But what about the matches themselves? How do they count (see op post)?
Do they give pips?
Do they give Ranked progress?
Do they give Reward track progress?
Do they count for achieves? Which achieves?
Do they count for the Year of Ascension for the PVP backpack?
Still Stuck in match, as are the other people in with me
Can’t leave by any means, win or lose. Change char, log, booted for inactive, nothing. Everything results in loading back into tourney map.
Please post here in bug forum to get attention: https://forum-en.gw2archive.eu/forum/support/bugs/Can-t-leave-Tournament-Match/first#post6624896
Submitted a bug and in the forum (please add to it in the bug forum). Happening to winners and losers.
I keep clicking Leave Match and it shows the loading screen for the lobby, then the one for the match, then loads back into the spawn area of the map we were just on. Over and Over.
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Do you have to to be in the same team all month or is each tournament separate?
a) No one has a 100% reliable network. GW2 is especially bad at handling even the slightest blip in connectivity. Don’t act as if it is a crime to have something completely outside of the control of the player happen.
b) HD or SSD, the extra steps in the loading process are a problem. They are MORE of a problem the slower your setup, but even on the fastest drive they are still an issue.
c) Loading into the match, which not only should be the default action of the player but should also be enforced to prevent leaving, is what should be prioritized in the case of disconnection to preserve the integrity of the ranking system.
THere is nothing worse than getting deserter because your connection blips, and then instead of loading straight back in the game first has to load character select, then spend MINUTES loading whatever map you were in before the match started, THEN FINALLY load you back into the PVP match. A 1-2min delay rejoining a match IS NOT ACCEPTABLE.
If you are in PVP, it should load you DIRECTLY BACK INTO THE MATCH. Do not load char select, do not load intermediate maps. If you are in a PVP match, LOAD DIRECTLY BACK IN.
(edited by Boogiepop Void.6473)
There is this very odd, very noticeable glowing red line in the middle of this chestpiece.
The carapace armor heavy legs, and only the heavy legs out of the entirety of the armor, has a noticeably low rez texture. There is massive aliasing and color bleed and general blurriness.
This isn’t about what is the best choice. It’s about how one choice is so bad as to be injurious right now.
PVP boosters need to only count down DURING PVP matches. Literally over half of the duration of these boosters can be lost waiting for PVP matches to pop, for people to click accept, map selection, map loading, etc. Unlike in any other mode, we have no ability to do anything to conserve the duration, ie we can’t wait to pop until match does because a) the duration is ALWAYS longer than a single match and b) you aren’t allowed to start them inside a PVP arena.
The heavy carapace legs, for some reason, are far lower rez than any other armor piece in the game, regardless of settings, including all the other pieces of the carapace heavy set (as visible in the picture).
The system for attaining these is dumb. You have to sit around with a list buying things from the Trading Post, then go to a bunch of people who are each right next to waypoints or nearly so. It’s a badly designed fetch quest with almost zero gameplay because you aren’t even doing anything to get the items, you are just getting them from the TP. There is little to no chance that any player not using the wiki will EVER get one naturally in the course of play, due to how ludicrously specific the items the provisioners want are, and after all that, with the exception of a few items for collection and of course the gift for legendaries, there is almost nothing of value that they even give to players. The whole system needs to be redesigned or outright removed.
Miyani’s offerings are not the most needed or useful items in most situations. Yes, you need them for legendaries and minor utility things like swapping ascended stats and upgrading mats, but none of these are things you will be doing so often, on average, that you aren’t covered by the spirit shards you get for leveling after maxing masteries.
We get 20 badges at a time out of skirmish chests, which have no function but to be consumed, but which lack a consume all option. This means that EACH skirmish chest, if badges are chosen, requires 40 clicks (20 double clicks) to consume the badges. These badges cannot be spent or otherwise used until consumed.
This is injurious to the user and damaging to the user’s mouse. This needs to have consume all, or better yet just put the badges (and the proofs of heroics as well) directly into the wallet when selected, since they have no function as items other than to be consumed to put the currency straight into the wallet anyway.
(edited by Boogiepop Void.6473)
I still don’t get why these don’t just automatically go into your wallet. Then again, I say the same thing about transmute charges.
Checking this morning, the proofs now work but the badges don’t.
Still no consume all for Badges and Proofs from skirmish chests. Without this option, or just direct depositing into the wallet, it is both physically painful and mechanically damaging to get these rewards from the chest. I am sitting on my chests until this is fixed, or I will be shipping ANet a bill for physical therapy and a new mouse.
Watch the cutscenes and know that Anet has already made their stance on dungeons clear. It is discontinued content.
If they don’t want to maintain content, it should not be in the dailies where it will be regularly interacted with.
My favorites right now are, in order:
Nightmare
Chaos
Uncategorized
Solid Ocean
Molten Boss
The ones I hate the most for a variety of reasons are as follows, in order:
Urban Battleground (the initial fight is ludicrous and you succed more by luck with aggro and RNG damage than anything else)
Underground Facility (The opening segment with the switches is horrible and leads to more rage quitting than anything else)
Mai Trin (Main fight is too long, too easy to suddenly lose due to RNG)
Aetherblade (the final boss fight is horrible)
Swampland (opening wisps tend to not work out, lead to fights)
Thaumanova (Heat Room)
Aquatic Ruins (Dolphin path is a slog)
i would also love to see infinite stacking, instead of the default of 250
Stack amounts are stored as 8 bit unsigned ints. Nothing to be done there.
Mordremeoth is never referenced in the story at any point before suddenly being name-dropped there. The only prior appearance of the name at all in the game is in the combat text in crucible of eternity.
This doesn’t really answer the question.
I understand the reluctance to add things because you can’t remove them (although why a system of mailing it back to people couldn’t work, like with the removed PvP stuff, is another question). But the posts repeatedly make reference to programming issues with adding things. How was mat storage set up, programmatically speaking, that it is causing issues adding more items?
The design itself is not inherently flawed, but the dialogue and in-game text needs to be reworked so that the player doesn’t need a guide to know how to play the dungeon.
Games, including this one, have always been set up so that some things are explained in detail… and some are left for us to discover on our own. That was the case with dungeons originally, in that the overall goal is explained, but it was never meant to be explicit.
So we’ve always had the choice: figure it out on our own (as me and some of my friends prefer to do) or look it up in a guide (as others prefer).
So unless you can offer specific examples of the in-game text being wrong relative to the mechanics, I don’t agree that they need a rework.
There’s “not explained, have fun finding out” and the there is “there is no clue you have to stand in these 5 places and not move or the enemies will spawn infinity”. One is fun, the other is literally a half hour and multiple rage quits before someone showed up who knew what was going on.
Can we clean up some of the weirdly arranged lines? Like the T6 mats being off to the side instead of at the bottom of their respective rows?
While we are talking about things that need more uses: Airship Oil, Auric Dust, and Leyline sparks. These have so few uses that 99% of it that appears gets destroyed. Half of opening event chests in HoT maps is repeatedly destroying all of this to clear space. At least with barbed throns and leaf fossils you can sell them for little money.
(edited by Boogiepop Void.6473)
I was going through all 3 paths for today’s daily and on all of them, there are sections that are not explained to the player by the game. You just have to figure out what to do based on a few map icons and insufficient text in the quest guide. And in several of these cases the penalty for not understanding the completely unexplained is instant death.
The design itself is not inherently flawed, but the dialogue and in-game text needs to be reworked so that the player doesn’t need a guide to know how to play the dungeon.
Please give us consume all on the badge token we get out of skirmish chests. 20 badges per chest times however many chests equals dead mice and fingers.
I’m seeing a lot of suggestions to put luck in storage. What we really need for luck is an eater or some craftable items for when people are maxed out, rather than storage. Storing luck when you have nothing to use it for isn’t very helpful (although if we do get things we ca craft from it then I suppose it then does actually need to be in storage).
I’m not saying don’t look at the map. I’m saying have the data visible in a way that you can JUST look at the map. Not spend 5 minutes mousing over every icon one by one trying to see what the status of everything is. If you mouse is on the map, you are almost certainly standing still doing nothing because you can’t move and use your mouse to look at all the timers.
Getting into a group to play Nightmare CM is a major issue. Everyone has started requiring a title. This means that if you didn’t do and successfully complete the CM already, you can’t get in to do it now.
What we really need fixed is a way to tell when things will be capable. The current method of mousing over everything on the minimap is unituitive and disruptive. This leads to all kinds okittenward events where people get to p[laces that can’t be capped. For shrines, we need reverse timers so we can tell when they will decap, with markers to show if people are maintaining them, so we can tell if we should try to cap others.
I think the point is being missed. Outnumbered is determined by MAP population. Not if you are alone or in a group. So by putting such a huge reward boost into Outnumbered, it encourages people to try to lower their own server’s TOTAL PLAYERS ON MAP so as to keep the bonus active. It’s meant to be a reward for fighting at a disadvantage, but it ends up being a reason for people to actively try to discourage others from playing on their map. Outnumbered gives the single biggest pip gain outside of extreme rank. Rank gain is auto, and it is more economical to encourage people to leave even if you drop to third place that to get more people in and try to win.
something that discourages blobbing and people are complaining? typical. this is a great mechanic and it should stay as is. rewards people for doing other things than running around in a group of 80 spamming 1. bravo anet.
It’s not about discouraging blobbing, which it barely does (blobbing is a function of the players ON a map, not the players distributed between maps). It encourages people to get other people to not play so their own rewards are better. Are you going to tell a friend to come play WvW with this in place? No, because you will decrease your rewards if they do. It encourages keeping the mode niche and servers empty so as to min-max time vs rewards.
First of all get rid of participation. It’s inherently linked to the current time-based system. Give points for the reward track directly for doing things.
Have pips be related to positive actions. Increase war score by X, get a pip. Take a certain number of objectives, get a pip. Deal X damage to enemies, get a pip (it would be too frustrating if this were just kills since you can get in bad situations and you don’t want to penalize for being in the smaller zerg or not dealing killing blows). Lead a party for a certain time IN ACTIVE ENGAGEMENT (ie not just standing around), get a bonus pip (I know this is still time based, but it’s active time as opposed to passive time).
Notice that nothing I said here has to do with ranks, etc. The difference in rewards by ranking right now is insane and discourages people from playing.
I’m aware this suggestion means you are doubled up, earning pips and reward track progress for the same things. but that’s because the pip system itself is an awkward bolt-on to WvW (as it is for sPVP as well). Having the reward tracks be the main thing, with direct contribution, and tweaking things for more rewards from there, would have been the more natural action, instead of having 2 parallel reward systems. If you need 2 systems to do the same thing, reward players, then one or both systems is not designed properly.
(edited by Boogiepop Void.6473)
Also this is generating huge amounts of toxicity as people try to bully others to leave maps so as to get outnumbered, and attack anyone who dares to enter a map that has it. The vitriol I have seen sent the way of the person who enters and puts the map over count (especially if they do it just before the tick) is extreme.
The timed reward system in WvW is badly designed. It encourages doing just enough to get to participation 6 and then doing as little as possible to stay there. The reward is disconnected from the act of earning it, since as long as you do something every ~10 min, you get exactly the same rewards (less a little karma, rank gain, and junk loot) as being fully active the whole time. WvW needs to be changed to an action-based reward system. You do something, you get the reward. You do nothing, you get nothing. If you leave for 10 min, you have 10 min less rewards.
Being on an outnumbered map is all but required for good pip gain. +5 is a ludicrous improvement over +3, the modifier for having your world leading and the next-best available gain. No matter if you get +0 or +7 from rank, +5 from outnumbered is still huge. This causes people to constantly shift maps whenever this is possible in order to find a world with it, and conversely causes people to just not play the mode if they can’t find a map with it up.
What I really want is BUILD SWITCHING. I want to be able to set up armor, weapons, etc. and have them automatically change when I go between WvW and PVE (and PvP) so I can stop getting into trouble because I have the wrong stuff on every time I switch modes.
I need to get cooking on a second character, but I can’t use discovery now that recipes are account wide, it makes it very hard to level up. Any recommendations?
Can’t get a wurm boss for days. Every instance is bugged.
I thought Zhaitan’s weakness, that we accidentally exploited, was his complete dependence on his minions. Zhaitan itself was very weak, to the point where it could not even seen or feed itself without its servants. It’s strength was that it essentially made more servants by fighting with those it had (Anything that died came back as another servant). We beat that by making heavy use of mechanization and tech to shift the casualty balance negative, and took out its backup food supply by cleansing Orr itself too. We got lucky that conventional “cut the supply lines” thinking happened to work in that case, unlike when we tried the same thing against Mordremoth.
Can’t trip the wurm boss. The pre doesn’t spawn enough mobs to finish.
So we know that there are 3 teams working on LW. T1 did Eps 1 and 4, T2 did Eps 2 and 5, and T3 did Ep 3 and will do 6. The problem is that Ep 3 is by far the worst out of all of them, both in terms of execution and in terms of the new map it added.
The storytelling in Ep 3 was the most scattershot and worst executed, the encounters and quests the worst designed, and the instances the least involved and most convoluted (where I use convoluted to mean difficult due to poor design rather than true skill requirement). Bitterfrost is the worst of the new maps, with no clear themeing, uneven pacing, wasted areas, badly arranged transit, excessive enemy density, inventory spam out the kitten and the worst event chains and hearts.
This makes me worried that the season will end in a fizzle. The team that has shown the least ability has been entrusted with the job of delivering a satisfying conclusion.
I do not like TD, but I am ok with DM. The reason is that, while DM is multilevel, it is OPEN multilevel. What made TD frustrating was that if you were on the wrong elevation in the caves, you would sometimes have to travel halfway across the map to find a way to the right one. Here you can just jump from level to level, and the new mastery increases the ease of this, as do the thermal tubes (they make me wish TD had something similar for shooting between levels).
This is gonna come off as offensive, but there’s really no other way to say it: Have you guys considered balancing the game instead of just removing content for no apparent reason?
Like when you guys mentioned you wanted feedback on sigils, I assumed that meant you were going to nerf overpowered sigils and buff underpowered sigils based on player feedback, and maybe even add in a few requested sigils. I didn’t think you were just going to remove the majority of sigils that you apparently can’t be bothered to balance.
I don’t have any issue with reducing the number. There are TONS of sigils that will NEVER be used by anyone. Getting rid of cruft is not a bad thing if it leads to the remainder being better. But without the system changes re-changing, it will all be worthless when these propagate down to PVE.