Showing Posts For Account.9832:

Dungeon Updates

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

The current system of forcing people to run exactly the same dungeon over 200 times to get that dungeon’s full set is ridiculous. This is exactly the kind of grindy repetition (or, in fact, even worse) that made people move away from WoW, and the kind of thing Arena Net promised us GW2 would not be.

If my friends want me to go help them in Twilight Arbor, I don’t want to tell them “sorry but I don’t want any of the items from twilight arbor, so the tokens from there are useless to me – I have to go run Ascalonian Catacombs for the 250th time”. I want to be able to join them and still get tokens that I can use to buy the items I want.

The items are being sold by a vendor outside the dungeon, so it’s not like I’m farming the actual gear from the dungeon.

Possible solutions:

  • Add an NPC that converts tokens from one dungeon to another as long as the player has done every path in both of those dungeons. I think this would be the most balanced solution, in terms of ease of use and fitting the lore.
  • Add an NPC that converts tokens from one dungeon to another for a karma fee (ex., 50 karma to convert each token).
  • Add an NPC that converts tokens from one dungeon to another for a gold fee (ex., 5 silver to convert each token).
  • Add an NPC that converts tokens from one dungeon to another for a gem fee (ex., 1 gem to convert each token).
  • Add all of the above (and let each player pick the NPC more convenient to them).
  • Use a universal token system instead (one token type for all dungeons, possibly with some dungeons paths giving more tokens than others).

In addition to that, I would like to see this:

  • Add a small chance (ex., 1-2%) that the last boss will drop one item from that dungeon’s armor or weapon set. This will strengthen the connection between the set and its respective dungeon, and as long as players also get the fixed reward of the tokens they won’t feel that they’re just gambling, as in other games where the random drops are the only way of getting gear.

- Al Zheimer

- Al Zheimer

(edited by Account.9832)

Make a 'Last Online' feauture and keep players

in Suggestions

Posted by: Account.9832

Account.9832

That’s fine as long as it’s only for mutual friends (i.e., people who are on your friends list and who have you on their friends list).

GW2 allows far too much “cyber stalking” as it is (making it very easy for anyone to see what your account name is, which characters you play, when you’re on-line, etc., all without you giving them permission to have that information).

- Al Zheimer

"Fixing" most of the broken skill-challenges and events

in Suggestions

Posted by: Account.9832

Account.9832

I think the “check for status and reset if there’s no change for too long” system is pretty obvious and probably already in place.

I suspect most events that get stuck are caused by “deeper” bugs such as threads becoming mutually locked due to some race condition, so, to paraphrase The Hitchhiker’s Guide to the Galaxy, “the system can’t see that the event is stuck because the bug causing the event to get stuck is also causing the monitor thread to become stuck”.

I’ve noticed that some zones become very “choky” (with a kind of intermittent lag that also affects the AI’s behaviour) when events are stuck. That makes me suspect some thread(s) on the server might be getting stuck in a loop.

- Al Zheimer

Make players "invisible" while reporting bugs

in Suggestions

Posted by: Account.9832

Account.9832

What I’ve been doing as a workaround is open the bug report form as close as possible to the correct location, then run / fight my way out of there (with the bug report window open, covering half my screen), so I can write the report somewhere quiet, and hope that when I press “submit” it sends the location and data from where it was opened. But it’s an awkward work-around that might not even work.

- Al Zheimer

Option to "Turn off experience gain" for gathering/crafting, etc.

in Suggestions

Posted by: Account.9832

Account.9832

Exactly, what’s the point? You get down-leveled when you go into lower level areas. If you “want your leveling to take longer” simply hang around those areas for longer, or don’t upgrade your gear.

You already have full control over that.

If Arena Net were to add an option to disable experience from crafting, they would also have to add an option to disable experience from exploration, or to disable experience from killing, or to disable experience from events, or to disable experience from hearts, or to disable experience from reviving allies, or to disable experience from the personal stories, or… you get the idea.

- Al Zheimer

Allow player control over assisted target selection

in Suggestions

Posted by: Account.9832

Account.9832

Please add multiple settings for the game’s auto-targeting:

  • Auto-target all (current behavior, red and yellow creatures, both aggroed and not yet aggroed)
  • Auto-target only enemy creatures (red only, both aggroed and not yet aggroed)
  • Auto-target only hostiles (only creatures already aggroed)
  • Auto-target off (no auto-targeting of any creatures)

If you find this idea useful, be sure to press that “+1” button; I think Arena Net keeps track of that.

- Al Zheimer

(edited by Account.9832)

Forbid obvious and thinly veiled 'nerf' requests.

in Suggestions

Posted by: Account.9832

Account.9832

“Stop posting suggestions that I disagree with! L2P! And get off my lawn!”

Either ignore them or reply with your (well articulated) counter-argument. That’s how discussion forums work.

- Al Zheimer

BLTP - remove the price floors

in Suggestions

Posted by: Account.9832

Account.9832

Agreed, it makes no sense to have a minimum sale price while still allowing buy orders below that. It’s one of the (many) illogical things about trading in GW2.

- Al Zheimer

Make players "invisible" while reporting bugs

in Suggestions

Posted by: Account.9832

Account.9832

I am not sure this would work. In PvE it would simply mean you are then stuck in the middle of all the respawned mobs,

So? Then it’s up to you to fight your way out of there or run away. But at least you can write a proper bug report.

or in PvP it means you have given every class stealth!

I said “invisible to the AI mobs”, not invisible to other players.

- Al Zheimer

"Stow Pet" - Permanently (Ranger)

in Suggestions

Posted by: Account.9832

Account.9832

Not sure one solution exists that everyone would like.

Sure there is. Give people the option to permanently stow their pet, or to put it on “standby” (where it pops out if you take damage).

That way everybody can pick the system they prefer.

- Al Zheimer

SWITCHING CLASS AT ENDGAME

in Suggestions

Posted by: Account.9832

Account.9832

Since the personal stories aren’t even tied to your profession (class), I think this should be pretty easy to implement.

It shouldn’t be just “at endgame”; you should be able to switch whenever you wanted. Even if it’s a paid option (ex., 400 gems – half of what it costs to add a new character slot, since you’d have to pay with each change), it would probably appeal to people who prefer to focus on a single character.

Personally, I’m an altoholic, but this seems like a good suggestion.

- Al Zheimer

Make players "invisible" while reporting bugs

in Suggestions

Posted by: Account.9832

Account.9832

When players open the in-game “bug report” form, they should become invisible to any creature that is not already attacking them.

Arena Net asks us to “report the bugs as close to their source as possible”, but with the insane spawn rates in some places (some mobs respawn in less than 10 seconds), it’s simply not practical to do this, so we end up having to find a different location to write the bug report.

To make it easier to report bugs at their exact location, players could simply become invisible to the AI creatures when they open the bug report form. Obviously, they should not able to use this to avoid dying (i.e., creatures who are already attacking them shouldn’t suddenly ignore them). That way we wouldn’t have to worry about respawns / roaming creatures / other players using us as their involuntary tanks while we write the report.

- Al Zheimer

Field of View.

in Suggestions

Posted by: Account.9832

Account.9832

Anyone having motion sickness from gaming please try one (or more) of the following, cause it works:

You know what else works? Stop playing the game and tell the developer exactly why.

Seriously, people have been complaining about the GW2’s camera lag / bouncing / wrong FoV / wrong height since before BWE1. How hard can it be to give us a “normal” camera (locked to the mouse, with no laggy smoothing) and a FoV slider? The game already supports variable FoV; you can see it in boss encounters and some Vistas.

The current system has no positives, and tons of negatives. It’s harder to code, it gives a huge advantage in PvP to people with multiple monitors, causes nausea and headaches, makes us look at the ground instead of seeing the game’s scenery (which frankly is an insult to the environment artists), etc., etc..

- Al Zheimer

Allow free teleportation to any "completed" city

in Suggestions

Posted by: Account.9832

Account.9832

Dislike, travel shouldn’t be free.

You seem to be missing the point that it already is free. You just need to do three jumps instead of one.

Players should not be allowed to port to any location if they are in combat

Who said anything about teleporting while in combat? The game already prevents you from doing that.

it is free to travel in between way points within the city. That is incentive enough

Can you explain your use of the word “incentive” there? Incentive for what? That is something that every player can do without unlocking the POIs / vistas / etc., so how exactly is it an “incentive” for anything?

I’m talking about giving players a fitting reward for the exploration. Instead of 1 copper and some transmutation stones, give explorers a reward that actually makes it easier to travel.

- Al Zheimer

(edited by Account.9832)

Stunlocking is not fun

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Just add on all stuns/knock downs etc boon that prevents you from being stuned/knock downed in next 1-2 sec.

Done.

I dont get how sucha trivial things can happen to experianced team like Anet…

Two seconds is probably excessive (even one is longer than strictly necessary), but yes, that is a pretty basic mechanic that doesn’t seem to be working in GW2.

Basically, players should have a chance to at least hit their “dodge” key once when a stun / knockdown is over. Accounting for lag, that requires about half a second of immunity. So if you get knocked down for 3 seconds, you should get (at least) 3.5 seconds of stun / knockback immunity.

In some cases, because the “knocked down” collision box is apparently smaller, I’ve been pushed back (while down) into holes in the map (into walls, under the floor, etc.), and ended up stuck (unable to die or teleport to help my team, because I was stuck in combat). That’s obviously a slightly different bug, but as long as they make it impossible for people to be knocked back while still lying on the floor, it won’t happen (because their normal collision box will be restored when the knockdown ends).

- Al Zheimer

Stunlocking is not fun

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

If gravelings are pouncing you in ac em chances are you’re playing badly

I’ve done AC approximately 60 times. Quite frequently I don’t even get downed. This isn’t about “learning how to play” or being “too hard”. This is about being random.

Currently some “elite” scavengers will even stun players standing behind them. In other words, you can’t trust the visual cues (he’s not even facing you, but somehow he stuns you and bites you? maybe it’s an elite fart?), using a stunbreaker is often useless because the mob does exactly the same thing again within less than a second (depending on the mood of the RNG), and some of them are immune or highly resistant to CC so no one can push them away even if they realize that you’re being stunned / hit (which isn’t necessarily obvious because frequently there’s no one standing in front of the scavenger, but someone is still getting stunlocked and taking damage).

It’s not just AC, BTW. The same thing happens with bombers / rangers in CM (even in story mode), and with other creatures in other dungeons. It’s a generalized problem with the way mobs use stuns and pushbacks.

I really don’t think this is intended; like I said, if it is, then whoever designed this needs to find a different line of work. This is like making an encounter harder by giving the boss an ability that simply “randomly kills a player”. Maybe that would appeal to gamblers, I prefer to know that I died because I didn’t react properly.

I suspect it’s a bug (or a collection of bugs), namely:

  • No stun immunity / diminishing returns during a stun (to make sure players don’t get chain-stunned).
  • No CD on some creatures’ abilities.
  • Animation or hitbox bug, causing some creatures’ bite / stun / frontal cone attack to hit people standing behind or to the side of said creature.

The occasional stun (even if followed by a big hit with a high probability of killing you) is fine, and adds to the challenge (ex., Kholer’s harpoons are fine – very hard on newbies but “fair”). Being at the mercy of the random number generator and losing control of your character for 10 seconds at a time is not.

- Al Zheimer

Field of View.

in Suggestions

Posted by: Account.9832

Account.9832

ITT: People who don’t know the difference between Zooming In/Out and FoV (Field of Vision). Two completely different things. Look them up.

zoom and FOV are NOT the same thing, watch the videos I linked above!

Actually, technically, zoom and FoV (or rather, FoV variation) are the same thing. The issue is that a lot of people use “zoom” to mean “camera distance”. In reality, a zoom lens changes the FoV without moving the camera.

The term “zoom” is misused so often (see above) that it’s kind of pointless to use it.

The camera distance in GW2 is fine (although I’d like a slider to control the max distance, and the option to move it “into” the character and get a 1st person view).

The problem, as most people have pointed out (since the first beta weekend…) is that the FoV is completely wrong for PC monitors, and leads to nausea, eye fatigue, and just a generally far less “epic” look.

Coupled with the camera target height (which is too low – the GW2 camera is aimed at the character’s waist instead of at a point above the character’s head, as it should), the result is that we spend most of the time looking at a small patch of ground instead of looking at the game’s nice scenery.

- Al Zheimer

(edited by Account.9832)

Stunlocking is not fun

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I’m going to repeat what I wrote above because some people clearly didn’t read it:

This thread is about stunlocking. It’s obviously not about being hit by one stun.

Virtually every other MMO has mechanisms in place to make sure that players cannot be “re-stunned” by creatures before the previous stun is over. GW2 apparently does not (which I find hard to believe) or those mechanisms are not working correctly.

And since being “re-stunned” three, four, five times in a row is not fun and adds nothing to gameplay (unless you think it makes sense to make players equip three stun breakers as their utility skills – and still get stunlocked, because sometimes you get hit by more than three in a row, it all depends on the RNG’s mood), it should be fixed so that players can only get stunned again after they’ve had a chance to perform at least one action.

- Al Zheimer

(edited by Account.9832)

Allow free teleportation to any "completed" city

in Suggestions

Posted by: Account.9832

Account.9832

Currently there’s little incentive to complete the waypoints / POIs / etc., in cities (the reward is 1 copper).

In addition to that, most people wanting to travel to cities simply teleport to the mists, from there to Lion’s Arch, and from there to the desired city, thus avoiding any teleportation fees. This wastes players’ time and puts unnecessary load on Arena Net’s servers.

So why not combine the two problems into a solution?

Once a player has 100% of map markers on a city, he / she should be allowed to travel to that city for free at any moment.

- Al Zheimer

Allow free teleportation in fully explored maps

in Suggestions

Posted by: Account.9832

Account.9832

A level 80 teleporting within a level 1-15 area would get higher costs than a level 15 teleporting within a level 1-15 area

Why? What’s the logic in that? Did the character become heavier? Does it take more energy to teleport him?

I can understand the justification that maintaining the teleportation beacons in “dangerous” (ie, higher level) areas might cost more than in low level areas, and so teleportation in those areas might be more expensive.

But I can’t think of any logical reason (or any benefit to gameplay) for charging players different prices based on their level. That’s effectively punishing players for levelling up (making them pay more for the same service), which is something they can’t even avoid.

- Al Zheimer

It is far too difficult to find a group for instances.

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

While I don’t like fully automated systems like the one used in WoW, it would be nice if you could select the dungeons you are interested in and see a list of people also interested in doing them. Then you (or someone else) could start a group and invite them.

Can’t be too hard to implement, even if it’s just local (per server) at first.

The current “LFG” window is just too generic, that’s why nobody uses it.

- Al Zheimer

It's not that I am bored @ 80, the grind is just crazy

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

If I wanted the full set of dungeon armor, and ALL the weapons for my class, it would go over at least 800 runs.

Unless your class can use 3 different types of armor and every single weapon type, no, you wouldn’t. Even if you wanted to get the 3 variations of your armour type, it would only add up to 144 runs or so (plus the ones for the weapons, but most classes can’t use more than half the weapon types).

But even 120 is bad enough. Not 120 dungeon runs; that’s a bit high but sort of acceptable. The problem is that it must be 120 runs of the same dungeon.

- Al Zheimer

(edited by Account.9832)

It's not that I am bored @ 80, the grind is just crazy

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

People seem to be complaining far too much, and obsessing far too much about being able to achieve the sets in a short amount of time.

Since you posted that as a reply to my message, I wonder if that was the impression you got from my posts. If so, it was completely the wrong one.

I never commented on the amount of time. My problem is with the fact that the game currently forces you to do the same dungeon dozens of times (in fact, if you want the full set plus weapons, over 100 times) when you might not even like that dungeon to begin with.

Conversely, if you’re not interested in gear from a certain dungeon, the main reward you get from running it (the dungeon-specific tokens) is worthless to you.

It’s just a badly designed system, that promotes repetition instead of fun. Hopefully it will be changed to a generic token system soon, or some mechanism will be added to allow exchanging one token type for another.

- Al Zheimer

Why would anyone go through this amount of effort?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

People actually play with camera shake enabled? Interesting.

Who said anything about camera shake? I’m talking about the way the camera ping-pongs or gets stuck in furniture / doors / etc., especially with asura, norn and charr characters (but also with humans and sylvari, in some places).

- Al Zheimer

CM story MODE!!?

in Players Helping Players

Posted by: Account.9832

Account.9832

There is when AN isn’t making as money as they had hoped by selling gems.

If they actually had more stuff worth buying at the gem store (ex., specific pets, specific dyes, more town clothes, emote and voice packs for your characters, etc. – all things that people repeatedly said during the betas they would be interested in buying) and if the game actually made it easy for players to equip town clothes (instead of forcing them to go to the hero panel and then reverting back to their armour as soon as they take a little falling damage), they would probably be making a lot more.

Anyway, I doubt the low quality of the dungeons is related to the gem store. It’s just related to poor internal playtesting and a flawed philosophy that seems to put “challenge” (effectively meaning difficulty or time consumption) above fun, even when that “challenge” is achieved simply through higher numbers or more randomness, and not through more complex mechanics that actually require and reward players’ ability to adapt to the flow of encounters.

People are doing this too quickly? Let’s add a champion with 10x the HP and make them spend 5 minutes auto-attacking and yawning. People are making it through without dying? Let’s add chain stuns and one-shot kills that work through walls. And let’s have just one spawn location, all the way at the start, so they have to spend 30 seconds walking if they die. Surely that will make them love this game!

- Al Zheimer

It's not that I am bored @ 80, the grind is just crazy

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

Where did the number 120 come from?

I guess this is why Arena Net says they can’t sift through these forums.

Someone posts about the fact that you’re forced to repeat the same dungeon over and over again to get an armour set instead of being free to pick the dungeons you want to do, or join your friends in the dungeons they prefer, and the answers are:

  • “But that set you used as an example is not my favourite.”
  • “Please list the exact elements that go into that number you used as a generic example.”

Sigh…

If you must know, it takes 2790 emblems to get a full set of armor and two weapon sets. More if you want to have alternative weapons (ex., dual dagger + dual pistols + short bow). Let’s say you stop at three weapon sets (i.e., decide you don’t need the full dungeon gear set). That adds up to 3180 emblems. The first run of the day for each branch gives you 30, the next ones give you 20. Assuming you do six runs a day, covering all paths, that’s an average of 25 emblems per run. 3180 divided by 25 is 127.2, or 128 runs.

There, the example was off by 8.

Now that a completely generic and unimportant number has been explained, do you understand the original (and completely unrelated) point about forcing people to do the same dungeon dozens of times instead of letting them run the dungeons they enjoy while still being able to buy the armour with the look they prefer…?

- Al Zheimer

It's not that I am bored @ 80, the grind is just crazy

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

I think its more about the fact that you are handed everything in this game and there is nothing to work twords.

First, this is a game, not a job. If you’re “working”, you’re wasting what is (supposedly) your leisure time.

Second, I have no idea what makes you say that you are “handed everything”. There are dozens of dungeon / karma / PvP armor sets and weapons (not to mention the legendaries) and they all need a massive time investment to get.

- Al Zheimer

Stunlocking is not fun

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

a character build should have:
a way to break stun

And you use it, and you immediately get knocked down again. Now what? Equip two stun breakers? Three? I’ve seen people get hit by up to five knockbacks (up to three from a single enemy) in a row.

Besides, if your “list” was meant to be mandatory, no one would use most of the utility skills (that don’t fall into those categories), such as remote reviving, reflecting walls, CC, quickness and swiftness boosts, etc..

The “punishment” from being knocked back is being knocked back. It should not be complete loss of control of your character for the following 10 seconds while continuing to take damage.

Reading these answers, looks like we have a lot of “armchair dungeon explorers” here (i.e., they read the wiki but don’t actually do the dungeons very often). Stability is pointless unless you can predict when the shot is going to hit you, which in most cases against “normal” mobs you can’t. Stun breaking works once and then it’s on a (long) CD.

The thread is about stunlocking, it’s obviously not about “being hit by one stun”.

If the stunlocking is a bug, it needs to be fixed. If it’s intended, whoever is designing the dungeons should look for a different job, because they don’t understand the concept of fun.

- Al Zheimer

(edited by Account.9832)

Stunlocking is not fun

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

It’s not (just) a matter of giving them CDs (although that’s a pretty basic principle – and some creatures certainly seem to lack them). If you have 3 mobs able to stun players with a shot, there’s always the possibility that they will take turns stunning a single player, so even if each has a CD that won’t prevent the frustration of losing control over your character because you got unlucky with the random number generator.

The cooldown (temporary immunity) needs to be implemented on the player character itself. If you’re stunned for 3 seconds, then you get immunity from stuns for 4 or 5 seconds, for example. That ensures that you’ll at least have a chance to dodge / hide / move / do something before you get stunned again.

Due to its “roleless” (and, specifically, “tankless”) combat model, GW2 needs to pay even more attention to this than games using the simplified “holy trinity” model. And even those games generally have safeguards to avoid this kind of situation.

- Al Zheimer

(edited by Account.9832)

Stunlocking is not fun

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Go play PvP in SWTOR, then come back and complain about stunlock.

These forums aren’t about SWTOR, I did not buy SWTOR, and I have no interest or intention of playing SWTOR.

These forums are about GW2 and the point I made applies to GW2 independently of any other game.

In addition, I’m talking about PvE while you seem to be talking about PvP. If you want to discuss SWTOR PvP, I think they probably have some forums in their website too.

Please don’t post random unrelated things about other games in the GW2 forums; let’s try to keep things organised and readable for the developers.

- Al Zheimer

(edited by Account.9832)

It's not that I am bored @ 80, the grind is just crazy

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

The speed farmers/levelers/grinders all gravitate towards the one that they can speed-farm the fastest.

And how would that make the game worse for anyone?

How does forcing people to play through a specific dungeon 120 times make the game better for anyone than letting them play 8 different dungeons 10 or 15 times each?

You seem to think that “punishing” some abstract people you dislike justifies making the game worse for everyone.

- Al Zheimer

Dungeon Encounters in GW2 that are done right...

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

For some reason the “quote” button is missing from the forum.

some dungeons ( AC, CM or HoW) have literally no fights I would describe as fun or good.

Ralena and Vassar are a pretty good fight, or would be if it wasn’t for a couple of annoying bugs, such as pushbacks often resulting in them just being knocked down in place instead of actually being pushed away (the bug affects other creatures too, but here it’s a fundamental mechanic of the encounter, and seeing it “wasted” by the bug can make the fight frustrating).

Other than that, I agree, nearly every fight goes on for far too long and is either extremely easy and boring (basically stand there burning down a massive HP pool) or is based on “unfair” (or buggy) one-shot-kill mechanics (Kholer’s harpoons that sometimes go through walls and shields, the golem’s rockets in CM that fly out of the screen and then hit players that can’t even see them, etc.).

- Al Zheimer

CM story MODE!!?

in Players Helping Players

Posted by: Account.9832

Account.9832

CM was already pretty random (with frequent 1-shot kills for light armour wearers – even with toughness traits / upgrades) and unnecessarily frustrating (no waypoints, repair anvil placed too far from the normal path), but now it’s completely pointless to play it, regardless of the rewards.

The problem aren’t even the “champions” (whose only function seems to be to waste players’ time with a repetitive fight that goes on for far too long), the problem is the normal mobs. Instant kills, stunlocking, etc..

It’s simply not fun.

- Al Zheimer

(edited by Account.9832)

Why would anyone go through this amount of effort?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I stopped playing WoW precisely because it “evolved” into a model based on feeding the players boring and grindy gameplay while “bribing” them with a chance of loot at the end.

The reason to play a game should never be what you get at the end; it should be the gameplay itself. The incentive would (should) be that the dungeons are fun.

Sadly, at this point, in GW2, most of them aren’t.

Too many 1-shot kills out of nowhere, too many creatures able to stunlock / fear / knockback players or somehow remove control of your character. Too much randomness (not helped by the headache-inducing camera that bounces around madly whenever you pass near some object).

And then the actual bosses tend to just stand there moaning and casting random AoE while you burn them down for far too long, which is also not much fun. In fact, nearly every fight in GW2 dungeons seems to go on for 30% beyond the boredom threshold.

Maybe it’s buggy code, maybe it was lack of playtesting, maybe it was just lack of imagination, but the dungeons in GW2 simply don’t live up to the open world or even to dungeons in games that were already around when GW2 started being developed.

I won’t “go back to WoW” (because it’s just depressing to see what a shell of its former self it has become – in fact, I stopped playing WoW long before GW2 came out), but it’s hard to think of a WoW dungeon that isn’t more fun than any of the ones in GW2.

- Al Zheimer

- Al Zheimer

(edited by Account.9832)

Stunlocking is not fun

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I’m not sure if this is intended, if it’s a bug, or if it’s just a massive oversight in terms of playtesting, but a lot of dungeons seem to have one or more creatures able to stunlock players. Creatures that are often, themselves, immune or highly resistant to control, which means other players can’t even do anything (ex., push them back) except watch their teammate be killed while he has absolutely no control over his character.

For example, graveling scavengers in explorable AC will frequently knock down a player, stand there for 3 seconds pondering, then “knock him down” again one second before the previous knockdown is over, and finally hit him 6x in a row, with each hit taking about 40% of the player’s HP (and I’m talking a player with gear well above the instance level, and specced for toughness; clothies get hit for more than 70%).

What did the player do wrong? What could he have done to react? Nothing. I guess he angered the random number generator.

Some riflemen and bombers in CM do the same (stunning or knocking back players before the previous stun or knockback is over), sometimes three, four, five times in a row. Others kill anyone in light or medium armour in a single shot, but that’s another issue.

And chances are that, if anyone tries to heal that unlucky player after he’s downed, that person will then also be knocked about, because the AI continues to knock down even after the player is on the floor (and the blows / shots will hit other players that get close).

I’m not sure who can possibly think this is fun.

Is this meant to force everyone to equip stun breakers into every utility slot?

Is it so hard to make players who are knocked down or stunned immune to stuns until they’ve at least had a chance to get up and perform some action? Or is this already supposed to happen? Because, if so, it’s very, very bugged.

- Al Zheimer

How many times are you guys dieing in dungeons?

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

In story mode dungeons, I’ll die maybe once, usually not at all.

You clearly haven’t done the current “random number generator” version of CM.

- Al Zheimer

How many times are you guys dieing in dungeons?

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

Actually, I find melee significantly easier in dungeons (though ranged is easier in the open world).

But yes, even as ranged I always make far more money than what I spend on repairs.

- Al Zheimer

It's not that I am bored @ 80, the grind is just crazy

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

most of the players will choose the easiest route, making it much easier for them to obtain, making the gear less special.

So you equate having the time and willingness to repeat the same dungeon 120 times with somehow being a more “worthy” person?

- Al Zheimer

Allow free teleportation in fully explored maps

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Posted by: Account.9832

Account.9832

You don’t have to use WP to get around […] I avoid using it whenever possible.

Making it free would remove that gold sink, and you would have rampant inflation.

So “you don’t have to use it”, “you avoid using it whenever possible” but somehow making it free would “cause rampant inflation”…?

How, exactly? Would it suddenly generate money?

By your own logic, the “gold sink” part is totally avoidable, so making it free would merely lead to people using it more often to meet up with friends, because they wouldn’t have to worry about the cost.

If there’s too much gold in circulation, simply reduce the amount vendors pay for items or reduce the gold rewards from events. That is what actually injects gold into the economy, not free travel.

The current system (high rewards with high travel costs) only favours bots (that grind events and never spend money travelling to meet friends).

- Al Zheimer

Waypoint costs

in Suggestions

Posted by: Account.9832

Account.9832

- Al Zheimer

It's not that I am bored @ 80, the grind is just crazy

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

I agree it is very grindy. I would like to see universal tokens instead of a different type for each dungeon. I would also like it if it only took around 20 runs for a full set of exotics.

But then people would choose the easiest path out of the 34 or so paths and farm it to death, then continue complain about the grind.

Huh…? You can’t get one dungeon’s set by doing other dungeons. Your choice is between the 3 paths in that dungeon.

You somehow think that’s a better situation than letting people choose from the full list of available dungeons, based on the ones they enjoy or the ones their friends are doing?

- Al Zheimer

Any ETA on Trading Post preview option?

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Posted by: Account.9832

Account.9832

I played with one of Arena Net’s directors yesterday and he said “regarding TP preview, watch this space soon”. Which can mean anything, of course…

I really don’t understand what’s keeping them; they clearly already have the ability to invoke the “dressing room” window from the chat window links’ context menu, so it should be trivial to add it to the TP’s context menu as well. I guess it’s some issue in the interaction between the “game” engine and the browser engine that renders the TP.

Also, it would be nice if the character would assume a different pose in the dressing room; most weapons tend to become invisible under the armour, so the preview option is useless for those.

- Al Zheimer

Elementalist Weapon Set

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Posted by: Account.9832

Account.9832

Arena Net has mentioned that they want to have a system to let players swap between full “builds” (weapons, armour, skills, possibly traits too) easily, but that’s not in the game yet.

In the meanwhile, I agree it would be nice if elementalists and engineers could equip two sets and use the “weapon swap” button while out of combat, just to avoid having to go into the inventory and clicking the weapons every time.

- Al Zheimer

Allow dodge roll to reduce falling damage

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Posted by: Account.9832

Account.9832

it was possible to avoid falling damage that way.
They considered it a bug and fixed it, so I doubt it would be reintroduced

If you read my post, you’ll see that I suggest reducing falling damage by correct timing of dodge rolling, not avoiding it completely (which would indeed be unrealistic, and probably an unintended bug).

(also each class has a fall damage trait that you can invest into, this would make that obsolete).

Again, if you actually read my post you’ll see that I already accounted for that.

- Al Zheimer

(edited by Account.9832)

Allow free teleportation in fully explored maps

in Suggestions

Posted by: Account.9832

Account.9832

I didn’t know that playing MMOs was a “profession”, but hey…

Regardless of its potential as a gold sink, it’s getting in the way of group play and it’s effectively punishing players for levelling up (because it makes the same trip cost more).

It’s a badly designed mechanic (and has a couple of exploitable bugs that I’ve been mentioning since BWE1, but that’s a different issue).

There are much better ways to implement gold sinks. In fact, if they think there’s too much gold in circulation, they can simply reduce the amount of gold players get from vendors / events / hearts. That avoids the negative aspects mentioned above and has the added advantage of making botting / farming less appealing.

- Al Zheimer

Repeat Hearts

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Posted by: Account.9832

Account.9832

Is there actually no content on 80 besides repeating the content you did up to 80?

You will reach level 80 after doing about 20% of the game’s content, so there’s at least 4x as much stuff to do at 80 before you even need to repeat anything. Of course, you can repeat any parts you enjoyed, but currently not the hearts, and I think that’s what the original poster was referring to (let people repeat that too, if they want, though obviously without the same rewards).

- Al Zheimer

Either allow add ons or give us some way to measure our dps

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Posted by: Account.9832

Account.9832

While I think real-time DPS meters tend to take the focus away from the game, I would like a way to export combat logs to have them analysed after fights, preferably including healing (which is currently not listed in the combat log at all). I want to see how often my traits are actually triggering and from what, as sometimes I get the feeling that they’re not working at all in situations where they should.

- Al Zheimer

Allow dodge roll to reduce falling damage

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Posted by: Account.9832

Account.9832

The title say it all, really.

Allow players to press their “dodge” key while falling, causing the character to roll. If the character is rolling when it hits the ground, reduce falling damage by a percentage (ex., 25, 33 or 50%), stacking with fall-related traits. Should also work when sliding down hillsides (which GW2 sometimes interprets as a sequence of falls, even though the hill follows a smooth curve).

Naturally, this would consume energy, same as a normal roll.

If the player times the dodge incorrectly (i.e., character has already finished rolling when it hits the ground), then it should take the full damage.

I believe the animation for this is already in the game (one of the “diving goggles” skills).

Not only would this feel “natural” (after all, that’s how paratroopers, etc., are taught to land), but it would reward players for an action in a situation where they currently can’t do anything (if you fall, your fate is kind of sealed; all you can do is wait to see how much damage you take, and whether you survive or not).

- Al Zheimer

Allow free teleportation in fully explored maps

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Posted by: Account.9832

Account.9832

Once a player has discovered all the map “markers”, (waypoints, vistas, POIs, etc.) and reached “100% map completion”, eliminate teleportation costs inside that map (or to other contiguous fully explored maps).

In addition, eliminate scaling of the cost based on character level (make it based on zone level).

The teleportation fees are there to encourage players to explore (and encounter events, etc.), not to serve as a barrier to people meeting up with friends (or forcing them to wait while I walk to them, because I can’t afford the fees – which for some weird reason scale with level; do I get heavier? Is that why it costs so much more to teleport me across Queensdale at 60 than it did at 20?).

In fact, in several cases I’ve heard people ask for help with some event on the other end of the map and I simply couldn’t afford to teleport there because I had recently spent all my money on crafting ingredients. So, rather than encourage people to explore and encounter more events, the fees are serving as a barrier to group play.

To sum it up, the new system would work like this:

  • Fully explored map? Free travel.
  • Map not fully explored? Teleportation cost dependant on area “level”, not on character level.
- Al Zheimer

Enemy leashing mechanics are annoying

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

I’ve been posting about this since BWE1, the threads got huge, but sadly it seems that nothing was done about it. It’s an outdated and immersion-breaking mechanic that makes the game world feel artificial and goes completely against the GW2 combat model.

You should be focusing on the actual fight, but instead you have to constantly worry about crossing some unknown and invisible threshold that will make the enemy magically heal back to 100%.

Sometimes that threshold seems to be about 5 mm, because they just heal in place and continue to fight, but that’s just a more obvious case of a fundamentally flawed mechanic that adds nothing to the gameplay.

If you’re not fighting back and are far enough from its “home”, it’s fine for the enemy to decide that you’re not worth the effort and simply walk back to its spawn area. But as long as you’re actively fighting it, it should never reset back to 100% HP. Even if its AI decides to “run away”, you should be able to keep damaging it, as long as you can keep up with it.

- Al Zheimer