Good:
- LS2
- Collections
- Balance changes
- Doing work on the PvP queuing system
- Some hints on how a staged crafting system could work (Mawdrey)
- Dry top and Silver Wastes zone designs
- I still love the fight system
Bad:
- NPE
- Another unbalanced WvW season
- Latest daily rework
Ugly:
- Megaservers (it will never become good, only less ugly)
- New Trait system (I call it “the disaster” meanwhile)
- The fact that nothing gets done on WvW
I think most of you are missing the point.
Personnally I finished this achievement in less than half an hour, I typically have scores of 580+ at the end of the rounds. So I thought, why complain about this, it’s easy…
But then I had that EU-lag, that happens from time to time. And then you will not complete a single round. I quite often score 100/100 per song, but then I was thrown out of the bell choir after a few seconds. There is no feedback on what happens, nothing, you’re just out.
So I can now understand how it feels if you have to do this and you are not in the lucky situation of having fibre-channel connection somewhere in the US. This game is fun (at least for me), but too fragile.
Next month there will not be any monthlies anymore.
I’ve given the new daily system a few days before I start judging it. After a few days I feel I can do that finally.
I don’t like it that much, seriously. I liked more unspecific choices like “rezz someone several times” or “dodge several times” or “harvest anything anywhere several times” way more, it came more naturally during what you were playing anyways.
That being said, the new ones are not particularly problematic for me. Even the southsun cove events were fairly easy, I haven’t seen this zone being populated that much for so long outside of queen event in a long time. So, the new dailies may shift focus to underrated aspects of the game. But that focus is easily taken away the next day. If a zone is normally dead, it is so for a reason…
This needs some work IMO.
Personnally I don’t like the Megaserver. It nearly killed the game for me. It’s not only the world boss disaster, temples are another unsolved area.
Additionally now that I have created a new character and ran it through levels 1-80 I have to say that the trait changes are a complete disaster IMO. Other than the changes to the weapon skill unlock I can live with the rest of the NPE although I see no area in which it is superior to what was in existence before.
Having said that I do no see the problems with the daily changes. You can still go play whatever you want, can’t you? How on earth is it limiting you? I’ve done the daily yesterday and today without even noticing.
BTW: german community manager Ramon Domke posted a few days ago some interesting figures about forum usage: only 8.5% of the players frequent these forums, less than 1% is actively posting. So even if several ppl in this forum are expressing a similar opinion, you still don’t know what 99% of the players think, as they don’t tell you. Of course you can make assumptions, but that’s jsut that: assumptions…
Its funny how someone comes in and says, “this was fun. more of this please.” and its followed by the same half dozen posters as always saying “NO. you did not have fun – and here is why.”
Cannot put it into better words. Thumbs up.
Somewhere around 3000 hours, dropped the Spark as a reward for the first instance in the first release of LS 2.
Built Incinerator from it, happy, ‘cos Nekro likes it. Didn’t expect it at all. I am not farming for this kind of stuff in any ways, nor am I farming for gold. Just playing the game with my own set targets.
I don’t know whether this question has already been asked, but anyways:
There are surely a lot of “historic” items offered on the TP as well as there are historic buy requests, by that I mean transactions requested by players who have not been active in this game for a long time.
Do you think that there should be a maximum time for buy or sell requests to be active in the TP before they expire and are deactivated (being no longer usable), because if they are there for so long they do no longer reflect the current state of the economy anyways?
Also, could they please stack? I apparently have two kinds of level 20 experience scrolls, taking up two stacks in the vault.
Different birthday year.
Yes, but so what? They have exactly the same usage. I found this annoying, too.
The daily system was absolutely fine, it certainly didn’t need a revamp when compared to other systems in the game or lack of endgame content.
Looking through this thread alone I found numerous posts stating the exact opposite. It was exactly not absolutely fine for everybody. It may have been for you though.
Yes, other systems are in desparate need for fixes, reavmps etc. in my view too. And we don’t know if and when they will be tackled. But it is not as if dailies and monthlies were flawless. There have been sugestions to fix these in the past, even from player side.
Next time read better then.
I said that the Anet from GW1 made less money because there wasnt this obsession around monetizing and Gemstoring everything. This is not a lie, its true.
They had plenty of money revenue from GW1 model alone that they decided to go “all-in” on GW2 with a huge budget. Ever since then, they are not the same company. Any veteran can see that.
Because it is ANet which does the commercial reporting for this game and not NCSoft, right? Oh wait…
Of course ANet is not the same company anymore. Hell, 1 month from now a company is not the same anymore. They were a business then and they are a business now, that’s what counts. Whether you think they are too greedy or not is a personal perception.
Why can’t all of you disappointed “veterans” simply not get over the fact that this is GW2 and not GW1? Whenever you see something you don’t like you take it as a given that it has to be as it was before and that it’s the greed or ignorance or whatever else that led to this decision.
I do like the concept of Guild Halls, really (I do not however like the concept of GvG very much, but that is a different story). I am a lead developer in my company. I can tell you it is not a simple decision what feature you are going to tackle next if you have limited resources like time and budget. I can easily see more important things to be done than guild halls. No one outside of ANet really knows the level and content of decision making which lead to the road they have taken GW2 on. Paying their employees may be one reason. There may be others as well.
Alleging that they are solely driven by mammon is neither provable nor does it help the situation a lot. There was a CDI about Guild Halls. That is about as much as you can know for now.
That old Anet is gone with GW1
Î didn’t know that ANet was a non-profit organization when they did GW1.
Always good to read something new.
Nobody knows the real figures. What percentage of players is uncomfortable with feature A, what percentage doesn’t give a kitten and what percentage really enjoys it?
Of the 30+ players which are active in my guild I am probably the only one posting here from time to time. The rest of them most of the time is busy playing and enjoying the game. Does that mean all is well? Of course not. But among my guildies reception of this game it is way better than what a quick glance at this forum might make you think. And be sure, some of the ideas and wishes posted here would quickly lead to a lot of my guildies stepping away from this game. Whether your personal interests resonate with a majority of the player base is not easy to find out.
And yes, it is about the majority and about average.
Schrodinger’s Cat—- it is a precursor up to the point that you look at it.
I like that very much
Let’s call loot drops Schrödinger’s Bag in the future
Reality is, there is probably no expansion
So, to rephrase this: you are yourself not sure (‘probably’) whether your ‘reality’ is true or not.
So what is it you are adding to the discussion?
That is simply a workaround to the problem and not a solution.
I agree on that. The silence around MegaServers is there because a lot of players have given up complaining, not because there are no more problems. This – the inability to freely choose the instance you want to go to – is one of them IMO. Look at the amount of organization that is necessary to assemble players in a zone for events that need coordination – you have to fight the game itself now before you can fight IN the game. That’s not what it should be like.
OP, please stop taking other players as hostages.
It’s not “we don’t believe”, it is “i don’t believe”.
Personnally I don’t even see a reason to believe or not. I still enjoy what I have – and I don’t even go into dungeons or fractals, so that part of the game isn’t even on the menu for me. And I am not yet out of projects to follow in this game.
If YOU want more, than YOU are free to express that, of course. But stop pretending everybody else is on your waggon.
Personally I think the real solution is not to merge servers but to do the opposite: make the maps a bit smaller, decrease the max headcount per map and then split up the populated servers into smaller ones so that there are more servers with a lower population. This would decrease the population imbalance automatically plus there could be a most welcome fresh wind in the matches because you could expect to have more variance in the servers you meet during matches.
Wow…according to this guys, the current state of affairs seems to be:
I do not see mounts ever being added game-wide.
I do not see dueling ever being added as a supported game type, as it would cause either a class balance disaster or a community disaster.
I do not see open world PvP ever added to GW2.
I do not see an expansion being released in a foreseeable future.
I think that no one is going to overhaul the game at this point.
I do not see gear progression or level cap raise implemented in any foreseeable future.
I do not see player to player trading ever added to GW2.
I do not see marriage ever added to GW2, at least in the foreseeable future of active development and before it is abandoned for GW3.What a depressing thread.
On the contrary. Quite a lot of the players are seriously happy if mounts stay out of this game, PvE-zones remain cooperative instead of competitive and the only progression in the future will be a horizontal one. It’s the reason why they came here in the first place.
And that is why this thread is called “controversial” topics. Players have extremely different opinions about what they think is good and what is missing or should go away. Lots of players will tell you “if you miss trinity, vertical progression and open-world PvP then this may not be the game for you. This is the game for us, who do not want these features”. And IMO they are right. This is that place, no need to be like all the other games already existing. I want diversity among games, but not necessarily in a single game, since it won’t work. You cannot have open-world PvP and no open-world PvP at the same time in the same game, you cannot have mounts and no mounts, you cannot have trinity and no trinity, so this game has made a decision. It is up to each player to find out whether the mix provided here is what they like.
Note that this is different from the request for more content, fixing of bugs etc.
Given that the OP’s list is about “controversial” topics and not a single WvW topic is in it, can I conclude that the lack of development in the WvW area is not controversial at all, so there is a form of consensus there?
In principle it is not that complicated to die in Silverwastes even with a full soldier warrior. You only need to have just depleted your dodge rolls and then bump into 2 to 3 grifs which permaknock you down. So you have to be careful and situation aware, no matter what equip you carry.
That’s the best advice to give. In GW2 you no longer have tab targeting and static fights, you need to watch and move and cleanse conditions and leave some in store for these “oh kitten ”-moments.
Nope. Living story doesn’t cut it. We want mounts. We want flying mounts. We want zones with no way points. We want raids with gear progression. We want raids with no gear progression. We want raids at all levels. We want craftable precursors. We want ascended gear to have selectable stats. We don’t want ascended gear at all! We want an end to TP trader barons. We want more build variety. We want the holy trinity back. We want more dungeons. We want dungeons to be faster. We don’t want speedrunning metas. We want dungeons to be harder. We want Cantha, Elona, and the Underworld. We want free content updates. We want paid expansions.
Now all you gotta do is tell us when you can make these things happen and we’ll be happy.
Actually, no. Please take me out of your “we”. I don’t want mounts, I love way points, I don’t want Cantha. I don’t want more dungeons I am not playing. I seriously don’t want trinity. I don’t want more challenging content, I enjoy it the way it is, when I come home from a hard day’s work. With all due respect, if your list is what you want GW2 to be, you’d better be looking for a different game.
The “we” that you talk about doesn’t exist. And thats the problem. “We” have such a big variety of wishes, hopes and expectations that no matter what is done, someone will feel disappointed and will make sure the world knows about that. So in the end every action that is taken will feel wrong, since at least a voicy minority doesn’t like it.
What I feel “we” can agree on is: ANet didn’t give away too much information on Precursor scavenger hunt, it gave away not enough, so that “we” couldn’t understand the reason why it was postponed.
Some of us would finally like to see serious fixes in WvW, some want enhancements in PvP, some want PvE-Raids, changes to Megaservers, a better reward system… but “we” all want to have a better understanding whether at least some of these things are in the making.
“We” want to know: are you moving, ANet, other than LS-story updates?
Personally I think not talking about GvG is one of the better things that can happen to WvW.
With the introduction of GvG WvW will be completely dead. I still enjoy WvW and I do so because I do not have to leave my mostly PvE-centric guild and can still enjoy some larger-scale PvP. I do not want to lose that.
You are assuming that if anet makes gvg that it will be like the current gvg that’s being done in wvw. It almost certainly will not be the same. The wvw gvg is really just a death match and no where near as complex and in depth as a real gvg format should be. If anet ever makes a gvg format, I’d expect it to be as complex or nearly as complex as gw1 gvg.
I am playing on a T3 server. We have 2-4 active guilds on our maps during evening at most plus a single public zerg that typically is no larger than 15-20 players. And I enjoy that.
Now if guilds are busy doing GvG instead of helping out in the WvW maps, this will kill WvW more or less.
I am sure GvG would not have such an impact on busy T1 servers, but down here – where WvW still can be fun at times – it will.
Reading comprehension has failed you.
I just disagree on your assumption that GvG will be such a complex thing. And I think that it will attract those, who are currently playing WvW in an organized guild.
Care to explain to me, what I didn’t get?
If T3 can queue 2-3 maps on a reset night, there’s very little difference in NA population to T1, which on NA servers at least, only queued 2-3 maps on reset night this 31/10 matchup.
EU and NA must be very different then. I am playing on Rank 19 Server in EU, I have not seen a queue on reset night for several weeks. Maybe once during the last tournament. Other than that, we hardly have 80 players on all maps together at reset night.
We have had a match recently, where a server 5 positions further up the ladder was part of the match.
We had problems even getting out of our spawn, no matter what time of day (we tend to have a rather active night team). Now if thats what the difference is between position 14 and 19, I am sure it is the same between 8 and 14 and between 1 and 8. I don’t think I overestimate T1 population. Between top and bottom there is such a huuuuuuuuuge population difference it is not even funny anymore.
And on a side-note @Hvaran: I don’t even care anymore for the score. That’s not what I play this unbalanced stuff for. However I do love situations where you try to defend a keep with an outnumbered public group against a growing number of attackers, then just before you are going to lose that one guild group arrives and you can turn the tide of the battle. I have played GW1 but could never get into GvG, didn’t like it at all. WvW however still can be filled with those epic moments for me. I don’t want to lose that.
Borderland commanders are no where near as good as EotM commanders.
I proposed this sentence for the contest of the most amusing “fact” mentioned on this forum 2014.
Question back: good in what? Running in circles? Slaying defenseless champions per time unit? Posting the way point to safe haven most early on a sighting of the enemy zerg?
How difficult is it to command if the only siege you need to know is a flame ram (and – very rarely – a catapult)? WvW commanders – no matter whether borderlands or EB – have to have a lot of various tactics in their tool set to be successful; on EoTM you run around until you wipe, then rinse and repeat. How on earth can that ever be superior?
Personally I think not talking about GvG is one of the better things that can happen to WvW.
With the introduction of GvG WvW will be completely dead. I still enjoy WvW and I do so because I do not have to leave my mostly PvE-centric guild and can still enjoy some larger-scale PvP. I do not want to lose that.
You are assuming that if anet makes gvg that it will be like the current gvg that’s being done in wvw. It almost certainly will not be the same. The wvw gvg is really just a death match and no where near as complex and in depth as a real gvg format should be. If anet ever makes a gvg format, I’d expect it to be as complex or nearly as complex as gw1 gvg.
I am playing on a T3 server. We have 2-4 active guilds on our maps during evening at most plus a single public zerg that typically is no larger than 15-20 players. And I enjoy that.
Now if guilds are busy doing GvG instead of helping out in the WvW maps, this will kill WvW more or less.
I am sure GvG would not have such an impact on busy T1 servers, but down here – where WvW still can be fun at times – it will.
Free transfers would allow people to transfer to places that would increase balance.
I am quite sure the opposite is true. If you remove transfer costs, those willing to transfer at all would increase the population of the top-rated servers even more.
To increase balance you’d have to decide to go to the currently weaker side. Why would you? Why not be a winner-team-joiner?
Personally I think not talking about GvG is one of the better things that can happen to WvW.
With the introduction of GvG WvW will be completely dead. I still enjoy WvW and I do so because I do not have to leave my mostly PvE-centric guild and can still enjoy some larger-scale PvP. I do not want to lose that.
I was in the same situation and I do not like the dungeons in this game, cannot make myself run them and definitely not on a regular basis.
Salvage the guaranteed rare item from world bosses for ectos, sell the sigills and runes you get there and do you dailies. You can get T6 chests for laurels, that helps quite a bit. Make mystic clover, even after you have enough for your legendary – most of the time you will get T6 mats there as well.
This way you will not need that much gold.
Top 3 priorities:
Easy to learn, difficult to master: it should be doable by a lot of players and it should be a challenge to the best, so make different tiers of difficulty
Absolutely no vertical progression: I think it is obvious what I mean by this
Variety: I somehow do not want a small number of different raids added that from then on always feel the same; can we have something more dynamic, that at the same time is not PvP?
As a warrior in a WvW zerg your main tasks are:
- survive in the front line
- CC enemy front line while surviving
- Shout heal and condition clearance
- Rezz using your banner
- Speed up zerg
Therefore hammer in one weapon set and warhorn in the other are a given, soldier stats on armor and trinkets are helpful, rune of the trooper is a great aid. Bring shouts with you. Styles’ build is showing a lot of this, personally I’d swap the Dolyak signet against For Great Justice to have another shout heal/condi remove.
Run close to your commander, make sure your group has a guardian so you gain more stability, learn to avoid the hardest damage spikes, double dodge if necessary and collect loot bags. At the beginning of your WvW career you may bite the dust often, and you will find out that running in a zerg successfully is way more than mindless stacking and auto-attacking. Positional awareness and movability are important, but you will master that.
Have fun and collect bags.
Right now this game has four game modes: PvP, WvW, PvE and EotM.
EotM is a replacement for the now semi-defunct champ-trains in queensdale and frostgorge sound. Basically, it’s karma and champ loot if you’re on green, and karma and champ loot + a surprising respawn at start if you’re red or blue and bumped into green. Most zerg’s I have run with during the last days didn’t carry supply, didn’t build siege (not even flame rams), and stopped moving when an enemy zerg approached.
As a WvW map, EotM is broken beyond repair way more than anything else in WvW. I think, at least WXP should be removed from this map. Real WvW works mainly because of the little remaining server pride; this doesn’t exist in EotM anyways. Missing voice comms only adds to this problem.
the hardcore content vs casual content discussion is a complete waste of time.
It is, but for a completely different reason.
The only ones to decide if and how raid content is going to come into this game are the decision makers at ANet. They have to run a business and they have to decide, where they must spend their expensive and valuable development time in order to get the best result in terms of player satisfaction and therefore potential future income per work hour spent.
And they will make up their minds about this most likely very independently from a few player posting in this forums about their likes or dislikes. I am sure they have better data sources.
If I were a boss in this game…
I’d always focus my damage on the opponent with the lowest HP. Most of the time, they are the ones with highest DPS as well, so I get rid of the guy hurting me most.
The notion of tank/healer/dd has made player focus their minds too much on the idea of a tank keeping aggro, IMO. I never understood why this would ever be clever acting on the part of the boss. I only know one (turn-based) MMO, where bosses and other mobs focus on the weakest players first. It makes fights way more delicate.
In some areas this game is like a lot of other games. One of this is players.
Those who don’t like it, are few but noisy and consider their personal view to be a law of nature, those who do like it are busy playing and don’t care about useless discussions about how this game is worse than its prequel or missed opprtunities – and sometimes they also consider their view as a law of nature.
At the end of the day, constructive criticism wins by a big margin. If you don’t like it and can no longer be constructive, step away from it for a time and then return, when you feel better – or do something else, but stop being toxic. Your aversion is yours, you don’t need to try to spread it like a virus so you don’t feel alone with it anymore.
On a side-note: I stopped playing GW1 when it came to Cantha, couldn’t convice myself to stay around Kaineng for very long, in my personal view the most awful maps I ever experienced anywhere. I am quite sure a lot of you disagree and that’s normal. All of this is about personal taste. So relax and don’t overestimate your importance.
Here is a feature that I think might be necessary for raids (and it would be helpful in WVW as well, maybe).
Introduce target calling ability for the whole squad, not just for the group. I’d like to see it implemented in a way that you can choose which TC you’re going to assist. That way you could e.g. split up ranged vs. melee target calling. This might lead to some interesting options when designing multi-boss fights.
What I liked with e.g. marionette was that there was the chance that it was you in person who saved the encounter, being the last man standing on the last remaining platform and finishing that boss, everyone’s eyes on you, last lane, epic.
That’s the type of experience I personally liked most up to now. It isn’t bound to something being extremely challenging for everybody, it isn’t bound to specific loot or rewards, the experience itself was rewarding. I personally would be more than glad if raiding would focus on epic moments – this needs not necessarily be bound to hardmode content.
Wow, what an amount of information in this thread already…
Haven’t yet read through all of it, so bear with me if this is already mentioned, just would like to add my 2 cents.
Proposal Overview
A simple, yet functional solution for scaling of a raid.
Proposal Functionality
Have a tier-system like it exists for guild bounties.
Depending on whether raids are guild-based or ffa, provide an appropriate system to purchase or unlock a consumable for a raid of a specific tier. To start a raid of a specific tier, a consumable of that tier needs to be used.
There would be 3 tiers, normal (for a small group, more like the story path of a dungeon), challenging (for a full-sized group of players who need to really work together to master the raid) and insane (for groups of those who can solo anything in this game with their arms tied to their back).
Associated Risks
- 3 Tiers may not be fine-grained enough.
- Rewards have to be sensibly balanced between the tiers. I personally think, rewards for raids should be in the form of tokens, like with dungeons. Different tiers of a raid would earn successful raider a different amount of such tokens. Additionally, finishing a raid on insane level, could add a bonus reward, like a title or a medal depending on the number of successful raids.
So to be clear unnecessary comments about ‘True Gamers’, ‘Elitists’ and ‘Dress Up Players’ won’t be tolerated.
I think that raids are not just a single feature of an MMO, they are quite often seen as a statement about the orientation of the game itself. Most likely this is due to the fact that a lot of other well-known MMOs bind an item spiral to raid content and also use it as a means of adding let’s call it challenging content. As such I cannot see how the discussion about casual vs. elitist etc. can be completely kept out of this topic. At the end of the day ANet has to come up with a vision about the future direction of their own game.
The term “end-game” isn’t even relevant. It’s “game”. And IMO there is enough to be done. “WE NEED RAIDS” is wrong, I don’t. -1 for instanced raids from me.
“Hardcore players” may switch to Wildstar, it was build for them – and look how it does.They need more players, as I hear. Stop turning this game into the same direction.
Hope it wasn’t me
When waiting for guild events to begin, I sometimes find it fun to keep being knockbacked at these tutorials and to scream something like “Too confusing! Please nerf!”
I’m on EU MegaServer, so maybe not.
I just wanted to bring this example as an illustration that a lot of ppl IMO really have problems with the process of being educated. “I’m not letting this game force me to widen my perspective”.
I started GW2 playing a ranger as my main, since I liked the idea of long bow + pet. I quickly found out that long bow 4 was even annoying for myself most of the time, so I stopped using it. Which means that my long bow now only had 4 usable skills left. And the most important one of the remaining skills made no sense at all most of the time in events, since you are close to your enemies anyways and you give up damage when being in close range. Which was the reason why I found out that other classes brought more fun. Now my ranger sits near the chest of the most simple JP and I log her in only once a day for the chest reward. So personally, I am no longer a knockback source
September Release brought with it this new NPC and mini-“event” in starting zones, where players are supposed to learn dodge-rolls. There are AoE-knockback-circles and a chest in the middle. And an NPC next to it explaining what to do. And a popup-text in the upper left corner of the screen explaining what to do, too.
Do yourself a favour and position yourself next to one of these spots and wait and watch. I once did. There were players (downscaled and in guilds, so they might not be all that new to the game) who ran in and were bumped back 5, 8, 10 times in a row without even considering what might be the cause. I first thought that they were on auto-run, but they really attempted this chest from different angles, completely ignoring the main reason for this event to even exist.
Is it, because dodge rolls are a complicated mechanic? No, it isn’t, it’s one keypress. If you can run, you can dodge roll. It is because it doesn’t even come across their mind that a deviation from the already learned patterns may exist.
The same holds true for knockback skills. If all you have learned in other games so far is keeping all of your skills on CD is the best viable method of play, you are not even expecting that situational awareness might be an option with a positive effect.
They will not learn. Accept the fact that as a melee you will run after a knocked-back target 20% of the time. I did, I have no hope for this to change.
I think it is best to stop considering ways of how to fix PPT.
A server should score for a successful capture or a successful defense. This way a server which is outnumbered to hold a complete map can focus on defending a few selected targets and keep scoring if it manages to hold these targets.
Owning things at night without any resistance then will only score once for the attackers, not on every tick.
I believe that is the general direction in which a solution should be searched.
Just wanted to let you know that I have the impression that yesterdays patch seems to have fixed something I found annoying for some time: the quest rewards for the pre-event of the Jungle Wurm, where you have to kill three champion avatars. For some time I often made the experience, that even when getting loot right for exotic champion bags on all three avatars, I wouldn’t get the event reward itself. This seems to have been fixed.
Anyone made the same experience now?
Any chance to join EU?
I realy want to see a dev in high end wvw on this side of the ocean
Or low end with one of the servers rampaging the score because of coverage. There’s so much to experience in this game
Patch content itself is ok (nothing in there that I don’t want) but a bit underwhelming – especially for the way it has been presented. Shamelessly quoting a comment on massively:
“Could it be, perhaps, that GW2 is so far in its own hype on the front of “being something different” that they don’t feel they need to follow conventional “rules of engagement” with an MMO community?"
+1 to your reasoning, Vayne.
I think the major complaint is not about the guilds who organize these events or the difficulty of the events. It is about the technical game limitations that come with it.
I too find it, let’s say “disturbing” how you have to jump, check /ip, taxi via TS chat, oh no, now it’s full, you cannot join anymore, oh, we’re halfway through and I have a disconnect, I cannot join the same instance anymore… that’s the problem of events of this size and design – at least in the anonymous megaserver environment.
The first fight you have to win currently is the fight against the game. If you lose that, you do not even start to fight the boss. This should be improved.
When waiting for guild events to begin, I sometimes find it fun to keep being knockbacked at these tutorials and to scream something like “Too confusing! Please nerf!”