Showing Posts For Daroon.1736:

Simple Solo V Team balance solution

in PvP

Posted by: Daroon.1736

Daroon.1736

I would like to offer the following as a suggestion which might help to provide a more even playing field for solo queue players:

When any team which consists entirely of solo queue players, is matched with a team which consists of at least one group of teamed players, the following will apply:

The solo team players mini map will display the position of ALL players on the map (except enemy players in stealth) at all times.

IMHO As Anet clearly has no intention of ever reverting to Team and Solo queue- this simple change would (for any reasonable group of solo players) go some way towards bridging the hugely unfair advantage that pre made teams have over solo teams at the moment.

going afk in matches

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Posted by: Daroon.1736

Daroon.1736

Thats what Im doing from now on in ranked, afk’ing if I get matched with 2 thieves 2 warriors, and kittenty players vs premades, kitten it ban me, Ill wait till I really get a balanced team.

Lets just hope you constantly get matched up with similarly minded players – You’ll no doubt all end up standing in base calling each other ‘noobs’ all game.

You have no right to complain about anything when you are part of the problem.

The Megaserver is defunct

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

WP to new map area – 30 seconds later. this map is empty would you like to go to another? – Select Yes – 20 seconds later. this map is empty would you like to go to another? Select Yes – a minute later. this map is empty would you like to go to another?

Apparently – working as intended.

Winter's Presence Feedback [merged]

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Posted by: Daroon.1736

Daroon.1736

Note: This is the point at which the thread was merged, to give greatest value to the devs in their review of your input. Please feel free to continue to offer your feedback, and thank you.

What would be really helpful; and it is something which rarely, if ever happens, would be for a dev to actually explain the thought processes behind the collection.

Arming players with that information would; I suggest, allow them to provide much better feedback and suggestions.

(NOT) PVP Problem

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Posted by: Daroon.1736

Daroon.1736

Son… I have a guild bank specifically designed for bloodston, dragonite and empyreal and that’s not whitstanding the fact that I can have 1k stacks per items in my material storage
either delete them or send them to players (if it’s not account bound) instead of pile of salts (that too I have my fair share of)

How Funny.

Please do let us know how you managed to create a guild bank specifically for those items, when they are account bound.

Won a match, 0 pip

in PvP

Posted by: Daroon.1736

Daroon.1736

Posted this one in the bug forums yesterday but still no explanation

Game won – no pips – Game not showing up in match history.
Shouldn’t this be at least a 2 pip win?

Attachments:

PvP Game (and pips) Vanished in the Mists

in Bugs: Game, Forum, Website

Posted by: Daroon.1736

Daroon.1736

The Last League game I played is not showing up in my game history. Last game I played was with Guardian (below) and the last game in my history is a Ranger game from earlier this evening.

Solo Queue 3 Emerald/2Amber (My Team) V 3 Emerald/2 Sapphire
500 – 374 win

By my reckoning this would probably be a 2 or even 3 pip win but I received Zero, Zip, nothing.

All evidence of this game seems to have vanished.

Won a match gained no pips

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Posted by: Daroon.1736

Daroon.1736

Just had exactly the same thing happen – Not Happy!

3 Emerald/2Amber (My Team) V 3 Emerald/2 Sapphire
500 – 374 win and No Pips.

Although Achievements all updated – the game isn’t showing up in my game history list and I received a ‘cannot access the log in server’ error message in game when I got back into the mists.

As others on my team got their pips and I’m wondering if this is related to the Settings reset bug which also only seems to be affecting some players?.

Options reset every time I log in

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Posted by: Daroon.1736

Daroon.1736

Getting pretty tired of this one – this needs fixing A.S.A.P

Full Balance Patch Notes

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Posted by: Daroon.1736

Daroon.1736

Turning facetious mode off for a minute and clarifying the topic for discussion- why isn’t there a balanced ‘everyone gets the same skills’ PvP mode similar to those we get during festivals? surely these must exist in other games?

A Gladiator bare hands mode (for example) would solve ALL of the balance issues the game has – I’m sure someone could come up with a suitable set of 5 skills (punch, kick etc) 1 Heal, 3 utilities and an Elite.

Would such a mode appeal? Would you play it?

Full Balance Patch Notes

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Posted by: Daroon.1736

Daroon.1736

All players competing in SPvP will have the same skills, armour, runes, Amulet and Sigil.

Job sorted

Discuss.

Dreamer Sound Annoying

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

When someone turns up with it an an event, I have to move away.

Absolutely horrible sound.

200g to access PvP

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Posted by: Daroon.1736

Daroon.1736

Charging for runes, sigils, amulets and now champions is IMHO is totally wrong.

Currently in order to have access to all available builds you need:

6 Sigils @3g each
26 Runes @5g each
7 amulets @10g each
2 champion unlocks @15 each.

For a grand total of 196G
(The above are the ones I currently still have locked and as I know I have paid for at least one or two the actual total is over 200g)

Yes I know that you don’t need, and will probably never use many of them but the whole ethos for PvP from the very start has been that any player can jump in at any stage and have access to the same stats and gear as any other player.

As more and more runes and sigils are introduced the total is of course going to keep going up and up.

Get rid of all the useless experience tomes in pvp reward tracks and replace them with rune/sigil unlocks pls – this is just another ‘money grab’ that leaves a sour taste in the mouth.

All by design. Don’t forget ArenaNet has (at least one) economist and data scientist on staff. These individuals work together to find user patterns and strategically get the most money out of each player possible. Amusement parks and arcade/entertainment centers do the same thing. Although not entirely pay to win. Largely it is and I doubt ArenaNet would argue that. It’s the Freemium model

I understand why they are charging for them and that the game is a business.

I couldn’t care less about what PvE stuff they sell in the gem store (and I’m mainly a PvE player) they could sell Hero Points, Mastery Points, pretty much anything and if ppl want to pay for it, that’s fine by me – it in no way affects my enjoyment of the game – but for some reason this particular form of PTW is just one step too far for me.

200g to access PvP

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Posted by: Daroon.1736

Daroon.1736

you make money doing pvp too

I have the money to unlock them all if I choose but many players do not – particularly new players coming to try the game out.

My main point here is that; as all veterans will know – charging for PvP items goes against the whole ethos of what PvP in Guild wars has always been about.

200g to access PvP

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Posted by: Daroon.1736

Daroon.1736

Charging for runes, sigils, amulets and now champions is IMHO is totally wrong.

Currently in order to have access to all available builds you need:

6 Sigils @3g each
26 Runes @5g each
7 amulets @10g each
2 champion unlocks @15 each.

For a grand total of 196G
(The above are the ones I currently still have locked and as I know I have paid for at least one or two the actual total is over 200g)

Yes I know that you don’t need, and will probably never use many of them but the whole ethos for PvP from the very start has been that any player can jump in at any stage and have access to the same stats and gear as any other player.

As more and more runes and sigils are introduced the total is of course going to keep going up and up.

Get rid of all the useless experience tomes in pvp reward tracks and replace them with rune/sigil unlocks pls – this is just another ‘money grab’ that leaves a sour taste in the mouth.

Queuing Outside of HotM

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Posted by: Daroon.1736

Daroon.1736

Removing people from queue on map travel is a decent middle ground and should be easier than temporarily removing them from the queue. However, even teleporting within a map can have decent load times and hooking up warnings to every way you can leave a map, like Elwinson listed, is still a moderate feat.

The new player argument is obviously not an ideal one, but at the time was decent. I’d argue its more important now that we’ve removed the tutorial, but ideally should not affect where you can queue from once you know how PvP works.

The WvW queue behaves much differently from the PvP queue and cannot be used as an example or launching point unfortunately.

Increasing match accept times I don’t think is an effective or fun solution to this problem.

If the queue can’t be fixed, how about putting some crafting stations and a forge in the mist – better still, allow players to 1v1 duel there as well – problem solved.

Has a Handicap system been considered?

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Posted by: Daroon.1736

Daroon.1736

You know it would be enough if soloquers weren’t punished so much for losing. Even if you end up 250-500 against a premade, you will lose a pip despite the fact you weren’t supposed to win at all. They need to change how pugs lose pips against premades and then it will actually be playable.

That would be the point of a handicap system.

For example; depending on the circumstances, the Pug group could be given a 300 point lead at the start against a well organised team with a high MMR

Pug group has a fair chance of winning and Good team has to work if they want the win.

Has a Handicap system been considered?

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Posted by: Daroon.1736

Daroon.1736

If we must have matches where one team is expected to lose and no information is provided before the match, why not have a system where the ‘expected winners’ are given a handicap or the ‘expected losers’ a head start?

‘expected losers’ could be given a substantial point lead at the start or double points awarded for capping holding etc.

I haven’t seen this option discussed yet and it is a system that if implemented correctly is another tool available to the aid the devs in creating more balanced matches.

Pips for losing?

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Posted by: Daroon.1736

Daroon.1736

Evan commented to this idea and counter suggested a tick box you could click so you had the option.

This sounds like a perfectly reasonable suggestion.

I wonder though how many players would join a match if the box came up telling them that they are expected to lose? My guess is not very many.

Pips for losing?

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Posted by: Daroon.1736

Daroon.1736

O.K – nice to know that at least the gaining and not losing pips is working.

So my question really is (and I understand that is isn’t an exact science) are you happy with (possibly) slightly longer queue times to be placed in matches where no outcome can be predicted, or are you happy to be put into matches where the system clearly predicts you will lose?

Pips for losing?

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Posted by: Daroon.1736

Daroon.1736

A couple of questions really -

Has anyone yet had a pip for losing a match or not lost a pip when they have lost a match? According to the release notes this should be possible, which leads me on to my second question.

If matches are supposed to be ‘balanced’ how and why would it ever be the case that you are put into a match where the game expects you to lose and the above would apply. If the system is designed to do this then; to be blunt, it’s a little crap.

Personally I would rather wait in the queue for a little longer than be put into a match that the game expects my team to lose, particularly as I (and my team) will probably be losing progress if playing in Emerald or above.

Perhaps a Dev would explain why they feel it’s O.K to create unbalanced matches in the first place?

No Solo Queue -> Leagues Completely Worthless

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Posted by: Daroon.1736

Daroon.1736

Totally agree – What are the chances that by the end of the season, not a single solo player will have made it out of Emerald – Pretty high I would say.

The whole focus on E-sports and catering to a tiny tiny tiny tiny minority of elite players is causing a lot of resentment amongst the vast majority of players.

(edited by Daroon.1736)

No Dark Matter from Exotics?

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Posted by: Daroon.1736

Daroon.1736

Just salvaged 5 exotics and received no Dark matter – Bad luck or a bug?

Would appreciate if someone would confirm they are able to salvage from exotics post patch.

Fix Megaserver + Lost Reward Progress

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Posted by: Daroon.1736

Daroon.1736

How much longer and how many more threads will there need to be before this issue is acknowledged and fixed?

On reward progress:
Why was the decision to design every map in the expansion around meta events given the green light when you know players are going to lose progress on disconnect or map change? Did it not occur to any of your Devs that the priority was putting in place a system first, so that progress was not lost in these circumstances?

On Mega servers
Clearly from my own and others experiences, there is a serious problem with the system that is frustrating players and ruining their HOT experience. How can your system possible be working as intended when I am getting multiple map change requests within minutes of each other?

I believe that many many of the ‘complaints’ about HOT would be resolved if Anet sorted out these 2 issues. If necessary turn off the mega servers and let us choose our own maps to play on, the results certainly couldn’t be any worst than the mess that exists at the moment.

One Hero Point Temporarily Disabled

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

Six is the magic number.

After consuming – watch the health bar drop and as soon as it goes down for the sixth time hit heal – then just spam heal as soon as it becomes available,

Done it on light/medium and heavy without any buffs and it works everytime.

The Legend of the [Simple Table].

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Posted by: Daroon.1736

Daroon.1736

Well done My Man – Have you heard by chance of the fabled legendary Table?

I want to raid, but I can´t find a group

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

if i triple the lupicus hp and make him divide himself at phase 2 , and then i slam a 8 minutes timer on it. IT IS a RAID now. i dont see the creativity

Never have truer words been spoken. The content already existed, some players just needed it to be called a raid for them to be happy.

For Raid wing 2 they should instance the jungle wurm so that 3, 10 man teams are needed – That would blow the WoW fanboys minds!

Selectable Stats Pls - Suggestion

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Posted by: Daroon.1736

Daroon.1736

“Even if the exotics do have the more appropriate stat combination, of the five billion stat combos available (don’t get me started!).”

Agreed, the whole system is currently far too complex for its own good.
The argument here would be for total freedom in stat selection – here’s 300 points, assign them as you please – job done, but that’s a whole other discussion.

Selectable Stats Pls - Suggestion

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Posted by: Daroon.1736

Daroon.1736

This would completly invalidate the legendary armors. There is no way ANet would impliment this ever. Even if they were only limited to 4 – 5 stat combinations like you said.

Legendary weapons did not have selectable stats for quite some time and people still crafted them. I would suggest that most players craft them for their ‘prestige’ and looks and see selectable stats are seen as a nice bonus.

As for armour; as I indicated in a previous reply, it’s likely to be some considerable time before any player has a full set, so now is the perfect time to make the changes needed to introduce an armour system that provides the tools for players to change builds ‘on the fly’

Selectable Stats Pls - Suggestion

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Posted by: Daroon.1736

Daroon.1736

Perhaps stat-changeable gear is expensive for a reason, as it circumvents the need to have multiple copies of the same weapon with different stats… meaning more inventory space is required, meaning more gem-store sales of bag-slot expanders?

EDIT: My point being, sure I totally agree that your suggestion is directly beneficial to the playing community. It’s a nice suggestion, for us. But almost everything has a knock-on effect regarding A-net’s profits, and largely game decisions have to be viewed in this way. Is it beneficial enough to the community to compromise A-net’s expenses, and to possibly upset the “legendary” community?

Whilst your points are certainly valid, I would suggest that in reality the number of players that have actually purchased bag slots specifically to currently carry around multiple sets of armour is negligible.

With regard to legendaries (and armour in particular) at the current rate, (assuming 1 piece per raid wing) it’s likely to be a couple of years before anyone even has access to a full suit.

Selectable Stats Pls - Suggestion

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Posted by: Daroon.1736

Daroon.1736

Carrying and creating multiple sets of weapons and armour to change builds really isn’t feasible in game at the moment and I would like to suggest the following:

Once created, Exotic and Ascended Weapons/Armour can gain selectable stat choices by adding appropriate Insignia.

So for example, once an Ascended Berserker chest piece has been created, if a celestial insignia is added, thereafter the piece can be changed to either berserker or Celestial.
As further insignia are added, their stat choice become available up to (insert appropriate number here) selections and the wearer can (when out of combat)change at will.

I agree with your problem statement. I don’t necessarily agree with your solution. If I might restate the issue:

Fixed-stat equipment discourages experimentation and locks people into builds, exactly when the community/anet would prefer that people change them. It would be better for the game if it were simpler and easier to change stats (and maintain the runes/sigils/etc).

So I would prefer to see a vendor that showed your gear and allowed you to check your armor pieces, weapons, etc and allowed you to pick a new prefix. The vendor would then tell you how much it would cost, in gold, mats (or insignia/inscript), spirit shards, and ecto. You’d be asked to confirm the costs and then voila, done.

That way, you wouldn’t have to remove all armor, figure out how to replace runes/sigils, and have to go through the process of locating the various vendors/crafting stations and then head to the forge.

tl;dr it would be good for the game if it were easier (although not cheaper) to change ascended stats.

We seem to be in agreement but you misunderstand my suggestion – think of it this way…

When you create a Piece of Armour instead of using one (lets say celestial) insignia, you use five – Berserker, celestial, assassins etc – thereafter any insignia you have used (or added at a later date) allows that stat combination to be selected.

Selectable Stats Pls - Suggestion

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Posted by: Daroon.1736

Daroon.1736

Wouldn’t this idea somewhat invalidate the idea of legendary weapons (and armour)? The idea for legendaries (aside from the aesthetic side of things) is the added bonus and convenience of stat-swapping.

Allowing ascended to do the same would seem like a kick-in-the-teeth for people who bought or crafted legendaries for this purpose.

To a certain extent, yes it would however as I indicated the number of stats available could be limited to say 4 or 5 and for a full set of armour for example, you would still need to craft or purchase 6 Insignia (which are not cheap) for each additional stat combination you wanted to add – so legendaries would still be far superior.

With more content requiring build diversity, the current situation of having to carry around several full sets of armour just isn’t workable, so something needs to be done.

Selectable Stats Pls - Suggestion

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

Carrying and creating multiple sets of weapons and armour to change builds really isn’t feasible in game at the moment and I would like to suggest the following:

Once created, Exotic and Ascended Weapons/Armour can gain selectable stat choices by adding appropriate Insignia.

So for example, once an Ascended Berserker chest piece has been created, if a celestial insignia is added, thereafter the piece can be changed to either berserker or Celestial.
As further insignia are added, their stat choice become available up to (insert appropriate number here) selections and the wearer can (when out of combat)change at will.

Non stop crashing since the update [Merged]

in Bugs: Game, Forum, Website

Posted by: Daroon.1736

Daroon.1736

Play, Crash, Reward progress lost, new map, play, Crash, Reward progress lost … ad infinitum

So freaking bored

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

-World Meta events take HUGE amounts of time (2 hr+ each meta), fail regularly, and the game spawns dead maps faster than then the U.S. Treasury prints money. Either I never have time to finish an event from 1 hour of map hopping to find an organized one, or spend 40mins before realizing there is no hope at all that the map is even going to make it to the end phase.

This is the biggest problem with the game at the moment.

Anet’s design decisions are contradictory and completely baffle me – SAB2 was (relatively) unpopular because it was too long. They changed Fractals (for the better) for similar reasons. Yet the team seems completely stuck on their latest and greatest ‘wonderful new idea’ that lengthy map wide meta events are the way to go.

Once players have mastery points and map completion, expecting them to invest 2-3 hours every time they revisit these maps to (possibly) achieve something meaningful makes no sense whatsoever.

Scribing is Utterly Broken

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Posted by: Daroon.1736

Daroon.1736

I remember a broadcast where one of the Dev’s was building a jumping puzzle – creating and deleting walls, placing and replacing decorations from his endless supply and wondering to myself, ‘I wonder how much all of that costs’.

Sadly the Dev’s seem to have no idea (not just for scribing) the amount of time and effort required for some of the things they introduce. The ‘Anet’ guild needs to turn off their dev tools and get out on a live server for a few months (or years) and see how long things take in the REAL version of the game they are creating.

Are there new mastery tracks inbound?

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Posted by: Daroon.1736

Daroon.1736

New mastery is incoming.

After unlocking the use of ley rifts through the Rift Traveler Mastery, one can find the vendor that seeks magnetite shards within Spirit Vale.

https://www.guildwars2.com/en/news/raid-rewards-in-guild-wars-2/

Rift traveler mastery is the final gliding mastery!

Hearts and Minds (spoilers) - advice?

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Posted by: Daroon.1736

Daroon.1736

Best advice at this point is don’t bother until Anet get around to fixing it.

Compedium Of Knowledge

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Posted by: Daroon.1736

Daroon.1736

A couple of requests/suggestions regarding the upcoming compendium of knowledge which will be added with raids.

(2) As a gesture of goodwill for for:

A) XP during the Halloween events not counting towards mastery progression
B) XP from crafting not counting towards mastery progression
c) XP from fractals and PvP not counting towards mastery progression

All players to be given a couple of free Compendium’s

(2) A vendor be introduced to allow players to exchange Tomes of Knowledge for Compendium’s at a suitable ration (eg 5:1)

[Spoiler?] Bugs as challenging content

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Posted by: Daroon.1736

Daroon.1736

It’s pretty appalling that fixing the bugs in the final encounter were not deemed top priority as soon as they came to light.

Below is the list from the last patch notes – Can anyone seriously justify spending time and effort on fixing any or all of those over ensuring that the climax to your release is working as intended?

Profession Skills
Mesmer

Into the Void: This skill now pulls foes to the center of the wall rather than to the nearest point on the wall.
Chronomancer—Illusionary Avenger: Increased the distance traveled for this phantasm’s charge attack by 346%.
Chronomancer—Seize the Moment: Updated this trait to count the player as an illusion, as do other similar traits.
Chronomancer—Tides of Time: Fixed a bug that allowed this skill to destroy unblockable projectiles.

Necromancer

Signet of Spite: Fixed an issue causing this skill to not play an animation while equipped with a greatsword.
Putrid Explosion: Fixed a bug in which this skill’s blast finisher activated several seconds after the UI icon for the finisher appeared.
Reaper—Chilling Victory: Updated this trait’s skill fact to correctly show 8 seconds of might duration instead of 5.
Reaper—Soul Spiral: Fixed a bug in which this skill would not display a skill fact for the casting bar or casting time.
Reaper—Deathly Chill: Removed the 50% health threshold on this skill so that it now does the same damage at all times. Adjusted the damage ratio. Decreased the base damage from 40 to 10. Increased the level multiplier by 25%. Increased the condition damage multiplier by 87%.

Revenant

Fixed a bug in which upkeep skills would turn off when crossing certain parts of maps.

Warrior

Berserker—Dead or Alive: When activated, this trait no longer ends berserk mode.
Berserker—King of Fires: The burn duration increase modifier has been increased from 20% to 33%.
Berserker—Eternal Champion: In addition to its previous effects, this trait now also grants 3 stacks of might for 8 seconds when you break stun.
Berserker—Rupturing Smash: Added 0.5 seconds of daze to this skill. Increased immobilize duration from 1 second to 2 seconds.
Berserker—Fatal Frenzy: This trait now grants 6 seconds of fury in addition to its previous effects.
Berserker—Bloody Roar: This trait no longer grants fury or inflicts bleeding. This trait now increases all direct damage dealt in berserk mode by 10%.
Berserker—Always Angry: This trait has been reworked so that it now grants an effect for 15 seconds when entering or leaving berserk mode, increasing outgoing damage and condition damage by 7%.
Berserker—Outrage: This skill can now be used underwater and while airborne.
Berserker—Blood Reckoning: This skill can now be used underwater.
Berserker—Scorched Earth: Updated skill facts to show the correct number of hits.

Mounts [merged]

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Posted by: Daroon.1736

Daroon.1736

Never actually heard why there cant be mounts. Theres NPC MOUNTS, but no player mounts? Im not talking about skipping all the content and flying to lv 80 zones and grinding all vistas with my mount, but just something I can ride thats cool. This is fashion wars, but theres no mounts?

Because the game engine won’t allow it – same reasons (As Colin explained in one of the recent podcasts) why they can’t make characters sit on chairs or other objects.

IGN review of HoT

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

^ Those negative comments were cherrypicked, the review also points out lot of good stuff.
I wonder why the OP felt the need to quote the negative parts and leave the good ones out, mmm …..

I’ve not read the review and indeed there are a lot of good things to say about HOT. but unfortunately because pretty much everything Anet has added to GW2 in the last 18 months is based around whole map Meta Events that require highly populated maps to complete, the nature of the cherrypicked criticism is more than relevant.

Unrealistic Legendary Collections

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Posted by: Daroon.1736

Daroon.1736

I’ll just leave this here:

https://forum-en.gw2archive.eu/forum/game/hot/RNG-For-precursor-crafting-collections/first#post5614150

It’s no good whining about these things after the event, this was pretty easy to anticipate well before HOT was released.

Crafting XP not Counting for Mastery

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Posted by: Daroon.1736

Daroon.1736

Note sure I’ve seen it reported or questioned and not sure if it is intentional or like the Halloween events not counting, is in fact a bug?

Empty maps

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Posted by: Daroon.1736

Daroon.1736

The problem seems to be (and has been since silverwastes) that the megaserver system places players into maps that are at, or are very near the start of the Map Meta event cycles. As a consequence it would appear that nearly empty maps are being created every 10 minutes are so, resulting in what you describe – lots of empty maps.

Given that participation is now measured and is a factor in personal rewards, the system needs to be changed so that players are placed in full maps regardless of where that map is in the Meta event cycle.

If the designers are so intent on only designing this type of map in future, they really need to ensure that:

(a) The megaserver system is working to populate maps rather than worrying about at which point in the Meta players are joining.

(b) There is a system in place for players to reconnect to their existing map without losing progress in the event of a disconnection.

The latter IMHO sadly reflects the ‘Cart before Horse’ approach that has been so evident in much of GW2’s game design.

(edited by Daroon.1736)

Undocumented changes to crafting

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Posted by: Daroon.1736

Daroon.1736

Sorry you have it wrong – The actual amounts required for crafting all Masterwork, Rare and Exotic Insignia has been raised SIGNIFICANTLY.

The old recipe for a Rampager’s Intricate Insignia for example required:

5 Gossamer Bolts (refined from scraps)
5 Globs Ecto
20 Gossamer SpoolsThread
5 Powerful Venom

Total: 20 Spools Thread & 5 Bolts Gossamer

The new recipe requires:

5 Gossamer PATCHES
EACH patch requires 25 Spools Thread / 4 Gossamer Bolts / 10 Cured Leather
5 Powerful Venom
5 Globs Ecto

Total: 125 Spools Thread / 20 Gossamer Bolts / 50 Cured Leather

There seems to have been a collective amnesia in the community about the fact that that a further step has been added to the refining process and bolts now need to be refined into patches.

Crafting ALL masterwork and above Insignia now requires almost 5x the material costs than prior to the update and to add insult to injury, they forgot to add bank storage for the new patches.

You craft five patches at a time making the total cost 25 Spools Thread / 4 Gossamer Bolts / 10 Cured Leather not five times that.

Well spotted – Ignore all of my assumptions except that they forgot to add a bank storage tab for patches

Undocumented changes to crafting

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

Sorry you have it wrong – The actual amounts required for crafting all Masterwork, Rare and Exotic Insignia has been raised SIGNIFICANTLY.

The old recipe for a Rampager’s Intricate Insignia for example required:

5 Gossamer Bolts (refined from scraps)
5 Globs Ecto
20 Gossamer SpoolsThread
5 Powerful Venom

Total: 20 Spools Thread & 5 Bolts Gossamer

The new recipe requires:

5 Gossamer PATCHES
EACH patch requires 25 Spools Thread / 4 Gossamer Bolts / 10 Cured Leather
5 Powerful Venom
5 Globs Ecto

Total: 125 Spools Thread / 20 Gossamer Bolts / 50 Cured Leather

There seems to have been a collective amnesia in the community about the fact that that a further step has been added to the refining process and bolts now need to be refined into patches.

Crafting ALL masterwork and above Insignia now requires almost 5x the material costs than prior to the update and to add insult to injury, they forgot to add bank storage for the new patches.

Storage for Crafting Patches Pls

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

Quite surprised no one has mentioned these as yet. Not only was there a ‘nice’ stealth update to increase the costs of crafting but they also forgot to add bank storage for them.

Pls Fix this.

A suggestion about patch notes to Anet devs

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

They also desperately need to add a known issues section so players know what problems/bugs they are aware of and which have been fixed but not mentioned in the patch notes.

For example: No rewards for VB completion when character has Tyria 100% – Updrafts in final story chapter not working etc etc Have these things been fixed? Are Anet aware of them and are working on it or do they not even know about these things?

Better communication needed all round.

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Daroon.1736

Daroon.1736

Act 3 Story achievements:

Roots of Terror – Chak Killer Master – Cleared the pit – No Achievement

Buried Insight – Cleaning House – Many security turrets above ground are ‘Obstructed’ The only way to hit them with a Ranger was using Barrage. The 4 Turrets underwater are ‘Obstructed’ and Impossible to hit thereby blocking progress for the Achievement