Try looking at that sticky topic at the very top of the WvW board.
Why fix something that ain’t broken? Why mess with siege numbers while they were fine (little damage boost to trebs wouldn’t have been that bad). Why you want to change our tactics that were working and force us into a completely different gamestyle.
We don’t want to build a quazillion ballistas and catapults to take down a few ACs that get rebuild in seconds.
I am serious, if you don’t revert the AC damage you will lose all the top guilds and serious players. You have no idea how lucky you are that there ain’t an alternative to this game. We have been discussing other games in my guild and I am sure other guilds have too.
Don’t change WvW in nubwars, to many games died because develeports favoured the new or bad players.
ps.: have fun watching the treb animation
No one would describe your post as “diplomatic”, but you’re right on. I remember that last State of the Game video the AN guys did and this one interviewer asking them about the possibility of a separate UI controller for pets, and their answer was that it wouldn’t happen because it would be too difficult for new players. I suspect that typifies their general thinking on and direction with the game: they want to simplify it as much as they can so that new players, in their fickle thousands, won’t get frustrated and give up in the first week. I wouldn’t be surprised if that kind of thinking was behind some of the most recent patch changes, which – coincidentally? – came very soon after their first free weekend.
Don’t get me wrong, I still like the game enough to keep playing, so kudos to AN for currently having the best thing going in MMO’s, at least for people who like to pvp. But here’s hoping that Camelot Unchained sees an unusually fast development.
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I’d like to shed some light on our thinking with this AC change as well as tell you all what we are doing right now to balance it….
Firstly, when siege weapons were originally created, they had the intent of being really good at some things and not so good at others. The arrow cart is intended to be the anti-personal siege weapon. It is intended that arrow carts are all about controlling an area through damage. If you remain in the area that is being hit by the arrow cart, you will die. You can however, move out of the space and/or find a new way to attack the intended target. That being said, they are not intended to be so good against other siege weapons and we are in the process of addressing that right now. We are also addressing their range when upgraded to be more in line with the range of ballistas.
Secondly, this change is going to require new tactics and those tactics include things like using ballista and catapults to destroy arrow carts. With that in mind, we’ve been looking more closely at the numbers of all the siege weapons and there are definitely some changes that need to be made to bring them in line with their intent. We are going to take a holistic pass at siege weapons in the coming months and drop a rebalance of all of them to get them to more closely align with what they should be doing.
Finally, the feedback you all provide is a very useful part of this whole process. WvW is a living, breathing game type and any changes we make have numerous consequences that don’t become fully visible until everyone starts interacting with them and devising new strategies. Our goal is to provide a complex combat space that rewards skill, tactics, and ingenuity and while we haven’t fully achieved that goal yet, I like to think we are getting there.
Well, the problem right now is that most groups can’t stay alive long enough to use ballista and catapults to destroy arrow carts – if they can even hit them – and people get frustrated and go on to other, easier to achieve goals. My guess is that AN was trying to slow down the pace some, resulting in longer, more protracted, sieges and battles. Unfortunately, though, the main result of this is that servers that can field the most numbers on wvw maps after reset now have a much bigger advantage. They rush in and take keeps and towers, often by throwing a bunch of golems at them, and can now much more easily hold them, and if they manage to keep hold of them most or all of the weekend, they’ll likely have a huge lead that’s almost impossible for the other servers to overcome. Then the majority of players give up for the rest of the week and go off to do pve – or don’t play at all.
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Weird. Sorry, but for some reason I couldn’t see any posts in this thread until I created another reply – this one.
It’s not the “condition mesmer” that’s dead … it’s the really easy “confusion mesmer” that is dead. Combine conditions.
The actual condition mesmer is a slow build-up but powerful once built up. As such, it is forced to be survivable. Staff, our best condition weapon, is slow … but x4 it is quite quick on condition per second. Add in 100% bleed per crit on 3 of those hits and you have something.
Think about it.
If you’d actually played a condition Mesmer you wouldn’t be telling others to think about it because you’d actually know.
But you don’t.
I play a condition mesmer and I have since beta weekend 1.
I agree with Sebrent. This nerf reduces the efficiency of a specific playstyle of the condition mesmer build, but there are still many ways to kill with a condition mesmer.
Ok, I can play this too.
I’ve played nothing but condition Mesmers and not only is Sebrent’s argument a huge piece of theoretical BS because 1. good luck “building up” bleed stacks on any decent opponent, especially thieves that stealth and remove bleeds and burns 2. good luck getting 3 staff clones up, implying that he’s not weapon swapping, not using any phantasm skills, and not shattering for confusion pressure. In fact, go hit a lone dolyak and see how many bleed stacks you can get (you should’ve bought a lottery ticket if you can “stack” burns for over 2 seconds, too). Oh and see how LONG it takes while you’re at it.
I find both of you to be hilarious pretending to know what you’re talking about because the absolute CORE of any variation of a condition Mesmer build is Illusionary Retribution + Master of Misdirection. I’d love to see either of you run a viable condition build without these traits.
Amen. It’s not viable at all now on a top tier server, against players who know what they’re doing.
I usually try not to get on board the train of despair, but I have to say that I’m not sure this is just another nerf that people will adjust to and get on with another viable build. Mesmers can still do fine in pve and pvp, but in wvw, especially on a tier one or two server, I’m just not optimistic at the moment that Mesmers are nearly as viable. Even top shatter-build Mesmer players like Osicat usually fight in small groups in wvw, but in actual every day play most people on the top tiers run in large groups and stick to a commander, keeping tight formation, and I just don’t see shatter builds generally doing as well in such situations. I’ll reserve final judgment, but at the moment I confess to being more than a little pessimistic. You always see a lot of players threatening to quit playing a class after any major nerf, but I persoanlly know of several Mesmers who very likely WILL quit playing the class in wvw, except maybe for when they’re absolutely needed for the group/guild, for portals mainly, of course.
While it’s always hard to except a nerf it’s not so bad that anyone should quit over it. Mesmer’s are still one of the best classes even with the nerf.
I just take it as a opportunity to become a better player. I can’t call myself good at games if I let some nerf stop me from ROFLSTOMPING people.
Okay, sure. That’s why rangers have always been in such hot demand for wvw groups, because every class, no matter what AN does to it, is just as viable as any other if spec’d and played right. Right?
Well, at least now Rangers might get a little more love, hopefully.
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I usually try not to get on board the train of despair, but I have to say that I’m not sure this is just another nerf that people will adjust to and get on with another viable build. Mesmers can still do fine in pve and pvp, but in wvw, especially on a tier one or two server, I’m just not optimistic at the moment that Mesmers are nearly as viable. Even top shatter-build Mesmer players like Osicat usually fight in small groups in wvw, but in actual every day play most people on the top tiers run in large groups and stick to a commander, keeping tight formation, and I just don’t see shatter builds generally doing as well in such situations. I’ll reserve final judgment, but at the moment I confess to being more than a little pessimistic. You always see a lot of players threatening to quit playing a class after any major nerf, but I persoanlly know of several Mesmers who very likely WILL quit playing the class in wvw, except maybe for when they’re absolutely needed for the group/guild, for portals mainly, of course.
Mesmers definitely still have their uses, portals and time warp are still potential game changers, but otherwise I’m not sure how much group utility they will still have in wvw. Sending out a bunch of clones to shatter in a zerg? I don’t know. I’m going to check out all the possibilities before going all doom and gloom, but right at the moment I’m not very optimistic.
Well, I’ll just point out the obvious, lol: there will still be zergs and if there’s a lot more people in those zergs able to aoe an unlimited number of people then they’re just going to mow you down even quicker. So I’m not sure how you think this would give a much smaller group any real advantage.
Not really obvious at all, nor is it correct. The point of the zerg is the same as a school of fish, survival by numbers.
Right now, if a small group of Eles all simultaneously meteor storm a huge zerg, very little damage is done, the zerg swarms over the Eles and they’re dead. The zerg stays together and continues on, much like a plague of locusts.
Now if there were a removal of the AoE cap, that same small group of Eles could use the same tactic to smash apart the zerg, scattering them because grouping together inside the red circles is no longer a means to spread out the damage. Leaving several smaller groups that can then be engaged by ally groups. Which means tactics, planning and positioning come into play, instead of just the herd mentality.
Again, ask yourselves, in what rational, logical way does the act of congregating inside AoE skills make any kind of sense? Even from just a gameplay perspective, in both PvE and sPvP, players try to avoid red circles because they know it means death. So why in WvWvW should it mean anything different? The hard cap on AoE is very counter-intuitive, and a stupid mechanic that equates to training wheels for adults.
To all those whining about their poor melee classes, remember that every single class has access to AoE, some are just better (i.e. Ele, Necro) at it than others. I didn’t choose to main an Ele because I wanted to slay people in melee combat, I did so because I naturally assumed that I would be more of an artillery piece, softening up many targets for my sturdier comrades to melee and finish off. Problem is, the AoE cap completely pulls the claws and fangs from any sort of long range support, and encourages the zerg mentality over actual tactics and strategy. Its a shame really.
Well, I guess we’ll just have to agree to disagree, because you haven’t changed my mind on the matter. If your small group of ele’s is outnumbered three to one by the number of ele’s in any given zerg, or more – plus all the other classes with aoe – I still don’t think you’d have a much better chance. If you’d be getting a boost by the increased aoe, all those people in the zerg with aoe would be getting the same boost. You seem to be counting on any given zerg having less ele’s than in your small group, but I wouldn’t bank on it. And even if it did prove true that a small group of ele’s with unlimited aoe targets could demolish a whole zerg, how loing do you think it would be till they were nerfed in some other way?
Some of the questions seem to indicate a bias on your part. For example, the last question only allows you to answer that you either think GW2 is “revolutionary” or “just another MMO.” While I’m not sure I’d go as far as to say it’s revolutionary, I also wouldn’t say it’s just another MMO. It’s definitely better than most, and you definitely can’t beat it for the price. I’m not sure a majority of people are ever going to agree that an MMO is truly revolutionary, at least not till we get full environmental immersion with the aid of some tech that hasn’t been invented yet.
Former Guild Wars 1 and DAoC players, etc. So it seems a bit of an odd choice for someone who’s interested primarily in PvE. There’s plenty of other MMO’s out there that cater primarily – and many exclusively – to PvE players, so my advice is to try playing some of those. Variety is the spice of life and all that, right?
Based on what evidence? This game is by far more PVe oriented, than PvP. There’s more PVe content overall, a ton of it, the major upgrades have mostly been PVe upgrades and the biggest portion of the design budget, including tons of voice acting, all went to PVe.
There are a couple of tabs for PvP achievements and everything else is a PvE achievement. Even WvW has PvE elements in it.
If this game centered around PvP there’d be open world PvP servers and dueling. This game has far more PVe content than PvP content.
In fact, the entire first year of promotion was ONLY about PvE, and all they showed at shows for the longest time was PVe.
I have no idea why some people still believe this.
Apparently you need to reread what I actually wrote, in particular the very first line:
“First off, this game is primarily about WvW/PvP – or at least is was supposed to be, and is why most of the initial players were so eager to play it.”
Note the “at least it was supposed to be” and “why most of the initial players…”
What I basically meant was that I would have thought that the “majority” of the buyers of this game, the people who bought it before launch and soon after, were looking for a good wvw/pvp game. I wouldn’t have thought a lot of people would have gravitated toward it because they heard what a great pve MMO it was – or was supposed to be.
And even though I personally agree with you that there has been too much emphasis on PvE by ArenaNet, I still think the end game – which this person is complaning about – is more rewarding for those who like to pvp. I can’t imagine just doing dungeons or fractals over and over again, or standing around in Divinity’s Reach role-playing. I’d probably want to quit too if that’s what I were spending all my time on.
Well, I’ll just point out the obvious, lol: there will still be zergs and if there’s a lot more people in those zergs able to aoe an unlimited number of people then they’re just going to mow you down even quicker. So I’m not sure how you think this would give a much smaller group any real advantage.
First off, this game is primarily about WvW/PvP – or at least is was supposed to be, and is why most of the initial players were so eager to play it. Former Guild Wars 1 and DAoC players, etc. So it seems a bit of an odd choice for someone who’s interested primarily in PvE. There’s plenty of other MMO’s out there that cater primarily – and many exclusively – to PvE players, so my advice is to try playing some of those. Variety is the spice of life and all that, right?
I’m not sure how it’ll all shake out in the long run, but I definitely have some reservations about it. Contrary to what someone above said, I think it might actually favor less skilled players and greater numbers. Combo fields are a big part of my guild’s play-style, knowing what fields to combine, and when, to give us optimal boons for any given situation, and it’s what often allows us to win out over greater numbers – especially when a lot of those other players don’t know what they’re doing! Add a bunch of “boonhate” into the equation and you end up with a lot of people who just have to trait for it and mash buttons – and there goes the advantage of the smaller, smarter groups. Sure, we can get more players on our side to trait likewise – we’d probably have to – but without the advantage of always wisely using the right boons at the right time, it seems to me, like I’ve already said, that this will maker bigger numbers of enemy even tougher to beat.
I’m over-simplifying things, I know, and of course there will likely still be better tactics for smaller groups to utilize to overcome bigger ones, but I am more than a little worried that this is the kind of thing that will just encourage more and bigger zergs.
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I like to think that maybe for once a game wants us to work out some of the details, rather than spoonfeeding – since they can’t introduce any difficulty (thanks kids) in the game they’ve just made theorycraft a game that requires you confirm every forumula.
Maybe I am too old for these games – I remember when sharing puzzle solutions with other players was bannable in games I worked on, now if a puzzle takes longer than the Google search to reveal it cries go out that it is broken…
I’m probably just as old as you, but I have to disagree with you on this. I don’t think practical, informative tooltips is asking for too much. It’s not and shouldn’t be a “puzzle” to be sorted out. That’s kind of like saying you shouldn’t expect a thorough manual with your new car, but instead you should enjoy finding it all out for yourself by tinkering under the hood.
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snip
You could have just chimed in on one of the thousand other threads going on about pretty much the same things.It is funny you can in here to save us from the doom and gloom and all i got was, there are thousands of other post like this one, and you don’t think maybe he has some valid points?
I didn’t come to “save” anyone, never made any claim to, either directly or implied, so that was just a stupid comment on your part. No, I got taken in by the use of the word “objective” in the subject line – and there’s nothing objective going on here.
Actually I don’t know of a single game that had a lfg system at launch… They mostly add them later.
I’m pretty sure DAoC had one from the get-go, and that was well more than a decade ago, before WoW. So it’s not like writing the code for it is new, cutting-edge stuff. I just think it’s one of those things AN skimped on to get the game launched when they did, and now they’re finding it much harder to add in after the fact. There’s a lot of basic functions and commands missing in this game that a lot of people take for granted these days, things that don’t necessarily make or break the game, but are just, well, let’s say “curious omissions”.
Sigh. How did I know before even opening the thread that it would be all doom and gloom and dire predictions for the game? Because apparently it’s only disgruntled people who are in the main motivated to create such topics, whereas I guess most of the contented players are off playing the game. But this is even worse than usual, a mega post from someone who hasn’t even played the game in months. News flash to OP: throwing in a couple lines like “I do hope the game survives” does not in any way, shape, or form make your rant seem “objective.” I think you got objective and prejudiced confused.
And I would guess that you didn’t find a better MMO to play, because if you had I don’t know why you’d be here wasting so much of your time. If you really felt compelled to come here and complain, you could have just chimed in on one of the thousand other threads going on about pretty much the same things. Seriously, we get it, you’re not impressed with the game, it let you down, and you moved on. You’re not doing anyone a favor by coming back here.
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@ Edge.4180
No, I’m just tired of people complaining, when the only alternatives they seem to have in mind is people doing the events ONLY for the fun of it. Since that’s never going to happen, because AN is a business and they want to give players more incentive to participate in their content, not less, there’s no point in people persisting in asking for it. OR…if some other equally compelling alternative to loot is ever implemented, then people will continue to camp the bosses/events for that equally compelling alternative – whatever it is – and you’ll be left with the same problem, which basically seems to come down to other people hogging your fun. But since I’ve already covered my thoughts on that in the last and previous posts, there’s nothing really more I have to say on it. So you just keep on wishing on a star and maybe some day your wish will come true. Stranger things have happened.
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.. basically getting good drops is a valid and compelling motivator for people to kill bosses. You and all the other “horizontal progression” fans need to wake up and realize that, despite you being a very vocal minority, most people who play the game aren’t going to kill bosses or do any of these other events just to get cosmetic goodies to show off their cool looks or do it for some kind of bragging rights.
If I can step in here.. I definitely realize that. I think I’ve clearly stated more than a few times that attracting less people to these events is actually the goal, partly because the numbers being attracted to the event now are creating problems and draining the fun from these boss events.
To steal a response from you.. you and all the other “I will take my ball and play elsewhere” people need to wake up and realize that these events can be completed with a fraction of the number of players attending them now. You’re presence is not needed there to complete them. In fact, you’re only ruining the experience for people who are not strictly there for loot. And, personally speaking, I don’t mind if you stop coming, because I would very much like to start enjoying this content rather than being trapped in a mindless, loot-hungry zergfest.
I don’t understand why people aren’t getting this. It’s like you keep threatening me with outcomes that I’m actually hoping for. What do you expect me to say? “No, wait.. don’t go..”
Not trying to be a jerk, it’s just you guys really need to find another “downside” for your counter-arguments. If ArenaNet can find a way to improve these events so the risk matches the reward, and countless numbers can assault a single point without performance issues or difficulty scaling failing.. then by all means, keep the loot and stick around. If not.. I’m ok with you finding somewhere else to farm loot.
Oh no, we are “getting it”. We just don’t think you’re getting the fact that AN isn’t going to give people LESS incentives to do the events because you and a relative few others want them for yourselves – to do just for fun, I guess. But after you do it for fun once or twice, what will be YOUR incentive for wanting to keep going back and doing them? How many times could you kill a boss before it wasn’t very much fun anymore? Before you know it, hardly anyone except some new players or existing players with new characters would ever be doing them – and they in turn would abandon them once they’d done them once or twice and the fun factor had run out. The end result would be a bunch of bosses/events that very few people would have any interest in – and then they’d be crying for new content, which in turn they’d find something to come on here and complain about.
The bottom line is that there has to be some compelling reason, and a utilitarian one, for the player base in general to want to KEEP doing these events over and over, and any alternative that is just as compelling as loot drops would result in the same kinds of problem people are already complaining about here – they’d just be complaining about the new alternative instead of loot.
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Well, if AN were to do something like you suggest, like locking down a portion of the map until a boss was defeated, then if anything you’d probably end up with MORE people camping those bosses, or just as many, so the end result would probably be much the same. And I doubt many people would be interested in the buff idea. How many people stay in one zone longer than they have to? I suspect most players are like me, constantly switching from one zone to the next as the need or mood strikes them, so such buffs would have very limited use. And certainly no one would go to a zone/map to kill a boss just to get a buff that necessitates they stay there, when they otherwise had no intention of doing so.
And most of the other suggestions are just as bad. People need the loot to sell/salvage, and without it dropping from the bosses, whether outside or in the dungeons, they’d just end up having to spend more time farming Orr.
Sometimes I think AN should just give every body everything for free, make everyone completely equal and no one has to work for anything or do anything that inconveniences them – just for a month, just long enough for everyone to try it out and realize there’s not much left to play for. During that month, we could all gather in the cities, drink our virtual beer, show off all are latest fashions, and RP the whole night away. Yeah
you my friend, dont get it.
its not a problem of “people wanting everything for free”.
its a problem of “where do you make the farmer farm so that they dont hinder the game”.
And you, my friend, apparently didn’t bother to read my whole post, or you would know that I said that basically getting good drops is a valid and compelling motivator for people to kill bosses. You and all the other “horizontal progression” fans need to wake up and realize that, despite you being a very vocal minority, most people who play the game aren’t going to kill bosses or do any of these other events just to get cosmetic goodies to show off their cool looks or do it for some kind of bragging rights. And if AN did come up with some other kind of alternative rewards that people really cared about, then you’d end up with the same problem – people killing the bosses just to get THOSE rewards – and you’d all be back here griping about them. And really it doesn’t matter, because I’d bet a month’s pay that there will never ever come a time when bosses don’t give loot. If people can’t accept that, I guess there’s no choice but for them to go play another MMO – which, unfortunately for them, will also have bosses that drop loot and players killing those bosses to get said loot. ’nuff said.
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Well, if AN were to do something like you suggest, like locking down a portion of the map until a boss was defeated, then if anything you’d probably end up with MORE people camping those bosses, or just as many, so the end result would probably be much the same. And I doubt many people would be interested in the buff idea. How many people stay in one zone longer than they have to? I suspect most players are like me, constantly switching from one zone to the next as the need or mood strikes them, so such buffs would have very limited use. And certainly no one would go to a zone/map to kill a boss just to get a buff that necessitates they stay there, when they otherwise had no intention of doing so.
And most of the other suggestions are just as bad. People need the loot to sell/salvage, and without it dropping from the bosses, whether outside or in the dungeons, they’d just end up having to spend more time farming Orr.
Sometimes I think AN should just give every body everything for free, make everyone completely equal and no one has to work for anything or do anything that inconveniences them – just for a month, just long enough for everyone to try it out and realize there’s not much left to play for. During that month, we could all gather in the cities, drink our virtual beer, show off all are latest fashions, and RP the whole night away. Yeah
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I have no idea, really, but does that have anything to do with the newer option: ‘see all team colors’ or some such? It was added a couple of patches ago.
Ha! Thanks! You were absolutely right. I don’t know if AN set the Team Colors to ‘Everyone’ by default or if I reset it for some reason and then forgot all about it, but yeah, it was set to everyone, which apparently makes everyone mirror whatever the wvw server color happens to be. So thanks for finally clearing that up for me!
@ Rhaps.8540
Umm, how about you just port to one of the BG’s and try it out?
Are you saying you see all the different dye colors in WvW? Because I can tell you that last night I stood by one of the torches in the starting area of a BG and tried out various dyes just to make sure I wasn’t losing my mind. But even though I could see the changes in the preview pane, after the colors were actually applied there was absolutely no difference in how I looked in the BG. Even after I applied a dye that made me look solid white (at least in preview), in the BG I still looked that same dark red.
Well, if you’re in wvw a lot, everything is pretty much red all the time now anyway. Spent 10g for a cool black? Too bad.
By red I assume you mean invisible?
No, I mean literally red, dark red. Everyone is red all the time in WvW – at least for me! It started a couple patches back. When I asked about it ingame, I was told it was a measure to cut down on lag or some such crap. I’ve never actually bothered to go looking for an official AN announcement on it, but I assume it’s out there somewhere. But maybe it’s really just a bug and people have been yanking my chain.
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I’m not sure if it would violate any of AN’s rules, but if not post the player’s name. Maybe AN considers that some kind of harassment, though. But I would think you could at least post the guild’s name here. Maybe if this person starts to give the guild a bad rap, the resulting flak from his guild mates will improve his future behavior.
Well, if you’re in wvw a lot, everything is pretty much red all the time now anyway. Spent 10g for a cool black? Too bad.
Just went in WvWvW. Didn’t see a single soul, this means 3 servers are dead.
This game is doomed
Seriously? Assuming you’re in NA, you do know that most people are either working or in school at this time, right?
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You said it: “Starting Area.” This is where new players get their hands held while they learn the basic mechanics of the game and their profession. Then it’s time to move on. I’ve never stuck around a starting area any longer than absolutely necessary, and I imagine most others don’t either – hence why there’s often not many people there. So unless you still need some hand-holding, I’d say just move along.
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I thought about why they delay us by so many weeks to get quests and realise it gives them at least 2 weeks per mission to finish the mission and do bug fixes.
Even if a large guild rushed to the next mission, costing them probably around a million influence only they would get to play it meaning a small group would have it when it was buggy and they would have time to fix it.
The patch is 99% a placeholder for content that isn’t tested I would guess, just like the first 2 days involve fixing bugs of bounty.
Yeah, that was basically one of the reasons I considered in my first post on the matter, but like I said then I’d rather they just delayed the patch in order to test it longer. If they weren’t sure it was ready for prime time, it shouldn’t have been released. The way they’ve implemented it, you end up with just as many frustrated and angry players as you would if the missions were seriously bugged and not able to handle thousands of clients at once, so the end result is the same: a bunch of frustrated, angry customers.
Like to remind everyone this is a place to post your thoughts about the guild mission system, not to let others ruffle your potato chips, or look down upon others, or call people names, please lets all be civil, I really do not want a moderator to come in here and have an accuse to shut down this conversation. As I am sure Anet is just looking for an accuse to silence the dissent, their new update as caused.
“New guild missions: opinions & concerns”
Is the title of this post, everyone has a right to what they have to say, making a post about bashing others, is not constructive and contributes nothing of value to the collective effort, this thread is meant to be.
Well, I think the word you’re looking for is “excuse”, not “accuse”, but your point is well taken and I agree. It’s silly for people to be on here bad-mouthing large guilds or small guilds, etc., since the only people really responsible for how the new missions were implemented is AN. No sense in taking your anger and frustration out on anyone else.
I’d just like someone to tell me AN’s reasoning behind making us wait three days to unlock the quests, without me having to read this whole bloated thread. Because none of the reasons I can think of make much sense to me. I was thinking at first that maybe it was to give smaller guilds a chance to get their art of war ranking up or something, but realistically how much could they accomplish in three days? So the whole thing just seems like a big tease to me. If they wanted to make us wait three more days, why not just wait three more days to put the patch out? If they weren’t sure it was all ready for prime time, that would have been the best way to go about it. Anyway, I’m not crying about it, I’m just genuinely curious. Can someone point me to a AN post that gives an official explanation for it?
Afaik, there is no such post. However, some in this thread are already reporting about doing bounties. I believe it is possible to speed up the “research” process by spending even more influence. My guild leader in chat said something like, “75K influence for a 25% increase in research speed, not worth it.”
Yeah, my guild leader said pretty much the same thing – which I don’t blame him for. And unfortunately because he went ahead and queued us for other multiple missions, and because of the way the system is implemented, the original three day wait we had for the first queued mission is now an additional week. So the most exciting thing in the patch for me, the guild missions, I end up having to wait at least ten days after the patch to experience. Again, this just seems very poorly implemented to me – so I score AN a D-grade on this patch. Why would you get players all excited for new content, make them wait in anticipation weeks/months, finally release it to your eager, excited customers – then tell them they have to wait an additional x-many days to actually enjoy any of it? Sorry, I’m still waiting for the explanation that makes any sense on this.
I’d just like someone to tell me AN’s reasoning behind making us wait three days to unlock the quests, without me having to read this whole bloated thread. Because none of the reasons I can think of make much sense to me. I was thinking at first that maybe it was to give smaller guilds a chance to get their art of war ranking up or something, but realistically how much could they accomplish in three days? So the whole thing just seems like a big tease to me. If they wanted to make us wait three more days, why not just wait three more days to put the patch out? If they weren’t sure it was all ready for prime time, that would have been the best way to go about it. Anyway, I’m not crying about it, I’m just genuinely curious. Can someone point me to a AN post that gives an official explanation for it?
Yeah, maybe this is one of the unfortunate consequences of having a non-subscription MMO, they can’t afford the staff to tackle issues that affect an individual, such as in this case. They have major quests in the game that are still bugged, such as the Cathedral of Melandru on my own server, months after release, which of course regularly affects a lot of players (although at least now I can do it by guesting on another server) – so I’m afraid that something like this might be waaaay down low on their list of priority fixes, and unfortunately you might never get control of your guild back. ;(
@Daecollo.9578
You did see that max. retaliation stacks were reduced from 25 to 5, right? Duration still stacks, but this was still definitely a nerf…
Has the patch gone live yet? Everyone is talking like it has, and of course the patch notes have been posted, but my game client hasn’t downloaded any new updates yet. Maybe they just haven’t updated every server yet…?
Seriously, I can’t get this one going on TC. It’s ridiculous that it would still be in this state after all this time. Pretty unprofessional on AN’s part.
Good thread, would appreciate an update on where you’re at today with your build.
Only want to add that there are a lot of comments in this thread by people claiming to know AN’s motivation for adding content like this to the game, whether it’s players complaining about a lack of end-game content and leaving the game because of it or poor sales, or whatever. Hope people are taking these comments with a grain of salt. Don’t believe it unless they can show you hard data to back it up, otherwise it’s just people’s opinion. Lol, just because you know so-and-so and so-and-so who got bored with the game and moved on to something else, don’t automatically assume it’s because the game is shallow – maybe it’s some of the players who are shallow, easily bored and easily distracted by the next new thing, and switching from MMO to MMO every two or three months is a long-term pattern for many of them. You can never please all the people even some of the time.
I’ll throw in my two cents and vote for this option. In fact, I’d like the option to bind up and down camera movement to my keyboard, doing away with my mouse entirely. I’d really like to use my keyboard with its built-in trackball to look up and down, saving on some space, because I often don’t sit at a desk while playing. This is another one of those basic options that most games have had for many years, which makes you wonder why AN left it out, along with many others….
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On TC, you got a sizable number of people who just hang out every evening at various places and role-play, apparently for kicks.
I’m all for them, as long as I don’t have to do fractals for them
I don’t much care either way. I’m not sure why most people wouldn’t have gotten on a server already with their other friends, if they’re really such good friends, and maybe we should be a little worried that this will actually deplete population at times on our home server – making it NECESSARY to guest somewhere else for certain events – but heh, whatever floats your boat. Now can we get serious and see AN put some serious time into wvw content?
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I’m just curious to find out if any of these rewards, like laurel leaves, or whatever they’re called, will be retroactive – meaning, will any of us get them for past achievements? I’m doubting it, but it would be nice. Not thrilled with the idea of having to start from zero to grind for them, but I guess it would be better than having to do dungeons for so many items.
@ UnderdogSMO.9428
Right, I listened to the livestream and heard that, and I’m reserving judgment, because obviously it’s all up in the air at the moment and there’s next to no specifics to base any judgement on. But it’s pretty clear they intend to make SOME changes to aoe: it’s just a matter of what changes, and to what classes, and will those changes apply only in pvp or pve or both? With only eight classes/professions in the game and everything in the game either pve or pvp/wvw, I figure there’s probably at least a 50% chance they’re going to do something that has a direct affect on the profession(s) I play and that I’m probably not going to be very happy with it. I think that’s what has a lot of people worried. But again, we’ll just have to wait and see. If they implement their changes smartly and give a compensating “boon” for every nerf, maybe it will be okay. For one thing, I imagine nerfing aoe damage will likely require increased dps and/or increased range on other single-target skills, especially for light-armor wearers.
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I’m just going to say that I find it interesting that they’re supposedly wanting to nerf all aoe because they’re listening to “our” feedback, but ever since they made the announcement I can’t seem to find any comments at all from players who agree with and are happy about their decision. Have they all slunk away, satisfied to gloat in private?
Maybe I’m not understanding the OP correctly here, but isn’t the upcoming option to “guest” on other servers going to give you what you’re looking for? It will allow you to do all pve events on any server, correct?
Here’s one for your Twitch Channel show!
Yeah, the lagg has been bad for everyone this past week or so, especially in wvw, at least on TC. Keep and tower takes can sometimes be next to impossible because people can’t use any of their skills. And often even just running across a map I’ll experience this, having to press a skill button several times to get it to activate. Hopefully AN will beef up their bandwidth soon and optimize their code a bit.