HoM is disabled too. Just farmed up my 10 HoM points for the fire sword and can’t get it. Pretty mad actually… Idc about titles but I earned that god kitten sword.
Photon, I hope you and all the other GW1 patrons get your due justice… and soon! I’m sure Anet shut down the HoM as a damage control measure, just like they did with disabling golems in WvW when it was exploitable.
Try to hang in there for your fire sword.
I’m doing the same regarding the issue with ranger pets presently not being able to be set to avoid combat. Perhaps we’ll both see some fixes this week.
As an actual new player I feel exactly the opposite. I am loving the game and thought the new player experience has generally been good and positive.
I think usually for a new player the system doesn’t seem that bad.
Because new players have barely any idea what traits are, or how useful/important they are to the build of their classes.
How can you miss it if you don’t even know what you are missing?
Or its like some of the defenders (though it may only be the same two people posting a loit in this thread) also make it pretty clear “you only need a few traits unlocked anyway” which means they are just copying a meta build off the net somewhere.
Like I said, new players just can’t miss what they don’t even know about. But I bet there would be a LOT of love if anet suddenly reverted the changes and the new players suddenly had access to the trait system in its entirety for the first time.
Well that’s boring. So you just collect plants now and wave to the mobs as you swim by? How sad.
I’d feel better about the changes if they actually took the time to redesign them a little to be interesting or challenging. It didn’t have to be much, but a little care would have been appreciated. Take for instance the bear cubs you feed for Bear. The bundles are out (sad) and I understand why they did that, but at least a few of the traps you now release could have a skelk of something in them. The heart in Queensdale has traps you open and sometimes they don’t have anything, sometimes you fight a drake. That’s been in since launch and was designed that way. When comparing it to the Bear heart, the effort just seems half-hearted and not as professional.
(edited by Shaaba.5672)
I haven’t played that much with characters created after NPE (i created all my chars practically at launch to reserve names). But i did create a few low lvls (key farming, its bad, i know, but i’m too poor to buy keys)…
I have to say i dislike it thoroughly. It doesn’t feel like the same game even.
The whole thing about weapon skill learning is dead now, it used to feel alive and nice, i used to trade weapons with my friends when we finished learning a weapon so we could learn all skills.
The map exploring i can’t tell much, but its weird that you cap stuff, and force players on a path, on a game that was all about exploring and freedom to do your own thing.
The story, thankfully i was already past the part where it was mangled, so i still didn’t experience it, but some guild mates were complaining, and i went to the wiki to see how it was, and it looks really mangled, with continuity miss-aligned, even with the old continuity, some episodes feel different, and like stuff is missing, specially once you start getting air-dropped in the Cursed Shores.
Basically, how it feels is that we had a game that gave us so much freedom without hand-holding, that some (not many) people got confused and even quit outright, and now you kinda turned it into the opposite, a game that kinda steers you forcibly into a certain path that constrains the experience.
The game launched with a nice “journey” to lvl 80, what it lacked was stuff to do once that journey was finished. Its still isn’t very good at it, but the journey WAS GREAT! I don’t get why you felt the need to change it so radically.
Sure some stuff is really cool, the crafter backs are awesome, i like that we unlock traits (but we shouldn’t have to unlock ALL), the condensing of the traits wasn’t bad either, the system works nicely still.
The “flexible” weapons were also a cool addition, and much welcome (albeit kinda expensive to craft).
But the hand-holding you added, the constraints, the mangled story? Those were a big mistake, in my opinion, and pretty much every one i know that experienced both the new and old experience.
As a newer player, I’ve found it very enjoyable and reasonably usable (a couple things could be explained a little better in-game, but it’s nothing insurmountable).
I don’t know what weird games you’re playing that give you all the abilities and access to all areas right from the start.
You find it fine because you haven’t got anything to compare it to. Original system allowed you to learn weapons skills by actually using weapon, not by leveling, for example. Every 1-15 zone and early experience in general was dumbed down. A lot of things, like golem mini-game in Metrica province, was cut out. You can no longer feed cows in Queensdale with a cow food you need to pick up (teaching new players to use bundles!) and instead you “entertain” them somehow. And so on and so forth. The list is huge, but let’s stop there.
Right? What would a new player know about the new player experience? They’re new. If they weren’t new players, they’d understand just how much the new player experience sucks.
As much as I think there are a lot of things wrong with current trait system, the most confusing change I’ve encountered so far is with the Personal Story.
Prior to the NPE, we used to get a single piece of story every few levels (In fact, those story steps were unlocked by default even if we had not reached the recommended level). This missions could lead us around the world, bringing us to new zones to explore and, once finished, we automatically knew where we should be heading.
With the current system, we receive the story on batches every 10 levels. This might not seem bad at all, but I can easily see it becoming a serious problem for many new players.
The story steps we currently unlock at, lets say, lvl30 are the ones we used to play between lvl20 and lvl30, so they send us to zones that we outlevel and, more often than not, have already explored.
On top of that, once those missions are finished we get no clue of where the story is heading. We find ourselves in the middle of nowehere, left to explore the world on our own until we are required again.
Many players could argue that this kind of freedom is something positive and I could actually agree with that to some extent. It’s, however, definitely unconsistent with the whole NPE idea.
Spoonfeeding, carefully measuring out the introduction of every feature and character progresion step to not overwhelm new players just doesn’t make any sense if you expect this kind of free exploration spirit from them.
The only significant differences between the current trait system and the old one is the fact that you have to unlock your traits, and that you only get 2-4 trait points until 75-80.
As I have said before in other threads, I do not like this system, and I do want them to go back to the old system. However, you are over exaggerating quite a bit. Overall the leveling experience is still as good as it has ever been (because it’s still largely the same) especially when compared to almost every other MMO. There are no fetch quests, you aren’t restricted to leveling by doing “quests” (hearts). You can level in a myriad of different ways from SPvP to WvW, to world exploration, to even just crafting if that’s your thing.
I am all for encouraging A-net to do away with the need to unlock traits, and to give more trait points at lower levels, or at least to improving this situation. But lets do that with honesty and constructive criticism instead of over the top statements and demands for Devs to be fired. Obviously the game is still good because you are trying to get them to change this particular aspect of it, instead of just quitting playing; no one has such strong emotions about something they don’t enjoy.
As a newer player, I’ve found it very enjoyable and reasonably usable (a couple things could be explained a little better in-game, but it’s nothing insurmountable).
I don’t know what weird games you’re playing that give you all the abilities and access to all areas right from the start.
You find it fine because you haven’t got anything to compare it to. Original system allowed you to learn weapons skills by actually using weapon, not by leveling, for example. Every 1-15 zone and early experience in general was dumbed down. A lot of things, like golem mini-game in Metrica province, was cut out. You can no longer feed cows in Queensdale with a cow food you need to pick up (teaching new players to use bundles!) and instead you “entertain” them somehow. And so on and so forth. The list is huge, but let’s stop there.
As a newer player, I’ve found it very enjoyable and reasonably usable (a couple things could be explained a little better in-game, but it’s nothing insurmountable).
I don’t know what weird games you’re playing that give you all the abilities and access to all areas right from the start.
Guild Wars 1 & 2. (pre NPE)
Calling for people’s jobs is a deplorable thing to do. You need to adjust your tact so that how you are communicating isn’t hurting what you are communicating. As it stands now, no one from ArenaNet will read this. It will get closed and ignored because no one likes being talked at instead of talked to. If you fix the tone, you will at least get it read. Not in the form it’s in now though.
More visibility needs to happen beyond one ignored thread for this god horrible system to be reverted. This is without a doubt the absolute worst system ever put in place in a major MMO. It needs to be changed and it needs to be changed soon. Not Heart of Thorns, now. It’s absolutely kittening unplayable horrible
The new player experience is absolutely without a doubt horrible in nearly every single way. I bought a second account on the PAX special and honestly playing through it, the game is a horrible mess. You’re locked out of nearly the entire game and have to unlock everyone in time in a very convoluted mess that doesn’t seem well thought out in the slightest. You don’t have next to any abilities at first and it makes leveling a boring tedious mess.
The trait system, is without a doubt the very worst system put in place by an MMO to date. It’s just absolutely horrible and I have to commend you on finding a way the sucks more then any other system that has ever been put in place before. I don’t know whoever came up with that idea of unlocking traits or the ones who deemed which things to unlock which traits but the lot of them really should be terminated and you really need to rehire new people as they’re only going to make the game worse.
Can we get the old system back? One that isn’t so unfriendly to new accounts? One that doesn’t lock the entire game away?
The removal of nodes in the early parts of starter zones, level-gating downed and underwater skills… level-gating is just bad, but downed skills in particular. It’s like, “Oh, hey, there’s this totally useless mechanic and now it just takes me slightly longer to die.”
I just don’t understand how this can be seen as an improvement. Maybe with traits fixed, the leveling experience will become less cumbersome, but… wow. I cannot overstate how much this whole thing has destroyed my desire to level alts in the open world. It’s just… why?
There are some really good additions- the compass, for example. The optional compass. And I like the bunny heart’s new location in Wayfarer. But as things currently stand, leveling has turned into the worst kind of tedium.
-Mike O’Brien
Because we can’t be angry about both?
1) dancing to cows: no better or worse than bowing and sitting by cows in a higher level heart in the Charr area. This type of complaint makes me think that if it was the opposite, that the game started with dancing to cows and was changed to feeding cows there would have been a storm of complaints about removing flavor in the starter area and how feeding cows is boring and insulting to the players intelligence.
Meh, I used “dancing for cows” as a catch-all for the dumbing down of the starter areas. It of course wasn’t the only change (golem chess, feeding bear cubs, removing TP traders, etc.)
And I suppose it’s possible that people would be complaining in a reversed situation too, though speculating that is merely guesswork.
2) weapon skills unlock. I hated unlocking weapon skills the old way. I would painfully unlock the skills and then get a different weapon and be sent back to autoattack, but in a higher area against tougher mobs. Imo, this way is better. I get a new weapon and I’ve got the same number of skills. I’m not reduced to autoattacking again. If they had reversed the order of this, I think there would be complaints about how they have to autoattack again and it’s handholding to send them back to square one. That ANet doesn’t trust them to figure out the new weapon skills by mousing over them.
I dunno… not only is the new way contradictory to Anet’s stated goal of “not overwhelming and confusing new players”, but the old way was actually unique instead of the generic “get x skill at x level” system in nearly every other MMO. I remember myself thinking that it was so cool that GW2 unlocked skills differently than, for instance, SWTOR or WOW.
I’d say the old system was really only problematic for elementalists and maybe necromancer’s Death Shroud. Still, that could be addressed without throwing out the baby with the bathwater (eg. allowing elementalist weapon skills to be unlocked for all attunements simultaneously instead of having to do each attunement individually).
(edited by HandOfKane.5409)
I’m glad they finally fixed the bugged falling damage one
There is no “make fixed” button for these problems and they can’t just put more people on the problem, because not every dev in the office knows the UI code..
So, chill out and take the time to a) play other games, they need your love too, b) upgrade your PC or c) watch woodenpotatoes videos and do some theorycrafting,
And if you are a programmer on here, giving their team trouble..shame on you. May a thousand customers call you on Friday at 4:59pm asking for out of scope changes.
I dont understand anything anymore, are they working on the issue ? or not ?! wtf
They are working on the issue. But it will be a while before we are given a fix. Something changed with the UI (My guess is the high resolution Experience bar) and its causing great issues.
All we can do is give them as much information as possible about the issue as we see it and hope its enough for them to root cause the issue (replicate it) and fix it on their end to be able to deliver a fix.
I estimate 2-3 weeks before its really fixed. Which would be normal for most performance issues, game related or not (in general IT talk).
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD
I don’t think it’s made with Flash and a rollback isn’t necessary. We have to wait, ANET already said that they are looking into the topic, just don’t let this die, we hope it will be fixed soon. Flash applications run in adobe platform, include an entire platform in a game that is already heavy would be an unacceptable idea
OMG thank you! Okay everyone, lets hide our pitchforks and torches. Whistles innocently
Even naked and with Traits reset I can’t finish Sanctum Sprint any more.
In the middle where I HAVE to use Lightning Pull I always overshoot.
Why on Earth is it not possible to FIX THIS?!?!?!
Dear Anet Team,
As with anyone in customer service I am sure 99 percent of what you hear is negative. Even though the last update was riddled with bugs and caused even myself to put in multiple bug reports, I just wanted to put a thank you out there for all the hard work going into the daily patches to fix all of these problems. We do not have a problem free game yet however the fixes are noticed by many of us.
Keep up the great work and thanks again!
Aww did they make it better? /sadliness
Well it was fun while it lasted 
Honestly, dailies is unfair for new players how it presently is and here is why: While Anet wants new players to buy the game and play, there are dailies, vistas, story, etc. However, due to their level they are limited from many things that are hanging in their faces and they don’t know why. Many assume they are broken and ask in chat until someone says they have to wait til a certain level. This leaves them feeling like “What? Why do I have to wait? It says it right there!” The way to fix this would be to have more than just 3 or 4 options for dailies in PvE since they cannot do WvW or PvP til a certain level (I believe it says for WvW it unlocks at lvl 18 and for PvP it unlocks at level 22 – hotkey is not accessible til then). However you can circumvent that by taking the portal to the Mysts in Lion’s Arch one you discover Lion’s Arch. Still, how many new players know that? I have come across new players who are quite frustrated with starting out as a new player in GW2 now. Back when I started 2 years ago it was not frustrated at all.
Idea: Perhaps different dailies for low levels? I know that if you have everyone able to do simple things that everyone would choose the simple. That is why I say just for the low levels. However, even mining, gathering, etc is limited as you don’t have the tools to do those until you get them at level 9 as a level reward or find someone to buy those from (which are not in the beginner areas).
HOT is NOT for the Casual (My Sentiments exactly)
(edited by Katiekaboom.1980)
Don’t loose faith guys, they are releasing fixes every day.
They are clearly aware of the issues and working on solving them
If they had a test server most of these issues would have been discovered in 5 minutes. My game has been crashing and freezing constantly since the 16th.
They do have a test server and the game and all patches are QA tested on it before they roll them out. It just is not a public test server. The thing that most people fail to understand about software development is that you can test and test and test but until the product hits live and goes out to the clients, you will never catch every issue.
This game runs on so many different configurations of hardware, drivers and networks that (frankly) it amazes me that there are so few issues discovered. This is not even mentioning the stupendous number of different types of auto-runs and always running tools, utilities, helper programs and system enhancers that people have running on their system while trying to run the game. While you are probably have some sort of issue with the game, most of the player base is NOT. There are many thousands of people playing the game and a rather small percentage are having some sort of problem with installing or crashing.
I saw in you post log that you said you submitted reports but did you put in a request for service? Submitting the crash log when the game crashes just provides that information to ArenaNet to use in researching the issue. They do not respond to bug or crash reports. If you want personal service from ArenaNet, you need to create a service ticket and provide them with the information that will help them help you specifically.
Also, there are many people in the forums that will be glad to help you troubleshoot your specific issue. You can also post your crash logs and list what you have done to try and solve the issue yourself in a forum thread and you will see that there are many people willing to help you get back into the game.
The event is still completeable without the mortars, so the rest just has to work a tiny bit harder
So you see no problem with the lane defenders having to “work harder” while these people line up taking turns at the mortar so they can get more loot for less effort?
I finally ran into this last night. I got my favorite north mortar and some norn stood on top of me pleading for a turn so he could tag the boss. When I got chased away from the mortar (which I was using to save our ammunition, lay down fire pools to melt lane mobs, and aid the arrow carts when mobs got on them) others pounced the mortar even if it meant standing in insect swarms and swiveled it around to aim at the boss room.
Fortunately (?) south failed — guess the mortars weren’t adding much to that fight — and I ran down to mid to help there since I didn’t have reflects for thrasher. That lane was so nicely organized it was a dream to defend and we took out the beekeeper with a minute to spare. VW ended up succeeding, hurray!
One champ bag just can’t be worth risking the whole event failing ><
Now matter how many events I do, no matter what lane I have done, I have NEVER seen a mortar shell LAND inside.
Yet there are always people trolling the mortars and firing over the wall. Often times I think it is a multi boxer, using 5+ accounts to score participation for the events.
Just came out of a map that failed because of these people in all three lanes. I asked them why they were wasting their time and one of them replied “Because there is no point tagging mobs.”
…
Its not JUST the mortar abusers, but the other “AFK” players who aren’t actually afk at all. they just don’t feel inclined to participate. In the map I was just on, as we were failing, one of them said “Fine, I’ll come help defend the carrier.” and finally got off the mortar.
Of course all the other afk’s left the map because it was failing.
This pretty much kills my enjoyment of the event. Every time.
North especially can have only 10 people, 5 of them wasting time on the mortar while the rest of us can barely keep the carrier alive. South is always loaded with AFK players who instantly come alive when its time to get loot.
Somehow I feel it has gotten even worse in the last few days. Perhaps this thread giving more people ideas?
Now, that’s a worthy way to do it.
But I don’t think they even get an extra champ bag, right? If I’m at North and South beats up the Beekeeper, I get a reward popup. I don’t have to tag the Beekeeper myself. So the only “personal” extra would seem to be the mordrem part, which as I said above seems of such minimal value as to give no incentive at all to wanting to tag the boss rather than help the lane one’s in.
You do get an extra champ bag and event credit. Shows up as a second bonus chest, then standard XP/Karma pop. Additionally, you get extractor credit. You effectively get full credit as if you participated in the battle.
If done properly, it can be an asset to the entire run. My method, for example, is that I’m a south lane runner. Once beekeeper is melted, I make my way to mid, assist on defense/ammo until wall is breached, then hit north and begin incendiary shelling the thrasher, switching to shelling ammo dump, lane, or arrow carts as needed. Once thrasher goes down, I switch to full lane defense until wall breaches, then keep the heat on dark wing until win. Since I was already tracked from bee, it effectively adds one more body to the battle that couldn’t normally be there, without the worry of said body going down. If I die, which clears tracked, and I can get in to another champ, WOOHOO CHAMP BATTLE and I Leroy straight in so I’m not bashing my brains out holding 2 every 5 seconds.
The problem with the taggers is that they tend to congregate around the mortar, get their tags, become tracked, then AFK the rest of the event. They upscale north, and then complain when north wipes to the very champions they generated, while only ever contributing 2K-6K damage individually. Additionally, they tend to auto-pilot, shelling the EMPTY champ room during defense wave, to ensure they don’t get booted from the mortar for inactivity. All this, for two extra champ bags, tops.
Last night, during a fail run, was the worst I’ve seen. 8-10 people, multiple commanders tagged up, and one of them even shouting line orders “3 shots max, keep the line moving, hug wall when done or report”, while I got regular hate whispers shelling from the back mortar and “refusing to play fair and give them credit”.