It was a bug, we had team members in range. We had a necromancer definitely in range, even though ~ this mechanic shouldn’t come into play in the dungeon.
I think what happened, the boss targeted one of our group members who was outside its range, and it whats perhaps bugged it ~ the necromancer was definately within range, and was rezzing someone.
If you don’t attack it while in range, you will lose aggro. Given how you didn’t mention the necromancer dying immediately while ressing, you can be pretty sure he used an Ash Legion Spy Kit which definitely drops aggro.
When there is nobody attacking the boss, he resets without despawning any adds. You lost aggro due to poor play, not a bug.
I honestly have to agree, earlier today wasted around 2 hours in fractal 20 and couldn’t pass the volcano level because the boss fight is stupidly hard, the time we was going to down it – it bugged and fully healed back to 100%
There has been a morass of problems since launch, alot have been fixed ~ but at the cost of breaking other components.
I’ve put up with a lot of bugs like that for a while but the Giver’s items feel like a final gigantic slap to the face. It’s not that I want to use these items badly but for that issue to have entered the game, it could only mean there was ZERO testing done on it in the first place. And when the problem has surfaced they make an equally similar ZERO effort to acknowledge it. This is not professional integrity.
While fractals are very buggy, OP was just raging that he couldn’t clear 20 with his group because the boss reset due to no one in the group bothering to hold aggro to the boss.
After wasting the best part of 2 hours on fractal scale 20, everything going great until we hit the volcano level, the Legendary Imbued Shaman is pretty easy on lower scales, but now it is getting pretty stupid, which almost instant one shots, spawning 20+ elementals per shield phase and apparently a bug in which it can reset and fully heal.
Not bugged.
The boss lost aggro because everyone either ran too far and didn’t attack him for too long or stealthed one way or another. Your group was merely unable to handle the content. Find a new group and do it again.
I figured this was the case. This is really bothersome.
Not surprisingly, it’s hosted on JQ.
I got the message saying “This world is full” when joining a dungeon. Is this a bug or just some design oversight?
There is a huge delay while reviving that a player cannot peel off immediately using move key or anything.
Fix it.
Banning market manipulator could get muddy.
I think what you want is a market with free flow of goods and not one where people are capable of cutting off supplies of easily. That I think would be beneficial to stabilizing the market, or make it stagnant, depending on perspective.
I know this sounds selfish, but I’d really like to keep climbing that ladder. It feels good.
I have no clue why you want to WvW in “tier 1”. It’s not some fabled battleground with battle hardened veterans of WvW. If you want to experience it, then move to a T1 server. YOU are not climbing the ladder. There is no ladder. Glicko-2 ranking system isn’t applicable to the WvW premise and is wrongfully used for it.
Your post reeks of desperate panic, the exact same attitude that is the cause and a consequence of poor morale. If you want your server to get better, get more Oceanic population. BG simply has much superior coverage and SoR is mostly Oceanic. Trying to make up some silly excuse to justify your dead last position in “tier 2” is… sad.
Patch problems, don’t ban players that were smart enough to profit from your mistakes.
I am just appalled at this.
You are indeed over-reacting.
This is no different than banks exploiting regulatory loopholes starting in 1990s resulting in what we have today.
The situation here is this: If there were no law against murdering, would you murder people?
That is a bannable offense. Report it using the support ticket system.
Abandon your hope. There won’t be any rollback.
From a technical perspective. A rollback of this complexity is beyond the planning of their databases. From the patch/maintenance schedule, it’s really doubtful they have the DB backups of the days of the salvage. Even if they want to rollback, there is nothing to rollback to.
I half suspect the permanent ban has less to do with punishing exploiters than ANet DBAs trying to find the fastest way to undo the amount of Ectos and gold that entered the economy from the snowflake salvage.
Better yet, bring back the Zaishen Elites’ spiritual successor and put them in a dungeon.
Dont support this- sorry but the holy trinity actually required no real tactics what so ever…played many mmos in my life and action oriented combat will always require more skill and teamwork …
Sorry, didn’t realize it was opposites day.
Not having the trinity results in total, chaotic combat with absolutely zero strategy required and no tactics applied. That’s what we have here in GW2 here now.
Team combat is all but non-existent. It’s a joke of an MMO.
Not totally related, but an fps with no combat roles what so ever has tons of strategy and tactics required in order to hold rooms, clear hallways, and reach objectives.
There isn’t a tank, healer, and dps in counter strike but there are tons of strategies in that game if you want to use them (even if most just zerg a spot)
So positioning and team coordination are still around in non-role oriented combat.
Yet amusingly enough, there are many team based FPS games with classes like Battlefield 3 or PlanetSide 2, which also have medics, who can essentially do what a healers do in MMOs, ie. run around healing team mates and rezzing them when they go down. Incidentally, it’s also very fun and rewarding to do and especially in BF3, where teamplay is rewarded at every turn, and medics are commonly seen on top of the scoreboard, often with only a few actual kills.
I’d like to be a medic in GW2 as well, but GW2 says no and tells me to just hit stuff instead.
Why not both?! You’d surprise yourself when you get it right!
Therefore, threads like this that attempt to establish a “silver bullet” premise are simply obtuse and myopic.
The point of thread is that Glicko-2 Rating system doesn’t work for WvW.
What you put here would make an interesting discussion as a whole different thread. I’m not surprised that this carried over to GW2 from WoW. Although the WoW versions of this are a lot more self-righteous and “cites” a few more papers. Of course, this is all irrelevant to our topic here.
Our topic is a discussion over whether Glicko-2 Rating system is a good fit for WvW, why or why not.
Disclaimer: I am a former WoW raider with realm first world top 50-100 kills for 6 straight tiers. You can hate on Blizzard all you want but you can not deny that they masterfully design amazing encounters, something ANet has not come remotely close to.
It’s no different than saying being good at coloring books make you an excellent artist and art critic. WoW PvE is just following along a script. Raiders can easily be replaced with bots and other unskilled manual labor.
Being a WoW raider does not magically make you good at anything other than following orders. Do not use it as a form of qualification for anything other than following orders.
Underwater combat lacks variety. It’s a lot of point spam spam spam, thank god it’s it’s finally over.
Tank/Heal/DPS trinity will not make dungeons more fun. The trinity will not allow for better mechanics. Because it makes everything predictable and scripted. Trinity is not what you are actually asking for. Most people clamoring for trinity cite WoW for its supposed variety of boss mechanics and say it allows for more than just dodge and kite.
Remember your last raid, what exactly were you looking at on the screen. I will tell you what you were looking at, THE SKILL BARS. That’s right folks, don’t deny it. You spent half the time looking at the skill bar spamming the exact same sets of keys with your mind on autopilot.
The entire concept of trinity is TANK and SPANK. Every fight, no exception. As long as there is a tank, there will be tanking and healing. As long as there is DPSing, there is spanking. Every fight boils down to the exact same thing. Tank takes damage, healers negate damage, DPS deals damage.
Trinity compartmentalizes the PvE into minigames. Sure, you can script encounters for more things, but you are still staring at your healing grid playing Guitar Hero Raid Edition while tabbing to your Tetris mod ever so often during raids. Remember vanilla raids or TBC raids in WoW? The amount of vitriol on the elitism and how “dumb” the raids were rivals the backlash of the Lost Shores event.
This call for trinity reminds me most, ironically, of WoW. The same arguments were used on the superiority of PvE vs. PvP. Raiders call PvP simple “dodge and kites” and PvPers consider raiding slow quick-time events. Also, it’s very similar to GW1 players crying foul over GW2’s PvE. Now, what does GW1 and trinity has in common? Certainty.
The moment you walk out your cities/outposts and into the dungeons and the wilds, you know exactly how well your group/raid will do. You know exactly what to kill, how to kill, when to kill, how fast to kill it. Failure occurs only on your execution of the routine. You know as a healer, if you die, it’s the tank’s fault, you didn’t fail. If the bosses enrage, the DPS failed, everyone didn’t fail. When you die as a tank, the healers failed, not you.
Back in WoW, PvP was very different than PvE. You have no idea who you’ll be fighting, when you’ll be fighting, where and how until the games begin. You know exactly who failed and by how far from the charts. There’s the uncertainty of success and the fear of failure, two things most people play games to escape from. It gets your adrenaline rushing through your body and creates the same feeling like your first State Championship. It’s a feeling of stress most people rarely feels and rarely wants to feel. It’s like being put on the spot, like jumping over a deadly chasm.
This brings us back to GW2. This uncertainty permeates much of GW2’s design. The randomness and the lack of tank means you are uncertain whether you’ll prevail. What if the boss hits you randomly, and you are squishy as a kitten? Are the enemies going to chain stun you this time? You can’t anticipate these things until you are actually in the fight. If you go by all the interviews, that’s ANet’s intention at least. They call this “Dynamic”.
The problem with GW2 is that the execution of this is poor. A lot of their game mechanics can be overcome and trivialized by other game mechanics. Once that happens, those who seek the rush and excitement in games starts to make posts on the forum about “stagnation” and “repetitive dodge and kites.”
The broken mechanics of GW2 does actually allow for a lot more challenging and varied fights. However, the main problem is again, people. the moment you add something challenging or not meant to be cleared by most players, everybody cry foul. The almost natural thing to do is to simplify and dumb down fights and give giant pools of HPs at the bosses to pad out the running time. This is actually what ANet says. Thankfully? They are going to develop and implement more complex fights as the players become more familiar with the “Dynamic” style of combat.
What needs to be done is to rebalance the classes so that having certain classes don’t trivialize the fights, also, cut boss HP pools by at least half.
Because it costs money. Travelling everywhere. Why can’t it just be something that makes money like 30 completed dungeons or sell 30 exotic items on the TP?
Price fixing.
I don’t quite agree with this. ‘Stalemate’ WvWvW just means that a lot of battles are happening and each realm is relatively competitive. No none wants one world to just steam roll all the others, where is the fun in that? If that did happen the good pvp guilds would transfer to balance the equation and fight the zerg, not join the steam roll.
The stalemate can probably be better worded as stagnation. It is characterized by very little action on the map. Few effective action on the map. Zergs simply take pot shots at each other hours on end doing nothing for weeks on end.
That doesn’t sound like a problem with the matching system at all. No matching system can control the behavior of the actual players during the match. What the current system does is pit servers with relatively similar performance together into their own groups so there will not be massive discrepancy between their power, and it’s actually doing the job quite well and improving.
WvW stagnates or become inert because the actual game rules are not thought out very well and the mechanics are shallow. That has nothing to do with the matching system.
It does. Matching system dictates your opponents. Your opponents have everything to do with how the matches turn out. Ultimately, the point is that Glicko-2 isn’t suitable for WvW match up.
I don’t quite agree with this. ‘Stalemate’ WvWvW just means that a lot of battles are happening and each realm is relatively competitive. No none wants one world to just steam roll all the others, where is the fun in that? If that did happen the good pvp guilds would transfer to balance the equation and fight the zerg, not join the steam roll.
The stalemate can probably be better worded as stagnation. It is characterized by very little action on the map. Few effective action on the map. Zergs simply take pot shots at each other hours on end doing nothing for weeks on end.
What can be done? DROP THE RATING SYSTEM. Mix up the matches, people are tired of fighting the same people months on end where the results are pretty much set in stones before the week begins. WvW has become dull and predictable when it should not be.
This is definitely an emerging issue and I’d like to see an arenanet comment on it. I’d rather see culling fixed first though.
Culling first, absolutely.
Yeah, culling is definitely up there in the WvW priorities. Although at this rate it wouldn’t matter much once more and more people simply give up WvW.
It’s interesting that everyone I ran into in WvW and the majority on the forum seems to prefer shorter matchups.
Personally, I don’t think Glicko-2 is a good fit to really measure WvW. Instead their resident Economist could be tapped to create a system of measurement that more accurately reflects the constant flux that is WvW.
If you are reading this, chances are you are familiar with topics on various problem with WvW design. Fundamentally, the problem isn’t the WvW design itself. The source of the problem lies in the RATING SYSTEM.
We are seeing two phenomenons here. One, servers are constantly in stalemate. Maps and objectives do not change hands for long and nothing productive happens. Two, large gap in strength where the loser doesn’t even show and the winner holds all. Neither side sees any major action. Why is this happening? It’s not because exploits, it’s not because thieves are OP, it’s the RATING SYSTEM.
The Glicko-2 rating system is used to measure the competitiveness of individual players on a given task. It assumes the innate competitiveness of an individual is relatively consistent but only the measure of the competitiveness to become less volatile as time goes on.
The problems.
First. A server is not an individual player. Like in an economy, the ratings and rankings affect participation level. Rising and winning servers will have more participants. Stalemates will drive away players. Guilds transferring off will signal defections and affect participation. The Glicko-2 rating system does not account for this as a variable. It assumes equal play. In WvW, equal play doesn’t actually exist. People will play more or less. Only the score ticks constantly. Therefore, the innate competitiveness of a server is in constantly in flux and the rating system is constantly reset. This means that, while the rating system is meant to get better at providing better match ups as time goes on, it actually works as well on the first week of WvW as it is now.
Second. The reward for WvW does not incentivize toward the rating. In the simplest term, “why should I WvW this week?” You don’t need to participate in WvW to receive the server bonus. Participation toward increasing the ranking doesn’t benefit anyone. It’s not even “fun”. WvW is not a solitary activity, people during off-peak hours will have very little incentive to participate if they are just going to end up solo and be able to do anything.
Ultimately, WvW needs to be fun and rewarding. What this rating system does is turning it into a form of competition where fun takes a back seat and the reward is lacking.
What can be done? DROP THE RATING SYSTEM. Mix up the matches, people are tired of fighting the same people months on end where the results are pretty much set in stones before the week begins. WvW has become dull and predictable when it should not be.
They have much bigger issues on their plate, like how to stop their playerbase from being hemorrhaged into nothingness.
I was in the middle of a keep siege earlier when it dawned on me. Why even WvW?
Is it really fun to waste 1 or 2 hours slowly siege a keep only to fail? Where are the incentives for anyone to try that again, ever? What’s the point of playing musical chairs with camps when there’s very little use for supplies in outmanned maps? Why should two armies fight one another when it’s just a lot of repair bills and a total lack of progress?
If you think about it, everything incentive WvW has to offer can be found elsewhere in much more rewarding forms. There are only few players who will spend hours on end taking potshots at the opposing army on either side of a keep wall without getting many kills or rewards.
The central issue surrounding WvW is that of incentive. If your zerg is devoting resource to take an objective, failing to do so will yield nothing. If you apply game theory to the problem, the best course of action becomes doing nothing. After all, if you put the efforts elsewhere for smaller and target with better rate of success, the potential of your yield increases.
What Anet can do is to create installment rewards for larger objectives that will provide some form of incentive to keep playing even if things go south.
Is this an oversight by the devs or intentional? It just seems like it’s impractical now to have these unsalvageable backs.
Is it intended that we cannot salvage our backpiece or is it just a bug?
So what would happen if a group decides to kick someone at the end of the dungeon to bring their friend in? Is this kind of behavior implicitly encouraged now?
If you look at the report function, there is nothing to suggest this to be a reportable behavior.
Why isn’t there a report exploiter option for reporting people using various teleport hacks and exploits in PvE and PvP?
Silver Per Second should be the golden standard to measure the efficiency of killing vs. skipping.
But then, some people might get two and thats not fair to the people that got one
How about those people that got 2 or 3 chests during the event with 2 to 3 precursors? What is fair what is not? There is no fairness to speak of in RNG based reward systems.
Putrifiers in Orr chain spams the sink attack in water so players can no longer actually attack, instead just getting chain CCed.
Making PvP into “e-sport” will help. However, they will have to revamp the class mechanics significantly to make PvP into a viable “e-sport”. There is no room in competitive play for random effects from all the class skills.
The game is losing a lot of people, the Lost Shores event really drove a lot of players away.
We tried the workaround twice, it didn’t work.
We’re aware of the Cliffside issue and are trying to find a speedy resolution.
Hotfix or another patch? Any luck seeing it within the next few hours?
Patching broke Cliffside. Final seal is untouchable since adds don’t spawn.
Might I suggest permanently breaking the login server as part of the next patch.
Here is an unpopular idea that would solve the problem facing GW2’s economy outlined here.
Pool the gold so that it’s directly deposited into the bank and tax it. For example, a player with 1000+ gold in the account accrue an estate fee at the rate of .5% per day. At 2000+ gold, the rate increases to 2% per day. At 5000+ gold, the rate would increase to 10% per day. This would encourage players to spend the gold and transfer their wealth to commodities.
It’s an interesting debacle….
It’s sort of a combination of bots no longer farming supplies and players mostly running dungeons/fractals which adds more gold into the system than supplies (and no real desire to use that gold prior to LS for anything other than maybe buying a precursor if they got the money). Post-LS, now there’s a resurgence in demand for supplies and prices have skyrocketed cause folks (on aggregate) are sitting on tons of gold, want supplies, but there aren’t many available.
I would say remove, or lessen, the DR from the non-dungeon/fractal areas. Now that there are less bots, players have to introduce the supplies…. and if players want to spend an hour blood farming over other activities, then they should be allowed to do it. I’m assuming the bot detection system is more robust now, so the DR isn’t as necessary to the degree it currently exists…
The problem is that almost anything they do right now will benefit those that are the wealthiest the most. Removing DR would make a lot of items unprofitable and casuals will no longer able to make the money they do now. It would just enable farmers and botters to make more money and take money from these players through the TP and move them into gold buyers’ hand.
did you notice when all the servers were full. then suddenly, they were all back at high. i think that thats all the ‘bot farmers’ that got kicked. just an observation.
It was right after the events, too. It seems like they banned quite a few commercial bots.
Apparently something is wrong with GW2’s economy.
First, inflation. Bots and farmers have dumped a tremendous amount of gold into the economy. On one hand, they flood the TP with cheap commodities and make many items attainable for casual players. On the other hand, they pump money into the economy make commodities unprofitable for players to sell. Second, Income Gap. Early bird gets the worm. Players who exploit loopholes fast and often are rewarded. Why are these a problem for you and me? Because there will be a point where a player can no longer participate in the game’s economy and feel left out.
First, casual player will find their 5 hours on GW2 a week become farm-a-thons just so they can afford anything on the TP. Then the social players will notice a drop in guild/server activities as casuals stop logging on all together. After watching their friends no longer logging on and their guilds dying, they will leave, leaving WvW maps outmanned save a select few servers. Little by little, people abandon GW2. Among these people are some of the most steady purchasers of gems, because they have the money but not the time to spend on farming for stuff.
Attempt to inject the economy with items in order to price comes back and bites ANet in the kittenfluffers. Remember The Lost Shores? I’m sure you remember the event chest and the few fast players who hpped around multiple overflows to farm them like a legendary precursor gold rush.
Did the precursor price drop as a result of increased supply? A little bit. However, the cost of legendaries overall, and the price of EVERYTHING jumped. What happens is that with more precursors lining up the pockets of many, everyone decides it’s high time to go on a shopping spree. Remember those 25s Powerful Bloods? Bot banning were not the sole reason for their jump from the mid 10s to mid 20s. Demand happened and made many things no longer affordable for many players.
Every way to quickly farm money results in an ANet nerf. Sure it slows the inflation, but it increased the wealth gap. Suddenly, you have a handful of players who can afford everything and a whole lot of people wondering how many decades it would take to buy enough mats for a set of exotic.
Here is a solution to all this: FEE BRACKETS.
Instead of a flat 15% profit reduction, make it an adjustable curve based on the value of the item.
Cheap items at low volume has reduced fees.
e.g.: your 20 jute scraps will cost you nothing to post. The TP will deduct next to nothing when they sell.
Expensive items cost more to post.
e.g.: congratulations on selling that Dusk for 350g. Here is your share of 190g and have a good day.
Cheap items at high volumes and/or frequences has incremental fees.
e.g.: your business of selling 1000 copper ores per hour made it the TP’s business to charge you 250 copper ore’s worth of fee for posting and selling.
MMO is a genre that is made to replace your life.
In all sincerity, you probably shouldn’t play MMOs for your own health.
Writing is a way to gauge a person’s ability to think. You demonstrated yours poorly and probably got kicked for that very reason.
http://wiki.guildwars2.com/images/thumb/a/a4/Default_armor_colors_render.jpg/800px-Default_armor_colors_render.jpg the most RIGHT. It’s also in Official mesmer trailer from 1:35-2:20.
I pretty love this armor look. I’ve been searching it for a while, but it’s not on lists with completed light armors.
Any useful information is truly welcomed. Thanks for help.
Seems like heritage armor obtainable only from GW1 HoM rewards.
If I had to guess, Id say the same time they put costs on server transfers.
Edit: *is when we get Guesting.
Has there been any response from a dev on exactly when that would be?
Revive them and let them get the chest. Even with their mistakes, you wouldn’t have gotten that far without them. 30% of its hp? Maw doesn’t die you probably just did 1 or 2 hits to finish the battle. If you were explaining it correctly at the right time then, they would have hear you and follow you.
On the flip side, if he simply left and got a new group, he might have saved 2 hours of his time.
That or spend a hour trying to find another group for his lvl xD.
Plenty low level groups around. The difficult part is finding groups in the 20s and 30s.
I do know he is not impossible, and I’m sure other people have beaten him with ease. The problem is if your party slips up, and a bunch of people go down, the boss will just heal right back up. Its crazy and requires too much coordination for Fractal Difficulty 1.
Learn the boss mechanic first. It’s actually one of the easiest fractal fights.
Revive them and let them get the chest. Even with their mistakes, you wouldn’t have gotten that far without them. 30% of its hp? Maw doesn’t die you probably just did 1 or 2 hits to finish the battle. If you were explaining it correctly at the right time then, they would have hear you and follow you.
On the flip side, if he simply left and got a new group, he might have saved 2 hours of his time.
Just out of curiosity, what happened to server guesting feature we were promised?