Remember, remember, 15th of November
Remember, remember, 15th of November
8.6 million votes were cast. Kiel won \o/
(I’m looking forward to seeing the world’s fabric turned inside out)
Don’t worry, you will be kicked out of the fractals back to the Mists just seconds before it happens.
Remember, remember, 15th of November
Looking at things objectively, I understand why many of you feel as you do thinking that the original statements by developers were not adhered to.
Again, if you look at the OP post, you can see that the statements addressed there are not the “original” ones, but those made after ascended introduction, that were part of explanations why the change has been made.
And those explanations have never been correct, since the game deviated from them basically from day one.
Change will always happen. Not accepting that fact, I believe, is unhealthy.
Giving an explanation behind a major change, outlining things the devs want to achieve with it, and then not even trying to follow in that direction is a problem, however.
Especially if at the same time you keep claiming that “nothing has really changed” and that “you are still following original desingn goals completely”.
The situation is not unhealthy because the game follows in a direction i dislike (though that is definitely something that worries me personally). The situation is unhealthy because not only we don’t really know what direction devs want to go, but also we can’t even be sure that devs know where they are going.
Remember, remember, 15th of November
(edited by Astralporing.1957)
Seeing as i have far less empyreals than dragonite, i have to strongly disagree. Temples and World Bosses are enough to supply dragonite needs. It’s the empyreals that are in short supply.
Perhaps because you prefer zerg content (no disrespect meant).
Not quite. Possible Dragonite income per hour is just higher. In the same time it takes to get x amount of Empyreals from dungeons or WvW-zerging (two fastest methods), i can get many times that in dragonite by temples and world bosses.
Remember, remember, 15th of November
Sunrise doesn’t change. Only Infused Ascended Back Items and Rings are getting new slots.
So… I have my two rings that i spent a crap load of money to infuse and then a crap load more to place mighty infusions in them. They keep the mighty infusions, but lose their inherent +5 AR from the infusion and by default you socket both with default +5 agony resist infusions, that can be upgraded, so the gold spent on the infusion process isn’t lost to me?
Almost. You keep the +5 power +5 ar infusions in the old infusion slots. You get new AR-only slots. You will get +5 AR infusions in those new slots. You won’t be able to upgrade those infusions, though, because they will be already slotted. In order to place +6 or better infusions in those AR-only slots you will have to create new infusions from scratch.
But in general you are right – you lose nothing, and will be able to improve on it later on.
Remember, remember, 15th of November
If we had dragonite ores instead of empyreal fragments in fractals reward, I think more people would continue to do fractal. What do you guys think?
Seeing as i have far less empyreals than dragonite, i have to strongly disagree. Temples and World Bosses are enough to supply dragonite needs. It’s the empyreals that are in short supply.
Remember, remember, 15th of November
What if they changed Revealed so that it only makes thieves visible and indirectly targetable, while still otherwise treated as in stealth for backstab and traits, and then make it last much longer (30s or so). Then, since stealth is really the Thief’s main mechanic, you could convert the Thief’s special attribute to reduce Revealed length rather than Steal cooldown.
Or maybe you might think about the fact, that Thief’s special attribute has nothing to do with stealth – it might be a hint that stealth is not being considered this class main mechanics.
Remember, remember, 15th of November
Was wondering why my warrior didn’t get a champ bag from the Shaman at the Maw event and a guildie said that champ bags are limited to 50 per champ in the event, so if you weren’t one of the top 50 DPS players hitting the Shaman, then you don’t get a champ bag. Is that correct?
Not quite. There’s a certain damage threshold you need to pass to qualify for drop. Now, of course, there’s a finite number of players that can pass that damage threshold before mob is dead. For example, if the threshold was 2% of mob’s total hp, then obviously only up to 50 players could receive loot. The number is not set, however, for several reasons.
First, we don’t know the threshold. It may be 2% (so max 50 players). It may be 1%. It may be something else. Additionally the number changes if: some players deal more than their due, boss heals during fight, or condi damage is used (condi damage often doesn’t count for threshold, but does decrease mob’s hp). Scaling (both up and down) during fight can also mess with this heavily.
So, short answer: yes, there’s a finite number of players that can get the drops. No, it’s not 50 (or any set number).
Remember, remember, 15th of November
The fact is that lyssa runes+shadow step (2 stunbreaks+ teleport+condi cleanse, talk about way overbudget skill)blinding powdershadow refuge make any decent thief untouchable.
They simply cannot die if they don’t want to.
But unlike all high survival condi bunker builds, thieves have real spike and the best chasing power of all classes. No class can outrun a thief except maybe a greatsword warrior or double sword ranger.
If a backstab is critting my 2k toughness mesmer for 5-6k, then that backstab is hitting glass cannons easily for 8-9k. And that’s not OK for a skill you can do about every 6-7 seconds, while invisible.
It’s barely viable in tPvP
The argument “A build is worthless at gameplay X” is completely irrelevant to a problem “A build is OP in gameplay Y”.
At best it is relevant to the topic “start balancing each gameplay mode separately”, which is not what we’re talking about.
Remember, remember, 15th of November
Bullkitten. Online casinos have incentive to make the system not so random, because they deal in real money, so any “tweaks” to the system that make the money flow from players to the casino is their gain. There’s no such incentive for Anet. If they decide that people get too much stuff from MF, they can always just decrease “upgrade to next category” chances. They do not need to “cheat” in such a system at all.
Now, you have to understand one thing: neither of those systems has any incentive to make the RNG uneven to different players, or to introduce any patterns. Problem with patterns is that if they exist, they will eventually be found out and exploited. Any form of exploitation of the system is a pure loss for a casino, and a huge balance problem for an MMO game.
So again, i have to wonder why you thought that bringing up casinos in this discussion was relevant to anything.
Remember, remember, 15th of November
More like standalones, than a set, though. Unlike the first group of harvesting tools, that were somewhat thematically linked (by having elemental effects: fire, lightning and water), each of these runs on completely different aestethics.
Remember, remember, 15th of November
I completed 100% maps, got title and opened chest, but did not have Gifts of Exploration…
what was in the chest? The one you get at the 100% world completion contains only Gifts.
By the way, if you got your 100% in the Whispers hideout, you will get that instance’s chest – which is empty – but not the world completion chest. You will get that one only after you leave the instance.
Remember, remember, 15th of November
(edited by Astralporing.1957)
As much as I hate Ascended gear and want it gone, It’s too late now. Arenanet can’t just take ascended gear from players who worked a lot for it, that’s wrong.
Unfortunately, that is true. What could possibly be done however, and what i still hope they could be persuaded to do, is to make ascended gear easily accessible, following original spirit that game was supposed to have. And to stop with any further VP ideas Anet might have.
Remember, remember, 15th of November
(edited by Astralporing.1957)
…i don’t even know what i have just read. Seriously.
Remember, remember, 15th of November
You don’t >need< Exotics to do Dungeons (Exotics where meant to be long time goals, but they screw’d that up completely, making it the “standard”)
it’s not about choosing/not choosing or needing/not needing ascended gear, it’s about the way it is currently being implemented that contradicts previous design intentions and statements. the main point is that there are better ways to do gear progression that would be beneficial for both developers and players.
GW2 isn’t grindy, if you don’t want to grind.
Yes, you can sit in LA chatting with friends. Now, technically speaking, no other game is grindy either if you don’t want to grind.
…. And the manifesto-trailer… It feels like they where a bit ignorant (and frankly naive) about how some of the philosophies that they explained in that trailer, when it came to the crunch, might not have been quite possible to achieve.
Either because of a lack of time, or because they would end up damaging other parts of the game too much.
What the OP quoted however, was not manifesto, but developer statements that have been made after the November 2012 design changes.
Remember, remember, 15th of November
Don’t worry, the problem of too few uses for karma has been solved. Any new players will not be able to get as much karma as you did. And yet, they will have exactly the same low amounts of things to spend it on.
Remember, remember, 15th of November
I wonder how many people here think/believe that online casinos actually give truely random chance to win?
I wonder why you think that this question has anything to do with the topic.
Remember, remember, 15th of November
5 thieves that hide when they can be beaten by a greater group coming out to flip a camp or ganking smaller groups?
No, 5 thieves that stay hidden pretty much 100% of the time, and can burst/stealth, rinse and repeat, regardless if there’s only one opponent, or 20.
Remember, remember, 15th of November
Fully exotic alts are playable as well, so you don’t have to get ascendeds on all your characters.
What this has to do with the OP’s question? (hint: nothing at all) The answer about ascended gear being alt-friendly remains the same – it’s not alt friendly, and it is not meant to be alt-friendly. In fact, it’s not even meant to be single-char friendly.
Remember, remember, 15th of November
Errrrrr…. FYI, GW1 only had 1 expansion (EOTN) I don’t know why people can never get this right. Proph, Factions, and Nightfall are all stand alone games.
They were both standalones and expansions.
Remember, remember, 15th of November
She also had normal ranged shots (not the teleporting ones). WoR didn’t work on those as well.
Remember, remember, 15th of November
Ok there has been a lot of confusion lately regarding the question if this new arena is going to be some kind of a separate instance or part of the WvWvW map (borderland) itself. And will the players that enter the map actually take up place into the regular WvWvW queue?
Anet said you would be able to get into it from the WvW menu. Other than that I don’t know.
It is supposed to be a part of Obsidian Sanctum, which is already a separate area, and will get a separate queue (as well as it’s own place in WvW selection menu).
Remember, remember, 15th of November
After that, you get greatly reduced rewards. Ta-da — champion farming is fixed.
Too bad that it doesn’’t help any in the problem that OP posed, right? Nor does it “fix” anything else, really.
It absolutely does, by balancing rewards and providing an incentive for people to do a multitude of activities rather than just one.
Nope. It removes incentive to do champ trains, but doesn’t give any more incentive to do anything else. Result? You kill one activity, but it doesn’t cause the people to spread out.
It may cause more people to afk in LA, though.
Apparently, the people that champ-farm do need those incentives. If you want them to spread out, instead of congregating in one place, you need to provide incentives to do that. SImply nerfing place after place (what seems to be advocated here) won’t work, because farmers will eventually decide it’s not the game for them and just leave.
Besides, it has been tried already. And there’s a reason why Anet stopped that approach and started to add more incentives to less desired activities (which killing champs was one of then).
TL/DR: The solution is to make every activity equally rewarding. The solution is not to make every activity equally unrewarding.
Remember, remember, 15th of November
(edited by Astralporing.1957)
They are meant to take advantage of openings. Don’t give them that opening.
It may work for random 1v1 meetings between locations, but if it happens at the place you need to defend (supply camp, ruins, yak escort), then you may not have that option, as running away is equal to a lost fight.
This is true and definitely gives thieves the advantage in the long run if you are defending something and can’t leave, but I’m 100% OK with that. They need to have some kind of advantage. Being able to retreat well doesn’t really cut it as a major class tactic. It drags out the fight and is just annoying for the other person more than anything. Their stealthy retreat allows them to pick at a solo defender until they die without a major threat of death (unless someone else shows up). I like that they have this advantage because lord knows I have plenty advantages.
In PvP as a Guardian I can hold down a point by myself against multiple enemies for quite a long time: longer than pretty much any class. I’m not going to win the fight but I can keep the point contested long enough for the rest of my team to capture theirs and come back to help defend. Necros are good at this too. Most classes are good at something, I don’t think it’s fair to take away or reduce the effectiveness of the Thief’s limited advantage. They really do need it.
Yes, in 1v1, as a guardian i can’t really force a thief to escape, but also that thief can kill me only if i won’t be paying attention. Funny thing happens however, when the situation changes to 5v5, for example. 5 thieves can spike practically anyone from stealth, and then immediately escape within safety of invisibility, waiting till they will be able to pick a next victim. And there’s hardly anything other classes can do in such situation. Because current stealth countermeasures are so weak they might as well not exist.
Remember, remember, 15th of November
- i am not anet dev (devs are designers, not programmers btw) but during my study at university we had to programm a game (hence bit of exp) and unless gw2 uses some extrenal RNG, RNG in this game doesn’t really exist due to technical limitations (which you can read about if you are really interested)
If the game you programmed at university used the method you proposed, then i’m afraid you picked likely one of the worst rng – emulating systems i have ever heard about. Seriously, it is that bad. Not only there is no reason to attach rng seeds to every player, instead of using a single seed for the whole game, but it also produces less randomized results, and costs a lot more in game resources.
Remember, remember, 15th of November
If you are going to upgrade anyway, then yes, it seems to be better to do it now. Unless, of course, there is something we haven’t been told yet.
Remember, remember, 15th of November
She had an attack which increased in damage the further away from her you were, it was undodgeable (bad design since it had a really big tell), but not unblockable or unreflectable.
Her ranged attacks were in fact unreflectable. I checked, ans she always could attack me right through the middle of Wall of Reflection with absolutely no problem. In fact, i can’t think of a single ranged attack in this fight that was reflectable (they were either reflection-piercing, or – like cannon shots – avoided this completely by being aoe’s and not missiles).
I guess we can be thankful at least that at the time they didn’t think about aegis-ignoring abilities yet.
And jade maw does scale, even if it’s not easily noticeable. At higher fractal levels you need to lob a bit more crystals at it before it dies.
Remember, remember, 15th of November
After that, you get greatly reduced rewards. Ta-da — champion farming is fixed.
Too bad that it doesn’’t help any in the problem that OP posed, right? Nor does it “fix” anything else, really.
You need to put more, not less, options for people to go out somewhere.
Remember, remember, 15th of November
(edited by Astralporing.1957)
They are meant to take advantage of openings. Don’t give them that opening.
It may work for random 1v1 meetings between locations, but if it happens at the place you need to defend (supply camp, ruins, yak escort), then you may not have that option, as running away is equal to a lost fight.
Remember, remember, 15th of November
“Pseudorandom numbers, often called simply random, can be recreated by anybody who knows the algorithm used to generate them as they are produced in a deterministic way; true random numbers cannot. "
A machine which generates RNG using a software algorithm cannot be truly random.
What if you know the algorithm, but do not know the input data for the algorithm? Even if the algorithm would be produced in a deterministic way, you’d still be unable to recreate the end results. Most pseudorandom generators work that way. Yes, it’s not truly random. No, you can’t predict the results.
And, you know, technically things like dice throwing, roulette spin and even weather would not be truly random by that definition. It’s just that, while “algorithms” for those do exist, they are beyond observer’s ability to compute.
Remember, remember, 15th of November
There was something really bad happening on Gandara yesterday. I ended up in a massive skill/chat lag as soon as invasion started in Sparkfly (where i was for reasons unrelated). Massive, as in “i haven’t seen anything like that since that one time when 3 huge blobs ended up meeting head-on in Stonemist Lord room and everything just froze”. I certainly haven’t seen anything like that during any previous invasions. What’s more interesting is that a friend of mine, who was in a different zone, got chat-lagged as well at about the same time.
Remember, remember, 15th of November
Both of the new boss type Fractals have been re-balanced and tuned to be more consistent with the other Fractals. The fight is indeed easier—at level 1. The original difficulty and more can be found a higher scales.
I just hope you mean the really higher scales, because it was still significantly harder than any fractal fight at levels 10-20. Especially Mai Trin.
Remember, remember, 15th of November
Weren’t you the one advocating no rewards without the proper effort in several topics? Well, doing map completion is a part of a proper effort for getting Legendary. Learn to live with it – it’s not that hard.
Remember, remember, 15th of November
That is a very interesting theory. Have any proof, or is it all in your head?
(more seriously: that would be an extremely painful, convoluted and inefficient way to implement rng in a game. I’d instantly fire any programmer that would suggest it, with no questions asked).
Remember, remember, 15th of November
As a quick note, this is NOT inside trading.
OK you say it isn’t but I’d like to hear more of an explanation.
The most obvious explanation would be that Anet doesn’t plan of doing anything with quartz crystals at the moment. Unfortunately, if it’d be so, i doubt they’d tell us.
Remember, remember, 15th of November
Spoiler: there was always a rare chance to get them in the 10-20ish. The only change we made was to make them skins so you can apply them without spending a transmutation stone.
read OP , then read this. Then close thread. Seems some people didn’t realize that they could get those skins at 10 and they are still making posts thinking they can’t.
Have you ever heard of anyone that got a fractal skin at level 10? No? I thought so. If there really was a chance, it was so low to make precursor drops seem like an everyday occurence.
Remember, remember, 15th of November
“On average, a single fractal should take 20-30 minutes to complete, depending on your group and difficulty scale.” Dredge needs some serious attention before it gets completed by normal groups in 20-30 mins.
I just hope they won’t decide to “fix” the currently fastest fractals, so they’d always take at least 20 mins or more. So far, at lower fractal levels, it’s entirely possible to finish in less than an hour even when getting one of the longest fractals. I’d rather it would not take 2 hours instead.
Remember, remember, 15th of November
Wait for ascended armor crafting. The exotic inscription will be used for crafting ascended inscription, but the ascended armor piece will not require exotic recipe at all.
Remember, remember, 15th of November
It’s likely for several reasons.
1. That way, you can try to keep your AR in dedicated slots, and use the normal infusion slots for other things (stat infusions, utility ones, devs also hinted that there will be even more choice of later on)
2. It lets devs get easily from having to prepare infused versions of all other ascended gear beyond rings and backpacks. We already know that Anet thinks that doing complicated workarounds is preferable than having to fix small things or admit they forgot about something.
3. It introduces a lot of grind for people to do – if no new fractal levels will be introduced it will be a meaningless grind, but a lot of peope will do it anyway just in case. And since that grind also eats Thermocatalytic reagents, it also doubles up as a gold sink.
In short, pure win.
Remember, remember, 15th of November
The difficulty of fractal level 50 is now level 30, rewards from level 30-50 will now be rewards from level 10-30
That part is actually incorrect.
1.They said that the 1-30 difficulty curve will be easier than it is now. If getting to 30 will be easier, than getting to 30 now, it will obviously be also easier than getting to 50 now. So, no, future level 30 will not be equal to current level 50.
2. They did say that fractal skins will drop from levels 10+, but they also said that it’s not a change (because according to Anet they already have a chance of dropping from those levels). They also did not say if the drop chances will increase, decrease or stay the same. They certainly have not said anything about drops of new level 30 being equal to current level 50, or anything that could be interpreted that way.
Why is this so bleeding hard to understand?
Perhaps because what you are stating is conflicting with the informations we have already received.
Remember, remember, 15th of November
(edited by Astralporing.1957)
1) permanent
2) accountwide
3) yes
Remember, remember, 15th of November
I d say because NOONE never have been heard from nobody dropping a fotm skins on <20 and 20 had really low chances.
you surely have better data than the ppl who actually created the game and can log and check everything.
The same people that claimed that Final Rest was dropping in game, and eventually were forced to admit that no, it didn’t?
Remember, remember, 15th of November
You guys don’t understand.. starting out at square one with nothing… I have to get to level 30 this week or I’ll be behind my friends and we won’t be able to play together? I thought I could play how I want?
Why won’t you be able to play together? I haven’t seen anything in the patch info about suddenly not being able to join groups of higher fractal levels.
Remember, remember, 15th of November
I am pretty sure that if you apply the infusion to the item, you won’t be able to use it for crafting a better one.
Also, a +1 and +5 infusion won’t make +6 one. +5 and +5 would. Each successive infusion would require double the resources of the previous one
Remember, remember, 15th of November
From what i understand, the Molten and Aether fractals will be boss fractals (4th in the queue, as alternative to Jade Maw). It is unknown how hard the Thaumanova one will be, but i’d not expect it to be easy (remember, the devs said that in their opinion any fractal should take 20-30 mins, so we really should expect it to be long).
Also, all we know so far is that the fractals will be ordered in a run according to difficulty (with the hardest being last). We don’t know how it might look – perhaps they will give us one easy, one medium, and one hard, but possibly all it could mean is that in the dredge, colossus, grawl set dredges will end up always last.
Remember, remember, 15th of November
(edited by Astralporing.1957)
Or am I reading it incorrectly? Is the Infused version of trinkets going to have a 2nd Infusion slot for Agony only, in which case the Beta stage would simply be adding the 2nd infusion slot?
This. It will add the AR infusion slot. If you do it before patch, it will get filled with a free +5 ar infusion. If you do it after the patch, it will be initially empty and you’d need to get the infusion separately.
Remember, remember, 15th of November
Roll an eng/mes/guard and you won’t care about thieves. If people in this thread were complaining more about my mes stealthing and coming out with regen+prot+block while my phants wreck people when she’s stealthed (not causing revealed), I would agree it’s overpowered. A thief though… nah.
You have propably never seen the most extreme cases of stealth exploiting.
An example:
In one of the WvW matches lately i have run into a thief group that camped a supply camp (the northern borderland one. Not on their borderland, of course). There were 4 or 5 of them, in perma invis. When someone appeared in the camp, they ganked him with coordinated spikes. When a zerg appeared, they stayed away, or picked up people on the sides and just disappeared back again. When there was noone around, they flipped camp. They were impossible to chase away, even with stealth traps (since they were always close enough to see them placed) short of calling a main blob to just cover everything in aoes (which caused them to change location to a different camp for a while before just coming back).
In fact, i have seen a lot of multi-thief perma invis groups running around in WvW lately. The combo is so overpowered it is really sick. Basically it can be countered only by another perma-invis thief group surprise-outganking them.
In short, either the stealth mechanics need serious overhaul/nerf, or more counterplay options (for all classes) need to be introduced.
Remember, remember, 15th of November
Spoiler: there was always a rare chance to get them in the 10-20ish. The only change we made was to make them skins so you can apply them without spending a transmutation stone.
If there always was a chance to drop them on levels 10+, and you didn’t change those chances, then it means they still won’t be dropping there, because i haven’t heard about even one occasion where someone got a fractal skin at these levels. Guess it might be Final Rest case once again.
Remember, remember, 15th of November
(edited by Astralporing.1957)
Because the same would happen as if they nerfed the drops. People would simply migrate to the next best thing.
Then they can tackle that. And continue until people are doing a variety of things and not just pumping the heck out of whatever is easy.
They have already tried that approach. Instead of people doing variety of things, they were getting pretty close to a dead game. Every time they nerfed something, people left that place and didn’t return. They didn’t spread out. They congregated in places that were just a tiny bit better than everything else.
The only way to make everything exactly even is for everything to not give any rewards at all. That would kill the game really fast.
If you want for people to spread out, you must make rewards there at the level enough of potential players would consider decent. Currently, there are only few such places and activities in the game.
Best game I ever played was the one where the first day I asked which class was most powerful and every response was “none is inherently better than the others, just play what you like”.
Yeah, i thought like that as well in the beginning. We learned very fast however, that it simply wasn’t true. That the game you describe never really existed.
Remember, remember, 15th of November
If one plays enough they will see patterns, that some players are either consistently lucky or unlucky over time. It’s the “consistently” and “over time” bits that make me think something is not quite right.
Unfortunately, this still falls within expected results – this is just the sideeffect of it being a high deviance system. With the probability chances and deviance you have in MF, you’d have to see literally millions of results before any meaningful patterns would emerge.
For example, with the 100 tries in MF, assuming 1% chance of precursor drop on each try, there’s about 30% (look below) chance of getting no precursor. So, in a crowd of, say, 1000 people, each doing 100 tries, you might get 300 people without precursors (the unlucky ones), and several (look below, again) people with multiple “lottery wins”.
Someone looking at this from the side, without understanding how propability works, might assume that there was something wrong with RNG and that the system preferred some people over others – while in fact it would be nothing like that at all.
So again, if you want to show that there’s something wrong, you do have to supply math.
Note: The chances are sketchy, as i did the math over a month ago, and lost the results since then. Not going to repeat it.
IIRC the % chances were significant for at least 2-4 precursors.
Remember, remember, 15th of November
(edited by Astralporing.1957)