I’ve only seen one, and I got it during melandru. Am I somehow not worthy of getting a precursor, since I didn’t earn it in a memorable fight?
I still see that as skill gating. Right now, RNG doesn’t reward skill. I think a reward track might be the way to go. Get 40 teq wins, get a horde. 40 worm wins? armor piece. Yeah, that doesn’t seem like a lot, but it’s still over a month of killing teq once per day. Hell, if anet wanted to, they could time gate it so that it only counts once per day. The more I think about it, the better I like reward tracks. We don’t need more currencies in the game to keep track of.
I want “Nice View from up here” (defend keep achievement) changed to “Keep Kept”. That is all.
300% mf is a jump from .01 to .04. I thought the whole point of this thread was to discuss how to make it so that even when you fail, you get a little further on your goal. I don’t think we need to skill gate the changes. Again, it’s about making the game better for everyone, not just changing the select few from those that are lucky to those that are skillful.
Skillfull play isn’t rewarded by RNG, so why is a token system worse than what we have now?
Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?
Thats the exact reason why team selection should be removed. Because then you wouldn’t get zerged 24/7
Yes, and then what happens when you get a runaway lead on the other team, which this one had. Once you’re close to 200 points ahead, you can basically camp the other team’s home area, and zerg them if they try to do anything. What’s your fascination with removing team selection? It’s not going to make people join the losing side anymore than they already do. I think the only way to reduce the “problems” in hotjoin is to reduce the penalty for losing to 100 points.
My fascination is explained in all my posts above.
If players can’t pick the winning team manually, you will have:
- no best player hand picking other best players team
- no team switching when players get the chance
- more players that actually get there for pvp instead of spectate gambling (so more motivation to win from the start)
To name some from the top of my head.
So, essentially, you want to turn hotjoin into soloqueue. And we go back to the original question: Soloqueue and teamqueue aren’t enough?
So, ultimately, you are being zerged in hotjoin. But you can’t see the obvious problem described ten times in this thread? Then I will ask my original question once more:
What the hell are you trying to accomplish in this thread? Protect the current state of hotjoin?
Why don’t you try and find the most fundamental problem that exists in hotjoin right now, and present us with YOUR solution to the problem (if you manage to find it all by yourself)..
And if you don’t, refrain from protecting the problem that you fail to see. And absorb our time and effort.Of course, I already gave my solution. I guess you must’ve missed it. Let me restate it: change the point gap between winning and losing to like 100 points. Then you’ll stop seeing people avoid the losing team. Clear enough?
Actually, I don’t understand what you mean, could you elaborate?
Edit: Nevermind, I read your previous post again. You are just focused on the reward side of things. I am not sure if that will change the situation since a lot of players force autoswap just because they don’t like getting beaten.
I am not against trying such a solution to see if it works, but it would also have side-effects like further reducing the incentive to compete. The most logical and thorough way to stop players from forcing autobalance to manipulate games is just to not let them “cheat” like that, while also having a reasonable incentive to win in a fair and balanced match- or as close to that ideal as possible.
I actually don’t understand why you are so against removing the ability to let players force autobalanceto manipulate games- something which even a dev on this forum has said is not the intended use of spectate, and was not part of the game until spectate was added.
I think people want to win because the points are better. I don’t know why people quit when they ab. I LOVE autobalance, because it means I can have fun, and not worry about winning. As for other people, forcing them to play on the losing team isn’t going to make them play. They just won’t join.
Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?
Thats the exact reason why team selection should be removed. Because then you wouldn’t get zerged 24/7
Yes, and then what happens when you get a runaway lead on the other team, which this one had. Once you’re close to 200 points ahead, you can basically camp the other team’s home area, and zerg them if they try to do anything. What’s your fascination with removing team selection? It’s not going to make people join the losing side anymore than they already do. I think the only way to reduce the “problems” in hotjoin is to reduce the penalty for losing to 100 points.
My fascination is explained in all my posts above.
If players can’t pick the winning team manually, you will have:
- no best player hand picking other best players team
- no team switching when players get the chance
- more players that actually get there for pvp instead of spectate gambling (so more motivation to win from the start)
To name some from the top of my head.
So, essentially, you want to turn hotjoin into soloqueue. And we go back to the original question: Soloqueue and teamqueue aren’t enough?
So, ultimately, you are being zerged in hotjoin. But you can’t see the obvious problem described ten times in this thread? Then I will ask my original question once more:
What the hell are you trying to accomplish in this thread? Protect the current state of hotjoin?
Why don’t you try and find the most fundamental problem that exists in hotjoin right now, and present us with YOUR solution to the problem (if you manage to find it all by yourself)..
And if you don’t, refrain from protecting the problem that you fail to see. And absorb our time and effort.
Of course, I already gave my solution. I guess you must’ve missed it. Let me restate it: change the point gap between winning and losing to like 100 points. Then you’ll stop seeing people avoid the losing team. Clear enough?
Oh wait — those previous meta trinket rewards are needed for luminescent? I only saw the Caithe one listed in the shoulder collection.
No, they’re not. I worded my reply badly.
I honestly think the fights should be split off from “reliving” season 1. I know people will say “but the fights are what season one was about!” But I think, if people just want to learn the story of what happened, having a recap in the form of story based instances, with maybe a BIT of fighting, along with guild raids that reuse the actual fights, would be better. I mean, how do you get a feel for the marionette fight if it’s just you reliving the living story season 1.
So I’ve done teq 60-70 times. No horde. Still a clustering illusion, huh?
Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?
Thats the exact reason why team selection should be removed. Because then you wouldn’t get zerged 24/7
Yes, and then what happens when you get a runaway lead on the other team, which this one had. Once you’re close to 200 points ahead, you can basically camp the other team’s home area, and zerg them if they try to do anything. What’s your fascination with removing team selection? It’s not going to make people join the losing side anymore than they already do. I think the only way to reduce the “problems” in hotjoin is to reduce the penalty for losing to 100 points.
My fascination is explained in all my posts above.
If players can’t pick the winning team manually, you will have:
- no best player hand picking other best players team
- no team switching when players get the chance
- more players that actually get there for pvp instead of spectate gambling (so more motivation to win from the start)
To name some from the top of my head.
So, essentially, you want to turn hotjoin into soloqueue. And we go back to the original question: Soloqueue and teamqueue aren’t enough?
That’s right, you don’t have to do anything from the first part of the storyline to get the lumi armor. They’re just to get the nomad’s trinkets
(edited by Becka Williams.4978)
The carapace you have to choose. It was a bit obvious that all 3 lumis would unlock, since you can only do the achievement once, and making people do 18 collections is a bit much.
The pollen was fixed yesterday with the patch.
My personal preference, is to make the living story season 1 into narrative episodes, rather than just recreating the events. So like, you learn about the fight against the marionette, rather than fight her. This is probably less than what people are hoping, but I think it would be easier to do then scaling down everything for 1-5 people.
Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?
Thats the exact reason why team selection should be removed. Because then you wouldn’t get zerged 24/7
Yes, and then what happens when you get a runaway lead on the other team, which this one had. Once you’re close to 200 points ahead, you can basically camp the other team’s home area, and zerg them if they try to do anything. What’s your fascination with removing team selection? It’s not going to make people join the losing side anymore than they already do. I think the only way to reduce the “problems” in hotjoin is to reduce the penalty for losing to 100 points.
Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?
Yeah it’s not impossible. I’d say it’s definitely bugged though. Took a few tries with a coordinated party, skipping Canach and clearing everything. Having portals to get the instance owner there instantly so that the mobs became vulnerable. Fears and mesmer curtain. Got it in the end. Definitely not how it’s supposed to be done. But it can be done.
They patched this method out.
Canach now triggers even if you don’t talk to him. Even with full stealth + swiftness not stopping to kill anything the achievement failed before we could even get to caithe.
There was no patch yesterday. This achievement is doable.
VERY IMPORTANT step is that, instance owner HAVE to talk with first body. Canach will spawn and follow you around – and that will make sure, that story will NOT update at certain map locations.
When Canach follows you, you can do everything – clear mobs, put mines etc. Let everyone in party stay at Caithe spawn point.
Instance owner then should speak with Canach and go near second body. When you get close (or interact with 2nd body) mobs will spawn at Caithe location.
Run as fast as u can (or better – use prepared mesmer portal) and join your fellow party members who are defending NPC.It worked at my pug group, we tried diffirent ways for more than 2 hours. Only that worked for us
You cannot run as you will not get there quick enough. Using ports is mandatory until they fix it.
I ran, no portals, made it in time. I used speed boost, plus greatword movement skills on warrior.
I have an Anicent Karka shell box, which is orange, an uncanny jar, which is white, Halloween pail, which is green, and bandit coin purse, which is yellow. Any chance of a special 20 slot bag that’s blue, so I can get the whole set?
I managed it. We had a super healer guardian. I inched forward to get the body, then ran back to spawn, while they healed them. We managed to kill all the mobs before they died. If you can do this part, it’s easy as cake afterwards
So, Teamqueue, and solo queue aren’t enough?
So whats your contribution?
Are you trying to ask the vital question that nobody came up with before?
Btw soloq is broken too, is PvE not enough for you?My contribution is to ask why you’re trying to fix the part of the game that won’t fix what you’re complaining about. You complain about 5 v 4s, and runaway point totals. How will preventing people from joining the winning team make them want to join the losing team? I don’t do soloqueue much, only when I need to finish off a reward track. I don’t like dragging down other people with my lack of skills in pvp. Hotjoin is perfect for me. I always try to win, and I don’t just afk. I don’t, however, stay on losing teams, unless the tide turns late in the game.
Your suggestion seems to me to make hotjoin worse. You could never join a winning team, unless you’re there from the start. So people would just leave losing teams, and look to start another team. And then the match collapses, because people quit, the winning team gets another 200 points unopposed, and people look at the difference, and say “screw it.” and leave.
You obviously haven’t read any of my posts, or the OP.
- I’m not bothered by 5v4 in hotjoin
- Preventing people to join the winning team is a must (not much to say about this if you really missed this point)
- You don’t do SoloQ, you are playing pvp for rewards and you never stay on a losing team. You reply with: “So, Teamqueue, and solo queue aren’t enough?”
- Its funny that players like you seem to be the only problem for my Fix. At least players like you will now leave the match instead of autobalancing and joining the winning team again and again…
So to answer your question: my fix will slowly remove players like you from hotjoin, to give room for players that actually want to play. And don’t autobalance the teams each day, every day.Currently, any fix would be better than its current state. Even mine (which was a 1 minute iteration).
Again, why should I stay on the losing team?
So, Teamqueue, and solo queue aren’t enough?
So whats your contribution?
Are you trying to ask the vital question that nobody came up with before?
Btw soloq is broken too, is PvE not enough for you?
My contribution is to ask why you’re trying to fix the part of the game that won’t fix what you’re complaining about. You complain about 5 v 4s, and runaway point totals. How will preventing people from joining the winning team make them want to join the losing team? I don’t do soloqueue much, only when I need to finish off a reward track. I don’t like dragging down other people with my lack of skills in pvp. Hotjoin is perfect for me. I always try to win, and I don’t just afk. I don’t, however, stay on losing teams, unless the tide turns late in the game.
Your suggestion seems to me to make hotjoin worse. You could never join a winning team, unless you’re there from the start. So people would just leave losing teams, and look to start another team. And then the match collapses, because people quit, the winning team gets another 200 points unopposed, and people look at the difference, and say “screw it.” and leave.
(edited by Becka Williams.4978)
So, Teamqueue, and solo queue aren’t enough?
If you have an idea that lets me:
- Spectate when I’m bored.
- Enter and leave whenever I want without getting punished.
- Lets me join with my friends without punishment.
Then I will support your idea.
5v5
Click “Ready” to join a random side. (Or the side with the least players)
Click “Spectate” to spectate.
Click “Ready” to join the same side you were on. (Can’t switch teams)
Right click “Join friend in PvP” to join friend in his PvP map. (Not his team)
When your friend is in your party AND your friend is on the team with less OR equal number of players, you will join his team. Otherwise, you will spectate untill you;
Click “Ready” which will do the exact same as line 1.
//—-This was my first attempt to fix hotjoin, let me know if something is missing.
Why would I spectate, then rejoin the same team? If the team I’m on is losing, I would probably just leave. Tell me again why I have to stay on a losing team, so you can have more fun. That’s the problem you need to solve.
So you want to spectate, then join the winning team. Kind of how it is now right?
Thats the exact problem I’m trying to solve. I suggest you read the OP
So, how does your idea solve runaway 5v4s? I’m not going to stay on a losing team. I rarely ever spectate to see who’s doing better. I pick a team, and leave it if they fall to far behind. How does your suggestion prevent that?
I would still prefer they work on collections that are actually achievable by most people. Yes, I think the same thing about the black lion collections, and the fractal weapons.
Thanks, anet. Glad I could work for a year to get my gold, while you let people farm gold for 2 weeks, and make more than I have.
If you have an idea that lets me:
- Spectate when I’m bored.
- Enter and leave whenever I want without getting punished.
- Lets me join with my friends without punishment.
Then I will support your idea.
5v5
Click “Ready” to join a random side. (Or the side with the least players)
Click “Spectate” to spectate.
Click “Ready” to join the same side you were on. (Can’t switch teams)
Right click “Join friend in PvP” to join friend in his PvP map. (Not his team)
When your friend is in your party AND your friend is on the team with less OR equal number of players, you will join his team. Otherwise, you will spectate untill you;
Click “Ready” which will do the exact same as line 1.
//—-This was my first attempt to fix hotjoin, let me know if something is missing.
Why would I spectate, then rejoin the same team? If the team I’m on is losing, I would probably just leave. Tell me again why I have to stay on a losing team, so you can have more fun. That’s the problem you need to solve.
I don’t think they should do that. Why should the remove swapping teams? Why remove hotjoin?
Shoot, when I autobalance, it removes the pressure to win, so I just have fun. Tho I admit, I don’t really like being killed, so I tend to kite way more when I autobalance.
Use up trick or treat bags.
I have a question about hotjoin: Why is someone obligated to sit there, and lose so that you can have more fun testing builds?
If I’m understanding what you mean correctly… it’s not even that people leave games that become even and then imbalance the numbers, the vast majority of games are 3v2 4v3 5v4 etc. with multiple “spectators” who won’t join unless they can get a number advantage (at which point they mash on the join button for the winning team).
Ah. But why would someone want to join a losing team? Maybe the difference between winning and losing should be less? Like, maybe 100 points instead of 300. I wouldn’t care then. And yes, I’d actually play, and not just afk, because I always try when I get autobalanced.
I have a question about hotjoin: Why is someone obligated to sit there, and lose so that you can have more fun testing builds?
I just learned that a guildie of mine made 2.5 gold in a week. I’ve worked for MONTHS to get that much gold. I played the game, and locked myself out of this farm. Why do I play your game if playing it is worse than farming an instance I can’t play anymore. This is truly upsetting. All my hard work is meaningless in for of someone making 2.5k gold in a week.
I tend to go with the theory that Moddy was supposed to awaken earlier, and that the sylvari are supposed to be his minions, but Ventari screwed that up.
Also, we already had 3 dragons: jormag, krakatrorik, and Zaithan. So, it’s not like we haven’t had to deal with a bunch of them already.
Bubbles is already awake, I thought?
The water dragon, like Teq, is totally female. Jormag is male, and shatterer is non determinant.
I tend to agree that it’s first to hit, rather than total damage. That’s why I always try to hit something first.
Try turning down your sound settings, as well.
Daily quests could be interesting. Maybe add one to the daily achievements so that people still have a choice?
Yet, they don’t do him at tier 3, when she doesn’t spawn.
Here’s a question for you: would the marionette be done, or would it be ignored, like the legendary sand giant in dry top?
I dunno about maguuma wastes, but I assume the Halloween track is only for the duration of the event, and to be honest, isn’t worth doing at all. You get a lousy 20 slot bag that you can buy for 12 gold on the tp.
I don’t want to talk about magic find. The problem with RNG is endemic. Magic find is NOT the answer. Boosting it to 300% doesn’t help that much, why would boosting it any more be better? This shouldn’t be about making people do extra work to overcome crappy RNG, while other people DON’T because they’re on the lucky outlier side. It should be about making RNG better, period.
We need to come up with an idea that prevents farming. I was thinking maybe a two tiered system of tokens, or even three tiered. Right now, world bosses give out 1 guaranteed rare per account per day. Perhaps world bosses can drop a token for that region that’s worth a certain amount of regular event tokens. This would give people an incentive to do regular events, while maintaining the value of world bosses, while also making it impossible to farm world bosses to the exclusion of ordinary events. (this might also help with the legendary sand giant that most people ignore in Dry top). Meanwhile, everything still has the regular (incredibly low chance. You want to know how many jormags I’ve killed, and not gotten a jormag’s breath, anet?) to drop the prestige item.
I guess what I meant is that we should try to fix the RNG on the items we have, not add “hard content” so we can have more prestigious items.
Oh, yeah, adding new content is an entirely different discussion, we’re talking about how to better itemize and distribute existing items through existing content.
I was thinking on this, and I think what we should do is make RNG better, not just move the outliers from people who are lucky to the people who can do a bunch of tasks during a fight. If we start doing that, it’ll be like champs, people doing “tasks” and not just attacking the boss.
I guess what I meant is that we should try to fix the RNG on the items we have, not add “hard content” so we can have more prestigious items.
They could always bring back Forward/Up from TA as a fractal.
They’re useful in Fractals.
Maybe we can leave the concept of prestige items out of a conversation about RNG?