Showing Posts For Daroon.1736:

Halloween End Date?

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Posted by: Daroon.1736

Daroon.1736

https://www.guildwars2.com/en/the-game/releases/october-23-2015/

Official page gives a start date and states that the event runs for ‘nearly 2 weeks’ but no end date is given.

Anyone seen an official date or can we have a response please?

Why so many bugs in Mordremoth fight?

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

After trying to solo it for a few days and the updrafts not working or the rift spawning in mid air outside the arena, went in with a party of 5 and all was well until we had him down to about10% at which point Caithe stopped moving and the rift wouldn’t work so stunning him to do damage was impossible.

Those in the arena wiped for a retry so when we got back in (as expected) the boss was at full HP but the end wave of adds were still spawning. Caithe still refused to move until Ritlock spawned again – After hitting Rirtlock a few times the boss’s HP magically dropped down to 10% and we found ourselves in the final phase again.

The whole instance is a buggy mess.

Official Known Issues Thread Pls

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Posted by: Daroon.1736

Daroon.1736

I’m sure a lot of players would appreciate a sticky official known HOT issues thread.

This information would save many of us a lot of time and frustration trying to attempt content that is either bugged or not giving rewards correctly.

Expecting Players to hunt through forum posts to try and determine which issues are global and which are only affecting certain players under certain circumstances only causes further frustration.

Two I would particularly like clarification over are:
End Boss fight issues
Map completion not rewarding for those with Tyria map completion.

Come on Anet, let’s have some decent communication!

Can the final boss be killed?

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

I spent a week avoiding all spoiler threads in the hope that I could play the game through without having to look at a walkthrough, I arrived at the endboss a few days ago and after numerous tries kept dying at:

‘Take to the Air’!

Yeah right – kind of difficult when you can’t get off the end of the map.

So out of utter frustration, I find a video, read the forums and lo and behold I discover that updrafts are supposed to appear at this point and they are bugged!

To say I am disappointing that the final encounter of the game has not been thoroughly tested or fixed as soon as reports of problems started coming in would be an understatement.

Pls Change productive downtime to Gathering

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Posted by: Daroon.1736

Daroon.1736

Not to mention a lot of people have crafting maxed out at this point

O.K so having now tested this with the mastery – No XP awarded for crafting (bonus or otherwise) goes toward the mastery track.

If this is working as intended it really is useless and as a second tier mastery, very poorly thought out. Hopefully (not that it would make much difference to most vet players) crafting XP should go towards the mastery track but like the Mad King events, it has been overlooked – If not, it really should be turned on or preferably (so that level 80 playes also benefit) change the XP bonus to gathering instead of crafting

Pls Change productive downtime to Gathering

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Posted by: Daroon.1736

Daroon.1736

The description for the pact commander level 2 mastery productive downtime states “Learn to be more efficient and gain bonus experience when crafting”

Now either someone hasn’t thought this through or there is a bug in game.

Masteries can only be acquired by lvl 80 characters and level 80 characters XP goes towards masteries, however (unless it is bugged) crafting XP doesn’t raise the mastery XP bar which makes productive downtime utterly useless!!!!!!!!!!!!!!!!

For this reason I haven’t bothered to train it yet, I have checked crafting normally and no XP is awarded to the mastery track being trained.

Anyone have this trained up who can confirm the above?

Do NOT post SPOILERS...

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Daroon.1736

…or if you must, then flag an initial thread as SPOILER in the topic, and use the spoiler function (just above the text box, in hints ).

Look at this as if you were going to “quote” it (the arrow below) and you’ll see the functionality:


This is a spoiler. Use the spoiler function to avoid being seen as a really, really rude person.

Be considerate of other players.

Completely agree – The problem is that the spoilers are generally also in the topic title.

For the next month at least a sticky should be posted informing players that ANY topic started which contains spoilers can only be named ‘Story Spoilers’ and that any breaking of this rule will result in lengthy forum posting ban.

Bolt Vol I can't complete.

in Bugs: Game, Forum, Website

Posted by: Daroon.1736

Daroon.1736

I did it first time a few days ago – After the event she will offer it for a short period.

What did you name your Revenant?

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Posted by: Daroon.1736

Daroon.1736

(Elonian) Human: Aliah Vasiour

Nice simple anagram

All maps so empty? Megaserver broken?

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Posted by: Daroon.1736

Daroon.1736

I only spent a couple of hours on the first new map. Never saw anybody doing any of the events I ran across and I’m sure I wouldn’t be able to solo them. Hopefully just a megaserver issue, otherwise the new maps will be unplayable.

Agreed

Same problem pretty much all day.

Central Tyria - Mastery

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Posted by: Daroon.1736

Daroon.1736

A tomed Rev to 80 on your free character slot is the way to go – hearts and personal story move the bar very quicky.

Today's bomb?

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Posted by: Daroon.1736

Daroon.1736

The big bomb will come when HOT actually launches and players see just how much time/effort and money is involved in creating a precursor – the QQ’ing will be Biblical.

We want Zealot Amulet for HoT

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Posted by: Daroon.1736

Daroon.1736

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

How about a Legendary Amulet / Jewellery that allowed you to choose and change to ANY combination of stats.

Day 1 Revenant: Level 1 or Level 80?

in Revenant

Posted by: Daroon.1736

Daroon.1736

Leveling makes no sense at all to me – why would anyone want to do it if they have tomes and scrolls to insta 80?

For anyone who intends to level through XP, why not insta 80 – play exactly as you had planned, do the personal stories etc and instead of ‘leveling’ ALL the XP you are gaining is going towards increasing your ACCOUNTS Tyria mastery tracks instead?

Solution to Legendary Problem

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Posted by: Daroon.1736

Daroon.1736

As legendaries are essentially ascended weps with swappable stats, I would suggest that once the CONSIDERABLE time, effort and cost has been put in making the first legendary, it becomes unlocked and additional account bound copies can be ‘Crafted’ for the same Materials needed to produce an ascended weapon of that type.

Elite Specializations & Hero Point Feedback [Merged]

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Posted by: Daroon.1736

Daroon.1736

No one knows. About all we know is that you need to unlock the minor trait first to be able to equip the weapon and the unlock is in the new area.

https://www.guildwars2.com/en/news/its-the-final-countdown/
Our journey is nearly over—very soon, you will be gliding through the jungle canopy, battling to level 100 in fractals, building a guild hall with your friends, overcoming challenges in the jungle to unlock your elite specialization, competing with your friends and guildmates to get to the top of our new minigame adventure leaderboards

Seriously, how many more times do veteran players need to do stuff to ensure they have access to all available skills?

I bought all the ‘training books’ when the game first launched (no gold refund there BTW), I did all the temple events on all 8 characters when they changed the system and introduced the last lot of ‘Elite’ skills (Thanks that was a big waste of my time!) and I have 100% world completion and therefore every hero/skill point or whatever they are calling them these days going in to HOT – I think I’ve put enough gold and effort into previous attempts to get the skills system right that for all veterans with world completion it should simply be a case of spending all those unused skill/hero points.

Wait, what is this?

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

Alrighty, thanks.

I was about to be like, “I need more tomes.”

Nobody needs more tomes, I think everybody has enough to level up more characters to max level than they can possibly play on any given day.

TY for the new legendary pistol!

in Guild Wars 2: Heart of Thorns

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Daroon.1736

Sincerely all thieves, engis and mesmers, but mostly thieves/engis.
Rest in pieces quip. You are amusing but you don’t have that wow factor.

I thought Quip was one of the better ones of the original crop, but you could be right – with everyone focusing on making the new legendaries, some of the old ones could become as rare as hens teeth.

RNG For precursor crafting collections?

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Posted by: Daroon.1736

Daroon.1736

Many of the current rare collections require difficult to obtain RNG drops from Boss events, so I’m wondering if the same is going to be true for the precursor collections?

As the stated intention of the introduction of precursor crafting was to eliminate the RNG aspect of obtaining a precursor, I sincerely hope that Anet hasn’t included any such items in any of the precursor collection requirements.

If they have, those wishing to craft a legendary are going to be in an even worst position than currently exists as progress will be blocked until they are able to acquire the rarer RNG items to complete the precursor crafting achievement.

As I don’t think I have seen a discussion on this topic before, I think clarification or a rethink of the decision would be extremely helpful as a lot of players are going to be deeply unhappy if this is the case.

Existing precursors and the MF

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Posted by: Daroon.1736

Daroon.1736

existing precursors will still drop from mobs, I assume so. Plus, when people agree to go through the mystic forge gamble, they must really want that precusor for themselves and not for trading on TP because there is no promise of sure profit.

My guess would be though that the vast majority of current precursors are coming through forging and not random drops. Bear in mind that (aside from the incredibly rare chance of the one you are after dropping from a mob) the only to way to currently ensure you get the precursor you want is through forging.

Existing precursors and the MF

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Posted by: Daroon.1736

Daroon.1736

With the advent of ‘crafting’ for existing precursors, I’m curious if (after HOT launches) players still intend to use Exotics in the MF to try for them or whether they will be salvaging them now for materials instead?

As I suspect most players will be aiming to create one of the new legendaries when they are released, there could be a total lack of existing pre-cursors and legendaries coming to market once HOT arrives and I’m wondering whether now might be a good time to purchase one.

Thoughts?

How long for the precursor collection?

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Posted by: Daroon.1736

Daroon.1736

I read that there will be a time lengthening component in the collection journey to maintain the precursor’s ‘prestige’. I hope it won’t take longer than to farm the gold from SW and buy the pre off the TP straight…

Also – Before you can complete the ‘legendary journey’ to collect all of the items you need to craft one of the new precursors, you will first have to have completed all of the mastery tiers for pre-cursor crafting. So yes, it is likely to take significantly longer.

sPvP Fix List

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Posted by: Daroon.1736

Daroon.1736

You’re not curing anything where hot join is concerned; you’re putting a bandage on it. In fact, you’re not even doing that with a “queue” system, because hot join has no matchmaking other than that which players choose based on what is already on the teams, which they can’t see if they have to queue first.

The cure? Get rid of hot join completely. I count 68 players in hot join right now on NA. It used to be much higher. Now the PvP player base for queues and hot join both is tiny compared to two, even one, year ago. Perhaps if those players had never gone to hot join for their first taste of PvP, they would have stuck around in PvP instead of finding it annoying and unstructured, and leaving.

^^This

Or This: https://forum-en.gw2archive.eu/forum/game/pvp/Hotjoin-Remove-Rewards-Yes-or-No/first

PvP New Reward tracks : Give your Opinion.

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Posted by: Daroon.1736

Daroon.1736

Pretty happy with reward tracks – new rewards sound fine as well.
If I had a top 5 suggested changes they would be:

1- Remove tomes of knowledge
2- Remove tomes of knowledge
3- Remove tomes of knowledge
4- Remove tomes of knowledge
5 -Remove tomes of knowledge

Useful QoL Gem store ideas

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Posted by: Daroon.1736

Daroon.1736

As someone who very rarely uses the gemstore (how many fluffy backpacks or outfits that make you go bald does anyone need?) I would like to offer these couple of suggestions as items, those like myself, might consider purchasing.

1) Buff Bag :

Goes at the bottom of the characters bag inventory and has a free slot for each of the stackable consumables (food, potions etc). You place a stack of the consumables you wish to be active into each slot and they are used automatically as their timers expire.

2) Hero Panel Armour wardrobe panel upgrade:

6 storage Slots for every Armour type – can be filled with exotic or better armour – each slot becomes active when filled from the characters inventory and once active can be used to quickly swap entire armour sets.

3) Consumables bag and UI panel upgrade:

9 slot bag for vendor purchased consumable items (spiky fruit, Ogre pet whistles etc)
Sits below the aforementioned buff bag in the players bag inventory and has the option of displaying usable icons for the first 3 items in the bag which would be displayed as small clickable (or key assigned) icons below the Party panel on the screen.

I would suggest that all of the above fall into the QoL category of upgrades and therefore are no more ‘advantageous’ than any of the current ones on offer.

Ordinance Crew bomb event takes too long

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Posted by: Daroon.1736

Daroon.1736

I actually liked the idea of this event in the last beta – it was doable without the skills but was obviously easier when everyone had glide and mushroom masteries.

The problem in this beta is that the glide1 mastery xp was bumped up so a lot of ppl were arriving at the event with neither unlocked and just gave up.

As this event is not in the starting area when the game goes live, most players will have those masteries unlocked before reaching it. You are right that scaling might need to be looked at though.

Confused by map

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Daroon.1736

Thanks. So I just grind until I get enough XP to glide?

yup, sadly though you’ll then need to grind a lot more until you get the (lvl2 ) ability to use updrafts

Confused by map

in Guild Wars 2: Heart of Thorns

Posted by: Daroon.1736

Daroon.1736

I’m confused as to how much of Verdant Brink is actually playable this weekend. I see places it seems like I should be able to go but I get the “You’re leaving the area” message and get tossed back. There doesn’t seem to be a huge area to play — am I just missing things because I can’t glide yet? Thanks in advance.

Nope – you are playing roughly 25% of one level of one of the 4 maps, so it is quite small.

Apparently this beta you can go up on level to the canopy, so you will need gliding and presumably updrafts to get there.

Another Beta Needed?

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Posted by: Daroon.1736

Daroon.1736

In common with many, I really enjoyed the last beta but this one has been a major disappointment.

The Raid isn’t working – BTW where is the sticky post keeping players updated about this? very few players have had the opportunity to test this.

The thinning of mobs and the fact that the day/night cycle seems to have been lengthened? (real time) has resulted in me wandering around aimlessly for long periods because there is apparently nothing at all happening on the map.
also, It might just be me, but the pointers to where events were occurring, seemed a lot clearer last beta.

Finally, although it might be fine in the final release, the bumping up of the XP required for gliding 1 combined with the above have meant that I’m struggling to find the motivation (or events) to level masteries up beyond that.

If the raids aren’t fixed today, I think another Beta weekend next week might be on the cards.

Is There a Way to Aquire Runes In Beta?

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Posted by: Daroon.1736

Daroon.1736

How to i get specific runes that i want to test builds with? Is it possible, or is it too late now that my bank has already been copied?

P.S. other than the limited ones they give you in the starter box.

You have a box in your inventory that has all the runes you will ever need.

Re-claiming/Defending Guild Halls

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Posted by: Daroon.1736

Daroon.1736

As nothing was touched on it during Guild Week, I think it is safe to assume it has been dropped.

That was what I was hoping, but as we have had no official word – some additional feedback from players (assuming, most think its a bad idea) might encourage them to re-think it, if indeed it is still to be implemented.

Re-claiming/Defending Guild Halls

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Posted by: Daroon.1736

Daroon.1736

When first they were first announced, it was stated that periodically, guilds would need to defend or re-claim their halls from attacks. No further information about this aspect of Guild Halls has since been forthcoming and I’m wondering (hoping) that the idea has been dropped.

If not, how is this going to work, Will all upgrades (or the hall itself) be lost if the guild doesn’t reclaim within a set amount of time? and how feasible is this for small guilds who may have members away?

Anyone else feel that given the time and effort that upgrading the halls is going to require, that this particular element is unwanted and unnecessary?

Wrapping Up Guild Week on Guild Chat

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Daroon.1736

I’ve not heard any mention of the previously announced feature of having to periodically ‘defend’ the guild hall from being re-taken – hopefully because this idea has been dropped, but if not could you explain how this is going to work?

Why is dishonor turned off?

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Posted by: Daroon.1736

Daroon.1736

Why are the Dev’s scared to turn it back on? Because players who genuinely disconnect will be penalized and come here and moan? Quite frankly, I suggest most people would agree, if you are suffering recurring bad connection problems and choose to play pvp, you deserve to be penalized and have no right to complain.

Oh, and dishonor should apply to hotjoin as well!

so because someone has a bad connection they shouldnt be allowed to play 1/3 of the game? yeah that seems fair…

also dishonour should not apply to hotjoin, why they hell would you want that? when the games more often than not dont have the same number of players on each team?

Of course it is fair. why should the other 9 players have their game affected because someone who is experiencing connectivity issues decides now would be a good time to play a pvp match?

With regard to hotjoin, the obvious reason why so many matches don’t have the same number of players on each team is because ppl can leave without penalty – having dishonor switched on there would probably have a greater positive impact than in unranked/ranked.

Why is dishonor turned off?

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Posted by: Daroon.1736

Daroon.1736

Judging by the response in chat from the recent live streams, the vast majority of the population is sick of afk’ers and leavers ruining matches without penalty.

Why are the Dev’s scared to turn it back on? Because players who genuinely disconnect will be penalized and come here and moan? Quite frankly, I suggest most people would agree, if you are suffering recurring bad connection problems and choose to play pvp, you deserve to be penalized and have no right to complain.

As for those who quit of their own volition or afk, I again would suggest that the vast majority of the player base would be in favor of more severe sanctions being imposed than those that are likely when it eventually gets turned back on.

Oh, and dishonor should apply to hotjoin as well!

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Daroon.1736

Daroon.1736

Whilst there is no word on whether the blooms will be ever used again, I’m pretty confident that the merchant will be around for a while and if he is taken out, it will be announced beforehand. Given the negativity surrounding the original event and knowing that many players are still holding blooms, removing the merchant and therefore making blooms worthless would be tantamount to winding up the player base and they are not that stupid.

Mini Map Resource Icons Come and Go

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Daroon.1736

Well, Well – 3 years playing I never even noticed that I could zoom in and out on the mini map – cheers guys.

Mini Map Resource Icons Come and Go

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Posted by: Daroon.1736

Daroon.1736

All this week I have had nice large icons appearing on the mini map (bottom left) where resource nodes appear, but after logging in again a few minutes ago I’m back to the tiny little icons and holding down the Ctrl key.

Anyone have any idea why; when I haven’t changed any settings, the larger icons come and go?

Odd things that break your immersion?

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Posted by: Daroon.1736

Daroon.1736

A great edge of the seat solo boss fight with adds that ends when the boss suddenly decides he is too far away from where he is supposed to be standing and he goes invuln and casually saunters off .

Guild Wars 2: Battle of the Thousand Clicks

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Posted by: Daroon.1736

Daroon.1736

As I have posted in another thread:

1) ‘Open all’ sounds like a reasonable feature but if you apply a little thought you’ll come to the conclusion that it won’t be implemented for the following reason:

All loot bags offer the option of acquiring multiple items in their loot tables – when opening a significant number of bags (say 100) the number of different items being acquired is going to be far in excess of the number of bags opened. Inventory (player bag space) is limited and therefore the extra items acquired (over and above the available space in the players bags) would need to be stored ‘somewhere’ until the player clears their bag space.

Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

How long would it be before the first player opened 250 champ bags only to find that their 80 free inventory spaces quickly filled up and they spot a pre-cursor tumbling down the right of the screen which hasn’t made it into the available space.

Cue frantic clearing of bags before the inevitable disconnect or crash occurs and the additional loot is lost.

If you thought that the reaction to losing a few mordrem blooms because of disconnects during the last event was over the top, when this started happening the QQing on the forums would be Biblical.

As I responded back to you in my post, and I quote, "You are taking the term ‘Use-all’ a bit too literal in idea #1. Let me explain…

If players use the ‘Use-all’ option with an already full inventory, the action of ‘Use-all’ will never go through at all until the player makes more room in their inventory.

Furthermore, when players use the ‘Use-all’ option, it is not necessarily the case that all consumable/bagged items will be used due to lack of inventory space to store all those items, and so in the case of insufficient inventory space, no items will be lost, to which a message will still pop up saying to players that they do not have enough inventory space. Nothing changes like if a player clicks a stack of consumable/bagged items one click at a time to which they are eventually met with the same message regarding insufficient inventory space.

Let me explain this mathematically if the above is not clear:

Say you use the ‘Use-all’ option explained in idea #1, and you have room for all items coming from 150 bags out of 250 bags, yet that 151th bag contained 3 items that could not fit in your inventory because you have only 2 empty inventory spaces left. Guess what? When the game code sees 3 items at once cannot fit into only 2 empty inventory spaces left, the use of that 151th bag will never go through, and as a result, NO excess items will be lost because there would be no excess items left over.

It would have to be coded that way to work." end of quote

i doubt anet will take any action since this has been requested for a long time.

i don’t think any of their staff will farm so many bags and click so many times in their playthroughs.

Just because the developers are not going through (or will not go through) clicking through stacks of certain consumables and bagged items does not mean players are not going through this, and that is what should be addressed.

You misunderstand – The idea is a good one and I think the vast majority of players (including myself) would like to see it introduced.

I also understand that that any number of new methods could be introduced to ensure that players inventories are not overloaded and loot is not lost but as it stands at the moment, the mechanics of opening bags works as I have described and a lot of re-coding would need to occur (assuming it is even possible) to achieve the results you desire.

Guild Wars 2: Battle of the Thousand Clicks

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Posted by: Daroon.1736

Daroon.1736

As I have posted in another thread:

1) ‘Open all’ sounds like a reasonable feature but if you apply a little thought you’ll come to the conclusion that it won’t be implemented for the following reason:

All loot bags offer the option of acquiring multiple items in their loot tables – when opening a significant number of bags (say 100) the number of different items being acquired is going to be far in excess of the number of bags opened. Inventory (player bag space) is limited and therefore the extra items acquired (over and above the available space in the players bags) would need to be stored ‘somewhere’ until the player clears their bag space.

Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

How long would it be before the first player opened 250 champ bags only to find that their 80 free inventory spaces quickly filled up and they spot a pre-cursor tumbling down the right of the screen which hasn’t made it into the available space.

Cue frantic clearing of bags before the inevitable disconnect or crash occurs and the additional loot is lost.

If you thought that the reaction to losing a few mordrem blooms because of disconnects during the last event was over the top, when this started happening the QQing on the forums would be Biblical.

In images: 10 Options we'd still like to see

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Posted by: Daroon.1736

Daroon.1736

1)
Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

With no disrespect intended, that’s a nonsensical reason. There’s already an additional storage like you describe. It’s no different from clicking a hundred bags manually and running out of space. I often forget how much stuff I have and when I loot a boss chest I get the ‘encumbered’ message. The items I can’t hold are displayed in a separate list window until I make room in my inventory.

bolded and italicized to illustrate how it works right now.

a full stack of champ bags would easily overflow that system – and what happens if the game crashes? if you accidentally open one bag over your limit, you stand to lose 2-3 items at most; with your ‘open all’ you could lose a huge number of items.

The phrase ‘be careful what you wish for’ springs to mind.

How long would it be before the first player opened 250 champ bags only to find that their 80 free inventory spaces quickly filled up and they spot a pre-cursor tumbling down the right of the screen which hasn’t made it into the available space.

Cue frantic clearing of bags before the inevitable disconnect or crash occurs and the additional loot is lost.

If you thought that the reaction to losing a few mordrem blooms because of disconnects during the last event was over the top, when this started happening the QQing on the forums would be Biblical.

In images: 10 Options we'd still like to see

in Guild Wars 2 Discussion

Posted by: Daroon.1736

Daroon.1736

1) ‘Open all’ sounds like a reasonable feature but if you apply a little thought you’ll come to the conclusion that it won’t be implemented for the following reason:

All loot bags offer the option of acquiring multiple items in their loot tables – when opening a significant number of bags (say 100) the number of different items being acquired is going to be far in excess of the number of bags opened. Inventory (player bag space) is limited and therefore the extra items acquired (over and above the available space in the players bags) would need to be stored ‘somewhere’ until the player clears their bag space.

Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

A challenge/event for the Devs

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Daroon.1736

I have a better one – all the PvP devs to go to hotjoin and try to find a match that either has 5v5 for the whole duration or an equal number of players and no leavers. When they find one the challenge is completed – My guess is it would take them a few weeks at a minimum.

Once per week?

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Posted by: Daroon.1736

Daroon.1736

“Black Lion Chest Keys from the early personal story rewards have been limited to one per week accountwide.”

What exactly is once per week?

A seven day period starting from the time the last key was obtained as a reward?

A seven day period starting weekly at a specific day and time (Sunday midnight to Sunday midnight) for example. If so what day and what time, also is this server time, local time, PST, GMT???

Mordrem Event: Rewards after Disconnect

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Posted by: Daroon.1736

Daroon.1736

the difference is that in this event a bug is responsible for you not getting any rewards at all, even if you qualify for them. its not about the stacks you lost, but about that if u stacked up enough stacks to qualify for an reward after the dc u got still no rewards for whatever reason

There is no difference.

The team should already be aware of the problems disconnecting causes and should be designing content in a manner that ensures that the flaws that exist in the system cannot cause these types of issues.

Faster way spirit shard to gold?

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Posted by: Daroon.1736

Daroon.1736

This assumes (particularly for the high value items) that you can actually sell at the quoted prices – remember these prices are set by sellers and are not always indicative of what buyers will actually pay.

In order to reliably make a profit from anything on this chart you need to find the lower buy price and use that after factoring in TP costs.

Mordremoth's event

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Posted by: Daroon.1736

Daroon.1736

Hello,

I asked the head of the GW2 Design Team about whether we would be making changes and rerunning it, extending it, or repeating it as it currently is designed.

Stuff like this just makes me die. On Monday players are complaining like hell and by Friday they want the event extended or repeated.

Quick Competition time Use the jumbled words below to find my guess at what the head of the GW2 Design Team’s actual response to Gaile’s question was.

Having Laugh Kitten You Are A

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Daroon.1736

Daroon.1736

Firstly can I re-iterate what several others have said – The honesty in admitting that the event has not gone as intended is a breath of fresh air.

On the event itself, many in this thread have eloquently described individual points that would help improve event design in the future, but what I would like the team to reflect on is why these issues (all of which have been discussed many time in the past) were allowed to be included in the initial design for this event and why nobody was able to anticipate that the event as it was rolled out, would be so unpopular.

DISCONNECTS

Hundreds of threads have been posted about how this issue affects players since launch, GW1 had similar issues and the team eventually implemented a system that fixed the problems. Given that you had those experiences to build on, why is content being increasingly designed that is reliant on staying connected to the game for fixed periods in order to receive rewards or participate in end boss battles.

You (really should) already know that any content where a DC causes progression to be lost is going to be unpopular, so why continue to implement designs that highlight this issue without fixing the source problem?

BALANCED REWARDS

Given the issues above, A simple tiered achievement (similar to the activity ones) that awarded a bloom chests every 10 events completed would have been a much simpler solution. DC’s would not have been an issue and if the achievement tracking was designed to only register if players were within ‘range’ when the event completed (you clearly are able to do this as the last beta zones showed) – players would not be able to ‘play’ the system by tagging and moving on.

Again you must know that mobs not dropping loot is deeply unpopular, so why are events designed this way? Are the issues caused by having more gold seemingly more important than having players participate and enjoy the experience?

TESTING

Probably the thing the irks most players. Bugs, personally I can deal with, even if they appear to us players to be glaringly obvious (no rewards – progress blocked etc) but given just the few examples I have given here, why does it appear that the team in general is so poor at anticipating problems that are likely to occur, when all of the issues that are likely to cause those problems are already (or should be) well known?

Going forward I believe that this is the internal conversation that needs to take place.

(edited by Daroon.1736)

Was this event just a disguised stress test?

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Posted by: Daroon.1736

Daroon.1736

Looks like I’m not the only one who’s stressed with it so I guess so