Showing Posts For Grunblatt.4608:
Hi,
even though i am german, i usually prefer to read the news on https://www.guildwars2.com/en/ and visit the english forum. However when i click on the “forum” link on this site instead of using a direct link, i get redirected to the german forum page and need to change the language again.
The problem here is that if i move my mouse up, it will cross over the Menu Buttons (“Community”, “Services” – “Dienste” in german – or “Shop”) which creates a Box that contains the menu options belonging to this entry. The problem here is that this Box is larger than the usual menu and the transparent part lies over the language buttons “EN, FR, DE, ES”. Thus i can’t click on those until i moved my mouse around some times to get rid of this box
It’s nothing major, but i wanted to point it out.
While i was writing this post, i noticed that for some reason these menuboxes don’t appear at all when you hover your mouse over the Buttons while you are creating (editing?) a forum post. I guess that’s not intended either
When will some of the issues facing WvW be addressed: exploits, cheats....
in WvW
Posted by: Grunblatt.4608
If you are looking for a solution – what do you think about reducing the damage that flamerams take from siege equipment (or from catapults only)?
Pros: flamerams can be used effectively on doors with catapults behind them.
Cons: taking down a flameram with ballistas (which is rare, but effective in some situations) won’t be an option anymore.
Players with Meleeweapons still can’t attack the door.
It was an epic battle which we lost in the end, but it was great fun and i want to thank everyone who participated :P
Great shoutout to Vizunah, who managed to drain our supplies over several hours and finally break into the keep. Well played to Riverside, but to be honest.. we rather have vizunah gathering the points right now, since you are really close to catching us ;D We will see tomorrow if you actually manage to catch up!
And last but not least i want to thank my fellow players from Far Shiverpeak for that epic battle, that epic defense and for the great teamwork. We had no large, coordinated guilds avaiable at that point, so most of our communication and organization was happening via mapchat – and it actually worked out great. Well done!
I have to give a huge shoutout to the guys of Vizunah Square who took Dreadfall Bay in an epic battle from us (Far Shiverpeaks) tonight. That siege required a lot of coordination and was done really well – here is the story:
Dreadfall Bay (DB) and Bluebriar Tower (BB) were fully upgraded this afternoon and equipped with a decent amount of siege weapons, both filled with supply. The Scoreboard was at about 250.000 for vizunah vs about 150.000 for Riverside and Far Shiverpeaks (we were in the lead there with about 1200 points).
Apparently the Riverside guys decided that they like the second place better than the third and started drilling into BB over and over again while vizunah started their siege on DB. We fought some epic battles and kept pushing back their attacks, but both servers seemed determined to take us out. They threw wave after wave at us and over time they managed to secure the supplycamps at heros lodge and faithleap. (at this point i would like to hear from those participating sides if you communicated to team up on us, or if you just used the opportunity that we were under constant pressure? It seemed like there was hardly any fighting going on, except for those battles at our doorstep!)
Everytime we threw back an attack, there was the next Zerg waiting at DB or BB. And not only that – our supply got drained slowly. We were running back and forth between tower and keep, but when Vizunah managed to get a good foothold at the northgate of DB, we didn’t have the forces to keep Riverside out of BB at the same time – our fully fortified tower fell and we lost Bluevale a short time after that.
When Riverside started a push towards our southgate of DB, vizunah managed to take advantage of that distraction and broke through the northern gate which made everyone of us retreat to the inner gates. Since we lost BB earlier, we had about 100 people inside of DB – ready to defend it with our lives… but Vizunah didn’t show up at the inner gates.
We tried to send out scouting parties to see what happened, but small vizunah parties intercepted everyone who was trying to get out – without any sign of their Zerg. After several tries, we managed to sneak past them and check on the southern gate where we saw 20 vizunah people defending our gate against a huge army of Riverside Invaders… but still no sign of the massive Vizunah army. We sprinted towards the hill to the north between the northern gates, where most of their scouting parties seemed to be – we slipped past them and ran into hundrets and hundrets of Vizunah Square defenders on top of that Hill who were just finishing up their third trebuchet as well as several ballistas and arrowcarts… And then the first trebuchetshot did hit our inner walls.
When the walls were down to about 50%, we decided to do a last pushout to take down the trebuchets. Everyone gathered up at the northern wall and we split up into two groups – attacking the Hill from both sides at once, but the Vizunah defenses were just too strong with hundrets of players defending the stairs that lead up to the outer walls.
After this last attempt failed, we sent out parties to capture camps and repair our walls, just to stall vizunah long enough so that they have to fight the riverside army that was still knocking on our south gate. When they finally breached our inner walls, Riverside had still not taken down the southern gate though.
But this siege had gone on for almost two hours by then and when the vizunah Zerg streamed through our broken wall, we were ready. A handful of ballistas that we managed to build with our last ressources and every player that we could get to DB were able to throw vizunah back in a desperate last battle at the keeplord. We defended the inner walls and attacked the vizunah invaders below us with everything we had.. and we defended the keep… but barely.
By this time Riverside was through the southern door and knocking at our inner doors – not noticing that vizunah was regathering at our northern wall and shooting it down with their trebuchets.. again.
It was a close race, but vizunah took the walls down first and this time we couldn’t throw them back. Our forces got overrun since we hardly had any siege left and vizunah moved towards the keeplord. The last handful of Far Shiverpeak Defenders retreated to the southern gate, which went down in this exact moment. We glimpsed at an army of more than 100 Riverside invaders which were about to stream to the keeplord, when the doors fell shut again. Three lone Riverside invaders made it into DB before Vizunah took the keep and the rest was attacking another door. Even though Riverside outnumbered Vizunah at this point, and they almost managed to get the new door down, vizunah used the defenders advantage well and cleaned up the Riverside army.
(edited by Grunblatt.4608)
I would love to see possible upgrades with influence since guilds claim the keeps and towers after all
spending badges of honor for upgrading keeps doesn’t seem fair since those are a personal reward. Also increasing the amount of gold that you get for WvW is not a solution because most people would just use it to farm instead of actually helping their server with it.
Hi,
I saw a thread asking for this in the Player vs Player section, but i didn’t find a bugreport filed about this, so here we go:
The influence system right now awards players for completing an event with 2 influence points. If an event is completed by more than one player it is awarded with 20 influence points in total (this is definitively the total number and not scaling up with the number of participating people – we got some entries in our guild roster that say “1 activity completed for 20 influence”).
Thus the “most efficient” way for a guild to gain influence would be splitting up in pairs, which is most likely not intended. The Influence gain per person should scale up with the number of people participating in an event.
also the influence for completing a dungeon is at 100 influence per dungeon right now (if you run it with 5 people). Since there were some official statements that you are aiming for the explorable modes to take about 45 minutes or longer, this number seems a bit low since you can earn the same amount of influence by completing 5 events which takes 15 minutes at most (probably its closer to 5 minutes) if you split your 5 people up into two groups.
If i am missing something here, please point out my mistake! If it is actually intended to work this way, i would love to hear the reason for this, because i can’t think of any reason to motivate guilds to split up in pairs.
I spent the last hour with some guildmates in Orr farming at some dynamic events. Basically the amount of loot and exp that you get is so insane that it felt necessary to start this post. I will try to keep this organized and hope for a fast response, because i can’t imagine that GW2 is meant to work this way.
What we did:
We found 3 events in orr that are located quite close to each other and restart every few minutes. We completed those over and over again with hardly any downtime. (I will name the events/location if requested, but i left it out here since i think that this can severely damage the ingame economy if it is done by too many players)
What we gained from this:
Each of us obtained between 80silver and 1,5gold within one hour of farming. This includes ONLY lootdrops and green/blue items that were sold to the vendors. In addition we got several unidentified dyes, globs of ectoplasm and massive amounts of craftingmaterials from lootbags and salvaging white items.
As far as i know this is a lot more than you can get from spending your time in any other part of the game. (for example dungeons which are meant to be the endgame PvE content, or WvW which already gives quite a bit of karma but has a lot less lootdrops)
The problems that are causing this are:
- a too fast respawn rate of events.
I do understand that the game is supposed to keep players busy and giving them things to do at any point in time, but hearing the same conversations over and over (some events that feel quite unique the first time you do them, restart within 2-5 minutes after completion) gets boring and breaks the immersion
- upscaling of events is not balanced properly.
“zerging” events is too easy – take a “defend this point” mission for example. Players will figure out the spawnpoints rather fast and wait there for the mobs. These run in all clumped up and get slaughtered within 1-2 seconds. Veterans are no challenge either – the only thing that might keep a zerg busy for a few seconds or even a minute are champions. Because the mobs go down this fast, the only thing that players do is firing their best AoE attacks – no skill or use of the great GW2-combat system is required here.
A possible solution would be to spread the spawns of monsters out by a lot. If they don’t run in as clumped up, they avoid a lot more AoE damage and thus the players actually need to start fighting to kill the whole wave.
Personally i would love to see a huge upgrade to the monsters toughness and vitality, if there are many players participating in dynamic events.
The last issue would be the lootsystem.
To me it seems like players get loot if they deal a decent amount of damage to a mob.
Like mentioned above, the waves go down within 1-2 seconds and are hardly a challenge at all, so i found myself arranging my traits and weapons to do the most AoE damage output possible – dropping all support and healing abilities. Basically i went from an allround support to a full glasscannon/dps build to gain the most loot out of these events. I really dislike this, because i enjoy supporting other players a lot!
Possible solutions here would be:
-reducing the amounts of lootdrops! Obviously it is fun to kill a bunch of mobs and have the screen full of looted items after that, but this droprate seems gamebreaking to me. (Please comment on this if you disagree!)
-Granting loot to players who support (via heal or boons) the players who kill the mobs.
-Again, making the mobs tougher and deal more damage, so that glasscannonbuilds don’t pay off that much.
Obviously this problem does not only exist in orr – for example in the hinterlands there are some eventchains that give incredible amounts of loot as well. Since the highest NPC prices for items (except for the commanders book) seem to be 10 gold, i feel that being able to farm these within one day (or just a couple of hours, if you sell the rest of your drops at the tradingpost) should not be possible.
I did not comment too much on the exp and karma that you gain, because you should be able to earn about the same amount of karma in WvW and the exp “only” give skillpoints, so it didn’t feel gamebreaking to me.
The gold and items however will damage the economy if more players start farming events like this. Even though anet did a great job on implementing money sinks like waypointfees, repaircosts and overall merchant prices – if the droprate of items stays like this, those money sinks won’t prevent inflation for long.
Please add your oppinions and suggestions about this and feel free to mention further issues that i might have missed. I hope this will get changed, since the endgame in GW2 will mostly consist of jumping between events and mashing 2-3 buttons otherwise =/
Thanks for listening and creating an awesome game, anet!
(edited by Grunblatt.4608)
a statusupdate from our next run… we found the turkeys!
the jumpingpuzzle remains unsolved and we have no clue where to go ^^
Still no hints? =/
btw NoFate, the explorable modes are perfectly solvable and almost easy once you know what to do/ what to look for! No need to complain.
Hi,
we found the (?) jumping puzzle in the ascalonian catacombes which starts after the last bossfight in the asura-choice. It involves some invisible bars that you walk over and has several levels on which you can drop down, but we don’t seem to find any exits or chests there (except for some missing textures and parts of the room where you get stuck or fall off the map). Since AC is in the Betas forever, i can’t imagine that there is an unfinished jumping puzzle in there… so did anyone solve it yet and give us some hints?
Hi,
in my experience the elementalist utility “Glyph of Ressurection” is not working. I tried to use it on downed NPCs in my personal story some times, which had no effect.
Killed players can’t be revived either.
It might work on downed players, but i tried to test it a lot and it is quite hard to time it right – due to the castingtime of the glyph, you need to use it before the player is even down you are still too late sometimes (or the glyph just failed because the player healed up).
Do i have to have my target selected or does it just chooses the nearest valid target?
If i am missing something, i would appreciate an explanation how this is supposed to work