Showing Posts Upvoted By binidj.5734:

Event Scaling is Harming the Game

in Guild Wars 2 Discussion

Posted by: Lobo Dela Noche.5127

Lobo Dela Noche.5127

it would be nice if they brought back the old pen/shelter farm that people would farm for completion all day long. You get event completions and lots of loot and it wasn’t for the champ bags.

Event Scaling is Harming the Game

in Guild Wars 2 Discussion

Posted by: Mungrul.9358

Mungrul.9358

Champion Bags only can be collected on a successful event.

See, on release, I thought this was going to be how ALL loot worked. You’d complete an event and you’d get a reward choice pop-up, in much the same way you do now if you complete a Personal Story segment.
Rewards would scale based on participation.

Turns out I was mistaken, but I think I would definitely have preferred such a system, especially considering how fickle RNG can be in GW2.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

Event Scaling is Harming the Game

in Guild Wars 2 Discussion

Posted by: fellyn.5083

fellyn.5083

I disagree with the once a day crap. That’s terrible. Just combine all the rewards that you’d get and put them at the end of the chain. We already have restrictions on big events and that’s no fun. Of course if anet does that total drops would likely take a hit.

I’ve said it before and I’ll say it again. Farmers cause their own problems. They farm an event that wasn’t meant to be farmed until it’s nerfed into the grown and then come to the forums to complain about anet nerfing events and ruining their farm. End result, it ruins it for everyone.

P.S. Abusing game mechanics (failing events to farm them) should result in at the very least temp suspensions from the game.

(edited by fellyn.5083)

Event Scaling is Harming the Game

in Guild Wars 2 Discussion

Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

I disagree “Event Scaling” is what’s harming the game so much as the usual “let’s farm champions” mindset of approaching it. I’m playing another MMO without event scaling and I’m sad to say . . . I really miss it when I see 25 people swoop in and clean house, leaving everyone else to just stand there futilely trying to target one of the four mobs which spawn before it’s moshed out of existence.

I would say a better choice would be a refinement of your A option. Crank up the generation of Elite mobs (which are tougher than veterans and don’t drop Champion loot) when events scale up and limit Champion generation per event through scaling. Don’t eliminate it, but throttle it so there’s only so many which will spawn.

. . . then, be evil. Since doing this runs the risk of players just milking the Champions and letting it fail? Champion Bags only can be collected on a successful event. Or heck, just code Champion Bags for completing a major event chain once per day and give randomized other loot other times, then remove Champion spawns altogether and replace each would-be Champion with two Elites which complement each other.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

Double Black Lion Claim Ticket Chances!

in Black Lion Trading Co

Posted by: TheMagickDoll.7594

TheMagickDoll.7594

This is one aspect of the game I deeply dislike. A double chance is still a chance. It won’t make me any more inclined to buy keys then it did before, which was no chance. If you want me to buy gems then stop putting these weapon skins behind this lock boxes. Even then, the skins that are in the gem store needs to be cut in half. I think then people would be more inclined to buy more items if they were so priced more reasonably. It reminds me of a price gouging Nexon store.

Double Black Lion Claim Ticket Chances!

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Posted by: JusticarArkiel.1564

JusticarArkiel.1564

double of 0% is still 0%

Fix what you have before you build something new

[BUGGED]Who's In Charge Achievement

in Twilight Assault

Posted by: Shpongle.6025

Shpongle.6025

I’m 100% sure, that this is bugged.

First try: We killed spur first, we left a vet striker alive, who we were engaged with, when Spur was killed vet striker had 50%, we finish the vet striker, no achievement.

Second try: We killed everyone except 2 mobs. We kill Spur. We go out of combat. We kill the 2 mobs. No achievement.

Third try: We leave 8 mobs. We aggro spur and 3 or 4 mobs, the mobs leash back to their position, we kill Spur. No achievement.

Fourth try: We kill everyone except 4 mobs. We stay engaged with Spur and 4 mobs through the whole fight. Kill Spur. Finish off mobs. Still….no…achievement.

What is this sorcery? It’s either bugged, glitched, or we did it wrong all 4 times.

Explain this to me: the achievement sais don’t die and don’t disengage. Disengage who? The mobs? The boss? The mobs and the boss? Don’t die where? Don’t die when? During the fight? Before the room? After the boss? Before the boss? In the room? During bossfight? Does downed count as dying? Does it involve all 5 players?

Vague. Unexplained. Confusing.

Are you Shpongled?

Yet another punitive designed dungeon

in Twilight Assault

Posted by: Imaginos.3756

Imaginos.3756

for rangers. When are you going to fix our class mechanic so that 30-40% of our damage isn’t dead all the time or uselessly sitting on passive near us, only to die to aoes as we run around in the dungeon?

Pets suck in aoe situations and you can’t fix that without making pets immune to aoe damage. They don’t dodge and they don’t move out of circles. They. Are. Stupid. and so is this current punitive dungeon design.

30 in beast mastery keeps the pet alive for a whole second longer. Joy.

Fix the pets or remove the ranger class from the kitten game. Christ!
/angry

Dungeon is way too hard.

in Twilight Assault

Posted by: Buffy.9246

Buffy.9246

This dungeon is just the same as teq…Something that people will never do again. If i ever beat this once I dont even care for the rest of the achievements….

And also why cant Anet’s designers ever design something good…the backpack is kittening ugly.

Dungeon is way too hard.

in Twilight Assault

Posted by: Nurgle.6597

Nurgle.6597

People were asking for nerfs right after Tequatl was updated, but it still ended up being an incredibly awesome fight- this game needs more challenging content, not less challenging.

and guess what? the tequatl event is now dead, at least on my server, we’ve been doing it every day since it came out, and now everybody just got sick of all the waiting and stooped doing it. There are now not enough people there and the event is impossible to complete.

Dungeon is way too hard.

in Twilight Assault

Posted by: greensuitjacket.9180

greensuitjacket.9180

I am uninstalling Guild Wars 2 after being one of it’s staunchest supporters. I loved your living story, your actual story, dodge rolls, the art … But the developers are too interested in pumping out pay-to-vanity items that they cannot create quality dungeon content.
Test your dungeons, make them fun to play. Set class rolls. Do something. Because I’m leaving.

Dungeon is way too hard.

in Twilight Assault

Posted by: sonicsix.5713

sonicsix.5713

Annoying content does not equal challenging content.

Who gave up on the reptile already?

in Tequatl Rising

Posted by: Seid.2654

Seid.2654

In my opinion, the level of coordination required for this type of content should be within the confines of dungeons/raids and not in open world event.

There are simply to many factors that add to the experience (AFKers, inexperience, trolling) in open world that make the event less fun that what it is on paper.

Who gave up on the reptile already?

in Tequatl Rising

Posted by: Lothirieth.3408

Lothirieth.3408

From an interview with ANet:
Q: Tequatl update is nice but it destroys your party, home server due to overcrowded home servers and overflows
A: We are aware of it and actively discussing it.We were hoping originally it would take days/weeks for players to defeat Tequatl instead of 12 hrs.
http://dulfy.net/.../26/gw2-eurogamer-expo-livestream-notes/

Good Lord. They were expecting people to fail for WEEKS! And still be doing this in the hundreds, every 90 minutes. Is this a sound judgement of player behavior? Especially since this game was supposed to be casual friendly.

I can understand why they were hoping that. This is often true of real raids in other games. BUT! Those are coordinated groups of friends that keep coming back over and over to try again again. I don’t mind wiping in raids whilst figuring out strategy with a group of friends as I know, trust them and will have fun with them. But a group of 80+ strangers? Some who might be afk? Waiting around for an unknown spawn time? Hours between tries?

No thank you.

You want people to take days/weeks to beat hard content ANet? Make proper, instanced raids then. :P

I don't like this new content

in Tequatl Rising

Posted by: Amethyst Rose.4367

Amethyst Rose.4367

So the first week I was part of the first group that defeated Tequatl on Tarnished Coast, I think the third overall and second NA… over the next few days I was in groups which defeated it another 2 times. I had to go out of town for a while and when I came back I decided I wanted to finish up my achievements.

I have been trying for almost a week to get the last achievement… I have seen it fail over and over… many times not even being close…. not getting through the first 75%. Most of these failures were on the Tarnished Coast main server, not even overflows (which typically do much worse).

It isn’t like we don’t know the tactics by now… but people just aren’t into it enough anymore to get it done. Will I ever get this last achievement? I don’t know but I do know I am getting more and more frustrated with this horrible new content every time I try.

Not saying I am an incredible player or anything but I think I am competent, and through no fault of my own I am failing to get these achievements. Since it requires a group effort to get them and I have no control over the rest of the group.

This content is just not doable without incredible coordination and after only a week the interest level has dropped to the point that I can’t get the last achievement I need. To me this is a spectacular failure and has caused me to lose faith in the direction ArenaNet is taking things.

Please if you ever create content like this again make it an instance where groups can get together to do it, not an open world event. This was the worst decision ever.

Hopefully someone at ArenaNet is listening,
Thank you

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Look, I can understand your qualms as long as the needed added server capacity takes a backseat to added server capacity for PvP purposes. Which probably wouldn’t happen. (Not unless they suddenly dramatically invest in their infrastructure for both PvP and condition-cap/PvE reasons)
Have you played WvW lately?
Removing the condition cap when it really only matters in a select few situations like this one is utter fluff compared to that.

And yes, the condition cap in PvE is due to a back end server bottleneck. This was stated by the devs already close after release.

Hmm let’s see… where does the condition cap matter:

Group Events
Dungeons
World Bosses
Fractals
Structures

Where doesn’t it matter:
sPvP

explain again how it only affects, “a select few situations”? It affects 99% of the game and 99% of the players. The only people it doesn’t effect are the 50-100 people that still PvP on a regular basis

And no I haven’t played WvW lately, and neither has most of the player base, which is why they should spend more time fixing the areas that still have players left.

Who gave up on the reptile already?

in Tequatl Rising

Posted by: Lunaire.5827

Lunaire.5827

Yep. Done it 6 times, each time been in overflow. And each time gotten absolutely zero loot. No point in wasting the time if you don’t even get any loot for being there.

Who gave up on the reptile already?

in Tequatl Rising

Posted by: Blude.6812

Blude.6812

Always in overflow on my home server, doesn’t matter when I join, crummy overflow.

Not a lot of chance that I’m going to do it.

Loads of dead people can’t be bothered to wp back.

Contested WP is the one of the many dumb things added to the Teq fight that will turn this into another event that few will participate in and may actually be the game breaker if the so called new content/changes continues to evolve as it is while ignoring fundemental issues that have yet to be adressed (some still exist and reported on when the game was 1st released).

Who gave up on the reptile already?

in Tequatl Rising

Posted by: Asmodeus.5782

Asmodeus.5782

I just wished they focused on colourful and rich content, like the Bazaar. A really beautiful area, achievements that demanded doing a dozen different things, absolutely no need to zerg…

Language is a virus from outer space.

William S. Burroughs

(edited by Asmodeus.5782)

Dissatisfied with Tequatl

in Tequatl Rising

Posted by: Thedenofsin.7340

Thedenofsin.7340

I like the encounter and all, but that post goes beyond your usual fanboi into straight shill territory. Do you work for Ayzenberg or a similar company by chance?

Indeed. That poster is a straight-up shill.

The Tequatl encounter is not properly designed for GW2. If you design an encounter for upwards of 100 players, then the encounter:
– should be relatively grief-proof – i.e. a small minority should not be able to destroy your chances of winning
– should require little to no communication, or, alternatively, the game needs to have mechanics to support efficient communication for 100 people
– should scale down for overflows. If you design the encounter for 100 and your server can only handle 130-150 players, then the overflow encounter should scale well down to 30-50 players

Dissatisfied with Tequatl

in Tequatl Rising

Posted by: Manu.6078

Manu.6078

Typical response from a PR guy.
I wouldn’t say it’s rubbish but I would like an answer to these questions:
-why to develop content that requires a large number of players when there are known performance issues, low fps and skill lag? (the answer will be: no such thing or is my faulty pc).
-what are the in-game communication tools as long as after writing 2-3 lines in map chat your message is suppressed ? [the answer could be: write in ( huge, newly formed for the sole purpose of carrying out a single task) guild chat]. And try an overflow in Europe, where are 4 official languages, even more in map chat.
- why to waste time in overflows doing nothing, with no chance of completing the event unless you are lucky enough that overflow to be filled by a ( huge, newly formed for the sole purpose of carrying out a single task) guild? A timer will makes the world very static and boring? Im so bored to death in this overflow so i came here, writing stupid things on forum.
- maybe I’m wrong, but how the front team can survive and do dps there without turrets cleansing, as long as the fingers poison or whatever it is cant be removed by any of player skills? Don’t underestimate the role of the turrets. “…probably be possible to complete it without using the turrets” I laughed at this.
And a personal issue… many were written on this forum about the bad visibility of aoe circles, the worst in water and impossible to be seen by the color blinded people. Nothing changed. I begin to feel discriminated.
No comment about prizes, I dont care so much about ascended weapons, it is much better to make a Legendary.

(edited by Manu.6078)

Dissatisfied with Tequatl

in Tequatl Rising

Posted by: Thedenofsin.7340

Thedenofsin.7340

You make a super-hard open world event that requires coordination of upwards of 100 people with:
– little-no downward scaling
– no accurate timers for the event
– no in-game mechanisms to allow coordination of 100 people
– a low population cap such that people are likely to be placed into overflow
– a mechanism such that the overall success of said group hinges primarily on 6 players
– rewards which are disproportionately low for the effort required to succeed

Liadri the Imbalanced, Stupor Annoying Box, Tequatl Sucking… it’s clear the development team needs more time than they have to produce quality content.

ArenaNet needs to pull back on the reins and slow down the rate of releases until they can reliably produce quality content.

People need to realize that...

in Tequatl Rising

Posted by: MithranArkanere.8957

MithranArkanere.8957

This is false.

I paid for the game like everyone else. I didn’t pay to heard others about how they play. I paid to play myself.

Content can be designed with variable levels of difficulty. “Do or die” is not desirable compared to “choose your challenge”. Not everyone can do level 60 fractals. But there’s nothing in those levels that players on levels 20-40 can’t get. People can go at their own pace.
There’s no achievements for doing higher level fractals either.

It’s much like Diablo III’s Monster Power. You choose the MP you want to face, and increase it as you get better, at your own pace. Higher MP may have a higher chance for better drops and more gold and experience, but there’s nothing that drops at the highers MP that would never drop at the lowest.

This is proof that content can be made to cater to everyone without leaving anyone out.

In this case, there’s no leeway for factors like players not cooperating or griefers, and there’s no way to control the level of the challenge.

That doesn’t make the content difficult. It makes it taxing or frustrating, as the outcome depends more on luck with the players you get than in your own skill.

You may just idle and hit a couple of risen in a map that got a lot of focused players, or you can be the best freaking Guild Wars 2 player in the world and get a bunch of lazy coasters.

Luck may be part of the game, but it does not determine skill or difficulty.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

People need to realize that...

in Tequatl Rising

Posted by: DarkWasp.7291

DarkWasp.7291

What if:

1. This type of content is for me.

2. There are a bunch of people that it isn’t for hanging around.

3. There are a bunch of people understandably AFK hanging around.

4. There are no systems built to compensate for all of the above.

5. I fail because all of the above.

^ Uses Guild Wars 2 character screenshots for desktop wallpapers.

People need to realize that...

in Tequatl Rising

Posted by: Krugash.4920

Krugash.4920

What’s the problem with guesting though? I understand wanting to do stuff with your server, but it’s not a huge loss to coordinate with a big group from your server along with groups from other servers. Guesting is a great way for low population servers to group together to take down content like Tequatl, and it’s not hard to do.

I agree with the AFKer problem though, that’s a huge problem my group had late last night. I think we had two turrets AFK -.-’

I don’t want to ruin anything to anyone, possibly the opposite. I would love to see this content enjoyed by the majority of players. It caused alot of frustration and it’s fracturing the community instead.

Having it in a guild mission instanced map (or w/e other instanced option) would make it possible for devs to give it better scaling and even a gambit system. Wanna keep doing a super hard version of Tequatl with 150 persons and gambits for better rewards? do it. You don’t have that kind of numbers but still want some harder contents to enjoy? do it. That’s what I’d like it to be.

People need to realize that...

in Tequatl Rising

Posted by: Krugash.4920

Krugash.4920

/cut lot of trash.

But for the love of god, don’t ruin it for the rest of us.

Ironically, all the players who like to teach others about challenges and skills, come from Blackgate. Dude, just cause you leeched a kill on some high populated server after you’ve possibly camped the map for hours doesn’t imply you accomplished anything in particular.

It’s all about the perception of difficulty. How many of those who got a Tequatl kill so far also have completed “Light up the darkness” for example? Or the SAB tribulation mode, the Clocktower jumping puzzle or daily farm high level fractals?

If people want to get a Tequatl kill and complete some achievements they can just join one of the cross server guilds coordinated on some TS and do that. If you try to do it the legit way tho, on some mid to low populated server or on a real overflow, then it just won’t happen.

What about those who don’t play on primetime or can just log at night for w/e work/nationality reason? They’ll just never have a chance to enjoy this content period, even if they are the best players in the freaking game. We are all happy that we got a Tequila kill, but unless we all realize this event is pure bullkitten in its current state, then the quality of the game won’t improve.

That’s what people need to realize. Just put this kind of events on instanced maps and add a gambit system to increase the difficulty/reward. Also make it scalable so the challenge is the same for 30 or 150 persons.

People need to realize that...

in Tequatl Rising

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

People also need to realise that success or failure depends not only by how well the people who WANT to do the content play, but also the actions of those who DON’T want do the content either by greifing or AFK or even the whims of the game engine that splits the whole team up and ruins the carefully planned coordination

First time in a game for me, that the actions or otherwise of people who don’t want to do something can affect so dramatically the chances of those who do

;)

Guild Leader of DVDF www.dvdf.org.uk since 2005

Tequatl the Funless

in Tequatl Rising

Posted by: The Analogue Kid.3896

The Analogue Kid.3896

Title is correct, encounter is not fun. Getting thrust into overflows that only get 10% of his life off is not fun. At least the overflows I got put into for Scarlett usually finished the event around 50% of the time.

My favourite boss is now golem mark 2, as you can clearly SEE the fields of death and can dodge out of them.

This. Golem Mk2 was the best redesign so far. Tough but also fun and fair.

I totally agree about Golem Mk2. I really enjoy doing this world boss, more like this devs please!

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Stx.4857

Stx.4857

There’s really no reason an entire archetype should be nearly worthless in a huge portion of PvE.

Your right, any time I see a condition build go down on teq, i’ll leave him there. Teq would appreciate it. The server would appreciate it as our dps isn’t being hindered by attempts to continuously res the clothy, and sounds like Anet would appreciate it.

Conditions are OP in pvp presently still, but pve not so much? How many here can say they melted before … come on don’t be shy – thats not from direct damage – we can all dodge roll outta the FA hammer train. But the conditions – good god.

I have a question for those that play condi builds … why is teq your only target? If a hammer = invulnerable to a target – why would he still swing it? Definition of insanity – doing the same thing over and over expecting different results. Necros have many other skills, and everyone can pick up elemental weapons. 25 stacks are cap – how do we make this different with 120 players hitting a boss?

~ from … a necro & ele

So your argument is because there is an incredibly flawed system in the game, that we should just work around it? NO WAY.

That is the point of this thread. Condition users shouldn’t have to only defend turrets(they can’t even really do this well because fingers are immune). Condition users shouldn’t be excluded from dungeons either… its getting old.

PvP is really a separate issue.. we know conditions are viable there.

2x 80 Necro, 80 Ranger, 80 Thief

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Charming Rogue.8071

Charming Rogue.8071

Anet trying to force this sPvP eSports bs is what’s messing this game up. GIVE UP ANET, YOUR SPVP SUCKS. NOW FIX YOUR PVE PLEASE. ty

Desolation – EU – [KING] – Immortal Kingdom