Showing Posts For Devata.6589:

Guild System Improvements

in Suggestions

Posted by: Devata.6589

Devata.6589

I posted on this topic months ago and also had my own topic about it: https://forum-en.gw2archive.eu/forum/game/suggestions/Way-more-guild-options-and-rights/first#post696956

I really had hoped we would have had these options by now. Most of them are not even so difficult to make. Not more work (no, less work) then the guild-mission. Talking about that. Except for the fact that I am afraid they will get boring pretty fast still a good job. We really needed that but we needed the better guild-tools even more months ago.

And while being busy with the guild once in a while you notice yet another option your missing. So I came here to add that to the list.

Please make it possible to export a list of all members including all there chars (only that they use to represent the guild, for private reasons) and information like current level, rank, profession, race and crafts.

The members page on our guild-forum that was supposed to show this information is still empty because it’s almost impossible to get all that information. You don’t see all there chars so need to ask them all one by one. New members come, old members go or stop playing. People get new chars, people get higher levels and so on. It’s an impossible task to do by hand.

It would be great if you could make it possible to export that information to a CSV or XML file so we can just export that like one a week so it’s always updated on the site. A scrip can then show in on the site in the way they like.

(edited by Devata.6589)

Game crash when typing in chat.

in Bugs: Game, Forum, Website

Posted by: Devata.6589

Devata.6589

It’s like Pontilla.8256 says. It happens when you pressed CTRL+Shift. This bug has been in since beta 1. I also reported it on the forum I think and send in bug-reports. It’s a very consistent bug. Not sure why you think it is not consistently.

Now some extra information (I think I added that in bug reports). The CTRL+Shift has to do with the installation of multiple keyboards in Windows (not real keyboard but in the software / drivers). CTRL+Shift switches between keyboard. So I guess that if you do not have multiple keyboards installed on windows this problem might not happen! I don’t know but that might be why you think it is not consistent.

(edited by Devata.6589)

Target invulnerable bug STILL not fixed

in Bugs: Game, Forum, Website

Posted by: Devata.6589

Devata.6589

A video of when you are inside the ‘movement circle’. How? As you know the movement circle is not visible. And it happens also when I (we) am (probably) still inside the movement circle. You don’t have to be very far.

It happens very often and then in the team-speak you hear something like ‘Oh no, no not again!! How much heath did he regain??’. So if this happens a lot when playing normally then yeah it is a bug. In normal situations (so not when you pull him all across the map) you should never run into this problem. If you do you can’t talk about correct working game mechanics but it really is a bug.

And then there is the problem that even if the reason would be that you would be to far away (that is not always the case) then it still makes no sense that he runs the whole way back, regaining heath and being invulnerable. That is simply unfair and not logic. Doing damage and moving back into the moving circle should then fix the job. (he regaining hp while walking back is fine (when the reason is that he is to far away) but he should not be invulnerable and walk the whole way back even if people are attacking and moving back into the moving circle).

By the way, your comment basically also shows it is a bug “I personally don’t like to gamble with the bosses health like that.”. It’s not oke if you really have to worry about that. But once again, pulling him far (to small moving circle) does not seem to be the main problem.

@lunawisp.2378
And then they also walk back to there spawn-place? In that case getting to close to a wall might also be an reason. I did not noticed that. It happens a lot and I do believe there are multiple reasons for this to happen, defiantly not only when you are to far away.

Target invulnerable bug STILL not fixed

in Bugs: Game, Forum, Website

Posted by: Devata.6589

Devata.6589

@Radio Isotope.3045
I understand the concept. Every MMO has it but in GW2 it happens way to fast. When everybody seems to be attacking and is standing close to the target. Besides as soon as it runs away and you attack it again (while running to it) it should go back into combat and stop being invulnerable. Also that does not work half of the time. Half a group shooting at it and it just walks back and regains heath in the meanwhile. It is not until it is back on it’s place before it checks for damage and stop the regeneration of heath and stops to be invulnerable.

It also happens in a lot of occasions. When it gets to far from it’s spawn location, and that to far is not for enough in GW2. But also when people apparently are out of it’s reach, those people do attack him and he killed the only thing in his reach. This happens a lot with rangers. Rangers are outside of his range, he kills there pet and starts walking back to his spawn place, becoming invulnerable and regaining heath. (meanwhile the ranger is in combat and has not moved a step)

And it also seems to happen when people are outside his line of fire. This might happen when people dodge away from attacks. In that case he should move closer to attack not walk back, become invulnerable and regain health.

I do understand the system, I did play other MMO’s but in GW2 it is not working good and giving a big disadvantage a lot of the time. When people are fighting a mob and they don’t pull him all across the map he should not suddenly walk back, get invulnerable and regain heath. Do they pull him to far (and that should be further away as now is the case) he might walk back but he should not get invulnerable and as soon as the people move back into his ‘movement circle’ while doing damage he should get back into the fight.

So walking back and regaining heath in specific situations is indeed not a bug but the way it works in GW2 is a bug / not correct / very bad.

(edited by Devata.6589)

Target invulnerable bug STILL not fixed

in Bugs: Game, Forum, Website

Posted by: Devata.6589

Devata.6589

A lot of times when attacking a target (especially bosses in dungeons) they suddenly walk back to there place and regain heath, all damage done shows ‘invulnerable’. This bug is there since beta 1. When are you planning on fixing this?!

Get kicked out of dungeon still not fixed

in Suggestions

Posted by: Devata.6589

Devata.6589

So now we have this pretty bad monthly where we have to do dungeons and have to salvage but you still have not fixed the dungeon problems.

When the person who entered leaves the whole group get kicked out. Never gonna the monthly this way.

This problem has been in since beta 1 and is still in. In stead of promising a ‘patch’ that will give us the content like if it is an expansion in February (haven’t seen much of that, including in the notes about the upcoming patch anyhow) just fix all the extremely bad bugs that are in since beta 1.

I guess we will also all not get all the repair cost for all the times we get kicked out of a dungeon because of ArenaNet bugs?

Movement Signets & Speed Bonus

in Bugs: Game, Forum, Website

Posted by: Devata.6589

Devata.6589

Signet of the Hunt is bugged it only gives 10% increased movement speed.

When they changed it from going from 10% to 25%I already noticed that I did not see any difference. And then I saw that the message of boost also still indicates a increase of 10%. The message of the spell says 25% but that is about it.

Monthly achievement already over?

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Well then maybe it is not a huge deal but in this case it did mean I did not get my monthly.

Now I do understand that my post looks like yet another complain post but it is the result of more similar thinks.

Monthly achievement already over?

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

@Mike.5091 No I did not have a whole month. I also have other thinks to do. Besides they put in fractals that also makes me dependable of other people. (thats why I did not have that one yet) And if it is every week at 1am (I guess you mean 1am) then they should also not let us wait for the world events.

@Bullfrog last time I checked they resetted at 2am but that might have changed. Maybe ArenaNet forgets about winter and summer time. And the last WvW reset was around 2am. So another inconsistency.

For the same reason as the world events don’t come when ArenaNet promise them to come.

And you say "Not this again! " so apparently this kind of posts are more often here. Kinda shows that it is not very clear.

@Edge.4180
“unless we’re in daylight savings time, at which point it shifts an hour” well that is a strange surprise.
Does not really make any sense does it? I did figure lets at least be there before 2am because thats when the daily resets so I logged in at exactly 1am.

When the time shifts, it shifts and it should also shift on ArenaNet’s servers.

(edited by Devata.6589)

Monthly achievement already over?

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

I just log in to do the last 3 fractals to get my monthly. I did all my monthly achievements so far and now I wanted to get it because it is finally useful. Guess what it is already over.

Now it is 1:00 on the first of of February here so you would think it made sense but is does not. Every world event like wintersday, Halloween and the new island it was announced for a specific date and we always had to wait about a day because it was not EU time.

So now I want to finish my monthly in that time and suddenly ArenaNet does use our time? So will the next world event also be in EU time or do we have to wait then again?

It is really annoying how ArenaNet is very inconsistent with everything. People get banner because they get an advantage using the game mechanics but when I make a post asking when thief’s playing WvW get banned because they also get an advantage using the game mechanics it gets removed. That has to do with consistency.

Please work on your consistency ArenaNet at least then people know what they can expect.

Update: No WvW Rating Reset

in WvW

Posted by: Devata.6589

Devata.6589

A bit strange. Our server for example did not play a lot of WvW last weekend to get rid of people only coming to our server because we were doing good in WvW. As soon as free transfers were gone real playing started again and we have moved from 3th place to second place (in our tier), have had the highest income almost all the time but the total score will of course be lower because we basically mis 3 days. At the current score that would mean we would drop down 3 places while we should normally stay at the same place.

And how about the 2 weeks matches? Are they still coming? And will the WvW fixes then also come? They can also change a lot. Will guilds have more influence in WvW (like when they capture things) because also that will change a lot.

WvW needs more resourcefulness and less zergs

in WvW

Posted by: Devata.6589

Devata.6589

“Collision and solid body physics in WvW?” not so sure about that. The ‘body’ is not much more as a rectangle and collision detection has worked for other games. Do think that will be so heavy. All the effects and the high amount of polygons are more of a problem. Never see exact numbers about it (did you?) but I don’t think that is a big deal."

WvW needs more resourcefulness and less zergs

in WvW

Posted by: Devata.6589

Devata.6589

“Building human stairs Counterstrike style sounds like a really bad idea that would make capping structures way too easy.” well that kinda depends on how the physics works. I use to play Return to Castle Wolfenstein a lot. That had collision detection and on one map it was used to get over a wall (it was still only one of the tactics used to get in). But maybe even more important. You were able to get on top somebody else but trying to put up a 3th man did not work (it might be possible but just to hard). It is hard to explain to somebody who hasn’t played it but if you want to try out, it was the Beach Assault map that is available in the free demo. Try to do it, you see you can but it is basically just as hard as in real life.

Anyway, it shows that it is possible to make it in a way that you can only get one person on top of another one but not build a stair that reach into the skies (without really programming out that possibility).

“This would not be fun to play, sorry” well maybe. Would be useful if you would say what you don’t like about it, but a lot of people don’t like the fact that zergs are the way to go.

“I just think that the mindless zerg is far easier for most people so even if there was another method in place (to reinforce strategy) that it would be used.” It’s no problem to have a zerg. But they should be part of the whole, one tool. Now tactics can maybe slow down a big zerg but in the end a zerg will always do the job while good tactics should be always better and a zerg can be part of a bigger tactic. But they should really be one of the tools to use, not the only real tool.

WvW needs more resourcefulness and less zergs

in WvW

Posted by: Devata.6589

Devata.6589

I read it. it might be a nice addition to this post, but the thing is, it is still a build in mechanic. It helps but by making WvW more lifelike like I suggest you also make room for tactics not put in the game-mechanics them-self. And that would really make WvW more interesting.

Weapon siege

in WvW

Posted by: Devata.6589

Devata.6589

No siege-weapon should ever expire and there should also be no max to the number of siege weapons. People pay money (some real money) to place those things. And it is one more rule that is bad for tactical play and good for brainless and boring zerging.

Because you now can’t put up defensive siege weapons. WvW has great potentials but a lot of design decisions make no sense at all.

Have a look at this post: https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/WvW-needs-more-resourcefulness-and-less-zergs

WvW needs more resourcefulness and less zergs

in WvW

Posted by: Devata.6589

Devata.6589

Of all the things you mention, I think “Traps” are the best idea. I’ll have to think on this more to develop how it might work…

Just like a siege weapon, you place them but only your team can see them. But the best traps would be traps not really put in by the game but ‘created’ by the players. Thats why I basically ask for more freedom. For example if you lure people into something (a canyon, a building) and you are able to close it with the help of collision detection you made yourself a trap not put in by the game. Then you have time to take them out.

There is something I forgot to mention. As a zerg going around you make a lot of gold, xp, karma. Defending a keep, upgrading it will cost you money you will only be able to get some when you get attacked. That should also change so defending will also make you money when there is no attack and upgrading should also be possible with using supply and not money. Last oil and canons should also be able to get repaired.

WvW needs more resourcefulness and less zergs

in WvW

Posted by: Devata.6589

Devata.6589

Collision detection wouldn’t work and would ruin the game AND WvW. We all know how the culling is in the game. How would like to running in WvW, and then randomly be stopped by nothing. Only to find out 30 seconds later it is a massive zerg? That would cause a lot of people to leave WvW all together. Collision detection is a terrible idea.

I’m only talking about WvW. It would be a terrible idea in PvE. And yes of course the culling should also be fixed. As long as there is culling everything you can come up with it bad. But in WvW when there is no culling then collision detection would give a lot of options that would make WvW much more interesting.

WvW needs more resourcefulness and less zergs

in WvW

Posted by: Devata.6589

Devata.6589

WvW needs more resourcefulness and less zergs

To keep WvW interesting it need to allow for much more resourcefulness. Now allowing for more resourcefulness is always hard in games because you can only use the mechanics the games offers you. You can not dig a whole as a trap, except if the games allows you to, and you can not build a trojan horse, except if the games allows you to.

But there is a way to give it as much as resourcefulness as possible and that is by making is as lifelike as possible. So I would suggest to do that. For example by giving people and object collision detection (in WvW). Then they can suddenly be much more resourcefulness. They can put down siege weapons just so they are in the way. They can build human stairs to get over a wall and they would be able to do much more. ArenaNet seems to be fearful for resourcefulness people, seeing how they also in PvE banned a lot of people for being resourceful naming it exploiting. But this are things you would be able to do in real life and it is really what the game needs.

Make wood be more lifelike so I can pile it up and maybe burn it. And don’t show warning signs on the map for on every camp or castle that is under attack because thats not possible in reality. Maybe a tower or camp cam light a flame when it is under attack, a flame that scouts can look for without being at every camp.

Also allow people to capture a camp but not use there own flag. Use the enemy flag and let them (if they do) give the option to travel with the dolyaks to hide in the supply. (trojan dolyak) Let them hide in the supply so people can get groups inside and the only way the enemy can see it is because the dolyaks give less supply then they should. Allow for something like a spy.

And that is not all. What is it with a max of the number of siege weapons? I think it is build in after some person put almost a whole map full of siege weapons in the beta but well if he has the supply then he is able to. He would be in real life. And because ArenaNet has connected money with gold, gold is worth real money and so letting siege-weapons just dissolve is almost like stealing money. Now thats not the point I wanted to make but for the game itself it would be better that they would not dissolve. Talking about siege-weapons. When a big rock hits a group of people irl they are all dead, if a lot of arrows rain down on a big group of people irl a lot of the people will get wounded. Why not in the game? There is a limit to the number of people getting hit, thats silly.

And a lot of these build in things mean that zerging is the thing to go. Now serging gets boring because it is brainless… well not totally because it works so everybody with a brain and the manpower will zerg. But you know what I mean.

Looking at the game-mechanics, a lot of them are pro zerging and against tactics. Upgraded camps, towers, keeps, castles will hold off small groups but they are no problem for a big zerg. That should not be the case, a thick wall should be able to hold a big zerg with no problem. The cap on areal attacks (for example from arrow-cards) means that a small group of players will get a lot of damage but a big zergs will not mind at all. The warning signs on the map mean you do not need people on the look out, just zerg and the commander checks the map every 10 sec (I do) to see if they need to move somewhere.

Please make it more ‘lifelike’ and don’t be afraid of smart, resourceful people. It would make WvW a lot more fun and would it also keep it interesting in the long run because there will be always resourceful people that find a way to tackle a tactic invented by some other smart guy.

The last thing that would be nice are bigger maps and not a reset every x time. It would be nicer if the fight would go on without a reset, changing enemy servers and rankings would then go in another way that will not reset the field. But how exactly I will leave to your resourcefulness.

(edited by Devata.6589)

The thinks that bugger me as a ranger

in Ranger

Posted by: Devata.6589

Devata.6589

It’s for every class but I said that in the beginning. Some things are for every class still they will also bugger me as a ranger (and in this case more). And like I also said, passive will help a bid but is not a good solution. Then your pet is on passive and you forget to put him back (or need to put him back) on aggressive. The whole slow down in combat just does make no sense. It does not help or improve the game (mechanics) it’s just annoying.

And I name it an ‘designed bug’ because it may be stupid but it is by design so not really a bug.

The thinks that bugger me as a ranger

in Ranger

Posted by: Devata.6589

Devata.6589

2/2

Then the ‘pets can’t get up there’ problem. In the beta if I commanded my pet to attack somebody on a wall (Think for example WvW) my pet would get up that wall and fight him. You (Arenanet) changed that because that was strange.. well I ca life with that.. however that pet is part of a ranger so you take part of his damage and armor away. By removing it some bugs were implemented where sometimes you pet would also not fight because the enemy was just a bid higher (nothing that should be a problem) but that bug has not been fixed yet. But oke, at least I have my range attacked so I can also use that “not able to reach” to my advantage and (think dungeons) I can get up somewhere the mob can not hit me and I can attack him.. Smart and tactically. Yeah NOT like a miracle the mob becomes invulnerable. So I guess this only works one way? Well even worse only rangers have this problems. For example the illusions of a mesmer do not have that problem. They get get up walls.. and don’t come and tell me.. yeah but they are illusions so that makes sense… So my flighting pets get up their? And illusions? Illusions can’t do damage. So get the same mechanism (removing the bugs) for every class or let pets also get up walls it’s one or the other. And when I am on top of something shooting on something that is not able to hit me I should just be able to do damage. That is tactics. Making them invulnerable is plain wrong.

Then the clothes.. Well I can be short on that, get some better clothes for ranger. Most looks the same and is kinda boring.

Finally the whole pet capturing system. Maybe you don’t know that but for a lot of people going for a ranger / hunter in an MMO big part is the fun of getting the pets. Well that fun is not in GW2. There is just a list of them (that you can preview) and when you see one you press f and you have them. Kinda boring. It should be possible to tame almost all beast meaning yeah you would also be able to tame beast that spawn with mobs our with special skinns and even beast ArenaNet did not participate (did not want you to) in you taming it. Thats the whole fun a lot of people look for in a ranger. The same people who also like gathering special items and recipes for fun crafting (there is no really fun crafting (making fun, not necessarily only useful things)) and collecting mounts and so on. So change the whole pet system to make it more fun. Sorry if we then maybe tame a put you did not want us to tame but getting such a rare pet it part of the fun.

The thinks that bugger me as a ranger

in Ranger

Posted by: Devata.6589

Devata.6589

1/2

Most thinks have been mentioned in separated post but didn’t fine one post putting them all together. Some are even for every class this is just how I look @ a ranger having a ranger as main.

Lets start with underpowered over powered. I am not one of those guys complaining a lot about underpowered or overpowered classes (professions). If a thief always wins a 1 on 1 fight with a ranger thats no problem to me, every class has it’s own benefits. However when you will almost without being able to give a fight, when you can’t run away, hell when you don’t see the enemy before you are dead then the enemy is way overpowered.

Before had guardians who were way overpowered, don’t know if they are never down or people playing guardians switched to thief’s but now the thief’s are overpowered. As a ranger it frustrates you a lot when you run around in WvW and suddenly (no enemy near you, as far as you could see) you get stunned and killed in a few seconds. And yeah there he is, the thief.

Another time you do see the thief, pretty far from you so you know, no way I can even run past him and ignore him (that should be possible with classes that are stronger then you) so you start running away form him, having your 10% boost and your horn for speed but no not only is the thief invisible, can he stun, does he a lot of damage, he is also like speedy gonzales on speed. So he will kill you anyway.


The pet being a pain in the bud. Do a JP as a ranger (WvW or PvE and you know hit) and you know hit. You put that beast away but every time you get some fall damage he is there again. Not only that, he will pull stuff or just attacks stuff (for example any animals near me when I use the horn for speed buff… WTF?) But even works, he will get me in combat and that will slow me down.

Next problem, slowing down in combat. WTF is that all about? It does not make sense, it might be by design but is a designed bug. It does not make any sense, if anything, getting into combat would get my adrenalin rushing and made me run faster. No really image some life-form slowing down when in combat? Maybe a turtle of a snail but those have a protective scale to retrieve themselves in (for as long as they want). And while this does not make sense in any way it’s even more annoying for a ranger with his pet pulling agro.. yes you can make him passive but then you have the problem that you forget setting him active again. Slowing down when in combat just has to go. Besides, in PvE you can still outrun mobs, so useless there and in PvP / WvW people have enough.. no already to much ways to slow you down. So there is no need for the no sense auto slow down when in combat. It’s just bad, especially in Jumping puzzles.

See next comment>

How many here are playing less? And why?

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Woow, this post was hilarious. No seriously, you still come to the forums but are playing less…?
Let me read q&a again: 2. When did you start playing less? / After the 3nd day of Lost Shores.

So you have been playing less after 18 November 2012. That means you have now been playing less for a whopping 4 days!

I will also answer your questions..

1. Who here, still come to forums but play the game much less?
Guilty.
2. When did you start playing less?
Same as gadenp.7586 I started playing less after 18 November 2012
3. Why / What caused the decline in time spent?
Well I have less time during the weeks and to top it all of I am not sure if I have a lot of time coming weekend, but after that I have much more time so then I will be more online again. Now it’s only in the evening.

Hilarious.

Anyway, as a guild-leader I am also interested why some people start playing less and less because maybe some guild-events might help. But then you read the first post lol.

Now is there anybody who really did start playing less and where certain guild-events of changes would have made a difference? And what are they? I am interested.

Additional Game Version: Pay Per Month.

in Suggestions

Posted by: Devata.6589

Devata.6589

Beside I never really got the problem of the so-called unbalanced classes. You have different classes and so one class will be better at one thing and the other at something else. This whole idea about balancing is all bases on the idea that in PvP every class should be of the same strength. I think that is strange. If you complain that one or two classes are way to much overpowered I can agree but except for those extreme ones I think it should be unbalanced. The teamwork should make the difference, not the one on one fight and if you want to be good in one on one fights that you pick the class that is very strong in one on one fights. It is that simple.

I do understand your frustration for a lot of bugs that do not get fixed. But changing one of the best things of this game to something proven not to work will definitely not fix that problem.

Additional Game Version: Pay Per Month.

in Suggestions

Posted by: Devata.6589

Devata.6589

So I guess that means, the game is designed to get income from initial game purchases,
and then just let it die out, losing all subs until the game world is empty, moving on to
the next game, rinse and repeat? That is sad.

No, you better do not become a professional gambler because you guess wrong.
They also ask money for the expansions. For Guild Wars 1 they released all expansions in 1 year or less. I don’t say it will also be the same in Guild Wars 2 but you can expect them to release them faster then monthly fee payed games. Next to that they also have the gem-store to generate some extra income, but that should not become leading (else you will get the same problem as FTP games have). The releases of the expansion should keep bringing in money.

Besides, if you like to pay 25 dollars a years you are free to do so. The gem-store gives you that options. So you already have the options but you seem to want to oblige it (to get a certain experience). A lot of people don;t like those obligations. It might be the reasons why most of the games who do so fail.

So I guess that means, the game is designed to get income from initial game purchases,
and then just let it die out, losing all subs until the game world is empty, moving on to
the next game, rinse and repeat? That is sad.

Nope. Based around micro-transactions. Like the first GW.

Are people going to keep investing in gems if …

Like I said.. the game is based on the income from the game / expansions. the gem-store is (or should be) extra.

(edited by Devata.6589)

Additional Game Version: Pay Per Month.

in Suggestions

Posted by: Devata.6589

Devata.6589

The post where Jon spoke about this was barely a week ago.

You’ll be seeing a lot of big red messages when you log in: “New build, no content
changes.” I am not blaming anyone, I am not attacking anyone, I love the game and
I love the team, I am just trying to offer suggestions to improve it, where as you folks
only break down the idea without offering any alternative suggestions whatsoever.

The whole forum is full of suggestions but the payment system is not a problem (without that GW2 would not be as popular as it is) so nobody comes with a solution for this not existing problem. If you say the fact that only 2 people are fixing bugs it the problem I can give you a solution, put more people on bug fixing and take them (for now) away from some other things. And that is, of they could not spend more, would they be able to then just hire a new person.

BTW, did you also read back your on post and notice how you are kinda disproving your own story?

“A lot of new MMOs that started out very promising, died real fast this way.”. Yeah, and they where all FTP, monthly fee or a combination of.

And this one “There would be complaints from the vocal minority on the forum” the minority, lol the majority chose this game because it was B2P so the majority would complain and “a LOT of people will become paying customers.” I can tell you, most people will stop playing. Just common sense will tell you that.

“The lure of extra goodies like I suggested above, and the promise of a much better game, will be enough to get tens of thousands of players to pay up” Like with all those other games that, like you said yourself, failed?

“and it’s not like the non paying players lose anything” that’s what all those games (that failed) said. But it’s simply not true. They will always lose.

“they even gain a better game with a bit of a delay, so they benefit from this as well.” I think they will end up with a dead game.

Additional Game Version: Pay Per Month.

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Posted by: Devata.6589

Devata.6589

Very bad idea. The payment system ArenaNet now uses is the best there is. I would suggest all MMO’s to do this. Doing what you suggest would make the game bad for the free to play gamers. You can see that with all the other games that use this system.

Moth fee is bad because a lot of people don’t want to pay monthly for a game and free to play is bad because those companies will bother you will all the payable options and make the game worse for non-paying players. (F2P could be good if they make a good system, for example, being payed by ads on ingame advertisement billboard and on cars and so on. Would work good for race-games or open world games where billboard would be in place (not like GW2). But I have never seen it implemented that way.)

You now suggest mixing the two together and as we see in a lot of other games, that will stay bad.

Just keep the ‘buy to play’ system. It’s the best choice that ArenaNet has made.

Guild chat should display account name

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Posted by: Devata.6589

Devata.6589

your guild screen shows their account name. if you’re confused or they could care less to say who they are, pressing g makes all that go away. so not signed, sorry

Yeah you can see it in the guild-roster and you can also see it when hovering over the name but that does not fix the problem. The whole time you see somebody character name and not there account name so you learn to know people by there character name. From some people you might learn the account name from many you won’t (even if you you are in-game friends) because normally you never see it. When somebody logs in that you do not know you should then always check the account name to see who it is and that is if you do know his account-name.

Best is to show account and char name in guild and party-char.

I am the guild-leader of a 200+ members guild and the number of people we are now on we would like to keep (not become much bigger) because we would like that members know each other. However, showing the char name in stead of the account name will make this still very hard for every guild with more as 25 members.

This has already been posted in multiple guild-related posts.

See: https://forum-en.gw2archive.eu/forum/game/suggestions/Way-more-guild-options-and-rights/first#post696956

and: https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements/page/3#post809556

Precursors, really?

in The Lost Shores

Posted by: Devata.6589

Devata.6589

I don’t see how anyone is trying to justify event like this. Really? This was probably the worst thing ArenaNet has done this far (hats off, up to now I been quite pleased with these guys). This is the first time I post on forum, to let you know that this is not OK.

What happened of Anet policy of trying not to hurt certain time zones? You can just make 3 hour event that drops hundreds of the most valuable items in the game. I for one wasn’t home during it.
It’s really simple, you either:

1) Make event last 24h so everyone has a chance to participate
2) Keep reward quality moderate, like in Halloween event where best prizes were few gold worth.

I have seen no valid point yet from anyone here defending this. All that talk about odds and lotto doesnt apply when you are not even given chance to participate in it!

Like I mentioned in my first post here. A week (maybe 2) would be better. 24H might solve the time-zone problem but still there is a big chance a lot of people can not make it and everybody who wants to should be able to.

Precursors, really?

in The Lost Shores

Posted by: Devata.6589

Devata.6589

Thats called “Lotto”. I didn’t get a precursor, I’m trying for a while. I can’t be mad at people who got it and I can’t understand why people get mad at all. Legendaries and basicaly anything that needs “Heavy grind” is just to make you look prettier. You won’t die more often or be in a disadvantage compared to anyone else if you don’t walk around Tyria shooting rainbows or leaving sunshine trails.

RNG might look sucky, but its how things works in many situations, including real life. Some people will win shiny-stuff just because they were lucky and most of other people will not. The chest had higher chances for “Exotic” quality, be that a precursor, something players could craft or just one of those nice skins, it is the same quality of item.

I think you mist the whole point where people were already complaining about the ‘lotto’ idea. That is what they did not like. Then ArenaNet said there would come a more fun way to get precursor weapons (so ‘a way’ no ‘lotto’) and then they introduced this lotto. The new fun way will still be implemented but knowing that people already where complaining about it makes it strange that ArenaNet now did this. Just let’s hope that this new fun way will be implemented soon.

Precursors, really?

in The Lost Shores

Posted by: Devata.6589

Devata.6589

It is fine having a dungeons give random loot, but a massive one time event that takes several hours to complete is another matter entirely. Everyone deserved equal reward for the effort it took, the reward system for such events needs to be better balanced for the future.

It’s not so much the length of the event (how about if they make a extremely big dungeon:) but it it comes to specific items you ‘need’ for something when people do not like random drops. Of course there should be random drops in normal dungeons but dungeons also has armor and you get a x number tokens for every run, I would prefer the items dropping them self, first run item 1, second run item 2, but nevertheless you now have a specific way to get that armor set and not just some randomness. However the precursor is such an ‘specific item’ but has randomness. That it why people are complaining.

Mounts [Merged]

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Posted by: Devata.6589

Devata.6589

I saw yes to mounts.

Given the fact that most content in the game is meant to be explored I understand the fear of content being bypassed because of mount speeds. GW2 Tyria is a beautiful place and should be seen by everyone. But seeing that waypoints can cause a hole in players pockets and most high level areas waypoints are normally contested (point and case CoF gets contested regularly) it causes a difficult time for players to explore/revisit areas.

I am a casual gamer who loves the way my character looks in game. Being that there is a lack of variety in armor skins as of right now there really isn’t much I can do to enhance my looks. I love cosmetics. Having the option to buy a mount that would look amazing and can be customized like buying a horse as a human and being able to go out and farm mats or buy certain mats from the gem store to take to a armor smith and create some armor to place on my horse would be awesome. Having different looks for the same mount would be great. It can be a tool to not just help travel but to bring a new way to represent your character and expand on the social aspect of the game.

I don’t think in anyway should mounts be used in combat or in WvW.

Again mounts would be awesome as a cosmetic tool and maybe a small boost to speed. Like 30% in PvE areas.

Marcellus Quintus
Guild Leader Syndicate of The Shadow
Darkhaven

I don’t really like the buying part. Then it would be just as boring as mini’s are at this moment. I prefer earning them (with events, quests and so on). Would you also be oke with that?

Guild System Improvements

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Posted by: Devata.6589

Devata.6589

I really expected that with the Lost Shore patch a lot of these functions (including the ones I posted in my threat https://forum-en.gw2archive.eu/forum/game/suggestions/Way-more-guild-options-and-rights/first#post696956 ) but we still haven’t seen any of these. This seems so ‘commonplace’ and not even a lot of work to implement (comparing it to other things that have been implemented) yet so important that I really don;t understand why it is still not implemented.

Precursors, really?

in The Lost Shores

Posted by: Devata.6589

Devata.6589

There has been discussion ongoing (on the forums) on about the randomness for items, especially (but not only) if it comes to Legendary items and the precursor.

It is a bit like going to the casino where you can win an item. Luck is the most important (or in GW2 putting in money will work too) while most people rather have a more certain way to get items.

Do A + B + C +D and you get (in this case) the precursor. Do E + F + G + H to get the other items, put them in the mystic forge and get the Legendary. In this case A + B + C + D may be extremely hard (because a legendary has to stay a legendary) but at least you know doing A + B + C + D will give the precursor.

I do not really mind rewarding the big event good, then again what is good (the bag was great the other legendary / rare maybe worth one gold) including giving a change for the precursor but it did exact the opposite from what I just explained. It kept the randomness but still so many people got a precursor that a legendary is not really a ‘legendary’ anymore.

In another threat I already did a suggestion about a way to structure or earn legendary in a better (A + B + C ) way but still letting it be a legendary.

https://forum-en.gw2archive.eu/forum/game/suggestions/Doing-extremely-hard-activities-to-get-earn-epic-items/first#post724951

But like I said in my last post of that threat. ArenaNet has said that they indeed will implement this. See: https://www.guildwars2.com/en/news/linsey-murdock-unveils-new-high-end-ascended-gear/
“We also have plans to add more fun ways to acquire Legendary precursor items with a more “scavenger hunt” feel than they are acquired currently.” so we should be seeing this very soon.

It was maybe a better idea to have implemented that first in stead of doing the random drop for the big events, doing exactly that what a lot of players where already complaining about and making the legendary less legendary but at least that way the big event (it was to big / long because the “reinforcement part” was boring because it was the same the whole time.. the rest was all fun) did reward some players for there work. If it did not reward good people would (justly) be complaining about that.

I rather had seen that it next to the bag also dropped an one time mini and title or something. Then again.. that would not be fair for people who would not be able to participate (because of personal things), then you should at least have one week time of completing it in stead of one event.

So it is very complicated but I hope they implement there promised “ fun ways to acquire Legendary precursor items” soon and will then also include new legendary weapons that are still truly legendary. (including a long-bow because that is what I am going for).

Safe to delete Phase 1 event items?

in The Lost Shores

Posted by: Devata.6589

Devata.6589

After the big event I was able to do path 2, then I wanted to do path 3 (because 3 comes after 2) but that was not possible.

So 2 was still open but 3 was already closed?

Safe to delete Phase 1 event items?

in The Lost Shores

Posted by: Devata.6589

Devata.6589

I still have the items. I have been there multiple times and it was bug all the time. Get this fix and let us end it. A guild member was able to do it.

(edited by Devata.6589)

Doing extremely hard activities to get / earn epic items.

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Posted by: Devata.6589

Devata.6589

I just read that ‘something like this’ is coming with the new patch.
https://www.guildwars2.com/en/news/linsey-murdock-unveils-new-high-end-ascended-gear/

Or at least, that is what I make out of this sentence.

“We also have plans to add more fun ways to acquire Legendary precursor items with a more “scavenger hunt” feel than they are acquired currently.”

Nice work.

Maybe my suggestions helped, maybe nobody read it. Who knows.

Doing extremely hard activities to get / earn epic items.

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Posted by: Devata.6589

Devata.6589

Skill based challenges would be easily exploitable and probably a lot less time consuming, also it would be almost impossible to do the correct balancing for it to be fair for all classes and races.

I think that is his point, I mean I would abuse this once i mastered w/e.

Or.. ya know it could be just limited to getting the super item once per charater?

Like the clocktower btw..

I grinded a lot of Tot bags from clocktower. Also getting an awesome item once, kills the replay value of this skill based event. Why would Anet make something with no repetitive value? clock tower will come back every halloween, perhaps with different loot and it is only once a year, scarced enough for people to be playing it and constantly visiting. But a random skill based event that only gives something good your first try wouldn’t appeal to me a second try. Also it seems like a lot of work for an event with such a short lifespan. Not worth it.

I also said I would then like to have a harder version and also use random variables in it, so bricks you jump on can move at different places and with different speeds and so on.

Then require to do it 5 or max 10 times, every time you get an item and the last time you can combine those items to one item. Make multiple of these activities and all the rewards together give you an legendary.

Something like that.

Then it would stay hard it has to be done multiple times. Once you have those items you might still be able to do it for other items. You say the short lifespan would not be worth the work but a lot of jumping puzzles will not be done more then once.

Doing extremely hard activities to get / earn epic items.

in Suggestions

Posted by: Devata.6589

Devata.6589

can some one make a Infinite Light? i need so badly its not needed in making a legendary i just like it willing to pay 150 gold

Here you go:
http://data.whicdn.com/images/17879603/awesome-beyond-infinite-light-sparks-Favim.com-199181_large.jpg
Don’t forget to send me the money.

To be honest, I do not really get your point.

Mounts [Merged]

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Posted by: Devata.6589

Devata.6589

@Devata “If you really dislike WoW so much that you want a game that does everything different then I suggest to go and play a single player FPS.”

Seriously lol

Yes seriously. Go give it a try. It will be nothing like all the other MMORPG’s. Not a lot of other players (Thats so not unique), no or less fantasy (So standard), no mounts (So WoW), no crafts, grinding (all MMORPG’s have that), no custom armor (elitism), no mini-pets (so lore breaking). None of that all. If you really want something else, something truly ‘unique’ (coming from the MMORPG genre) and not ‘yet another WoW-clone’, a single player FPS is your thing.

I also like them, but I also like MMORPG’s.

Else don’t complain about an possible option because some other MMORPG-game also has it.

(edited by Devata.6589)

Mounts [Merged]

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Posted by: Devata.6589

Devata.6589

well hopfully ANet will not introduce them. Where would we stop, first mounts then players would want flying mounts, and then come the speed issues etc etc. if you want mounts, then go and play WoW.

This seems to be the main reason some people don’t want mounts.. Then it becomes WoW. Of course there where mounts long before WoW and only doing everything different just to do it different is also not a good idea.

Sorry to break your idea’s but GW2 already is way more WoW then GW1 that’s because GW2 is a MMORPG and GW1 wasn’t really a MMORPG.

If you really dislike WoW so much that you want a game that does everything different then I suggest to go and play a single player FPS.

And yeah I would also not mind flying mounts.. in the future, but lets start with ground mounts.
Flying over an area is just very nice and beautiful and it will not brake the lore because I already saw some flying mounts… helicopters.

(edited by Devata.6589)

Mounts [Merged]

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Posted by: Devata.6589

Devata.6589

“Mounts would ruin this game. If players had the ability to bypass mobs and events by outrunning them, there would be no sense of danger in the world.”

You already outrun all mobs on your normal speed but when traveling I use speed-boosts so I run even harder. Still if there would be a lot of mobs I would get in problems, Just if I was to use a mount with a permanent speedboat.

Besides, this threats is seems to go about if we need to introduce mounts or not but the first mount was already introduced with Halloween. The problem was that it did not have a speed-boost and it was only 1.

And when they introduce them please don’t do it like they did with the mini’s. Just buying them is boring. In other games I would collect them now I don’t really care. Same for ranger pets.

Hide them in the world, you can farm some, you can earn some with quests, jumping puzzles and so on. (some you can buy)

About the speed being a problem? Ever saw a thief combining all speed/ move skills? That is like roadrunner on speed.

“actually i dont think we need a reason, people just dont want mounts in this game..Get over it and lets move on”
You mean “some people”. Most seem to want it.

Recent Market Shifts. Follow-up: Precursors

in Black Lion Trading Co

Posted by: Devata.6589

Devata.6589

I really hope that ‘the change’ will be that there will be a more second more skilled approach to get your legendary.

Doing extreme hard jumping puzzles (like the Halloween one but harder and maybe with random moving blocks so it will stay hard (can’t learn the trick)).
Doing a whole list of such things and maybe some multiple times would then earn you a legendary.

I once started a topic about that so instead of explaining that here again I just give a link: https://forum-en.gw2archive.eu/forum/game/suggestions/Doing-extremely-hard-activities-to-get-earn-epic-items/first#post616156

It would be nice because it would mean the Legendary will stay a legendary weapons but also give access to more people. Now it is something for people willing to spent a lot of time (and have the time) farming or putting money in it.

Then it will also be something for very skilled people and to be honest, I think that would be a more honest method of earning the legendary.

Way more guild options and rights

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Posted by: Devata.6589

Devata.6589

I agree that some have a higher priority then others but I think all the suggestions I did see in this and 2 other threat’s are very useful and it should not even be that much of work, if you compare it to some other issue’s, but it helps guilds out a lot.

On another topic somebody suggested to be able to send a mail to all guild-members ordered by ranks and groups. I also like that, especially when it would also be possible to have more options to select by, for example all members who have not been online since x.

In addition to this it would also be nice if members could explicit (to prevent abuse) give the right to mail to there real mail. The guild-leaders don’t then have to see the mail-address but it would be nice to reach members outside GW2. (for example to ask if they have stopped playing or are just busy irl but will come back.. If they are offline for a longer period the ingame mail is useless)

Guild System Improvements

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Posted by: Devata.6589

Devata.6589

I do understand how this could be abused but if you would use that information in combination with other information (maybe even automatically so if influence == a, represented == b(%) and online == c then rank = …) and then the information would be very useful and not very exploitable anymore.

I also like the suggestion to be able to send mails to guild-members (by ranks, groups) maybe also with a given variable.. all members that have not been online since x.

There are multiple topics about it, the one I started also still gets some new posts: https://forum-en.gw2archive.eu/forum/game/suggestions/Way-more-guild-options-and-rights/first#post668759

So as an extra suggestion, it would be nice if ArenaNet would merge all these topics and make one sticky one.

Fun crafts and searching / farming recipes

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Posted by: Devata.6589

Devata.6589

I would love to see one or multiple fun craft. With fun crafts I mean crafts where you mainly just make funny or useful items but not just armor or weapons.

Personally I am one of those players that does not really looks to his armor and weapons before reaching level 80. This however makes crafting very boring because the only goal is to reach level 400 to be able to create useful stuff. All the items you can create before are then pretty useless (with the exception of some items like bags)

With a fun craft you every item you can make is also fun to make so in stead of only having level 400 as goal you just go from one nice item to the next nice item.

Fun and useful items could be really everything. Mini’s or a radio playing music letting people dance, a table, a mechanic pet (for hunter), toys and so you can go on.

In addition ut would then also be nice if there would be more recipes hidden all over Tyria or some that you need to farm from a mob. Those things really keep you busy the whole time.

Suggestion: "Last seen Online" Option For GUILDS!

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Posted by: Devata.6589

Devata.6589

Seamless Zones

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Posted by: Devata.6589

Devata.6589

It is an awful lot of work. I don’t argue about that. And while I would hope they tackle it I have my doubts because like somebody already said. This is one of those things you choose at the beginning and then you are basically stuck with it.

If they would tackle it, they it will be in an expansion, not in a patch.

However I would not call it a “relatively small thing”. It’s a huge thing, it’s not just about seamless zones. A lot of the problems we are seeing now are because of the system they use now. This option also restricts you in a lot of ways. A lot of those things you will be able to fix but it will not be nice fixes.

Flying over an area from one map to another will be near to impossible, but even something simple as letting a dynamic event go true multiple maps is much more of a problem now then it would be with the other system. It would also be able to tackle some of the performance related problems we see.

I will take an example of one of those “not so nice.. but heey it works” solutions.. or really work-arounds. (working around this system)

Remember the Halloween jumping puzzle. That loaded pretty fast, going to the start of the puzzle and then jumping in the tower. It had to because else it would be unplayable but if it all were instances it would load way slower.

What they did was loading in a map with 3 buildings. The waiting area with the clock in frond of you, but that was not the clock you would jump on. That was behind you so you could not see it. And the tower where the chest was, was also another area in the map. You now simply got teleported to the area already loaded (because it was in the same map).

So that sort of solutions you have to use to prevent loading times when you can’t use them.

Seamless Zones

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Posted by: Devata.6589

Devata.6589

@BrunoBRS
You are partly right.

You are correct that going to a waypoint will be faster.. as long as the waypoint is on the same map that is. If the waypoint is on another map it will take longer.

It is also correct that you have the software has to guess where you’re potentially going but there are some smart ways to do that that will not be very intensive for the machine. Or even better, it is not really necessary to do the guessing part at all. If you load in enough area around you (so some more then you need, this also depends on the system requirements) you can load the additional information when you need it.

It will indeed cost some extra performance to load it in, then again you are already doing that with textures and so on. But at the same time you are winning performance because you don’t have to load in the whole map, besides if you have enough space you can load in a bigger area meaning the possible problems you describe get less.

another game using this technique and that most people here are aware of is WoW.

Anyway, it’s simply not true that it would be so much more demanding that you need to have lower graphics.

Don’t forget, GW2 already does most of what you say (load in extra information surrounding your area, you then need to add the map data to that)

I never played the Metroid Prime games so I do not know what you are talking about but if a door keeps you from getting to an area that means they are (at that point) NOT using the system where you load everything in your area but they are (at that point) using a system as GW2 has. Like the portal lets you wait to load the other area. So maybe they mix the two techniques (something you see a lot, dungeons will always be loaded in) but having to wait (at a door or something) somewhere for an area to load is what you see when you use a technique like in GW2 not when you only load the surrounding area.

It is true that when you have low settings and you go fast you might be stuck for a while. In GW2 you will not get stuck but it takes longer to load the higher textures and people and all that additional information. People with lower settings can fix a lot of that by lowering the view distance.

(edited by Devata.6589)

Mounts [Merged]

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Posted by: Devata.6589

Devata.6589

Another idea that might help is giving the player a mount after they’ve reached 100% world completion, and then give them the possibility to buy/earn other ones.

I was thinking about something similar. But a bid different. When you allow mounts you can only ride them in maps where you have all way-points.

Still it has a disadvantage. I do not have all way points on a lot of maps and I do that on purpose. I want to keep some area’s fresh for alts. This solution would mean I have to get all the maps anyway or I am not able to have a mount.

However I would prefer that when mounts are introduced (with permanent speed-buff) the number of way-points would become less. Because of the way-points the world becomes smaller and people skip content (at least after running past it once).

Guild System Improvements

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Posted by: Devata.6589

Devata.6589

I do like the current system, but your idea could be in as an addition. There might be times that is more useful. But then who has the right to pick the banner up?