Showing Posts For DigitalKirin.9714:

Speculation About Fractal Update 2014

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

Maybe they’ll give us 20 new levels to work on… 31-50. #fractalresetneverforget

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Gratz Miku, welcome to the club. Now make a RL version for yourself!

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Dear Devs, how about infinite-transmutation?

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

They’ll make a Gem-Fed Transmut-o-matic.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

How do you interpret the term "exp" from LFG?

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Exp: A flytrap to catch people that want to be carried.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Raiment of the Topless Charr/Asura

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

Chops off longer muzzles as well.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Dungeon Loot to include Armor/Weapon Chests

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

You get salvageable account bound armor similar to the Karma sets.

http://wiki.guildwars2.com/wiki/Aurora_armor
http://wiki.guildwars2.com/wiki/Rubicon_armor
http://wiki.guildwars2.com/wiki/Armageddon_armor

The nice thing is that they’re the stat types that can give you inscriptions: Soldier’s, Cavalier, Magi, etc.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Subject Alpha

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

For Path 3, I find that if you get your dodge timing down to the veeeeery last moment to dodge the Teeth of Jormag (the ice rings), so long as you remain in melee range (either by dodging into a wall, or dodging through him), your evade frames also carry you through the Teeth of Mordremoth.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Knockbacks against wall

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

/runs off edge of cliff. Plummet 100 feet. Take damage down to a sliver of health. Get up and continue running.

Maybe gravity isn’t such a cruel mistress?

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

vote kicks

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

  • There is an instance owner. This player has sole control over kicking the other players. It is their party, and they are in charge.
  • It takes one vote to kick other players: the owner’s vote.
  • The owner may transfer ownership to another player by right clicking on the party UI.
  • If the owner DC’s for 5+ minutes or otherwise leaves the party, ownership is transferred to another player, by vote or RNG.

This would fix:

  • Instance destruction when owner leaves
  • “Join & Kick” abuse
  • The new “I lost my solo instance because I DC’d!” issue.

It clarifies who is in charge, prevents griefing, and protects both sellers and inexperienced players when they start their own groups.

This is a good solution. Plus one for you.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

vote kicks

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

  • 2-person party: 1 vote

I can see literally no downside to this …

This obviously was not thoroughly thought through.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

I demand more skimpy male armour

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

Banana hammock.
Cucumber cuddler.
Ding-a-ling-sling.
Grapesmuggler.
Mankini.

http://dulfy.net/wp-content/uploads/2013/05/gw2-mini-southsun-faren-2.jpg

Perfect skimpy male armor for this thread.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Relationships in GW2

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

Don’t rebound into an internet relationship. No good can come of this.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

>:( STAFFS?

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

Proudfeet!!
/fifteenhobbitfoots

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

The thing about war...

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

@Live teams: Will FOTM 51+ ever be unlocked?

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

I think we are ready for 51 31 and up

I suppose most people are recovered enough for another reset.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

how many dailies should i do/do u do?

in Players Helping Players

Posted by: DigitalKirin.9714

DigitalKirin.9714

i have PTSD and the daily systemt gives me a lot of distress because its so competitive

I’ve been dying to know how your Post Traumatic Stress Disorder is triggered by this.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Good luck, I love you all.

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Lilith. You’re a good person.

I’ll miss seeing you around and about.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Feature Patch 2 Unlisted Dungeon Changes/Bugs

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

HotW story bugged on the fight against Honor’s Voice. The cutscene that shows the Voice’s transformation doesn’t trigger.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Cosplay Fashion Contest [Winners Announced]

in Community Creations

Posted by: DigitalKirin.9714

DigitalKirin.9714

“Never lose focus.”
Ashe, from League of Legends

Attachments:

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Perhaps I will write a narrative on how the LS should have gone.

I think is is a fantastic idea. You should do it. o_o;;

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

To be honest remaining dungeon difficulties/bosses should stay where they are.

The purpose of this thread isn’t to discuss what we’d like to see in the current dungeons changed. The purpose of this thread is to brainstorm ideas for potential future developed dungeons.

Yes, but wouldn’t that system still be the same for future ones, unless they wanted to scrap the old one? This is why i find this development discussion somewhat odd, since we don’t even know what we’re supposed to be discussing.

Are we supposed to discuss A.I., Roles, Party System, Rewards, etc.? All those are tied to the dungeons we have now. Don’t get me wrong, i understand what you mean, that this discussion isn’t about A.I. & their difficulty, in those particular dungeons, but they will still be related to future dungeons if any changes are made to a global A.I. revamp.

The purpose of the thread is to discuss what we think makes dungeons really great – in this manner, ANet can try to produce dungeons in the future with these attributes so that we’ll find dungeons more enjoyable.

We are supposed to discuss elements that are directly tied to the dungeons. If you were given an SDK and could build a dungeon, what would you put in it? How would you script bosses?

It is very important to discuss current dungeons and what they have that’s good and what they have that sucks. But if you are saying, “They need to fix Kholer because of xyz” then I’m going to redirect you to the AC thread.

If you say, “Kholer sucks because I can’t read when his spin is gonna happen” then we can discuss what makes tells good and bad, and I can make an appropriate bullet point.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

but a gradual system in difficulty pleases everyone.

I’m quoting this bit first because I completely understand and agree with this sentiment. From a Game Design point of view, this is a fundamental attribute to teaching a person how to play. I will add this as a bullet point.

However, the focus of this thread is to brainstorm ideas for future dungeon development. (Whether or not ANet heeds the advice we produce here.) If you wish to suggest that ANet adjusts the difficulty of AC, there is the suggestion thread for AC:
https://forum-en.gw2archive.eu/forum/game/dungeons/Suggestion-Ascalonian-Catacombs/first#post4328789

There is a lot of frustration when doing dungeons, so that’s why the majority of people generally don’t do them, and this is the major problem.
[Snipped for message body length.]
The other problems that lead to frustration are 1-hit death mechanics from bosses. That’s a terrible way to introduce players to your dungeons, when they haven’t even learned how to play through them and learn the boss mechanics. That kind of stuff should be reserved for certain explorable dungeons and fractals only.

Most of this is out of the scope of the thread topic, which is to produce suggestions on how to make better dungeons in the future. While you have many salient points, for sake of keeping on topic, I simply can’t add bullet points.

However, I think the issue of 1 hit death mechanics is something that can be discussed. You say, “That kind of stuff should be reserved for certain explorable dungeons and fractals only.”

In which situations do you guys all think 1 hit death mechanics are acceptable? From some of the previous threads I’ve read, I’ve heard things like, “You see the attack coming, and you know it’s your fault if you got hit by it.” Do you feel like 1 shot mechanics should be like Rabsovich’s ground attack? (Big red rectangle, big wind up, slow moving attack?) Or are you okay with things like Lupi’s uppercut? (No area indicator, but a biiig wind up.) Or are you okay with Lvl 50 Mossman’s stealth axe throw? (Invisible til it’s too late, and you just have to learn when he’s most likely to throw it.)

More problems with the Party System.
The intentions of waiting at waypoints to zone in, was probably good, but it doesn’t work. [snip]

Interesting. Though I’m not currently sure with the LS going on which waypoints are contested because of Mordremoth, usually the Waypoints at the entrance to every zone will never be contested. This means that so long as a player has taken the time to Run to the zone and actually zone in, they have a waypoint in the zone.

The problem of Vote To Kick needs to be addressed also. There is no reason why 2 players can kick someone.[snip]

I think a lot of people would like to have majority vote. Personally I feel like it only shuffles problems and complaints around and isn’t an actual solution, however, I think people will want this as a bullet point, so I’ll add it. If others want to chime in on this issue (as well as all others) please feel free to do so.

The problem of the Dungeon Starter needs to be addressed too. The group leader should always have priority of starting the dungeon. [snip]

This should be a non-issue. If you want to start a dungeon and be leader, enter the dungeon first, then post an LFG.

The final, and most important, is the way groups are disbanded. No group members should ever be kicked out because the Dungeon Starter leaves early, robbing everyone of their achievements and loot. It works in WvW, but not here, which is also odd. When players get kicked out of WvW or disconnected, everyone is still grouped.

I’ve thought long and hard about this issue, and again, as above, we’d simply be shuffling problems around instead of solving them.

Consider this: You and a friend decide to start running CM. You enter the instance, post your LFG, select the Asura path, and you stealth clear all the bombs. Nobody’s joined you yet, so you tackle the next boss. Three people join, and just as you’re typing “hello” you suddenly see the Queensdale loading screen. Your friend pops up next to you in Queensdale as well. And those three mysterious people just took your CM run that you’d half completed.

All these suggestions have been discussed ad nauseum since release, which is kind of surprising that Anet doesn’t know about them[snip]

I don’t think it’s an issue of ANet not knowing about them. Do they have a list? Not a clue. I’d think yes, but I’m not an employee by any means. I don’t think they’ll ever tell us or show us any “list”.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

So many of my characters are based off of images from teh intarwebz… How many can we submit? >_>;;

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

The reason it flopped is because it strictly requires co-ordination, simple as.

Get a group of five random fools together and expecting them to co-ordinate without voice communications, a willingness to even communicate via party chat and the internet being devoid of video guides and there being no “common knowledge” pug strategies is basically impossible.
It’s what explorables were originally meant to be – something an organised group will clear but if you lack that, well you won’t clear it. The problem is the rewards for it don’t justify the challenge – and the fact that it takes like half an hour to complete for 2g, tokens and 0.000000000001% chance to get a skin is also why people don’t bother.

Think of it like Arah p4, except with a bunch of unskippable cutscenes. It’s like a black hole for pug tactics so nobody bothers with it, there’s barely any footage of it, and what footage there is is stuff performed by high-end guilds doing things you’ll never get in a pug.

Yeah, I saw this too, Dramen, and I agree with this as well. Part of the reward aspect is considering how it compares to the other dungeons. You could spend 1 hour doing Aetherpath, or you could spend 1 hour doing 4 other instances.

Slick and Sparki is a great boss fight, there are mechanics involved where you can’t just stack to win, there are active mechanics to the fight that requires everyone to pay attention. We need to see things like this more often.

I think seeing duo bosses tends to multiply the difficulty compared to if you had to deal with a single boss on their own. Consider the “duo” bosses we currently have: Sparki/Slick, Mai Trin, Molten Duo, Hunter/Crusher.

The security room is overboard, it can be an exceedingly frustrating puzzle that just feels difficult for difficult’s sake.

Right, I think this is one thing that we as players don’t want to see in dungeons, which would be a puzzle that would be difficult just for difficulty’s sake.

I thought the clockheart boss was well done for the most part, you had to pay attention to the environment, and you had to actively work to keep his shield down. It also was punishing to mindless berskerkers which is good for the game overall.

Bosses with environmental hazards seem to be pretty well done as well… though some can also be annoying in a bad way.

Both versions of the Shaman in fractals, for example, are both good and bad in regards to environmental hazards. The first version of the shaman is annoying in a bad way, in my opinion because of the falling rocks. They won’t kill you, but they’ll knock you down and drag out the fight. The Legendary Shaman has the lava pits in the island as well as the hot foot effect to worry about. I think both of these are decent environmental effects because they’ll punish you if you disregard them without slowing the pace of the fight down.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

When I said “procedural” I meant how we run dungeons – It feels like a procedure rather than fighting. A well developed AI would alleviate a side of this and it doesn’t need to be overly complicated. It also needs movement as a complement.

Ah, I see. You’re right, I was under the impression that you were discussing how monsters have predictable attacks.

Also yes, some movements and decisions could involve a little RNG. Example would be like if boss is pinned to a wall it puts it in a defensive or cornered state and has an increased chance for some options such as AoE launch/simple sidestep/directional rush attack. With these examples if he opts for aoe launch players can dodge and punish while sidestep is purely defensive repsitioning, directional rush is a combination of both.

This sounds good.

I think you misunderstood this one, I’m mainly focusing about the AI and mob behavior and not players. The goal is for players to react differently, and in-due time might have a macro strategy but the fighting itself would involve subtle individual decisions depending on mob patterns.

Okay, so monsters in the dungeon should work on flanking the players, if I am reading correctly.

I used the term gimmick very loosely. An example of it could be the clockheart in aetherpath and the hologram + electric floors; sometimes it’s fine i guess but it shouldn’t be the focus at all. Worst gimmick is breachmaker LS boss, that was just terrible.

Berserker and firestorm is ok in my book except berserker’s animation is terrible and not indicative of the range on where his fists land, he looks like a child flailing his arms with a phantom range; not very intuitive.

You’re right with the “easy to learn, hard to master” but I don’t think it needs extreme depth in combat, maybe extreme in comparison to what we have now. One element I keep coming back to is zoning (like in fighting games/good action games). A basic element is maintaining your step-in reach and knowing when to throw a few jabs or when it is worth throwing a heavy attack. The amateur will be very cautious and sometimes the window to attack is short that he cannot capitalize on it maybe due to slow reaction or bad positioning (too far), the skilled player or experienced will punish all the misses the boss makes and step out just in time to avoid the next incoming attack (basically a counter and backstep, or sidestep then launch another attack).

As abstract as this is I hope I made sense. To make it more concrete I would need to spend a lot of time and provide something similar to a draft.

It does make sense. The consideration for me is how to effectively turn it into bullet points, haha.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

To be honest remaining dungeon difficulties/bosses should stay where they are.

The purpose of this thread isn’t to discuss what we’d like to see in the current dungeons changed. The purpose of this thread is to brainstorm ideas for potential future developed dungeons.

What we need is better reward/incentive to redo dungeons other than for golds, or new dungeons for new challenges. Since ANET does not have a dungeon team at the moment, focus on the reward side with new skins and fairer gold

This might be something to bring up in the other dungeon suggestion threads, or even the original thread:
https://forum-en.gw2archive.eu/forum/game/dungeons/Very-disappointing-news-for-you-guys/page/6#post4328813

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Gameplay/flow

I think adding puzzles into the dungeons like they did with Aether was a step in the right direction, they just went a little overboard with some of them. Adding them to the existing ones could add some variation and make them feel more than skip to next boss, skip to next boss.

Cool, okay so non-combat puzzles aren’t totally off the table. What elements of the puzzles in aetherpath do you think ANet got right, and which ones do you think were more annoying and not worthwhile to have in dungeons?

You guys have learned a lot since launch, the new behaviors we see with bosses in Dry Top are a great example of things dungeon bosses should do. Give them movement skills that they use no matter if you’re melee range or not, make them move. The Colocal Queen has some great mechanics to her.

Okay, I think this is something that Bread touched upon in his post as well. Sounds good, you guys!

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

The AI can provide dynamic approach to encounters rather than a procedure.

Would you suggest linking movement to some form of RNG if it isn’t procedural?

Also the need for flanking enemies and positioning (if bots can detect terrain I’m sure you guys can do it better); put them beside cover and a little spread and you could see a fresh take on combat.

I think there’s a challenge aspect to programming mobs to incentivize flanking. It certainly exists in game. (High lvl mossman incentivizes you to flank while you melee him.) Do you have any specific mechanics that would be part of a mob mechanic that would encourage flanking?

Less gimmicks, more mobs who know how to fight (does not mean 1 shot difficulty – encounters can be casual but still enjoyable). It’s about time we have mobs and bosses that does not have primitive AI (see enemy>run straight and spam all skills). On replay value a lot of it can come from bosses and encounters when done properly, I can name a few games that only has bosses and does it well.

I think “gimmicks” can be a very general turn. You could say that the Molten Berserker’s Shockwave is a gimmick, and the Firestorm’s AoE fire circles are also gimmicks, but when you put them together, they add a dimension of difficulty that each one alone couldn’t do.

I think maybe you’re looking for something that has extreme depth of combat, yes? “Easy to learn, hard to master.” Recognizing the shockwave is easy, but being able to dodge the shockwave while worrying about the firestorm makes it more challenging.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Don’t automatically close an instance when the party leader leaves.
Party chat should remain in the chat window after leaving a group.
Blocked players should not be able to join your groups through the LFG system.

Party chat and blocked players I totally agree with. I think the party instance owner issue is a lot deeper and way more entangled than we suspect and not so easily resolved.

An update that would require less effort but would improve gameplay is perhaps upgrading the mechanics of NPCs and reducing their ridicolously high health pool?

Any ideas on specific mechanics that could be upgrades?

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

I’ll leave it up to you all as to organizing your feedback threads (whether it’s updates/fixes to existing dungeons or a thread to brainstorm about new content). Whatever you all decide to do as a group, I’ll provide that feedback to the dev team.

Preface
Hi all. I contemplated deeply about whether to make a thread that would be a “brainstorm about new content”. There are a lot of dungeon forumers who feel that given that given the most recent announcements as well as ANet’s past inactions that creating a suggestion thread as this might be pointless, perhaps a waste of time.

There’s a saying, though, that “time wasted in enjoyment is not time wasted.” I simply ask that if you choose to participate in this thread, engage in it simply to enjoy talking about what could make a dungeon great, and not to worry about what ANet will or will not do with this thread.

That said, the purpose of this thread is to collect ideas and boil them down to a bullet point list of what specific elements could potentially be added into a future dungeon to make it great. Additionally, I will be putting subsections with bullet point lists of elements people feel detract from a dungeon run.

Thematic Elements
This section deals with storyline, characters, and motivations. How might you go about integrating a dungeon into the world of Tyria? What makes a character likeable, and what makes a character annoying? (I’m looking at you, Varra.) Why does this dungeon exist?

Boss Mechanics
What makes a boss fight engaging? Are there elements that an “average” person can learn easily, but master only with great practice? What makes boss fights suck, and how would you avoid that pitfall?

Non-Boss Mechanics
This section includes “trash” mobs. If you were adding trash mobs into a dungeon, why would you put them there? Are they loot piñatas? Are they elite guards that bar entry to the next boss unless you’ve practiced skipping them?

I’m also including non-combat puzzles in here. I considered giving non-combat puzzles their own section, but I think a lot of responses that would go in that section would be “don’t put those in dungeons.”

Gameplay/Flow
What gameplay mechanics would you want to see in a dungeon? What elements improve the flow of the dungeon?

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Rsvd.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

[Suggestion] Future Dungeon Development

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Thematic Elements

Boss Mechanics
•Multiple phases. Phases should add or change abilities, such as with Lupicus.
•Dynamic movement. Abilities that cause the boss to charge, retreat, or sidestep instead of standing still and attacking.
•Duo bosses. Simple mechanics on each boss that are easy to learn can be made difficult to fight when you need to watch more than 1 boss.
•Environmental hazards. Environmental hazards should punish the players if ignored, but shouldn’t turn the fight into a slogfest.

Non-Boss Mechanics
•Flanking. Monsters that elect to back up or circle around players instead of walking forward into them.

Gameplay/Flow
•Gradual increasing difficulty. Newer dungeons that are lower level can have easier mechanics to learn. Newer dungeons that are high level should have more intricate mechanics. Within the dungeons themselves, introducing mechanics by themselves gives players a chance to learn them before fighting a boss that uses many previously introduced mechanics in tandem.
•Non-linear dungeons. AC story presented 3 bosses at the same time, and you could choose which boss to fight in which order, or even split up to fight the bosses.

•Persistent chat logs. Keep chat messages even after leaving party and changing zones.
•Block listed players cannot join the party. Ideally, any LFG message would be filtered so they can’t even see it.
•Increasing requirement to Votekick to “Majority Rules.” When in a party of 3, 2 people can kick the 3rd. When in a party of 4 or 5, it requires 3 people to kick another member.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

(edited by DigitalKirin.9714)

Very disappointing news for you guys

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

We’ve had this attitude for about a year and look where it’s gotten us.

/shrug

I can’t stop you from feeling this way. Nor will I criticize or condone your actions. Goodness knows I feel like we’ve been neglected here.

It’s just my thought that if we Do get a red post, do we “spend” their attention by slapping them away, or do we try to point out issues we feel important?

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Very disappointing news for you guys

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

I’d like to clarify a few points.

The Competitive Team is responsible for all more-advanced content in the game. This includes: PvP, WvW, and profession skill balance/game balance in general. This is a pretty big group of areas of responsibility, as you can see. The team’s resources are spoken for in areas that will have impact on the most amount of players, or on changes that are less of impact to them, resource-wise (smaller projects/changes). As such, we have no immediate plans to revamp dungeons due to this resource constraint. That’s not to say that the team will never have time, in the future, to do large projects like the TA Aetherpath or similar with other dungeons. As Mike O’Brien said in his recent post, if we ever permanently stop working on a particular area of the game, we will tell you all.

Your feedback from this sub-forum has been reaching the team. As you recall, CC Danicia was active here in the past and delivered that feedback to developers. We will continue monitoring your feedback here and responding as we can.

Something that would help is if you could gather a thread for each dungeon (perhaps you’ve all already created one per dungeon?), and list out the major changes that you feel the dungeons would need to make them better, in concise bullet points. That way it’s easier for us to provide them to the development team.

What are we working on right now? Feature Pack 2 (in ~two more weeks), Season 2 of the Living World (coming back this fall), the WvW Fall Tournament, and the World Tournament Series PvP global tournament are just some of the things we are currently working on that we can tell you about right now.

Hi Regina, and thank you for posting. To my fellow dungeon subforum posters, while we do feel quite neglected here as we rarely see red posts, I don’t feel it right to make our first few posts to someone who has come to speak to us one of negativity.

Since Danicia is no longer an active representative for ANet who speaks here in the dungeon subforum, Regina, could I ask if we would possibly be able to get someone to devote a small percentage of time talking here in this forum? It doesn’t even have to be game changes, but I feel like if we know that someone is listening, it would go a long way in this forum. Whether you are or aren’t, I appreciate if you could at least bring this up.

Regarding threads devoted to each dungeon and potential fixes: I think that of all the subforums, the dungeon subforum could probably do this and make this the most comprehensive list. (Possibly extremely overwhelming in the case of Arah.) If nobody else volunteers to do this, I wouldn’t mind attempting to organize some of these threads.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Alphard Question

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

That’s happened to me as well. Same thing, I think someone CC’ed her with a knockdown.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Fractal rewards

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Got my 4th Healer’s chest. (Gloves again.) Into the bank you go!

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Ninja Fashion Contest [Winners Announced]

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

“Ha!”

“Ninja!”

“Explosions!”

(Emblazoned Helm, Medium Island Shoulder, Council Watch Chest and Legs, Force and Tracks of Koda)
[Midnight Purple, Abyss, Burnished Steel, Dusk and Winter Sky]

Attachments:

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Commander tag shapes

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

Not a bad idea. Custom shaped doritos… now only 500 gold.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Commander Tags no Refund?

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

You get a refund if you’ve spent more than 300 gold. You’ll need to talk to support, I do believe.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Colored commander tag - please don't do it...

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

4 months ago I made a prediction.

Prediction:
*Chorus of yeses on the forum
*ANet puts in their updates “Good news! Commander tags now account bound!”
*People post complaints about wasting hundred of gold buying multiple commander tags.

https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Account-Bound-Commander-Tags/first#post3876583
The price hike is an unfortunate consequence of becoming account bound.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

This is It?

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

I think future Dungeon Tournaments will be even more interesting.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Lilith's Fashionable Dungeon Run Challenge

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Btw, I happened upon a different purple thief tonight. I feel like I shoulda taken screenshots. Oh well. I’ll snap some next time Jerus happens to be in group on her. XD

I also roped a Ropechef into a few screenies.

Attachments:

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

wonder what anet will do about this

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Next balance patch:

•Wall of Reflection: Fixed this ability so it no longer reflects projectiles.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Ivan, I’d totally help you with fractals if you’re around and abouts when I’m online. I’ll also wrangle Franco out of Arah where you’ve got him practicing soloing. ^_~

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Lilith and Fractals in 10 hours

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

I’ll be around and about around 7:30pm EST (depending on traffic… it IS Friday…). Dunno if you’ll be online, but if you are, you know I’m happy to join for whatever fractal insanity, Lilith.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

How to not lose hammer (Cliffside Fractal)?

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Current workarounds:
Don’t fall off the edge.
Don’t disconnect.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Why are "elitists" viewed as the evil ones?

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

What quantity have you lost from this thread?

Attachments:

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Lilith's Fashionable Dungeon Run Challenge

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

Fantastic look, Lilith! Some people can really overdo one color and almost monochrome themselves out, but I feel like this has the right balance.

Btw, I happened upon a different purple thief tonight. I feel like I shoulda taken screenshots. Oh well. I’ll snap some next time Jerus happens to be in group on her. XD

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: DigitalKirin.9714

DigitalKirin.9714

So, I hear that scrub newbie dungeoneers can find people to play with around these here parts.

I’m glad you’re here.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

Almost forgot why I stopped doing Fractals

in Guild Wars 2 Discussion

Posted by: DigitalKirin.9714

DigitalKirin.9714

The more regularly that you run fractals the more workarounds you find. Many players also copy tactics that bypass glitches without even realizing it. So, yes, fractal groups lose hammers but most get it back by falling to death together so the hammer resets. The person who is new to fractals or doesn’t know the latest tactics is always going to get more frustrated by the glitches.

As of the last patch, a group wipe doesn’t fix the hammer disappearance bug.

As far as workarounds, if you get right up on some of the seals (the Arm Seals) the shield that appears will knock you back. If you stand a bit further back, closer to max melee range, you won’t get knocked back. This is important, cause at 49, those chanters can destroy you if you get knocked back by the seal.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle