Showing Posts For Account.9832:

Ori nodes not showing up as minable - Friend showed me spawns I see a ruined base like I mined it but I haven't, can mine 2 out of 5

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

What this means is that mining the same node is characater based, not account based, so you could mine the same resource node with multiple characters on the same account.

So does this mean that, if I have 8 characters, I can get 8x more ore than someone with a single character?

Not complaining, BTW, I think that does “make sense” from a RP point of view, although it isn’t necessarily good for gameplay or for your servers, as it will just encourage people to log out and in a lot more frequently.

Just to make it clear, if everything is working correctly, nodes are supposed to respawn at 00:00 UTC and be mineable once with each character, correct?

- Al Zheimer

Thief Shortbow issue: Nightmare tree in Twilight Arbor explorable

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

It happens with a lot of weapons in a lot of places when you are near maximum range. It even happens at short range with some weapons. You see the “auto-repeat” arrows on the icon, the icon blinks (as if it was auto-repeating), but nothing happens.

Not sure if this is related to the bug that makes it impossible to swap weapon sets (the “swap weapons” button stops working, and the only way to fix it is to open your hero panel and use the icon there). In other words, it might just be a UI bug, where some button becomes “stuck”, or it might be a bug in the code that decides if the enemy is in range or not.

- Al Zheimer

Field of View.

in Suggestions

Posted by: Account.9832

Account.9832

With a FoV slider and a vertical offset slider (to move the camera up, and move our character closer to the bottom of the screen), maybe:

a) We will finally be able to see the buildings, trees, mountains and (gasp!) the sky. All things that the game artists spent a lot of time creating and which we can’t see because the camera height and reduced FoV force us to look at the ground all the time (compressing all the action into a narrow band while wasting half my screen space showing me the ground behind my player).

b) We won’t have to keep looking at the top of the screen (where out enemies are) and then at the very bottom, to see the range indicators. Then back to the top, then back to the bottom. It’s just horrible un-ergonomic design. Widening the FoV and raising the camera would let us have the enemies near the middle of the screen, which would reduce eye strain from looking up and down all the time.

c) Our own character wouldn’t keep blocking our view when we try to look up.

The game engine can already change the FoV (and already does it in boss fights and some vistas), there are external tools to change it, and people with multiple monitors (a configuration supported by Arena Net) already get a much bigger horizontal FoV (which is really what matters for PvP). So the arguments of “performance impact”, “engine limitations” or “gameplay impact” are complete BS.

I get a feeling that there was some argument inside Arena Net where some developers wanted a wider FoV and someone higher up decided to impose his decision, and is now sticking to that decision despite the negative player feedback.

This is a basic health and ergonomics issue, and it’s costing you players. Virtually every other 3D game has a FoV slider (or a choice of different “cameras”, with different FoV), and GW2 should have had it there at release.

- Al Zheimer

(edited by Account.9832)

Feedback: Guardian Greatsword change, 10/7

in Suggestions

Posted by: Account.9832

Account.9832

I will suggest that you give us the ability to rearrange our weapon skills on our skill bar and save the order in a character-specific local game file.

Using character-specific files doesn’t solve one of the issues with GW2’s skill order, which is that it doesn’t seem to follow any “logical” or “functional” pattern between weapons. For example, if you have a guardian using mace+shield as primary and greatsword as secondary, the two symbols are now on completely different slots (both used to be #2). Same thing with double-dagger elementalists when switching from fire to air attunement (the mobility skill is on different slots), and so on.

Sorting skills “based on cooldown” seems like the kind of thing an accountant would do, not a game designer, and certainly not a player with any experience. Maybe it’s to make the game friendlier for those players who just spam whatever ability if off CD, without caring what it actually does…?

We need a way to reorder skills per weapon combination and attunement (and also per character, naturally, or at least per profession). This could be done easily by letting us edit a .CFG / .INI text file, like Team Fortress and other HL-based games do, if Arena Net doesn’t have the resources to develop a nice drag-and-drop UI.

Simply let us edit a file like this:

GUARDIAN_MH_MACE_OH_SHIELD 12345
GUARDIAN_MH_MACE_OH_FOCUS 12543
GUARDIAN_GREATSWORD 14235
(etc.)

Adding up all the weapon combinations it the game, this would take up less than 1 KB of memory, and the code to make the correspondence shouldn’t be hard to write, either.

Anyway, this was a bit off-topic, but just wanted to point out that having a different order per character wouldn’t solve the issue of reordering individual weapons.

- Al Zheimer

Orr feels boring

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

One of the problems with Orr (not just Orr, but it’s more noticeable there) is the mob density and distribution. It’s just too high and too regular. You have one zombie every X metres, across the entire area.

There needs to be more variety, not just in the type of mobs but also in their distribution.

Places with 20 veteran spiders guarding the entrance to a cave, areas with no mobs at all, areas covered by a permanent poison cloud that damages anyone within, different challenges, things that actually make you wonder “can I make it through?”, instead of just a permanent blanket of nearly identical mobs whose only role seems to be to slow you down when you’re trying to get from A to B.

That’s all they are, a drag. It’s pointless to even fight them, because mob #45 will probably respawn while you’re fighting mob #47. There’s no sense of accomplishment, just endless repetition.

The atmosphere in Orr (of something cursed, risen from the bottom of the sea) is interesting, but the blanket of mobs covering it makes it boring and annoying, not challenging or dangerous.

Also, a lot of the nicest looking places in Orr are arranged vertically, and the very narrow camera FoV in GW2 makes it hard to appreciate them. Try to look up and your camera starts bouncing against the terrain or your own character blocks half your view. The game needs a way to increase the FoV and the camera’s vertical offset (so that it’s aimed at a point above our characters’ head, not at our characters’ waist, which forces us to look at the ground most of the time).

- Al Zheimer

(edited by Account.9832)

Gold Buyers - Lets deal with the cause in addition to the effect.

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

Allow players to trade gems in the trading post (setting their own price), like Eve Online does with PLEX, and 90% of the gold sellers and bots will be gone within a week.

The current system (where the gem-gold exchange rate is set by Arena Net, based on some data that no one can see, fed into some algorithm that no one knows) makes gold selling extremely profitable (yes, they do use a lot of stolen accounts, but they don’t even need to; they can just keep buying new copies of the game and still have a profit margin around 75%).

Mike O’Brien specifically mentioned Eve Online and PLEX when describing how gems would work in GW2. Unfortunately, the final implementation is nothing like Eve, and these problems (areas full of bots, endless gold seller spam, etc.) are a consequence of that.

Do it the Eve way (allow trading gems for gold through the trading post) and every player in the game suddenly becomes a direct competitor to the 3rd party gold sellers, reducing their margins to the point where it’s no longer worth it for most.

- Al Zheimer

Level 60 and level 80 versions of AC weapons

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

The patch notes for the previous patch said:

Updated vendors in the Ascalonian Catacombs and Caudecus’s Manor to sell level 80 versions of their unique skins rather than level 60 and 70. Players who purchased the level 60 and 70 versions will soon be given the opportunity to upgrade those to level 80 without having to use transmutation stones.

Has there been any update to this? I bought the level 60 version before the vendor was updated. How do I upgrade the weapons to level 80?

- Al Zheimer

Don't punish someone who doesn't do your storyline

in Suggestions

Posted by: Account.9832

Account.9832

And, while you’re at it, let us turn off the story prompt on the top right and the story markers and arrows on the map. I remember one of the developers saying they would “consider this” during the beta weekends, but looks like there’s still no way to do it.

I find the personal stories to be the weakest part of GW2’s content, and really don’t need to be constantly reminded of them on every character that I make.

- Al Zheimer

The game needs a fov slider, it takes 10 minutes to make one.

in Suggestions

Posted by: Account.9832

Account.9832

Setting the correct FoV doesn’t just make the game look better, it’s also a health issue. The correct FoV depends on your monitor size and how far you sit from it. Using an incorrect FoV leads to perceptual errors in perspective which cause nausea, eye fatigue and headaches to many people. That is why virtually every 3D game has a FoV slider (typically varying between 60 and 110 degrees).

When I play GW2 on my living room TV, sitting in the sofa, the FoV actually feels a bit too wide. When I play it on my PC, sitting much closer to the screen, it feels far too narrow.

The lack of this basic feature (an FoV slider) not only makes the game look a lot less impressive (which is bad for sales and an insult to the artists who created those landscapes, buildings, trees, etc.), but it’s actually making some players give up entirely, because they can’t stand playing for more than 10 minutes.

If anything, Arena Net should thank the people who made the FoV adjustment tool, because, without it, they would have lost even more players.

- Al Zheimer

[Merged] New Patch: Big shortbow downgrade.

in Ranger

Posted by: Account.9832

Account.9832

Shortbow range is 900, longbow range is 1200.

It’s 900 for thieves, for rangers both are 1200.

My mistake, I meant 1200 and 1500, respectively (I subtracted Eagle Eye from the shortbow instead of adding it to the longbow).

- Al Zheimer

[Merged] New Patch: Big shortbow downgrade.

in Ranger

Posted by: Account.9832

Account.9832

yea some thief that never played ranger gives us lessons

FYI, I have a level 16 thief and a level 80 ranger.

You are correct, the base range of the shortbow is the same as the longbow. However, the longbow gains +300 range if you have Eagle Eye (which every sane longbow ranger will get), so while I posted the wrong numbers (1200 and 900), the difference is correct (1500 vs. 1200).

thats 50% less dmg

There must be something wrong with your game.

- Al Zheimer

Dungeon token rewards and why It needs to be addressed ASAP

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Problem with this goes back to just running 1/2 bosses in the dungeon and then resetting to avoid the DR nerfs.

I fail to see what the technical difficulty would be in applying DR to each boss individually. If you’re doing the same boss for the second time in the same day, you get half (or 1/3rd, or even none) of the tokens, compared to the first time.

Not hard to code.

People would never waste their time to complete the hardest boss in the dungeon

If you think that playing the dungeon is a “waste of time”, but somehow still do it, then you need to seriously review your outlook on gaming, and entertainment in general. If you don’t enjoy what you’re doing with your leisure time, why do it?

And if some people find a particular boss a “waste of time” (and I agree some bosses in GW2 are quite boring), maybe they should let Arena Net know so they can make that encounter more fun.

Besides, what makes you think the last boss is the hardest? In most dungeons, the last one is actually one of the easiest, if not the easiest (and bosses in general are often easier than the groups of mobs between them).

Anyway, none of that is relevant. If someone wants to do Kholer over and over again (to use AC as an example), let them. And if Arena Net wants to apply diminishing returns to each boss’ chest, they can do that easily.

The current system makes no sense. It makes everyone lose all tokens if the party leader leaves, benefits jerks who kick players at the last minute to invite their friends to fight just the last boss, punishes players who had to leave half way through due to some real-life issue, etc..

If you kill boss X, you should get the corresponding rewards. The tokens should be a reward for the work you did in the instance, not an all-or-nothing reward simply for being present when the last boss dies.

- Al Zheimer

Ranger SB Nerf: Not 40 milliseconds

in Ranger

Posted by: Account.9832

Account.9832

Black powder rifles in RL take ages to reload.

[…]

So why does a bow shoot faster than a rifle?
Because a bow is faster to reload.

Since you’re applying logic and realism and all, where do your arrows come from?

- Al Zheimer

Ranger SB Nerf: Not 40 milliseconds

in Ranger

Posted by: Account.9832

Account.9832

If you’re able to stack bleeds, that damage has also been reduced because you’ll get less stacks per minute.

Only relevant if you assume bleeds stack infinitely or that their duration was altered, neither of which is true. The bleeds last 3 seconds. At most, the change to crossfire is going to cost you one bleed for 1.3% of the time. Which is practically irrelevant (completely irrelevant in a group with 2 or more bleeders, because you’ll probably hit the bleed cap, same as before).

- Al Zheimer

Dungeon token rewards and why It needs to be addressed ASAP

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Something absolutely needs to be done to prevent people from spending time on a dungeon just to be kicked out before they get their loot.

It’s really not that complicated:

Simply give people tokens after killing each boss, instead of withholding them until the last boss is dead. And, at the end, give players extra tokens for completing the dungeon, based on how many bosses they killed (ex., if someone killed every boss, he gets 20 bonus tokens at the end, if he joined just before the last boss, he only gets 5 bonus tokens).

- Al Zheimer

Ground-targeted AoE + fast cast + mouse look bug

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Also, show the ground target when you try to use the skill out of it’s range so we know what that range is. It’s a pain trying to guess where the max range is

Or just add an option to “cast at maximum range” (in that direction) if the cursor is out of range. But anyway, that’s a separate suggestion.

I also agree about the cursor visibility. A shaded yellow cursor over a yellow landscape full of flashing spell effects is not exactly good UI design. It’s another instance of GW2’s UI designers going for “pretty” instead of functional.

Frequently I have to spend two seconds in the middle of a fight just looking for my cursor. If the game would simply aim ground-targeted spells at the middle of the screen (camera aim) as suggested above (and like every other game does), I could simply press the right mouse button (I keep it held down for 90% of the time, anyway) and know where my spell was going to be cast.

- Al Zheimer

[Merged] New Patch: Big shortbow downgrade.

in Ranger

Posted by: Account.9832

Account.9832

  • Shortbows have same damage and range as longbows.

Shortbow range is 900, longbow range is 1200. [edit: 1200 and 1500, with traits]

Longbow does more damage per shot (but fires slower, so the shortbow actually does more damage if you consider just the auto-attack).

Longbow can apply vulnerability, which improves damage for everyone in your party.

I agree the auto-attack damage should be more similar between the two, but, even as it is, the longbow has advantages in several situations.

- Al Zheimer

(edited by Account.9832)

Stopped playing the game now

in Ranger

Posted by: Account.9832

Account.9832

Putting “mesmer” and “superb damage” on the same sentence made me laugh.

- Al Zheimer

End Free World Transfers

in Suggestions

Posted by: Account.9832

Account.9832

Or transfer to your friends server.

I have friends on three servers. Some even on different continents. It’s bad enough that I now have to wait 24 hours between transfers, when we were told (before launch, during the pre-purchase period) that we would be able to join our friends on any server, at any time, to do PvE content with them.

- Al Zheimer

Camera smoothness - PLEASE BRING IT BACK!

in Suggestions

Posted by: Account.9832

Account.9832

I found the reduction of camera smoothness to be the greatest improvement to the game since release. In fact, I would like to see it completely gone (just lock the camera to the mouse, same as virtually every other game does).

But I see no reason why there couldn’t be an option to enable it, for people who like the “drunken camera” effect.

The reason why the camera makes your eyes hurt is probably related to the FoV, which is fine if you sit far from your monitor, but physically incorrect if you sit close to the monitor, as most players do. That mismatch between distance and perspective gives a lot of people nausea and headaches, which is why a FoV slider is a standard feature in virtually every 3D game (but apparently too complex to implement with GW2’s engine – although the game already changes the FoV for bosses and vistas, and although external applications can change it just fine, and although people with multiple monitors get a wider FoV – but I digress…).

Anyway: camera smoothing is a horrible thing, IMO, but I see no technical reason why it can’t be enabled through an option in the menu for people who want it.

- Al Zheimer

Ranger SB Nerf: Not 40 milliseconds

in Ranger

Posted by: Account.9832

Account.9832

Glue Shot for engineers, non elite, reasonable recharge rate.
Binding Roots for Rangers, Elite, crazy long recharge rate

Healing Turret for Engineers, No time limit on regeneration, stay in rage get the benefit.
Healing Spring for Rangers, Has a limited time before it dissapates.

You clearly never played engineer, and didn’t even bother to read the tooltips.

Binding Roots is a human racial skill (cast by the Avatar of Melandru), it has nothing to do with rangers.

Entangle (which is probably what you’re thinking about) lasts 20 seconds, causes damage and bleeding on all targets around you, and reapplies an immobilize every second.

Glue Shot is a 1-second immobilize (which doesn’t refresh) followed by 5 seconds of cripple. The radius is also less than half of Entangle’s.

Healing Spring’s regeneration is 2340 health in 3 seconds. Healing Turret’s is 1040 health in 8 seconds. In addition to that, Healing Spring generates a 15-second water field (which means projectiles passing through it will heal allies near their their target) and cures conditions on everyone. Healing Turret’s water field lasts half a second and it doesn’t cure any conditions.

Additionally, if the engineer forgets to pick up his turret at the end of a fight, he will get a 15-second cooldown when trying to build it elsewhere.

Finally, most enemies can destroy a Healing Turret in a couple of seconds. Healing Spring cannot be destroyed.

Yes, the turret looks like it’s doing more, but Healing Spring is superior in nearly every situation. In fact, when you consider that it will even heal your pet when it’s outside the spring radius, Healing Spring is probably the best healing skill in the whole game.

- Al Zheimer

(edited by Account.9832)

Camera and FOV (field of view)

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

That’s basically what he said though.
1) performance suffers greatly because of how things are built and view distances

Which is demonstrably false:

  • People with 2 or 3 monitors already get a wider FoV.
  • There is already a 3rd party tool to change the GW2 FoV.
  • Boss fights already make the FoV wider.
  • Several vistas also make the FoV wider.

None of them makes “performance suffer greatly” (naturally, using 3 monitors does require a graphics card capable of rendering 3x the number of pixels, but that’s a separate issue; it’s the extra screen area that requires added GPU power, not the increased FoV per se).

- Al Zheimer

Camera and FOV (field of view)

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

Right now the art IS ruined because of the FOV. The only thing you ever see is the stupid GROUND, all because of the HYPER LOW FOV.

This.

The current FoV is an insult to the people who built the game world. We spend 90% of the time looking at a small patch of ground because, to be able to see the horizon or anything above it (buildings, trees, etc.), we need to tilt the camera up so much that it becomes impossible to use any ground targeted skills (or even judge the distance of enemies properly). Plus our own character blocks half our view…

The current FoV is wrong for PC monitors (because people tend to sit close to those; it would be fine for consoles where people sit further away), gives people headaches, and doesn’t do the game art justice.

On top of that, it gives a huge advantage in PvP to wealthier players who can afford to play on multi-monitor setups, because it lets them increase the horizontal FoV (while still not doing justice to the buildings, trees, sky, etc., – things that would improve the game visually without giving the player any gameplay advantage – because the vertical FoV stays the same).

As to HL using a FoV of 75 degrees, here’s what Valve itself has to say:

Motion sickness : Smaller FOVs tend to exaggerate camera movement, whilst larger FOVs tend to minimise its effect on the image. Thus setting a wider FOV can sometimes help to reduce motion sickness during gameplay. If you are experiencing such problems in Half-Life 2, try changing the FOV to 90.

Arena Net is basically pushing people to use (potentially harmful) 3rd party tools (which already exist, and will change the camera FoV without any “crippling impact on performance”) because they refuse to add a simple FoV adjustment slider to the options menu, despite this being one of the main usability / health issues players have been pointing out since the beta weekends…

- Al Zheimer

(edited by Account.9832)

[UI] Consumables bar please.

in Suggestions

Posted by: Account.9832

Account.9832

I would love a small generic bar (maybe at the very bottom of the screen, with very small icons) where we could put not only potions and food but also things like mini-pets, emotes, and vendor items such as the grawl shaman totems, ascalonian firestorm scrolls, healing trees, etc..

Currently the only way to access those is to open the inventory, and, even at the minimum size, the GW2 inventory window takes up a lot of screen space.

Alternatively, instead of a generic shortcut bar, just add a “minimalist view mode” for the inventory, that shows only the first X slots, with no extra controls (and bindable to keys). This wouldn’t give us easy access to the emotes, but it would be better than the current system.

- Al Zheimer

Seeing map/armors/stuck/weapons or other art issues?

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

UPDATE – OCTOBER 2nd 2012: I just wanted to take a moment to let you all know that this thread is still being monitored

That’s great to know, but can you please answer the question I and several other people have asked?

Is the bug report form in the game broken?

Because, from what we were told, that bug report form will automatically send Arena Net a screenshot and detailed position data about our character, so it would seem like the best way to report map-related issues, no?

Are the bug reports we submit in-game reaching you? Should we report those things here instead? Or in both places? Seems inefficient, but if there’s some problem with the in-game bug report system please let us know.

- Al Zheimer

Ground-targeted AoE + fast cast + mouse look bug

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

While holding down the right mouse button to turn our character with the mouse (which is how most experienced players tend to play MMOs), the mouse cursor (correctly) disappears, but ground-targeted spells still use the (now invisible) mouse cursor location as their target.

This is made even worse if players enable fast-cast ground targeting (which, again, most experienced players do), because we have no indication of where the spell will be cast until it’s actually cast.

The “correct” behaviour (i.e., the behaviour most players prefer, and which virtually every other game uses) is that, when the game is in “mouse look” mode (mouse controlling the camera / character orientation), spells should be aimed at the location the camera is pointing at (i.e., roughly at the middle of the screen, slightly above our character). This lets players control the direction and distance easily, by moving the mouse horizontally and / or vertically.

In addition, it would be nice if there was some sort of (small, unobtrusive, optional) crosshairs at that screen location, to make aiming more precise.

There are many other issues with the camera (no FoV control, no height control, laggy smoothing, no way to be in permanent mouse look mode – which essentially forces players to hold down the RMB for most of their pay time, etc.) , but I think this one would be very easy to fix, and would make a huge difference to the usability of ground-targeted spells.

TL;DR: When the mouse button is held down (to control the camera directly), ground-targeted spells should respect the camera aim, and not get cast on the location of the (invisible) mouse cursor.

The current behaviour is non-standard and almost certainly not intended (I think it was introduced at some point around BWE3 when some other bugs with ground targeting were fixed), so I believe this is a UI / control bug.

- Al Zheimer

Add "find nearest" buttons to the map

in Suggestions

Posted by: Account.9832

Account.9832

On the map (full-screen map, not the mini-map), please add some buttons to “Find nearest…”

  • Armour repair
  • Trading post
  • Bank
  • Waypoint
  • Merchant
  • Profession trainer
  • Crafting station
  • (anything else I forgot)

These would pan the map and draw one of those orange circles around the nearest marker of that type. Naturally, they should only show markers that are already visible (in explored parts of the map).

- Al Zheimer

Request for "boots" slot!

in Suggestions

Posted by: Account.9832

Account.9832

I would like for the two side toes of my feet not to clip outside the boots. I mean seriously?

I think it’s deliberate. It depends on the boots. Some cover the 3 toes, some cover only the middle toe, some don’t cover any toes, and some “remove” the side toes.

Try a different boot model.

- Al Zheimer

Dungeon Rewards bugged?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I dont know who the hell told you that speed running is punishable.

Considering it was the reason for the current system of diminishing returns, I’d say it’s quite clear that it’s punishing us all.

- Al Zheimer

Dungeon token rewards and why It needs to be addressed ASAP

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Design a reward system to be jerk-friendly (as the current one is) and soon all your player base will be composed by jerks.

- Al Zheimer

Marking targets like a boss

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

If you are in a group and all of you are targetting different mobs…you will die. And you will fail miserably.

You probably haven’t done much content. There are plenty of places where it’s beneficial to have one or two people keeping one enemy busy while the others deal with some group in a specific order.

Or situations where you want to mark one enemy as the “target” and another as “do not hit this one”, and then change one of the two marks mid-fight.

And there’s no reason why Arena Net can’t add, in the future, encounters where 5 players are supposed to handle 5 different enemies.

Multiple marks would be quite useful.

- Al Zheimer

The Bugfest known as TA

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

1. Your doing it wrong.

You’re spelling it wrong.

- Al Zheimer

Token number - Not getting 60 for every first path

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

THIS SYSTEM IS A GOOD IDEA BUT IS BROKEN RIGHT NOW.

No, this system is a terrible idea.

Withholding all tokens until you kill the last boss means that if you need to leave for some reason, you get nothing.

And if your party decides to kick you at the last moment, to invite some guildie for “easy tokens”, you also get nothing.

Players should get X amount of tokens per boss after killing the respective boss.

By all means add an extra “dungeon completion” reward (ex., 10 extra tokens for each boss that you killed, given at the end), and make those obtainable only once every 24 hours per dungeon path (although personally I see no point in that – if people want to farm dungeons, let them; it makes them happier and doesn’t affect me at all) , but the current system makes no sense (and wouldn’t make sense even if the dungeons weren’t so bug-ridden)

- Al Zheimer

Unable to enter dungeon with party.. or enter same dungeon

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I’ve just spent 1 hour in a dungeon, got to the last boss, one person had to leave, and the ones that went out to find a new player weren’t able to go back in (neither was the new player).

It was bad enough when this happened before they changed the tokens, but now that you only get tokens after the last boss, this basically means that no one gets anything (other than a couple of bad drops and potentially a repair bill).

The decision to withhold all the tokens until the last boss, even on a game without these bugs, would be stupid enough (sometimes people need to leave – shouldn’t they be rewarded for the bosses they killed while they were there?). In GW2’s current buggy state, and on the week MoP comes out, the decision was suicidal.

This change should have been rolled back 10 minutes after it went live. The longer you keep the current system, the more players you’ll lose. I guess that’s the advantage of B2P… they’ve already paid, so who cares?

Leaving the ability for people to farm dungeons faster than you’d like hurts less players than forcing an incomplete set of code that harms innocent players.

This.

Arena Net seems obsessed with punishing “moral criminals” for doing something that doesn’t affect other players, even if that negatively impacts or drives away everybody else.

- Al Zheimer

(edited by Account.9832)

Ghost Slaying potions cannot be created

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Some official acknowledgement / explanation for this would be nice.

- Al Zheimer

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Compensation would be nice, but there’s no way they could keep track of potential tokens lost for every single player.

Actually, it would be trivial to do if they kept proper transaction / activity logs. But since they apparently can’t even roll back accounts properly at this point, I doubt they’re keeping that information.

- Al Zheimer

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

If you read what i wrote carefully, you will see “if the team kick out”.

I did read it. And if you read what I wrote you will see: “what if a player goes offline of AFK” without leaving the party?

Your proposed system would effectively punish the other 4 players by erasing all their progress and chance of reward, unless they are able and willing to do the rest of the dungeon with a reduced group.

As long as the game gives players the corresponding reward after killing each boss (plus a separate “dungeon completed” reward at the end), this will not be a problem. Withholding all rewards until the end, with GW2 in its current buggy state, is just insane.

All this patch achieved was to drive players away from GW2 right on the week that MoP is launching.

- Al Zheimer

AC Explorable Path 1 and 3 too difficult ?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

i had to ask the question: are AC EXP path 1 and 3 just too difficult.

You forgot the question mark. Anyway, the answer is “no”.

Just read what the actual objective is and stop charging madly at burrows while ignoring everything else that’s happening around you.

Personally, I find path #2 much more of a gamble (mostly due to a couple of bugs).

- Al Zheimer

AC Route 3

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

The problem with this part is that most people have tunnel vision, and they just go after the burrows while letting stray gravelings kill the collectors.

The description is simple enough: Your job is to protect the collectors until the bar reaches 100%. In theory, you can do that without killing a single burrow.

In practice, you’ll probably want to kill the burrows ASAP but always keep an eye on the collectors. If any gravelings are attacking the collectors, a couple of players should go “pick them up” and either kill them or bring them to the burrow being attacked, so they die with the AoE.

You only need one collector to be “alive”, but if both are up the bar fills faster.

- Al Zheimer

Why must I be a hardcore player to pass explorer mode dungeons?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

If you are “by no means a hardcore player”, then by asking that all the content in the game be tailored to you, you are basically saying that the game shouldn’t have any content that appeals to hardcore players, which is obviously silly.

The problem with most GW2 dungeons isn’t the difficulty, anyway (I’ve seen a lot of people go through them easily on their first attempt), it’s the fact that they’re just not much fun (boring bosses that just stand there, mobs that will randomly either do no damage or 1-shot you, etc).

- Al Zheimer

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Fix is simple: after 1 boss, if the team kick out a member, the dungeon reset kicking out the entire party.

So if one player gets disconnected or goes AFK, the others can’t kick him or they lose all the progress? Thanks for showing us that some people have even worse ideas than Arena Net…

If you killed boss X you should get the reward for killing it, period.

By all means add an extra reward at the end, scaling with the number of bosses you killed, but withholding the rewards until the final boss would be completely stupid even in a game without all the dungeon-breaking bugs that GW2 currently has.

Doing it with GW2 in its current state and MoP coming out tomorrow is simply suicidal.

- Al Zheimer

(edited by Account.9832)

Revive the capitals

in Suggestions

Posted by: Account.9832

Account.9832

Lots of people predicted this before the game was released. The cities are huge and detailed, but there’s almost nothing to do there. They need events, mini-games, seasonal festivals, guild halls and / or “distant quests”.

By “distant quests” I mean something that’s completely missing in GW2 (outside the personal story), which is tasks where the objective and the related NPCs are not near each other. For example, have an NPC that asks players to retrieve artefacts from some distant region (or even from some dungeon). Once the player delivers, give him some XP / gold / karma and perhaps trigger some short event in the city itself (ex., enable a new vendor selling fun items for a couple of hours).

- Al Zheimer

Show full stacks with a different border

in Suggestions

Posted by: Account.9832

Account.9832

In the inventory, the bank and the collections, show “full” stacks (250) with a different border (ex., red).

This will make it easier to notice when some item is “full” and should be used or sold.

- Al Zheimer

Account bound Dungeon tokens, not able to be put in inventory

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Someone (either Jon or Colin, I think) posted that they’re aware of this and it will be fixed in the next patch which should come out “in less than one week”. Seems a long time to go through the inventory DB and simply replace item “A” (old version) with item “B” (new version), but maybe they coded it in some weird way and can’t just do that.

It’s beyond me how they released the patch without testing this, though, especially since they did edit the description of the old item to say “account bound” (although it’s actually still soulbound).

- Al Zheimer

(edited by Account.9832)

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I don’t know about other severs, but this change to dungeons is ruining them on mine.

Same thing on the two servers I play on. Well, where I used to play on, because this new “server transfer cooldown” coupled with the lack of the promised “guesting” system means that now I can only play with half my friends.

A lot of people don’t bother with dungeons anymore and I suspect that, after tomorrow, many won’t bother with GW2 at all. It’s as if this last couple of patches was made by someone working for Blizzard…

- Al Zheimer

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I understand ANET wishes to implement a DR system as a safety net for exploits

I really don’t get this mentality of making the punishment of “moral criminals” the #1 priority, even if it hurts everybody else.

Maybe they think that punishing someone I never met for getting something that doesn’t affect me at all is going to really improve my game…?

This patch should have been rolled back 10 minutes after it was applied.

- Al Zheimer

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I love that you give the rewards at the end of the dungeons

Yes, it’s great. This way 4 people from a guild can PUG you, make you play through every boss, then kick you on the last boss and invite someone else from their guild, and that player gets all the tokens and you get zero.

Why reward people for the bosses they actually killed when they can simply make the dungeon a gamble until the very end, eh?

Really good design… (not)

- Al Zheimer

AC Ghost Eater bug (still not fixed)

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Not sure if I should post this here or in the bugs forum; feel free to move it.

Sometimes, the mob packs before the last boss in AC explorable mode path #2 (Detha / Ghost Eater) spawn twice (or maybe one pack spawns before the previous one is dead, it’s hard to tell since each wave’s composition is random).

The result is that players are suddenly faced with a group of eight enemies that hit very hard and have a lot of HP, at least half of which generally have some form of chain CC and AoE. The result is an almost inevitable wipe, followed by people quitting, because there is no way to avoid pulling all 8 of them, and the sheer amount of AoE (coupled with loss of control due to fear and pushbacks) is basically just a huge repair bill waiting to happen.

I have managed to get through this kind of situation, but only with very well-organized groups in high-level gear and using vendor consumables that cast mass fear, etc.. With most groups (think level 35 players in level 30-35 gear) it basically means people are going to quit, and given the current changes and bugs, quitting means nobody gets any tokens.

I’m pretty sure the game is never supposed to have 8 enemies spawned at the same time in that section, so it looks like the code checking if the previous “wave” is dead has some bug.

- Al Zheimer

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I understand they will be getting a bombardment right now, yes yes but not even reading tickets and copy/pasting some rubbish together does NOT account for good support, not in my book.

It only leads to clients becoming angrier and resubmitting the same question. It doesn’t reduce their workflow one bit, it’s just a lose-lose way to do customer support.

The game needs a QA / support team that actually reads people’s reports and an in-game chat option that will follow support tickets to close out. It doesn’t matter if people have to stay in line for 3 or 4 hours, but they need to know that, after those 3 or 4 hours, their issue has actually been understood and has been or will be addressed.

- Al Zheimer

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Completed AC explorable, path #3. Everybody else got 60 tokens, I got 15.

It was my first explorable dungeon of the day. Last time I had done AC was the previous day, with a different character, and I had picked path 2 (from which I got no tokens at all because the party leader left just before the last boss and everyone got booted out of the instance – after 90+ minutes of carrying 3 very inexperienced players through it).

So, different path, about 20 hour delay, get 25% of the tokens I was supposed to (I guess it’s an improvement over the 0% of the previous day, eh?).

I have no idea how long the run took, my guess would be around 35 minutes. I would have checked the time stamps on the party chat but due to another bug (reported multiple times, still no fix or even an official acknowledgement), or possibly some incomprehensible “design decision”, party chat disappears from the chat window once other people leave the party. How’s that for rewriting (or erasing) the past?

Dungeons have actually become significantly worse in the last two weeks. I guess someone at Arena Net’s dungeon team wants to give MoP a chance.

- Al Zheimer