Showing Posts For Dragon Ruler X.8512:

Mass Mail Options

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

For GLs only? Or certain ranks?

Worried about Bots? Set an AP restriction?

I’ve come across many times where I just want to send mail to a few people containing the same info, but the “spamming” blocker stops me from sending that mail if I’ve copied and pasted it in too quickly. I need to, then, be able to send multiple at one time.

Please implement this or something similar.

Thanks,
Dragon

Official FOV Stance

in Account & Technical Support

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I’ve tried working with that top post you pointed at, but that implementation is actually already active within the game – Hence the “old FOV” command inserted later in that thread.

As for whether or not stretching actually affects the game FOV – i’d suggest you try it to see for yourself. In my opinion it does affect it. How? Well I used LA as a testing ground and found some rock areas that I couldn’t see on top of. I shrunk my vertical to about 1/4 my normal size and suddenly I can see on top of it. I could even more accurately place my GT skills due to that. This effect would be simply abused in WvW where AC’s have no LoS restrictions.

Official FOV Stance

in Account & Technical Support

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Is there a way for me to relocate this thread to the GW2 Discussion thread w/o getting in trouble for reposting?

Official FOV Stance

in Account & Technical Support

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I guess I’m a bit confused then…

“Does it give you an unfair advantage?” is rather difficult to measure. Utilizing gaming peripherals gives you an unfair advantage. Having a superior graphics card and computer gives you an unfair advantage. Having knowledge that using windowed mode and shrinking the vertical aspect manually will result in an increased FOV gives you an unfair advantage. For that matter – having a better ISP service and overall data package gives you an unfair advantage.

So where is this line drawn? If Anet doesn’t provide an official stance on it then by default it must be allowed since they don’t explicitly prohibit it. Without a proper gauge of “does it give you an unfair advantage” no one can 1) complain if you use superior products/services, or if you use program mods that do essentially the same equivalent thing (in essence) as having a 60" TV screen as your monitor and shrinking the vertical to 1/10 the size to give an increased FOV or 2) punish you for doing anything stated in 1) since they never said you couldn’t.

Am I wrong?

This is why I request an official stance on the subject. As I stated in my first post – I feel if we were allowed to use it and wouldn’t get punished for it we could have an elevated gaming experience.

So please provide us players with an official stance on this subject.

Official FOV Stance

in Account & Technical Support

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I’m looking for an official stance from Anet about the FOV.

If I use Windowed Mode and shrink the vertical of my screen I get an increased FoV. It’s small, but it exists.

I have heard of, seen, but not tried programs that alter FoV settings. I’ve seen the FoV post at the top of this forum (only the last tab), but it doesn’t state if FoV mods are allowed. I realize there was a patch to the FoV awhile back, but it was rather insignificant in comparison to the FoV mods that are out currently (seen on youtube).

Will there be allowances made for using FoV mods, or does Anet have plans underway to increase customization to the current FoV settings? Ideally this is for WvW AC’s, Treb’s, and Cata’s, but there are PvE applications for this as well (jumping puzzles for example)

These mods seem like they would be great additions to the game and give it a new elevated and unique style of gameplay.

Alternative suggestions would be to create a sky view down for these Siege units that is restricted to the full range of each weapon (and perhaps a visible and increasing vector line from you as the origin to the destination based on overall charge of things such as cata’s and trebs in the sky view to help better gauge your shots).

Anyways, I would love an official stance on this subject.

Thanks,
Dragon

Text Limit Glitch [Highly Technical]

in Account & Technical Support

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

It seems that after the -repair was used I did NOT get any fixes for this glitch. I did, however, try what tota mentioned and within the small and normal interface sizes saw that this symbol did go away and get replaced with the standard “…”. When I went to large and larger it returned.

I realize this is a rather small bug, but with the new feature pack coming up next week it’d be nice if they set someone out to identify the cause and tweak it before then

Thanks,
Dragon

Text Limit Glitch [Highly Technical]

in Account & Technical Support

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Ran across this recently after my computer crashed (hardware failure, unrelated to gw2).
Note: I have NOT attempted the " -repair" target alteration yet, but I will tonight and I’ll provide an update shortly after 10:00PM CST.

After the crash I had to reload everything and when doing so I decided to bring in a few other features to help streamline the functions of my gaming experience. I downloaded the new “Razer Cortex” (similar to “Razer Game Booster” if you’re aware of that – this is an upgraded version akin to “Steam” – it has not been fully released to the public and is in beta [works great imo]), and I also brought in the “Microsoft Application Compatibility Toolkit” (used to create bypasses for the UAC prompt – downloaded from Microsoft). I followed the instructions listed here and I noticed that I am now seeing something similar to Unicode number: U+00CA or HTML-code: Ê when the character length of any given player’s name + nickname exceeds the total allowed in the “Name” column of any guild roster (I tested this by altering a friend’s nickname who wasn’t showing this new “E” symbol and noted that the symbol then appeared similar to my attachment). I also found this same symbol in my crafting dialogue box (seen in gw006 with the “Plate of Piquant Plante Food (Rare)” line).

Is this something caused by incorrect settings within these programs on my end or is this a functionality issue of Gw2 atm?

If a dev can get back to me on this that’d be great!

Thanks!
Dragon

P.S: I thought it was funny that I captured a gold bot in my screen shot. I didn’t even attempt to catch that lol.

Attachments:

(edited by Dragon Ruler X.8512)

Dragon's Reach: Part 2 - 'Chievos

in Living World

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I managed to get all of them after I made this quick table and followed it.
Perhaps this may help?

Attachments:

cultivated seed swapped with pet seed

in Bugs: Game, Forum, Website

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

It seems this is a big deal?

I have no clue what to do with this “seed” atm. I followed Dulfy last time all the way through to the creation of my Exotic back item. I have pursued this no further than that aside from completing Dragon’s Reach Part 2 and obtaining those items.

I have a “Pet Seed” in my Bank, which is where I left the “Cultivated Seed” after the creation of my back item.

I’m simply posting this response as suggested on another forum thread that I had passed by earlier today.

Please message me if there are other details that are required or requested.

Thank You,
Dragon

No Tricks

in Living World

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

It seems this is also bugged currently or, again, poorly explained. I achieved this with my quest line reactivated and with 1 helper. However, my guildie can’t get it and we’ve done the exact same steps as I did to get mine. This was noticed after the same time “On Swift Wings” was bugged. Anyone else able to confirm this issue?

Why people criticize Anet

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

If we removed all of the Gw1 player base right now and never came back – they’d struggle to stay up and running in all honesty. We hold a very large amount of the entire player base. Respect for us is all we care about. If you can’t understand the concept of a valued consumer then I feel that your last remark was just an effort of trolling.

Why people criticize Anet

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Openly admitting that I didn’t read this entire thread, but as a Gw1 player myself I’d like to explain a few strong reasons why we (the gw1 playerbase) are entitled to complain/criticize Anet.

In Gw1 there were many things that, if you asked any Gw1 player, were done very well. There were flaws. But, ultimately there was very little that we sat around and complained about because we knew what this game was capable of and it delivered to an acceptable range on that exact scale.

However, when we take our standards of acceptance from Gw1 and transfer it to Gw2 we see many things that don’t meet that level of expectation.

An example would be very large amounts of content that haven’t been refined and hold a vast amount of bugs. I’ll admit I didn’t play from day 1 of Gw1, but I did start about 1 year after its release. Within that time they had refined a vast majority of bugs that were in existence that I was unaware of prior to my engagement of that game. We’ve been live in Gw2 for 2 years now and coming up on 3, and we’re still able to find many large amounts of bugs in the game. This is because they keep trying to introduce far too much without refining it first like they did in Gw1. Expansions came out tested and fairly stable from day 1 with minor changes and balances made to fix anything that was found. The content every 2 weeks is lessening the amount of time Anet can focus on the current issues and just adds more issues to the pile.

There were many things in Gw1 that were utility based features that helped us greatly in communication and coordination that haven’t been passed into this game.

/resign: a very useful emote to pull you out of any instance at any time. It had its drawbacks; like if not every player wrote it – it wouldn’t work, but the intent and usefulness was fantastic.

Template Codes: equipment and skill templates were able to be shared instantaneously from anywhere (it worked better in towns, but you could still send codes in instances if you copied the code from the notepad in your Gw1 folder). These held every last skill, attribute point, and equipment piece that was on your character in 2 simple hyper linked clicks. These things never made it into Gw2. Heck – we can’t even ping traits around yet.

Divided Game Types: PvP and PvE were essentially divided areas entirely. A PvP character could never enter PvE, but a PvE character could enter PvP. In Gw2 we are forced into PvP type situations with WvW. Many players don’t like being inhibited from progression and the only way to pass that barrier is to do something they don’t like. If you’re a Gw1 player it’s like telling us to reach T6 Gladiator before you can get an elite skill or Tiger rank in Hall of Heros. If you’re a Gw2 player it’s as simple as pointing out that you can’t have 100% map completion without going into WvW on a server that has no WvW presence and the enemy is camping your spawn point.

We understand that Gw2 isn’t Gw1, but we also understand that the people who made Gw2 are the same people who made Gw1 – the same people that we gave feedback to in both games since day 1 and praised various aspects of the game to. What we as Gw1 players are now feeling is that all that praise and guidance that we gave back in Gw1 about what we liked and didn’t like seems to have begun falling on deaf ears.

So the reason we complain is because we devoted up to 8 years in Gw1 helping shape it into the acceptable game that we as the players had asked for before Gw2 came out. We signed up for the Gw2 Beta and began helping point out the things we felt were missing from Gw1 that would make it feel more like home – and at the start – we thought they were listening. Now we don’t feel like we’re being heard and we’re trying to get attention. We’re trying to get the “old Anet” back. The ones who listened, were helpful, kind, cortious, and sent holiday letters to GL’s that thanked them for being a key component in the games livelihood. We simply want a better game and a better gaming family. Nothing more, nothing less.

So when you next see a Gw1 player trying to compare Gw1 to Gw2 sit back and ask yourself (and I use a metaphor here) if you put almost 10 years, a decade, of your life into a marriage and equally helped shape it to become the best it could be, and suddenly after you moved/tried to “improve” something in your lives you started to slowly go down hill because the other side started to care less and less and ignore you more and more – wouldn’t you feel a little betrayed?

(edited by Dragon Ruler X.8512)

Utility Emote: /resign

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Gw1 player here and I severely miss the convenience of /resign.

An example of why I’d like this is due to the typically buggy/inconsistent nature of this game. I’m attempting “On Swift Wings” in “The Concordia Incident” and before I even get to run to the Magister of the Priory whom I need to save – the game glitches and commencement of dialogue between Braham, Rox, and the Tactician ceases to progress. Now I’m stuck in an instance where the only ways out are using a method of warping to a new location/map zone or to run out into the red “you’re not allowed here” spots on the map to be “kicked” out of this instance. I’d prefer not to waste time/money in warping and I’d also prefer not to waste time running to the edge of the instance just so I can start over. Utilizing /resign like in Gw1 for situations like this would be a great help especially since we can kick people in this game when inside an instance. This reduces the lack of convenience when someone would AFK and we would be stuck with (x-1)/x members having /resigned and waiting on the AFK’er to get back since we can just kick them and change 4/5 to 4/4.

I strongly feel this should come back in asap because it would help streamline the time people waste when trying to pass a buggy instance.

lag bros!

in Bugs: Game, Forum, Website

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

DDoS attacks, to my understanding, aren’t something that poses much threat to information on servers – it’s less “Let’s get in and break stuff” than it is “Let’s just bombard it with requests until it can’t react.”

There is a method in which through the process of a DDoS attack one can overflow the buffers of a router/switch and bypass securities if done correctly. This then allows direct access into the network and methods to gain access to data on servers. I’m not saying that’s what happened, but I am saying it is a possibility.

Guild Bank: "Unknown User"

in Account & Technical Support

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

So the question is – why can’t I see who did the withdrawal? What they took is minimal and insignificant, but the fact that I can’t see who this user is bothers me. I wouldn’t want someone taking something of value, knowing what to do to register as “Unknown User”, and walking off like nothing happened while leaving us is a panic trying to figure out who took it. I’m ruling out any connection options because all other people are registered as…

[Person].[wxyz] [withdrew/deposited] [item]x[#] [from/into] [storage] [time stamp]

…format. We had a few members leave / get kicked from the guild recently, but I can’t verify if they are the “Unknown User”.

Please respond with the full list of stipulations/criteria required to be listed as “Unknown User” and – if a dev is watching this – please try to make it so guild leaders can rely on the system to generate an accurate description of who did what in our guild banks regardless of if they are still currently in the guild.

(edited by Dragon Ruler X.8512)

Suggestion: Direct Deposit

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

So I take it everyone enjoys having to run around all the time?

I’m suggesting that if you have materials that you buy on the TP that you have direct use of them upon them being placed in the “Pick-up” tab of the TP.

Follow this concept:
-You are crafting Ascended weapons
-You refine all of your current materials to further the crafting chain
-You realize that you’re a bit short on Deldrimor Steel Ingots
-You also realize that you have 10 Lumps of Mithrillium
-You note that you don’t have enough Iron Ore to make your Iron/Steel Ingots
-You further note you don’t have enough Platinum Ore to make your Darksteel Ingots
-You want to cut costs by NOT buying Deldrimor Steel Ingots off the TP
-You purchase the required Iron/Steel/Platinum Ore on the TP
-You run over to the TP to get your Ores
-You run back to the crafting station to refine them into Deldrimor Steel Ingots
-You realize that you don’t have enough Spiritwood Planks (repeat run around)
-You craft a Deldrimor Steel Dowel
-You realize again that you don’t have enough Deldrimor
-You setup to craft Deldrimor (again running around)
-You realize you don’t have enough Spiritwood (again)
-You setup to craft Spiritwood (again)
-You did math wrong and ended up with not enough Glob of Elder Spirit Residue
-You sell your excess Wood to reclaim some lost costs
-You then attempt to buy Spiritwood off the TP but you don’t have enough money
-You then run to the TP to get your money from your reclaimed material costs
-You then run back to the crafting station forgetting to buy your Spiritwood
-You then buy your Spiritwood at the crafting station and run back to the TP (again)
-You pick up your Spiritwood and run back to the crafting station (again)
-And then you finally craft 1 Ascended Weapon.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This is a VERY common occurrence with many people in my guild who are either new or just aren’t able to remember as much. They are older and possibly lack the memory/organization skills to effectively deal with this and the math involved all in 1 shot to be as effective as possible.

Putting all the materials immediately into being available for use would be an EXTREME help for these types of players because they can just sit at the crafting station and slowly work to complete their crafting goals.

The game can already pull from your deposited collection of materials, bank slots, and inventory – why not allow access to a completed TP transaction in the “Pick-up” tab?

It WOULDN’T remove items that WOULDN’T be used in a “Crafting Station” recipe, but it WOULD remove items that WOULD be used in “Crafting Station” recipes (this would allow food and jewelry items that are crafted off other items or ones that don’t go into a collectibles slot in the bank to be removed too).

This is for convenience of crafting in a town. It’s not meant to be game breaking.

(edited by Dragon Ruler X.8512)

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

1)
Though I think an Engineer would be able to engineer a turret that can roll, mobile turrets stop feeling like turrets and just turn into ranged pets… and we can look at rangers for how well pet ai works. I have a couple different ideas.

2)
Making it instant is ridiculously OP, as you can have a turret damaged to 5%, pick it up and drop a new 100% health turret without losing more than a second or two.

I like your proposition, however I picked out 2 things I’d like to touch base on.

1)
I wouldn’t say if we had mobile turrets they’d be like a ranger pet per say. But, I would be willing to say they would be more akin to necromancer minions. The AI wouldn’t be that bad and it’d fall to the player to understand their effective aggro ranges to prevent accidental pulls.

2)
I agree. However, I’d rather suggest the mechanic of the ranger pets here where if you stow the turret – over time – it gets its hp back. This would allow you to assume the engineer is “repairing” it when it’s stowed. This way we could eliminate the cool down entirely. We’d have to watch the turrets to not let them get too damaged and then put them away before they break – otherwise we’d incur a full recharge.

I like your ideas though!

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I suppose I would do it a bit differently.

You can pick up any turret but you keep the hps it has (or has lost if you are not fixing it).

You must place the turret in the next 10 seconds or it goes on full cooldown.

The turret retains the HPs it had left and can’t be picked up if the overcharge ability is on cool down.

I’m sure there might be some other restriction you need to prevent abuse like it taking a couple of seconds (to ensure you don’t pick up and put down to get another “firing” cycle). But that could be a timer etc.

I think that’s also an acceptable option

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

5)
It’s not specifically designed for that single purpose, again. This also carries a healing turret and multiple health packs (Bandages) for the purpose of re-establishing yourself in a fight if your current healing skill is on recharge. Nor does it explicitly bind you to that area for your fight. You may think that’s a waste of the Supply Drop skill, but I call it tactical maneuvering.

6)
You kind of defeated your entire argument by stating this.

Whether or not you believe your understanding of how the turrets were designed is not the question here. The fact that turrets have multiple uses, limited health, low armor, and DO NOT scale damage based on the player’s power – all lead me to question why allowing an item that follows you and can only shoot on specific intervals of less than and up to 10 seconds each is such a problem?

7)
As I stated above, they have a fixed amount of health (less than 10k average), armor, firing rate, healing rate, and they don’t scale based on the player’s power. I fail to see how this would even survive a “push”.

8)
I’m fully aware of that kit. However, there are multiple types of wrenches, single-handed hammers, screw drivers, etc that would be interesting and fun to play with as an engineer. But, for that we would require more than a pistol (which honestly makes no sense) for a main-hand. Adding in a “mace” weapon class would provide more options. Also, why would I want to force myself to use a kit and waste a skill slot just to use a wrench when I could have it as a main-hand?

9)
I can easily say I’m not being “kitten” to anyone (I understand that’s the filtered replacement). I’m saying that people (like the way I perceived you) come into this thread to say “No!”, “This is stupid”, “You’re a(n) [insert derogatory statement]”, “Anet won’t do this so don’t bother” because they don’t want this.

The purpose of this thread was to identify a reason why turrets aren’t mobile (which based on calculations – make no sense), and to provide alternate methods of achieving this mobility without making it “game breaking” (which, currently, is very hard to make this more game breaking than other mechanics in the game already).

It was not made for people to speak on behalf of Anet and provide reasons as to why Anet would never do such a thing. That is probably the only reason I decided to harp on you. I’m not trying to be mean, but it gets annoying when people either come in and speak for someone else or try to say that the idea is stupid either because they think they’d lose to/have a harder time killing their opponent with the new update or they are just simply ignorant of every mechanic in the game and thus can’t weigh them together properly.

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

1)
Deferring someone to the “official description” as if it is common knowledge is being snide.

Snide: “an unpleasant or underhanded person or remark.”

You were not pointing out what you believe – you were trying to pawn off what Anet supposedly has said.

2)
As the rest of the entire thread has indicated through a rather thorough analysis of each class and their basic constructs and purposes you would understand that I do not believe in the terms of the “Meta” bars being “OP already”, and I believe they are, in fact, not as well balanced as many seem to believe.

Note: The ones who seem to be complaining are the ones who seem fearful of losing to a slightly more effective engi in PvP. We have PvP ONLY skills and traits already – we could further divide them to allow a proper PvE take on turrets.

3)
You completely missed the word “help” in that statement.

Help: “make it easier for (someone) to do something by offering one’s services or resources.”

This is NOT implying that they were purely designed for this single purpose.
(Yes I read your disclaimer further below so don’t freak out yet).

This is, however, implying that turrets were designed to assist other players – not be entirely a single man’s war tool.

4)
First, it’s Area of Effect (AoE), and this has a radius of 600, only gives limited set of buffs each with a duration of less than 10 seconds (mostly), and only recurs on an interval of 10 seconds.

Second, if we use your same logic on ranger spirits which don’t attack (apart from 1 skill), have area wide benefits in a set interval of time, and I can choose to not have them follow me around. Therefore, I fail to see the comparison as this should imply now that they are for controlling an area – which they are not.

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

1)
I was not being snide (as you put it) in the slightest, merely pointing out what I believe the turrets intentions to be.

2)
I fail to see how I am covering it with false pretences.

3)
“No where in there does it indicate that they are strictly for “area control”. "

The following line makes me beg to differ…
“immobile devices that help defend and control an area.” – It says pretty clearly that their role is to help defend an area through area control.

4)
If they were not intended for controlling an area, it seems odd that they would make a new trait that buffs all team mates in the ‘area of control’
( I believe this was implemented as an attempt to improve area control without directly buffing the damage of the turrets).

5)
It also seems odd that supply drop would create a mini-base to help you control an area.

6)
As per usual guild wars allows for all skills to be used to suit your play style and so there is no specific way they have to be used, but as I already mentioned, turrets seem to be heavily intended for area control.

7)
Making them mobile would make them an offensive pushing weapon, I don’t believe this was the intention and in order to do so would mean heavily nerfing the main selling point and purpose of the turrets.

8)
Side note:
Dragon Ruler X.8512:
“why not give us a mace weapon class – I kinda wanna clobber someone with a wrench”

Look at your toolkit weapon kit….

9)
Just because the intentions of the turrets do not meet your expectation, does not give you the right to be an kitten to other forum members.

Suggestion: Direct Deposit

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I’m sitting at a crafting station and I buy required materials for what I’m crafting from the TP and I thought “can we just have it be usable right away w/o having to go to the BLTP NPC? Instantly available/deposited to my bank (if it’s a material)?”

I think it’s a good idea

Dragonite Ore for Non-Level 80's

in Bugs: Game, Forum, Website

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I’m level 76 and I’ve attended both the Temple of Balthazar and Temple of Dwayna Events today and In both cases I have not been awarded any dragonite. As per http://wiki.guildwars2.com/wiki/Dragonite it states that since I’m above level 60 I should be getting dragonite. This is a bug I’d like fixed and I’d request compensation for if possible since I won’t be this level after a few more hours of gameplay.

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Turrets were intended for area control, just read the engineer description please. Turrets are not pets and the reason our turrets have 1500 and offer the utility they do when traited with experimental turrets, is because they are immobile.

A-net will not do a 180 on the purpose of turrets, they are great as they are, if you want moving pets then reroll.

If you want to sound snide please do it somewhere else.

If you want the guildwars2.com post here it is…

“Engineers can also deploy turrets, immobile devices that help defend and control an area. For example, engineers can plant thumper turrets to cause damage to all foes in the area, or a healing turret that regenerates the health of nearby allies. Engineers can pack up and move turrets at will, and only one of each type can exist at a time.”

- https://www.guildwars2.com/en/the-game/professions/engineer/ -

If you want the official wiki description of a turret here it is…

“A turret is an immobile, automated device that can be deployed by engineers using healing or utility skills.

Most turrets will automatically engage the engineer’s current target, the only exception to this being the Healing Turret. After deployment, the turret can be overcharged by using its sequence skill, which will create a special effect such as improved rate of fire or area of effect attack.

All turrets are stationary; to redeploy them, engineers need to detonate them via tool belt skill or pick them up by interacting with them. Picking them up reduces the redeployment recharge by 25% while detonation will cause damage around the turret’s location and create a blast finisher combo effect. While not deployed, the tool belt skills granted by turrets resemble the effect of the turret’s action."

- http://wiki.guildwars2.com/wiki/Turret -

No where in there does it indicate that they are strictly for “area control”. And, no where have I seen Anet explicitly state that they gave specific features to engineers for specific reasons based on specific mechanics that they wanted players to specifically use and never question any specific aspect of how the engineer was specifically designed.

If you don’t want this mechanic suggestion – then simply indicate that – don’t try to cover it with false pretenses and make it seem like everything is fine when there is clearly room for improvement.

Even the option to mount the turret as a backpack for all classes – like banners – just so they can move and be set back down in new spots without incurring a recharge would be sufficient.

(edited by Dragon Ruler X.8512)

Suggestion: Forum Enhancement

in Forum and Website Bugs

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Well – it would allow for more of a formal documentation for interviewing purposes later for those that do it. They could be like “were you aware of this issue?” and then Anet could say “no” and then they could respond back “well then why does your thread indicate that you opened it”? This would infer honesty between Anet being a true loyal provider and the players being honest loyal helpers.

Suggestion: Forum Enhancement

in Forum and Website Bugs

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Speaking from personal experience – I can say with a fair amount of confidence that several of my own threads have been overlooked by Anet Officials which is why I have this suggestion.

Everyone likes knowing exactly how much their comments and suggestions are taken seriously when they are just trying to help or get help. It would be nice for the players to know with confidence that someone on the Anet team has at least cracked open the thread once to see how it’s going and/or what’s in it.

I’m not saying for devs to comment on everything.

Rather, I’m just suggesting having an indication of IF it has opened by a member of Anet (and maybe if they keep checking up on it – how many times an Official has opened it).

I realize we currently can know if a member of Anet has posted on it, but I think I can speak for the player base and say that we would like to know if you’ve at least read it too. I’m not saying to read all 40+ tabs on some topics, but rather – just showing some indication of concern towards the topic – at least at some point in its development.

Personally I’d appreciate such a mechanic in this forum, but i’m sure other people will have their complaints on this suggestion.

I’d like to hear your thoughts on this

Underwater Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Especially missing our bread-and-butter healing turret underwater just…. sucks.

I am generally very short in the water and so I can make good use of the Med Kit, pop the 5th skill on it and get out of the water again. An extra swiftness + fury boost!

Aquatic Fractal? :O

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

-Mesmer-

::Illusions::
Can spawn them infinitely
Will persist until killed, shattered, or target dies
Can cloak you
When Killed Can
~Cripple
~Confuse
~3 stacks of Bleed for 5 seconds
~3 stacks of Vulnerability for 5 seconds
~Weakness for 3 seconds
Can have boons applied to them
Can have recharges reduced
Can increase damage dealt per active clone
Can decrease damage received per active clone
Can increase movement speed per active clone
Can bleed on critical
Can have +15% dmg
Can be used underwater

::Mantras::
Can increase dmg per mantra readied
Can add an extra charge
Can reduce recharge
Can gain toughness when channeling
Can heal allies when casting
Can be used during daze/stun
Can grant stability
Can daze
Can dmg
Can heal
Can cure conditions
Can be used underwater

-Engineer-

::Turrets::
4 Effects per turret (Not including supply drop)
~Basic function
~Overload
~Non-deployed tool belt
~Deployed tool belt skill (detonation)
Finite timer (5 minutes)
CAN’T critically hit
ARE permiable
ARE stationary
CAN’T reduce recharge
~Only go on recharge when destroyed or picked up
Can dmg when killed
Can have dmg received reduced by 33%
Can be killed (average hp 8217)
Self-repair 5% per 3 seconds
Can increase dmg 15% and range 50%
Can summon a (delayed) reflective shield
Can apply boons to nearby allies
Can use ground targeting
Can be used underwater

::Others::
Since this page is about turrets I will leave that as the focus of my point
Elixirs and Kits would be the only things worth mentioning anyways

-Resolution-
As all other classes clearly have concepts that either follow them, can be moved, or have extremely low recharges we can see exactly how the engi actually does suffer from inadequacy

(edited by Dragon Ruler X.8512)

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

The arguments seem to be based on the premise that turrets will be “too OP” if they can move. This is people not thinking about every single mechanic in the game imo.

Here is a VERY condensed version of not even all of each class’s main mechanics

-Warrior-

:Signets::
Boosts stats below by +170
~Tougness
~Precision
~Power
Activation benefits
Can have recharges reduced
Can be used underwater

::Banners::
Boosts stats below by 170 area wide
~Tougness, Vitality
~Precision, Ferocity
~Power, Condition Damage
~Healing Power, Boon Duration (
10%)
Instant resing
Perma regen
Can pick up the banner with no cool down and move it to a new location
Provide new AoE shouts or skills
Can’t be destroyed
Can have recharges reduced
Can be used underwater

-Guardian-

::Spirit Weapons::
Follow you around
Can be buffed with +50% dmg, longer duration, and burning on hit
Have active attacks and defense mechanics
Can be commanded and not die when commanded if traited right
Can be killed
Can reduce recharges
Can be used underwater

-Ranger-

::Spirits::
On hit
~Healing
~+10% dmg
~Protection
~Burning
~Swiftness
On activation
~Healing
~Chill
~Revival
~Immob and cripple
~AoE Damage
~Blindness
Healing over time
Can be killed
Can follow you
Can be used underwater

::Pets::
Can follow you
Can have 2 of 45 variations with multiple unique F2 skills (4 if you include aquatic)
Can be buffed for damage and defense
Holds ~40% of a rangers dmg (or more)
Can be swapped out to heal when not in combat
Can be killed
Can be used underwater

::Traps::
Can’t be blocked
Can use ground targeting
Have low recharges
Can have recharges reduced
Can have radius increased
Can increase overall damage
Persist regardless of range (timed)
Can’t be used underwater

-Thief-

::Traps::
Can’t be blocked
Can have recharges reduced
Can provide boons
Persist regardless of range (timed)
Can allow a shadow step of 10,000 range with fury and might
Can instantly be recharged
Can add an additional combat ally
Can’t be used underwater

::Venoms::
Can have recharges reduced
Can affect nearby allies
Can provide boons
Can heal
Can have charges increased
Can be instantly recharged
Can all be activated simultaneously on hit
Can be used underwater

-Necromancer-

::Minions::
Can have dmg increased
Can have increased health and gain toughness per minion active
Can damage on death and apply poison
Can be summoned upon killing a foe
Can have recharges reduced
Can remove boons on hit
Can give you additional toughness per active minion
Can siphon hp to you
Can draw conditions from you
Have secondary effects when summoned
Can be killed
Some can be used underwater

::Wells::
Can use ground targeting
Can have recharges reduced
Can apply protection
Can siphon hp every pulse
Can’t be used underwater

::Fear::
Fear on target
Fear from a line
Fear from a ground target mark
Fear can damage the player
Fear can be extended
Fear can run you off an edge
Can be used underwater

-Elementalist-

::Auras::
Can be shared to allies
Can grant fury, swiftness, and protection
On hit gives
~Might
~Burning
~Reflection
~Stun
~Chill
~Reduce dmg 10%
Can be used underwater

::Glyphs::
Heal and grant a boon based on attunement
Inflict conditions based on attunement
Summon elementals
Revive allies with different effects based on attunement
Summon an elemental storm based on attunement
Can have recharges reduced
Can have boons granted based on attunements when cast
Can be used underwater

::Signets::
Passives
~25% movement speed
~
170 toughness
~+170 precision
~Heal per spell cast
~Cure a condition each second
Actives
~Blind target and nearby’s
~Immob target
~Burn target
~Heal self
~Chill target
Can give fire shield on activation
Can reduce recharge
Can maintain passives if activated
Can apply vulnerability when activated
Can restore endurance when used
Can be used underwater

Bloodstone Shards

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Don’t stack

Quaggan sad

foo…

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

That – or having an option to plant the turret like a toggle – “walk with me” – “stay there” – “walk with me again”

It could be a charge skill (that can be used when moving) for like 1 second – tap it and the turret stops or follows you – hold it for the whole 1 second and get the overcharge function – idk – spitballing xD

Staff Master

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

So I’m using Pistol/Shield atm with turrets – and I just got staff master – I’m confused (>@.@<)

Checked to see if my pistol kills went up at all – nope :/

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Another note: Turrets have a 5 minute time out too :/

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I’m thinking if it goes in “Inventions” no one will have a problem with it. Why? “Alchemy” has “Experimental Turrets” – Couple those 2 together and you have walking boons. I don’t see a down side? And don’t say that this is OP at all – spirit ranger (as you mentioned) is the same concept.

Spirits have a finite active time before they despawn and you wait 25 seconds (3 min for nature) before you can bring them up again. they also don’t have an autoattack, or any way of dealing direct damage at all save 1 ability on 1 spirit.

Fine – MM’s have no time duration and an autoattack – so the mechanic is still viable :/

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I’m thinking if it goes in “Inventions” no one will have a problem with it. Why? “Alchemy” has “Experimental Turrets” – Couple those 2 together and you have walking boons. I don’t see a down side? And don’t say that this is OP at all – spirit ranger (as you mentioned) is the same concept.

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I personally don’t think PvP should be a big deal considering there are still other classes with the exact same mechanic – just because you may see less of them doesn’t mean we can just say they don’t exist. What you’re implying is that you don’t think a minion master was programmed into the game – or a ranger with spirits following them. It’s the same exact concept and thus should be allowed in other classes (like this one too). If people want to complain because this class finally got an ability that was shared by most other classes – then foo on them.

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Naw – we need something for kit-less engi’s and gadgets/elixirs just aren’t enough :/ – we have MM’s, nature spirits, weapon spirits, elemental summons, banners, clones, and venoms – each other class has some kind of mobile AoE benefits and we don’t – it’s sad

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

They may have low recharges, but it’s still more annoying to have to pick them up and then wait on a recharge :/

As for the mace idea – I was thinking more along the lines of using “Fixer Upper” though :/ – or other “tools” an engineer would use in real life

(edited by Dragon Ruler X.8512)

Underwater Turrets

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Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Why can’t the healing turret and thumper turret be used under water? Just make the healing turret send out a “healing wave” and the thumper turret send out a “shockwave current” or something – it’d make turret builds more viable for underwater combat

Mobile Turrets

in Engineer

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Can this be a thing? We have mobile spirits, banners that can be moved (w/o inducing recharge), venoms that can be AoE, Auras that can be shared, spirits that can walk, etc – but my turrets don’t have wheels!?

I was very sad because i’m an engineer and would like that option. Also – why not give us a mace weapon class – I kinda wanna clobber someone with a wrench >.>

(edited by Dragon Ruler X.8512)

Solution to all the Zerk hating peeps

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I think the best method would be – since zerk gear typically has no toughness – to add a negative value to toughness and further increase their power.
This would make them capable of dying in a single hit.

Currently all armor classes have a base toughness that is sufficient for end-game content w/o the dire need for toughness (it helps – but it’s not needed).
Since we know damage is calculated by…

(Power * Weapon damage * skill coefficient) / (Toughness + Defense)

…We can easily see how if we pulled – say, 1,000 toughness away from them – they should die from just about any hit.
This will create a need for a support class to accompany the zerkers – and since all classes can support with AoE healing and such – it would balance the game far more.

Many people would rage if the zerk bars got nerfed – but it would make the community much more tolerable in the long run imo.

Can't use Zealot's Inscription for crafting

in Bugs: Game, Forum, Website

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

ALL Ascended Recipes are received for 5 Laurels and 3 Gold from EITHER the Laurel Merchant or the NPC smith of your crafting profession.

That’s actually not true. In the case of Keeper weapons, the recipes must be acquired as loot instead of being purchased from a vendor. They should be available cheaply on the trading post, so just search for “Recipe: Keeper’s Zealot Inscription”.

Good catch – I forgot those were loot based only since I had them unlocked lol.

Make Mistforge weapons after the tournament

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Tbh – chances are that in the “next” tournament – they’ll do the same thing >.>

In-game Events for Black Lion Weapon Skins!

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

Or – you know – possibly – just oh so possibly – make it so we can have black lion keys as a drop? Might help with that concept of getting ticket scraps.

And before anyone says it – i don’t count the end map rewards >.>

Can't use Zealot's Inscription for crafting

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Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

So a few things to note here:
“Inscriptions” – are for weapons
“Insignias” – are for armor

To make a “Keeper’s” Ascended weapon you must have the Ascended Recipe. ALL Ascended Recipes are received for 5 Laurels and 3 Gold from EITHER the Laurel Merchant or the NPC smith of your crafting profession.

Upon gaining the Recipe the option to craft this item will show in the interface.

I can’t see if you’re Level 500 Crafting, but you’ll need to be.

The facts and information required for ALL Ascended Weapon crafting can be found here: http://wiki.guildwars2.com/wiki/Ascended_weapon

So it’s not a bug – just lack of understanding

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

At 42 tabs – I’m not reading everything to get caught up in here lol.

But, if this hasn’t been mentioned – i’d like some thoughts on it.

I’ve noticed for guild missions there have been extreme complications with the bounties due to the excessive amounts of guilds attempting them at the same time and the megaserver’s multi-instanced maps. Most of my guildmates have struggled to gain access to the same map as the event leader due to this (many have just said to hell with this :/). To provide a bit more detail: look at a map like, say, half-baked kamali. Give a single guild 15min to find and kill him – no problem. Give 15 guilds 15 min to find and kill him and we now have a problem. We have a problem because respawn rates are too slow and the map size is too large to explore quickly enough to get the kill.

A suggestion that might be good is increasing the time to 15min * number of targets. Then also including that each of those 15min won’t start until you activate the mission somewhere like you do for rush and what not. The concept being that you activate the bounty and THEN the NPC spawns on the map. You could include a little timer in the upper corner that says “[guild tag] is currently searching for [target]” to identify if people are looking for it already. This would widely enable more guilds to participate in larger tiers and have more experience in attempting each bounty boss.

Anyways – just some thoughts

Guild bug

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Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

I suggest you read http://wiki.guildwars2.com/wiki/Guild

There are sections in there called “Primary Articles” under “Upgrades” – I suggest you read each of the articles to get a clear understanding of how influence, buffs, and overall access to various guild related things like the guild vault are controlled in respect to home and cross-server instances.

Can I use a macro then?

in Bugs: Game, Forum, Website

Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

The ethics behind macro’ing shouldn’t be questioned in the first place unless they give you a distinct advantage over other players – which in this game isn’t entirely possible given ground targeting skills are based upon a finite range which changes based upon terrain – other skills require timing – and other skills that need to be activated in quick succession can be assigned keys that more suit that player. Whether your a standard keyboard user or an advanced macro Razer Orbweaver user the key setup can be tailored to give you an edge against those who don’t take the time to setup in that fashion. If one is to debate the use of macros on the premise of giving an advantage to one’s play style then one is to also debate the use of advanced gaming peripherals in general. The only reason macros are “bad” is because people began to abuse them for botting. However, this practice is extremely obvious as there is no human element to the motions and actions of the character – it’s just stop, go, zig, zag, appear, and disappear. Thus a bot is still easily identifiable and can be reported whereas an active human player using a macro is hard to identify and shouldn’t be reported on the pretense of providing an edge unless they wish to also persecute the concepts of using interdevice communication concepts in advanced gaming peripherals – which they would have no way to even track :/.

Alexandra Duet [Skill Challenge] bugged

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Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

As I mentioned on another post relating to this topic….The megaserver reduces the effectiveness of guesting due to its mechanics involving metrics and overall population of instantiates per map. In order to successfully cure this – you’ll need to (in essence) create (what was formerly) an “overflow” or what is now a second instance of your map. This new instance will contain reset NPCs and events thus allowing you to finish the SP at that point. So unfortunately until the devs put out a patch for this it’ll most likely remain bugged.

A tip to better your chances: pay attention to when guilds are doing temple runs and hope the server fills up so you’re NOT with the large groups killing Dwayna or Lyssa and are in a small server killing your SP

Thief Shortbow 3 animation bugged after patch

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Posted by: Dragon Ruler X.8512

Dragon Ruler X.8512

First off, it’s impressive if you actually calculated the time duration.
I’ll agree the larger vulnerability is applicable. However, the ability to move feels like what they claimed to have aimed for with approximately the same amount of overall animation time. I currently haven’t had issues using either professions’ skills to evade attacks.

In addition – if you’re really overly concerned about the time it keeps you in animation then think Gw1 for a moment and realize that the Esc key will break the animation so you can shoot, evade, and move again like normal. (I confirmed this before typing it)

I agree the overall mechanics aren’t polished to give the best presentation of the skill, but the devs designed the reduction of evasive time intentionally so as not to chain spam it and evade everything. The fact that the evade feature was put in the front of the animation indicates its nature as a skillful evading attack. The fact that they left you vulnerable at the end of the animation was by design and indicated in the patch notes imo.