That’s the main reason I chose TC as home world. I just didn’t want to take any chances with having to play alongside needlessly aggressive and immature players. Other players are part of your game play experience and can significantly influence your enjoyment of the game.
The only remotely negative experiences I have had so far was having to witness a player at an Bloodtide Coast event calling others “idiots” for not playing right, and rezzed to within a sliver of being back up to my feet, only to see the player stop and run away. Of course that was in Orr.
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With GW1 being my only online rpg like experience, I grew up with this system. The loot system in GW2 has some similarities to its predecessor, where bosses also had a very small, but marginally higher chance to drop something good. Yes, there were greens, but those lost their prestige within half a year of their introduction. They also dropped elite tomes(used to unlock elite skills), and some people farmed them with specialized builds, but again, 95% of the time they didn’t even drop a max weapon, and that was before loot scaling kicked in, which is now called DR. If you want to spend your time as effectively as possible in regards to earning wealth, grind Orr, harvest t5-6mats and do dungeons. RNG loot table is and has always been RNG.
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Yea… well, you would have to give people an incentive to visit these places outside of personal story reasons, optimally in random regular intervals.
If there was code in the game that made some Racial city vendors give discounts to certain players once a day at random, you could keep these places populated. I fear that one mini game per city isn’t going to cut it.
The less gold is in the hands of the player, the lower the inflation rate will be, which is a very good thing. Any gold sink is an artificial drain on the player’s time(cause time=wealth). Those cost aren’t disproportionally high, but high enough to matter to people. In GW1 mapping was completely free, even between worlds(districts), which made it a hell of a lot harder to track down and report gold sellers. Discouraging unnecessary travel and respeccing creates more consistency within these systems and arguably even increases the amount of freedom on an individual scale.
Relevant video clip: http://www.youtube.com/watch?v=vNrzomrC6OM&t=10m43s
I’m only lvl 43 atm but so far the only place I get bad lag is that tiny little cave in western Queensdale where the bandits are (lvl 5ish). No idea why. Has nothing to do with population either.
That cave is notorious for it’s FPS issues, but I’ve never heard people complain about network latency for it.
World completion was never advertized to be a PvE only feature. In GW1, if you didn’t cheat with the cartographer title, you also had to join at least two instances of PvP to max your cartographer title.
They never changed it.
Get a feeling for when they are attacking. They have a small and a big attack I believe. The big attack has a long tell and executes in about 3 seconds. If you want to group farm them, try and aggro a few, then run around a corner so they loose line of sight and come to you. They blow their attacks on cooldown, which means that if you can manage to synch up their big attack cycles, you’re able to time your dodge to avoid all or almost all of their projectiles. If you just want to get past them quickly, you have to get a feeling how long after your initial aggro their attack will hit you, which includes projectile travel time after they finished casting their big attack.
I main a Mesmer and while I think they hit relatively hard(20-25% of your HP), they are by no means imba.
No official statement, but has most likely been put on the back burner to meet the deadline, like Polymock, the shooting range and what ever the hell the Grove gets. I think the Bar brawl is going to be a Charr thing, though.
Couldn’t the spawn rate of mobs be adjusted dynamically by having the game periodically poll how many players are present in a sub area of the game map?
And even when I dodge they hit me mid roll…..
Good call. I thought ANet meant dodging to make you avoid all negative effects and damage, yet when something like an Abomination or certain dungeon mobs lunge at you, dodge won’t help you. I wonder if that’s intentional and if so, why they choose to allow dodging to be interrupted.
That said, I don’t think KDs are a big problem. A good number of professions have abilities that work even in a knocked down state, and people are still figuring out the full capabilities of each profession. Some professions are more susceptible to KDs than others, but in general, KDs are far less powerful than in GW1.
I don’t think KDs are unbalanced at the moment, however, if anything was to be looked over regarding this particular disable, I would say the fact that suffering from a knock down while already on the floor will reset the timer, in essence knock locking you for a good amount of time. Depending on your profession, the severity of knock locks might cause you some real problems, while others can just blink away.
They also disabled the betting games in the charr area, probably for the same reason. Just saying.
I’ve been thinking about how to fix dynamic events that have become stuck/blocked/bugged, and couldn’t find a reason why a reasonable timeout for them shouldn’t work.
I propose a timeout that resets a dynamic event after a reasonable amount of time if it hasn’t succeeded or failed. Let’s say 45 minutes. to an hour.
Thanks.
I’m wondering why ANet hasn’t put the kind of loot scaling they had in GW1. Back then, if you farmed in the same area over and over, the drop rate of things would fall of so drastically, that you barely got any thing else but trophies after 3 or 4 farming runs.
The main purpose of PvP is to compete against other players, not run around screaming “look at me, look how cool I am!” Prestige may be a side effect of progression, but it is not the main or sole reason to play. I know, it’s a shocking concept for such a materialistic society, but that’s how it it. :p
Don’t need it in PvE. I keep it disabled to avoid spoilers and not having to read senseless drivel from attention prostituting players. The UI gives me enough information if I feel I need some direction as to where I should go.
Funny, when I logged back in the dye channels on my gauntlets and boots were messed up.
edit: Still messed up after a restart. Oh well, they’re temporary anyway.
http://i.imgur.com/Eh8oZ.jpg
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So, whenever I jump down from somewhere high, whether it was from a vista, jumping puzzle or to loose mob aggro, I keep loosing part of my characters sound bank, until I waypoint or engage in battle with an enemy. Some sounds that are missing after these height drops include weapon swing and hit sounds, and the grunt of effort the character makes while jumping.
This issue seems to be caused by the audio body not managing to find a way to your characters location in the game world, similarly to how the Mesmer skill blink needs to find a valid path to the target location in order to teleport the character. At least that is what I “feel” the issue is about.
I realize that there are much more important things to take care of at the moment, which is understandable. I just wanted to know if other people had the same problem, or get a response as to whether this is caused by my computer’s hardware or is indeed a game software related issue.
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It’s a pretty neat zone IMO. It felt like taking the last breath of fresh air before starting to dive into the hellish areas of ORR. There’s no specific theme attached to it, maybe, but I didn’t really feel it needs one. If the events in the south are fixed, and some of the performance issues addressed, I can’t wait to visit it again with my second char.
We haven’t heard anything about such a feature, and I’m pretty certain ANet wouldn’t like the idea of adding a mechanic that forces(force in the sense of having to fake being social to play at peak efficiency) between strangers. I’m glad there’s nothing encouraging or discouraging being social in GW2 if you don’t want to – well, apart from dungeons and guilds, but I can understand why those demand multiple players. The social part is covered by the guild system, which can grant you all kinds of bonuses to you and your friends. I’m okay with that too, because it takes more commitment to be part of a guild than part of a temporary party. The likelyhood of players joining a guild just for the mechanic bonuses on average is a lot smaller than the amount of people that would spam invite others just to get more loot/exp at an event.
Oh, I’m such an idiot. I already crafted one of those and didn’t look close enough in my recipe list. Nevermind, then. Thanks.
I know that a Minor Potion of Dredge Slaying uses one Silver ore. Other than that, I don’t know.
So, I’ve got a few of those in my bank and wanted to craft them to advance my level, but I cannot figure out how to. The game doesn’t let me pull them into the discovery panel, and I can’t find any Artificer recipes that need doubloons. How do you craft with them? Yes, I’m over level 75 in artificial and have more than two of them.
Combine 2 of them with an iron ingot in discovery. Makes a Minor Sigil of Luck ^-^
P.S. There is a crafting forum just so you know
As I already said, that doesn’t work. They don’t show up in my discovery panel, and I can’t drag and drop them from my inventory.
Thanks anyway.
So, I’ve got a few of those in my bank and wanted to craft them to advance my level, but I cannot figure out how to. The game doesn’t let me pull them into the discovery panel, and I can’t find any Artificer recipes that need doubloons. How do you craft with them? Yes, I’m over level 75 in artificial.
When I’m playing in Gendarran Fields, I periodically get a red ping that points to the Shiverspur Front area. It happens about once every two minutes or so. I have no idea what this is causing. I’m mostly playing solo, so party pings from other players can’t be the cause. Here, I managed to screenshot the ping location.
Any guesses as to why this happens?
There’s no need to segregate RPers and non-RPers. RPers are part of the same community as everybody here. Officially tagging RP worlds because it’s where some communities chose to aggregate based on their play style would serve little purpose beyond help keeping stigmas alive and discourage social interactions between different parts of the community.
As for the argument about warning RP haters or helping RPers find or avoid these worlds: If a player feel that strongly about wanting to play/not play on worlds where RPs are common, it’s very likely that they already visited different fan sites to find the information they need.
Well, I’d like to know if some of you feel bad killing certain enemies in PvE, or maybe even go slightly out of your way to avoid a confrontation because you don’t want to kill them. I’m excluding neutral or “white” creatures in my list, but that doesn’t mean you don’t have to.
So far, I have only come across two types of enemies that I really don’t like having to kill: Wolves and Harpies. Being canines, I think most of you are able to see why wolves can invoke feelings of sympathy and admiration. What makes it worse is that black wolves even have a defensive posture and don’t attack immediately if you stay far enough away.
And I don’t really know about the Harpies. Ever since I saw them for the first time in GW1, they fascinated me. Their screams and screeches always had this agonizingly sad undertone… I don’t know what it is, but that feeling of pity I get killing them is even stronger in GW2. Kudos to the sound designers who managed to give the Harpy voices the same air of sadness they had in GW1. I wonder if I would feel as strongly about them if I didn’t know their supposed origin(the fallen ‘angel’ theory).
Funnily enough, I have no problems fighting, or should I say sympathy with other kinds of avian creatures, like Griffons or Tengu.
What about you?
Same. I’m also periodically experiencing forum connectivity issues(error 502).
Here’s a thread with other people having the same problems. The issue has been recognized by ANet and a fix is in the works.
Asura Mesmer here. I tried this quest quite a few times when I first came to it, but I can’t manage to keep the NPCs alive during the first ambush, and when they die, only three of them are able to be revived. After that the next encounter with the the Abomination mini boss is pretty much impossible to win, even if you manage to kill the adds individually and lure the boss away. He will still go into rage mode and wreck the remaining team. Once or twice a cut scene started playing after I died in that encounter which I guess is supposed to run when you finished the ritual. I don’t want to try and waste golds in armor repair if I can’t be certain I can progress in the story.
Is the difficulty level supposed to be that high? Is it intentional that the game let’s you only revive half of your team, like some sort of a punishment for not keeping them alive in the first place?
Can confirm this. Bandit cave I dip to 4 from my usual 20-30. The BC is a bit better, but the area below the emperors core is pulling everything from my system as well. Another area where I noticed this is in Timberline Falls around Guilty Tears, where the monument of the Great Ooooh(sp?) is located. Whenever I am in this area and turn my camera towards the monument, my fps cuts in half. There’s a camp overrun my Risen at the very south end of the map that is covered in fog, which I’m also having issues with. Whenever I am outside the camp looking towards it, my fps crashes. Inside, is – well, bearable.
GTX480 1,5gb, q9650, 4gb RAM, WinXP32bit
Same problem. The issues seems to be tied to lag for me, as felt like having a bit higher ping during the times these script holes happen(mainly weekend US afternoon time frame).
Is the script for the conversations handled on the server? Probably.