will be melted in 3 seconds by your BS+HS.

~a ranger

wtb: new voice over files

in Black Lion Trading Co

Posted by: Charming Rogue.8071

Charming Rogue.8071

I would pay serious gems for a Morgan Freeman voice-over pack.

Desolation – EU – [KING] – Immortal Kingdom

Roll Skritt, yes?

in Community Creations

Posted by: PokketMowse.8169

PokketMowse.8169

I am skritt. Sometimes I take shinies. I like shinies. So many shinies. But mean dragons! Hrrrngh! This is my story.

Attachments:

How much have you Invested?

in Guild Wars 2 Discussion

Posted by: Sirendor.1394

Sirendor.1394

  • There are confirmed users constantly getting precursors, expensive items & Ascended chests. For this happening, it has a multiper less chance than winning RL lottery.
  • My consequences: RNG is broken, and Accounts somehow go “lucky” or “unlucky” on creation. I’m investigating the connections…

That’s not how accounts work.
There is a database. For it to be a difference between accounts there would have to be a “luck” value with either a number (percentage) or just an on/off. Do you really think the devs would even add that? What would be the purpose?

RNG is RNG. People try to find a logic behind it when they’re unlucky. There is no logic, just RNG. And that’s why people are complaining. They can work their kitten off for months and never get lucky at the forge and be forced to buy their precursor. And to me and a lot of people, buying a precursor isn’t “legendary” at all.

Conclusion: it’s still Anet’s fault. They should have given us a legendary scavenger hunt instead of a pointless grind. No RNG, no grind, no buyable precursors.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

10% nerf to crit damage huh?

in Guild Wars 2 Discussion

Posted by: Brutal Arts.6307

Brutal Arts.6307

But changing AI is hard and would require work and wouldn’t turn a profit in the gemstore.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

GW2 Jokes

in Guild Wars 2 Discussion

Posted by: Athel.2076

Athel.2076

Q: What do you call Ascalonian wine?
A: Charr-donay.

If Caithe formed an all-sylvari guild, she could call it “Destiny’s Hedge”.

Q: How do you get directions in an area littered with deranged ghosts?
A: Ask-a-loony-one

Q: What would you call a structure like the Black Citadel?
A: Charr-chitecture.

She should dye her hair red, we could call her Queen Henna.

Q: What would you call the shiftier parts of the asura capital?
A: The Rata Slum

Ice dragon, fire dragon, risen dead from Orr,
branded creature, icebrood creature, war war war.
mel: Soft kitty.

How much have you Invested?

in Guild Wars 2 Discussion

Posted by: Louk Tsoup.2108

Louk Tsoup.2108

Nobody else has any luck with anything but Trading Post . _ . ?

LOL. are you serious? I hate this part of this game exactly because of all that luck that floats around players like you.

1200G ~ spent at mystic forge: 0 precursors

over 2000 hours of gameplay doing all content of the game : 0 precursors

Maybe you should be more grateful that you got 6 freaking precursors with those tries.

How much have you Invested?

in Guild Wars 2 Discussion

Posted by: Taku.6352

Taku.6352

Mystic forge: 6-700g = 0 precursors.

Open world farming: 3,685 hours of which most spent in dungeons and different farming event = 0 precursors

Trading Post: Howl, Tooth of Frostfang and Leaf of Kudzu, all bought with money made from the dungeons/events.

How to Give Good Feedback

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

The Community Team recognizes that many of you wish to have their feedback heard and acknowledged. While we cannot reply to every thread on the Guild Wars 2 forums, we felt it would be helpful both to you and us to supply this guide on how to give thoughtful, well-presented and constructive feedback. Feedback presented in accordance with these guidelines will allow the developers more insight into your thoughts and opinions. It helps keep your threads on-topic and more likely for the Development Teams to be involved. It is also important to note that when you create a feedback thread, you should take some ownership on helping keep it clean. You should report posts which are off-topic, derailing, or disruptive, so the Moderation Team can help keep it clean for you.
When writing feedback, keep these few considerations in mind at all times:

  • Ask yourself: “How can I make this content *_better_?"*
  • Consider: How have you seen this particular problem solved in other games?
  • Consider: How do you think this particular element or aspect of the game could be improved?
  • Tell us why: If we ask a specific question, don’t just answer it—tell us why you answered that way.

By considering these points, your feedback will always be focused on providing solutions to problems, not simply focusing on the problems that you find. This is the heart of what we’re looking for from your feedback, and what will best result in change to the game!
Additionally – and almost as important as what you are writing – it is important to recognize how you are delivering your feedback. Your strongest points will be lost if they are lost in the tone or delivery of the post. To help you along this process (and help you get your feedback noticed by the developers who can actually make the changes), we’ve provided a few helpful guidelines below for writing GOOD feedback and some warnings about what to avoid.

Using Feedback for Good


  • Understand the topic.
    If there’s a focus for the feedback, be sure you understand it before jumping into the content. This will allow you to look for answers to the questions being asked, and it will keep your replies on-topic.
  • Set the stage.
    Good feedback lets the reader know what you were looking at, where you were, and what you did. Use common sense about how lengthy this needs to be, but always consider leading with something like, “I was playing <______> and I tried <______>.”
  • Provide details.
    Make sure your feedback is exact and detailed (without being overly long). You don’t need to provide every detail about what you experienced and your idea for how to improve it, but you must provide more than, “Make this better,” or, “This was not fun.”
  • Include the positive.
    Feedback about things that don’t work is often easier to understand in the context of things that do. This is not an encouragement to brown nose; when people are looking for constructive feedback, they will often skip over obvious toadyism.
  • Find the balance between logic and emotion.
    Be logical, but not emotionless. Be passionate, but not so full of passion that you can’t hear a good counterargument.
  • Get to the root.
    Whenever possible, try to locate the core issue. If a mechanic in the game is troubling, that can be good feedback, but if you can identify why the mechanic is troubling, that will be better.
  • Provide well thought-out suggestions.
    If you can’t think of a suggestion, you can still submit the feedback; opinions are valuable. If you are including a suggestion, be certain you’ve given it more than just a passing thought. Often, suggestions are taken seriously and implemented just because we feel it would be awesome. Think first: is your suggestion awesome?
  • Provide alternatives.
    Are there two or three good solutions to your issue? Feel free to include them all. Designers often appreciate a brainstorm from which to select their favorite ideas.
  • Give examples.
    Where appropriate, give an example of what you’re suggesting. Don’t be afraid to cite another game, but avoid relying too heavily on other titles. We can like an idea or mechanic from another game, but we need to express how that idea would work within our systems.
  • Organize! Format! Spell check!
    Put your thoughts in order. If you took a series of notes, reorder your notes so points on each topic are grouped together. Avoid delivering your feedback in one big blob. Consider grouping thoughts into paragraphs or the ever popular bulleted list. Finally: spell check. Feedback that’s easily read and understood is more likely to see action.
  • Be timely.
    Please understand that suggestions are almost always welcome, but knowing the timeline for feedback allows you to give it at the best possible time. Feedback that’s too early may be forgotten before it’s appropriate, and feedback that comes too late may uselessly bounce off something that’s already locked down.

Steering Clear of the Dark Path


  • Avoid abbreviating.
    Short, unexplained opinions are not as useful as detailed responses.
    NO: “Movement sucks.”
    NO: “+1,” “/signed,” “Agreed,” “Seconded,” “Quoted for truth,” etc.
  • Turn down the negative tone.
    There’s a difference between being critical and being negative. Learn this difference and avoid the latter. Select words that show you’ve thought about the effects of the problem rather than simply presenting your gut reaction.
    NO: “I can’t see around that ridiculous ball of puke-colored light.”
    YES: "The light around this character obstructs the view from most camera angles and is an unpleasant shade of yellow.
  • No one knows best.
    Avoid taking an inflexible position or positioning yourself as the authority. Proposals should be accepted on their merits and practicality. Disagreements should be settled after careful consideration. Using forceful, pretentious language hurts your point. If your argument is “You need to do it my way because I know best,” then we probably won’t because it seems you don’t.
    NO: “I’ve played games like this since I was ten. Trust me: you have to include polearms.”
    YES: “In games I’ve played with polearms, I’ve enjoyed the variety they provided in attack speed and length. I think we could use that.”
  • Don’t speak from inexperience.
    Avoid making suggestions for things you didn’t try or ask about. If you suggest there be an error when trying to equip a hat on your feet, and that error already exists, your suggestion will be taken as seriously as one from a person with a hat on their feet.
  • Avoid inaccuracies.
    If your feedback includes information that is inaccurate, the recipient may discard it whole. If you mention how the character can equip only a sword when it’s also possible to equip an ax or bow, the reader may stop reading before getting to your awesome suggestion about new sword attacks.
  • Known issues are just that: already known.
    There may be a time and place to discuss well-covered issues, but if it’s not explicitly pertinent to your feedback, avoid bringing up other known issues.
    NO: “Then we crashed again. There was another crash. There certainly was a lot of crashing today. I think the game would be better if we had fewer crashes.”
    Note: This is not to say that you can’t echo suggestions from other people, nor is it to say that you need to drop an issue once it’s been responded to.
  • Hyperbole is the worst possible thing in the whole world.
    Use measured language, particularly when explaining your dislike for something. Conversely, if you love something, you can say so without excessive fanboyism. Whether positive or negative, if your feedback is overly hyperbolic, the recipient will quickly learn that you aren’t serious or can’t accurately gauge quality.
    NO: “The art for that makes me want to gouge out my eyes.”
    NO: “I’m so amazed by that model, I just want to quit my job and worship in the art department.”
  • Sarcasm in text is never sarcastic.
    It doesn’t matter how many smileys you include or how many words are italicized, sarcasm doesn’t work for conveying feedback. It will either be misread or interpreted as an insult. Write down exactly what you mean, not the opposite.
    NO: “The fire effect is super impressive. It’s the most amazing fire I’ve ever seen. Really.”
    YES: “The fire effect could be more impressive if it was larger and if it shimmered more.”
  • Your words have your name on them.
    Your behavior is your own. Echoing the bad behavior of others is not excusable.
    NO: “I agree with Aquan, only morons enjoy this obviously broken underwater combat.”
  • This isn’t about “you.”
    Insults and attacks have no place in your feedback. Your comments should always be about the work itself. People found to be openly antagonistic or rude in their feedback may receive infractions. Repeated offenses can negatively affect your forum account with punishments up to and including temporary suspensions or a permanent ban.
    NO: “If you can’t see how this isn’t fun, then you’re stupid.”
    NO: “Whoever designed this [particular feature] should be fired.”
  • This still isn’t about you.

There is no need to feel hurt about the reception of your feedback. Your feedback is given due consideration, but that doesn’t mean your proposals will always be accepted. The final call is ArenaNet’s, and if your idea doesn’t exactly mesh with the rest of the game, or if there just isn’t enough time, don’t let this discourage you from providing feedback in the future. If you receive a response to your feedback from other players that you consider rude or offensive, please use the report flag to alert the moderation team of the post.

(edited by Mark Katzbach.9084)

Condition Catastrophe

in Guild Wars 2 Discussion

Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Based on ideas presented in the original thread, I suggest:

  • Condition damage stacks inflicted beyond the maxstacklimit (usually 25) is converted to direct damage.
  • On structures, set the maxstacklimit to 0.

There could be scaling factor(s) involved in the conversion of condition dmg to direct dmg so that, for example, a big 30-sec bleed doesn’t convert into a massive instant damage burst.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

Condition Catastrophe

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

Crit builds should be fixed on objects, but I don’t think the problem is really comparable. A berserker build loses roughly 50 percent of its damage on an object. A condition build loses 90 to 95 percent, depending on the weapon’s power coefficient.

Plus, most condition builds rely on crits for procs.

Like I’ve said in the original thread, I understand there’s a technical problem with bandwidth. But then the technical limitation should be designed around, not completely ignored. It’s not even like the problem is small right now; literally two condition builds can cap a boss and effectively ruin an encounter for dozens of people.

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

Posted by: BillFreist

BillFreist

Gameplay Programmer

Next

Part 1:

To clarify some common questions:

  • What does optimization mean in terms of the original post?
    • I’m working primarily on server-side (as mentioned in the title) optimizations. Not to say that this doesn’t have some smaller impact on the client, which I mentioned in posts elsewhere that there will some client-side gains as the changes rollout. Client-side changes are being worked on completely seperate and will release seperately and, sadly, slower. I’m not going to get into the client-side portion of our optimization initiative, because I’m not directly involved with what we have going on there.
  • What exactly do these server-side optimizations do?
    • As pointed out above, they will mostly be noticeable with latency in skill execution in heavy battles. I mentioned WvW being a benefactor because that has one of the most consistently dense battles going on. That’s not to say that this won’t be noticeable in other parts of the game; it most definitely will.
    • Though server CPU usage is the biggest factor here, there are other optimizations as part of the changes going on. Bandwidth is another thing that plagues players with slower internet connections. That is something that we’re actively rolling out changes for, with the next set of changes coming at the end of October.
    • Removes the bottleneck in almost all of the game systems. Most of what goes on in the game is processed on the server, including combat, skills and movement. When this bottleneck is relieved, the changes will pretty much speak for themselves. A common example goes back to skill usage where in heavy battles, you press and skill key, but that skill never fires or your auto-attack skill fires instead.

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

Posted by: Demosthene.2195

Demosthene.2195

In a vain attempt, I’ll try to keep this post away from corporate politics. Regardless, I believe that certain corporate-wide policies need to be re-examined in terms of game development & maintenance, patch/update presentation and community interaction for the future.

About transparency: not limited to recent WvW scandals and community outrage, I believe we could use some form of issue-tracker and update-scheduler, present on forums or a "sister" website to main guild wars 2 website (and definitely visible as a tab on main website, as well as a link from the forums).

Issue-tracker:

- a list of all current problems with the game, separated by tabs (graphics, sound, gameplay etc.)
- every problem defined: what, how, why, temporary workarounds, ETA (be it a week, month or unscheduled)
- every problem discussed: separate thread purposefully moved away from general technical/support forums

The purpose:

- community is informed about bugs, knows they’re being worked on: less duplicates and false-positives, feedback about singular issue concentrated in a single thread
- technical forum is still accessible to users requesting personal help, or bringing up new/unconfirmed issues (less forum clutter - identified issues are moved to a separate tab or place, to reduce the chaos)

Update-scheduler:

- less technical and more general in nature, outlines game going forward in new directions (be it fixing a core gameplay system/feature, or adding new systems/features, not limited to: maps, professions, skills, events, game modes, encounter types, conditions/boons/states)
- fosters community dialogue & feedback before features go live (including: philosophical, mechanical and social consequences for the game and it’s players)

Last Words

In varying intensity and form, we’ve already seen some of these steps taken by Anet: "creative design" blogs, feature blogs and posts, progress/update posts, feature videos. What is lacking, however, are two things: consistency of approach and organisation.

Organisation: central go-to place to study and discuss existing game problems in depth, as well as game-going-forward features which are in the works, but with more flexible schedule and final content/design.

Consistency: all current issues and future features are documented, catalogued and freely discussed with the community as a prime community relations policy, NOT "as exception" rule: when under duress of public outrage, trying to limit damage after scandal/leak or "almost everything is ready so now we talk about it" mentality.

Summarising, the irrational fear of: exploits becoming public knowledge, developers being publically lynched for missing a deadline/feature, needs to go.

Exploits: make a public list of bannable offenses, gather public feedback about them and fix them faster.

Missing a deadline/feature: players have to understand that not every feature will get implemented on time, at all or in the form outlined in early design sketch or philosophy - simultaneously, playerbase as a whole shouldn’t be punished for simple curiosity and interest in the ongoing health of game and it’s continuing success.

Purposefully brick-walling and withdrawing critical information about game issues and your policy towards fixing them until the very last moment causes permanent community damage - loss of players and declining morale. I believe we deserve better.

In short: please be more upfront about your game design, talk with us openly and accept constructive criticism where it’s due. Failing that, we will see more hostility towards developers and the company, more conspiracy theories and generally poor player feedback. Worst communication is silence.

Trivia:

- "Roadmap" http://www.planetside2.com/roadmap
- "the problem, what we’ll do to fix it and the philosophy behind it" post https://forums.station.sony.com/ps2/index.php?threads/operation-make-faster-game.150281/
- "update/issue" discussion thread https://forums.station.sony.com/ps2/index.php?threads/october-on-going-performance-improvements.152361/
- "when forum or blog post is not enough" https://www.youtube.com/watch?v=EaHgTR4yyuU

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

Posted by: TheBob.9863

TheBob.9863

Thank you but what about client side optimizations? We were promised some major engine/client side optimizations to improve our fps in WvW 6~ months ago, has this project been dropped because I haven’t seen anything regarding client performance since then

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

Posted by: Yenn.9185

Yenn.9185

Thank you for your work on fixing the lag. I’m actually optimistic that this will make difference in WvW.

On the other hand, what about FPS issues? Apparently a lot of players, despite having top-of-the-line PC, are still having experiencing below 20fps on very crowded events.