Showing Posts For Astralporing.1957:

Legendary collections instead of grind?

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

In general, i agree. The material tier of precursor collections turns the whole experience from something interesting into a boring grind.

Unfortunately, we now know that the non-material collection parts required supposedly too much work, and had to be abandoned. That’s why the latest precursor crafting consists of only the material part.

Thus, it’s a mistake that will likely never get fixed.

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Additions to Material Storage

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Posted by: Astralporing.1957

Astralporing.1957

I am curious why many of the scribe materials that I have on my scribe weren’t included.

Lumber cores, Pruning Shears, Giant Mushroom Spore, Badges of Tribute and the like.

I generally don’t make the intermediary things like wood pulp/dowels until I’m actually crafting something but the other things I have hanging out in my inventory until I get everything else. I’d love to deposit all of these things too. They’re not consumables, they’re not components, they’re a base crafting material that comes from nodes, drops and chests. I would personally give up all the dowels and wood pulp to get these items added. I’d love to play my scribe again but I can’t easily do that until her inventory is free. (See relevant bit of her inventory attached)

Seconded. Those are basic components for scribing, and cannot be crafted from stashable subcomponents, so they fulfill your requirements. Moreover, most of these are drops, so there’s a big probability they will just keep gathering in your inventory space before you will have a need for them.

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Mistforged Triumphant Hero's Armor

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Posted by: Astralporing.1957

Astralporing.1957

Heck i wouldn’t be surprised to say you could get 10-15 ranks in 2hrs of play just seeking out dailies and escorting yaks.

That would get you maybe half a rank. Maybe. Depends on what you’d need to do to get those dailies, because dailies themselves give no wxp.

You don’t play WvW much, do you?

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Will the next expansion be discounted?

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Posted by: Astralporing.1957

Astralporing.1957

Not sure however why some people still seem to expect tiered pricing, when Anet has made their policy on this clear long ago.

They have stated that all future expansions will be sold as a full game (i.e. Vanilla + all expansions). That is not mutually-exclusive to a tiered price model which they have NOT made any statements regarding as of yet.

business model

“In the future, if we release further Guild Wars 2 expansions, we plan to offer all of the prior expansions, the core game, and the latest expansion for one single purchase price.”

How exactly do you get “tiered price model” from “single purchase price”?

If all the future expansions are going to be sold only as full game, and for a single price, the possibility of tiered price model does not exist.

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Lake Doric Patched (Again) What About BFF ?

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Posted by: Astralporing.1957

Astralporing.1957

It’s very clear that Anet does not want unhindered multi-account use for collecting login rewards, which is a hint to their opinion on using multiple accounts to gain that advantage in other ways.

Not really. What they don’t want is unhindered multi-account use that they themselves not profit of. As long as you pay for that second (or third, or sixtieth) account, it’s perfectly fine.

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Will we ever get a REAL leather solution?

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Posted by: Astralporing.1957

Astralporing.1957

Can’t we just have something in-between these 2 extremes?

No. Anet is institutionally unable to finetune anything, except maybe by accident. If they ever decide to do something about it again, expect it to either:
1. do nothing, or
2. be done by the way of a heavy-handed hammer approach, thus either overtuning it by a mile, or breaking something else in the process (or both).

Prices are not going to lower from it if players don’t do it.

Any design that assumes that a multitude of players will do something at a personal loss as a service to the rest of the community is flawed and bound to fail.

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(edited by Astralporing.1957)

Please, stop abusing the farm options.

in Guild Wars 2: Heart of Thorns

Posted by: Astralporing.1957

Astralporing.1957

People are now mad because of the nerf at lake doric (for those who don’t know, trebuchets now shot even at the entrance gate) they’re saying they’re going to BFF now to continue AFK farm. It is comunity’s fault in first place that be got punished this way for abusing AGAIN in a farm Anet gave us the option to use.

No, it’s Anet’s fault that they designed the farm to be unappealing when done the “intended” way.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

The greens on bad platforms. Regular greens do not.

Apparently we’re playing with different people, because i see that all the time, even with groups that on average are more likely to kill the boss than not (and notice that the target group of easy mode would be generally below that level).

In thinking about the mechanics of easy mode, don’t assume skill ability on the level of normal mode. That’s counterproductive.

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Will the next expansion be discounted?

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Astralporing.1957

At the very least, give people who own HoT players something extra, like an exclusive miniature or selling the deluxe for a discount.

Yes. In the end this was what really caused a debacle with HoT. Many of those that complained then would have given Anet a pass if the “expac” version contained something extra for veterans. Lot of complains died down after Anet gave up and added character slots as a bonus.

Something extra for those buying expac as an upgrade is actually likely to happen. What’s that going to be however is hard to predict.

Not sure however why some people still seem to expect tiered pricing, when Anet has made their policy on this clear long ago.

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Will the next expansion be discounted?

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Posted by: Astralporing.1957

Astralporing.1957

It’s a “one pay wall” package.

Pay one price, get the current game.

Yes but they could do something like Elder Scrolls Online did.

They offered the expansion + the core game for full price (same price the base game had been at release) and then just the expansion on it’s own for a discounted price.

Yes, they could, but by their own stated policy at the time HoT was released they decided to not do it that way.

Sure, it is possible they may change that policy, but i consider it unlikely.

For one, if they did that, they would have needed to change the pricing of HoT as well, and that would be like reopening a can of worms. Worms with pitchforks and torches.

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

They will get downed.

That’s good, people getting downed and then perma-dead is part of the Raids. Hey players might miss this so let’s nerf it, players might not be able to handle that, let’s nerf it.

…you completely missed the point here, didn’t you?
My point was that at the level we’re speaking of there will be other problems than just those you claim are the only ones that might happen.

If we could expect players easy mode would be meant for to execute mechanics as they are on the current difficulty, there would be no need for easy mode at all.

I’m going more for a reduction or removal of the most offending abilities because that’s exactly how challenge motes work. It’s something that we’ve seen done and something that CAN happen in a relatively lower time frame, as proven by the challenge motes themselves. Adding a new mechanic on top of the others, or removing a current, doesn’t require the same amount of testing than tweaking numbers for many abilities.

Possibly, but that would completely change the flow of the encounter, which is something to be avoided.

I wanted the easy mode to retain at least some teaching value, so tried to not touch anything that would significantly alter timing and pathing.

Adjusting the timer for a green circle to explode doesn’t alter timing?

The timing at which greens would spawn would remain the same. Though you may be right here. Reducing requirements of greens to three players (which shouldn’t be a hard change to make, seeing as it works exactly like that during the splits already) would likely be a better choice.

Funny how you are talking about teaching value here. Which one is better for teaching VG? Having phase 1 and phase 2 the exact same as the normal fight, but tweak one ability of phase 3, or fight a reduced version of every single phase? I’d choose the first one as a superior training method than the second, at least most of the fight is the same and once you go to the next version you will know how to deal with all the mechanics up to that point, which is exactly how Challenge Motes work.

In my approach you learn how to execute all mechanics, and, hopefully, by the time you decide to go for normal mode (if you ever decide to go for it), you will be good enough at them that slight increase of difficulty at some of them would pose no problem. In yours, when transitioning the players would get stuck at the same spot they would have been stuck if they started with the normal mode. Easy mode would not give them any help in learning how to get over that part.

That, too is generally a third-phase issue and rarely happens during the second. Might be something with running having an impact on healers’ efficiency.

Exactly why I’m saying that the previous phases of VG do not require any alterations at all. Most mistakes (if not all) happen at phase 3 anyway and very rare to happen at phase 2.

Still, in VG’s (and many other bosses too) case, it’s the early stages mechanics, not the late ones, that wipe players. Those are just there to introduce more distractions and chaos.

As you youself have admitted – it’s the greens that cause wipes.

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original leather farm

in Guild Wars 2: Heart of Thorns

Posted by: Astralporing.1957

Astralporing.1957

Well, it definitely doesn’t make that area any more appealing, that’s for sure.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Getting to the green circles in time should never be an issue.

It shouldn’t, but it still happens. We’re not talking here about the level of skill that can do the normal mode, after all. People will get teleported, sometimes. They will get into the green circle in the last second, on low hps. They will get downed.

It’s the “bad greens” that cause wipes

Greens? Definitely. Bad ones (i assume you mean greens on the lightning floor)? Yes, but not exclusively. Other messups can happen too.

and they appear mostly because the tank doesn’t know when to cross to another platform segment (or low CC but that’s easy to overcome).

In my experience, most of the time vg doesn’t cross into the next segment because either tank is downed, or cc was too slow (where first is often caused by second)>though, to admit, i haven’t had a chance to see too many non-expert tanks. Somehow not many players wanted to try that role.

If you try VG with an expert tank, even if the other 9 players are relatively new, the encounter will most likely succeed with only a few tries.

It will definitely be easier, but proper VG pathing alone doesn’t help that much. Though expert tank will likely also distort greens and possibly (if planning to carry hard) be a minstrel. Distorting greens alone can significantly help.

I find it interesting that in your proposals for VG you didn’t mention the lit platforms at all

I wanted the easy mode to retain at least some teaching value, so tried to not touch anything that would significantly alter timing and pathing. And, in my opinion, any change to the floor would have the opportunity to cause massive changes to the strategy. I’d rather have the easy mode fight be easier, but not significantly different than the normal one.
(yes, i considered the floor, i just couldn’t come up with any satisfactory solution)

, while in my experience getting a green circle on a lit platform is the prime reason for any kind of wipe at VG by inexperienced groups, experienced groups mitigate that “problem” with Distortion and/or Rebound but inexperienced groups will likely fail when a “bad green” spawn.

Yes, green on lit floor is always bad news, but that’s not the only reason of wipes. The second is teleports in greens during third phase. The last major problem that i often see is too slow cc. It either causes the abovementioned problem with greens, or, if too long, can result in someone getting downed. It’s not unusual for someone to go down if the boss bar is not broken immediately. That, too is generally a third-phase issue and rarely happens during the second. Might be something with running having an impact on healers’ efficiency.

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Micromanagement of players

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Posted by: Astralporing.1957

Astralporing.1957

Actually to me, the Lake Doric engie farm was bad PR. It is the kind of thing that turns me off from MMOs in general, and I’m happy that Anet stepped in.

For me it wasn’t the engi approach to that farm that turned me off. That was just the natural consequence of the way the farm was designed. And it’s that design that ended up being bad PR.

You can’t complete the map without that point of interest. The engie farm was making it so people didn’t want to go.

No. The path up being a pain and the farm being generally unrewarding made people unwilling to go there.

And as for PoI, no map completion element should assume there will be other players present in the future. It definitely should not assume there will be a lot of players there.

They should not have patched out engies. That was merely trying to shift the attention away from the real problem. What they should have done is to completely redesign the place.

So they’ve fixed a design flaw then, like they often do in patches.

They didn’t. They treated the symptoms but left the core flaws untouched.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Which is why those same attacks used by the VG do not need to be adjusted either. It’s other mechanic that could be tweaked.

Not necessarily. You are mistaking the reason why those later phases are more difficult.

Remember, that there is a major difference between trying to face each of those mechanics separatedly, and trying to face them when they are thrown at you together.

In the end, most of the failure at VG is likely caused by greens. Of those, most are not a result of players directly failing to execute that mechanic properly. It’s usually the sideeffect of another mechanic interfering (or even of a chain reaction of several mechanics in sequence) – runners getting downed/delayed by seekers, blues in greens, greens spawning on lightning floor, greens spawning on lightning floor due to too slow cc, runners getting downed/distracted by aoe during cc, cc getting slowed down due to people getting distracted with blues/greens. And of course the crowd’s favourite: some mechanics failing because players were too busy with ressing those that got downed due to the previous problem.

VG is not difficult because its individual mechanics are difficult. It’s difficult because the combination of those simple mechanics can be deadly. It doesn’t get more difficult in later phases because the later mechanics are more difficult (the most dangerous of them – greens – is present from the very beginning). It’s simply because there’s more mechanics to consider.

So while targetting the latter mechanics may seem an obvious choice, adjusting any of them (especially greens) would help.

My personal suggestions?
add 1 sec to greens (from the time they appear till the damage), and/or require only 3 people in greens
decrease the cc bar
perhaps decrease boss HP a bit (since that always helps)
Maybe drop the additional seeker in 3rd phase

Gorse is primarily a dps check, so just decreasing hp of boss and spirits should do. There’s no need to adjust any of the mechanics.

Sabetha:
general changes: increasing platform hp and decreasing Sabetha’s can’t hurt.
Decreasing hps of Kernan, knuckles and Karde (especially Karde) is definitely going to help. Maybe decrease the turret damage from Kernan spawn, or slow turret spawn rate.
Cannons: no idea. Maybe allow the same player to go to each cannon, without the need of backup? And/or increase the number of throwable bombs. (the second option, while useful, might throw off the timing of anyone trying to transition from easy to normal, so if we went with it i’d likely mean getting the bombs at twice the rate of normal)
timed bombs: might drop the second one during later phases.
heavy bombs: maaaybeeee lower platform damage.
no change to flamewall

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

You are compairing content that people say they cant acess because they dont want to invest time with content that people cant acess because its not in the game.

So? In both cases one of the arguments is about a story. Are you telling me that somehow text and video are enough to satisfy the story in the case of one content, but not in the case of another? Why is that, exactly?

Because the two cases aren’t even remotely the same. At some point the intentional trolling has to stop.

There is a big difference between content still in game and content that’s been removed from the game.

Yes, there is. It just happens that this difference has no impact whatsoever on the argument you were using.

Either the text, videos and cinematics can replace the feel of the story for everyone, or they can’t. If they can, they can do that for all forms of content. If they can’t do that for one form of content, then you cannot claim they can do it for others. No matter how you try to obfuscate the issue.

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Effective farming - engi farm was good option

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Posted by: Astralporing.1957

Astralporing.1957

It fills player space for people actually playing.

It doesn’t, really. There’s not enough players interested in “actually playing” there for it to matter.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

And you have nothing to back your claims besides your hypothetical situations

what “hypothetical” situations?

You are compairing content that people say they cant acess because they dont want to invest time with content that people cant acess because its not in the game.

So? In both cases one of the arguments is about a story. Are you telling me that somehow text and video are enough to satisfy the story in the case of one content, but not in the case of another? Why is that, exactly?

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

Hmm yet I was in a group with 9 new players that completed the raid in 5 attempts, yeah such a long time, so many attempts

Well, lucky you. Your experience is not really representative of the community however.

If it was, noone would bother with LFG restrictions. They wouldn’t have been necessary.

LS1 was temporary event based story driven content that had unique rewards most of which is either able to be purchased via the BLTC, or for laurels.

Yes. There are also text, video and cinematic sources describing it. And yet requests for it to be brought back return on a regular basis. And story is the main reason cited.

If your assumptions were true, no such requests would appear. And yet they do.

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

The first part of the VG fight, up until after the first split phase has no mechanics different to those 3 mobs. I can say with a high decree of certainty that no group that can reach Vale Guardian, will ever fail to reach the split phase as well, which means the mechanics present up to that point require no tweaks at all, things like green circle damage, or seeker damage, it’s already an easy mode up to that point.

You’d be surprised. Yeah, the introductory guardians let the players learn the mechanics (in theory), but the consequences of failing those (and, let’s be honest, new players will be failing them for a long time before they learn) ale far less severe than in the actual boss fight. Apart from greens, all other mechanics are relatively easy to cope with. If there are no other mechanics to consider, that is. It’s the combination of those that is deadly.

So, teleports alone are not a problem. They become a problem if the person getting teleported is a tank, or one of the green circle runners. Seekers are easy to go around and avoid… but not of they are on your path toward greens, or are in greens. Situations that were simple with the introductory miniguardians suddenly require additional attention and methods to deal with. Experienced players will have no problem adjusting, but those new to raiding are most likely to get overwhelmed in the beginning.

Personally, i have yet to see any group consisting of players new to raiding that would be able to get through first phase on their first try without messing up something really badly.

Still, i’m nitpicking here. In general, you are right in the first phase being an easy mode and something any group (well, almost any) should be able to learn after reasonable number of tries. It’s the next phases that create a real problem.

But to answer your question: no, i don’t think that the individual split guardians need to be adjusted.

Now then lets get to the meat of where your analogy is horrible for a second. Show me the limited time content of raids ???

What does it matter in what way the content is limited? Your reasoning applies in any case. By your own words, watching the videos and reading about story should be enough, so noone should really be asking about reintroducing LS1, unless they were interested in rewards.

I just haven’t the faintest idea what rewards people that do ask for it might be interested in.

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Mistforged Triumphant Hero's Armor

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Posted by: Astralporing.1957

Astralporing.1957

Yeah, considering the requirement it’s definitely more deserving to be legendary than raid armor is.

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

Because for those that want story apparently watching a video of it just wont cut their story needs. Talking to Glenna to view cinematics is also off the table. So please explain how it’s not Rewards or Effort based issues at this point ?

So, i guess everyone that asks for LS1 to be returned in some form to the game are also only about rewards, right? There can be no other reasons why someone might want to actually play throughout it, instead of watching a recap, right?

The least A’net could do is make it an Very Hard single player experience for the casual players also. Just like that one boss in the Queens Gauntlet (Liadri the Concealing Dark).

Then most of the raiders wouldn’t get it, and we just can’t have that.[/sarcasm]

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

I was talking specifically about the new players, u can read that in my post.
As for the entitlement rant, its one of the most harsh truths about the newer generation of players and very much connected to why they feel raids are not accessible.
It’s one and the same.

Because the MMORPG veterans all like raids soo much.[/sarcasm]

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Lake Doric Patched (Again) What About BFF ?

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Posted by: Astralporing.1957

Astralporing.1957

They actually did end up banning people in the pirate karma vendor case. And for the most part only the players that got banned were angry.

Not that these cases are equivalent – that one was a clear exploit of a dev mistake, while BFF is just a case of creative use of class mechanics (like the turret farm was).

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

Or the game would be like it is now, just without raids. I prefer the version with them.

Possibly. But then, i’s equally possible that the same would apply to the game with easy mode. And i would prefer the version with it.

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Diving goggles, who put them there?

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Posted by: Astralporing.1957

Astralporing.1957

It was likely E.
Whoever that is.

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Lake Doric Patched (Again) What About BFF ?

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Posted by: Astralporing.1957

Astralporing.1957

So, is this new treb destroy-able?

And i think A-net miss-diagnosed this. we’re not actually afk. We’re just not moving.
You can’t actually be afk there. You need to replace turrets fairly often.
I personally feel like they went the wrong way with how to handle this. But we’ll see how this will go.

Nevertheless, it’s a silly and boring gameplay which should be nuked from orbit.

To be honest, that is a really good description of the whole area, including the path up to the tower.

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

Hmm so you didn’t say, “those devs could be working on more populated aspects of the game.” which would mean putting the Devs from Raids working on projects that already have dev teams working on them… which means adding bodies…

Or it could mean adding devs where there’s not enough of them at the moment (we both know that there’s a lot of that around). Or maybe it meant adding devs on some new projects. Who knows?

For example, the dev(s) that worked on legendary armor could have done a set or two of armor (not necessarily legendary) for the rest of the game instead. So, here, already raids has cost us at least one set of armor.

The People wanting easymode say they only want it for the Lore

Noone actually says that. Even Blaeys, who is not concerned with rewards at all, still doesn’t want that mode for the lore alone, or even primarily for lore.

They made the decision the Devs stated they are happy with the difficulty of Raids and have no plans in the foreseeable future to add an easymode raid, this was stated not that long ago

I remember them saying the same about introducing raids, you know.

The team I was in was doing extremely subpar performance and beat the Raid bosses with extremely subpar dps and mechanics awareness, most classes AA higher dps than the players were maintaining in dps…. and you are trying to claim that is above average performance….

Because it is. If that was the norm, we wouldn’t have high req LFGs because there wouldn’t be any need for them.

The group you were in had subpar performance only according to your expectations. Your expectations however were really high compared to the average level of the community.

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

Why is this the hypothetical? Why not 10 players who have watched a YouTube video of the encounter? Why not 10 players who have beat fotm 100? Why not five new players and five veteran players?

Because of the claim that this situation was representative of average players.
Again, don’t ask me. Ask the person that introduced that example as an argument in a discussion.

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(edited by Astralporing.1957)

There's no reward for higher lvl content.

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

Ahh, I see! So it’s a trick used by game companies to add new challenging content that rewards your efforts!

Sort of. This new content isn’t any more challenging if there was no gear grind and the new content was balanced for that. Basically, the company introduces more challenging content, but immediately introduces tools to reduce that challenge to the same level the previous most challenging content had when it was new.

So, it’s a trick to make you believe the new content is more challenging when it isn’t. It’s a trick to make you believe you are moving forward when in fact you are standing still. It’s a trick to make you glad for the fact that the developers keep constantly taking your accomplishments away from you and forcing you to redo them again.

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

Or maybe they are? We dont know, so stop using this argument.

You might address that at Sky. He was the one that mentioned his experience, claimed it was representative of the whole community, and used it as an argument.

But seriously, do you too really think, that a group of 10 average gw2 players that’ve never seen VG before, is highly likely to learn the fight and down the boss in 5 atempts?

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Difficulty Level of raids

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Posted by: Astralporing.1957

Astralporing.1957

I’m pretty confident the vast majority of the players can handle them – remembering and executing – if they made the effort.

Oh, i agree. It’s the time necessary for it that’s up for the question. Vast majority of players won’t be able to do learn VG in 5 attempts, 45 minutes, like in the example Sly gave. Not even close. Any group capable of that is way, way above the average.

Sly claiming that this is the average skill level of the GW2 community does not make it true.

That is what i was arguing against.

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Does ANet Have a Middle Ground?

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Posted by: Astralporing.1957

Astralporing.1957

It’s not a satirical reply — it’s a serious reply. You’ve cherry picked the examples that suit your point of view, so I cherry picked related examples that show a different point of view.

It’s interesting, then, that some of the examples you brought up (leather and silk, for one) support OP’s point really well. Other points are more arguable, but not even one clearly holds up your point, while some could easily be also used for OP.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Are you are saying the “average” player can’t remember 3-5 mechanics per fight or play their class in an average manner?

Remember? Possibly. Remember and execute? Now, that’s something completely different. And you are severely overestimating what constitutes “playing the class in average matter”. Unless you have some really nonstandard definition of “average”.

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Sylvari = Canon race for GW2 story?

in Guild Wars 2: Heart of Thorns

Posted by: Astralporing.1957

Astralporing.1957

Ah, I see your point.
But there’s a good redemption point; Cantha has gotten pretty xenophobic, so it’s mostly humans and xeno-slaves, and I think if we go to the crystal desert we’ll see a lot of human history as well. So if we go to either of these places, it wouldn’t make sense for the other races to take the reigns (besides the pacts efforts of course)

Remember, that you could have said that as well about Orr, and we know how it ended.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

See you’re thinking of the time when we had LFG.

When people talk about dungeons and groups being hard it was before that when we had to use 3rd Party sites for LFGs.

Used those for fractals only (and ran into no problems – but then the very fact that those people were also using a third party site was a filter already). For dungeons, using /s at the entrance was usually enough to get a group relatively fast. Again, no problems with elitism.

In fact, i haven’t even noticed the existence of high-req groups until LFG was a thing.

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(edited by Astralporing.1957)

Any old timers still do random events?

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

Sometimes i do, sometimes i don’t. It’s just that with all the daily grind things cropping around there’s less and less time for an actual play.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

That’s not how I remember it.

I have been pugging dungeons at that time, and generally avoided the high requirement LFGs like a plague, so i do remember it well. I never had a problem with finding a nonexclusionary group i could do the dungeon with.

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The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

As far as I’m aware, Anet didn’t suddenly reduce the amount of leather needed for leather recipes nor did they increase the ways to get leather since episode 4 was released. We also know that the engi farm overtook the leather farm up the mountain as finding the latter is very difficult. Kind of odd that thick/hardened leather has experienced such a change, with it not being due to the engi farm, right?

Right. And yet the devs told us that the engi farm introduces less leather into the economy than the previous farming mode. I assume they do have the data that back up such a claim.

So, we know, that the previous mode of farming didn’t impact economy at all (or, at least, not visibly). We know, that the engi farm introduces even less leather than the previous mode. Logically, it cannot have impacted the prices in the way we’re observing, then. The effect must come from somewhere else.

Yep but where? It seems too much of a coincidence that at least four crafting materials that drop from the supply bags have seen changes since the engi farm began. Ore and wood remain relatively unchanged.

There were other things that happened around that time (that was the introduction of Draconis Mons and legendary armor after all). For all we know we may also see the end of the high wave caused by changes to ascended vendor system introduced earlier this year. Or it may be, that the decrease to the cost of t5 and t6 is a result of increased cost of t2-t4 (if the lower tiers act as a bottleneck, that may decrease the demand for higher tiers).

Personally, i have no idea. I have only one solid thing to base all my thoughts on, and that is the dev statement that tells me what isn’t responsible.

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Remember, remember, 15th of November

Blood Rubies dropped out of sight...

in Guild Wars 2: Heart of Thorns

Posted by: Astralporing.1957

Astralporing.1957

That’s pretty much how it always was with the rubies. They had a horrible drop rate since the beginning.
(well, there was some adjustments being done to it in the first month, so almost from the beginning)

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Sylvari = Canon race for GW2 story?

in Guild Wars 2: Heart of Thorns

Posted by: Astralporing.1957

Astralporing.1957

Not only story. Worldbuilding as well. Sylvari, as a race, have too big reputation and importance to the world, compared to what they should have based on their history. They’re basically the “humans” of the setting, except turned up to eleven.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Is Arah a fair comparison?

I’ve done Arah several times, its one of my favourite locations in the game and if I mention it in guild chat it doesn’t immediately start an argument. Also the tokens go directly into your wallet so there’s none of this 200+ LI or gtfo stuff going on with it.

You must never have been around when 11k AP or gtfo was around for Arab or any other dungeon.

I have been around that. I simply never joined those LFG’s. They were often still waiting for players when i was finished anyway.

For every elitist LFG out there, there was another, non-exclusionary that offered pretty much the same chances of succeeding.

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Confusion over new Condi hate

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

That’s OK when there’s only one enemy. But, when you get more enemies, it’s the power builds that crash first, requiring the character to be revived. So, in large battles, power builds are a detriment to the other players involved.

You forget, that condi damage doesn’t cleave. The only thing that keeps condi relevant in mass combat environment is epidemic.

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The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

As far as I’m aware, Anet didn’t suddenly reduce the amount of leather needed for leather recipes nor did they increase the ways to get leather since episode 4 was released. We also know that the engi farm overtook the leather farm up the mountain as finding the latter is very difficult. Kind of odd that thick/hardened leather has experienced such a change, with it not being due to the engi farm, right?

Right. And yet the devs told us that the engi farm introduces less leather into the economy than the previous farming mode. I assume they do have the data that back up such a claim.

So, we know, that the previous mode of farming didn’t impact economy at all (or, at least, not visibly). We know, that the engi farm introduces even less leather than the previous mode. Logically, it cannot have impacted the prices in the way we’re observing, then. The effect must come from somewhere else.

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.

This one is different in that this farm is intentional. They even advertised it. It doesn’t really need any justification beyond that.

It is an intentional farm. Nobody denies that. Not so sure about the method people are using, however. Wasn’t aware they advertised for this farm to be mainly used by a huge mass of semi-afk engineers. I probably missed that announcement.

Well, that was likely the end result of this farm being as boring and as unrewarding as it is. People are disincentivized to run up the path by the whole design of the area, so they stay at the bottom even if that significantly reduces the reqard acquisition rate. And if they stay at one place, they may as well do that on classes/builds that work best in such stationary environment.

If Anet didn’t want for this to happen, they should have designed this whole area differently.

That’s the point of reworks and eventual changes. To change things which ended up working and being used in a way they didn’t intend. As a lot of content turns out to be designed badly in due time. They will end up feeling forced to change it eventually. People complaining on the forums certainly helps.

Note, that what people ask for is not a change to the farm design (which is something that should happen), but either nerfs to engi or changes to general combat mechanics. And if anet will do something, following up on that path also seems more likely. Even if those are not at fault here.

It is perfectly normal for people to defend an activity they take part in. All though, they could be a bit more reasonable about it. Dropping material prices affect everyone differently. I’d certainly prefer for leather to stay as expensive as possible since I only ever sell my leather. While others love the dropping prices and an easy and rather lazy way to make gold in this game. It comes down to whether this is being considered good or bad for the game by ArenaNet. They are free to change their stance on an issue and redesign it if needed.

Actually, by that reddit post, the current farm introduces even less leather into the economy than the previous one (which had absolutely no impact on prices). The effect on prices thus likely comes from somewhere else (most likely it’s somehow connected to the last LS patch).

Notice, by the way, that while the price of t6 leather dipped a little, the prices of the t1-t4 leather went up.

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Remember, remember, 15th of November

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.

This one is different in that this farm is intentional. They even advertised it. It doesn’t really need any justification beyond that.

It is an intentional farm. Nobody denies that. Not so sure about the method people are using, however. Wasn’t aware they advertised for this farm to be mainly used by a huge mass of semi-afk engineers. I probably missed that announcement.

Well, that was likely the end result of this farm being as boring and as unrewarding as it is. People are disincentivized to run up the path by the whole design of the area, so they stay at the bottom even if that significantly reduces the reward acquisition rate. And if they stay at one place, they may as well do that on classes/builds that work best in such stationary environment.

If Anet didn’t want for this to happen, they should have designed this whole area differently.

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)

Toxic event farmers still an issue

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

So today I logged into Lake Doric map and saw a commander, so I thought, “hey I need some leather so ill join the farm”…. I was not impressed to say the least. There were at least 40 Engineers there with hundreds of turrets just sitting. This has got to end.

You decided you needed leather and that you would join the farm… Then got annoyed that another 40 engineers were doing it.

OP likely was annoyed because the engi crowd doesn’t run up and down alongside the path to the top, like any good zerg should.
Bad engis, they should have made it easier on OP to farm. That was their civic duty.

They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.

Except this place didn’t “turn” into a farm. It was designed to be one. It was completely intentional on Anet’s part.

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Remember, remember, 15th of November

(edited by Astralporing.1957)

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.

This one is different in that this farm is intentional. They even advertised it. It doesn’t really need any justification beyond that.

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

It’s also clear that the lore argument is just an excuse, as no one complains about not being able to experience the lore of arah.

Maybe it’s because experiencing it is way easier.

At first, some raiders pushed back against the idea of needing an easy mode, but many more said “yes I think it would be good to have an easy mode without the rewards leading to Legendary Armor.” Basically make it more like dungeon scale rewards.

Actually, no. Even then the common reaction was “don’t let the casuals in, they will get the mud on our carpets”

There are large swaths of non-raiders who want both the prestige of raiding but also to do it in a dumbed down brain dead mode.

Personally i don’t care about the “prestige” of raids. From what i see, for the most part the ones concerned about that (or even feeling that there is any prestige to be had) are just raiders themselves. And not even all of them (there is a number of raiders that ar in it just because they find it fun).

That’s what this is all about – a PR campaign in which raiders try to persuade non-raiders that this one specific content they run is somehow much more prestigious than the rest of the game. That it’s somehow unique for other reasons than just having current dev attention.

That is why many raiders do not want easy mode.

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(edited by Astralporing.1957)

Titles for legendary armors

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Legendary armors are not a raid reward, you just get one of the mats for legendary armor from raids…

Whole collection is raid-based. That’s not “just one of the mats”.

Still costs like 3k gold to craft a full set of armor, so getting a title to craft all of them is nothing surprising..

Why? There’s no special title associated with having a full set of weapons, after all, and crafting it is more costly.

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Remember, remember, 15th of November