Showing Posts For Account.9832:

Was being able to rez at a wp in dungeons...

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

this change has been put in with alot of forethought.

Thanks for the chuckle.

- Al Zheimer

Relogging = Exploit?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

There is a very simple way to “fix” this:

Give tokens and experience after each boss (as a reward for defeating that boss – with a requirement of having done >5% of total damage, which I believe is already in place), instead of giving a ton of XP at the end simply for being present when the last boss dies.

That way, if someone logs into a different character (or if the party kicks someone to invite a friend), that character only gets the rewards that correspond to the last boss (i.e., the one he actually killed).

And before someone brings up the silly argument that “that would just make people farm the first boss”, remember that:

a) The game already has a diminishing returns system, so killing the same boss 5 times would give significantly less rewards than killing 5 different bosses.

b) The first boss in most dungeons is harder than the last one.

c) If everyone in the party prefers to do the same boss 5 times instead of 5 different bosses, why shouldn’t they be allowed? This is a game, not a job; if they enjoy repetition, let them have it.

- Al Zheimer

Relogging = Exploit?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

he was immediately kicked, and that’s after he asked.

Moral of the story: he shouldn’t have asked…?

- Al Zheimer

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

This went down long before anyone even know MOP was coming.

Well, Blizzard’s roadmap showing Pandaria was leaked in late 2007, IIRC, and with all the ex-Blizzard people working at Arena Net I doubt you didn’t know about it even sooner.

Not saying one thing influenced the other, but I’m pretty sure it “went down” after at least some people knew that MoP was coming.

Also, I really don’t understand the reasoning behind cancelling it. If anything, having multiple cultures would make it more “universal” (in a way, that’s what the different playable “races” – technically species – are there for). I do think that making in-game cultures too similar to Earth cultures is a bit limiting (as opposed to creating completely original cultures), but in a way it makes new players feel more familiar with them, and makes the artists / art director’s job easier.

Anyway, this kind of contradicts what Mike O’Brien said numerous times (that NCsoft had given Arena Net full creative freedom and hadn’t interfered on the game design). Makes you wonder what else in the game’s development (both pre- and post-release) was also decided by the marketing department…

- Al Zheimer

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Not sure what you mean by “in the middle of a skill”.

I explained that in the same post. If you used a second skill while another one was still being used,

Again, I have no idea what you mean by “while another skill is still being used”. Are you talking about channelled skills? Are you talking about a skill that has a pre-cast animation? They all behave differently, and several skills have changed at different times (ex., some skills that were interruptible stopped being interruptible, and vice-.versa).

And, as I mentioned above, skill queuing has been in the game since before release (although they’ve adjusted the delay a couple of times). It’s basically a way to make the game more responsive to players with high latency (but it doesn’t play along very well with GW2’s auto-attack and auto-targeting, so I’d like to have an option to turn it off).

What you seem to be describing is defined by the behaviour of each skill, it’s not a generic thing that applies to all skills.

- Al Zheimer

12 gold gloves bugs

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

The whole sylvari cultural armour seems to have slipped past quality control. The T1 boots clip through character’s feet and ignore one of the dye slots, T3 armour modifies the dyes you apply (ex., dye it green and it comes out as purple, even though you don’t have purple anywhere on your character or other armour pieces), etc..

This has been reported numerous times, but so far there’s no fix (or reply).

- Al Zheimer

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

a party group passed the whole fight dead on the lava, with no way to rez him and no way to return to the wp. In this case i think players should be able to get to the wp.

If, instead of this blanket “no rez” policy, they had taken a look at other MMOs out there (or read the suggestions GW2 players have been making since release…), they could have implemented a much better system:

1. Allow players to respawn at WPs whenever they want.
2. Optionally add more WPs to dungeons.
3. On a case-by-case basis, decide if the “boss room” should become locked or stay accessible during the fight (i.e., if there’s a possibility that players will get downed in inaccessible places, leave the doors open, so they can respawn and run back in; if not, close the doors).
4. Improve the revive system so that players reviving teammates can simply press their dodge key to interrupt reviving and dodge attacks, instead of being frozen in place.

This would have the added benefit of letting them update each boss encounter separately (i.e., leave all doors open for now, duplicating the original design, and add doors to each boss encounter after updating that boss encounter to make sure it works correctly with the new system).

Instead, they applied a blanket change to the resurrection system without updating most of the actual boss fights (that had been designed for the old system), which is just going to drive some players away (while doing nothing to attract new players, because there’s no actual new or improved content).

People who preferred to not resurrect at WPs already had that option. This update doesn’t add anything to the game, it just removes that tactical decision and forces everyone to play the same way. What the game needed (and still needs) is a change in encounter design to make reviving more viable.

The reason why some people preferred to release and run back from the WP was that, in many encounters, trying to revive a teammate is pretty much a death sentence for the reviver, because your character is frozen in place while reviving, and can’t even dodge. It can take almost 4 seconds to interrupt reviving and regain control of your character. That is the real design problem, and it still hasn’t been fixed.

- Al Zheimer

AC Graveling Scavengers Post Jan. 28th

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Scavengers hitting you from way outside of their melee range has always been the norm, its dumb

Not just outside the apparent range, but even the wrong direction. Sometimes you’re standing behind the scavengers and they knock you down. It’s as if the model is being drawn in one place (and facing one way) but the server thinks the scavenger is somewhere else. It’s been like that since release (in fact, since beta).

It probably happens with other creatures, too, it’s just more obvious with the scavengers due to the stun (which, BTW, doesn’t appear to have a cooldown; sometimes they re-stun players even before the previous stun is over).

- Al Zheimer

How to: Mossman?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

He’s basically the same as Victoria in CM. Just keep moving after he disappears, and most of the time he won’t hit you. You can also check his icon and cast some AoE as soon as he disappears (necro marks, any field that cripples or chills, etc.), to make sure he can’t catch up to players.

Alternatively, run towards him and dodge a couple of times. If he was targetting you, he’ll show up (and miss, because you’re dodging). If he doesn’t, then he’s chasing someone else.

- Al Zheimer

(edited by Account.9832)

AC Explorable - Path 2 - Detha doesn't repair cannons [Merged]

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Thats the SPIRIT WITHIN we need

Btw players can fix it:
1. start new event- lure mobs and let the npc die,
2. after npc die, use your “dark magic powers” to revive it,
3. he will be nice npc now,
3. start the “main” event

Not sure what you mean by “start new event”. If we could start the next event, the problem wouldn’t exist; the problem is precisely that Detha will not start the next part of the event.

Also, letting Detha die and then reviving her only fixes the issue about 10% of the times. The remaining 90%, she’s still bugged after reviving.

- Al Zheimer

Potion recipes are too expensive!

in Crafting

Posted by: Account.9832

Account.9832

The fact that they let your character max all crafts hurt this game a lot. No need to specialize means you have everyone being able to craft for themselves.

Every game that allows players to have multiple characters effectively lets everyone have all crafts. The only difference is whether you need to log out and back in with a different character or not. GW2 is no different, it just gives you the option of having all your crafts on the same character and paying a fee to change your “active” crafts instead of logging into an alt.

The problem isn’t characters with multiple crafts, it’s the fact that identical items can be obtained from other (cheaper) sources.

Why buy what you can make?

Why do people eat at restaurants? Why do people hire cleaners? Because it saves time. Doing something yourself (in GW2 as in real life) is nearly always cheaper if you value your time at zero. But most people don’t.

The real question is why buy something from another player (or even why bother to make it yourself) when you can get it (much cheaper) from dungeon vendors. And that is what the OP was talking about.

- Al Zheimer

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Previously, if you were in the middle of one skill, and attempted to use another skill, the first would be immediately interrupted for the second one.

Not sure what you mean by “in the middle of a skill”. Instant-cast skills are, as the name suggest, cast instantly (or with a very short, uninterruptible animation). Using two of those in very quick succession will generally result in them being queued.

Some skills are channelled, and actually consist of multiple “ticks”. Casting something else during the channelling time will cancel any remaining ticks.

Finally, some skills are instantaneous but have a cast time (i.e., an animation that plays before they are actually cast) and some of those can be interrupted (meaning the skill won’t cast at all), while others will queue. There isn’t a single rule applied to all spells, and several spells have been changed (at different times) since release.

- Al Zheimer

Uncategorized Fractal harpy knockback

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

It’s very easy to completely negate the knockback by just constantly stafing left then right, causing the projectile to shoot off to the side.

Only if every party member does the same. If someone else jumps onto your platform and a harpy aims at him, you’ll still get hit by it (often without any warning, because the circle is larger than the platform, and the circumference doesn’t render at all).

IMO that is the real issue; the circles should always be visible. How they achieve that is irrelevant (make the impact circle smaller or render the line “floating” on the air), but causing players to waste time by hitting them with attacks that they can’t see is not good design.

Another improvement would be to fix the camera (allow FoV and target height adjustment), so players don’t have to look down so much, and slow down the projectiles a bit. You can actually see the ball of lightning being shot by the harpies, but only if you tilt your camera so far up that you can’t see the platforms (because the camera target is too low).

- Al Zheimer

Kicking on the last fractal

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Actually, there has been an official response on this matter in this thread.

What the moderator failed to mention (or allow players to mention, since she immediately locked the thread) was that being kicked from a party usually erases all party chat from your chat window. So I’m not sure what kind of screenshot they expect people to provide. Often you can’t even remember the exact spelling of their name…

The current dungeon reward system seems designed to please this kind of exploiter (kick people before the last boss, and the friend you invite gets all the tokens, even though he didn’t kill any of the previous bosses). And the fact that the game erases all evidence from the chat window is just the cherry on top of the cake.

- Al Zheimer

Potion recipes are too expensive!

in Crafting

Posted by: Account.9832

Account.9832

Crafting in GW2 has never been particularly profitable, and it’s slowly being relegated to the role of money sink, same as in WoW.

Jewelcrafting, for example, is now almost completely useless, since ascended jewellery has better stats than crafted jewellery and doesn’t even have gem slots (so jewelcrafters can’t even make money by selling the gems).

It’s as if there’s no communication between the designers of the crafting system, the ones designing dungeon vendors, and the ones actually testing the game.

- Al Zheimer

Color blind gamer: Issues seeing red circles

in Suggestions

Posted by: Account.9832

Account.9832

Red circles are hard to see when there’s a lot of action going on as it is, not just for colour blind people!

The problem is that they’re rendered additively, and in some places the floor is almost white (ex., last boss in AC story mode comes to mind). This means the circle isn’t actually visible, regardless of player vision. The solution here would be to render the circle using a different compositing method. It might not look as “pretty”, but would fix the ~10% of cases where additive rendering is invisible.

In other places (ex., harpy platforms in Fractals of the Mists), the circle can be larger than the piece of “ground” (i.e., bigger than the platform), which means it doesn’t render at all (since only the actual circumference is rendered). The solution here would be to either fill the circle (so the platform turns red), make it smaller (so it always fits inside a platform, or draw it on a virtual plane, so the circumference is visible on the air surrounding the platform.

- Al Zheimer

Why have level requirements on recipes...?

in Crafting

Posted by: Account.9832

Account.9832

Those rings specifically sell for 2g-15g(rings vary). Do not judge the book by it’s cover, you have no idea how lucky you are.

The rings sell for whatever people are willing to pay for them. They have exactly the same stat budget as any other exotic ring, and often the same stat mix.

No one is going to buy them now, anyway, due to the release of ascended gear (in fact, with all the ways of obtaining ascended items, and with the lack of a gem slot in those, being a jewelcrafter is now practically useless – yet another negative and clearly not properly pondered side-effect of the pink gear blunder).

Anyway, the thread has nothing to do with the “value” of the ring. This is about having player level requirements on crafting recipes (instead of a far more logical crafting skill requirement).

- Al Zheimer

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

They designed these dungeons with the WP respawns in mind. Now they’re changing the respawns but not actually changing the dungeons at the same time.

Pretty awesome that you know what they had in mind when the designed dungeons.

Wait, so you think they designed the dungeons without knowing that people could respawn…? If anything, that would seem even more disorganised. And surely they would have noticed that people were respawning, no…?

- Al Zheimer

Allow dodge roll to reduce falling damage

in Suggestions

Posted by: Account.9832

Account.9832

From the preview videos, it looks like TES Online supports this (either that or the characters “automatically” roll when they land).

- Al Zheimer

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Back when skills didn’t queue, the dodges worked fine.

Skills have queued since beta.

- Al Zheimer

Ranger pet names resetting [Merged]

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

I’m not so lazy that I can’t rename a pet like some of these people

It’s not a matter of laziness, it’s a matter of realism and good design. When you train a pet, that pet (presumably) remembers and responds to its name.

Some interface abstraction is always necessary when making computer games, but when a UI mechanic clearly clashes with the thing it’s trying to simulate, you have to wonder if the people who designed that part of the game understand the kind of game they’re working on. This isn’t some casual arcade game running in a web browser, it’s a top-tier role-playing game. Creating a believable world with intuitive mechanics is (or should be) a fundamental design principle, and pets are a core feature of the ranger class.

I can understand not being able to make a massive database of pet names for each individual pet, that’s just nonsense.

No, it’s not nonsense at all, nor would it be “massive” by any modern standard. Assuming the game lets you give each pet a name with up to 20 characters, that’s 20 × 45 characters, or a total of 900 bytes. That’s less than 1 kB per player, which is insignificant compared to the amount of data the server already stores for each player.

In fact, it’s far less than that, because, as sneakyrobber pointed out:

Suggestion to this: Make pet name data on user end.

In other words, the pet names can be kept on the client, and, when you switch pets, the client simply sends the correct pet name to the server with a “rename pet” command. This would add absolutely no data to the servers, and would be almost indistinguishable (unless you log in from a lot of different computers, in which case it would be up to you to keep the pet names identical on all systems, just as you have to keep your key bindings identical).

And this (the current behaviour) is very much a bug. Not a coding bug; a design bug (because you’re told that you’re setting the pet name when in fact you are naming a UI slot; and even that isn’t persistent). And the fact that Arena Net seems to consider it irrelevant shows just how much (some of) their coders and designers don’t understand what a RPG is all about.

It’s easy to fix, it should never have been coded this way, and dismissing it as “working as intended” only makes it look worse.

- Al Zheimer

(edited by Account.9832)

Event "Stop the dredge bombardment" bug

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Location: Ascalonian Catacombs
Event: Paths 1 and 3 (possibly others)
Bug: Attacks generate constant “obstructed” or “out of range” message

This was supposed to have been fixed (several times), but it still happens. Generally you can avoid the “out of range” messages by moving while you attack (ex., strafe left and right, instead of standing still).

- Al Zheimer

Ground targeting sometimes doesn't work

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Double-clicking will cast it wherever your mouse cursor is, also if you have “Fast cast ground targeting” turned on in options, it will automatically target the mouse cursor. (Effectively it treats it as if you double-tapped the skill.)

Speaking of which, will the issue with camera look (holding down RMB) + fast cast ground targeting ever be fixed? Currently, while in camera look mode, fast-cast causes ground-targeted skills to be cast at the location of the (invisible) mouse cursor, instead of being cast at the point the camera is looking at (as in every other game).

It’s been like this since a related bug was fixed (in late beta). Before that bug fix, some skills would cast on the player (instead of casting on the cursor), but now they all cast on the cursor even when the cursor is invisible.

Virtually everyone I know uses mouse look mode for 99% of the time (i.e., mouse turning), and this bug makes fast-cast kind of useless (or at least much harder to use).

If for some reason the game engine can’t figure out where the camera is aimed, at least leave the cursor visible on the screen while in camera look mode (ex., as a crosshairs), so people can actually aim their ground-targeted skills without having to interrupt turning, looking for the cursor, positioning it, casting, and going back to turning.

I find it hard to believe that everyone @ Arena Net is a keyboard turner, so surely someone must have noticed this (if not the various threads / bug reports about it).

- Al Zheimer

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I think i understand what Anet is trying to do

You should probably tell them, then, because apparently they don’t. They designed these dungeons with the WP respawns in mind. Now they’re changing the respawns but not actually changing the dungeons at the same time. And they’re not even testing it in one dungeon first, to see how it works.

It’s a bit like a car manufacturer saying “we acknowledge our cars’ brakes aren’t working properly, and we intend to remove them and replace them with better ones, but the new brakes aren’t ready yet so we’ll just be removing the current ones. Oh, and we’re going to apply it to every model at the same time, because our decisions have always been flawless in the past.”

if they weren’t gonna do phase 2 together with phase 1, then they never should have implemented phase 1 in the first place…

You’re only saying that because you’re using logic and common sense. Those have no place in GW2 design decisions, as the introduction of ascended gear made perfectly clear…

That is how this should have been coordinated, the phases being reversed as to their order of implementation.

The issue with that is that making the dungeons better requires actual imagination and work, while simply disabling respawns only requires a couple of lines of code. And they’ve shown again and again that, between waiting another month or two and releasing an incomplete and untested patch, that causes more problems than it solves, they pick the latter.

And who cares if it makes even more people leave the game and never come back? They’ve already paid for it, right?

- Al Zheimer

(edited by Account.9832)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Yes, here we go again. Whereas I used logic and reason, you fall upon the crutch of using personal attacks “If they are able to perform as well as you when both are scaled to the same stats, then either he’s very good or you’re very bad”. Go solo two veteran egg laying karkas at the same time. Tank the champion. I’ve done both.

Once you finish masturbating to your own heroic achievements, read what I wrote again. You seem to have missed the point.

- Al Zheimer

Lupicus using grub skill on necro minions

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

You only need one crystal to be safe, and you get (more than) one before the Maw even starts using its beam.

Not quite true, since the maw uses the beam just a few seconds after the first wave of agony hits (which is before you can get any crystals).

Crystals spawn as soon as the first two tentacles die, just before the beam is used.

- Al Zheimer

Will the new update stop skipping?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Or (as has been stated on multiple occasions) having certain encounters skipable IS intended by Anet. Just because it’s in there, doesn’t mean it’s meant to be killed.

Then why is it in there?

For several reasons, the two main ones being:

1. Dungeons, like any other part of the world, are meant to be realistic places. Just as you’re not supposed or expected to kill every single mob in every map, or buy items from every single merchant, you’re also not meant to kill every single creature in every dungeon. They are there because that’s where they “live”. Some might be in your way, some might not. Some you might want to kill, some you might prefer to avoid. That’s why the game has things like stealth, portals, etc.. It’s not just a “killing simulator”.

2. Because skipping past mobs can be a challenge in itself, requiring different skills. In TA, for example, I like to skip past mobs not because it’s easier than killing them (in many places, it’s actually harder), but because it’s more fun. The designers obviously recognize this concept; in fact, it’s the fundamental mechanic of the dolphin section in the underwater fractal (and is also used by many other games). Casting the appropriate counters, dodging at the right time, etc., can be a lot more fun than just burning down half a dozen boring mobs.

- Al Zheimer

(edited by Account.9832)

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

If anything, boss and loot should have been modified before taking away the only tactic that some of us have to be able to be useful in dungeons.

This.

I don’t mean about respawn rushing being “the only tactic”, what I mean is that, if people were indeed doing that, it’s because the encounters were poorly designed. And designing them properly should be the #1 priority (before removing the ability to respawn).

In some encounters, trying to revive someone is virtually impossible (it freezes players in place, disables dodge, etc., making it very hard to react when the “resurrector” gets targeted – I very rarely die in dungeons except when I’m trying to resurrect someone). This leads to a kind of “binary” outcome. Either no one dies and everything goes fine or, if one person dies, everything falls apart.

And, in the case of encounters that are easy enough to do solo (or with only a couple of players), this will lead to players who happen to die spending 5 or 10 minutes lying on the ground while the survivors finish off the boss. Is that supposed to make the game more enjoyable?

It also doesn’t make much sense that resurrection rules inside dungeons should be different from rules outside. If they don’t want people to join a fight after resurrecting at a waypoint, a much more “realistic” mechanic would be to close the doors of the “room” where the encounter takes place.

This would let them decide on a case-by-case basis which encounters should be “isolated” and which should stay open.

Seems like yet another superficial and misguided “solution” that doesn’t really address the bad design of (nearly all) GW2 dungeon encounters, and is only going to make more people leave the game.

- Al Zheimer

(edited by Account.9832)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Why should the level 1 friend feel so entitled to perform at the same level as someone who has 80 exotics anyway? The sense of entitlement is just sad.

Because your performance should depend on your skill, and not on some numbers doing the work for you?

If a “level 1” player (you’ll be level 2 by the time you end the first and unskippable story chapter, but nevermind) is able to perform as well as you, when both are scaled to the same stats, then either he’s very good or you’re very bad.

Level 1-15 zones are “special” in the sense that they’re designed for new players who may have absolutely no MMO experience. Priority should be given to making them noob-friendly, even if that means limiting the rewards (so high-level players can’t just “farm” them for profit).

Beyond that, (mid-level zones) player stat scaling should ensure that creatures and events remain challenging and fun. Levelling in GW2 is mainly a way to control player experience (i.e., make sure players visit zones in a certain order), not a way to increase their power.

The main thing you gain as you level is up is versatility (more skills, more traits, more types of food, etc.). It wouldn’t make any sense for a human with a couple of weeks’ experience to be able to hit enemies 50x harder than a human with a day’s experience. Just because WoW is a stat treadmill that doesn’t make it logical or desirable in any way.

If anything, I tend to feel overpowered in most zones, and I think downscaling should be a bit stronger than it is now.

I also think spawn rates should be much, much lower in most areas, though. It’s very annoying to see enemies respawn 10 or 20 seconds after you’ve killed them (often popping out of thin air, right on top of you). It’s unrealistic, immersion-breaking, and, makes you feel that all your “work” was in vain.

- Al Zheimer

(edited by Account.9832)

Asura Ears Broken

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

in an ideal world they would add an option to have the ears like this.

They could call the option “Colbert”.

- Al Zheimer

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

I’m a little disappointed SE path 1 got nerfed. I felt that dealing with the infinite spawns while fighting the golem, was a nice challenge.

I think the concept of infinite spawns is “cheap” and immersion-breaking (if the enemy has such a huge army, why don’t they all just attack together and steamroll your party, instead of attacking in infinite groups of 3), and I think there would be much better ways to implement a “DPS-check” encounter (ex., keep adding AoE to the ground, like the Anraphet or Uthok fights in WoW).

Unfortunately their current “fix” only makes the encounter easier without making it any more logical. The enemy still has infinite units, but now they stop to watch the fight. If anything, it makes even less sense.

Dungeons in GW2 definitely need a “common sense” / “believability” pass as well as a “fun” pass. Very few of them feel like real places and their inhabitants feel completely artificial, as if they were sprinkled randomly by someone who had no influence on the actual map design.

- Al Zheimer

(edited by Account.9832)

AC Ghost Eater ridiculous spawns?

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

This bug (double wave spawns) happened before, but from the patch description I assumed it had been fixed. Looks like it hasn’t.

When it happens, the easiest ways to deal with it is pull the ghosts to the top of the stairs (where the oozes spawn). Some will reset or freeze half way through, and you can kill them easily in groups of 1-3.

- Al Zheimer

Vastly increased dungeon difficulty

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

Oh you have to run back for 3minutes? Big deal. Its a low punishment for wiping. I think wiping should cause the dungeon to fail so you have to restart completly.

Too weak. I think wiping should uninstall the game and format your hard disk.

- Al Zheimer

Hidden Room in AC

in Fractals, Dungeons & Raids

Posted by: Account.9832

Account.9832

That’s the exit. The entrance is at the top (see video). There’s also another secret room filled with turkeys if you pick path #1.

- Al Zheimer

Murellow Tonic blocks NPC interaction

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Not sure if this is deliberate or a bug, but since other tonics don’t behave this way, I assume it’s the latter.

Using a Murrellow Tonic (to transform the player into a murrelow) makes it impossible to interact with NPCs (ex., bank / merchants). I realize murellows can’t talk, but neither can raptors or dolls.

- Al Zheimer

In my view, the game is going in the wrong direction

in Guild Wars 2 Discussion

Posted by: Account.9832

Account.9832

If you’re looking for a quality “non-MMO MMO” I can recommend Eve Online.

You must be talking about some different version of Eve. In the one I played it took over 4 months of skill training just to be allowed to fly capital ships.

Great marketplace (far better than GW2 – and a proper economy, where players can trade PLEX directly with each other), pretty graphics, decent PvP (a bit too artificial for my taste, but large fights can be fun), but progression and gathering in Eve are about as grindy as it gets.

Anyway, regarding the topic, I agree. GW2 seems to be (strangely) moving in the wrong direction since about half way into the beta period. I suspect there was a change in the design staff and the people currently in charge don’t really have a global vision for the game, they’re just pulling it in different directions and causing several cracks to appear.

Ascended gear is just the most visible symptom of how the game has been deviating from its (supposed) core principles.

- Al Zheimer

(edited by Account.9832)

Special event completion bug

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

- Al Zheimer

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Level 1-15 zones aren’t really meant to be challenging for experienced players, since they need to be designed for players with no MMO experience at all.

- Al Zheimer

My Armor is Racist

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Actually it is neither due to the angle of the symbol,for reference on the difference between the Swastika and the nazi symbol

http://www.flickr.com/photos/49337086@N07/4525274963/

That’s an urban (?) myth. Swastikas can be facing either way, and both orientations are used in decoration. In fact, the nazis also used both directions (it was mirrored on opposite sides of their naval flags).

- Al Zheimer

Duplicate karma vendor

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

I’m not sure if they’ve fixed it, but there were about 4 vendors in Bloodtide Coast selling exactly the same thing (where the items didn’t even match their level). I reported them in-game. I doubt it’s intended. Probably just cut & pasted item tables that never got updated.

- Al Zheimer

Asura Ears Broken

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

The same thing happened with one of the previous patches (Southsun Cove or Halloween, I forget which). You’d think they would have added “asura ears” to their QA checklist, but apparently no…

- Al Zheimer

Zero laurels for monthly achievement?

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

I’ve just completed my monthly achievements, got the normal rewards (mystic coins and jugs of karma), but no laurels.

Is this deliberate (i.e., do laurels only start being awarded in February) or is it a bug?

- Al Zheimer

Daily Combo Killer - not working

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

I got 10/10 as a by-product of normal gameplay in much less then an hour.

It takes you one hour to get ten kills?

I got it in less than one hour too, but I took me over 100 kills, when it should have been done in 10 (I used combos in every fight).

As the cool kids say, bugged achievement is bugged.

- Al Zheimer

Daily Combo Killer - HOW TO

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

A potential fix for people who, like me, spent ages and ages trying to score the kills. I am not sure if it is true, but […]

If you’re not sure if it’s true, maybe not call it a fix.

It’s not true, BTW. I’ve had exactly the same combos be counted in some cases and not in others (ex, whirl inside fire field, generating fiery bolts – only counted about 10% of the times).

It’s clearly bugged, and the only real fix will have to come from Arena Net, whose QA never ceases to amaze.

- Al Zheimer

(edited by Account.9832)

Missing Toggle Switch for the daily

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

They don’t even have a way to disable the story “tracker”, and people have been asking for that since beta…

- Al Zheimer

Daily Dodger Not Working

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Confirmed, dodged about 50 attacks so far (got the “evaded” pop-up and everything), only 3 were counted.

Arena Net’s legendary QA strikes again.

- Al Zheimer

Very frequent 7:11:3:189:101 errors today.

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

“The game client lost its[sic] connection

By [sic] do you mean “I don’t understand the difference between its and it’s” …?

http://www.its-not-its.info/

- Al Zheimer

Fotm Bug: Old Thom

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

This bug has been in the game for some time. Looks like it wasn’t fixed with this patch. Depending on your group composition, it can make the fractal virtually impossible.

- Al Zheimer

Daily Combo Killer - not working

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Confirmed with elementalist + guardian (using mostly fire & light fields, with projectile, whirl, and blast finishers). Tried starting with a combo, ending with a combo, using defensive combos, using offensive combos, etc.. Results seem completely random. We did get it, after about 100 kills, all of which involved at least one combo (i.e., 90% of the combos seem to be ignored).

- Al Zheimer

(edited by Moderator)

F3 still causes characters to auto-attack

in Bugs: Game, Forum, Website

Posted by: Account.9832

Account.9832

Pressing F3 (or whichever key is assigned to to slot #3 on the special bar) causes the player to start attacking nearby targets (including neutral targets). This seems to happen with every profession (ex., elementalist switching to air attunement) but is particularly nonsensical with rangers, since F3 is used to recall the pet and prevent it from attacking (so players successfully prevent the pet from pulling an enemy and then pull it themselves, involuntarily).

- Al Zheimer