If they are releasing new contents in currently pace, I don’t think they have the manpower or then need to add an expansion yet. Maybe a year later, when they can simply renew contents from already-made one like Halloween to keep up, then sparing more manpower for a real expansion. You only have limited resources. If you rush for something that is out of reach, you are going to pay the price, like receiving a quick but broken expansion.
I think it is a bug. I have over 200 passion fruits but only one flower.
One thing I am disappointed with them is, they were fixing bugs so quickly before and right after release that I thought I have finally found a really great MMO developer who can respond quick. But sadly that ANet seems to have vanished into the air after that first week. Wondering did they lose some core staffs who knows and fixes things really fast …
Is to mine the rich orichalcum in Southsun Cove. Some times you get blocked by that champion karka, but it is also a part of the daily that gives you some spice. I love every level 80’s alt runing back and forth, appearing and disappearing to mine that ore. We don’t have enough time to play all of them but this ore lets us play them at least once everyday. It is also a pretty good incentive for everyone who levels any of their alts to 80 too.
Thanks for this and it really gives me the feeling I had, which also makes me play WoW for 3 years. I hope they can add more things like this. Not things like awful risens in Orr that I never want to revisit please.
(edited by Hologramx.6402)
A few days ago I used BLSK to salvaged 4 level 80 rares, got only 2 ectos. Definitely not worth it. It is like converting 2G into 60s.
BLSK should provide at least 1-3 ectos instead of 0-3 ectos regardless of how poor RNG can destroy your game experience with gem store items.
Hope they will keep the recipe and vendor NPC by simply changing the donation to something else even if the fountain is finally reconstructed. Removing something really useful and loved by everyone from the game does not make any sense. I don’t see it has any bad side-effect either. It is so kitten good to be used to dispose tons of crafting trashes (fine gears, foods etc).
And those nasty environmental AoEs and CCs. You normally only see them in Raid instances where you receive reasonable rewards for overcome them, but in Orr, you receive nothing but punishment instead. Don’t even try to cross them.
Besides, the aggro range of mobs are far greater than anywhere else in Tyria. Fighting in melee distance can easily get you into a fight of 1 vs 3 to 4 mobs without their shouts for help.
If they drop tier 6 mats at a recent rate, I understand. Problem is, they hardly drop anything worthy and most of them are trashes that never match the pain. In one word, there is no reason to be in Orr unless you try to finish your story or complete the zone, period.
It is nothing but a CHEATED design.
Constantly there will just 1 or 2 trashes spawn randomly from nowhere into the corner to make you lose control and waste your time. Even if you all spread out to try to kill them quickly, all these trash pawns still act to waste your time.
Just one trash in the corner and you lose control completely? Seriously? What kind of logic is that?
Unless you have a lot of good dps players spreading out to clear them ASAP, it is very easy to run out of time due to these cheats.
I will never do this again unless they remove the cheats. Wasted 20 minutes just to do a cheated event is noway fun but frustrating.
This quest is so stupid and horribly bugged.
(1) Quest objective too Ambiguous!
“Use the tank to stop the counterattack”
Okay I use the tank but with these endless respawns, what’s the goal? When will it end?
(2) Changing the direction of the tank never stop. So it is always pointing at 3 o’clock or 9 o’clock. Releasing button 1 or 2 and it is still turning until it stops.
(3) Just one hit from an enemy, you are knocked down from the tank. You can hardly stay on the tank for more than 5 seconds.
(4) Camera bugged constantly and jumping in all directions.
Trying to finish it and wasted like 20 minutes, finally I gave up and decided to send in report in the forum. I moved my character back to behind the tank and doing nothing. Most friendly NPCs are dead. When I was about to finish writing this post, OMG, it proceeds to the next stage. Looks like you need to AFK to complete it. Wonderful! Isn’t it. Quest objective should be “AFK for 30 minutes and pray that it proceeds”.
They have a very poor session control over forum log session. Looks like it is a 24 hour-ish fixed session. So you can post without any problem, but get logged out a few minutes later. Worst of all, it is so dumb that if you happened to receive that time-out while trying to post something, you lose everything you wrote.
The session control system of this website is simply substandard. It is not about security at all. It is simply horrible web programming. What a shame.
Deers are God’s servants in Shinto.
Guess that’s why they are so OP
I tested both cases. Only one sigil, the first one got stacked, would work.
For example, if you have power sigil on your Greatsword and condition damage sigil on your hammer, if you get power stacking first, it will stay and get stacked only when you use you Greatsword to kill anything. Switching to Hammer won’t stack anything at all. If you get your first stack with Hammer, the sigil on your greatsword would never work until your reset the stack by relog or changing zones.
If you have the same sigil on both GS and hammer, they will always stack regardless which weapon you use. (only 1 stack per kill even if you swap weapon in combat)
If you use D/D with two same sigils, it stacks twice upon killing a mob. I didn’t test this myself but friends told me that it works this way.
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I have a level 80 guardian and a level 51 Engineer. Absolutely guardian if you are talking about soloing everything. Tagging disadvantage in event only happens in the case that there are a lot of people killing everything too quickly, which is exactly the opposite of soloing. I never stay long or repeat any of those zergs, even so, I still can tag pretty well with GS #2 and #5 if you act fast enough.
The game mechanics is just unfair in so many aspects.
Mob can knock you back and make you fall to death, but you can’t knock them down to fall.
Mob can go evaded and return their health to max even if they might only had 1% left (happens frequently underwater) but you are left in combat permanently and your health stay low forever.
Other than the chained cc from mobs, there are also environmental CC in Orr that you can not kill or destroy, which also leave you in combat even no mobs are around.
Many hostile turrets can hurt or knock you down regardless of LoS.
Many waypoints in Orr are constantly contested. They are like buses that charge you $10 per ride but always late for hours.
Had this happened since release, with my elementalist, auto target and auto attacking nearby mobs (even neutral one) when switching attunement to air for speed boost. I thought it was an Elementalist attunement bug and it still exists now.
Then I found the same thing happens with my Guardian when using Retreat. It will choose a target nearby automatically but since I use a melee weapon, I won’t attack but only enter combat.
So the problem is probably when you use a skill with your auto-target on, it will always pick up a nearby target if available, regardless of whether the skill is offensive or not.
Please fix this. We have been waiting for 3 months and it is still not fixed.
I also noticed that I am not receiving anything for defending towers for 15 minutes or so . That happened like 3 times. Had a few kill counts, dealt plenty damage with AoE, and the event log just despawned after the timer reached zero. No reward, no medal. I only do WvW for monthly kills so I am not sure if there is a change recently, but I was receiving rewards for defending invasion previously.
Are they suggesting us not to defend towers but just keep repeat the “zerg, move elsewhere, let enemies take and retake” loop?
I think this sort of infinite farming, without time limit like dailies, should be removed. Unlimited salvaging points can destroy low level economy by its side-effects. I know people who bought a lot of low level gears from tradepost to just salvage them, thus causing prices of some low level gears to rise steeply because of less options and supply drops heavily when most players are already high levels. Imagine a lot more people trying to do this to obtain more achievement points, especially when the inflation is growing immensely now. It is going to destroy a lot of balances in the world.
Salvaged 4 rare 80s with the gem store salvage kit yesterday. Only 2 ecto.
I guess I should never buy any gem store salvage kit if it is so useless against RNG.
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Most of them are closed on the top servers too.
It is also extremely hard for a fresh 80 to get to those temples because most WPs in Orr are contested constantly. Usually you have to make your way further solo, but if you died on the way trying to go further, you are pushed all the way back to FoT.
It is like there was never any high-end karma vendors in this game now.
It is a fact that, if you run a lot of dungeons, you are very rich. Otherwise, you aren’t. And due to the steep inflation, if you are not earning fron dungeons, you simply become poorer and poorer.
I hope they are smart enough to see the discrimination.
And this inflation is hurting new players seriously because most dungeon runs take it for granted that you are a level 80 with exotics, while price of exotics rises in TP, and temples in Orr are usually closed and your karmas is useless.
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Add achievements like “Complete 50 Events in Queensdale” for each map.
That should add up to a lot of achievement points and it is pretty good to keep you playing (especially your alts) in every zones over Tyria. Currently 100% map completion only requires you to finish Renown Hearts and you can simply skip all events (like many people do because it takes a lot of time and some of them are just too hard to solo or bugged).
The only overflow you get is LA because of most dungeon fans are in LA now, for the fractals. One step out of LA, even in the most popular zones next to LA, hardly any zergs now, even in prime time. In prime time of weekends, you may not see the differences. But any other time, you will be surprised that you may start a Centaur invasion event solo, gradually people will join you but still it may ends up like only 5-6 players only to kill the champion.
There are still many players keep playing with inertia, and GW2 is lucky because it is the last big MMO title released in 2012. The WoW and Rift expansion has less impact than any new competitive MMOs, although I am constantly getting the urge to go back to WoW since WotlK whenever I saw some terrible imblances or bugs that I saw 3 months ago exactly.
For now, I am reluctant to buy any more gems because their ignorance to bugs and imbalances and suggestions has made me lose my faith. No improvement, no more support. Adding new contents instead of improving current contents makes me feel that they are only interested in attracting new players, instead of pleasing existing players. This is the Korean F2P MMO style which I hate most.
You get sucked by PuG then people will tell you to get a guild.
If you are in a guild, it divides your guild into 3 or 4 groups with different progression, absolutely impossible for a new level 80, and still very hard to get a decent group, then people starts to tell you to go PuG. Funny enough?
Looks like it behaves more like a conspiracy to destroy the community, instead of a game I knew as its Dynamic Events appealing to help each other, share with each other regardless of levels or capabilities.
It is not about condition. I think he is talking about “Without Condition”. We are all aware of the condition case, although it is the first MMO I played to treat you still in combat with any condition/debuff/DoT on you even all enemies are dead. Seems like they don’t care about the strict definition of the word “In Combat”.
AFAIK, This “Permanently in Combat” situation appears frequently in the following cases:
(1) The mobs cannot reach you and reset, but you are still in combat forever.
(2) You stealth and the mob goes back to its position, still in combat.
(3) Environment weapons or turrets that target you but cannot hit you, either due to range or LoS (some disregard LoS though).
(4) Mob resets for no reason, especially in underwater, leaving you in combat.
Although it is possible to get out of combat by logging out and in in most cases, you will lose all stacking buffs from sigil and also buffs from sharpening stones, potion (these are bugs since release and again, just another thing they don’t bother to fix).
The worst part is they left many things like this for THREE MONTHS!
I saw so many terrible imbalances 3 months ago, and I am still seeing almost all of them now. Orr is only a part of them. Many events out there are still swarming a solo player with non-stop waves of 5+ mobs, sometimes 10+.
My experience improves a lot in 3 months, but the game seems to only have received improvement of 3 days work.
80 Warrior, 318 hours 98 deaths
80 Elementalist, 277 hours, 122 deaths
80 Thief, 115 hours, 25 deaths
80 Ranger, 96 hours, 6 deaths
58 Guardian, 71 hours, 12 deaths
45 Engineer, 50 hours, 13 deaths
38 Mesmer, 48 hours, 6 deaths
35 Necromancer, 37 hours, 10 deaths
Over 95% PvE activities. Deaths come from dungeons > WvW > Seasonal event challenge to high level zones for low levels > falling deaths > Normal field activities.
The most serious problem is, there is no safety route to tour the map at all. You need a group to move further into the next zone unless you already have full exotics and play specific professions such as warrior/guardian. Then, everyone keep repeating the same events, no one is willing to move deeper into the zone.
It is only pain to trying to move deeper into the zone.
It is only pain to move around to find things to do, event or mining or harvesting or anything else.
This is what makes these 3 maps the places that most people wants to avoid.
An end-game zone that hardly anyone wants to visit and stay? That’s the last thing you want to implement in an MMORPG.
Good idea. Just make all non-city zones into overflow servers. Currently it makes completely no difference with PvE being on a overflow server.
Overflows do not get WvWvW world bonuses.
Yeah that’s silly too. If you cannot get into your home server on a specific map, you don’t get that bonus because your server is full? That’s ridiculous.
After all, since most (all or not, not sure) bonuses from WvW are on individual, they should be given to each individual player according to your home server, regardless of what server you are on.
Achievements are results of your total endeavors. One-time achievement is only part of them. Daily and Monthly are important to keep people log into game constantly, therefore rewarding them with achievement points is reasonable, not to mention that they also serve as a part of your continuing endeavor. And I think it is one of the reasons that keeps many people still playing the game.
I don’t know how that 15k achievement points being built but I think it is just insane and you’d better to ignore that. Don’t be bothered by those insanities. They are just like nightmares that actually never exists and you never want to see again.
Good idea. Just make all non-city zones into overflow servers. Currently it makes completely no difference with PvE being on a overflow server. When you try to enter WvW, the server knows your home server and can simply send you there. It also fixes the problem of unable to see WvW from an overflow server, which is very stupid. If you need to meet others, simply form a party and join them. Also automatic solution for guesting to other servers.
I can think of nothing bad but a lot of merits in this idea. Why don’t they do it?
It didn’t take 3xlevel 80 masterworks trinkets too. All those trinkets are bound trinkets so I thought they don’t accept used trinkets … which opposes the way recycling works. I think this is a bug.
I guess some parts of their “Major Updates” only last 3 days.
Again, champion mobs are trashes with huge health pool.
For me, the rich ori node in SC is a daily hide-and-seek with the Champion Karka.
Don’t take away my fun please
They can simply scale the portrait down a little bit if there is not enough space.
Or more easily, delete one of their own profession if they cannot even handle 8 on this screen that you always see everyday and yet always one is missing, as the ‘reward’ of paying them $24 for the slot expansion.
Currently there is only a total count for the number of DE you completed. Discovering or struggling through a chain of DEs, successful or fail, to reach a rare specific event does not give you anything special usually. If you are lucky, maybe a chest with some greens/blues, but usually it is just pointless to do them other than the fresh first-time experience.
I played a lot of PvE, always trying to complete maps, and most players I encountered are doing the same, especially in deserted zones. On the contrary, players who are only interested in leveling their toons are used to repeat specific DE chains because it is more efficient. You don’t have to move, don’t have to pay for WP cost, don’t get stuck with bugs or champions or even some veterans that are not soloable.
To make people move around the world of Tyria, I suggest you add a DE achievement for each map, like the usual 100% map completing, that requires you to complete all the DEs in a zone. Then you receive another title (perhaps another star) when you complete DEs in all available zones. Also provide a decent reward for 100% DE completion of each map, like the 100% map completion, maybe tokens to let you buy ascended rings would be great. In that case, either with your main or alts, you can be rewarded for the highest tier by playing your own style, and the maps should be more lively with all these people who prefer DE than repeating the same dungeon.
GW2 has a huge and fantastic world and a lot of events but they are not fully utilized at the moment. 100% DE completion is much harder than 100% map completion because DEs are not persistent. You would have to stay longer in the area to wait for them to start, and events like escort event, which is usually avoided because it takes long time and are usually harder, but also usually lead you to a chain, would be more meaningful to be completed. There should be a lot of fun and it should be worthy for level 80s to spread out into the low level zones if this is also one of the way to obtain the highest tier without having to group or die repeatedly in dungeons or WvW.
(edited by Hologramx.6402)
I would like to know are they eager to let us have separate key customization for each character. Some profession like Elementalist use all 4 profession skills very frequently but hardly use swap weapon, while some hardly use the profession skill or just one but use a lot of weapon swaps, It does not make sense for all characters to use the exact same key customization. I have played more than 10 MMOs and this is the only one that does not have a character-based key customization which is such a shame.
You are missing the point.
I am expecting to get the stack from that specific weapon to be effective when you switch to that weapon. For example, if I have +5 stacks on my axe for corruption, when I switch to longbow, I still can receive +7 stacks of bloodlust for killing 7 mobs with my longbow while the corruption stack is absent. Then when I switch back to axe, I would get my +5 stacks of corruption back and my +7 stacks of bloodlust from longbow absent until I use longbow again. My longbow is for direct damage and axe for condition damage, which fits both weapons just fine and it should work that way.
No way you can suggest that an MMO game in 2012 cannot remember what buff and how many stacks stayed on that weapon while being switched.
I happen to find this bug when I had a sigil of corruption on my axe and a sigil of bloodlust on my longbow. Upon log on, the first buff I receive would always stick to my character until log off, regardless of what weapon I am using. So, If I started using axe to kill a mob, that corruption buff would always stay even if I switch to longbow. Even kill something with my longbow, I can never stack any bloodlust until I relog to reset the buff. The buff from sigil needs to switch when you switch your weapon.
It is not that people want to play alone, in fact, most people want to play with others, that’s why they are playing an MMO. However, they want to play at their own pace, i.e. for total freedom, so you can pause or move in any direction you want, not being restricted by others. That’s why the DEs are so much important because it lets you play freely at your own pace, but also let you play with others.
But sadly, level 40+ PvE of this game hardly has any DE like in the starter zone and usually you find yourself alone while trying to do them, and frequently the unadjusted imbalance screws you up. And that cause you to be alone much more frequently because people avoiding these lonesome zones. It is a consequence of bad balance, not that we want it.
If they added only the agony stats that is only required in FotM, no extra stats as huge as one extra upgrade slot, things would be quite different. It won’t be a gear progression, it will be a pure FotM progression and won’t affect WvWvW. But they just did it, while adding the mechanics of a Gating War. Now that discrimination has flooded over everywhere, map chat, guild chat … I felt this world of Tyria has become such a harsh and unpleasant land now.
Agree with OP. We have fought Claw Island and Fort of Trinity all by ourselves as the hero of the story and then in the finale, we are just like one of the NPCs. Besides, you don’t need a party to defeat Zaithan if you are only to spam one button for 5-10 minutes in the boss fight. A bad ending ruins so much of the whole story.
I love the level 60 story that leads you to the vision of ruins of Arah, where I can walk around taking my time to look at the whole place, where you can hardly do this in the real Cursed Shore because of all the nasty mobs around. If it is not solo, I won’t be able to do that. In fact, I never have a chance to look around for all the story mode dungeon runs. Every time it is just rush through the mobs, killing them or not. Besides, those stories in the story mode dungeons are part of the whole story that you definitely don’t want to miss, but unfortunately having to run as a group simply ruin everything and fail your immersion.
I think all story mode dungeons should be solo instance. I never have a chance to watch any cinematic in the explore mode because everyone is skipping and you don’t want to fall behind. It is also happening in story mode now with alts or players who don’t really care. I don’t feel like being in a story, but in a bot run.
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Most people are asking for a party that adjusts to his own level.
In a guild with 50 members online, suppose you are very lucky to have 50% of them interested in running FotM at that specific moment (which is usually not happening), it is even harder than forming a 20man raid without a schedule. You will have to deal with the problem that people demanding groups for their levels, then fit everyone into 5-man groups with most of them compromising.
I suggest they divide the levels into brackets of 10. 1-10, 11-20, 21-30, etc. You get the same rewards and same amount of progression points in each bracket, regardless of the number. Level 1 and Level 10 both give you the same amount of progression points, which add up to a certain amount then offer you the capability to join the next bracket. 5 points for bracket 1, 6 points for backet 2, … and so on. So you still can earn your progression at bracket 1 even you are already at bracket 2, only a very little bit slow (can be faster because it is easier). After all, you still need the agony stats and skills to complete the higher bracket although it is possible to do tons of level 1 to get to bracket 4 or 5. And it will probably play a part in solving the alt level problem, to make the progression point account wide.
Edit: Most importantly, it recommends a system for high levels to help low levels, not the current system which is repelling everyone else with a different level. It is a completely different stance and the current system is doubtless the easiest way to destroy an MMO community.
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It was better only in the first few days and apparently they stealth nerfed it.
Now it is either no loot or usually a fine, if you are lucky, maybe a green.
The champions have regained their dominance in Tyria.
I posted my ideas on the Suggestion Forum, which can also possibly solve the D/C problem.
https://forum-en.gw2archive.eu/forum/game/suggestions/One-time-event-suggestions/first#post828563
Was thinking of creating a new thread, but since there is already one, maybe I should simply write my ideas here.
Problems with current one-time event:
(1) If you have RL business that takes precedence over the event, you can’t participate.
(2) Hard for players with different time zones
(3) Hard to join your friends since everyone on full overflows
Maybe more.
Since one-time events usually are meant to change something forever (that’s why they are one-time), thus make it hard to be carried out multiple times, my suggestion is to make them happen once in each server but providing multiple chances for players to participlate at different times. Here is the solution:
(1) The event would begin as scheduled on all “currently persistent” servers, including overflow servers, thus changing their worlds.
(2) When you login after the event has started or ended, you can talk to an NPC in LA or somewhere releated to the event to join a queue.
(3) After 30 minutes, or if enough players are in the queue, a New Overflow server will be generated in the state of before the event happens. Everyone in the current queue will be prompted to join/stay in queue/leave the queue. If you join, you will be moved to the newly generated overflow server which has the event started in a very short time, say 5 minutes.
(4) This will last either 18 or 24 hours. If there is some one-time reward, you will only receive one even though you may participate the event on newly generated overflow servers multiple times, in order to have fun with your friends or take the chance to enjoy it multiple times if it is really fun.
This idea does not require any major change to the current server infra-structure and I think it can be implemented with only a small tweak. And it should benefit a lot of players who have problem participating the one-time event.
I understand your pain. Soloing, I fought 2 days on the one in the mine (vista, no JP), another 2 days on the other one near the dungeon (vista, with hard JP). They are very challenging for the first time. When I did them with my 2nd toon, still very hard but at least it took only 2 hours each. With my 3rd toon, they become a breeze that I could do them within 10-15 minutes.
I think they should leave them alone because they make you feel your progression when you do them multiple times. One thing needed to be improved is probably the insane respawn timer (which is very common and unpleasant all over Tyria) which adds more than enough frustration and blocks you from the real challenge.
We are not Bot! We don’t do thing exactly every 24 hours.
And if it is on a 24 hour timer, unless you do it precisely every 24 hours, you will lose a couple of minutes or hours everyday and get your daily timer delayed for hours after a week.
Now that we have some bind-on-use Backs dropped in the Fractals, why aren’t there a category for back in the trading post? Looks like you can get them listed in the Trinket category with All selected but only ‘occasionally’, it is so unreliable. Besides, I think they should be categorized as armor, not trinket.
I agree that the dungeon difficulty in this game is somewhat too hard for casual players, comparing to all the recent MMOs I have played (WoW,Rift,SWTOR,TSW). It is just fine for me being an experienced player at nightmare raids, but I am worried that this difficulty is going to drive casual players away.
Level 1 of the Fractals need to be something to let you learn the mechanics of each fractal, not this hard and challenging (not all of them though, but some are really hard and punishing for even experienced players). I understand they don’t want you to farm an easy mode level 1 over and over again, but I think it would better to add some sort of DR in this case, i.e. You first level 1 run reward 5, 2nd run reward 4, and so on until the daily reset. After all, you can already see that hardcore players have no interest in low level fractals at all. Currently there are simply too many deaths before you manage to learn the mechanics, not to mention that those jumping puzzles are not favorites for everyone.
I am not sure how it works with pets/minions or clones. If they are counted in the 5, it can be a problem in dungeons. I hope they don’t count pet/minions/clone as that five. Might as well make the restriction work in WvW only because it is supposed to counter the turtle strategy in WvW.