(edited by Deamhan.9538)
How long is it going to take for people to realize that thief and Mesmer are the golden children of ANet?
For PvE, between Well of Suffering, Well of Corruption and the one that blinds. Plague form and DS skill 4, along with staff skills 2 through 4, the question then becomes…
How many mobs can you get close to you all at once?
Is it Skyrim? Nope, not at all, but that’s to be expected from an MMO.
We’ll see about that when TES Online comes out.
(edited by Deamhan.9538)
I’ll just drop this here.
Oh my god, they failed so hard.
The OP said, and I quote:
“Looks like they forgot about the “Multiplayer” aspect of MMO.”
In order for Anet to have forgotten about it, they have to not done it more than once. Surely this is an overstatement of how often they forget about the multiplayer aspect, since they’ve had the muliplayer aspect in both of the living stories before this.
1) he then went on to explain what that statement meant. Taking him out of context doesn’t make your argument less of a strawman. You are either purposefully putting words into his mouth, or are unintentionally reading more into what was said than is actually there.
2) You don’t have to neglect to do something more than once in order for it to have been forgotten. The very first time you failed to remember to send in the rent check, even if you never made that mistake again, it was an example of having forgotten something.
This was exactly what came to mind when I read Vayne’s post. Honestly this kid needs to spend less time trolling people’s threads and more time paying attention in English class.
As for the topic. I don’t understand how hard it would be to scale instances on group size. This isn’t just for these living story events but for the dungeons and open world events as well.
Hmm there is something to the OP.
How fast can you do a daily? 20min give or take?
They need to separate wvw from pve to start with.
Then if we look at wvw, even if we consider an hour instead of 2 hours as being an average time people are on for each day, how many camps will you flip/defend? How many towers? How many people will you kill? How many npc’s?
These are the questions that should be asked. Then this should be what is required. You can ask similar questions for PvE, how many elites? How many regular mobs? How many events will you have completed (this one works for wvw too)?
If they could determine how many of these things an average player could accomplish in an hour, then this would make the daily better.
1. They would take longer (an hour on average).
2. They should require you to do things you are gonna do no matter what in the area of the game you’re in.
To explain the second one a bit better…
Instead of killing vets in Kryta, it should simply be killing vets. Instead of doing group events in Ascolon, it should simply be doing group events.
They should also have nothing to do with those stupid mini games.
The idea is that, yes you are kinda getting it for simply logging in but you are getting it for playing for ~1H which is longer than what many do now. Log in, grind out what you have to do to get it in 20min or less and log back out. Sounds to me that you already get it for merely logging in.
“The game being the endgame” has to do with how the game handles levels and reward. You can, at any point, go back to a starter area and not one shot kill mobs with the most basic attack and you will get drops for around your level. The xp and karma is also adjusted and is comparable (but I’m pretty sure it’s still less) to what would be given on a map that is more your current level.
This really has very little to do with the game being a grind or not.
Next thing you know, they’ll be saying killing 10 rats = grinding!
Depends on why…
If there is a plague being spread by the rats, you will need to kill a decent number of rats. But if we compare it to a dolyak. You need to work on your cooking and you require some dolyak meat. A single dolyak should provide enough dolyak meat to make a couple dozen and you should then be left with supplies to spare. You should not have to kill 10 dolyaks to make a single dish.
I’ll have to get home first to look up the videos but there is one small one that I can think of right now.
Breathers. I distincly remember hearing that when you first start playing, you don’t have one and your time under water is limited as you could drown if you stay under too long. To get one required the player to follow through on a quest or quest chain. As it is right now, you start the game with one and you don’t even need it as you can not drown under water.
Oh and I’m pretty sure that there is this:
They also said that the decisions you make during your personal story was suppose to have a persistant impact on your ‘home instance’. Implying that the game world itself was suppose to be a semi-instance (I think there is a better term for this) and that it was suppose to be possible for people to invite others to their home instance.
Instead you’re personal story has no impact on the open world, and I haven’t seen any ‘home instance’.
They never said your personal story would have impact on the open world and they CERTAINLY never said that you could drown. Drowning skills are like downed skills, that’s all. They said you had a breather from day one that would mean you wouldn’t have to come up for air.
It was certainly a misinterpretation on my part. When they said that the mob knocks your mask off (which doesn’t actually happen, I just tested this) and you enter a drowning state, paired with them saying that we don’t have to worry about equipping it as the game switches to it automatically, it gave the impression that we would drown without it.
Yet you can remove it and spend all the time you want underwater without one which is just a show of laziness on their part as to not code in a breath meter and drowning if you don’t have one.
While I couldn’t find a video (it has been two years now), I do remember hearing about having to complete a quest to obtain your first breather.
Again, I misinterpreted “home instance” as being a game wide thing rather than a single district within the major city of the race you chose. Yet still….
“You save some people but their village was destroyed…”
Lol what? When? Where? I hope they’re not talking about the events….
“There’s an orphanage and a hospital in here, and you have the choice to save one or the other but not both”
Yeah, did that and both the hospital and orphanage are up and running. There is no burned out building. I just checked.
After having just explored my home instance, I fail to see anything that reflects any of the choices I’ve made with my personal story or with the outcome of open world events.
But the biggest one is how they hyped up much of the game and claimed to do all these things ‘differently’ than other MMOs. Honestly, it’s just a face lift. Once you go beyond skin deep, you see that it’s all just the same as any MMO. Except that it is a NCSoft game, through and through. While they go on about not needing to grind/farm for the best gear, there are two things…
Once you have the best gear, there’s nothing left to strive for except to customize the look of said gear which requires you to farm/grind for hours upon hours on end.
Ascended gear through the original concept out the window as that is the best gear and requires you to grind/farm to get.
Last but certainly not least, in tune with being an NCSoft product, RNG. While certainly not as bad as some other titles (cough Aion cough) it serves a single purpose. If fills in a hole. In certain places in the world, you won’t find casinos. Gambling is illegal. The RNG game design sedates the craving, and thus it hooks people just the same.
I’ll have to get home first to look up the videos but there is one small one that I can think of right now.
Breathers. I distincly remember hearing that when you first start playing, you don’t have one and your time under water is limited as you could drown if you stay under too long. To get one required the player to follow through on a quest or quest chain. As it is right now, you start the game with one and you don’t even need it as you can not drown under water.
Oh and I’m pretty sure that there is this:
They also said that the decisions you make during your personal story was suppose to have a persistant impact on your ‘home instance’. Implying that the game world itself was suppose to be a semi-instance (I think there is a better term for this) and that it was suppose to be possible for people to invite others to their home instance.
Instead you’re personal story has no impact on the open world, and I haven’t seen any ‘home instance’.
I think the biggest reason comes from watching all the hyped up trailers/interviews (they’re still on youtube, check’em out), and then playing the game to realize that they did indeed fail to deliver. In addition to that, NCSoft (aka RNGSoft) had way too much of an influence on this game.
I refuse to play Norn due to the poor proportions with the males and they seem to run in slow motion.
It’s for the slow motion reason that i will only play a Charr with a profession that gets some passive speed buff.
And although you can’t blame the Charr too much for Ascalon over 200 years ago(no more than you would blame a German today for what the kittens did), you can sorta blame them for the problems being faced with now.
The Charr invasion of Ascalon and the Human king’s reaction is now why the Charr are plagued with ghosts.
The Charr invasion of Orr and some Human’s reaction to that is now the reason Zhaitan has an army of undead.
I wasn’t going to play an Asura because of their starting area (too confusing) but made one anyway. I just went to Queensdale right away.
The problem with rng is this…
Player A loads up the game, kills the first mob they see, and get’s a chest. They open the chest and get a skin ticket.
Player B loads up the game, kills hundreds of mobs, gets multiple stacks of 250 chests, and gets nothing but candy, fireworks, and food buffs.
With the objective being to acquire said skin ticket, did the effort put forth reflect the reward? Absolutely not.
If you look at the achievements, they could’ve very easily made one that was…
Open 1000 chests in total broken up into 5 tiers.
V = 500
IV = 250
III = 125
II = 62
I = 33
Upon completing the fifth tier the player is awarded a chest containing a skin ticket. They can maintain the possibility of more tickets dropping from the chests as it is now.
At least the shatter wings are a guarantee for completing achievements. Although some of these achievements were not thought through at all.
Dragon Ball (oh man, put this one up there with the “I choose you” said by rangers along with some other things seen in game and I wonder if ANet is actually capable of original thought), you have the achievement for games played and games won. They are the same quantity. Hello, go in to play and quit if there is a strong possibility of losing. You actually save yourself time by not playing losing matches to the end and you get both achievements done at the same time.
A more realistic approach would’ve been to have the number of games won at half, with the idea that you have a 50/50 chance of winning (either your team wins or the other team wins).
As for the races. 50 kittening silver? Is ANet that delusional that they think we are all farmers with 100+ gold? Get kittening real here. If I’m betting 50 silver then I fully expect an option to take those stupid ticket things you get and directly exchange it for in game currency. If each Moa (aka Chocobo) has an equal chance of winning and there are 5, then my odds are 1 in 5. If I bet 50 silver and win, then I expect the tickets I get exchange for 2g 50s.
I’m just glad that I find the skins to be rather ugly. I think the shatter wings would suit my asura mesmer and so I’m going for that but I think in the future, unless this is thought out better, I won’t waste my time with it.
Oh, I’ve done the candy achievements by getting the candies out of the chests. I’ve also did the hologram achievement. I would guess that I have opened around 750 chests and the rarest thing I got was that mini, after they down graded it from rare to masterwork.
Why bother with that setup? You are only getting -20% condition from the runes and no reduction to stuns. If you go with a full set of superior you will get -25% condition and -25% stun. You’ll also get more toughness to reduce physical damage as well.
Honestly, for WvW, they would be better off having a skritt npc at each citadel. If you don’t grab the bag, once it disappears, the contents are temporarily (5 hours from the time it dropped) stored by the NPC. You then talk to the npc to claim your goods.
Alternatively, the space can be limited and if there isn’t enough space, the loot simply disappears when the bag does on the field.
There are plenty of events that spawn mobs and there are plenty of places where there is a high mob density. I think the only issue is with the holographic mobs. They spawn often but they drop so fast that I can certainly see where people may not get a chance to even cast a skill by the time they go down.
What they could do is set it up as a capture point. You activate the device (the knockdown is utter BS since the mobs can very well die before you have the chance to stand back up), kill the mobs, then stand within a ring for a few seconds to “capture” it. So long as you get within the circle in time to capture, the dead mobs become lootable.
But AC’s are not affected by LoS. Otherwise it would not be possible to shoot through the gap upper gate. Or on the other side of wall.
Which is now possible with adjusting FoV.
Which is precisely the problem with them.
Make them require line of sight from the perspective of the cart rather than that of the player’s view. In other words, make them prone to being “obstucted”.
This way, if you are being hit by one, you should be able to see it. Even if it is too far away for you to reach it.
This would also make it impossible for people to widen their FoV by any means just to be able to hit areas behind cover just because they, the player, can see that spot on their monitor. It would basically place everyone more on equal footing regardless of screen resolution, FoV, Eye Finity, etc.
I think they shouldn’t exist at all.
The pet was unable to hit him despite having an increase to running speed because it doesn’t matter how fast the pet can run. They stop to attack and that attack takes time to execute. The target doesn’t need to be running any faster than normal, forward, combat speed.
Since it is about how fast the target is going, this renders things like Agility Training completely useless. You’d be far better off going for Pet’s Prowess especially if using a precision pet. Then it is up to you to pack some movement impairing skills so that the pet’s attacks can land.
I can only hope that the future reduction to pet damage is being paired with pets hitting on the move, unfortunately with ANet’s development history I wouldn’t hold my breath.
Wolf for fear, super useful for when you need to:
A. Buy some time while bunkering a point in spvp. And fearing them off the point to cap it.
B. When downed, this will give you another interrupt and buy your team time to Rez you.
C. Great for fearing enemies off a downed enemy for a Rez, or to buy them time perform a heal/action. (For quick Rez, start rezzing, switch to wolf and gain quickness and fear people away.
D. It also has a knockdown on its first attack, and a cripple on another. (Knockdown can potentially give you yet another interrupt to negate a stomp.
E. Decent damage
If I may….
F. Can be used to fear thieves out of their shadow’s refuge causing them to be revealed.
Since most of the skillful players are in Heart of the Mists
Lost credibility there. tPvP is an entirely different game mode. I can’t begin to count how many “Champion [Title]” players I’ve stomped in battle and one on one. Let them think they’re the best though. It’ll crush their morale that much more when I flag them.
I was under the impression that the OP was being sarcastic…
Hardcore and casual are subjective terms used to describe dedication. That’s it, that’s all.
I don’t even like to go as far as saying ‘x amount of hours as a minimum’ since not everyone has the same amount of free time. A teenager off on summer vacation will certainly have way more time than a single parent who has to both work a full time job monday to friday as well as a part time job on the weekend.
Given a person’s free time, I would say that anyone who spends 75% or more of it on the game is dedicated and therefore, “hardcore”.
So who’s ruining this game? Is it the casuals? Is it the hardcore? well, it’s neither one actually.
-Corporate greed
-Non gamers in charge
-Non gamer software developers out of school and looking for work get hired on by a game development company.
-Game developing company delivering a game to one demographic but was designed for people of a different demographic (Aion’s online gambling and massive grind to cater to a Korean type demographic, delivered to a NA and EU demographic).
The list can go on but it’s unlikely that casual or hardcore would be on it. If so, they would definitely be at the bottom.
Edit:
Umm is comb@t really a swear word
Depends on what word came after it as the filter is over sensitive.
combakittens
combat—its
If it’s that much of a problem, then majority rules. If you happen to be one of the minority that falls within the off hours, such is life. To bad, so sad.
I agree on map design. As well as fixing issues. Look at the SW supply camp where it is possible to scale the short steep hill to the left of the archway (from the perspective of facing in toward the camp). You can’t run up it but if you use the right skill, it will put you up there. I believe that the original design was to make that archway a choke point making the camp easy to cap and defend for the invader but more difficult to take and hold for the home team.
I also believe that there is too much seige. The use of seige is about necessity in an offensive vs defensive role. We have seige that is being used in the game that actually replaced and made obsolete other types of seige that we also use in the game. Cannon and mortars basically replaced ballistas and trebs. Also the mortars and cannons currently used as defense are way too weak.
Also, as far as I can tell, there is a cap on the amount of seige that can be made and in addition to this, people are required to touch the seige periodically to reset a despawn timer?
Then you look at how some work like the ACs. You select a spot on the ground and the arrows rain down from straight up?
As much as this is a game and not RL, many problems that occur stem from throwing RL out the window. Take those ACs, which should fire their salvo as an arc from the cart to the selected point of impact. the height of the arc would then depend on the distance and you would not be able to hit people who are hugging a wall from the other side. If you shot high enough to clear the wall, the shot would land a decent distance beyond it creating a safe zone behind it. The other seige alreay does this.
Then there is the no clipping with the placement of seige. You can basically spam a gate with rams. Not only should they not be allowed to overlap at all but there should be a minimum distance that should be between them.
people don’t like paying attention to pets because this game has been dumbed down to its core to cater to the mass of idiots who couldn’t handle pvp in other MMO’s.
I mean christ..how many times have I read in one of these threads “Rangers can go all bunker like, and have a pet that does a lot of damage!!” like thats some foreign concept in an MMO.
You could do in DAOC/Warhammer/Rift and WoW ……
Hell, like I said before..people would crap themselves if they ran into a Bonedancer from DAOC.
a CASTER… with an instant cast lifetap nuke on a 4 second cooldown…that had 4 pets..1 big hitting pet, and 3 little ones..THAT CHAINED SPAMMED HEALS on the bonedancer……you could build incredibly hard to kill this toon….and how did groups handle the BD in fights? They killed their pets..You had to…you couldn’t just let it run around freely…
Mesmers can go bunker/clone and get the best of both.
Thieves can go all out damage while maintaining all their stealth and so they too get the best of both.
OMG rangers can go full bunker and let their (easy to kite) pet put out good dps, NERF.
The oxygen you are looking to extract is the dissolved oxygen.
Going off of a fresh water survey, a seasonal average of 10mg/L
http://ga.water.usgs.gov/edu/dissolvedoxygen.html
We breath about 7 or 8 Liters of air per minute which works out to be about 9.98 to 11.36 grams.
You would need a machine that would allow you to pull the oxygen out of 1000 Liters of water in one minute to have 100%. But we only need a concentration of 20%. On top of that the air we breath in has about 20% but the air we breath out only has about 15% for a 5% drop.
As a minimum we would need a device that can pull the dissolved oxygen out of 50 Liters of water in one minute and replace the CO2 with this extracted oxygen.
So pulling the oxygen from 1 liter per second would be sufficient enough.
However, we’re not talking something that fits over your face. You’d be looking at a unit that you wear on your back.
Oddly enough, if you participate for a while, you begin to see the order within that chaos. It may be hard to believe (and it may be different on other servers) but our commanders do communicate with one another. They coordinate.
We run up to a keep and start attacking it. You think “alright were gonna try and take this” but then all of a sudden the group is running off somewhere else and takes a camp on the other side of the map. Then they go down and try and take a tower nearby. You think “wtf, what happened to trying to take the keep?”.
The keep was a distraction to buy a little more time at taking the tower.
That’s just a simple example. There are more complex strategies, especially when it involves 2 or 3 commanders and they begin to work off of each others actions.
As for pvp over pve. It’s just more exciting to fight an enemy that actually thinks. AI is too scripted, too predictable.
It should be one badge per player kill, and nothing else.
A server can dominate and win a matchup without ever killing a single player. You can also spend hours at a time defending a keep and because you’re doing so, you never kill other players. You’re making the mistake of thinking WvW is soley PvP, it has elements of PvE and PvD too.
How can a server win a matchup by not killing a single person?
If WvW has PVE aspects, it should reward with PVE rewards. The PVE aspects of WvW shouldn’t reward with badges of honor, which is reserved for strictly the PVP aspect.
I’m just going to jump in here.
WvW isn’t a pvp arena. It’s not the spvp or tpvp that is found within the ‘Heart of the Mists’.
Now I agree that WvW was very poorly designed. It should’ve been more sandbox style and should rely completely on players to not only capture but to also defend and upgrade POIs. So no camp supervisors or keep lord, etc. Yeah, there will need to be some npc’s (merchants, armor repair, BLT representative, etc.) but there is so much that can be given to the player. To be made the player’s responsibility.
Upgrade the keep with reinforced walls? Well, once the walls are repaired (done by the players), the next available option is to upgrade. Works the same as repair. You get supplies, go to the wall, and hammer away your supplies. Once enough supplies have been spent on that wall for upgrading, it is now a reinforced wall. Rinse and repeat for each destroyable wall for that keep/tower/castle…
Some other upgrades shouldn’t even exist. Need to get supplies from a camp? You, as a player spawn a dolyak and then you, as a player, can escort it or let it get there on its own. Since the spawning of one takes supplies from the camp, that then becomes a limiting factor on the number of dolyaks you can spawn at any one time.
We get wxp for defending, killing players, escorting supply runs, killing supply runs, etc. pair that with getting badges in the chest we get for leveling up and we get rewarded for doing all the WvW activities.
I sorta strayed from the original point and that was, WvW is not spvp/tpvp. It’s an open map, with mobs, resource nodes, and even npc’s (Quaggan, Dolyaks, merchants, wolves, bears, etc.). It is basically pvpve. The gear that is used there is pve gear. The gear that is bought with the badges is pve gear. It is just another way to get gear with the same stats as can be gotten elsewhere.
I think you should take it to the next level.
If you die in-game, then you die in real life. Just think how careful we would all be! I would spend the game in Lion’s Arch, maybe discover points that have no altitude, and that would be about it.
It would be awesome!
If dying in the game was the only way I could die, I’d leave it at the character selection screen. lol.
I’ve played Dead is Dead with Skyrim. It certainly enhances the thrill. It would change how WvW works that’s for sure. Would actually make it more enjoyable IMO.
They could, if they wanted, add another “world” (server/realm/whatever you want to call them) where dead is dead.
I’d certainly make a character on there.
As for looting, the player(s) who was involved in killing you would have a chance at getting one of your items as a reward. With certain exceptions…
Gem bought items like the sickle and pick that become character bound would be sent to your bank (or a special bank for this purpose that you can’t put items in yourself and have 24 hours to remove what is sent there). These items would no be account bound until bound to your next character.
There was nothing you could’ve done and the thief is the only profession that can do this. That’s why people are all up in arms about them.
Yet the fix is very simple.
Stealth is a very powerful game mechanic, especially when you can pop in and out throughout a fight and while in stealth you have at least half a dozen benefits.
Condition removal
Initiative Regen
+50% movement speed
Hp Regen
The enemy not being able to use any target based skills against you
This isn’t too bad because they heal poorly out of stealth, they can have the 33% movement speed that every other profession can get but no more, people can actually use the bulk of their skills against them, all while they are out of stealth.
The problem? If they are about to lose, they can escape ANY situation they are in no matter how bad it is. Case in point is the OP’s post.
SR should be an ambush skill. For use out of combat only.
HS should be a finishing move, and not another autoattack, so the initiative cost needs an increase.
Make BP a dark field.
How about some of the pets we can get now but as their risen version.
http://wiki.guildwars2.com/wiki/Risen_Bull_Shark
http://wiki.guildwars2.com/wiki/Risen_Drake
http://wiki.guildwars2.com/wiki/Risen_Eagle
etc.
Please don’t derail the thread…this has nothing to do with hardcore vs casual. Did you even read the original post?
Did you even read beyond the first sentence of mine?
Would you read a book on landscaping if you wanted to learn how to fish?
Please don’t derail the thread.
The utter lack of understanding of WvW in the QQ of this thread is amazing, and I’ll leave it at that.
Don’t like WvW? Go do some PvE stuff and have some fun. It’ll save us from having to see the QQ in map chat. You’re happy and having fun, we’re happy and having fun. Win all the way around.
So says a zergling from a zerg guild.
Personally I do not mind the zergs nearly as much as I mind that the game seems to have set the skill cap one notch above ‘dreadfully easy’ and seem content to leave it there.
Some commanders yea they are using skill and tactics, no question. Some of the siege placement guru’s, yea they are using tactics as well. The map PPT strategists, I appreciate their skill. So if you have all those on a map at the same time that is what 5-10 people using skill and strategy while the rest follow them around like sheep spamming their tagging skill of choice?
This game is designed to be played on auto pilot while you watch TV. I cannot think of a game that has as low skill cap as this one, granted I haven’t played hello kitty island adventure.
You come off as one of those WvW people who take a camp and then sit on it so you can fight the people that try and take it back. Hey, I’m sorry that this game doesn’t have sPvP that allows you to use your pve gear. That’s an issue you need to take up with ANet.
As for the bolded part above, you do realize that much of the tactics that are used depend on numbers don’t you? One fine example is that siege you mention. What piece of siege equipment costs 10 supply to build, or even 15 for that matter (when the buff is up)?
WvW is about taking and holding control over the camps, towers, keeps and castle to accumulate more points than your competition. This means taking these points of interest from them and you use what is available to do this. Siege, tactics, and even numbers. Having superior numbers is a perfectly viable warfare tactic and the team with more numbers should not be punished. The team with fewer numbers need to take the initiative to recruit more people.
You can play the ‘semantics’ game all you want but if you are having ‘duels’ and some “zerg” wipes you out. To bad.
Please don’t derail the thread…this has nothing to do with hardcore vs casual. Did you even read the original post?
Did you even read beyond the first sentence of mine?
First I want to address this casual/Hardcore BS.
In my time in EVE I explored the possibility of starting my own corp. Part of it is to set up for recruitment this included people’s dedication to the game. How many hours per day, minimum, do you want your members to be active 5 or more hours per day on average? Or is less than that acceptable.
They put an actual figure to how many hours as a minimum meant that the player was hard core or casual. They even used those terms.
I somewhat agree with this. Time spent playing is what determines the difference. Not what you spend that time in game doing. So no, farming does not mean you are a hard core player. Yes, you can be a casual player who farms.
I think it would come down to a ratio between the age of your account and time spent playing.
24/3 = 8
24/6 = 4
This is average per day and gives you the values you want to look for.
If you divide your account age by the time spent playing and you get a value of greater than 8, you are a casual gamer. If you get a value 4 to 8, you are a regular player. If you get a value of less than 4, you are a hard core player.
Note: If you get a value of 2 or less, seek help as you may have a problem. averaging 12 hours per day definitely screems addiction.
I personally see hard core or casual more along the lines of choice or preference. That is, given the amount of free time you have (that is time outside time spent on responsibilities) how much of that time is spent on gaming?
1% to 33% = Casual
34% to 66% = Average
67% to 100% = Hardcore
Not everyone’s lives are the same. Take mine. I have an 8 hour per day job. I sleep about 7 hours per night. I have shared custody of two children. When I have them, they will take up some of my free time, but they are a responsibility I have as a parent.
This places raising children under things like, making sure I eat and maitain employment, and get enough sleep.
They do not fall under things like reading a book, watching tv, or playing video games.
The point is that I’m not spending my free time looking after my kids but rather looking after my kids gives me less free time.
So that leaves every other week where I can pretty much no life it on the game outside working, sleeping, eating, and taking care of other necessities.
Compare this to someone who is a single parent and works a 12 hour shift. They will certainly have less free time. However, if they spend that entire free time they do have on the game, that to me qualifies as a hard core gamer.
As for farming itself. Well, here is the deal. You have a game that allows different styles of play but all use the same player driven economy. These different play styles will pull the economy in different directions and the problem comes when one person’s play is hindered because of another person’s play.
Think of it as people who make minimum wage living in an area where the cost of living is inflated because there are people who are pulling in wads of cash for some reason (Eg. Oil sands).
What they are doing about it is first trying to control where the farming happens (events where one group want to do the even while the other doesn’t want the even completed and so they are stepping on each other’s toes), and they are reducing the reward (reducing the pay so the cost of living can go down).
If two people put in 3 hours of play where one person ran dungeons and the other farmed the same dozen mobs in one location, I don’t think that the person farming should make 3 or 4 times what the dungeon runner makes. I also don’t think the opposite either. They should be pretty much on par. This keeps the economy even for everyone regardless on play style.
Oh and spare me the nonsense. Of course someone who can get through the same dungeon in half the time will end up with twice the profit over the same 3 hours.
I’ve had my cat face tank champs in Orr. If not for a small slip up on my part with an add (I accidentally used my pet’s F2 against the add causing my pet to leave the main boss), I could’ve solo’ed the legendary boss at the Temple of Dwayna.
However, that’s pve. In pvp, remember that the pet can be up to half our dps. Yet provided that you are at normal forward, in combat, moment speed (strafing and moving backwards is slower), then when our pet stops to attack, you will be out of range and the pet will miss. If you have a speed buff (+33%) then I’m pretty sure you can include strafing.
So half of a ranger’s damage is prone to missing at least half the time. It also takes time to go from target to target, and if both are dead and the swap is on a 1min cd, then the ranger is at half dps for that minute.
It would be better if we did 25% more damage than everyone else with the pet but then did 25% less than everyone else without it.
Instead we depend on our pet to be on par and even then most other professions are capable of out dps’ing us.
I agree with that. A chain of events would certainly make them more interesting.
The problem with using just WvW ranking is that it is too easy to solo grind for it and so you never get any xp at actually leading people.
The 100g is just plain bad because anyone with a credit card or enough time solo grinding gold in pve can buy it.
There is no simple process to follow here. It needs to be based on information collected from a number of sources. Some of which include;
Leading a 5 man party. Doesn’t matter too much if it’s pvp or pve so long as you are getting the experience of leading a group of people. The question is, how does the game recognize this? I know you can set a mob as primary target, allowing others to press “T” to assist. You can also mark on the map. If ANet were to develop the tools in this area, then the game can recognize the use of these tools.
2. Success or failure. If you lead a group to using the tools available, what is the result? As Reikou said, points awarded for winning but rather than losing points for dying, the leader would lose points for losing. There are two outcomes for events, either you are successful or you fail. Sure you get xp and karma either way, but the outcome could be something the game keeps track of (points system) along with the use of leadership tools available. Being successful at the event grants you points while failing the event causes you to lose points.
3. WvW rank. While not a primary factor since it is possible to obtain a high rank simply by doing the pve part of WvW solo, it does have some indication to your time spent in WvW so I would think that this should be a small modifier toward your score.
Of course, you should only be able to build up your score by taking the lead position in a group/squad/etc. It would be the key that the game would recognize to start keeping track of your score.
I also don’t agree with the person getting less points for using 5 people to take a camp instead of doing it solo. After all this is about ranking a person’s leadership. IMO they shouldn’t get any if they solo’ed the camp as they didn’t lead anyone. However, leading more than 5 really won’t benefit you any more than simply leading 5.
I’m sorry but speed running through a dungeon, skipping 75% of it just to pick off the bosses along a path is something I highly doubt the devs intended.
The problem is that the rewards come from defeating the champs and legendary bosses and not from killing the normals and elites that are found along the way.
Yet the solution is very simple. The dungeons are instances and so mobs don’t respawn (there may be some exceptions). Killing the mobs along the path they chose should be as necessary for completion as killing the final boss.
That’s all it would take.
http://wiki.guildwars2.com/wiki/Carnivorous_Appetite
http://wiki.guildwars2.com/wiki/Compassion_Training
http://wiki.guildwars2.com/wiki/Natural_Healing
The raven is a dps pet and has a buff to precision for high crit chance. None of the above show up as buffs. In addition to that, there is also this.
http://wiki.guildwars2.com/wiki/Signet_of_Stone
I’d have to confirm but I’m pretty sure that this too will not show up as a buff. The pet will just suddenly start taking 0 damage.
Edit: Oh, I just noticed that the pet has the following signet passive as well.
(edited by Deamhan.9538)
Oh god. That’s an old song.
Haven’t heard that on the radio in over a decade.
What pet was it?
Some pets have skills that regen on attack. Fern hound has a regen F2.
If they run x/30/x/x/30 (putting the other 10 pts anywhere else) you can have pets healing for more, passive regen, pet’s heal on crit. Use a cat pet that crits half the time, plus signet of the wild (I think that’s the one with regen?), plus troll unguent.
I can guarantee that the pet will out heal anyone’s down state dps.
As for out of combat. I, as the range, have been out of combat while my pet is in combat once beyond a certain range. The pet, is not out of combat, only the ranger. I noticed this when I tried out a build that did away with most, if not all, passive regen. My pet also didn’t heal on attack with this build.
The person ran and my pet chased but I didn’t. Eventually I got back the ability to swap skills and my hp regen’ed back up to full. My pet’s health did not regen and I had to use TU to heal my pet. Eventually I had to swap my pet out.
Well, as I said, it was a ‘WTF’ moment when it happened and so the first thing I did was check my boons. They were all still on and active.
That’s fine though, I’ve had a case of a guardian being immune to cc when the only buffs they had was one of their virtues (aegis was not that one), the buff from a precision stacking sigil, and a guild banner. I used surprise shot on my thief, did the damage, but by immobilize didn’t even register. Thinking back, that guardian did not succumb to any cc for the entire fight. It was a 4 on 1 fight, I was one of the four. He died anyway. While appearantly immune to cc, but not to conditions that cause damage and between that and the physical damage they took, he couldn’t heal through it and died.
This is in addition to five accounts of speed hacking while two of these also include actual flying.
All within a month.
I love when people say “you need to anticipate”.
[sarcasm]What do you mean you can’t counter stealth, didn’t your crystal ball come with your copy of GW2?[/sarcasm]
I’ve taken 18k in one hit while I had 1400 toughness (2300 armor). One shot killed from full health.
I’ve had my pet crit for 4k. The most I crit for is 2K.
Griffons, raptors, but honestly I just want my bald eagle to have a white head and tail.
The F2 ability of a pet is pretty much set. The other skills that the pets have are used by the AI.
