They need leaderboards for major events, detailing how much damage was dealt, how many people were revived, healing, etc. In Gw2, everyone is supposed to carry their own weight by being a hybrid, so making contribution based mostly on damage done is rather fair. Those who sacrifice survivability and succeed would be rewarded with having an easier time at securing contribution, whereas those who constantly die or do low damage would be at risk.
At the end, everyone is given a contribution score which is calculated by taking a percentage of the damage done, revives, etc. Leechers are going to have a very low contribution due to not really doing anything or just auto attacking, which in the current system is enough for full credit. Anyone not within a certain percentage of the average contribution shouldn’t get any rewards. To further discourage leeching, any player that doesn’t meet the contribution requirements, but was active the entire event (remained within the event radius and has tagged the event), should be given a penalty, much like the dishonorable debuff.
You should know beforehand if your platform is under populated unless you didn’t participate in the knight events. Even if you go in and see that it’s under populated, you still have a few minutes to leave and try a different platform. The portals last for something like 5 minutes.
A less obvious reason I’ve heard:
Some people want them to quit the living story and go back to traditional expansions because they can’t keep up with it. Everyone I personally knew in Gw1 played it very differently compared to a traditional MMO. They would only play for a month or two after an expansion was released and only as a break away from their main MMO. It wasn’t until the HoM that I saw these people come back, after years of inactivity.
Now that new MMOs (or any game really) are coming out, some people want to move on and treat GW2 as a side game again, yet still 100% it, which is hard to do due to the living story.
Each knight has its own teleporter which leads to its own platform. If you only see a few people around your teleporter, run to the last knight killed, since it usually has the most.
They need to add skill challenges to the game that test the player’s competency to play their class as well as understanding of basic mechanics and to teach more complex ones. Some people don’t even know about rallying for example.
The game needs more solo challenges that are required in some way. If it’s not solo, people will just get carried.
I’m noticing more and more dead AFKers at knight events. The knight’s pull and people reviving them cause them to stay active, avoiding the AFK timer. The problem this is creating is not only are they getting pulled into the circles and taking up a slot, but the act of doing so qualifies them for event credit.
They need to add something to punish dead players, like how for every time you get downed, you get reduced downed state health for a while. They should do the same thing for deaths. Once you’ve died x times within y seconds, you should be dead and forced to waypoint (can’t be revived).
Armor breaking as the punishment for death is also quite odd when they’re focusing on zergs because it’s not a punishment to the individual, it’s to everyone else. An individual doesn’t have to care because the zerg will still carry them. Everyone else however now has to carry dead weight due to scaling.
Six Minutes to Knightfall STILL bugged.
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
The achievement clearly reads defeat all six knights after the EVENT starts, not when they spawn.
Just because a tooltip says something doesn’t mean it’s coded that way. They could have easily tied the timer to the spawn by mistake, because dev #1 made the achievement first and then dev #2 decided it should spawn 5 minutes early for visibility.
Failure of Spider achieve is unbelievable.
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
Failure of Spider achieve is unbelievable.
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
It’s hard to kill/break out of cocoons when you’re too busy auto casting #1 and failure to do so has been popular since the tower of nightmares.
If you’re trying to do 100% world completion, your concern should be WvW. You should base your choice on that.
If you just want to quickly 100% PvE, the warrior is probably going to be the fastest/easiest, followed by the guardian.
The Knights in this LS need 40+ people each and wont scale any lower!
The knights can be done with as little as 10-20 players each. The less players you bring however, the more berserkers you need.
Even Marionette was 100 minimum.
I did the Marionette enough times to see a lot of different things. How many enemies, their type and level all scaled, including the champions. From personal experience, it only took 5 players to successfully defend a lane and 3 people per platform to kill the champions (#2-4 could be solo’d). The minimum requirement was actually 15-15-15-5-5 (70), but everyone had to be decent (or 10-5-5-5-5 if everyone was pro).
Well, I did the Wurm in Caledon Forest and it has been downscaled extremly. It was done in about 6-7 minutes with no more then 15 players.
I’ve been doing the wurm solo lately for the metrica daily. It takes about 4-5 minutes to kill. Two additionally people showed up once and it only took 2 minutes. Much faster compared to having 50+ AFK auto attackers.
And all it does is boost me from ~700-900 a hit to ~850-1050 a hit, nota huge DPS increase and not worth the gold.
~100 extra damage * 50 players * 15 minutes is a rather large damage increase and probably enough to fill in the gap caused by low dps players. Of course there’s no way you’re going to get them to do it however.
They should make skill challenges that tests your knowledge of basic mechanics as well as your ability to play your class. Anyone who fails to complete these challenges can be given “special treatment” which in this case would be a special overflow. If they’re going to continue making content that punishes everyone because of bad players, something needs to change.
I heard WoW has something like that for dungeons.
The knights do scale, but the minimum requirement seems to be somewhere around 25 good dps. I’ve seen as few as 20 people keep on track with the timer to be able kill the knight on time.
Here’s an example from earlier today (I went from green to red). Blue started full, green had around 25 slots open, while red had about 20. Green finished first and rather quickly compared to the norm, even though it had the least amount of people. Very few people were downed on green and considering I’ve seen the same amount of people fail, the majority had good dps.
When they first announced the gem store and the idea of only paying for what you want, I thought they might release content through the store, instead of 1 big expansion.
The problem with that however is that if it’s not required, you’re going to find that the new content would lack players. If it was required though, people would complain, calling it at paywall even though it would be the equivalent to an expansion over time. For maximum participation, it’s better to release it for free and then entice people to buy the cosmetics.
I’ve seen groups of around 35 kill a knight and sometimes faster than the group of 50. It all depends on who you get. A bunch of AFK auto attacking and low damage players are going to have a bad time. Have the majority of your group as decent damage dealers however and watch how much easier it becomes.
I’ve also seen smaller groups actually lose DPS as the other groups finish. I assume it’s caused by scaling, where the 10-20 people that rushed to the knight were bad DPS, not meeting the expected requirements.
This problem with scaling and what they’ve decided as a baseline DPS amount per player has always been an issue, but it’s starting to become more obvious and will only continue to do so. There’s really no way they can balance it without making encounters trivial or nerfing/buffing all gear/specs to do equivalent damage. They need to start punishing players who aren’t pulling their own weight, because they’re griefing everyone else.
The reason why zerging worked is because scaling isn’t on a 1 to 1 ratio. With every additional person added, the required DPS of each individual is lowered.
(edited by Healix.5819)
Considering they can be traded and are only used as a cosmetic upgrade, they actually have a rather high drop rate compared to other similar items.
Knights are too much of a gate to Scarlet now
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
There’s nothing hard about the knights. With the 50 limiter visible on the UI, no coordination is needed either, assuming people understand it.
The problem with the knights is that it’s another spotlight on the zerker issue. You only need maybe 30 zerkers that know how to play to kill one. Add in 20 bad players or players with low DPS however and it becomes much harder due to scaling, because now those zerkers have to carry 20 additional people. Back when you could simply zerg them, this was less of an issue because scaling isn’t on a 1 to 1 ratio.
In a real scenario, I doubt you’d be able to get a random team of mostly decent DPS, so you end up either barely making the timer or not at all. ArenaNet simply has higher expectations when they balance these encounters.
If the failure rate is still high after a couple days, they’ll surely get nerfed.
The platform you’re sent to is based on which knight’s teleporter you went through.
What does that leave us with? A rifle warrior? And what else?
Everything. If you feel you’re not capable of controlling your character, simply don’t attack anything and only focus on avoiding the lasers. It’s really not that hard.
Either these players are extremely bored or they are so poor that they can’t spend a few bucks to buy the gems from the cash shop.
So the complaint is that people are playing the game rather than spending money in the gem store?
You do know gems can be bought with gold right? It’s also faster to buy gems with gold by farming players than to farm keys, if you know what I mean.
You have to use a finisher once. Are you actually using a finisher, complete with the finisher’s animation, or are you getting to 99% through the cast and then getting interrupted.
Blue Knight gets healed from 40% to 100%
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
I keep seeing this excuse, IT IS NOT THE MENDERS that are causing the bug we’re discussing. We have been fighting the menders for over 2 weeks, we should all be fully aware of their abilities by now, IT IS IN THEIR NAME…
It’s been a lot longer than 2 weeks since we were introduced to menders. In fact, everyone that doesn’t know their special ability by now is either a new player or has never left the zerg. Unfortunately, the same can be said for most of the abilities used during the Marionette, which a lot of people didn’t know. Considering all these abilities have been encountered in solo instances, I don’t even…
i think what should of been done is a vote that the community did based on which servers are dead and need free transfer too them or something like that and then keep it at 1800gems for transfer for all the others
They did do a vote and they’re giving you a chance to vote again. Simply lose the season.
Don’t delete them? But the same thing was said about ascended materials…
Blade shards should have been refined through crafting into the components needed and optionally stored in the material storage. Instead using blade shards in the recipe, refine 500 into 1 ascended one, 250 into 1 exotic, 100 into 1 rare, etc.
With blade shards coming only from aetherblades in the future, I doubt there’ll be an actual sink.
When suddenly, a bunch of pro players decide to hop off of the #1 servers and transfer to the lowest server. Too many free riders transferring to the top.
I was in a overflow a few hours ago that was 50 on blue, 35 on green and 20 on red. Blue finished first and went to green, green finished about a minute later and went to red and red finished with 1 minute remaining. When moving from 1 knight to another, only high DPS players should go. There’s no point wasting a slot on a subpar DPS unless there’s not enough people for the minimum scale.
If you could get a group of only berserkers that know how to play, killing the knights is much easier. You could probably kill all 3 knights with only 40-50 people, but that simply isn’t going to happen under normal circumstances.
How do you know it’s scaling past 50 and not just a case of bad DPS? Other encounters in the game do have maximum scaling limits, so there’s no reason to not have these limited at 50. People not contributing to an encounter aren’t supposed to scale it, but we all know that’s not entirely true.
I’ve seen people tell others to leave if they’re doing 0 damage. From personal experience, once a health bar is scaled up, it doesn’t scale back down.
I joined an overflow that had the portals up, so I went in to find myself solo. I got the prime holo down to 80% in maybe 8 minutes before someone else came in. I left shortly after.
Later I thought maybe the platform you’re sent to is dependent on what portal you take, considering there’s 3 of them.
Current Scarlet's Knights (Post Patch 3/6)
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
Last night I was soloing the knights, doing a sliver of health off their event UI health bar by the time the zerg showed up, so roughly 3-4 minutes. I’d guess the knights are balanced around 30-40 people minimum. I also somehow got into the prime holo solo, able to deal roughly 20% damage in ~8 minutes.
If only 50 people can get the attunement, what happens if there’s 100 people? Does the scaling account for this or will the knight now be impossible to kill, as it’s scaled for 100 attuned players?
I’ve never seen a problem with melee players, since it always targets a ranged person. The only people that could possibly get eaten are those that don’t press 1, since it’s so easy to break yourself out. With proper use of immobilize and slows, the achievement should be easy. The hard part is not getting a people to ruin the achievement because they’re impatient.
Only if the top people quit. It’s impossible to catch up because of the living world, dailies and monthlies. Rough estimate, a new player is 7000 points behind.
But the accounts we list, like Scarlet, Lord Vanquish, Mordremoth. While they aren’t run by ArenaNet are they run by certain people at ArenaNet that have gotten the ’’Yes’’ sign to do so?
They don’t technically need a “Yes” if they agree to never admit to it.
I did not. I stopped attacking when the buff had around 10 seconds left every time, and I don’t use damaging conditions in my build.
Did you stop attacking before the prime holo was killed the first time? Because as it splits, you can hit the R/G/B holos as they spawn, causing it to fail.
Were the R/G/B holos not killed at the same time to prevent the additional adds? I thought maybe attacking the invulnerable adds could bug it, but I didn’t get a chance to try.
The achievement is probably tied to the debuff you get when hitting them without the proper attunement. Watch for it.
Noticeable Lower Population after Patch
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
Day 1, I found myself in empty overflows. It wasn’t until I got onto my main server that I actually completed the event. Day 2 (after the knight change) I didn’t even get an overflow on main. A few hours in and there wasn’t enough people to kill 1 knight. Luckily, I guested to an overflow and got a free ride to the end.
The problem with having no loot on the knights is that not only are people going to not bother now, but it also encourages people to continue killing champions or AFKing and port when it’s ready. Just keep hoping overflows.
I assumed they meant they’re not ran by ArenaNet, they’re ran by the characters. Because @Lord_Vanquish and JF.
Personally, I don’t think they should do it because in-game characters using Twitter is a pretty big disconnect, which is why they shouldn’t admit it.
Yes, by default the highest buyer is selected when trying to sell something.
The highest priced buy order is filled first. When buy orders are placed at the same price, the orders are filled in the order they were placed.
If the highest buy order is 1s 44c, and you put one in for 1s 45c, you’re first in line.
If the highest buy order is 1s 45c with 100 listings and you put one in, you’re 101st in line.
If someone puts a buy order in for 1s 46c, they’re now first.
/story
I remember going to Orr for the first time. I just finished Bloodtide Coast, which was very difficult as the pirates hit quite hard, and was following my personal story. I encountered Risen pirates on the coast, which could pretty much 3 shot me and underwater combat was serious business. I still managed however. I thought Orr was hard.
After being there for several hours, I decided to go back to Lion’s Arch to finish crafting (tailor/jewel) and get myself some new gear. I went from varied level 40-60 blues/greens to level 80 rare magic find gear. I went back to Orr to find that it was actually easy. After living in Orr for months (I used to solo all the events including Dwayna, Grenth and the catacombs), I found the culling of Orr because of player travel complaints a joke. Those anchors never hit me.
I never had a waypoint problem because I never used them.
/theend
When they originally talked about quests, they talked about how other MMOs would have main, epic feeling quests with filler, boring grind quests in between. With GW2, they replaced that with the personal story and dynamic events. Hearts weren’t originally a part of the game. Both hearts and scouts were added later, when they found that players of traditional MMOs would get lost, since they would try to quest (personal story).
Questing should exist in the game and be handled like the personal story. Quests would mainly be to tell the back story of what is going on or side stories, which they have been doing through their site, but they don’t have the resources to do this.
Achievements are used as quests though and the living world tracker is basically a quest.
Would you have preferred it if they simply nerfed 1-50 and added 20 more levels featuring the new mechanics? They could have done that instead, making it slightly more of a grind for players to catch up. In the end, it would have been the same thing. I wouldn’t expect compensation.
Theres a timer that will log me out.
That timer is like 40-50 minutes. I just alt-f4. If you were working on something, would you not bother to save it before rushing away?
The people going AFK during the fight are probably those wanting the achievements. It’s easier to get them if you simply don’t participate. Unless the people you’re reporting are AFKing every single time, there’s really no point in reporting them. ArenaNet is only going to investigate them if they get multiple reports and even then, they’ll have to catch the player “botting” in real time, which isn’t going to happen. Simply put, you’re only wasting your time if you bother to report them.
AFKing by itself is not against the rules. AFKing and getting rewarded however could be considered griefing as well as exploiting (the contribution system).
Lower your graphics to minimum and lower your sound quality. On entering Lion’s Arch for the first time (and every time after rejoining the map), close the game and start it again. The game has issues loading/unloading resources which eventually causes the game to crash. The more zones and zergs you load, the higher your odds of crashing becomes.
If you still crash, you can always tag the event and run, or wait for the zerg to finish the event. Then jump in.
I just completed both the achievements. They work as you would expect, but you can’t get downed.
I attacked the prime holo, the green split and the micros. The RGB split all died at the same time, so no additional adds. I thought attacking the micros might bug it since I had a red attunement on while they’re white, but it still counted. Simply put, there’s no need to not attack at all, if you know what you’re doing.
The laser’s trail lasts for a few additional seconds (around 3) after it disappears.
Most people are going to miss these achievements because of getting downed. You’ll need an invulnerability (or maybe a block) to live through the laser blast during the last phase.
That would only shift the problem to someone else though. The quick fix would be to remove the R vs G vs B and make it completely random, making it even on all sides.
Knights aren't dropping loot [Resolved]
in Battle for Lion’s Arch - Aftermath
Posted by: Healix.5819
I heard the knights were dropping loot prior to the last update. My first run was just after the update, and I didn’t receive any loot, even though yesterday I had no issues.
They’re simply bugged. ArenaNet probably realized they’re dropping too many boxes and hotfix disabled them.
The personal story was a static world when they were trying to create a living one. Rather than phasing players to their spot on the timeline like every other MMO does, ArenaNet wants everyone to be on the same page. I doubt they’ll do a personal story like the current one again because it was too limiting. This is why they have now decided that the personal story is historical, taking place in the past, because they couldn’t assume where people were, so they had to basically ignore it entirely. I can however see personal stories being purely personal and used as more of an introduction to the world. For example, the current personal story should have ended somewhere around joining the Orders while everything involving the Pact and the downfall of Zhaitain would have been a living story.
To simply increase the personal story, they could convert the living story and make a historical version. It would basically be the same story, the same content that everyone has already done up to now in the living story, but it would be presented like the personal story. This would add a fair amount of content for new players to play through, rather than simply deleting it.
This is what apps are for.
Being able to mark down where important resource nodes are once found would be lovely.
Yeah, until they get shifted with the next patch.
Or when everyone in the zones leaves. I was in Timberline playing an alt and whenever I logged out for a few minutes, the entire zone would change when I came back. Magic.