Showing Posts Upvoted By titanlectro.5029:

Rank Chests Extremely Dissapointing

in WvW

Posted by: Niim.9260

Niim.9260

Why do we as WvW’ers keep selling ourselves short in these discussion. “we do not play for the reward” or “you get it while you are doing what you are playing the game anyways” are both true statements, but how is it different at all from PvE rewards? Do they not get those chests for doing what they like to do as well?

When Devon posts statements like: “…to not invalidate the ways PvE players…” I think it is fair for WvWers to question what about validating the ways WvW players get loot?

I can half akitten farm investigator chests in Southsun and get the exact same thing as we are getting with a fraction of the effort. Dragon chests give better rewards and also dead simple to do.

There is a difference between being greedy and just wanting it balanced with other aspects of the game.

~ AoN ~

Color blind gamer: Issues seeing red circles

in Suggestions

Posted by: TimeBomb.3427

TimeBomb.3427

Hi. I’d like to have a discussion in regards to the issue of red circles, the ones made on the ground by enemies right before an AoE hits, and the issues that I, and surely others, have due to being color blind.

If I recall correctly, I’m red/green color blind. I haven’t done a ton of dungeons, though usually when I do them, I played ranged. As a ranged player, I often have less enemy’s closely surrounding me, which allowed me to more easily see/notice the red circles on the ground. When I play melee anything, it often becomes quite a bit more difficult for me to see/notice the red circles.
Also note that it’s slightly easier for me to see the red circles on the ground if the ground is light, and it is very difficult for me to see the red circles on the ground if the ground is dark.

I consider myself a good player overall. I am quite competent when it comes to any kind of combat in GW2. I’ve done well in general PvE of course, as well as SPvP and some dungeons. Often the harder it is for me to see the red circles on the ground (and the more necessary it is to see them, i.e. with certain bosses), the worse I do.

I opened this thread for two reasons. To see if any other color blind gamers out there are ever having similar issues, and to discuss what possible solutions we can apply to this problem.

My goal here isn’t to make it easier for everyone to see the red circles as to lower the necessary skill level, my goal is to allow color blind gamers such as myself to be on par with non-color blind gamers.
Offering alternative colors could be a solution, or perhaps just a gray color. Making the circles brighter would probably help as well.

Make sure to press the +1 button on the right of this post if you agree. If you can’t see the upvote button, you can just go to https://forum-en.gw2archive.eu/forum/game/suggestions/Color-blind-gamer-Issues-seeing-red-circles/768500/upvote to +1 it. Thanks!

(edited by TimeBomb.3427)

Why APIs return IDs

in API Development

Posted by: Cliff Spradlin.3512

Previous

Cliff Spradlin.3512

Lead Programmer

I’m writing this in response to a lot of suggestions posted that have a similar theme.

Some examples:

  • “The WvW match detail API should return guild names, not just guild IDs.”
  • “The event names API should return map IDs”
  • “The recipe API should return item names, not just item IDs”

I totally understand the desire to be able to make just one API call and have it return exactly what you want. I’m going to first explain why it’s not always feasible with the current API implementation, and after that talk about some possible solutions to the problem.

While the API servers seem like a single endpoint from an external developer’s perspective, they actually consist of many backend servers that service different parts of the API. Different information is on different servers.

Lets use the WvW / guild name feature request as an example. There is a WvW server, and a guild server. The WvW server holds all the WvW information, which includes references to guilds (guild IDs). The WvW server does not report any information about guilds, their names, emblems, etc. because it is not authoritative for that information — the guild server is.

At the scale of Guild Wars 2, no single server can hold all the information about the game. Instead, the information is distributed amongst many different servers. In fact, there is not just one guild server, there are many guild servers. And likewise there are many WvW servers. It’s very difficult to keep the same information in-sync between all these different servers reliably, so it’s much easier for the servers to hold references to the information, and then ask the authoritative server for details if details are needed.

So if we wanted to show guild names as part of the WvW match results, the WvW API server has to query the guild server for that information. Then we’d have to decide on a retention policy for that information — theoretically guild names can change. Should we send the query each time a WvW API request comes in, or should we try to cache the information on the WvW API server? Either way, it adds a significant amount of complexity to the WvW API server.

That leads to the next problem, which is deciding which information to include. First, there was a request for guild name and guild tag — but there’s also been a request for guild emblems to be included. So should we include those in the WvW match results too? What if somebody doesn’t want the guild emblems, they only want the guild name or guild ID because they already have downloaded information about the guild before? Should they be forced to waste bandwidth and time processing information they already got before?

By the way, objective names and details have the same problem — the WvW API server only knows about objective IDs, not objective names. The objective names are defined in our game localization files. We have another server that parses the localization files, called the Content server. When you ask for objective names, you’re actually querying the Content servers for that data.

Hopefully you can see the pattern here. The point is it’s much simpler (for us) to write API servers to return just the information they know, and for you to connect the information from the different APIs together. The simpler it is for us to write APIs, the more APIs we can create for you.

As I said before, I completely understand the desire to make a single API call and get everything you want. There are some attempts at solutions to this problem. YQL ( http://developer.yahoo.com/yql/ ) is an example. YQL is a SQL-like query language that can join and filter the results of different web APIs together. So you could write something like this in YQL:

“SELECT objective_id, match_id, guild_name FROM gw2_wvw JOIN gw2_guilds ON (gw2_wvw.guild_id = gw2_guilds.guild_id) WHERE gw2_wvw.world_id = 1001”

Facebook offers similar functionality to their data using a similar system called FQL.

I consider these types of interfaces to be a new layer on top of our existing API servers. They’re nice to have, but their only functional advantage is that they make the APIs easier to use and reduce the number of API calls made.

We’re currently focused on creating new APIs, because new APIs will enable new cool applications. Maybe once we have lots of cool APIs, we can spend some time on these nice API wrapper layers.

I hope this was helpful. Thanks for reading!

Attachments:

WvW Rank Reward Chest

in WvW

Posted by: styx.7294

styx.7294

Well this is kind of BS for players with highish ranks, It’ll be forever before I get my back log done.

More incentive for you to continue playing? :p

I assume forever means “two months of extra rewards for two months of playtime I had already logged if I continue to play as regularly as I did before” and BS means “I will gain many more rewards than someone who didn’t have as many WvW ranks as me”.

Gate of Madness

On Lottery (RNG) Boxes

in Guild Wars 2 Discussion

Posted by: Maz.8604

Maz.8604

The Company’s Gamble

The company has its own gamble going.

It is relying on the obfuscated nature of its game of chance, with its accompanying ability to change the odds at their leisure, to keep its customer base arguing and speculating over the factual details as much as the subjective details. If you knew all the details, it would be much easier to base an argument for (or against) purchasing the product outright and there would be less coloring and argument from individual experiences.

It is relying on the artificial sense of urgency to push people into buying the product without spending a lot of time thinking about it, as well as pushing those who attempted grind it out to ultimately buy into the lottery boxes from the Cash Shop at the eleventh hour.

It is relying on human nature. There are people out there who are gullible, naive, have little foresight and in some cases, an addiction to gambling. These people with a clinical lack of self-control who will hand over money to engage in this process in hopes of getting the rush of a win.

Defending the Indefensible

The fact of the matter is that there will always be people attempting to defend these practices. Usually, the sum of the arguments is that the company has a right to make money. But why? Why are these practices worthy of money? And why do these people, who can only benefit as a consumer if these practices were revised to be less abusive, defend them? Why implement these practices over a flat rate, offered through the Cash Shop, unless this lottery box implementation makes more money.

I tend to look towards a rather quotable piece of TotalBiscuit:

What the hell happened to gamers looking out for each other? When did that suddenly fall by the wayside in favor of being an unemployed PR representative for a company that has been milking you for money? When did this happen? Was this with the advent of the Internet? Is this a recent thing? I can’t exactly pinpoint when it happened, but fanboy culture has gotten to the point of being actively detrimental to video games. It benefits nobody whatsoever other than the companies in question.

It’s wonderful that they’ve got a small little army of people that are willing to actively suppress dissent. Actively lie about the game. Actively try to character assassinate people. Engage in ad hominems. Slam them over social networks. Downvote videos. Lie in the comments section. It’s wonderful if they’re willing to do that, if you happen to be [the company] or any other company that has people like that. It’s terrible for the rest of us. It’s really really bad.

Gamers don’t look out for each other anymore. And that’s really depressing. The last thing that should be happening is gamers actively trying to mislead other gamers because they want to feel better about their purchase. Or because they want more players in their game, even though the game is clearly not up to spec. Where do you get off doing that? That is morally bankrupt. That is ethically unsound in the worst possible way. It sucks, and you suck for doing it.

People who defend these practices want the games they play to succeed regardless of how the company in question behaves, because they have some investment. They either want the game to have more players, be more successful so it will stick around for a long time, get more development, release expansions, etc, etc.

TLDR: Ultimately, it boils down to the idea that the lottery boxes offer a better return on investment than just simply slapping a flat rate on the product. It adds nothing to the product itself and is just a method for increasing profits, without doing anything. It is a form of predation on consumers, it should not be tolerated, but there will always be people willing to defend a company’s decision either out of apathy, a belief it does not nor will ever affect them or some other selfish reason.

Edit: Hopefully most of the formatting has not been preserved from Google Docs.

On Lottery (RNG) Boxes

in Guild Wars 2 Discussion

Posted by: Maz.8604

Maz.8604

Instilling Urgency Artificially: Limited-Time Offers

If you could just grind these out through normal activity (gameplay), there are always going to be those who stick with the grind over the shortcut of buying the product outright. So to convert even a tiny percentage of those people (a net positive for the company), the company has a limited time offer on the product. That is greed. The limited time offer on the product is nothing more than a trick, to artificially give a sense of urgency.

In games like Tribes: Ascend everyone can get access to everything except skins (which cost money, but are around forever). If just takes time. You can choose to grind it out or you can buy it outright. There is no limited time offer. There are sales to incentivize a period where you would like to see more income, but a gun in Tribes: Ascend is never going to disappear because you did not buy it this month. It is a psychological trick meant to make you spend more money, and is an anti-consumer practice.

This operates much like the Disney Vault, in which Disney only releases a movie for a limited time every seven years or so on home media. This increases the scarcity of the movie and instills urgency to purchase the movie when it eventually becomes available.

Worse than Gambling

Gambling can be viewed as an experience. You play the game and the money is the barrier for playing the game, with more money as a reward for winning. One usually goes in knowing that you will likely lose money, but there’s also a chance you could come out of ahead. It can get impersonal, such as with video poker machines or slot machines, but generally, it’s an experience at playing a game of chance.

Common wisdom is that the results are stacked in the house’s favor, and there is generally a poor outlook on people who think they can regularly come out ahead by playing, or in other words, playing to win.

Or going to a Dave & Buster’s (or Chuck E. Cheese’s). Sure, you may be attempting to win tickets for a particular prize, but you are usually paying as much for the experience of playing the games themselves. You get the experience. It is a poor value and poor sense to play at these places just to win tickets and win prizes, especially without a particularly good run of luck, you would end up buying the prize outright than trying to win it with tickets.

But these lottery boxes are different. You are not paying to gamble for the experience, generally. There is actually no experience, or at least less of one. The similarity is very much like buying a box of cereal you hate because it has an item you really want. At that point, you are just ripping open the box, pouring out the cereal for the product and potentially getting nothing for your trouble. Rinse and repeat ad nauseum until the limited time offer (artificially created sense of urgency) expires or you get the prize you want.

(edited by Maz.8604)

On Lottery (RNG) Boxes

in Guild Wars 2 Discussion

Posted by: Maz.8604

Maz.8604

TLDR: Points are boiled down at the bottom, but I encourage you to ready the body.

The Right to Make Money

No one is arguing against any individual or company’s right to make money. What is generally a point of contention is how that money is made. If oil was a clean, safe resource to produce, with absolutely no environmental impacts and operated in more of an open market than say, OPEC, there would be very few people who could complain about how they do business. If the market crash had not occurred due to irresponsible lending and selling of securities, no one would have an issue with how much money the banking industry makes. I am not analogizing GW2’s profit model to either the oil industry or the financial industry in terms of effects on society, merely where people tend to take issue when these industries attempt to do things that make them money. Saying that I’ve Godwin’d ArenaNet is a red herring in this regard.

What this piece attempts to do is describe how poorly these practices are for consumers (ie: you) not just in terms of yourself, but for the game as a whole, and your fellow players.

More Money than a Flat Rate?

The product could in theory be sold on the Cash Shop for a flat rate, especially if they are already being offered for a limited time. The question becomes, why not?

There are various reasons. The return on investment (ROI) of the lottery boxes is higher than that of a flat rate. The cost of a flat rate in order to equal the return that the lottery boxes provide, a flat rate would appear to be too expensive, with too large of a price tag to pay in one expense. This goes towards the wedge of individual experience, further below.

If it were a flat rate, you could determine whether you liked the product enough for it to be worth the flat rate quoted. Or you could consider the product to be worth no money at all, at which point the company has lost your sale and has to make up the difference from a user who wants the product.

The drop rates are unknown until someone bothers to invest and do the research, either by grinding a lot of boxes or buying them outright, the latter of which is a net-positive for the company. And by the time the results are recorded and posted, the company has already seen sales from consumers assuming that the drop rate cannot be that bad.

The Wedges of “Individual Experience” and “Personal Responsibility”

Divisiveness is the greatest weapon of any entity against a collective to shield from its greatest weakness. You want the populace to be split on issues because if a high percentage of the body every aligns itself against you, you will feel its effects.

The randomness of these boxes creates a variable experience. However unlikely it is, it is possible for a lucky person to get the products he needs by opening a mere ten boxes. Suddenly, his experience is “this is the best thing EVER.” For another individual, they could open box upon box upon box and spend a large amount of money without getting a single claim ticket.

Since experiences vary, its harder to reach a consensus on drop rates. There will be people satisfied with their experience and others who feel as if its unfair. Some will be accused of merely being “unlucky.” Some will engage ad hominem, attacking other consumers for buying so many boxes irresponsibly, despite that being the intent of the company. Strife ensues and its much harder to direct blame against one specific entity as the customers squabble amongst one another.

It is therefore much harder to get consensus on implementation than if the product had a flat rate.

They benefit from these wedges to keep their customer-base from coming to a consensus on anything, even as far as debate the value of the implementation instead of the value of the product being offered for the price.

Can we PLEASE have the freakin TP back

in WvW

Posted by: Matt Witter.6982

Previous

Matt Witter.6982

Game Designer

Next

The Black Lion Trader looks like he is having some issues spawning, rest assured they have not been removed. We will have the ones that are not spawning back to selling goods shortly.

Can we PLEASE have the freakin TP back

in WvW

Posted by: Acotje.5689

Acotje.5689

Thanks for removing the TP out the Borderlands, I really love porting to Home border(or worse, LA) to get my food buffs, etc. PLEASE just put back a TP and a bank in the borders, was a really dumb idea to remove them in the first place.

Hello darkness, my old friend.

More Musical Items

in Suggestions

Posted by: Soulstar.7812

Soulstar.7812

The choir bells got me thinking more musical instruments would be cool to play in game. People playing random songs on a piano or guitar would be pretty fun for RP.

What do you guys think?

An option to disable right click targeting

in Suggestions

Posted by: Sin.1524

Sin.1524

I target something with left click and as I’m constantly moving the camera with right click, it’s constantly targeting things I don’t want targeted. I’d love it if ArenaNet disabled right click targeting or at least added an option for it, because it’s really annoying.

Suggestion: At the topic states, a toggle to disable it. A HUGE amount of people believe that simply making right click target on mouse release instead of mouse down, that it would fix the problem, but I still feel I would randomly target things. Example being when I target something, turn my camera just a little to get a different view, and release on a huge group of people (that I obviously do not want to be targeted.) Perhaps we could have an option for all 3?

Here is the Reddit thread (I would have posted here earlier but was unable) if anyone wants to read more feedback:
http://www.reddit.com/r/Guildwars2/comments/105hmc/is_it_just_me_or_should_right_click_not_target/

Ticking siege just ain't fun

in WvW

Posted by: kurtosis.9526

kurtosis.9526

Hey guys, just want to put this out there, but having to tick siege every 30m just isn’t fun. What’s fun in WvW:

Placing siege
Using siege
Killing siege
Defending yaks
Killing yaks
Defending things
Flipping things
Map hopping on defense
Map hopping on offense
Hiding in keeps
Ninja flipping keeps
Zerg v Zerg
Squad v Squad
Small scale PvP
Map chat banter
VOIP banter
JP’s
JP PvP
Map completion (yes even this)
Scouting
Sentrying
Loot bags
PPT meta
Server-wide coordination
Tons more I’m probably forgetting

Notice, ticking siege is not in that list. It’s just a chore like taking out the garbage irl, but this is a game, not irl, stuff like that isn’t supposed to be in it.

I know it probably exists to solve some technical issue or other, but if there’s any other less-unfun replacement solution that’s viable, please consider adding it to your todo list.

Thank you.

(edited by kurtosis.9526)

5-17 Gom-DR-NSP

in Match-ups

Posted by: styx.7294

styx.7294

After not playing for a couple months and getting nerfed repeatedly while gone….

There’s still a woeful lack of competition in this game.

Dunno who you are but sorry you’re so good that it’s makin you sad! One day maybe I can be as good as you are ’cept not be unhappy.

If you were as good as I am, you’d be sad too.

Are you sure being sad isn’t the thing you’re good at?

Gate of Madness

Traps: more zerging

in WvW

Posted by: FractalChaos.6539

FractalChaos.6539

People need to stop doing complicated mathematical somersaults to back up the “encourages zerging” mantra, as if ArenaNet can govern human nature. Players group up in big zergs because, to them, it’s the fastest and safest way to take objectives, be it supply camps, towers, whatever.

No amount of designing by ArenaNet is going to change that.

People’s ignorance really pisses me off.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.

5-10 DR/GOM/NSP

in Match-ups

Posted by: Zumi.6384

Zumi.6384

Losing Server #1: We spent all night wiping groups twice our size.
Winning Server: Some excuse as to why they lost that particular fight, then recapping times they wiped groups twice their size.
Losing Server #2: We’re getting double teamed!
Winning Server: We’re getting double teamed!
Winning Server: You say you’re so good but the score says otherwise.
Losing Servers 1+2: You’re only winning because of coverage/nightcapping.

There, I just summarized every post ever, so you don’t need to read these anymore.

You’re welcome.

Willowbreeze: Sylvari Mesmer
Tarnished Coast [Crit]

Magic Find - What I don't like

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

ColinJohanson.2394

Game Director

Next

Some fun ideas in here, we’re also actively discussing ways on how we’d best like to alleviate having to make players choose between having better stats, or using magic find. It’s not a choice that’s great for game play and there isn’t really anything that fun about it, even more so when group composition is taken into account. Ideally we’d also like to keep the ability to slowly build your magic find over time, but doing this at the cost of using better stats isn’t the right way to do that.

No ETA on any changes here, just want to point out we agree there is an issue here that goes against what we want Gw2 to be, and is something we want to address.

Magic Find - What I don't like

in Guild Wars 2 Discussion

Posted by: Flissy.4093

Flissy.4093

This is what ArenaNet Game Director Colin Johanson has to say about the matter:

Some fun ideas in here, we’re also actively discussing ways on how we’d best like to alleviate having to make players choose between having better stats, or using magic find. It’s not a choice that’s great for game play and there isn’t really anything that fun about it, even more so when group composition is taken into account.

[Flame wall: Initiated!]

Magic find is a bad stat. This is not news to many, and many others refuse to accept it. I’m here to draw the line and briefly explain some of the reasons why it is bad.


Where is it good?
I will admit, Magic Find is actually good and I recommend to use it in some situations. I will list these situations below:

  • Large scale events, such as many Cursed Shore events. This is due to them being “mass tag” events.

And thus ends that list.


Why is it bad for solo play?
Simple – You’re giving up offensive potential for an increased drop rate on certain items. So why is this bad in solo play?

Also simple – less kills per hour - Less kills per hour = less loot per hour. Counter-productive isn’t it?

While it wastes time in solo play, it only wastes your own time, which you are, of course, entitled to.


Why is it bad in group play?
This is the real issue with Magic Find and a sole reason it should not be in the game…

The person using Magic Find gear contributes the least, but get’s the best reward.

Why does this make sense? A huge design flaw.

You are giving up offensive potential and wasting time. You are not only wasting your time, you are also wasting your groups. Wasting other players’ time is selfish & rude. So ArenaNet promote selfish play.


What can be done about it in group play?
I’m bordering into suggestions here, but I’ll list a few methods to prevent selfish use of this stat:

  • Allow the other player’s to be aware when someone in their group is using Magic Find gear, through a visual such as a boon listing how much Magic Find they currently have.
    — While a lot of player’s are against “elitism” in gear checking, as I stated earlier the person using Magic Find gear contributes the least, but get’s the best reward. Nobody wants to be a losing end of that, so those players deserve to know when someone is wasting their time for a selfish gain.
  • Make the entire party benefit from someone’s Magic Find in the dungeon.
    — For example, there are two people in the dungeon using Magic Find, one with 36%, the other with 110%. I propose that everybody has an effective 110% Magic Find in that dungeon. This could actually make Magic Find a GOOD stat for people who are not seeking speedy dungeon, but remaining fair as the whole group is penalized speed wise, but everybody benefits in terms of loot quality.
    — The worry for me here is it could lead people to feel like they need to use Magic Find so the whole group can benefit from it. This would mean you could easily get 3 Magic Find users in a group – one with 55%, one with 100%, and the other with 150%. You’d have 2 players gimping themselves for nobody’s benefit.
    — A few other players suggested the combined MF of the group to be shared instead, which is an equally – if not more – viable fix.
    ——-

TLDR; Magic Find is bad – don’t use it.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

(edited by Flissy.4093)

Arrowcarts [merged]

in WvW

Posted by: Preacher.9018

Preacher.9018

So much whining. It was a good change. Now they need to buff other siege weapons too.

Something terrible must have happened to SFR since we left because it is very hard to see how anyone who advertises www.pevepe.net in his signature really believes that this was a good change. I remember when the SFR community was filled to the brim with people who enjoyed good fights and actual balanced action.

This was a horrible patch and every day more people come here to say just that. The meta has really changed for the worse. The game has come to a stop, there is a stalemate. Things still flip indeed but only when there is either a huge zerg attacking, there are no defenders or there is a very long and boring siege. No way anyone could say that those results are something the game needed.

I do not “advertise” it. I created it and FUBAR alliance since the beginning and run the organization until my guild left for Darkfall in december.

WvW is a Strategy game. Siege weapons are integral part of it, were since beginning. At release everyone had to fight through Stonemist top floor with dozens of ACs/Ballistas and only one shallow entrance and still won. Organized competition involved lots of siege weapons/counters and effective defences and attacks from both sides. Sorry, but i cant take seriously anyone whining about how “arrowcarts (and siege weapons in general) kill wvw”. If anything, it just shows sad state of WvW where whole metagame degraded to running with single zerg, not putting siege/not defending anything and just trading objectives.

GOOD siege is where you assult a keep with 5 trebs, defending positions with ballistas and bringing supplies where every single counts, fighting through enemy defences/counter treb/mortars/ballistas blocking the entrance/arrow cart fire, where enemy has to try to get out and attack YOUR defended positions outside to not allow walls to be destroyed etc.

People that think WvW is just about getting in groups and fighting each other similarly as in SPVP, just with larger groups – dont really get a point of WvW. Its a strategy game, a WAR.

pevepe.net was created in a first place, to improve level of tactical/strategical cooperation and advance the server over just being pugs/guilds running around aimlessly killing people.

I love siege weapons. If anything, i`d love more variety and more uses for them, for both defending and attacking side. In fact, i was against changing the above described SM situation, with boss on top and hell lot of weapons – since changing it made taking SM trivial and boring task and holding it irrelevant.

Please dont think that you with your whining, represent majority of “expirienced wvw players”

http://www.pevepe.net/ – Seafarers Rest Server community website

vaporform/vengeance too op

in WvW

Posted by: kaltastic.3146

kaltastic.3146

There are plenty of other MMO’s out there that will give you what you want; 8 classes that have been homogenized to the point all the only real difference between them is the name and animation of the skills.

These games didn’t always start out that way but eventually developers cave into the endless ’Why does this class have this one ability that no one else does? Its not fair".

If you think being able to mist form into a portal is an OP ability then go roll an ele. What ever profession you are playing I am confident there are many things you can do that ele’s can’t…can we nerf all of those skills too?

We share apocalyptic views, how comforting that we see it too.

(edited by kaltastic.3146)

5/3-DR/NSP/GoM

in WvW

Posted by: osif.8673

osif.8673

Good forum fights all around guys. Haven’t been able to play much, and NSP is zerging the forums like always, hard to fight that. Just want to give a shout out to the SPCA guys, super tough forum group you guys have. Among the best I’ve gone up against. You guys are super good at targeting and assisting. Pretty tanky too, hard to get you down. Lots to learn from you.
XOXO, not bad either. You guys kinda ride the coat-tails of SPCA though. SPCA will be fighting and you’ll just jump in, opportunistic as always. Nothing against it, some people just like to play the forums like that. See a weak target and jump on it, but run away when it’s an even screaming battle. Ur lungs hurt, bro? Get out of the heat!
AD, eh… not too impressed. I know it’s rare to come up against the forum warriors of NSP, but I really expected more of a fight from you guys. You guys try to fight with maturity, which is almost like trying to go up against a door-nob after dunking your hands in vaseline. Just doesn’t work well. You gotta learn how to combat NSP’s tactics with immaturity, just throw that poo they flung at you right back in their faces. You’ll learn as you fight more though, you guys seem like quick learners and solid players.

Anyway just wanted to give those shout outs. Hope to see more of you on Text Wars 2 tomorrow!

Miller Time – 80 Sylvari Mesmer
Not Just A Goodtime – 80 Asura Warrior
[PAXA]

5/3-DR/NSP/GoM

in WvW

Posted by: Glaeser.8015

Glaeser.8015

Well that escalated quickly.

Glaezer – [Splt] [Holy] – NSP
Charr Guardian & many alts
I am the donut

5/3-DR/NSP/GoM

in WvW

Posted by: Oozo.7856

Oozo.7856

Be careful gom gets viscous when you make us angry

You have a relatively high resistance to flow when you get angry? We talking molasses levels here or what?

[Anonymous Defender] on Youtube
Solo & Roaming Group WvW Movies

Only one of each ascended piece allowed ?

in Guild Wars 2 Discussion

Posted by: Israel.7056

Israel.7056

I personally recommend submitting a ticket. The support staff helped me out when I did the same thing.

26/4 - DR - NSP - GoM

in Match-ups

Posted by: styx.7294

styx.7294

In my imaginary world, PAXA and XOXO are best friends because of their love of X’s in guild tags. In the real world, PAXA and XOXO are best friends because of their love of letting people know how thoroughly unimpressed they are.

It’s basically the same thing, I think.

Gate of Madness

WvW Confusion damage nerf

in WvW

Posted by: Thrumdi.9216

Thrumdi.9216

The problem with confusion is not that bad players attack through it. But that good players have to stop attacking.

In an action MMO, skills that make you not attack should be few and far between. That is why there is no long duration crowd control in GW2.

Confusion should be at the level where it doesn’t totally kill someone who attacks through it. Instead, it should be a risk factor where someone has to decide to attack, burn condition removal or withdraw.

The only question now is where is that level.

Thrumdi, Captain of The Tarnished Coastguard

The ultimate GW2 troll.

Trebuchet's need a nerf

in WvW

Posted by: BlackDevil.9268

BlackDevil.9268

I once saw a treb kill a cow. Man, they sure need a nerf.

Why are Condition Builds < Berzerker

in Guild Wars 2 Discussion

Posted by: Shufflepants.9785

Shufflepants.9785

Because 10 * 10 > 10 + 10