Showing Posts Upvoted By anzenketh.3759:

Feedback/Questions: MegaServer

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Posted by: Cerai.9741

Cerai.9741

Personally, there is more I enjoy about the mega servers than I hate. That said, many things need to be adjusted. The new world boss system is my least favorite addition as it breaks the world’s immersive nature. Having an event spawn with no resolution is a terrible solution to avoid having several world bosses up at the same time. While it IS neat to have them spawn at set intervals, it breaks all immersion to have the Scholar Brogun run up to find out whats bothering the grawl then disappear wordlessly after destroying the totem. If you want to make it so only a single world boss is up at a time and keep this system (something I find slightly ridiculous and unnecessary) you should adjust the pre events with dialog and redirected events. As of right now, doing almost any world boss spawning event feels broken and incomplete. Oh, what’s that Gamarian? You just wordlessly gave up on your quest to find the darkness in the swamp? At least say something like “Oh, I was mistaken, Whatever darkness dwells here is still dormant” Please Anet, take the effort to make events feel complete when they don’t spawn the boss.

Oh, and make it so the megaservers can read which WPs temples and whanot are ACTUALLY open on other maps. I understand that there are multiple maps open at any given time, but at least run the checks on the oldest existing map instances. Stupid to have to double WP for no reason.

(edited by Cerai.9741)

Feedback/Questions: MegaServer

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Posted by: sterling.4238

sterling.4238

I see a few solutions to not being able to get into the same map as your group. The first is putting a soft cap on the population of a map. The only way to get in once the soft cap is reached is to “join” someone who is already there. That has already been suggested and I think it’s probably the simplest solution with the least amount of work for the developers but it’s still not perfect. In the case of world bosses, you will likely still hit the hard cap pretty quickly. But still, it works great for guild missions.

I think a better option is to allow entire guilds to switch maps together. Say you have a group of about 50 people from your guild trying to do the three headed wurm. You all WP in and find that you are spread across 5 different servers. Someone from the guild can activate a guild upgrade that would move all members of the guild that are currently in Bloodtide Coast into a different server that can accommodate all of them. When the the upgrade is activated, each member of the guild get’s a popup asking them if they’d like to join the guild in Bloodtide Coast. After 10 seconds or so, 45 people have selected yes (the remainder afk or something) and they are ported to a server that can accommodate 45 people. Those that were left behind can join on a player that is already there but they run the risk of the new server filling up.

This doesn’t put you in a private guild instance. It just puts you in an already running instance that has room for your group. If your group was large enough to fill an entire map then it would be a private instance allowing you to do things like attempt a world boss without randoms or get a fresh map where all the temples haven’t already been opened.

Another option for solving the guild missions issue is for the megaserver to just be smarter about reserving spots for your guild on certain maps when you have a guild mission active. If there are 70 people online in my guild when I activate a guild puzzle in Wayfarer Foothills chances are we are going to want to be put in a server that has room for at least 50 people. It can even be smart and not reserve space for guild members who are not the right level. Or determine the likely hood of joining the mission based on WvW/PvP status.

Anyway, I’m sure Anet will think of something. These were just a few ideas.

Concern about locking certain threads

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

You may glean more consideration by Moderators should you send your questions and/or concerns to forums@arena.net

Good luck.

(edited by Inculpatus cedo.9234)

Why we hear nothing but Silence from ANet?

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Posted by: timmyf.1490

timmyf.1490

And if you’re so entitled as to think they “owe” us that interaction, there’s not really anything I can say. You’re wrong. Your $60 bought you a game, not the ability to force people to listen to you yell about how much you hate them and the work they’ve done.

Yep I bought a more or less working game over one and a half year back. I didn’t pay 50 Euro to become a laboratory rat for their mega-server-project. Atm we may leave some feedback which might or might not be read while the project itself got forced on all maps way faster than announced. Now we are experiencing some on the fly changes that might or might not solve our problems.

This is a great example of the problem.

“forced on us way faster than announced”

ArenaNet talked to us, but their plans changed. You use that as ammunition. THIS IS WHY THEY DON’T TELL US STUFF.

Karaoke – Guild Leader – [MEGA] Super Mega Happy Fun Time
www.getunicorned.com / northernshiverpeaks.org

[Suggestion] Can we get non-ms services?

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Posted by: Astraea.2981

Astraea.2981

Can we get…

… a thread title that actually indicates thread contents? Golly, that sure would be swell!

Game Updates: Guild World Events, Megaservers, WvW

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Posted by: Blaeys.3102

Blaeys.3102

We really need the ability to right click on a guildmate or friend and travel to their server version without having to be in their party.

That one small change would make a HUGE difference. As it stands, guilds and friends are not being kept together reliably. The result is guilds are seeing less of other guild members and other friends on the map instead of more, as was postulated by the developers when megaservers were announced.

We need better tools for staying together with the people we most want to play with. Having to party and taxi is a chore and really takes from the fun of the game.

GW1 did it the CORRECT WAY using districts that could be manually switched to.
Just ANOTHER of the; dare I say it, one of the best things about GW1 that SHOULD BE in GW2.

In the meantime, just let us right click a friend or guildmate and travel to their map without being in a party. Seems like a small thing that would make a major difference.

Megaservers and RP

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Posted by: Wasbunny.6531

Wasbunny.6531

We just got an official Response in the German forums.
To save Google translations, in Short:

They are still monitoring the Megaserver and keeping an eye on map population. They are tewaking the algorythm and are still on it to keep the feeling of a ‘home-comunity’, especially in cities.

They are also working on the language problem, and the ‘hotfix’ is indeed just a temporary filler to stop harassment between different nations and players.

They will REWORK the spawntimes of the 3 huge bosses for Europe, so that European players will have a better chance to participate.

ANd here goes the best: They are WELL AWARE of us RPers and try keep us in mind while tweaking the megaserver’s algorythm, so that we can be together again, PLUS they are aware of the problem with guild missions and stuff and might have a solution they won’t talk about for now.

Isn’t that GREAT?! ,

Oh yeah and… the megaserver is NOT the consequence of financial savings, they still need the same amount of servers, but just want the maps to be more vivid. And they’re still listening to us, and we shall feel free to go on discussing and adding feedback, which is very apreciated and so on.

Thank you for the update kuscheldrow, I think this is very encouraging.

I really do think it’s important for anyone that had formed an impression of the megaserver prior to Divinity’s Reach being taken into the fold to spend some time in DR and objectively report your impressions. I know it’s really hard to qualify what (if anything) has changed but try to note guilds you recognize and the general nature of the chat & emotes.

If we are going to be constructive and help ArenaNet to dial in the right algorithms to protect our communities in the new megaserver system we need to be objective and reevaluate as changes are made.

I’m on TC and was on for most of the day & evening yesterday and DR seemed the same as it always was. If anyone is having a radically different experience than what they are used to in Divinity’s Reach please post your impressions and server name.

We’re all in this together in order to stay together.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Game Updates: Guild World Events, Megaservers, WvW

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Posted by: Blaeys.3102

Blaeys.3102

We really need the ability to right click on a guildmate or friend and travel to their server version without having to be in their party.

That one small change would make a HUGE difference. As it stands, guilds and friends are not being kept together reliably. The result is guilds are seeing less of other guild members and other friends on the map instead of more, as was postulated by the developers when megaservers were announced.

We need better tools for staying together with the people we most want to play with. Having to party and taxi is a chore and really takes from the fun of the game.

Name 1 thing you want changed/added

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Posted by: Corpus Christi.2057

Corpus Christi.2057

Expansion pack.

Three 80-lvl Rangers. Why? ‘Cos they’re that cool.

Name 1 thing you want changed/added

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Posted by: ryandeniszorro.6735

ryandeniszorro.6735

Smarter, less predictable AI to major mobs in open world and dungeons.

Name 1 thing you want changed/added

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Posted by: Weir.5691

Weir.5691

Light/medium/heavy armor filter in the trading post.

And maybe a general cleanup in it’s categories. ‘Gathering’ for instance is an has always been empty, same with ‘Weapon > Toy’.

Name 1 thing you want changed/added

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Posted by: Thareen.5471

Thareen.5471

Cantha

(Message Body length must at least be 15)

Name 1 thing you want changed/added

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Posted by: Behellagh.1468

Behellagh.1468

Better Trading Post user interface.

We are heroes. This is what we do!

RIP City of Heroes

Name 1 thing you want changed/added

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Posted by: Guhracie.3419

Guhracie.3419

The ability to filter by armor weight in the trading post.

“Be angry about legendary weapons, sure, but what about the recent drought of content?”
-Mike O’Brien
Because we can’t be angry about both?

Serious Griefing being done at Lyssa

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Posted by: Algreg.3629

Algreg.3629

that might be rude behaviour, but you really cannot blame players for this. Events are there to be succeeded in. Yet Anet places trait unlocking behind an event that has to be failed first. Seems like horrid game design to me. Also, as far as I remember, people have every reason to defend the temple because there is a favorite farm area.

Griefing implies intention. If you’re saying pay the 3.5 gold noob, you’re not there to finish the event. You’re there to ruin someone else’s experience. Those people should be run out of the game, not because they’re doing an event, but because they’re so happily ruining the experience of many in the community.

This is just terrible design on ANet’s part. Really bad.

Saying “pay the 3.5 noob” does not imply anything, you can be there doing your thing. I imagine that guy, if he really said that, was being told by OP to stop defending first.

Game Updates: Guild World Events, Megaservers, WvW

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Posted by: Dusty Moon.4382

Dusty Moon.4382

I find nothing wrong with the mega-servers at all. It is nice to be in Orr and ACTAULLY see people besides when the Temple events are going on.

No to paying for map unlocking – that really does make the game P2W. That is asking for trouble.

No to renting maps.

Not good ideas at all. Let’s wait until the mega-servers really are in full swing before doing anything.

There is no such thing as pleasing everyone!

Game Updates: Guild World Events, Megaservers, WvW

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Posted by: Chase.8415

Chase.8415

If they were to charge for private maps there would be a huge uproar from the community on how ArenaNet purposely broke the game with MegaServers just to sell private maps in the gemshop as a solution.

People are being over-dramatic of the actual issue, sort of like what happened when fractals came out and how swamp fractal was impossible for pugs.

Name 1 thing you want changed/added

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Posted by: Lalangamena.3694

Lalangamena.3694

mob AI ,
mobs which are veterans should act like veterans and not like fat rookies.

ranged veteran mobs should have melee attack, or they should be able to CC the player in order to regain range.

melee veteran mobs should be able to deal with “out of reach” players, via ranged attack.

vet mobs should be able to get out of AOE area, and use ranged attacks on players.

vet mobs should use some boons and conditions.

vet mobs should use block, dodge or heal depend of its archetype.

vet mobs should use more AOE or cleaves.

angry mobs (not the ones who got proximity aggro, but the ones who got hit) should have their leash longer and pursue players .

Game Updates: Guild World Events, Megaservers, WvW

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Posted by: sirflamesword.3896

sirflamesword.3896

I think an easy way for anet to let us get into the same megaserver as our guildies is to add a Join In option on the guild panel when you are in the same zone as a guildie, it would allow guilds get more than just 5 people into the same zone easily.

Pinnacle of Responsibility[Mom]-Yaks Bend
Unstable Shield, Unstable Light

Are megaservers killing the game?

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Posted by: WingLegacy.7159

WingLegacy.7159

I don’t know, there’s something immensely entertaining about ~20 players defending a vigil engineer during a toxic offshoot by forming a line in from of him and only using bows to take out the charging enemies. It’s the kind of thing I “dream” of when I envision cooperative MMO play. That never happened pre-megaserver.

I’ve seen nothing wrong in the slightest with the megaserver system. There are more people on maps, more guild invites and more idle chatter. Some of these may not be to any one person’s personal liking, but there’s nothing fundamentally wrong with them.

As far as I’m aware (and I may very well be mistaken), Ferguson’s Crossing has yet to beat Tequatl. Maybe now the megaserver implementation will give us the needed edge to do just that.

People don’t realize that megaserver had improve the game. I think most of the whiners had mistakenly thought that Gw2 is a single player game.

Are megaservers killing the game?

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

Something is always ‘killing the game.’

Then
It was non-account bound dyes
It was cosmetic items in the gem store
It was lack of mounts in the game
It was empty mid-level maps
etc…

Now
It’s account bound dyes
It’s the ‘money grabbing’ wardrobe
It’s the megaservers and overpopulated maps
etc…

They just can’t win

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

Rewarding Adventure in the Open World

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Posted by: Hawkian.6580

Hawkian.6580

It’s not an uncommon topic: how do we make just playing out and about in the open world of Tyria more rewarding?

Seems the suggestions forum is gone so I’ll just drop this here…

So, I’ve thought about this a lot and I like my simple solution so much that I’ll permanently be a little bit sad unless something like it happens one day. This all stems from the idea that Dynamic Events in Guild Wars 2 are the meat, potatoes, veggies and dessert of the game. They’re great, and a ton of work was put into them. They are primarily unique to GW2 in that even games with similar contrivances (Rift and Wildstar each have their variations, as I understand it) are rudimentary in comparison.

There are so many. In every zone, so much content that is underutilized at best and entirely ignored at worst. Ignored! Some of the best content in the game, completely passed by, not even touched once a day. There are event chains in this game I absolutely love, some that can even last upwards of an hour, ultimately rewarding you with 20 or so silver and a few blues, greens and mob drops. This is a shame because even a player like me, who is happy to do content for the fun of it rather than the reward, will triage activities based on reward. In other words, if I’m choosing between two types of content, both of which I substantially enjoy, I will far more often choose the more lucrative one.

I attempt to solve this problem by unifying a few different concepts:

  • Playing in almost any zone of the game should be substantially, and in some ways equally, rewarding
  • Dynamic Event completion (success) should provide tangible rather than incidental rewards
  • Adventuring throughout a zone clearing many events- making an impact on the fabric of that zone- should carry a sense of gameplay momentum with it
  • Doing many different events should be rewarded greatly; repeatedly doing the same events should not be rewarded at all (thematically, the same idea as the changes to dungeon rewards)
  • Ultimately, the best currency that can be delivered as a reward is always gold, because it’s the language of the trading post

I have framed this idea largely in cold, mathematical terms, but perhaps my favorite thing about it is that it makes a fair bit of sense in roleplaying terms, especially compared to the existing system. I’ll touch a bit on that again at the end.

Here goes.


Each unique dynamic event completed to success awards n silver, where n = the number of unique dynamic events completed in that zone. Repeating completed events would earn you no silver reward at all (XP/karma unaffected).

Put more simply: every new event you do in a zone earns you one more silver than the one before.

This would reset upon leaving a zone, and your “streak” potential for each zone would reset on the daily timer.

So as an example, if you go to Metrica Province and do 1 event it gives you 1 silver, do another event and it gives you 2 silver, do another and it gives you 3 silver, for a total of 6 silver for having done 3 unique events in that zone. The formula for how much you earn by doing how many events would be: (n * (n+1)) / 2.

So if you continue adventuring in that zone:

  • 10 events will net you a total of 55 silver.
  • 20 events will get you a total of 2 gold, 10 silver- on par with a run of COF1 + SE1.

That seems like a lot of gold for “just events” at first, but think about it: if you’ve completed 20 unique events in a row in a single zone, you are a force in that zone. You’ve severely shifted the battle lines with the centaurs in Kessex Hills, you’ve taken out a ton of Branded threats in Blazeridge Steppes, you’ve given the Inquest a run for their money and driven them from the Infinity Coil in Mount Maelstrom. There’s no doubt this would take longer than a couple of the easiest dungeon paths- but if you didn’t mind spending the time, you could keep going.

Under the existing system, event silver rewards vary by zone (and are apparently being further nerfed per devaluing champ trains), but 20 events would get you somewhere in the ballpark of 70 silver, and you’d be rewarded just the same even if you just repeated the same 4 events five times.

Stop Defending Temple of Lyssa

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Posted by: Ashabhi.1365

Ashabhi.1365

The megaserver system is still less than a week old. As with anything new, people will flock to events and megabosses until they get tired of it and move on. Give it some time and see how it goes.

If they’re still not doable in a month, then come back and complain.

Level 80 Elementalist

Stop Defending Temple of Lyssa

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Posted by: Corian.4068

Corian.4068

This is better than it was before. I like that the zones aren’t in a constant state of “risen have taken over all the things!” like they were.

Maybe the defend events where people are waiting on them to restart for trait points can be adjusted, but having all of the players on the same map is fantastic.

Hit level eighty
Priorities, what to do?
Spend hours with dye

Let's save Orr!

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Posted by: Berelious.3290

Berelious.3290

Correct me if I’m mistaken, but last I’d checked, it was possible to buy the traits from the profession trainers, correct?

Corwin Grimjaw: Guardian (80)
Yak’s Bend Server
Crimethink [ct]