Wooow. Oooohkay Does this imply intent of “do not ever queue as a party. EVER”? Because if someone disconnects you get whacked with deserter result?
This change is not live. This change would likely have a disconnect grace period. Know someone that DCs a lot, and for a long time… probably not a good idea to party with them.
My only concern is that if someone gets disconnected then they basically killed the match for whole team. I’m lucky as my connection is fairly stable. But other people in my guild do disconnect from time to time. So if we go as a 3 or 4-person team anyone who disconnects in the middle gives everyone the black mark? That doesn’t make any sense whatsoever. If someone DCed for whatever reason, the rest of the party should carry on and get win or loss, whatever happens (if person is back on fast enough, no problem, that person doesn’t deserve desertion mark either). I can’t control what Californian ISP and power grid does. Why do you want to punish me for something beyond my control? “If you don’t want to risk a black mark, just play by yourself”, right? Because in that case the flow of the match will be the same (player A disconnected, crashed/whatever, the rest carry on) but only disconnected player would be punished. Or once one member disconnected everyone else should just close the game, because the result would be the same?
Sheesh, this is getting worse and worse.
all members of the same party as the deserter would also receive a desertion result
Wooow. Oooohkay Does this imply intent of “do not ever queue as a party. EVER”? Because if someone disconnects you get whacked with deserter result?
Time for PvE
So, as a level 80 Norn Mesmer, I would expect Murielle the Mesmer Trainer in Caledon Forrest (by Astorea Waypoint) to sell me some trait books (cause I only have a few traits — unlocking is hard).
But noooooo. She says I’m not experienced enough
This is discrimination I expected something like that from an Asura, not from Sylvari.
I will now go into the corner, veil myself and cry
8.:
The question was what happens if a single player from Server 1 casts aoe’s in the middle of a big zerg-fight between server 2 and 3.
Will Server 1 be rewarded with all tagged kills as well, even tho the player from 1 maybe hit individual players from both Servers only once or twice?
This matches the “1 and 2 are killing 3”. So if ele managed to damage players sufficiently to get XP/loot from kill, then his server will be granted points for 2 and 3 killing each other.
Also means building an arrow cart by 2-3 people near place of blob-fight is going to be very efficient — no matter who really wins, you get all the points
Remember, constant flipping of all objectives except for primary (hills/garri/bay that have waypoint which is a clear indicator of when it’s under attack) is perfect for the karma train! Run in circles, re-take everything back Basically wvw is now like EOTM but with waypointed keeps
Plus with points assigned per kill, who cares about towers anyways — run into zerg, wipe it = same amount of points. No need to sit/scout/upgrade.Yeah overreact much ? Get some scouts in your towers and make proper reports and its all fine.Tbh i dont get the OP at all,as a small scale havoc squad we’ve had some awesome fights last nght and been able to cap stuff we normally wouldnt been able to cap with just 5.Thats Your mentality speaking,anet removing the white swords doesnt mean you should all zerg harder….
Well, I presume people don’t like scouting because it’s boring. You sit in a tower, refresh the siege and do a whole lot of nothing until someone attacks your tower. If you have enough siege then small groups quickly give up and it becomes “waiting for the blob”. It wasn’t easy to get people to scout before, and it’s certainly not easy now and new “mode” doesn’t make any changes in that aspect.
I did encounter a few karma trains, which is what I expect I think it’s just fine. Instead of doing boring thing it’s easier to simply re-take the towers back later.
Remember, constant flipping of all objectives except for primary (hills/garri/bay that have waypoint which is a clear indicator of when it’s under attack) is perfect for the karma train! Run in circles, re-take everything back Basically wvw is now like EOTM but with waypointed keeps
Plus with points assigned per kill, who cares about towers anyways — run into zerg, wipe it = same amount of points. No need to sit/scout/upgrade.
In water where? Were there crocodiles nearby?
So the real question, what outcome this “test” event should have to be “validated”? People alt-f4-ing more to avoid bonus stomp point? Bigger blobs to avoid being steamrolled by a group of enemies? More people locked in the towers because now you have to “watch” them because, apparently, 30-second delay on white swords is not good enough (does this mean that waypoint will remain uncontested?)? More people playing on non-T1 servers?
Or should we expect it to automatically be declared “success” no matter what happens?
I presume this is by design — with new trait system more users might wander into OS and then get wiped by trolls/spawn campers so they never come back to wvw (maybe to finish map exploration while suffering greatly)
Yay! Will it be named “The Zerg Month”? (cause a couple zerg wipes will provide more points than owning all keeps on that borderland)
That’s my problem, i cant queue ranked or unraked.. it always pop it up !!
Silly question — is your guild by any chance running missions while you’re trying to play pvp? I know there were problems before for regular pve maps where you can’t switch maps if guild is running missions (it would sit silently and then give you that ’can’t login’ popup later)
Can you note an IP address of the server before starting it? (in your chat window type /ip and it will give you an IP address). I wonder if the issue is in one exact server that misbehaves for some reason… Sometimes I have problems depending on the guild (so if I represent other guild I can connect to another server when I zone out/zone in — for example go to PvP area and then exit while representing different guild)
My point is, it was far easier to just lock down the story to a certain level requirement above what was known to be needed. Sort of how you could almost completely assume what skills people had access to in GW1 their first time through . . . certain ones just weren’t available until certain times.
Well, if “new” way had single-level-worth of story, that probably would be better anyway. Story itself gives you a good portion of XP needed for the next level. It doesn’t have to be 10-level chunks. Heck, if something was OP before why not, I don’t know, lower the difficulty? That should be way easier.
It’s okay to try to do story 5 levels higher than the character and get defeated. But having story go away for several levels is just weird.
Personal story-wise, “chunked” mode is disappointing, because of the large gaps. You play a few story steps and then it goes away for a while, and other than “new things near you” and dailies nothing shows up in the right top corner. That familiar green star disappears completely. Wen I’ve finished first chunk it was very weird. “That’s it? Where did the story go?” (and then read in the Hero panel that it “continues at level 20”). I guess it’s just impatience speaking in me, as story (and leveling up) gives cool loot and I always wanted to do the next step sooner
Oddly enough other than the out of sequence bits I prefer the new implementation of the personal story. Played a character to 80 for the first time since launch and was pleasantly surprised by the new system for personal story.
I think for me it’s the difference between being able to “binge” whole season on Netflix and having it being strongly restricted to once per week as your “tv series” goes through episodes.
It’s not quite clear why should it be split like that. When you just create the character, you’re in the story mode. Before, it would continue as-is, and allow you to pause whenever you want. Story was always there. You could pause it if you didn’t want to do it right now, but it was up to you.
Now your short front story is immediately cut out. You’ve fought Earth elemental grabby hands, you got injured, and then…. nothing. Narrative stops. You wander around aimlessly and there’s nothing story-related to do. You have to do random harts and do something else to level up to get to 10/20/30… and story then pretends that you didn’t go away for several days to level up.
When I just bought GW2 the story was the most awesome part and basically did guide me through the whole game, before I got into wvw and other things later
Now it’s all drawn out and tries to slow you down arbitrarily to “level up” and stretch out the time needed for story, which is not fun.
I’ve created an alt account to see how New Player Experience would go and absolutely agree that trait acquisition sucks big time. Basically you have to buy them at total cost that is more than what was going on before.
Regardless of what some people say, asking for dungeon completion (even story mode) is kinda masochistic. You’re basically locking that trait away until character levels up significantly and then comes back and does story mode dungeons to unlock stuff (and on every character too!).
And even if you try to buy it, until you reach level 80 skillpoints are kinda limited, so this feels extra drawn out and character is starved of skillpoints (and total money, should someone experiment with “all” traits).
I wonder how many players as a result end up with level 80 that basically has only small subset of traits available. You can’t really experiment because of this. It also goes against “build diversity” too.
When character is lower level, some trait unlocks (especially if you’re doing EOTM) result in a funny situation. “You have unlocked this trait! Want to open your traits panel and select it? [ disabled yes ] [ NO ]”
Having an option for old ‘buy book for just (reasonable) amount of gold’ would certainly be great.
If someone unlocks all traits via books, you still could highlight certain traits if player completes the requirement and haven’t tried it before (so the PVE event/dungeon/whatever is either unlock or a ‘reminder’ for the first time they do it)
Personal story-wise, “chunked” mode is disappointing, because of the large gaps. You play a few story steps and then it goes away for a while, and other than “new things near you” and dailies nothing shows up in the right top corner. That familiar green star disappears completely. Wen I’ve finished first chunk it was very weird. “That’s it? Where did the story go?” (and then read in the Hero panel that it “continues at level 20”). I guess it’s just impatience speaking in me, as story (and leveling up) gives cool loot and I always wanted to do the next step sooner
Doing dailies. Also as I’ve got an alt account I am trying to hunt down those trait unlock things. Infuriating
(edited by Bugabuga.9721)
I sometimes
The reason I hope something is done is that it is very boring. It kills the game. If loot is only available by doing boring stuff players will stop playing sooner or later. So I don’t scream because I am selfish. I scream because an interesting map with nice events became a boring map. I don’t think there should be room in GW2 for repetitive boring game play. And if that is selfish, sorry for that.
So our only choice is “no loot”? Do you really think people will do more of other events if the loot gets killed? I don’t like being focused by elite wolfs when I’m on my staff ele, so I prefer to be near primary group.
Event chains around Amber are plentiful, you get to kill a lot of stuff and, oh yeah, open the chests that give some loot (I don’t know how people made tons of gold on those, they don’t seem to give great things, or my account is not quite lucky). I wouldn’t call it boring.
I was on the map yesterday, but we did all events around amber fort. Mostly did it because silverwastes seem extra overwhelming. Every minute some fort gets attacked or bull moves or fray to be entered I need to take some time and actually read dulfy guide. But until then hanging out by amber seems to be the best
Not next year, no. Not months from now, no. It’s coming, and it’s coming very soon.
In fact, I’m going to a review in less than an hour, although that doesn’t set a release time quite yet.
What I wonder about is this: What if someone says something is coming “in the next couple of days” or “within the next week” or “by the end of the month” and then testing reveals an issue that delays the implementation?
…
Thoughts?
“Hey players,
We’ve found a small issue with new feature Blah, so we’ll have to delay it for a few more days while we’re resolving this problem. New estimated delivery time (save some unexpected circumstances) is next week. Sorry for the delay.
Thanks!"
:)
Also please note that limit on Labyrinth maps seems to be much lower. Instance that was “full” had a rather small group running (and everyone was on the commander). Maybe that was done to reduce lag?
Yeah, I double-tested it and it looks like it’s either sever lag or just the fact that it refreshes when you add more than 10 finishers
So, more of a display bug My finishers are safe. I think. I just need to keep track of them
Did anyone else have a problem where limited use finishers don’t increment the count?
First click on the inventory item opens finisher preview. There in the inventory panel at the top it shows finishers you have in inventory, right click – use consumes the finisher but the count of available uses doesn’t go up
Sigh
I think this “remove swords” thing came from devs only playing on high-population servers. When you have no manpower to have scouts everywhere not being able to see that something is attacked at all is going to be woooorse. Heck, this now will be “keep randomly flipped because two thieves hid there and pulled and soloed everything over 10 minutes” or “zerg with 5 catas quietly broke outer and inner and killed lord” thing :P
I wish disabler not following line of sight (as “just throw it inside the door, it’ll work”) problem would be addressed before anyone even thinks on changing how contest/under attack is displayed on the map. Heck, for outmanned cases swords should show up sooner than 30 seconds
How to skip?
I’m assuming the state and position of everything at the end of the dialog is know right?
So just jump everything to that state.When to skip?
I’m thinking some non obtrusive popup could slide in near the party UI with a button you can press to “Skip Dialog”. And when everybody in your party and instance has requested a skip you can then jump to that post-dialog state.
To avoid super-fast-running-around (a-la “pet is too behind the ranger and catching up”) we could still have one of those “painting-like” mini-scenes, but 0.5 seconds long and without any characters. So you click “<skip>” which is somewhere at the top, you full-screen “wipe” and you and all NPCs are re-positioned for the next segment
I really like two suggestions: switching to time slots — whoever wins within time slot, wins points. And preferably to only give points for flipping objective or defending to the point where certain damage/ circle up state is reached.
Biggest issue would be re-taking back after “total night wipe”. For servers with uneven population playtime allocation, it can be difficult to come back to everything being flipped and upgraded. Re-setting probably wouldn’t work as this would bring regular wvw too close to Edge of the Mists. However, there could be a buff or NPC helpers available for those who got severely outnumbered/out-upgraded.
So if your server lost everything to night crew of opponents, when you come back you get bonus SiegeRazers that go to many different towers and/or get additional NPC fighters/ mobile yak supply to help out with re-taking objectives.
Assigning points only for flipping/severe attack defense would probably encourage people in night crews to move/play against servers that do have night crews (as it’d be “no points most of the time” type of deal)
I wonder if one of the front-end IIS instances temporarily times out when accessing whatever the back-end is running (I’ve noticed that after the Patch API decided to redirect all http calls into https, so defenitely some config changes happened)
That way whenever timeout happens everything flips to “neutral” and then on the next API call back to whatever color it actually was
I think new requirements are awesome. They give players the taste of wvw without grind. They are free to stay or leave and have less chance of being screamed (“explained”, ha-ha, right, only to five new people, then the screaming starts) at and roflstomped by the enemy zerg. With negative aspects minimized, people might actually return
What server are you on? Just wondering. Because I’m on Maguuma, and right now we’re being roflstomped by TC. I by stomped, I mean they all the towers and the keep on our side of EBG fully upgraded and WP, and we have 1 keep (garri) in our own BL.
Without any other incentive, no PvE player will stay just to be roflstomped over and over by TC. They will come in, they will cap 5 sentries, and they will leave. They will not return.
Higher population servers might not have this issue, but for Mag, it is destroying our server’s WvW presence.
I’m on BP, and ever since we lost most of the wvw guilds we’ve been severely outnumbered in wvw. So roflstomping galore except for short spurs of primetime “parity” (that always gets wiped at night etc etc)
An even worse problem would be to force PvE players to stay “for the sake of the achievement”, while they still would get roflstomped over and over and over. Kinda like when some people used to camp jumping puzzles when people had to do them for the achievement. “You shouldn’t expect safe passage, ha-ha, this is PvP! We’ll kill you over and over noobs! You should like being killed!” kind of stuff — I don’t expect PvE players to ever return after that, unless they absolutely have to for some legendary/super-rare-skin/achievement.
Now, if there is a friendly commander that manages to catch their attention and help them with roaming, or group play, that’d be nice. But only if it’s by choice, not by grind.
People who wouldn’t otherwise be in wvw at all probably should be left to their favorite mode of play, I think.
An alliance system would be interesting. But mathematically it’d be a hard problem to solve
Ideally — guilds would specify preferences via majority vote to which color they would be allied this week. For example “green, red, blue”. Sort them together by rank of wvw and amount of time users play, then group the guilds together to that color, creating current match of approximately the same size
For solving temporary severe disbalance do the “volunteer to switch over” offer that gives karma boost or something (kinda like rebalancing pvp match, but triggered by big population mismatch)
Update. Still dealing with the same issue from Friday. Guild Missions and proposal will be tomorrow, Tuesday.
Meanwhile if anyone hasn’t don’t their top three then get to it(-:
Chris
Note Guild Missions should read as Guild Halls (Silly Me). Sorry.
So to be clear it should read:
Guild HALLS and proposal will be tomorrow, Tuesday.
Thanks GW2 Reddit (Coffee4CR) for pointing this mistake out.
Chris
While we’re on Quality of Life topic, can we get confirmation that nuking guild bank access from wvw registrars was purposeful and not a bug? Communication seems to be very thin despite bug posts in bug topic
And nothing affects quality of wvw guilds like not having access to bank without building a yak that requires commendations.
I think new requirements are awesome. They give players the taste of wvw without grind. They are free to stay or leave and have less chance of being screamed (“explained”, ha-ha, right, only to five new people, then the screaming starts) at and roflstomped by the enemy zerg. With negative aspects minimized, people might actually return
I’m attaching a simple chart of TP Users and Buyers as unique counts relative to logins since the beginning of the month.
Shouldn’t buy numbers fluctuate a bit similarly to sell numbers? Even if it’s relative to log in numbers, unless free items are universally counted and this is “opened tp and made one or more purchase” graph
It also reverts if you change color of the armor
Hoping this is a bug, but expecting an incoming gem store item for guild vault access. It’s bad enough that they made guild vault summon cost 1 merit, and they never even explained what the supposed “exploit” was that required such a change.
I presume that is in line with general “small guilds should get big or suffer”, as I’m not sure tiny/small guilds can afford to spend 1 merit every time they go wvw raiding
Let’s see:
- For golem destruction griefing — if player takes a significant falling damage, eject player, give him 10-30-60 minutes “Bad Operator” de-buff. This means the very first golem he/she tries to destroy would put 10 minutes “can’t use golems”, second attempt – 30m etc. As a bonus that would also prevent player from placing siege for the same amount of time Would only apply in friendly situation (i.e. falling off a cliff while in battle and being ranger-pushed would be ok, walking off a cliff — debuff)
- For dropping troll-siege while group is on the move — “Build commander’s siege” option (not sure if it’s in general UI somewhere or option commander chooses for his squad) where people in commander’s squad only see and can build siege dropped by the commander. If you’re not in the squad you can still drop it, and build it yourself if you want to (or let people not in any squad do it). But squad members just see commander’s siege — kinda like with tags.
- Siege should remember who dropped it (even if person left the map) and show it on click. “MrTroll’s Ballista”, with option to right-click – report siege griefing if there are more than 5 objects placed within keep.
- Siege capping should allow “override lower class of siege” option. So if someone did manage to get a bunch of ballistas built in keep to siege-cap it, and another commander wants to drop superior treb to actually do something useful, it should allow “override upon completion” (i.e. treb is finished and one of regular ballistas vanishes to keep within siege cap). If they are dropping superior siege it’s a bit more useful
- No ram building within friendly keep’s walls. Edge case of using a bunch of rams to fear enemies away is, well, edge. I think we can live without circle of rams :P
More questionable ideas:
- Allow 25+ players to dismantle siege. Only if 25 players try to do it within 30 seconds (so it’s an organized group of large proportions). To help with cap. This won’t prevent troll from wasting supply
- Siege Troll warning: when user’s siege is repeatedly flagged as troll siege, it gets marked with special icon, to let other users know it shouldn’t be refreshed or built if it’s a blueprint
- General “report wvw griefing” option with “dropping troll siege/ unwanted food” suboption (which would allow you to auto-filter it by checking if user actually did that)
One of our trolls was actually asking other users to build siege for him so… they are inventive and sometimes lazy
Ebonhawke has no access to guild stuff to now, no?
This would be an issue better served over in the Tech Support sub-forum. For an individualized response, you can contact Tech CS using the web-form found here: Top of Page – Support – Submit a Request.
Good luck.
While there (on the Support site page), you can use the search function and search for ‘Repair’ and try -repairing the client, as well.
This is only for active bounty training. And once that was done the problem went away. So repairing client is pointless in this case (plus 20+ minute activity when bounty is 15min)
So I have tried to do bounty training today. Activated it. Got Prisoner 1141 (oh boo the worst one ever). Was in Lion’s Arch. Clicked on WP in Iron Marches — nothing happens. Again and again. Nope.
Exited map and game shows me that “client can’t connect to login server now”. What?
WP-ed around Lion’s Arch — everything is fine. Iron Marches? Nope, can’t connect to login server. I had to asura-gate to Black Citadel. WP-ing outside of BC didn’t work. Exited to the zone, WP-ed to the end, walked through zone portal, WP-ed again.
This is really irritating as it cuts down the time I had to find the bounty (and I’ve failed, of course ). Does anyone else experience this?
Because we’re pretty much required to join guilds for Teq and Wurm I wish there’d be “more guild membership” expansion Because other guilds also do mode limitation. Some are PvP/WvW focused (some require rep in their game mode), some are PvE, some are friend’s guilds and some are technical. The more organization new events require, the better the odds of having guild specializing in it.
Ideally I wish guild members of certain rank could:
- auto-whisper people who are not repping (so ’we’re doing missions now’ or ‘second Teq attempt in 10 minutes’ can be whispered to everyone)
- allow filtering by server – which is funny, as guilds are going global, but inevitably there will be cases where people discuss wvw things in guild chat. And being on N servers now causes confusion (“Our Garry is under attack?! What? – No, it’s on server X”)
- give an option to show message of the day when someone starts repping for the first time since message has changed
The screenshot says it all. Ladies and gentlemen; we are witnessing the end of an MMO (or the jobs of certain upper level management heads).
I can’t possibly fathom the data to suggest new players were too stupid to click on goggles and leap from a cliff. Something has to be done about this. All of this precious development time wasted on useless gameplay limits.
It just really confuses me. Like I can’t think of ANY gain for the players OR Anet from changes like this. I just can’t fathom why they would do this.
Easy. The MMO player who hasn’t managed to buy the GW2 yet (and level at least one toon to level 80 by now) has exceedingly fragile brain… fragile…
“Dodging”? That’s a chance of shaking the brain!
Waving both arms at once with two weapons? Might impact your balance and confuse you.
Leaping off a cliff with some glass contraption clasped on one’s face? Are you insane?! NO!
Picking up a twig and whacking something with it? Madness, for untrained brain.
Come back later, after your brain is hardened from doing boring things for a dozen levels or so…
Related bug: you can’t activate “ability” of Swiftness elemental in non-combat mode. Unless it’s on purpose?
I usually keep siege blueprints there, so not being able to withdraw more when I need it without swapping maps back to home borderland is very annoying Borlis Pass doesn’t have wvw queues normally but I presume for other servers it would be even more disruptive. New season starts soon too
In WvW before we had access to guild vault via guild registrar.
Now the option is gone. Is it intentional, so people would have harder time accessing stuff in guild bank without taking and upgrading Garrison/Bay/Hills with merchant services? Or am I missing some option?
I take your comments on board: If that screenshot is representative of GM and squad chat, the gold is very similar and that can cause confusion (and possible griefing).
Let us have a few days to look at this (due to the holidays) and see if there’s a way to make GM/Gm chat more obviously different from other in-game chat strings.
Thanks for the feedback, guys!
Put the ArenaNet logo at the start! The same used by ANet employees as a guild tag.
That’ll make sure it can’t be faked.
Hey I like this idea. Unfortunately I don’t think we have the capacity to add images to chat string. (Otherwise, I’d have had a frog preceding every single line of my chat, since 2004. ) I will ask about it, though.
Emoji! Emoji in chat!
That way ANet logo can be one of glyphs. And you can have frogs
Will it have second phase “use” skill? i.e. you “copy” the boons into the skill and then chose within cooldown time when you apply copied boons.
Also turning mimic into thief’s “steal” equivalent would be nice
I was just in bloodtide coast, doing Help Subvert Bloody Buccaneers heart, when Pistol Master II achievement dinged. Yay, right?
Except I’m on my guardian. Killing pirates with greatsword.
Does this mean the achievement tracks what the enemy was using instead of me?
I mean yes, pirate was with a pistol. If wall of reflection used, does that count?
The way this could work is to simply allow multiple finishers to be active. If only one is selected then that one is used. Otherwise it’d randomly pick one from active list.
This mostly so people wouldn’t be upset due to non unlimited finishers being randomly used up
Yes, I still have some of those from wintersday
In the Living Story “investigate the Zephyrite presence in Dry Top” Arcane Dampener step — if I drop down from the platform where two asurans and a shielded cannon is, I still don’t get out of combat. I’ve waited for about 10 minutes — nothing.
So I can’t switch weapon (on a mesmer, did a stupid thing and when onto platform with focus so got killed twice by the veterans). Is the only way to re-log in and start whole thing over?
Aggro has been getting worse and worse and now I can’t get out of combat at all
Speaking of Pressing F
Is there any way to add “skip” button for those blah-blah-long-interactions that are between NPCs and I’ve already heard once and sooooo wish I could just skip on the second try? What I loved about painterly interactions we had before, is that you could skip through it quickly if you want. Now, when everything is “open world” it’s really boring. Can we have a “Tivo” mode where everything but important choices just gets skipped?
So far every time I get into new zone, it’s either almost empty or has only one small-to-medium group. Mine event never finished in my instances, and generally I only see it go to 80% until Tier 3.
Is anyone trying to organize maps to actually get to tier 3? I understand that food recipes are outclassed by regular food we already have but wanted to get them “just in case”
(though I wonder if anything else is worth buying from the vendor)