People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
Now, I’d like to know, how many times have you been on a dungeon run that failed solely because someone opted for MF instead of, lets say, power?
In normal dungeons not really noticable since usually i only do fast paths that take 10-30 mins each. On fractals, plenty of times I’ve had 2-3 MFers in my group and the difference was huge.[/quote]
Given that there is no inspect feature, how’d ya figure? After your team totally failed, they confessed to using MF? Or… You started a dungeon run with people using MF? Something here doesn’t seem to add up…
Too many to count. Same goes for those who spec for purely glass cannon builds but those are even easier to identify and either kick them, or if they are guildies, teach them how to play and be of use in dungeons. I’ve been in dungeons when I had to kill a boss or two with 2 of my friends because the other MF users were usually dead = useless.
Again, there is something fishy here. Anyways, if an MF user is dead all the time, it’s not because he opted for MF, its because he generally doesn’t know how to play. Dying the whole time nullifies any benefit gained from MF.
I’ve even tested it with a whole team of people using MF and not using it, the difference is HUGE to the point that it was much more harder to complete and DPS was lacking everywhere.
You seem biased to believe MF would make everything worse, which is likely to reflect on any test you do. E.g. you lose on purpose, you just don’t know it.
Don’t make ridiculous examples of repairing costs, if you want to use MF in dungeons fine, but accept some people needs to have a choice if they don’t want MFers.
No, they don’t. People don’t need to have any reason to discriminate other people.
The fact that you can’t know if someone uses MF or not it’s a flaw, and obviously if only ONE uses MF it won’t kitten your group too much…but try with the whole team using MF and then talk.
Off topic, averaging the MF across the team that is already using MF doesn’t change anything.
You can also make any dungeon with 3-4 people by that matter.
If someone chooses to use Vit/Toughness gear they are choosing to be tanky, your examples are completely jokes…when you choose MF you are giving up on other stats for nothing in exchange but a self profit…and yet you are in a group.
And when you decided not to train dodging 3 hours a day, you are making yourself equally vulnerable. And yet, you are in a group. Lemme guess, next you want a damage meter to see who isn’t doing enough DPS? Right…
People calls others elitists but I would bet anything that these same people wouldn’t invite a non level 80 to do dungeons, how is that any different than non wanting MFers in your group?
I don’t mind playing with people who are below my level, as long as they are at or above the dungeon level.
When someone gets full glass cannon or MF gear they won’t only cause the deaths of themselves (good riddance I never help or rez people will “luck” in dungeons and will never will, I just tell them to use WP and repair) but they will cause the deaths of their mates too.
you blame MF, but you don’t seem to be working for the group yourself.
You seem to forget (I dont’ know why) that this game has events that you have to actually protect someone, defend something or kill something fast, a dead player isn’t helping the group at all, but he will get his uber loot anyway, how is that fair?
A person using MF wouldn’t want to die, since that nullifies any benefit gained from MF as repair costs. So its not because of MF, they’re just not too good players in general. Having a bit extra toughness doesn’t exactly make you immortal, and having MF gear doesn’t make you dead by default.
Your logic is really out of this world, you aren’t really playing this game aren’t you? Repair costs for deaths? Are you serious? Repair costs nothing, and you getting better loot will outweight any kind of loss you might have
I’m not sure if we are talking about the same game. I’m talking about GuildWars2, you?
Repaircosts is one of the major gold sinks, and if you die a lot, those will go up. Having some 100% extra MF (from armor) doesn’t mean you get legendaries from every drop. The average gain for 100% per drop seems to be more like some 20c.
Damage doesn’t play any role on the loot tables, learn your facts straight, if it did, glass cannons would get better loot than tanks which isn’t happening at all.
If you don’t deal enough damage, you won’t get tagged for the kill, you won’t get drops. Or XP. Simple as that. You haven’t noticed?
tl;dr: What we get here is a few players getting BETTER gear/loot while doing nothing and those that are actually playing are getting LESS loot, how is that in any way fair? Shouldn’t those who do more be rewarded more? Why would slackers and low quality-skill players be rewarded more than skillful players?
Or at least at an option to see how much total MF your party members have so we can kick them easily and let them rot
See, this is why ANet doesn’t want people inspecting each others armors. There is always one elitist in every group complaining about every minor detail, just because they think they are right about everything. Having MF doesn’t make you a bad player, and it doesn’t mean you die more than any other party member. Armor doesn’t equal skill. There are a ton of skills you can use to nullify damage completely. (I remember my ranger having 7 dodges in BWE’s… plenty enough to keep dodging almost nonstop.) It doesn’t matter what toughness/vit you have at all, most of the time. Unless you’re rubbing your face in some bosses stomach.
WvW is a different story, so is sPvP.
MF should be for the individual and should not affect the entire party.
And that’s because it should be either shared for the whole party or removed from dungeons completely. It’s an stat that only makes the wearer benefit from it and the whole party suffer from it.
If they keep it as individual stat, they should add the inspect feature at the very least so people actually has a choice.
Now, I’d like to know, how many times have you been on a dungeon run that failed solely because someone opted for MF instead of, lets say, power?
Ugh, if you think about it, every stat for armor is only benefitting the wearer. Why should one stat be artificially made to benefit the entire party?
Vitality – YOU survive longer, but deal less damage, so mobs die slower and the rest of your party, with less survivability, dies more.
Power – YOU deal more damage, have higher chance for loot according to damage tables. Rest of the party has to keep rezzing you, since you’re a glass cannon that just facerolls bosses and dies.
Precision – YOU deal more damage, have higher chance for loot according to damage tables. Rest of the party has to keep rezzing you, since you’re a glass cannon that just facerolls bosses and dies.
Toughness – YOU survive longer, some mobs pick targets according to lowest toughness, so, you make the mobs attack your party members, making them to suffer.
MF – YOU gain extra chance to get some rare items. Then again, you also have a stronger incentive to deal damage and kill those mobs. (And if you die, the benefit of MF is nullified as repair costs.)
Healing – If you only have self heals, you’re a tabby (a type of kittycat) for choosing this. Then a gain, if you have strong AoE heals, nice job.
No for inspection, thats elitists, no for shared magic find, that’s ridiculous. If you got to artificially share an attribute, share them all.
Oh, and this is @ Account:
A person with MF doesn’t have any less “uptime” than the rest of the party, and they have a stronger incentive to fight and deal damage to mobs.
This is because:
1) You die, you get repair costs, the effect of MF is nullified.
2) You don’t deal enough damage as compared to the rest of the party, you don’t get drops, your MF is nullified.
MF is there for the players with more skill than need for toughness/vitality/power, and if you think about it, isn’t any less beneficial for the rest of the party as a guy opting for vitality or toughness.
(edited by Fred Fargone.3127)
Want Siege Towers and ladders!
ladders are a bit OP. Unless they are a slow climb with 95% change of falling (to death with normal death penalty)
Then I could agree to those.
Siege towers even more so… Unless siege towers need to be constructed in a keep or better, and rolled in to action slower than the golems. Then those would be agreeable.
Basically, anything that can get you instantly inside without need to siege is OP. (If you don’t siege, are they really siege weapons?)
Somebody please make the OP the director of ANET. Right meow.
Everyone with half a brain would agree to all your points but ANET seems to think that they’re not important. Somehow content spam will push people to the cash shop…which somehow means more money for them???? There will be nobody left in this game to pay for your cash shop.
Game is easy as is, its just boring and there’s not enough incentive to play. Players also feel punished for putting time into the game after spending money to play it. So why would anyone keep playing?
I’m not disagreeing with the ideas, see my earlier post about that. But… what?
You’re drawing a bit odd conclusions in my opinion. First, you seem to assume that ANet needs the cash shop to survive? Nah, they don’t need it that much. If they needed it that much, there would be items that actually benefit players in there, other than just cosmetics. (Greedy Nexonians might change that tho)
In fact, they’re doing so well atm that they are launching about enough new content for a traditional expansion pack for free, or so I’ve heard.
And seen as they aren’t furiously merging the servers, in fact people want the server caps to be rise’d again, they aren’t losing people.
And what is this “feel punished to play” thing?
Or then I just completely misunderstood your post, in which case I am truly and deeply sorry.
Oh well, things aren’t quite that bad. But again, I’m agreeing with most of the ideas.
Uhm, then you should average Vitality and Toughness across the party too, if someone selfishly chooses to opt for those, as they reduce the players repair costs as (s)he doesn’t die quite that often.
Aww, when I read Hardcore Mode, I was thinking the Hardcore Mode from GW1.
Cute piece of trolling there Fred. No, Fred, Orr is not so easy to go through you can watch something on one screen while playing on another.
I was actually being serious. That is what I do. I admit I do die occasionally (I am an elementalist squishy with MF gear after all) but Orr is pretty much free running around.
I’ve completed it largely solo (94% world completion at this point) with my Thief. Difficult, challenging and occasionally very frustrating but an accomplishment. The only part of my personal story I have left is the very end in Arah and I finished my personal story to this point entirely solo. I only rarely go back to Orr and when I do its to grind for exp or maybe look for some partners for the final part of my personal story (no luck on that yet). Some of the Temple events are worth the trip for end loot, and it is a good for ancient wood and Ori but that is about it. You certainly can’t complete your dailies there. At this point I only really only go there to grind grind grind . . . because that is all the place is . . . one big grind.
Ah, I see why you find Orr challenging. You don’t spend quite as much time there as I do. My main doesn’t leave Orr. He’s there, running around making me a few gold coins. Every day, also, completing good part of dailies. (Just can’t find enough mob types to complete dailies in Orr alone.) 100% world completion, WvW was the hardest bit.
The two major problems I see are are the same as other posters have noted:
1) The respawn rate is so ludicrously short/fast/quick; and
2) Nothing stays uncontested without at least 1 player standing continuous watch.
Yeah, everything is contested most of the time. But I don’t really understand where is the problem with the spawn rate? It’s good as it is. I don’t really mind stuff being contested, as I don’t try to get in Arah all that much.
For players to be willing to return to the Cursed Shore/Orr generally in large numbers and stay for any length of time, the devs need to ratchet down the respawn rate to something slightly closer to sane and/or either crank up the AI on the “good guy” defenders or lower the undead counter assault rates on the waypoints. Players actions need to have an impact that lasts longer than 5-10 minutes.
Why not add a few carebears to Orr while you’re at it? Orr is supposed to be a very hostile place. It’s part of the lore. It is, in fact, too easy as it is now. And the places which need more players atm, are the lower level zones. So it’s only a good thing people are pushed away from Orr.
I typically do my daily achievements and materials farming on the Cove (once I figured out which skill to use to neutralize the OP Karka range attack) and Frostgorge. Either are infinitely preferable to Orr for farming exp, mats, $ and karma.
Yeah, Cove’s difficulty needs to be cranked up a bit. It’s just producing cheap materials atm, and ruining the market for those.
I’m a GW1 veteran who bought the CE of GW2 because I enjoyed GW1 but I’m not enjoying GW2 the only thing I’m doing now is WvW.
I know GW2 is a different game but it could be a better game if the developers did what is wright.
I want some things in GW2 to be changed:1-we need more skills to be put on our weapons so we can have more builds.
2-the ability to save builds and change builds without having to pay(put gold sink somewhere else).
3-no armor breaking (put the gold sink somewhere else). The reason is many ppl will not fight cuz they will lose money so they will run or logout.
4-fix what is wrong with the game first before adding new content.this will make it a solid game.
5-monsters NPC health reset immunity to damage and respawn time all need to be fixed.
6-fix Orr and the super fast zombies and put some distance between em.
7- no more nerf to loot stop pushing everyone to the gemstore.If you agree or disagree put the number and say yes or no and hope this will reach the developers .
1. I’ve suggested this myself in BWE 1, 2 and 3. And after. Yes, this is needed, and I hope we will see this coming. Small pool for each slot to choose from, is all I ask…
2. Well, this would be nice, no strong opinion.
3. There are very few places left to put gold sinks. Any suggestions?
4. They most likely have one team designing content, and a dev team fixing the game atm. It’s the most efficient way to go about it, no need to bottleneck the development just because there are a few bugs.
5. I’ve only seen problems with immunity underwater. That needs to be fixed. Nothing wrong with spawnrate.
6. Nothing wrong with Orr. Could be a bit harder.
7. Meh.
There are 3 ways of implementing Hard Mode as I see it, two of which are fairly valid options without increasing the upkeep costs of the server:
1) Nerf the player in normal instances to make the opponents feel harder, give him bonus to MF, EXP, Karma (Like +50% each or something.)
-0.75x to toughness, vitality and power for example
-Require the mob to target the player or his party (which is restricted to HM) on its death for it to drop loot.
2) Have HM instances of each map for each server. Or have HM instances as overflow’s between every server. Make mobs more difficult. This will increase the upkeep costs, as there are more instances.
3) Make the HM mode a classic GW1 style’d mode, where the instances are created for every player/team. As it was in GW1. (I believe the players hosted those instances?) This will also allow for adding Vanquish achievements. Oh, and let the dead mobs stay dead. Scale the biggest and baddest bosses down a bit, so they are soloable in this mode. Buff regular mobs to make it “HM” worthy.
@TwiceDead
You’re making very little sense to me, sorry. Could you explain, in detail, just how is HM a bad thing? And what do you think HM means?
And please, don’t claim you could substitute actual content with player generated content in game that doesn’t really support player generated content. If that was enjoyable for the community, there wouldn’t be any other map than lions arch where people would just “/me enters a dungeon” “/me fights a boss monster” “/me wins barely” “/me finds loot” “/me sells loot” “/me buys better gear” all day long. This isn’t quite that kind of role playing.
(edited by Fred Fargone.3127)
Y’know, utilizing such attention seeking methods as you are is, unfortunately, a good way to get your message ignored.
I think it would help if you build suggestions in a more serious manner, with less CAPS and stacks of exclamation marks!!!!
Also, it’s quite apparent that you’re wanting the devs to read the post, there is no need to mention it in the topic. In fact, the topic should be about what you are writing., which is “Asura tier 3 light armor bug”
Also, I’m not sure if you should write that in suggestions.
You’re welcome.
Eh, the only thing I’d want nerfed is generally, nobody should be able to deal more than 10000 DPS on a squishy. Put a limiter or something, it’s ridiculous to have some thief hit ya with 35k worth of dmg in a flash, before the 0.5 seconds lag even shows the thief after their invis goes.
That way, killing someone would take at least 2 seconds.
Could you please post the exact quote from the ToS that the invader is violating? Because I’m pretty sure they’re not aware of it and that’s why they’re doing it.
8. PROHIBITED AND IRREPARABLY HARMFUL ACTIVITIES CONCERNING NCSOFT
You acknowledge that You may not, without signed written consent from a legally authorized representative of NCsoft, do any of the following:
(d) Use, or provide others with, any “hack,” “cheat,” “exploit” or “mod”;
How didn’t ya know that? You were supposed to read the User Agreement when you started playing… And you even agreed to it!
Well, the only good reason to limit AoE damage is the servers capability of handling all the calculations. However, couldn’t we at least double the limit?
These Zergs are getting ridiculous…. instead of spreading out to cover more area and avoid AoE damage, commanders ask people to huddle in one ball, as tiny as possible, to be practically invincible against any AoE skill. The logic… Ugh. Brain, freezes.
As long as opponent doesn’t have siege that is.
Well, I think ANet should just do something (I’ll write in detail what soon) to stop ninja-claiming the fortifications someone else worked so hard for.
This could be done by a point system:
A) The larger % of your online guild is at the location, the better factor you have (To make it fare for smaller guilds)
B) Guilds get points for people attacking the keep, more so for every blueprint a guild member lays down in the range of the keep. (The range that used blueprint can damage the keep) and points for using resources for the blueprints as well as points for killing enemies in the keep or in the immediate vicinity of the keep.
C) A guild gets extra points if they have an active commander leading the assault on the fortification.
D) Factor*(B-points + C-points) = total points. Every guild in top 5 has the first dips to claim the fortification. If they do not claim the fortification within 5 minutes from it becoming claimable, it’s free game.
That would ensure that guilds who worked hard on attacking a spot, have first dips on the spot, since they are most likely the ones who want to keep those spots. (With few exceptions. I’ve seen a few large zerg guilds who do nothing but attack attack and attack. Then wonder why we still only hold half the map when they don’t defend. at. all.)
I think there are two versions of Orr: The one super easy that me and several other players share, and one nightmare version that everyone who complains goes to.
I don’t get it. Die? In Orr? Sure, if you go afk in a boss fight.
It’s easy to stroll around Orr, the spawnrate isn’t too fast, the mobs aren’t some immortal beings with DPS over nine thousand… I don’t get it, where is all this complaining coming from?
And no, I don’t play some super tough class, in fact, I play a squishy elementalist. And no, I haven’t min-maxed my skills, don’t pay attention to gear or care about my traits. In fact, my gear is just MF since stuff dies so easily I might as well use the little bonus for rarer loot. And half the time I’m not even paying attention to the game, just watching some Anime or something from my second screen. While running around.
Could someone crank up the difficulty of Orr a bit?
Ugh. I don’t want to see any “Hahaa Kittens, we done take your keep” or “Kittening newbie Kittycats taking our Kittened keep.” And, I don’t want people to be able to PM that either.
It’s bad enough when we got some blame-the-situation-on-everyone-else-since-we-weren’t-even-here-guilds join the borderlands maps.
So NO names,
NO chat.
Also, could disable /emotes from opponent team. (All though its always fun to /point and /laugh.)
It’s useful for guild leader, and guild leader only. Show it to members, and it starts causing problems. (“Omg, there is a guy who hasn’t logged on for 15 days! Ban him! Ban him with fire!” and “Omg, you didn’t ban him? This guild is SO inactive because we got 1 out of 50 members who hasn’t logged in for 15 days!”) Seriously, some people staring at that column can be quite… Non-gifted when it comes to intelligence.
In my old WoW guild we pretty much had to bad people who hadn’t logged in for more than a month without given notice on the forums since the guild was constantly hovering around max number of people. It’s a useful function and it never caused any problems like this. Of course it was a mostly mature guild so I guess it might be a very different for other guilds. Either way the sort of guild member that would throw a tantrum like that is also the sort of guild member you’d want to kick, so it all works out :P
Well, the tantrum here was, obviously, just an example. There can be good valuable members doing false conclusions upon seeing someone going over the 2 weeks limit of inactivity. (In some cases, just week.)
Say, what benefit does it do to guilds to show the “last online” to everyone? (Instead of just the guild leader)
I recommend Desolation. We are always aiming for higher positions, but are not the top dog atm, so you wouldn’t be seen as “winning team joiners”. You’d get in the good fights with us tho, don’t worry about that.
The Waypoint cost scheme as it is right now discourages exploration and pushes players toward time-wasting workarounds (such as going to mists -> LA -> closest nearby city -> goal) in order save Waypoint costs.
I’m proposing the following changes to the current system:
1. Eliminate fees for all Waypoints in all major cities
Because they are essentially free within the current system by going to Mists -> LA -> Asura Gate. If ANet really does value the player’s time, why make them sit through so many loading screens?
2. Calculate Waypoint fee using the minimum of the following two distances: distance to player and distance to nearest Waypoint in a major city
Also because this is essentially what it could cost within the current system, only that players have to deal with multiple loading screens in the process.
These changes should make Waypoint costs across Tyria more reasonable to all players in most situations.
Any thoughts?
This is. Couldn’t have put it better my self.
This is how things currently are, basically. This suggestion just saves a few loading screens, I’m all for it.
For anyone here saying “The WP cost should be free!” Just take a look at the current inflation.
We might need a few more gold sinks…
Oh, lets double the WP fees! (Except make the major cities free as per this suggestion)
Hmm, I agree with server subforums, in fact, I suggested that myself some month or so ago. (Maybe at a bad hour or something?)
And there’s another thread about it too
https://forum-en.gw2archive.eu/forum/game/suggestions/Server-Forums-5
I’m not sure if the search tool for the forums is broken, but people seem to start new threads about the same old same old.
Still, a good suggestion and I’m all for having own sub-forums for servers (rather the kind that other servers just can’t see.)
Or just show the commander icon next to their name. Gold letters are maybe a bit too fancy.
Well, reduced speed for stealth WOULD make whole lot of sense.
Most of these are sound suggestions, and I agree with everything except for the Last Online Column.
It’s useful for guild leader, and guild leader only. Show it to members, and it starts causing problems. (“Omg, there is a guy who hasn’t logged on for 15 days! Ban him! Ban him with fire!” and “Omg, you didn’t ban him? This guild is SO inactive because we got 1 out of 50 members who hasn’t logged in for 15 days!”) Seriously, some people staring at that column can be quite… Non-gifted when it comes to intelligence.
There was a method for checking last online records for people in at least one of the betas. (Through friend list, if I am not entirely mistaken) But I guess devs got rid of it for some good reason.
For those “guilds” that are not so much of a guild than an in game society (where you don’t actually know your guild “mates”) and just want to manage people based on when they were last online, sure, it is beneficial.
For smaller guilds (the actual guilds where people know each other) it causes trouble when introducing new members to the guild. In GW1, this was so for the 3 main guilds I was a member of for few years each. (All of them small to medium size)
(edited by Fred Fargone.3127)
I’m not sure if I got different version of Orr than everyone else? I’m quite able to run around.
And it’s not like you have to enter combat if you don’t want to. Just dodge, use a block and raise your jogging speed a bit. Mobs turn away in a second or so after they notice they couldn’t put you in combat.
Uhm, those are already in the game…
I don’t really get people complaining about downed state.
Its like, 8v13 battle. The 8 guys get one on the opposite team down. What happens?
Option A) The larger group lets their ally die. Making it 8v12 and we can just ignore downed mechanism.
Option
the most likely scenario is that 2-5 guys drop what they’re doing in the larger group, and go to rez their downed ally. What does this mean? Your smaller group of 8 is now only fighting 10-7 players. AND there is a ball of 3-6 opponents that you can rain down AoE all you want, reducing the total HP of the opponent team in great chunks.
And even if they get the guy up, he’s suffering from downed penalty, and is easier to down again. Just throw him down again and you get the same 2-5 players going to his aid again, only now they are starting to go on lower HP too. Beat them, the rest of the group is starting to notice people dropping, and if its a zerg, its likely that they’ll suffer a morale shock and a few players are starting to back up from front to further away from all the damage, leaving the remaining (at this point) 5-6 more vulnerable.
Now, tell me you are a good player, but somehow missed all that?
Guys, guys, relax! Chill!
You don’t have to play other classes, just play thief. That’s what I did after it was apparent that thief is exempted from class balance.
Seriously, got to level 15 without using any trait points, or unlocking any additional skills. In fact, I still haven’t unlocked any skills or spent any trait points. All you need to do is bang your head in the general direction of whatever you’ve bound Heartseeker to. I bound it to my wall, so there is very little chance of me losing any battle, as its unlikely that I would miss the wall. If you’re losing as a thief, its probably because you missed the object you bound the skill to.
Alas, my doctor says I should stop playing thief, apparently its giving me brain damage.
Its not the number, its the respawn rate.
Whats wrong with the respawn rate?
I hear a lot of people complaining about it, but I can’t really figure out what they are talking about. O.o
I play in Orr 90% of the time I spend ingame lately.
Seriously tho, it shouldn’t jiggle.
There is nothing wrong with the amount of mobs. In fact, I’d like to have a few more. Dang I love AoE…
I hope its not Desolation you’re headed to. =/
I’ve been with desolation from the beginning. From the first BWEs.
When we were winning,
When everyone left us,
When we were losing…
And now that we are winning again, everyone just decides to hop back in? Gee… Talk about winning team joiners.
I kinda hope they didn’t increase the server sizes, much for the forementioned reason.
This seems hard to balance. NPC’s don’t have the ability to react as dynamically as we do as players. How do you program an NPC to build siege, man battlements, etcetcetc. I fear that to compensate for this lack of functionality, the NPC’s would be buffed up to unreasonable levels turning WvW into a gigantic AC. Plus if this is the case, I hate to draw the parallel but we’d essentially be fighting against a Bot Legion, relentlessly attacking 24/7.
Oh please, an NPC attack would be far easier to organize than a player zerg.
1. Spawn 30 or so NPCs
2. NPCs head for waypoint 1a or 1b, both of which are supply camps closest to their spawn.
3. NPCs head to waypoint 2, which is a predetermined point on their attack path. This point can have like 3-5 variations, depending on how well ANet wants to code it.
4. NPCs head for waypoint 3, which is the staging point. They split up and head for points 4a-e and build siege in those points.
(The siege they could build is, for example, 2 ballistas, 1 arrow cart and 2 catapults, to take down a wall from short distance.)
5. NPCs build siege.
At this point, they have at each siege:
One engineer operating the siege,
One guardian blocking projectiles aimed at the siege
One random class defending the siege
And the remaining 15 NPCs form a “cavalry” group that attacks any player approaching any siege.
6. Wall goes down, catapult crews remain, others rush inside.
7. Fight fight fight.
That would be, by far, much better organized than your average player zerg, and not all that hard to code. Its just an event, really.
But that being said, I don’t think an NPC faction would really solve anything.
Lately, some very successful games have done just that, player designed content.
Take CS:S for example. The game itself is about… well, people shooting other people in a match that generally lasts for 2-3 minutes. What makes it interesting?
The amount of maps for the game. Its like… infinite. I’ve designed some 30-40 myself, some 10 or so that I’m actually quite pleased with.
Oh, I remember the first map I made, published it by accident (I was supposed to take it to single player to test it out, apparently took it to multi and people started showing up.) Had fun for hours with that.
Now, GW2 can’t exactly do that, but…
How about making a customer version of the GW2 map editing tool (I’m quite sure you guys got one), give the players the ability to load those maps and test them (so they won’t be so bugged) and then let them submit the maps with some screenshots to ANet.
Then add another sPvP playmode: custom map; which would take the best maps from the submitted maps and let players try those out. You wouldn’t run out of content anytime soon.
Another thing would be to allow players to create dungeons, then have a custom dungeon portal with random custom dungeon.
Seriously, thats infinite endgame content.
Of course, someone from the ANet needs to test these out quick, leave the bad ones out, make sure anyone ain’t trying to make a gold farm.
Just let the players who designed the content have some credit for their work, and everything should be perfect.
Now, one amusing phenomenon I’ve seem to have noticed is, that every time a staff member says they tested some content / its soloable / balanced or what ever, they also mention they tried it out with a thief.
So…
I guess I should go roll a thief my self. A class that every staff member plays must be really good one / fun to play.
Shame I really love’d elementalists in GW1.
Well, I only casually play WvW, and I got 500 badges in no time. Getting 5k or even 10k isn’t going to take all that long.
Okey, I’ll be listing the top 3 most undesirable ideas I’ve readen through in this thread:
And no, I do not log out in combat, don’t get me wrong. But adding log-out restrictions are just major inconvenience. I much rather let few cowards run via logging out than having to waste time every time I need to log off myself.
I’m the kinda guy that doesn’t show up early, but exactly on time, for whatever I’m supposed to do. If I need to go somewhere in the morning, I sleep until 1 minute before I need to step out the door, which is the time it takes for me to get dressed and grab my stuff and be on my way.
If I’m doing some work before I need to leave, I keep writing until I need to be going, hit ctrl+s and hit the switch.
If I happen to be playing before I need to go somewhere, I play until I have to leave.
I don’t want to prepare in game for departing.
Well, I wasn’t actually there when the cinematic hit. Didn’t bother me one bit to be honest, I just watched it later on youtube.
problem is, we shouldn’t have to look at the sun as the main way to see lightrays. we should be able to see them when we look straight ahead, as shown in the screenshots from GW1.
the GW2 lightrays, even when looking at the sun, are very weak by comparison.
Wait, past 20 years or so irl, I’ve hardly seen any light rays. Except when looking at sun.
To see a light ray IRL requires certain amount of small particles to be present in an area a reasonable sized light ray would hit.
Comparing to that, I’d say there are plenty of good, realistic light rays in game.
So having some strict combat-related way of obtaining the title isn’t going to change a thing.
http://www.blastwave-comic.com/index.php?p=comic&nro=33
Yeah, I sort of agree with you on that one.
However, as things are now, the quickest way for a solo player to become a commander in WvW is to do PvE. Or just buy the rank with real money.
Regardless of the amusing link I posted just 6 lines prior, I think that the badges (Around 5k-10k) are the way to go. Maybe give an alternative option of some high-end PvE items as an option for PvE commanders. Similar difficulty as the legendaries are.
I vote solo path.
I’m currently experiencing random freeze up. Never had it before.
I’d hate to join a group and have them think I abandon them.
I sincerely hope that these suggestion threads aren’t about voting…
Well, I understand your issue, having lost connection a few times in HA myself, but generally people understand. Especially if you say that there is such a possibility at the start of the dungeon. (When you guys are already inside, they’re unlikely to kick you out. And if they don’t, it means they are OK with it. Well, if they are not OK with it, they will kick ya out.)
But I really want to see more cooperation content, not the existing one lessened.
I think we have pretty much established that addons are not too good an idea already. Just encourages elitism and snobbines.
Alright,
There are a bunch of servers that basically already have their own sub forums for talking WvW strategies. Namely the language servers. In fact, to me it looks like Visu and ArboStone have a forum where they can tag-team against Deso atm. Oh, check this topics for example:
https://forum-fr.gw2archive.eu/forum/pvp/wuvwuv/Resistance-Fran-aise
https://forum-fr.gw2archive.eu/forum/pvp/wuvwuv/Alliance-PA-et-VS-contre-deso
Now, I’m not suggesting that we remove the language forums. Let those Frenchies talk kittycat about deso all they want behind our backs (oh, so brave!) but I’d really like to see a Home WvW forum for better organization for each server.
How?
Well, since the forum account is your in game account, and your ingame account is associated with a certain server, it should be possible to tag each player for their respective servers on the forums too.
Then create a bunch of WvW forums only those specific groups can see.
For example, as a desolation player, I would be tagged (added to a hidden forum user-group) as a desolation player. As a desolation player, I would see 3rd forum in the WvW section labelled something like “Desolation – Strategy” or something.
In here we could better organize our WvW effort, form larger scale strategies and agree on events.
Same would, of course, go for every other server. And naturally, you wouldn’t be able to see/view/post/read other servers strategy forums.
Also, I absolutely love the /wiki command. I would love it if we could see a /forum command too, so well informed players in game could direct people to the servers strategy forum.
(edited by Fred Fargone.3127)
in Suggestions
Posted by: Fred Fargone.3127
To be honest, GW1 and GW2 have so far been pretty much the only ones I have had absolutely no graphics related problems / crashes for me. (And the list of games I have plaid is very long.)
Take BF3 for example, which works fine (in the broadest possible meaning of the word) for weeks, then starts crashing heavily until I notice that there is an update for my graphics drivers.
Yeah. I had the same problem when I was doing 100%, those icons are really vital!
You might say that, but I read “I want free lease to insult people without fitting punishment!”
Because, frankly, who feels a temporary lack of forum access to be a proper punishment for unacceptable behavior? I don’t.
I’m against this, but before you make such (groundless?) accusations in my direction, lets have small background info here:
I have never had any infrictions on forums or any trouble with the staff, even though I post frequently on the forums. (Since BWE1)
Now, lets move on to a metaphor:
Banning people in game for their actions on the forums is like taking away your drivers license for shouting at a buss driver.
Someone might argue that you are likely to subject to road rage if you can’t even keep your calm in a buss and therefore are unsuitable behind the wheel…
but…
Doesn’t anyone feel that’s completely irrelevant and unjust punishment?
Just throw the guy out of the buss and see if he can behave on the next one. If he can’t don’t let him ride your company’s busses anymore.
Except a mail isn’t too easy to notice, a player could end up losing connection, then wondering what happened, logging back in and losing connection after a while again. Then thinking the game is bugged and quit playing. Whereas if they are asked to verify a image and suggested to repair their armor, they would understand what is going on. Or even better, if they’re sent to Grenth’s domain, that would fit the lore too.
Then again, a bot is easy to config to notice and reply a mail (if its just a reply and it doesn’t need to understand the mail.)
So, how does a player tell a bot apart from another player who is just anti-social?
Bots usually:
Have no/broken armor,
Run towards points that interest their dark masters in a pattern that is recognizable after few minutes,
Don’t revive others,
Instantly travel to WP upon dying,
Attack only mobs that A) Attack them or
Are nearby,
Don’t dodge or move during combat,
Die alot,
Are unlikely to have any money on them.
Now, a player who is extremely bored and antisocial might occasionally behave like this too, so we shouldn’t just ban anyone due to acting like this. However, detecting stuff like:
Having no armor,
Instantly traveling to WP upon death,
Die alot,
Have no money,
Do not chat.
is very easy to do automatically.
Still, those shouldn’t be used to ban the player.
Instead:
If for example
a player Dies with broken armor AND has no money OR dies for the 5th time without repairing their armor,
You should:
Record the players actions.
Upon dying a few times more:
Place a image verification in front of them that prevents them from re-spawning before solved, upon X mistakes suspend the account for 60 minutes and investigate the player.
Or a slightly more fun way to go about it instead of having a image verification would be sent the player to a Grenth’s instance, where they have to navigate a short jumping puzzle and dodge a few (insta-kill) traps.
Of course, the maze should be generated dynamically.
Well, I don’t know what servers you’re playing on, but last time someone camped the beast pit with a larger group, Desolation pug just ran them over. We started with 3 players, rezzing and healing until more came, randomly pulled some of the campers down and slaughtered them quicker than they could pick their fallen back up.
They had mesmers too, but interrupts kinda foiled their plan and in the end, those mesmers were just free kills.
They didn’t have awfully much siege tho, 1-2 arrowcarts I think? Elementalist (me btw, with larger staff AoE attacks) took care of those tho.
Idk, increasing the amount of routes would be interesting, but would hardly “fix” the problem.
in Suggestions
Posted by: Fred Fargone.3127
So, you see a bunch of players, many of the same guild and a few who just might be hanging out/heading for the same DE, running together and say thats botting? Why?
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