(edited by Blood Red Arachnid.2493)
HOW DO I FIX IT!!!
There probably isn’t one way that’ll work for everyone, but there are a few things that will certainly help.
#1: No stupid and arbitrary limitations.
The good news is, Anet has moved forward with some of these changes already, so it isn’t all doom and gloom. The removal of shared global procs for sigils was a step in the right direction, but there are other things that are just plain bothersome. For example, take the condition and boon duration cap. It is set at 100% (some exceptions apply), but I can’t find a good reason why it can’t just go up to 115%, or 125%. I don’t know of any other stat that has such a hard cap like this.
Removal of limitations means less blocks for players to stumble upon.
#2: In-game manual. I should never have to tab out to learn something about the game. The in-game manual should explain all of the following:
Basic gaming philosophy
-lack of trinity
-lack of dedicated roles
-lack stringent gear requirements
Experience
-how everything gives it
Conditions and what they do
-Condition cap
-Condition removal mechanics
-Condition duration
Blocks, evades, invulnerability.
-Differences between the three
-How endurance and vigor work
-What goes through each
Melee vs. Range
-Melee does more damage
-Difference between melee, spell, and projectiles
Boons and what they do
-How they stack
-How they are removed
Combo Fields
Combo Finishers
Dynamic Events
-How scaling works, even when dead
-How rewards work
-Downscaling
Cleave and AoE limits
Salvaging
UW combat
-differences in targeting and skills
Generalized overview of class specifics
-armor and health
-primary strengths and utilities
-class weaknesses
-combo fields and finishers
Finally, compendium of in-game formula
-Damage
-Crit chance
-Crit damage
-Formula for each condition
-Toughness/Armor and how they work
-Vitality and Health
Emotes
If there is anything from this list that is missing or you would like to add, please let me know.
#3: Better conveyance.
A)Ability to reduce particle effects to nearly none.
B)Cast Bars for big attacks
C)Indicators for unblockable attacks
D)Larger enemy models, as to see the telegraphs
E)Indicate enemy invulnerability periods and reflect periods better.
#4: Change how fields are displayed. Currently, we get red rings for damage, with a red/orange blotch for certain enemies, and all friendly fields are white. This… is not a good system. So, my suggestion is that all enemy damage fields become those red/orage blotches, and instead each kind of combo field gets its own individually colored ring. Red for fire, light blue for ice, purple of ethereal, black for dark, gray for smoke, dark blue for water, yellow for light, etc.
#5: There should be in-game tutorial missions that go over the basics of combat.
#6: Target HP should be displayed when their nameplate is scrolled over with the mouse. Not necessary for PVP.
#7: Bind the sheath weapon tool automatically for new players. Just pick any key not currently in use through the default settings.
#8: Set up some basic tutorial videos on the main website that will give class specific instructions on the various tricks and combos that class can do. Have them clearly labeled as “guides”.
#9: For goodness sakes, have the foreign language filter set to off by default. Seriously.
(edited by Blood Red Arachnid.2493)
Good news everyone. I’m here to talk your ear off on yet another big issue in GW2. tl;dr conveyance sucks. Now, where did I put my darn soap box…
Table of contents!
Post 1: The table of contents
Post 2: more stuff on the table of contents
Post 3: random trailing thoughts.
Post 4: reserved for paranoia and counter-arguments.
Post 5: yay I found my soap box.
Now that I have my soap box, enough stalling. I free write these things, so I don’t know how long each section will be.
The REAL table of contents:
Post 1
Section 1: The problem
Section 2: Anets solution
Post 2
Section 3: Why this solution fails: conveyance
Post 3
Section 4: Why this solution fails: Other MMOs
Section 5: Why this solution fails: principles
Post 4
Section 6: Solutions, suggestions, and other ideas
Post 5
Reserved for paranoia
THE PROBLEM!
There is a very strange phenomena I encounter a lot while playing this game: people don’t know how to play this game. This isn’t some egotistical massaging or another version of class/build/role warfare, but a statement of fact. I get these questions all the time, especially while on my engineer:
*How do you give everyone stealth?
*How do you give everyone might?
*What is a combo field?
*What is a blast finisher?
*What? Engineers have reflects?
*Why are you wearing clerics? (Note, I wear full zerker in PVE. This person doesn’t know that I"ll blast water fields in emergencies)
*How you alive? (said when I engage boss at melee range)
*How do I stop attacking?
*Ooh sexy, wanna cyber?
These players legitimately don’t know. You’ll see it on the forums, too. “Everyone stacks, but the stack will randomly fail”. “Everyone says to dodge, but you can’t dodge everything”. Hell, in one of Wooden Potatoes’ podcasts, he had to learn the hard way that the condition duration cap is at 100%.
I know. Of course, I remember how I learned, too. After seeing previews in the Yogscast, I latched on and researched as much possible, imagining the epicness of each and every individual skill, and how I would use unique tricks to beat everyone. I would go and experiment throughout all of PVP with different classes and different skills, learning how to use them and practicing rotations on golems in the mists. I’d watch videos debating the merits of different design choices, and I’d learn through them.
So, keeping in mind how I learned, I noticed something: In no way did the game teach me to do anything. All the information I had learned I had to seek out and teach myself, and that wasn’t even a bit of all the info there was about anything in the game. For every scrap of info for self improvement, I had to fight for it.
Guild Wars 2 is the only MMO I’ve ever played that didn’t have a tutorial. No, there’s a story intro stage that teaches players absolutely nothing but how to use 1, and that red circles are bad. From there, players are put into the wide open world, where we can do amazing things like learn about norn totems or help out on various farms with menial tasks. Players are left on their own, and if they aren’t theorycrafters like the top 5% of us, they aren’t going to know squat about how to play the game.
So, with no basic tutorial, or in-game manual, is it any wonder that players don’t know how combo fields work? Is it any mystery that players don’t know about the condition cap? Is it any quandary that players are clueless about the exact mechanics behind cleanses, crits, condition duration, procs, blocks and unblockable attacks, defiance, leveling, stat scaling, event scaling, and experience gain? For goodness sakes, the sheath weapon key is unbound when you start the game!
This is far more than just tooltips. The lack of knowledge comes with an even greater burden: the lack of knowledge about a lack of knowledge. As far as a bearbow ranger considers things, he knows plenty enough about the game, and there is nothing around to tell him otherwise. The way overworld events are handled, everything is just a random series of overlaying information, so the experience this ranger has with combo fields is just a few pings of “cleansing bolt” that have no apparent use or function. He’ll bearbow right up until he gets to dungeons, where he’ll be anonymously kicked for something other players won’t even bother to explain. How is he supposed to know that bearbow suddenly isn’t good enough, where for the entirety of the game it has been?
ANETS SOLUTION!
Anets solution can be considered a social darwinism, where the selective pressure is boredom. That is, “take away things early game to make players experiment on their own, then slowly release temporary content that demands more from the player as time goes on”. They do this with the hope that failure of a particular event will spur players to improve themselves and get better at the game. To rise to the challenge, if you will.
(edited by Blood Red Arachnid.2493)
WHY IT FAILS: CONVEYANCE! or WHY I CAN’T SEE CRAP!!!
This is probably the second post now, and you may have noticed the uploaded screenshots of gameplay below, with absolutely no indication what is going on.
Well… that’s the point. In these screenshots, you have no idea what is going on. You can’t see the individual contributions or clutch plays. You can’t see the tells, or even the enemies, you can’t see the animations for their attacks. You have no idea when you’re getting hit, and who’kittenting you. This creates an unintelligible blob of numbers and flashy effects. Worst part is, this affects classes differently: My ele has it so much worse than my necro (which, even then, gets drowned out by other players).
That doesn’t even show the worst of it. In that entire HotW fight I was constantly fighting with my camera, which would get hung up on decorations in that tiny, slanted room. Also, the boss did 8k damage per hit in a poorly telegraphed 360 degrees attack that looked like it was only in front of him, so even on my defensive d/d build, I am constantly one or two hits from death. All these screenshots had maximum culling and LoD reduction on.
Conveyance is the act of making something known to someone, and for action games it is really important. This is done through telegraphs, cast meters, AoE indicators, or a recognizable pattern. These only work if it is possible to see the kitten enemy, and currently you can’t. It is of the utmost importance that, should a player die, they can say “I should’ve stunned him there” or “I should use X utility to stop Y enemy”, or “Wait 2 seconds, then dodge, then get close again”.
If they don’t know what went wrong, one of three things happens.
#1: They declare the content “too hard” then quit playing.
#2: They timidly hang back and range at max distance in PVT gear, terrified of the big scary attacks that’ll do way too much damage to them.
#3: They’ll get angry at other players for not supporting them properly.
Because, again, if you don’t teach players about the mechanics, then they don’t know what they’re missing. That whole “rise to the challenge” thing is extremely rare, occurring only to people who have good leadership skills, patience, problem solving skills, and drive all at the same time: 4 epic traits that almost no one on the internet has. When I say 5%, that’s an estimate so liberal that it makes Obama blush.
The inability to see other player contributions doesn’t help, either. In each of these screenshots, you probably don’t know much of what anyone is doing. Heck, you don’t know what I’m doing, other than taking a screenshot. Neither do my teammates. I mean, I can see some white lines, and one guy has his shield up… so yeah? The guy who said “the stack randomly fails” has a point: you don’t know why it is that, in one circumstance, everything gets completely facerolled, but in another you die horribly and shame your family. The only guy who does know is the one who’s keeping everyone alive.
This isn’t just flashing lights, either. Many things just aren’t told to players. Like which attacks are unblockable or not, or how scaling works. Many are from bad design, such as the red rings in the teqautl encounter not rendering properly, or how even though teqqy moves his ground targeted hit box stays stationary. The list could just go on forever… I might have to make a separate post just to contain all of the problems individually.
(edited by Blood Red Arachnid.2493)
Hi, friday i was leading a defense team in tequalt and I want share some of my undead slayer potions, i send 2 but went i send try to send the third I got a mesage that I was spamming.
I know that you want control the spam on the game but remeber that we don’t have a player to player trade system, so mail things is the only way that we have to share/exchange items. So please ANET can you increase the message filter to 4? so we can a least maill a item to all our team members.
Thanks.
Sorry for my bad english.
My vote goes for number 4 “Make this a channeled skill that pulses AOE damage and boon removal while you hold the sword in the ground.”
This would be extremely interesting and give Mesmer some much needed AoE damage in a way that can be used creatively rather than “spam skill & forget”.
Learn 2 Play Mesmer Here! || Lookit! Gots me a youtube!
Mesmer Personality Quiz! Exclamation Points!
Some great ideas here guys! This skill is something we’ve been looking at, as it’s a little underwhelming at times.
Here’s a bunch of potential things we could do (we would do one or maybe two of these, not all:
- Look at making it usable on the move. Currently, the animation is ONLY able to be used while standing still.
- Increase the number of boons removed.
- Increase the radius.
- Make this a channeled skill that pulses AOE damage and boon removal while you hold the sword in the ground.
- Multi-stab! You choose multiple ground targets and stab all of them simultaneously (or one-after the other). We don’t have tech for this yet… but it’s a possibility!
- ???
- Profit!
Tagging this thread for later.
(edited by Karl McLain.5604)
No its not. I have a new character thats level 33 now. Only played it for about 3 evenings and used no tomes or boosters. If leveling were any easier it would be pathetic.
He’s not talking about leveling. He’s talking about acquiring traits. It’s amazing how many people don’t understand this.
Actually it’s still kitten easy. It’s just less fun now.
~Sincerely, Scissors
We absolutely want to make build templates. They could work similar to GW1, but there are more components to a build now. Using the old string-code method may prove to be unwieldy.
Things that must be in a template:
- Weapons
- Sigils
- Rune
- Amulet
- Skills
- Traits
What could be in a template:
- Skins
- Dyes
- Outfit
- Finisher
Things to consider:
- Sharing (chat links? codes? urls?)
- Viewing (seeing some else’s vs. seeing your own)
- Saving (notepad vs. local vs. account vs. web)
- Building (one spot in UI vs. multiple spots)
- Websites (third-party sites should work with in-game)
- APIs (Could expose an API to third-parties)
- PvP vs PvE vs WvW (each mode requires different configuration options)
How would you like to see any/all of these work?
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
(edited by Evan Lesh.3295)
First we had 25 stacks condition cap.
Then we got [Defiant].
Then we got [Condition Reflect].
Now we get [Indomitable] and
- “Some projectiles at Jungle Wurm no longer reflectable.” edit: apparently it happens with eggs at Evolved Wurm as well
- Most bosses’ projectiles in Crown Pavillion not reflectable (except for some at Pyroxis).
- Stealth fixes to bosses like Malrona whose projectiles are no longer reflectable.
- Stones and spits from generic Wurms no longer reflectable (it used to be that way in Twilight Arbour, but not so long ago all wurms behave that way as well); who did the self-knockdown hurt anyway? It was fun and good for skipping wurms!
- And let’s not forget healing turret at Boom-Boom and power regulators at Marionette – structures which do not accept conditions but are a core part of boss mechanics. edit: apparently the turret is a mob and accepts some conditions
I feel like every other thing except for direct damage is gradually rendered useless in PvE.
As far as I remember, the initial idea was that it shouldn’t matter what class you bring to the battle, it is still useful; however in practice, more and more bosses are being designed for [low skill-demanding but survivable enough] zerk warriors, with everyone else being left behind as too difficult to balance around. Feedback insta-killing Jungle Wurm? Make attacks unreflectable instead of tweaking damage. Mesmer’s Power Block shooting through Defiant and making mesmers useful in dungeons? Nerf it. Crowd-control skills cancelling one-shot mechanics? Remove CC instead of redesigning AI to allow all classes provide their own group utilities. Honestly, I’m already waiting for a patch which fixes the grub prevention “exploit” at Evolved Jungle Wurm.
So why should we be surprised by posts like “…but it doesn’t matter since we already replaced mesmer with a guardian…” and LFGs of “heavies only”? And you don’t even need reflects against generic boss ads in the first place if you can DPS those down.
Again, ANet: why design classes around utility skills and not direct damage, and then render those skills useless for anything other than brain-dead mobs which can be facerolled anyway (while also not bugfixing the core mechanics of classes)?
Please rethink your boss design philosophy. You’re making good steps in anti-zerg content, but class and build diversity in PvE still needs a lot, a lot of love.
(edited by Lishtenbird.2814)
2 years after the game’s premiere – it’d better be a portal to a new, permanent explorable map! #fingerscrossed
This is for me one of the best activities. Please add it to daily rotation activities, just like you added sanctum sprint. I would be sad if it would go away for a year.
… are totally epic.
GW2 should have them.
Admit it. You all know I’m right. =P
Well poop! I know this wasn’t one of the “big” chests, but I felt better about the Champ bag I got just a little while later. They need to stop REMOVING stuff from this game.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
This has to be a joke ._.
Seriously.
You guys told us to hold unto our blade shards, so the average person is like ‘oh, must be something of value then.’
Then it turns out the vendor gives you … 1 green for 100 shards?
Just looking at how often the old ‘1 green 2 blues’ joke gets made, I think this must be a troll attempt on Anet’s part and there’s devs laughing at us right now.
I have mixed feelings as well. I haven’t been a fan of Pyro as of late as he was clearly becoming more hostile by the day. This was the inevitable conclusion to that process. However, I also feel that much of his ferocity was warranted. Killing the glamour build… Neutering confusion until it’s nearly worthless… The constant nerfs to Portal… No compensation for the nerf to Timewarp when other classes got some… Buffing Moa morph to the point that it’s safer NOT to use it…
What’s really sad about all this is Pyro was one of the most passionate people for this game. He tried so many other correct ways to bring such problems to the devs attention and was ignored almost all the time. If he did get a response, it was the usual “we’re looking into it” and not a word was heard of since. If pestering a dev to the point of getting banned is the only effective way of being heard, it makes you wonder if they devs are really listening, regardless of how much they say they are.
Very happy to see you fixing the game breaking distortion bug so fast.
Now instead of playing the new conteby I’m praying for this to be a bug. Let’s see what happens tomorrow.
They are to busy milking China for them to give a kitten about us.
Suggestion: convert cultural armor and weapon vendors so that they sell account-bound skins instead of soulbound gear. This could also apply to Orders armor & weapons.
Background: Originally, there were various balance/gameplay reasons in selling soulbound gear that was L35, L60, and L80 rare items with specific stats. With the introduction of the wardrobe system, the primary value for most players is the ability to reskin their gear.
Unfortunately, this means most veterans will pay twice: gold (or karma) for each item and at least one transmutation charge. Except for rare cases, the original acquisition will be largely wasted, since the level, stats, or rarity will be a poor fit for the character.
I recommend replacing the system so that spending the gold (or karma) gives the player a skin that can be applied once for free.
I want to go back too. I completely understand, but I don’t want it just handed to us, like they did with the Torment weapons. Those should have returned when DoA returned, not just popped into the store. It devalues their meaning in the original game, to an extent.
I also don’t want some copy/paste version of it either. It’s been 250+ years. Things have changed, evolved. I want to see that reflected in the god realms.
Maybe Menzies has finally shown his face and we get to kick his kitten in FoW this time as the big ‘end boss.’
Maybe Dhumm is free of his chamber in UW, and Grenth is actively trying to contain him and we have to help with that. Maybe even save Grenth from being taken out… (Dhumm being a full god vs Grenth only half, sort of makes me think he might need a hand)
Something new, something epic. Something that could happily kick our kitten if we weren’t careful. And a party wipe should boot you out and make you start over, just like in GW1. Really make it interesting.
I can sit here and watch the patcher/login screen all day if it were still like this……
:c
Administrative Guild Leader of The Luminiferous Constellation [Lumi] on Kaineng US
www.luminiferous-constellation.com
I’m here to suggest a compromise to aid harvesters get their daily t6 nodes now that the Megaserver has gone on to expand to Orr and all nodes are randomized. But first let me preface this as to why it’s important to me (and many other players) to gather our ancient and orichalcum.
2 weeks ago I crafted Winterbark. I consider that no small accomplishment as that sells for 300+g on TP. I gathered all 3000 logs that were refined into 1000 planks needed to create the 250 short-bow staves.
It wasn’t easy, it’s not raining ancient nodes, there’s a total of (2+4+4=)10 among Orr maps and Frostgorge. On average that’s 30-40 logs per character per day. Orichalcum not in a better deal. There are 12 nodes (2+5+5) between FS and ML + CS. They reward an average of 40 ori ores per character per day.
Now let’s look at iron. If I want iron I can go Kessex, Gendarran, Harathi, Lornar, Brisban, Snowden, Dredgehaunt, Fields of Ruin, Diessa Plateau. That’s 9 maps. Each map has at least 20 ore veins, usually with 2-3 rich ones. Can be harvested again an hour later.
Let’s look at platinum. Can be harvested from Bloodtide, Sparkly, Mount Maelstrom, Timberline, Iron Marches, parts of Fireheart. Each map contains 2-3 rich nodes. Can be harvested again after an hour or so.
Now back to the topic at hand. Currently gathering these t6 mats is quite hard given the varying instances one can land in, where nodes are randomized. We can’t rely on node maps nor have any assurance we’d land in the same instance in case we’d like to have a secondary character collecting some mats aswell.
So here’s the simple solution: make t6 nodes only (orichalcum, ancient, omnom, orrian truffle) shared across all megaserver instances/shards but have them randomize globally once a day on daily reset.
The nodes would change frequently enough to prevent botting and go a long way in helping those of us with little disposable gold income that would prefer putting some time into harvesting than buying from TP. We’d just rely on one universal node map we’d update everyday, and we’d be able to keep the TP supply in check as well, before prices shoot through the roof.
Currently you cannot salvage equipment you purchased with Karma, Badges of Honor and certain other exceptions. This is a huge problem for people who have, for instance, invested in expensive runes for armor that isn’t being used anymore, but since there is no way to transmute equipment now we can’t “transfer” upgrades from equipment.
The solution to avoid exploitation is simple:
If you salvage equipment that was bought with Karma or Badges of Honor, you get NO essences of luck/globs of ectoplasm/dark matter/crafting materials, none of that. You ONLY get the chance based on your salvage kit of getting the upgrade back. This solves so many issues it’s not even funny.
Also ANet, get rid of your stupid Upgrade Extractors from the Gem Store. Those are an insult to the playerbase. Starting price of 250 gems for ONE? What… I don’t… how in the… SIGH.
(edited by Mal.1670)
Yup, good bugs are fixed ASAP. Bad bugs take two years and counting.
When you accidentally do something good then you’re supposed to just let it be.
You know what I think would be great? If the next armor sets you guys throw together don’t cost 800 gems apiece. Instead, they could come from a new title track in spvp and/or a new dungeon and/or badges of honor…
And It would also be cool if the next weapon set you put out had nothing to do with black lion tickets, but rather in-game content.
edit: thanks for the thread title change!
(edited by Pixels.6532)
Except I want blood dripping.