In order to increase you chances of succeeding, you have to make sure everyone that doing it completely understand what the heck is going on. Communication is key.
This is the correct answer. Guild content is about coordination. If you truly work together, you don’t need nearly as many people to complete this content.
You’re trying to talk your way out of the corner your poor design decision have driven you and failing just as miserably as said designs.
This is the correct answer. Guild content is about coordination. If you truly work together, you don’t need nearly as many people to complete this content.
I see. So poor design is now the player’s fault?
Rather buy ectos than spend 1 more second playing this ‘content’.
Still think you’ve designed a nice feature for guilds?
Nice try Anthony. Yes, keep making the event harder so that smaller guilds have literally no chance at success. This coming from a person in a larger guild that has very little issues doing these. What was the logic behind making them no longer stoppable? Adding more bounties (some can take us the entire 15 minutes to find btw), why was that needed? Like i said, i’m in a large enough guild that can do these (accept when we trigger a bounty that another guild just killed and we have to track it down again) but i can see the OP’s point.
This is just part of a disturbing trend with GW2’s ongoing development. When are they going to wake up and realize that players want FUN content, not content so challenging that it ruins the fun for the vast majority of the playerbase.
It’s such an oft repeated cliche in the MMO industry, the decision to cater live development to the most elite of the playerbase, on the assumption that they are a.) worth the nearly impossible effort to keep happy and b.) that that 1% is somehow more important to retain than the other 99% of us. Every MMO that has gone this route has dwindled away to nothingness. WoW may have gone to far in the other direction, but their success shows that mindfulness of casual players is the key to burgeoning success for an MMO.
I think this game has a high percentage of high play hour “casuals”. We don’t want content that can be facerolled, but we also don’t want content that is highly frustrating and most often doesn’t offer rewards any where near worth the frustration. However, we’ve spent several hundred+ hours playing the game because we love it and want more, fresh content and FUN things to do with friends and guild mates. Stop assuming that the hard-core are the only ones you will lose if you don’t find new ways to keep them happy and there are exponentially many players and potentially lost players that are casual than are “hard-core”.
If you want hardcore content, make hard core modes, in addition to normal modes, for dungeons and make T3 guild activities challenging, while allowing normal dungeons and T1/T2 Guild activities to be something “casuals” can actually have fun playing and leave feeling sufficiently rewarded for their time.
It really feels like Arenanet has had a major personality transplant since the game went live and it’s not taking the game in a positive direction. There seems to be a large portion of the company that still possesses the soul of what makes this game great, but it also seems like there is a darker faction pushing to take the game someplace that could tumble the entire wonderful house of cards that 5+ years and 300+ people built!
when you have no info, going on the info you have is flawed logic
I have no clue if it is easier said than done, because I have no clue why they did it except the generic “It’s an exploit”. I can only discuss the facts I currently have, which are 1. Anet seen an exploit of some kind 2. To fix said exploit, anet made a sweeping change to the entire player base. If you think that is fair fix for an unknown exploit, then that’s ok. I don’t.
I like information, and since the exploit is now supposedly closed, I see no reason why they couldn’t release that information to help produce meaningful feedback from the forum or player population. Since they haven’t released that info, I go with what I have. Blindly following flawed logic isn’t in my wheelhouse.
lol, So instead of directly stopping bots, do something that affects the whole player base. Beautiful logic. Thumbtack meet sledgehammer.
(edited by killcannon.2576)
Patch Notes for 4/9/2013
Norn characters were having trouble fitting through some doors in Lion’s Arch.
Norn character creation has been disabled.
All Norn player characters are now Human.
Latest update says:
“In order to address certain exploits, the following changes have been made to summoning Guild Vault Transports:
Guild Vault Transports are now unlocked with Economy level 5 instead of Economy level 2. The cost has been increased from 50 influence to 1 Guild Merit and 50 influence.
Guild Vault Transports can no longer be summoned in instances."
Are you certain all of those changes are needed to stop the exploit? or are you just being extra careful and covering any unforeseen cases?
Because requiring 1 guild merit is like condemning small guild, who will never see a guild merit in their lives, to losing out on yet another game option.
When you want to stop an exploit, make sure you do just what is necessary to stop the exploit, especially making sure that you won’t carelessly change things for thousands of people who are not exploiting anything.
(edited by Alad QB.8904)
What the hell? My small guild of 4-5 members use this often when we get a chance to play together.
We don’t stand a chance getting any merits from guild missions and we’ve just resolved the fact that the weenie small bounty reward of influence is all we’ll ever get.
NOW you’ve completely alienated small guilds in this game with cutting off guild transports for us. I can’t believe this!!
I’m getting more tired of getting the anet shaft with each passing patch and starting to regret buying this game as well as convincing a lot of friends to as well.
Rethink this please!!!!!
Quite a change in requirements huh? Convenient for Arenanet that small/medium guilds that were used to using that feature now have it taken away from them for a period of time that could be conveniently cut short by… :drumroll:… paying real cash
Amazing how that works out, isn’t it?
Great! So now you can unlock those missions faster and still not remotely be able to muster up the manpower to do the actual missions for commendations in your small guild!
Awesome design anet have my babies
Just did a bounties training mission and I am surprise that player don’t get a chest for the guild commendations.
Have to say I am very disappointed. I joined this small guild to help them to get a few influence and to get my commendations since I miss out on my usual guild run this week. By not offering chest means people in small guilds are forever going to lose out.
Why won’t you get a chest? Bounties training mission is no easier than the normal one. In fact, it is harder since you don’t have the usually people to scout out all the bounties before hand. Cost of travel and repair is the same so why not the reward!
For the amount of work, time and money Im putting into them, the least you could ask for is that it is account bound, that way if you later on decide to move on to another profession or a new character, you still have access to it and not have it glued to one character only……
Legendary SoloQ
Because Anet hates players that play more than one toon
Got to agree that they should be Account Bound.
I do, as I’ve said in the past, see the problems with purely making them AB however, as there are Legendary weapons being sold and traded on the market already. But an Account Bound on Equip status on the items, which would allow for them to still be sold, but once equipped, turn Account Bound, doesn’t seem like something that’s too far fetched an idea to implement.
When I made Bolt and Incinerator, I enjoyed playing my Thief the most, then about a month ago, I started enjoying Warrior more. I still enjoy playing my Warrior, and do use a Sword, so it “stings” a bit that my Bolt is stuck on my Thief, especially now that I’ve gotten to Rank 10+ in WvW and feel more and more punished by ArenaNet for wanting to play multiple characters.
Basically, the whole fact that these weapons are Soulbound, after switching over to a new profession as my favorite to play, makes me not want to spend any more money and time making new ones. I won’t make a duplicate Bolt in example. I’d like to make Juggernaut, but it’ll be Soulbound, so if I ever feel like switching my favorite professions to play again, that’s another Legendary stuck on a character I ain’t currently enjoying.
If they were Account Bound, I would be far more likely to spend time, money and effort into making more of the Legendary weapons. I know that I will some day want to play something other than my Warrior for a while. Just like I don’t “main” my Thief anymore. The way they’re designing the game lately however, makes this feel extremely punishing. Soulbound status on basically anything that takes a large/huge amount of effort to get (not just Legendary weapons, e.g., Infinite Light, Ascended earrings/amulets). WvW progression that’s bound to characters, and not the account. Etc.
I’m feeling less and less motivated to play every day, because it feels like whatever I do is just solidifying what specific character I must play forwards, unless I wish to feel like I am losing a ton of effort, money and/or time invested from changing to a different character.
Seafarer’s Rest
(edited by Absconditus.6804)
I know that titles are a big point of pride and all, but our two choices with Nameplate options are currently “Big Ball of Text” and “Who are you again?”. Decreasing the clutter under the Nameplate would greatly improve the no-culling experience. If we wanted to see what title someone had, we’d click on them.
Agreed. WvW already looks like a label company CEO’s acid trip. The amount of text blocking the player’s view has effectively doubled. Please give us the option to turn this off.
Also please reduce the size of invader names, particularly when they die. The sea of text can make it hard to distinguish the living from the dead. The only information I want to see is the class of the enemy, but we don’t get that.
(edited by Cuchullain.3104)
But if you turn titles off, you won’t know that 60 people nearby have completed the prestigious Combat Healer achievement.
I think it should be taken further. When anyone is standing next to you a random achievement they’ve done should blink on your screen for the next 5 minutes in 72 point font. Also for the last minute it should reverse your controls.
(edited by Minion of Vey.4398)
+1. I don’t care if you did 20 jump puzzles, or found a secret coin buried in some lake.
This is exactly why there shouldn’t be an AoE limit, or at the very least.. each “pulse” of AoE does area damage forcing the zerg to change it’s tactics.
Lets be honest here.. it doesn’t take a hell of a lot of thought or skill to join a large group with mob mentality to trample smaller groups with little to no skill. It’s far more challenging for say 2-3 elementalists to time their AoE’s properly together to nail a zerg dead on.
There was a video a bit ago of a WvWvW bot group storming through with like 25-30 people I think. Allowing such behavior to continue with no real counter other than “find a bigger group” is only going to encourage such things.
If anything it will force the group to change it’s tactics or use some sort of counter measures / group make up to go through.
I think it has more to do with saving on bandwidth and lag than anything.
They say they don’t want one ele holding up a zerg, they even talked about nerfing AOE even more…
Kinda makes you wonder what game they’re playing.
Playing the engineer “as intended” is simply not viable.
I main an Ele, so lets get that right out of the way. I also enjoy WvWvW, and I do prefer a staff for that arena, unless I’m trying to mimic Excala. 
The question on my mind is the zerg. You see these roving gangs, sometimes upwards of 50 or even more players mowing down everything in their path like a swarm of locusts. No tactics, no strategy, just herd mentality trampling everything underfoot.
My theory on this behavior is twofold, first most people are tunnel vision idjits who get too focused and don’t maintain situational awareness. Second, the AoE penalty of a 5 target maximum causes zergs to not be afraid. They know that the majority of incoming damage that hits their zerg will only affect a small fraction of the party, which can easily be rezzed when the threat is taken care of. This prohibits actual tactics like flanking, pincer movements etc. from ever happening and ensures that WvWvW is simply PvE with dumber AI.
If a group or zerg knew that a couple of Eles on a ridge posed a serious threat, they’d make tactics to adjust, such as carrying anti-projectile skills, having scouts and outriders scour for AoE threats, etc. Basically, remove the AoE limit, allow AoE to hit as many idjits as want to stand in the red circles, and make Staff for a lot of the professions much more viable. On Ele specifically, most of the staff skills need to have shorter cast times, as its too easy for a Staff Ele to get overwhelmed. Changes to gap closer/creator skills on Staff might be nice as well, but I think intelligent play, positioning, and situational awareness are the key factors of skillful play.
But as it stands now, having an AoE limit just makes non-D/D roamers a joke. For non-Eles, their AoE skills also suffer rather ridiculously, such as Necro wells and Ranger’s Barrage. Please ANet don’t let the GW2 Ele follow the GW1 Ele, I don’t want to have to play the equivalent of an ER Infuser build as my only viable option.
Please don’t tell me that the developers actually know what they are doing because every patch they release makes it more and more obvious that they don’t play the same game we do.
If you believe – you truly believe – that the developers aren’t competent then why are you still playing? If the developers are as clueless as some of you make them out to be, then the game is doomed and you might as well abandon ship now.
I believe anet is under-resourced and has lost its vision for the game. This has led to bugs, changes taking far too long, solutions which merely short cuts rather than considered, short sighted decisions and decisions that anger much of the fan base.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
We all care about this game, in one way or another. Enough to come here and criticize and complain in the hopes that it gets better. It gets nasty when people get ignored, continuously, for months. That’s when the nails come out.
The problem is that people are often wrong. They get upset when they’re told they’re wrong. And they get upset when they’re ignored.
I know half the people posting on this board think they know the game better than the developers, but few of them even understand – fully understand – their own class. Sure, they might know how to play a build or two, but how many posters in the profession sub-forums give the impression they really understand their profession on a deeper level than “the website said to take these skills, those traits, and run that rotation”? And of those, how many give the impression the even care about – let alone understand – their profession’s balance against all others in PvE, PvP, and WvW? From my experience, not very many.
We just finally got Agony Resistance on Ranger pets. Prior to this patch pets would be next to useless in any fractal higher than 10 because they would be dead the second the effect appeared thereby disabling a large portion of both damage and utility of the class. And this is on a class that is already seen as pretty much pointless in high-end PvE to begin with.
We had to kitten and moan since the launch of Fractals to get this fixed. This should have never been an issue from the start.
Please don’t tell me that the developers actually know what they are doing because every patch they release makes it more and more obvious that they don’t play the same game we do.
I will not argue that people, myself included, can and do fixate on rather minor things and treat them like the world is ending. Even the really tragically stupid nerfs of this last patch are not a big deal in the grand scheme of things.
That said, Guild Wars 2 is a worse game than it was at launch in several substantial ways. It is less balanced and offers less build diversity than it did back then. There is less room for creativity in building your character, fewer interesting choices in your weapons and traits, and fewer interesting choices in which gear to use.
I am not one to argue against patience, but I would expect to have seen some progress on these issues in the past seven months of the live game, and to watch it move backwards instead is…disappointing, to say the least.
I’ve waited over 7 months and the only thing that has really improved are bugs, which were just replaced with new ones. The game constantly introduces grind after grind with each passing month and only seems to be getting worse. How am I suppose to act like the game is headed in the right direction? I’m sorry, but things are only getting worse.
P.S.
WTB the old ArenaNet.
I have to agree with Gote on this been here since pre week and the game is really for me starting to go backwards.
I know its not me its the game and all the little things they are doing wrong i played EQ2 for just about 6 years and UO for more than that and the way Anet nerfs things over and over i dont know if i will make it 1 year with this game.
They are just way to fast to nerf things and not really think it thru and in the long run this will hurt them.
Just the way i feel sorry.
80-Guardian /80- Mesmer
It’s hard to see the community as shortsighted when we just got yet another weapon-skin-in-chest.
Putting some weapon skins into actual gameplay would be nice, so maybe you should be talking to Anet about this?
Playing the game for 46 days (or roughly 1100/24) is not the same as being here the entire time. You talk about ‘wait and see’ when we have.
Sorry to say, the game keeps getting worse. You just need to get out of the honeymoon phase and realize it.
They do this every single time they put skins in those chests.
How are people still surprised when they open 50+ chests and don’t end up with anything?