Showing Posts For Daroon.1736:

Already reduced play count at wurm

in The Origins of Madness

Posted by: Daroon.1736

Daroon.1736

About 10 of us just ran a path on Gunners and it actually scaled really well – much better than with a large mob. Unfortunately because there were so few of us the other 2 paths were empty so we didn’t get to see how the actual wurm battle scales.

In Game Voice chat coming soon?

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

Just a guess, but with every new or revamped World boss encounter pretty much requiring levels of communication that cannot be achieved through any methods the game currently offers, I can only assume that this must have been in development for some time now?

Worst new content, in my opinion

in The Origins of Madness

Posted by: Daroon.1736

Daroon.1736

When you don’t know what you’re doing, you tend to die. I would suggest that you try to learn the mechanics of the event. Once you do, then you know how to win.

Knowing how to win is irrelevant, when no matter how skilled or knowledgeable you are, the event can only be completed if the vast majority of players taking part also knows how to win.

Tequatl worked the same way. If there’s no attempt at coordination, you will fail. There are players who posted tips, so it would be better to look at those than to complain that brand new content is too hard.

I could sit and read all day, so could 90 of the other players who are at one of these large events – but if the other 10 who turn up to the event are casual players; or god forbid, new to the game and happen to decide to man the turrets at Teq or are on their own on one of the Marionette paths, you are correct the entire event will fail. It’s not about it being hard, its about designing an event so that everyone can contribute and the vent can be won without EVERY player having to search for and read a large instruction manual beforehand.

(edited by Daroon.1736)

Worst new content, in my opinion

in The Origins of Madness

Posted by: Daroon.1736

Daroon.1736

When you don’t know what you’re doing, you tend to die. I would suggest that you try to learn the mechanics of the event. Once you do, then you know how to win.

Knowing how to win is irrelevant, when no matter how skilled or knowledgeable you are, the event can only be completed if the vast majority of players taking part also knows how to win.

Am I the only one who likes this patch?

in The Origins of Madness

Posted by: Daroon.1736

Daroon.1736

Just curious, have many people been trying to do the rest of the living story content? I’m talking about finding Scarlets Lair, unlocking that, and then unlocking her chest?

As I understand it in order for that to become active you have to participate in the marionette event – since here is no in-game indication of when the marionette event starts, all most people seem to be doing at the moment is standing around waiting for something to happen.

Am I the only one who likes this patch?

in The Origins of Madness

Posted by: Daroon.1736

Daroon.1736

Well I’ve logged in a few times now – got a mail, so went to lorners pass and hunted for other people – stood around for a while reading chat then got bored and logged off. Then logged in another character (no mail this time) went to bloodstone, hunted for other people – stood around for a while reading chat, then got bored and logged off. Came to the forums and found that apparently there’s a story instance in LA that’s not mentioned in game that involves standing around looking at chat – sounds like fun!

Give LS Finale a Chance

in Living World

Posted by: Daroon.1736

Daroon.1736

This however, I cant agree with, as secret of Southsun, had no ‘middle’, no core story to speak of. In one update we were given the problem, and in the next the solution, without a note as to how we arrived at it. Or, at least, not one properly delivered.

Beginning: The Consotrium offers to relocate Charr and Norn refugees after their homes were destroyed during Flame & Frost. Unrest quickly follows when the settlers realize that their new home isn’t all it’s cracked up to be (illustrated by the open world events, instigators, etc).

Middle: To make matters worse, Karka are going nuts all over the island. You find a priory camp that is investigating why this might be. You help them out by collecting plant samples that may have something to do with it (achievement hunt).

End: You discover Canach is the culprit behind the karka attacks, and you bring him to justice. Ellen Kiel confronts the Consortium in the final cutscene.

I understand that the middle bit is a bit thin because it was optional and tied to achievements, but at least there was some meat in between. The priory camp had characters and dialogue that advanced the story.

Anyway, my original point was not that Secret of Southsun was a deep or interesting story, but that it worked overall if you completed all the content. It didn’t have any loose ends or nonsensical characters.

I would agree to a point but I think to the average player who skips cut scenes and rarely if ever interacts with or reads npc’s dialogue, the story was:

Beginning: A group called the consortium offer transport to a new area called Southsun cove and players help kill the local wildlife and build some settlements.

Middle: The local wildlife become crazed, some riots occur and a few principle npc’s appear on the beach. There’s quite a lot to do there for a few weeks then some guy appears in a mini dungeon that has a load of traps.

End: You help transport a Dolyak to a ship, but you can’t remember exactly what it was the Dolyak was carrying and the ship blew up anyway.

Why do you not play sPvP?

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

All of the above, but mainly because the Dev’s seem incapable of devising a system where each team has a the same number of players at all times.

fastest way to get gifts?

in A Very Merry Wintersday

Posted by: Daroon.1736

Daroon.1736

Earn Glory in PvP and buy gifts from the merchant.

Jumping Puzzle Raaage...

in A Very Merry Wintersday

Posted by: Daroon.1736

Daroon.1736

The addition of the mid way point is helpful as is the fact that there is no waiting to start again, however the downside of having multiple players starting at different times becomes apparent when you find you have to stop for a few seconds as there is nowhere to jump to because the flakes ahead haven’t formed yet – Not Good.

The exploding boxes do seem a little harder than last year and I don’t remember the explosions and totally random gusts of wind (especially on the safe areas) on the run in. No wonder players complain and get frustrated when random gusts of wind push you off when you you are standing in the only spot available to avoid the rolling snowballs.

One step forward two steps back.

Is the Injection Meter actually Player Input?

in The Nightmare Within

Posted by: Daroon.1736

Daroon.1736

No, if it was based on player input it would have filled quite significantly during the first few days, slowed down and by the second week stopped moving altogether.

nobody in the tower

in The Nightmare Within

Posted by: Daroon.1736

Daroon.1736

What an utterly ridiculous design this place is – Without largish groups of players available to beat the champions that bar progression through the levels, 3 days in, now that the population has thinned it is TOTALLY impossible to make your way up the tower solo with a character that didn’t unlock the waypoints in the first few days.

What on earth were the devs thinking when they decided to put barriers in that stopped people from at least running through the mobs?

Season 1 Rewards... Expectations?

in WvW

Posted by: Daroon.1736

Daroon.1736

One complete certainty…

A huge amount of QQ threads about the rewards no matter what happens…

This – Justifiable complaints by a lot of very unhappy players who completed the same achievements as everyone else but were awarded less for their effort because the world they happen to be on has less wvw players and they finished in a low position in their respective in the league.

What A Pleasant Suprise....

in Living World

Posted by: Daroon.1736

Daroon.1736

I’m…less convinced. If a player wants to log-in and discover new content organically, they still can, but if they only have a limited amount of time to play within the release window, I don’t see anything wrong with them looking up the parts they want to do at the speed of the internet, do them early, and then not have to miss anything because, say, they had a paper due the second week of the release, or they get swamped at work, or whatever.

If a player doesn’t have time to wander around and discover things organically, it’s very likely they’re just not going to discover them at all.

Yup, this is a solid argument and one that would probably be supported by many players- The issue of time to do things and ‘missing out’ on content is a valid one but it is something which the entire concept of a living story goes against. To attempt to try and create a living changing world by default means that some content is only going to be available for a pre-determined period – my point is why do we have to be informed about it beforehand? Make it available for longer and let players have the thrill of discovering it for themselves.

What A Pleasant Suprise....

in Living World

Posted by: Daroon.1736

Daroon.1736

I remember when I first started playing an MMO – it was Ultima Online, I would spend hours wandering around exploring every corner of the map in the hope that I might discover something that no other player had found. Sadly my naivety was quickly dispelled after soon realizing that the world was a static unchanging thing.

As Rainbow indicated, when GW2 was first released, those first few days of discovery are probably the most enjoyable a player has in a game – the community comes together trying to work out, how to create legendaries – Every area you visit is new and fresh.

The living story is the tool that can break that mould but not in its current form. If Anet really wants to push the boundaries and get players ‘playing’ the game again rather then chasing achievements, I can’t think of a better way than dropping in content that remains undocumented until PLAYERS discover it for themselves and events happening in populated areas unannounced.

What A Pleasant Suprise....

in Living World

Posted by: Daroon.1736

Daroon.1736

Just don’t look at the websites for 10 days and don’t look at the achievement lists for 10 days and you’ve got exactly what you want.

True, but which regular player doesn’t visit the forums or read the patch notes – I’m certainly not that disciplined despite the fact that it would make the game more exciting.

Anet needs to try this at least once, lets have Scarlett or a Dragon with a horde arrive unannounced in the middle of Lions Arch and take over the place.

Certainly my original suggestion is at the extreme of where we are at present and given the fact that many players still can’t deal with the living world in its present form, the idea of things happening without warning isn’t going to go down well with everyone, but I strongly believe that in the long term, players will be encouraged to log on, play and explore if content was being added that was ‘hidden’ until players discovered it in-game.

(edited by Daroon.1736)

What A Pleasant Suprise....

in Living World

Posted by: Daroon.1736

Daroon.1736

….It would be if things occurred in-game which players had no prior knowledge.

For discussion:

Patch notes should contain bug fix, skill update and other non game play information only. Popular sites where players look for walk-through s like the Wiki and Dulfy should have embargoes placed on them so that information about new content cannot be published for at least 10 days.

Anet should Not preview the vast majority of future living world releases (Holiday events being the exception) and the two week schedule should be amended slightly so that new patches occur weekly with content that goes live in game at a pre- determined time thereafter.

All living story achievements should initially be hidden until the content has been live for the aforementioned 10 days.

Something need to be done that breaks the current ‘getting very stale’ cycle of patch, read notes, find walk-through, complete achievements, Follow the Zerg for 2 weeks if the rewards are worthwhile and move on when the next release comes out.

Season Rewards based on...Server Performance?

in WvW

Posted by: Daroon.1736

Daroon.1736

Welcome to the everyone gets a trophy generation.

Next we will have no losers, everyone wins all the time. No more 2nd or 3rd place. Show up and win a prize

The Meta achievement is required to ‘win a prize’ so this argument is not valid. The meta achievement is harder to complete on worlds with lower populations and therefore anyone completing it should receive the same reward.

Season Rewards based on...Server Performance?

in WvW

Posted by: Daroon.1736

Daroon.1736

@Merlin Dyfed Avalon.5046 You are joking right? Just because silver or bronze dont have so many players and bandwagoners we should have lower rewards? You want everybody to jump to T1 and make lags and queue more horrible?

This is a competition. Everyone had equal opportunity to find a server that would suit them best for their needs. If the reward was the thing that motivates you, you had a week prior of either free transfers or discounted fees to move. If you preferred to stay put and play with friends, you had the chance to work hard for your server that way too. It is really all about choice, and Anet gave everyone the information they needed to make an informed decision for themselves.

What is competitive about moving to a server that is likely to finish near the top of their respective league?

Season Rewards based on...Server Performance?

in WvW

Posted by: Daroon.1736

Daroon.1736

yeah….

WvW reward should be based solely on completing the achievement meta….

that way it would be fair to everyone participating…..

>This<

I started a thread on this very topic a few days ago:

https://forum-en.gw2archive.eu/forum/wuv/wuv/Ensuring-rewards-are-fair/first#post3080077

The server position rewards need to be completely separate from the player meta rewards and be limited to either purely cosmetic items or temp benefits like increased magic find etc for a month or so.

Obsidian Sanctum space for large battles

in WvW

Posted by: Daroon.1736

Daroon.1736

As described it will be on the OS map which is now separate so it shouldn’t make any difference to other maps. If it is popular though players wanting to do the jump puzzle may find themselves having to queue and there will no doubt be a degree of lag introduced to a jump puzzle which many many players already dislike because it is in a pvp area.

Ensuring rewards are fair.

in WvW

Posted by: Daroon.1736

Daroon.1736

There should be substantial incentive for people to get out there and work hard for their server.

Are you implying that people who fled to the highranked servers are working harder than those facing impossible odds and still trying to do what they can?

I’m on Underworld and it was clear from the beginning that we would end up last in EU Silver League.This means we actually have to work harder on many occasions to get things done. A big gap in rewards based on server performance would no doubt be unfair, because the end-score to a certain degree already was set before the season even began.

It’s like making one pupil from each grade, 1 trough 9, fight each other and telling them that who wins the most fights gets the most candy in the end.

So True – We are in the same league as underworld and have played them regularly in the past – anyone on that server that manages to complete the meta-achievement is working much harder than those servers which will inevitably beat them in the league and absolutely deserves equal or better rewards than those that had an easier time completing them on worlds which are better populated or have a higher percentage of regular wvw players.

Obsidian Sanctum space for large battles

in WvW

Posted by: Daroon.1736

Daroon.1736

All for new areas but, simple question – Why put it in a jump puzzle? Why not just create a new separate map that could be expanded in the future if it is popular?

i dont understand your complaint here, they are already expanding the JP to add this coliseum, what makes you think they wont expand it even further down the road?

im glad they are adding it to the JP, the obsidian sanctum will be my to-go place for brawls and fun

As was discovered when SAB2 was released, lag and jumping puzzles are not great bed partners.

Ensuring rewards are fair.

in WvW

Posted by: Daroon.1736

Daroon.1736

Don’t agree. Everyone had equal opportunity to move to whatever server they felt would offer them the greatest challenge, and, if rewards were key to gameplay, server league position. Medium population servers were actually free to transfer to for that week.

This is about a competition. Giving universal rewards to everyone would undervalue the meaning. I mean why fight to do the best for your server if everyone winds up getting the same reward?

I’m not suggesting that every one should get the same reward, Players on those worlds who finish in the higher places can all have a nice big shiny halo above their heads that lasts until the end of season 2 to show how special they are or a Gold minipet instead of a silver or bronze one – but if they hand out per-cursors and the like to the top placed worlds and yellows and greens to the bottom placed ones There WILL be a lot of dis-satisfied players.

Well too bad. everyone had equal opportunity.

There should be substantial incentive for people to get out there and work hard for their server. A new skin or a mini pet isn’t going to cut it, and likely would result in significant participation drop for the next season.

However, if season one winners get something substantial, you can pretty much guarantee mass turn out for season two —- with all considerations (which everyone was warned about early), like queues and rank, etc…

In the meantime, get out there, support your server and help it gain as much as you can for this season.

So in effect you are supporting my argument?

By saying that everyone had the opportunity to change to a different server, are you not correctly identifying that anyone who plays wvw regularly knows that there are some servers which (for whatever reason) are never going to finish near the top of their tiers and therefore basing rewards on server performance alone, is inherently unfair?

Let's make WvW more serious.

in WvW

Posted by: Daroon.1736

Daroon.1736

sry but you obviously don’t play on a world where when we are losing you don’t see a commander on any map for days at a time.

Ensuring rewards are fair.

in WvW

Posted by: Daroon.1736

Daroon.1736

Don’t agree. Everyone had equal opportunity to move to whatever server they felt would offer them the greatest challenge, and, if rewards were key to gameplay, server league position. Medium population servers were actually free to transfer to for that week.

This is about a competition. Giving universal rewards to everyone would undervalue the meaning. I mean why fight to do the best for your server if everyone winds up getting the same reward?

I’m not suggesting that every one should get the same reward, Players on those worlds who finish in the higher places can all have a nice big shiny halo above their heads that lasts until the end of season 2 to show how special they are or a Gold minipet instead of a silver or bronze one – but if they hand out per-cursors and the like to the top placed worlds and yellows and greens to the bottom placed ones There WILL be a lot of dis-satisfied players.

Ensuring rewards are fair.

in WvW

Posted by: Daroon.1736

Daroon.1736

From Sept. 1:

I can’t comment at this time as we haven’t finalized anything. In addition, you should look at it this way, if people flee lower league servers to get into the top leagues, it opens the opportunity for people to move to those lower leagues and finish 1st or 2nd, rather than being in the top league and finishing 6th or 7th. The rewards for finishing 2nd in the Bronze League will be markedly better than the rewards for finishing 6th in the Gold league.

queuing times aside, if this is true then another huge mistake is in the offing.

My guess is that the rewards that are currently being considered will indeed be quite substantial which is grossly unfair to players who complete the meta achievement in the worlds which finish in the lower places, regardless of the tier.

Nope. I’ll repost this again, from Sept. 27 —- almost a month before the leagues started, with a full week of either free/reduced fees for transfers so people could decide for themselves:

I’d just like to make a note of one thing that I think people aren’t considering when they transfer to stacked worlds. You will not, repeat will not, be able to receive the reward based on overall world place in the league, unless you achieve the meta achievement for the season. If you aren’t able to get into WvW much, you won’t get the rewards. So it is absolutely taking a risk to transfer to a world that has a large WvW population.

It’s not like people weren’t told.

Then it is going to cause a storm of protests – if any substantial rewards (per-cursors/ascended items etc) are being considered they should be tied to the completion of the meta achievement by the player NOT by the position of the world on which he/she happens to inhabit.

Any rewards tied to the placing in the respective tiers need to be cosmetic only.

Dailies gone mad!

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

Just how many dailies do we need? I count 15 today and wvw camp capture is even in there twice for good measure.

Are they going to continue to expand indefinitely until there is a choice of 40 or 50 a day?

Ensuring rewards are fair.

in WvW

Posted by: Daroon.1736

Daroon.1736

From Sept. 1:

I can’t comment at this time as we haven’t finalized anything. In addition, you should look at it this way, if people flee lower league servers to get into the top leagues, it opens the opportunity for people to move to those lower leagues and finish 1st or 2nd, rather than being in the top league and finishing 6th or 7th. The rewards for finishing 2nd in the Bronze League will be markedly better than the rewards for finishing 6th in the Gold league.

queuing times aside, if this is true then another huge mistake is in the offing.

My guess is that the rewards that are currently being considered will indeed be quite substantial which is grossly unfair to players who complete the meta achievement in the worlds which finish in the lower places, regardless of the tier.

Ensuring rewards are fair.

in WvW

Posted by: Daroon.1736

Daroon.1736

My crystal ball tells me that come the end of the season, when the rewards are dished out, if the items rewarded for higher placed finishing worlds are significantly greater then for those finishing lower down the leagues, there is going to be a massive and quite justified player complaints.

If, as has been stated, finishing the meta achievement is a requirement of receiving the end of season reward(s) then surely those on lower population worlds with less regular wvw players deserve larger, not smaller rewards on account that finishing the meta achievement would have been much more difficult for them.

I am hoping (but given past performance) not confident that this time the Devs have thought this through from a player perspective. If not, hopefully by discussing this issue now before it arises, any ill thought out plans that for example; involved handing out pre-cursors to winning worlds only, can be changed and another bout of mass player discontent avoided.

Obsidian Sanctum space for large battles

in WvW

Posted by: Daroon.1736

Daroon.1736

All for new areas but, simple question – Why put it in a jump puzzle? Why not just create a new separate map that could be expanded in the future if it is popular?

[Merged] Skill lag issue

in WvW

Posted by: Daroon.1736

Daroon.1736

this is a known issue for a year now, nothing new.

This is new and it isn’t just affecting WvW. I did a scarlet invasion a few days ago and barrage in particular simply would not fire most of the time, same thing is happening in the mad kings realm you click, green target comes up, click again and nothing happens.

skill not firing has been going on and off for a year now. stop lying to yourself.

I’ve had the game slowing to a crawl before, particularly in WvW, but I’ve never experienced not being able to fire off one particular skill when all the others are working fine. Ground targeting AOE skills are what seems to be being most severely affected.

[Merged] Skill lag issue

in WvW

Posted by: Daroon.1736

Daroon.1736

this is a known issue for a year now, nothing new.

This is new and it isn’t just affecting WvW. I did a scarlet invasion a few days ago and barrage in particular simply would not fire most of the time, same thing is happening in the mad kings realm you click, green target comes up, click again and nothing happens.

Increased lag in WvW

in WvW

Posted by: Daroon.1736

Daroon.1736

Unplayable at the moment. Normal skills work randomly, AOE targeted skills stop altogether. Arrow carts are a complete waste of time, any large fight and nothing works.

CAN WE PLEASE CHANGE Leader leaves party

in Twilight Assault

Posted by: Daroon.1736

Daroon.1736

Needs to be changed.

Wish there was more to activities

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

I made a similar thread to this some months ago and it was also largely ignored.

The potential for so many of the in-game activities has sadly been overlooked or not given enough thought.

An organised league or cup of 8 player teams in Keg brawl who have had the opportunity to practice tactics and skills together would be equally as skillful as PvP and would be a great community activity.

Moa racing could have been so much more engaging (Think Chocabo, Think FF7)

Belchers Bluff is a great game but I think I have seen one game being played since the end of the event (10G a Set – I wonder why) How difficult or time consuming would it be to set up a league or competition on each server?

Sadly though, even though I love the living world idea and the regular content updates, the clear trend that is developing is that the vast majority of the player base seems quite happy to be herded from one event to the next every fortnight, get their achievements, forget about it and move on and the prospect of any of the current activities being updated is quite slim.

(edited by Daroon.1736)

Harder and longer is better!

in Super Adventure Box: Back to School

Posted by: Daroon.1736

Daroon.1736

They can be harder and longer. Just split them in more parts.

Instead 3 zones, these could have been 5. There’s several “no return” spots that would be perfect to set a zone start.

This.

Zones 2 and 3 of world 2 should each contain at least 3 sub zones. Zone 3 world one and Zone 1 world 2 are as long as most players are going to be happy with.

Why does it constantly drop my targets?

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

Because despite thousands of comments in hundreds of threads, targeting has been crap from launch and has been resolutely ignored by the Devs.

Whos' Killed Teq?

in Tequatl Rising

Posted by: Daroon.1736

Daroon.1736

Blackgate has it at 25%. It may be beaten tonight. We will see.

It may well be beaten tonight, or in the next few days and kudos to the less than a handful of well populated servers with huge guilds who manage to complete it, but the fact is (and this is an observation not a complaint) it will be deserted in its current form by next week for the reasons I have stated and I personally cannot comprehend why so much developer time and effort is spent on creating content that surely does not meet the brief of retaining and attracting players.

Whos' Killed Teq?

in Tequatl Rising

Posted by: Daroon.1736

Daroon.1736

No One, and here’s a prediction. If no server has managed it by the end of this weekend, it will never be completed in its current state outside of the Anet offices.

We’ve just experienced a release (SAB 2) that clearly shows that players very quickly lose interest in content that they deem too time difficult or time consuming, The Aether dungeon was deserted after a few days for the same reason and now we have an event that is not only very difficult, but can only be completed if large numbers of players are in attendance and working as a team.

By Monday, I will be surprised if more than 10 people are showing up at peak times to attempt this and a major nerf will inevitably have to follow to try and tempt players back.

In game information lacking again

in Tequatl Rising

Posted by: Daroon.1736

Daroon.1736

Why isn’t providing sufficient in-game information part of every developers brief? Seems that players always have to rely on external guides to fully understand and participate usefully in some events.

Unless I’m missing something crucial, no where and at no time during the revamped tequatl encounter is any npc explaining the significance of the jump pads or how the big laser is charged/operated.

I am of course assuming that these elements do play some part in the encounter and are have not merely been placed there for no reason.

Come on Anet – if you are going down the route of requiring ‘teamwork’ in these major events, at least provide all players with some clues as to what elements are required for success.

Top 5 things to fix

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

4. Crafting category breakdown by tiers where each tier only lists relevant materials and recipes for that tier. I open my crafting panel noways and close it. it’s just one huge list all lumped together.

What are you looking for here? You can already do this. Click the down arrow by the search bar for a slew of options to filter the list – by gear grade, craft level, whether you have the mats, and so on. You can do this on your crafting window via hero panel or at crafting stations too.
Unless I’m reading what you want wrong and want something else.

What I’m looking for is basically this: there are now 7 tiers of crafting i would like to see each tier split as a heading then the list of all recepies/mats/components required for that tier contained under that heading. Quite simple really imo, just needs a better organisation. I know there’s the search thing but its useless as it only lists, master, fine etc and as that gear all overlaps in lvls makes it hard to find what u wanna craft say for lvl 50 or 60.

Each tier should indicate lvl range according to materials required to craft it. I know this could cause issues as u can have lvl 80, fine, master rare and all of the above, but we know that a lvl 40 can’t wear lvl 50 armor for eg: and there should be some indication which tier and recipes gives lvl 40 armor so i don’t have to search the entire list for it. And if you haven’t discovered lvl 40 armor recipe, you’re end up scratching ur head.

Here’s an example of what we have. All materials to be refined are lumped under one heading instead of under relevant tier of crafting. All inscriptions are lumped under one heading instead of relevant tier of crafting. All the components are lumped under one heading instead of relevant tier of crafting. So i have no idea what mats are required to craft lvl 40 armor. i have to go blindly and try to figure it out. This is especially messy and confusing when you haven’t crafted for a while on a maxed lvl crafter. the list is ridiculously huge and hard to decipher, particularly when the entire list goes grey and there’s nothing to differentiate one item from another, other than jumble of names.

An even simpler solution would be to hide the endless lists of refinements and inscriptions, group items on a drop down by level and allow you to craft directly from there.

eg, you want to craft a lvl 80 beserker greatsword – you click on it and so long as all the raw materials for making the dowels, inscriptions, hilt and blade are available – the station crafts these automatically and combines them into the final item in one click.

The real issue with SAB

in Super Adventure Box: Back to School

Posted by: Daroon.1736

Daroon.1736

Is………This is 2013 and we are playing an MMO.

SAB would be fine as it is if it was a single player game with save points like an original 80’s platform game so the user could play the content over a period of weeks or months and still feel like they are making progress.

Within the context of an MMO however, the mini game is competing with all the other things to do in the game and the time required to complete the world 2 levels, is way too long for most players.

World 1 when it was released was a nice surprising diversion from the main game and the individual zones were just about the right length. As many have commented, Zone 2 (Not done 3 yet) is far too long and could easily be split into 4 or 5 new zones to make playable ‘chunks’ that would be suitable for players who are also wanting to do their dailies etc.

If this is not possible then SAB really needs save points.

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Daroon.1736

Daroon.1736

Playing world 2 level 1 for the bauble and hidden room achievement at the moment and overall it’s quite fun – but having real difficulty with the ascent up the rapids to the hidden hillybilly cave where the last jump on the rapids seems very random. Same positioning, same leap and 95% of the time its just instant death – most frustrating.

A tiny bit more leeway on the rapids jumps looks like it would improve things greatly.

Works best if you jump and then move towards the last rock. Least that’s what I found. Anytime I tried moving towards the rock to get momentum for the jump I’d get caught in the rapids and in most cases subsequently launched out of the cave.

Thanks, I eventually managed to get past that one jump and complete the level and get both achievements- I’m pretty reasonable at jump puzzles and managed to do everything else on that level without losing a life, but for that one trip up the rapids and that one jump in particular, I needed 4 continue coins (about 19 consecutive fails)
which suggests to me that the problem is in the collision detection around rapids being ‘off’

Just reading through this thread and I must say I am very very impressed with Dev response – The willingness to explain the thought processes behind decisions and an willingness to make changes after feedback is a admirable – Well done Josh!

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Daroon.1736

Daroon.1736

Playing world 2 level 1 for the bauble and hidden room achievement at the moment and overall it’s quite fun – but having real difficulty with the ascent up the rapids to the hidden hillybilly cave where the last jump on the rapids seems very random. Same positioning, same leap and 95% of the time its just instant death – most frustrating.

A tiny bit more leeway on the rapids jumps looks like it would improve things greatly.

Top 5 things to fix

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

Its somewhat comforting to see that so many other players have mentioned targeting and camera as priority issues and find these as frustrating as I do – Also nice to see that target lock was introduced in the last patch.

Top 5 things to fix

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

1. Targeting. Although (for all those that aren’t aware) at least you don’t have to join party anymore to target. You can now solo target in the same way as you do when in a party. Although not mentioned, that was added in the last patch, which is a great start, but targeting still needs more work imo.

2. Definitely camera, it’s horrendous especially in tricky JP’s which i find hard as it is, camera makes them next to impossible for me.

3. TP search. specifically finding appropriate armor by type ie; Light, Med. Heavy. There are others but those are the most important imo.

4. Crafting category breakdown by tiers where each tier only lists relevant materials and recipes for that tier. I open my crafting panel noways and close it. it’s just one huge list all lumped together.
I would also like to see better description of recipes so when you look at an inscription for eg or any crafting component for that matter, it indicates character lvl range that can use the gear crafted from those items.

5. There’s more, but my No. 5 is the pet control. Although there’s been some improvements, ability for Ranger to hide their pet and have it stay hidden is really well overdue.
I would also like to see my flesh golem not die when my ankles dip into water (most frustrating aspect of being an MM necro) then have to wait for CD. Game is full of little dips like that in the world and very often unavoidable to cross, this really needs to be addressed. I never understood why flesh golem could not be made to go underwater. My necro has 1 elite skill for u/water, which as a minion master, I never, ever use at it kills off all my minions! Give us something useful plz, or at least give our flesh golem ability to swim.

Thank you.

Gotta pretty much agree with everything on your list 1+2 same as mine 3+4 in dire need of overhaul, especially the crafting option to only show items at a certain level, with the addition of ascended, the list now is stupidly long.

Top 5 things to fix

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

Well it looks like LFG is finally coming so thats a good start.

A Simple sPvP fix ...

in Super Adventure Box: Back to School

Posted by: Daroon.1736

Daroon.1736

lol = oops – could this be moved pls

A Simple sPvP fix ...

in Super Adventure Box: Back to School

Posted by: Daroon.1736

Daroon.1736

..that would make the majority of games much less frustrating and fun to play.

Teams should always have equal numbers of players at all times..

Simply achieved by:

Players joining a match go into a wait queue until another joins the opposite team and both join the game at the same time.

If a player leaves, the last player to join the other team immediately goes into ghost or spectator mode until another player joins the opposite team.