Showing Posts For Advent Leader.1083:

Test Krewe

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

There is no indication yet for one, since chronologically it has started four years after GW1 was developed.

In any case, this topic could provide revitalization to the concept of player testers.

New PoI

in Dragon Bash

Posted by: Advent Leader.1083

Advent Leader.1083

Addenum: New POI is connected to the Living Story chain of events, so I believe this will get opened up at Monday lunch/evening after the end of the fireworks.

Eventually it might be opened up and released from being instanced, kinda like plans for opening Salma.

New PoI

in Dragon Bash

Posted by: Advent Leader.1083

Advent Leader.1083

The new POI is the one in Divinity’s Reach, at Eastern Commons.

OTOH, the new rock formation might be another new dungeon, similar to the molten dungeon instance.

Opening 1000 regular Dragon Coffers [Merged]

in Dragon Bash

Posted by: Advent Leader.1083

Advent Leader.1083

My results might be a statistical anomaly, but it seems I got one ticket out of the five (rich) coffers I bought.

Lag. Something needs to be done about it

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

Lag is both affected by client-side and server-side issues. The server has to try and accommodate the highest average latency from clients, imo.

Less Siege, Not More!

in WvW

Posted by: Advent Leader.1083

Advent Leader.1083

The problem with AC’s is that you don’t have a reliable counter to it, since it typically employs the role of squad/zerg suppression. IRL, machineguns fill that role, and what we have ingame is a primitive counter to it, namely high-learning curve artillery pieces (mortars, trebs, catas, etc).

Methinks AC’s should have either a.) slower turn rate for targeting (give AC a sight arc, and add considerable turn rate to it or b.) have it’s range reduced so that it can’t be used to take out gunners from other counter-siege mechanisms (ballista’s come in mind).

Newer kinds of siege are welcomed, though. Maybe some kind of shielding for mobility, group cloaking, etc?

Another thing of note: I haven’t seen servers use traps effectively in meta, well, in EU. Are there examples of it being used often?

Gunnar/Piken/Riverside - 31/5

in Match-ups

Posted by: Advent Leader.1083

Advent Leader.1083

RS, from a Pikeneer, I applaud your siege usage. You guys know when and where to put them down so they can act as suppression weapons against us, pinning us down and effectively relocating our forces elsewhere, or better yet taking our attention off objectives.

I can’t say for GH yet since I’ve only been in combat with them for once, but best of luck to them and have fun, since I’ve heard they were outmanned most of the time.

How do you guys' stay interested? +Questions

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

Roleplay. Good old roleplay. Exploration. Seeing the sights of the game.

If not that, then good old WvW. ‘Course, there’s also alt-ing.

What happened to semi-frequent AMA?

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

Hmmm…. methinks we should have something like this. In order to assuage concerns about the game. Kinda like the SoTG for PvP, other parts of the game should have as well!

Why there should be a dps meter

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

Instead of actually having DPS meters, how about combat/chat logging? I mean, why bother with a statistic that generally shows damage done when it’s just one part of combat? GW2 is a game where combat is action based, and skills have a relative hit/miss ratio not due to stats, but due to positioning?

Instead of that, make a system that allows for replays and can output them in verbatim form as either text/data file, which can then be fixed by supported/third party utilities. That way, people have a clear idea on how they are performing.

Subdirector NULL Issues

in Last Stand at Southsun

Posted by: Advent Leader.1083

Advent Leader.1083

Confirmed for mine as well. Shielding removal does not remove condition immunity associated with it.

Asymmetric Game Modes?

in PvP

Posted by: Advent Leader.1083

Advent Leader.1083

Discussion:

If it is possible to create PvP with asymmetric gameplay (ie. opposing teams with contrasting objectives) what would it look like?

Loot issues still exist for some.

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

For the said loot issues to be observed pretty well, you guys have to take into account how DR/anti bot-farm code works, and what triggers it. Otherwise, you can only make generalizations of things, aka: longer time staying in one place killing a certain mob→continually reducing loot drop, either via reduction of magic find values or changing loot tables.

Resetting DR also has to take into account the time period spent not playing across a region/game. A good way to check this is to have specific schedules on farming sprees, i.e for a player playing daily, s/he should cycle between the 80 zones (CS/SC/FS), with a break at least for a day. Or better yet, cycle characters playing into the zone.

The New Condition - Suggestions & Discussion

in PvP

Posted by: Advent Leader.1083

Advent Leader.1083

Several conditions suggested are pretty complicated to set up ingame. Notice that most conditions affect the target’s capabilities, and affect base functions for characters, namely movement, damage over time, or combat output. Just my 2c.

More Chest RNG Weapons

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

Just something to munch on: how many skins are out there available in the game itself? And how many of those are unique? Compare it to the number of skins that you say are RNG based that needs to be bought with cash first?

As long as ANet releases skins that can be acquired by ingame means, and there are a heck lot more of skins that do look nice while still being acquirable with ingame credit, that would be okay.

People here are just worried that this might set a precedence for skins being too out of reach for many.

(edited by Advent Leader.1083)

Fix the skill lag 1 year anniversary

in WvW

Posted by: Advent Leader.1083

Advent Leader.1083

Skill lags can only be mitigated, since skill lags are introduced when there are so many players added to a synchronized cycle of a server.

Technical standpoint: the more people in an area, the more the server has to compensate for the slowest average connection present in the blob. That’s why skill lag happens. Mitigating it without precaution opens up some real issues when skill lag/delay is low.

Permanent Upleveled Zones?

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

AFAIK, people that farm clump to 80 zones to have chances of dropping mats. Upleveled zones include the implementation of general loot tables which cater to both players that need to acquire higher tier mats, while allowing new players to immediately explore new maps/zones not part of the launch GW2.

I haven’t had any arguments for the levelling/experience gains, though. Do uplevels gain the same percentage of XP non-uplevels gain when they do something in the zone (i.e gathering/events/etc)?

More Chest RNG Weapons

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

Just a query for GW1 players: did they have an RMT system in place with GW1, where players can convert cash→gold and then back?

If they have, then complaints here hold stronger, since GW1 seems a better prototype in the cash shop that they have compared to GW2, in the point where players can convert in-game cash then buy item directly for a skin.

OTOH, if they haven’t, then IMO it was designed so that the ingame RMT doesn’t instantly spike and become unavailable to the players who are unable to spend cash on virtual transactions.

Just my 0.02c.

Permanent Upleveled Zones?

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

With the release of the May 14 patch, will zones such as Southsun Cove, which, ideally, is an upleveled zone, be added soon? What are the pros and cons of having zones that cater to all kinds of players, be it end-game players or others, when it comes to game balance and economy?

holy kitten great job anet

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

At least the new patch did improve performance for some players. Especially for those with machines barely able to run GW2 on a nice playable speed before.

Turret Traits still NOT fixed

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Maybe engineers need some good old patch testing with every patch, so that we can get hotfixes ASAP? XD

Make rocket boot a ground target leap?

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Probable bugs if RB was GTAoE (ground targeted AoE):

1.) Timing issues → a main issue, since we already have timing issues with jump shot, esp. if there are network/server delays and the likes.
2.) Hard/Soft CC’ed (hard: stuns/interrupts, soft: movement conditions) while flying → rare occurrence, but if it happens you can guarantee that the movement will get arrested midflight/slowed, and can revert back to 1.
3.) Condition removal borked → another issue already plaguing Rocket Boots.

Fixes for:
1 → this one probably goes to the timing code for the game itself, or how combat is handled
2 → If it was intended to clear and act as a gap closer, maybe apply immunity to movement conditions for a short time? If not, then at least update the tooltip for it to be clearly shown?
3 → See fix for 1.

Let us use pve gear in custom servers

in PvP

Posted by: Advent Leader.1083

Advent Leader.1083

On the technical end of the spectrum, it would require 1.) porting every single armor set in PvE to PvP and 2.) making sure that the ported items are inaccessible to the Mists directly.

Issues that can spring up?
With 1.), any balance changes done to PvE items will affect those items as well and other related subsystems that have PvE interaction to traits be modified (zoning out buff glitches come in mind.
And 2.) it can cause trouble with people using Mists PvP, as the armor sets might bleed through to some crazy happenings, which in turn, would be bad and would make balancing a hell lot harder.

There’s a possibility this might be implemented, but by a very long (and I mean very long, kinda like how long bug fixes happen for class traits that have textual errors, or model errors, like how sword and shield NPC’s don’t use their faction weapons [i.e Whisper/Vigil shield/sword users using Seraph weapons, etc]) shot.

Loot scaling improvements

in Suggestions

Posted by: Advent Leader.1083

Advent Leader.1083

Just a concept: what if loot scaled with the difficulty of the mob? The current values severely undermine players who fight against mobs upscaled too much because of player tagging. A good suggestion would be to add a boost on the loot chance on three variables:

The loot is scaled up even further, aside from simply tagging, by some factors:
1.) the player has tagged the monster/boss with double the values, or alternative to that, has dealt enough healing to the people in the area that are attacking the monsters
2.) the player has been at the death of the monster (I.E was there when mob died) (assume a good radius for it as well, maybe around the range of the monster’s leash/maximum strike range?)
3.) how much power/damage scaling a monster can deal.

That way, players are rewarded with sticking in a fight against the monster, and get some loot bonuses with it.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

While Stealth may have a bad rep, at least now the tech’s there for countering stealth (there’s a bonus in WvW with AC that has the force removal of stealth, I believe, but it takes a lot of points). It’ll only be a matter of time before classes have an implementation for it.

Engineer Turrets Traits Broken

in PvP

Posted by: Advent Leader.1083

Advent Leader.1083

Rifled Turret Barrels Broken [Video proof]

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Keep it up, guys! Do we need to link this thread in order to bump up the priority on the PvP forum?

Scope has always and will always work

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

No, I meant how are general traits considered in the damage formula? Do they have a specific priority, with regards to each other?

AC Path 3 -More bugs for Engineers!

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Got a report that eles do not get this problem as well. It seems we are locked in this. Anyone on EU want to do a full engineer test on the setup?

Elixir U bug?

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

The old Haste effect included an endurance wipe.

They may have left that out in the tooltip.

Scope has always and will always work

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Part of the discussion goes to trait interaction. Can anyone confirm how trait bonuses are applied in the damage calculation formula?

Profession Bug Testing using Custom Arenas?

in PvP

Posted by: Advent Leader.1083

Advent Leader.1083

With custom arenas now in Beta, and soon likely out, are there any groups/people out there doing bug-checking for their own classes using said custom arenas?

[Bug] Metal Plating and Rifled Turret Barrels

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Have you sent a bug thread and sent details to the PvP thread?

Fix Scope or remove it

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Hmmm… I remember something about the ALSK triggering off on movement detection, but you can still move around while keeping the buff. Need to check if detection is good, and if it is, then we can say that the trigger for the trait to turn on is the one that -is- bugged.

AC Path 3 -More bugs for Engineers!

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Can anyone confirm if any dungeon with transform locks out utilities for ele and engineer, please?

Edit 1: Also, transforms seem like they can be removable, with the 0 key present. Can anyone confirm?

(edited by Advent Leader.1083)

The Frozen Maw event chain bugged

in Bugs: Game, Forum, Website

Posted by: Advent Leader.1083

Advent Leader.1083

Live servers do not have several pieces of functionality that can be used for debugging, afaik.

Armored Scales T6 mat

in Black Lion Trading Co

Posted by: Advent Leader.1083

Advent Leader.1083

Scale prices rose on the day of the April 1 patch.

Hypothesis:
Did the temporary few-day stop of Orr farmers lead to the price increase on a well-bought commodity?

Addt’l Query:
On the T6 mats, are there any other kind of mats that had the same value of price increase?

HealingTurret nerf to Supply Crate?

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

I think I remember that leap combos were personal effects, and that blast combos were the shared effect?

Engineer's Healing Turret Needs To Be Fixed!

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

I think the 50% reduction was a bug/balance fix, because it stacks, not increases duration, where regeneration was supposed to increase duration per application, not stack.

If you are talking about overall Healing Turret healing output, there was no change to our overall healing output using the Healing Turret (in fact an increase considering the additional AOE healing). There is a small reduction in uptime on Regeneration which is negligible to most people because Regeneration is easy to find in a group.

If you are talking about the boon Regeneration being reduced, this is incorrect. To be clear Regeneration is a boon that behaves the same way no matter where it came from. It always stacks in duration, the Healing Turret was never different in this respect. In terms of Regeneration, this update did nothing but change the duration and application frequency of Regeneration from the Healing Turret. It did not change the way Regeneration behaves, it still heals the same set amount whether it came from a Healing Turret, Regenerating Mist, or a Necro mark. (adjusted slightly for healing power, but it is the same boon it always was).

Other buffs that apply a regeneration that do stack with the boon named Regeneration are few and far between, and usually are identified (Ele in Water attunement, Engi Backpack Regenerator, etc).

There was a time where the tooltip was misleading. I think it’s this one that was fixed, but for the internal mechanics, I really don’t have a pre-post comparison to build upon, since I can’t get the pre-patch values concretely.

OTOH, I agree with the heal turret now being improved with regards to group healing, as compared to the previous self healing.

Engineer's Healing Turret Needs To Be Fixed!

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

I think the 50% reduction was a bug/balance fix, because it stacks, not increases duration, where regeneration was supposed to increase duration per application, not stack.

Engineer Bugs Compilation

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Just a quick one.

Right after gkaare.8576, Phenom.4137 and Pelios.8014.

It is about Supply Crate. As one of our elite skills, it doesn’t trigger effects of bonus described as 6th one form ‘Runes of Lyssa’ set.

That must be one easy fix for you ArenaNet Team.

Best regards.

Actually, this is not just an engineer-only issue: on elite traits do not activate immediately if they have an external object that deploys alongside players (transform targeted elites, alongside supply crate).

I think the bug here is the detection that the elites have been deployed because transformation targeted elites need a check against the targeted player, which may have not been checked, and that supply crate deploy detection has not been coded yet/is not checked.

Fix Scope or remove it

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Let’s take a step back and try to understand how scope works. Are there any comparable traits that require/have:

a.) movement detection to fire/activate (i.e: traits that enable once movement reaches a certain value AND unaffected by external conditions)
b.) critical increase chance boost (i.e traits that do increase critical chance on a certain value/trigger)

Once identified, is it broken as well? I believe the bug here stems with the fact that the trait may not trigger properly due to the movement detection script being bugged. Just my two cents.

Edit 1: Why check the movement detection script? I think that it’s not native to the trait itself, and that it links to other classes as well. If it’s broken, then other skills with comparable stuff should be broken as well.

Edit 2: Possible breaks to movement detection script would be objects being given a non-zero vector because the game world/game plane itself is moving, thus not triggering the trait. Fixes would be to check detection of player movement on itself, and not total player movement.

(edited by Advent Leader.1083)

04.30.13 Patch Notes

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Actually, the boon/effect – on – status/percentHP was a valid balance concern, I believe. It discourages people from relying on the trait as a full crutch to any specific situation. It also homogenizes it with the other boon/effect – on – status/percentHP traits.

What needs testing is if the heal turret updates work with deployable turrets (XD). I wish they learned their lessons from each turret change they did.

Open world Duels [Merged]

in Suggestions

Posted by: Advent Leader.1083

Advent Leader.1083

Technical side of the issue:

If duels were to be implemented, it would be messy since I think GW2 has trouble with group management (for example, try seeing the NPCs duking out with each other. They do friendly damage, but drop a heal field/regen boon to them and watch BOTH sides regen – not sure though).

8 months and zero optimization

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

I think the issue with the optimization is a lot of code is processed at the CPU level, since GW2’s network packets = an update in the game-world and a lot of those are connected to other variables.

This goes to show that either:
a.) data is loaded as packets arrive (meaning data is processed and loaded to RAM from disk per new information update)
b.) data has too many dependencies such that every update increases CPU use by a near exponential rate because it updates other components as well

The GPU doesn’t get stressed that much since final data is rendered there.

Make Gadgets the Engi Signet?

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Other idea for gadget: add improved effects to it, aside from cooldown reduction. Engineers have not much improvement traits on the gadgets, so aside from improving gadget capability as the new signet, it can also provide allied boosts.

Severe lag since servers came back up

in Account & Technical Support

Posted by: Advent Leader.1083

Advent Leader.1083

To help network reps(addressed to players): You might want to place your current ISP/country since the ISP’s/country’s local connections can affect the speed and lag issues.

Issues with getting in dungeon instances

in Bugs: Game, Forum, Website

Posted by: Advent Leader.1083

Advent Leader.1083

Server: Piken Square

Issue: Connecting with other player’s instances in Far Shiverpeaks/Aurora Glade requires a client restart. Starting instances makes other players not able to connect to same instance, instead gets connected to another seperate instance.

Removing Diminishing Returns

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

AFAIK, playing in another area does remove the DR from the area you came from.
For the DR, I think it’s zone/map wide (i.e DR is calculated per zone in a map and per map).

Try cycling between the two L80 zones when you’re playing. Or take a break from the L80 zone and travel to the sub-80 zones you haven’t played yet. It’s a good break from the sights, and helps mitigate your DR (the lower Far Shiverpeaks regions come in mind).

Please Explain the Logic of the AoE Limit

in Guild Wars 2 Discussion

Posted by: Advent Leader.1083

Advent Leader.1083

Methinks it’s a technical issue where ANet’s trying to adjust the game so that it can be playable on the lowest common denominator of connection bandwidth/latency.

You guys have to remember that when you’re dealing with a game where every single action is calculated on a case to case basis, every increase in limits makes the increase in total data to be communicated multiplicative or even exponential.

Even in medium scale battles, server response becomes so delayed with the number of data streaming in that everyone simply auto’s every now and then.