Invisible armies and player culling is ruinnig this game for me...
in Suggestions
Posted by: Hsinimod.5784
Oh, and you should add this to the Suggestion forum (or Bug). I’d rather have super low quality players until they render properly, than nothing at all.
As it stands now, I have nothing, not even their shadows, to tell me if anyone is there. And it happens with only ~40 players present.
Invisible armies and player culling is ruinnig this game for me...
in Suggestions
Posted by: Hsinimod.5784
I agree, there is something wrong with rendering. But my computer is low end.
Having people “pop-up” around you is annoying. We’d never so carelessly run in otherwise.
I think there is an option in the settings that causes it. My roommate plays on High settings, and didn’t have the issue until I changed his settings to Ultra/Max. After turning back, he now has it. He even has it on Medium.
I think one of the options is it, but the description doesn’t give it away. Plus, you cannot test, since it is too late when it happens. A “heat of the moment” situation.
I don’t get it on super-crappy low setting. Looks like I’m playing a PS game then lol, but everything shows up.
Art, I think you are missing the point.
Many are fine with the cosmetic rewards. They do the dungeons for fun, knowing they don’t want the content. They want to complete the world, and they already have the look they want.
This is their game. If they run out of content, they’ll quit and come back later. It’s free.
If others are disappointed and feel “done”, then they are disappointed and done. They played the game and finished it, and it doesn’t really apply to them. They most likely are going to enjoy a different type of MMO. GW2 doesn’t need to be the “everything” MMO.
Anet can always patch in new content and a new direction. But that is guessing at far off down the line. For now, it is not what this game is.
Basically, enough of the playerbase is fine with the current system of rewards. WoW and the MMOs like it, the playerbase wanted stat progression but others hated it. GW2 is for the “others hated it” group. Stat progression is no longer an element, and it is about fun. If you aren’t having fun anymore, you really are done until new content brings you back. No sub, so we can feel guilt free about that.
Just take a break until it appeals again.
Lol, polish at release? Good joke bro. The Trading post was down for maintenance for like a month. That COMPLETELY ruined the Gem prices because nobody had gold to spend on gems due to not being able to sell anything on the trade post. The Gem value is finally going up, albeit slowly. The damage has already been done. Seriously, don’t make me laugh, this game was absolutely broken at release…
Edit: and there is no excuse for it. People like me who had been saving up hundreds of dollars for gems to sell for gold completely got screwed because Anet dropped the ball with the trading post being broken for a month at launch.
You chose to spend your own excess money on gems, to sell back for gold, without even knowing what value they’d have, and then blame another? Not very intelligent. You were playing the market and were upset it didn’t work for you. That’s tough.
You could have bought gems later. You could sit on the gems now. Nothing is lost, except your own anticipated result, and that was not a sure thing anyway.
People who are pointing out bugs are not crying. People demanding an immediate fix, that is crying. That is also ignorant. That is why others look down on them, for lack of foresight and intelligence.
“I paid for a game and I deserve blah blah.” That is a matter of perspective. And most people lack it, severely. An example, it is funny to see that gems only sold 100 for 20 silver, but people then blame Anet that inflation didn’t take off to expected values. No one had to buy gems (which are at a flat fee, so we can buy later when they are priced where we want the market to be). Complaining about our own poor choice is not someone else’s fault. The fault is entirely our own.
Upset the game isn’t smooth enough for our personal standard (my shield clips and I refuse to play until fixed!)? Fine. Then go away, and come back in a few months. We aren’t paying a subscription. We don’t lose money. And the game we want will be ready then.
Trade Post is a wonderful help. It is not a needed mechanic that needs 100% up-time. We didn’t pay $60 to play on a Trade Post. We paid to play content. If your personal story is screwed, then you have a legit bug, and should expect it to be fixed, at some point. We don’t declare that point (again, ignorant to do so). A Skill Point or Dynamic Event can be done later, and doesn’t ruin the other content available. PvP and WvW balance is debatable, so to hear people complaining already is childish. Point out an issue and move on. Don’t stomp your feet and throw a tantrum. Legit complaints get addressed.
For those with a wider perspective, we see this all and just wait. We report the bugs. We see them addressed. We move on. We’re informed. We paid money for a working game, and we have it (or if your perspective is different, you will have it). There is no difference between “now” or “later”. If you lack patience, then you could have read the wealth of reviews. They honestly state GW2 is a great game but has bugs that inpatient types might want to wait until fixed, before buying. Everything has been quite upfront and available, for anyone willing to not be lazy and look.
If I’m upset I can’t level with my friends, that is silly. I can’t be upset at someone else for my friends not waiting on me. But I am, since I don’t expect them to wait and I need to be upset at someone. I ignore that they can play with me as a higher level. Or we can play alts.
Many complaints are complaints of luxury. “First World Problems”
Why merge two separate stats?
If they need tweaking, fine. But there is no point to merge them. None that I can see at least.
GW1 was annoying in that regard. The leader was the hero, and you were a side-kick trash mob, just like a disposable henchmen.
I’m kinda shocked it carried over into GW2. I assumed it would be “our” story. Not watching “their” story.
The missing Charr is Zemzer. He is inside my “Home” but offers no special dialogue and acts like he doesn’t know me. After getting my Sire’s treasure, Zemzer gets amnesia.
Minor bugs in the personal stories, like missing NPCs or NPCs that won’t follow correctly, make it seem sometimes I might be “missing” a part of the story. The quest works fine overall, but the elements inside the quest do not.
Examples. The Charr storyline with Iron Legion, Dinky, and Loyal Soldier biography options.
When making the Ghostborne Musket, and choosing the Ash Legion’s Turret technology, you get a new member to the Warband at the final part of the quest chain. A young Charr rogue it seems. He shows up during the next chain, the tracking down of the keys and opening of my father’s treasure, then disappears from the rest of the story. Only Luccia (spelling?) and Dinky (the one I chose at creation) show up after that.
When choosing where to place my Warband members and the Ghost Turrets (for that same quest that gives me a third Warband member—the young Rogue—in the Ash Legion final test/assault of the anti-Ghost technology), the pathing of the NPCs is bugged out, and they run around super fast and are hard to click where you want them to stand. They basically run too far away, and when you move toward them, it triggers them to move again, resulting in never being able to click them, or clicking the wrong person (as they like to stand inside each other)
Also, when having to pick my Order, Luccia and Dinky are outside the “barracks” with Rytlock AND they are inside the barracks too. But that young Rogue is missing.
The quests leading up to choosing my Order, where I get to pick between the Orders’ various ways of tracking down a necro-amulet, the first quest with the undead Grubs at Howl’s grave has the pathing and dialogue messed up. The Whispers Blacksmith and the Vigil Solider will have their second set of dialogue trigger when going near the Grubs (after the cutscene) and then they will never move from the spot they had the dialogue trigger at. They won’t help in the fight. One or both may become bugged. The Elementalist female is fine, and follows. If both are bugged, they might blurt their lines at the same time (something about never having fought grubs before), or only one says a line and the other doesn’t. If they don’t say their lines, they help in the fight, or at least get closer to the fight before becoming “locked” into a position.
Very minor, and not game breaking. I notice many little things like that in my story and others’ stories.
After they become fixed, I hope to suggest that you allow us to repeat our stories. No rewards, and no changes in our previous decisions, but just a way to see what we did when it is working at 100%. Like reliving a memory. It also helps to witness the branches of stories with friends, since we can’t see what happened once passed up. It is a way to show friends the story of a race they might have not wanted to play, or only made 1 character of that race.
Another bug, wrong text. Unfortunately, I can’t remember specifics. Words repeated twice (my my or went went), or the sentence starts out one way and changes to another context—like “I went to my house and got my back home to get my book.” It seems like the sentence should have been “I went to my house and got my book” or “I went back home to get my book” but somewhere in editing, both sentences got mushed together and left in.
The only example I do remember is when you are talking to Rytlock about making the Ghostborne Musket, and he calls YOU sir. It is clear, you are supposed to be calling him sir, but the dialogue got messed up. Instead of the banter going from him, to you, to him, the dialogue just stays as him talking both sides. It is the dialogue tree options while you are meeting him in his office for the first or second time (not actually spoken, but the optional flavor text we can explore).
(edited by Hsinimod.5784)
Skill challenge breaks, it seems from people running away or losing, and it doesn’t reset properly. Then it is broken until the server does a soft reset (when they happen) at night.
Basically, after the message pops up that there is a “new build” or that we need to log out and back in because of maintenance, all broken Skill Points work.
Until they bug out again. I even suspect some bug them out on purpose.
Some of what might be labeled as “minor” clipping issues, others of us would consider major.
If it happens 100% of the time, and with 100% of armor options, then there is no way to avoid the clipping ever.
In those cases, the hair style, or issue in question, should be removed from the game since it does not work properly and we should be allowed to re-pick from choices that work.
My Male Norn hair goes through the collar/neck/back of all armor. It shouldn’t be displayed after a certain length, and is an easy fix. I wouldn’t expect these fixes to be priority, but I would expect them to be fixed at some point.
The tiny braids clipping are minor. I’m talking about the entire length of hair just jutting out of the backside all the time.
The Cultural Shields (look at all of them, every race, seriously) clip with the back of the Sylvari Heavy Armors and Charr Heavy Armors, and I would suspect they need to be looked at with the other races as well. They need to sit further away from the body.
Charr horns disappear with the Head Pieces of the Dredge Dungeon sets. Looks very odd to not have horns, as though they’re tucked away….
Krytan Staffs (the model) clip with Asura ears. They poke through the head basically. The staffs need to be rotated counter clockwise a few more degrees to prevent the error. I suspect all staffs do it as well.
The light armor Student Set will clip with the light armor Embroidered Set when “mix and matching” the chest pieces and shoulder pieces. After seeing how badly it clipped, I didn’t test if the rest of the set had bad clipping issues too.
The Heritage gear Focus is floating at the hip of all races/sexes. If possible, it should either be invisible when not in combat (to avoid the odd look) or it should remain around the wrist all the time.
Preview Window doesn’t show graphical effects of weapons. For instance, the Sylvari cultural weapons only preview as roots/twigs/sticks and don’t show the “blades”. The Fiery Dragon Sword doesn’t show its fire. Looks normal in-game, but not with the Preview Window.
The Preview Window should show weapons drawn, not stowed. One handed weapons often can’t be seen with all the armor clipping. Swords, pistols, daggers, maces, scepters, foci are all affected.
Medium Armor Pirate hat on Charr is too tiny. Way too tiny. Looks like a fez instead.
Human male wearing the light armor Heritage set has clipping issues with the right leg always going through the coat.
Same. I reported this bug with the Crash Report that pops up each time it happens.
It is reproducible 100% of the time.
1) The server transfer was supposed to get a 24-hour limit after this current week long match-up ended. It went into effect without warning before the match-up ended.
2) There is zero prompt that switching is limited. It still says “you must wait 0 days before switching again”. It does not say anything about the 24 hours.
So basically you are stuck visiting without any messages showing what is currently in effect. Not a big deal, but you might want to double check since it isn’t warning anyone.
I really cant come up with an explanation on how servers get spawn camped in the borderlands other than pure ignorance on their part. I’ve seen spawn camping in action from both sides. It always revolves around the winning side pushing south from the closest tower and bottling up the ramp from spawn to tower. The thing is that only bottles up the invaders if they keep runing down the ramp like lemmings.
In case this excaped notice there are paths from the spawn point leading off to either side. One leads to the closest supply camp to your spawn and the other leads roughly to the middle one. Either way provides multipule places to drop down for an effective breakout and the spawn campers can not mass enough forces to prevent a breakout at all the potential places one could happen at the same time. Only if you run down the main ramp into the teath of the grinder can they keep you locked up.
It all comes down to organization. Instead of mindlessly zergin the ramp form 2 groups and push off the sides. steamroll each camp and push north ASAP. One team or the other might run into the spawn camping zerg if they pay attention and react but most likely you’ll only run into a smallish force. Either way both teams steal all the supply’s and move on to the next camp north. Again smash the camps and take more supply’s. From there its up to your own judgement where to hit but I’d recommend a tower you have the numbers to defend. No mater what you decided to do you’ve accomplished 3 things. 1 you broke out of the spawncamp, 2 you now have plenty of supply, 3 you split up the zerg at your spawn point as they try to react. note if 3 didnt happen and the whole team is still there rejoice as they are ceding their Territory to you for being dumb. If they break off and come north to deal with you you can now take all that supply you gathered in the north and strike the closest tower hard and fast and gain a foothold before they can run south agian.
It is not really spawn camping.
Let me explain.
The ones losing have no reason to break out. If they do, they are known about and hunted down. They took supply? Great, they can carry around 10 supply and lose people in a steady trickle of death. They are not a threat, even if they are a 50 person strong group.
Why? Because the other side steam rolled for a reason. They have more than 50 people. Anything they take is reclaimed in seconds to minutes. They can’t fortify. They can’t do anything to defend. They can throw 10 supply into an arrow cart and hope to live 5 min longer…..
So what option is there besides ninjaing Supply camps? Go outside the spawn point and try to get kills.
They aren’t doing it because they are stupid (not all of them). They are doing it because they are bored and want to fight, and the most “balanced” fight they will get is right outside their spawn. Sad sad day.
It is the only safe spot where you know the enemy can’t get closer. Numbers don’t count, only who gets trapped on the line when dancing. And yes, that is better than running north and taking worthless points that won’t last. Doing all that run around results in no reward, only a bill, and only gives the enemy more crap. At least the worthlessness of the spawn camp fight is something, a fight. And one where they might get some loot back.
When more numbers show up, the “camped” will usually flank the enemy to trap them and get as many kills as possible. It’s the only reason people seem to show up, to farm the campers and leave.
People saying there needs to be anti-snowball measures needs to wake up. Your server is getting stomped for one of the 2 reasons:
1) You are outnumbered
2) The enemy is better (more organized)If 1, no buff will help you, you will still get stomped and can just hope for better match up in the next rotation. Anet dropped the ball on this one, but what can you do.
If 2, you are then asking for an unfair advantage for your server because you are bad. That is the most ridiculous and stupid idea I’ve ever heard. Intsead of getting organized, forming a WvW guild(s) and actually playing well and deploying more developed strategies than “lets rush out with 5 ppl, we surely break the siege at our spawn”, you want Anet to hold your hand so you can just run out of your spawn like a mindless drones and capture kitten. Well guess what, that’s not how WvW works.
If you lose all your stuff to a superior server, you better get your kitten together and start working together.
Running out in small groups or even alone and dying immediately, then coming to a forum and demand a buff for your sorrykitten is pathetic. You got yourselves into that situation, you get yourselves out of there. If you can’t, you dont deserve any objectives.And no, I’m not form the server that usually stomps everyone. We are actually getting ourkitten handed to us atm. But if we get out of it, it will be because we started playing better, not because the game felt sorry for us and gave us a buff.
I’m glad that you can assert that it is either 1 or 2, and no other reason is valid.
But for me, I’m not confident in your answer. It is far more complex. It is grossly oversimplifying to say “you’re just unorganized or outnumbered, nothing else”. You might as well add a L2P at the end, it’s so insulting a generalization.
Our “lone wolf” server has excellent organization. We have grouped together and done exactly as Xia has mentioned. The problem is, we’ve already been buried by the avalanche. Every time we fight back the other organized lead team…. slowly…. it is a drop to the bucket. We already were snowballed.
It is amazing to see people ban together and tactically maneuver to reclaim everything. Calling Camps, and where to put siege, and numbers of inc, and flanking, etc. But what’s the point? We’re dominating second place. No way Sea of Sorrows will catch up to us. They’re stuck at third, cause we’re seeing to that. And no way will we catch up to Eredon. They’re seeing to that.
It is simply frozen as is. Organization won’t help, and maintaining equal numbers (at this point) won’t help either.
Psychologically, there is no reason to do more than what we are. There are no gains, only a cost. We’ve upgraded so many times (thanks to 2 players who did all the upgrading mostly) and lost the points when the balance gets lost. That’s all their actual gold gone for a lost cause. 2% stats buffs in pve to become 8%…. not a big deal. We already can do fine without the buffs.
There is just too much crap to deal with, it isn’t fun.
When we lose to a team that we had to fight it out with, and it was close, that is fun. It isn’t about losing, or winning. It is about the balance of the fight.
Even easier: – Walls and gates can NOT be repaired once felled until that keep or tower is uncontested. The same way WP’s work. That will encourage attackers to keep the pressure on and defenders to come out and actually defend rather than hammer on the walls.
As far as encouraging turtling… NO! because if you been under siege for long enough you WILL run out of supply and be unable to repair or build any more defenses. You HAVE to come out to get supply. You seem to forget, this is not a WoW 10 min raid, these sieges are supposed to take along time, to whittle the enemy down, even longer with more upgrades. That really annoys me, when ppl try to hit a tower or keep, fail the first time and give up on it for the rest of the day.. keep plugging, keep starving them out, eventually they will have to come out.
Cool downs on portals? LOL Is there a cool down on your front door at home? NO! Defenders will ALWAYS have an advantage, their walls, supply, reinforcements. Think clever and try to remove these advantages. As a thief popping in and out of the portals is what i do. On the flip side, it happens to us. That’s their house man and we are the unwanted guests.
I think most are fine with the concept of wearing them down and starving them out. I think we kind of find that thought (epic battles) encouraging.
The problem is, we waste actual money on the siege we use and the repairs from dying. But we are not rewarded for anything until we get in and conquer. If I die 4 times to finally take over a point that we “almost” had for a while, I get a reward that will not cover those deaths. A lot of work and I leave WvW with a bill for playing.
So if we fail on a point because too many suicided themselves on the wall’s arrow carts, oil, and cannons (stupid move), then our whole team is hurting and I know I’m going to die for these other people…. yeah, I’m going to quit sooner than stick it out. I’ll go somewhere safer and more rewarding. They just lost me (and others like me) who are quality players that can’t be selfless every single time.
Strategically, it is far superior to keep at it and push push push. But I’m more aware of my pockets first, and how much it’ll cost me. (Karma should be enough of a sink to encourage intelligent use of siege cost. Whoever thought that a pvp environment should cost gold and require armor repairs is not an intelligent designer)
Oh, and I’m a bit curious. When we take over an upgraded tower or keep, what happened to the supply and upgrades they had? I mean, it would make a little bit more sense to get rewarded based on what the place already had. The walls would still be reinforced, the unspent supply still there….
Part of the problem with the balance is if one side is clearly imbalanced, they get so far ahead and upgraded, that the losing sides can only fight a long fight to take over a weak point. As the losers, they don’t have the resources to hold the point, let alone get supply to upgrade it. They are already the underdogs.
I highly doubt (from what I’ve seen) that WvW is going to end up match-making against equal servers. It is all over the place with so many servers having a 100k lead over the other two.
These huge keep/tower standoffs aren’t fun. The main problem is that walls and gates can be insta-repaired after they are downed.
Once a gate or wall is down, there should be at least a 10 minute cooldown until it can be rebuilt or it should take at least the FULL AMOUNT of supply to get it back up again once it reaches zero.
Overall, I am less-than-impressed with WvW because the only way to make real progress is to zerg and the game rewards turtling. There is definitely a lot of tweaking needed.
^ this.
I have nothing constructive to add as a suggestion to fix these… mechanics. I have no clue. I don’t get paid to make games.
All I know is, there are a lot of balancing issues, that were never addressed from the beta. My excitement is gone and I’m looking at it more skeptically now.
I get rewarded more for being afk inside a keep than I do for actually risking my armor out in the field. Just defend. Just join the safe zerg (can always bail on them while they wipe if the enemy zerg is bigger).
The more selfish I play, the more I walk out with money. (not like I can do anything else, we’re being steamrolled—or doing the steamrolling)
During the 24 hour (or less) matches, I had “solo” defended Stone Mist after a force of 30-40 worked their way inside. I simply ran away and repaired the wall they broke in through, and the same to the gate they bashed to get to the Lord. It divided their players up and they were just cleaned up casually.
It felt great. It was easy, and “cheap”. But was that balance? No. I was 1 person and if I didn’t do it, they would have piled in while our lethargic defense took their time to arrive late. I didn’t even need 20 Supply. I used my 10 on one repair, then I grabbed the last 4 Supply from the Depot to repair another. So funny to see people showing up and unable to get in, having to hit the walls again. But too late, their force was broken and our solo players cleaned up their team. We were like chickens without heads, but we won.
I also was on the other side of that dilemma. We fought to reclaim one of our Borderland Keeps, and they repaired the wall while we worked on the final gate. Half died and couldn’t return to help. Our force got divided, and a much smaller force was able to whittle us down. It was worthless, since we did a ton of work to get to that point, and only got a bill for our wasted services.
WvW encourages leeching. Either through Turtling or running with the mob Zerging. There are great selfless players, but I’m tired of the costly risk and will take the simple leeching path for now.
(edited by Hsinimod.5784)
1) Because they have no supply, they can not construct siege equipment.
2) Because the dominator has ALL supply, they fully upgrade all objectives and start building siege to further clamp down on the spawn camp. Their keeps and castles fill up with supply, so if they needed in the future they would have massive stores.
3) Because the dominator has such map control, they have full participation and queues.
4) Because the losers have such a pitiful fight, they quit playing altogether.Lets begin with an IRL example. I get home from work, we are getting steamrolled in WvW. Guild chat is all a flutter about it, there is a guildie in the spawn of each map giving us the scoop. We wait for more members before joining so I continue my story quest. Once we have a sizable mob we join an enemy server’s borderlands. there is no queue since the lone wolves can’t survive in WvW. We form up at the gates then cream the small group that were camping the solo players. We bypass the first tower and head for supply. Steal the supply depot, deplete it of supply then run back to the tower. It doesn’t last long. If the gate is reinforced we use a ram, if not we burn it ourselves. We leave a small number to build up the tower and the zerg heads north towards the first keep. Taking back the orb is more difficult, but with an organized army its hella fun.
Now do we want WvW to be about mindless zergs and lone wolfs with all sorts of balance buffs, balancing queues and weirdness like wintergrasp in WoW? Or do we want to get organized, GET SOCIAL in a social game? You tell me.
That sounds great, but honestly… it also sounds like your enemy wasn’t fielding much of an army either.
I temporarily switched to Eredon Terrace this weekend (to join a friend who couldn’t get on my server yet), and in their WvW maps they had 20 or so people at each spawn camping, and everyone else ran around the map doing whatever – but also recapping any stray supply camps and wiping out enemy zergs before they were able to even put a dent in the massively upgraded keeps.
I’m glad your guild managed to get a large enough group to make some headway during your enemies downtime – but how are those captured objectives looking now? What if you had not been able to clean up the “small group” camping your server’s spawn? What if that group had been 70 players with siege machines?
Your experience is not the most common. Perhaps eventually the server rankings will sort this out, but the fact remains that 6 or 8 hours of dominance is practically impossible to undo.
I think the most simple solution is some kind of mechanic that allows a server a chance at a comeback.
Eredon is doing exactly what Xia is saying. And they are the one with a massive lead over IoJ and SoS. 180k to 40k and 40k.
If IoJ or SoS do the same, they still must deal with ET always coming back to reclaim anything. It is not a battle of organization. It is a battle of numbers, still, even when organized groups enter.
ET is able to move around the map. They have a huge lead, so it is exciting to hear which place on which map to go to, to get some free kills. If they need to work for it, great! More fun for them. They been winning, so a good fight is thrilling.
For IoJ or SoS? Not so fun. They finally started having balance, only to now fight an uphill battle for hours straight, just to forcibly reclaim their sections of the map. To them, it is about wasted upgrades (tons of gold funneled away into an Abyss of losing), repair bills, needing to split members to fight multiple fronts, needing to pool members to fight any front….
Meanwhile, the ET server is having totally full numbers. The others? They’re waiting until this week is done and hoping the match making works, just once.
Once the loss is great enough, people leave.
When the reward for capturing anything is less than the cost to repair 1 piece of armor, there is no point risking it. The winning team gets bold when they know “nothing we do can cause us to lose”. They charge into everything. They can zerg to counter the repairs they incurred from being so recklessly aggressive.
The losers? They can die trying to get something back, finally succeed, then realize they only covered 1/3 the repair bill. Then look at the map, and realize there are still 6-8 points to retake just to have “their” stuff back. Not even counting pushing into enemy territory to recover the score (too late at this point, only fighting for second place now).
I was naive thinking we’d have balance for the week long matches. Nope, still as one-sided as ever.
I’m going to be making a large post about this with 20 or more screen shots proving how severely we are being punished. Even if there are other such posts, well now we’ll have one more by me.
Moving to a new area (where you can still farm) or relogging supposedly fixes it.
How stupid of a command decision is that? The casual player is punished and the player out to abuse the game mechanics (which they should change internally then shouldn’t they? Their own fault for not testing anything beyond Gendarran Fields in beta and only relying on the alpha team) is able to circumvent the anti-farming…..
I’m beginning to think (I never truly thought ArenaNet would) that it’s designed to require a large amount of materials which we are unable to gather simply to get the Whale customers to buy more Gems for Gold. Honestly, it is the only reason. Otherwise, the drop rate would simply be adjusted and left alone.
Instead, we go from normal, to absolute zero drops. Nothing. The only reason that makes sense is for people to get frustrated and then simply cave to spending real life money.
And my account has already financially supported Anet enough. I bought my character slots, bank space, pirate outfit, and some dye. I more than did my share of supporting the game, so I’m not being cheap about this. I’m upset that I need to spend even more time doing something I don’t want to do when I should have been able to commit time and move on once. Not over and over and over.
So far, I rezoned and all mobs were not dropping anything. I also tried doing a Dynamic Event and Renown Heart and some resource gathering to “reset” the “we’re punishing you for killing mobs” debuff. No luck yet…..
verified. At the 116 mark, the drop rate plummeted to 1 out of 40 kills. Took it out to 325 kills to be sure. Rezoning did not help. Doing a new Heart did not help. Killing things in a new area did not help. *Once I was hit by the anti-farm code, I was not getting any drops (besides trash once in a blue moon).
Uploading screen shots and a new post about this related but separate issue. Will link here for any interested.
Highly disappointing.
Forum ate my Edit…..
But yes, I found there is an Anti-Farm Code in place that punishes normal players. If we decide to take our time to get our own materials, we are covertly punished for doing so. Nothing tells us that we’re wasting our time, it simply stops dropping.
We must use gold, to buy low level crafting materials, to craft low level armor. Gold. Not silver or bronze, but gold. And there isn’t a wealth of gold to get since drops are vendor trash and we need our crafting materials….
I found the anti-farming code when I was clearing mobs near a Renown Heart. That Heart made all mobs in the area drop at 100% a quest-only item (even when the Heart was complete). It kept track of my kill rate.
For 130 kills, I received 20 crafting trophy materials, and a bunch of whites to salvage, greens and blues, coinage, and gray vendor trash. I casually kept track of the other drops and only wanted to follow the Trophy drops. The drop rate was 15% for the Trophies. And about 50% for getting anything at all (including gray vendor trash).
After 130, the drop rate was Zero for 40 kills straight. Not a large sample size, but very telling when a near 50% drop rate becomes nothing for 40 kills. That included not even getting the gray vendor trash. Nothing except the worthless 100% drop of the Heart in the area.
That is like flipping a coin and getting heads 40 times in a row. Highly improbable, unless outside interference is punishing us for choosing to get our own materials and not waste our gold (which we need for the money sinks and Trait Books).
I wanted to continue testing to 100%, but I died. Death seems to reset the area/code. Also, leaving the area to waste our time doing something else, and returning later seems to reset the code as well. So I must consciously be aware that I need to do something I don’t want to do (leave and waste time) to do something I wanted to do (begrudgingly grind away my time so I can craft).
I don’t mind grinding when I can see the light. But when I see a series of hurdles that are poor coding, that we need to jump through like hoops, I see grinding as a monster that we didn’t ask for.
Last point, the Anti-Farm Code is easy to avoid once you know what series of stupid steps to do to keep it flagging you. Obviously, the actual Gold Farmer will know this and just do it. The casual player is the only one punished. A horrible system.
I’ll waste my time yet again at some point and try to get a 500-1000 test sample. I’ll test the natural drop rate and the point it changes. Then I’ll test how long a steak I can get with zero drops. Then I’ll test how long a steak I can maintain of drops by exploiting the holes in the code (that a farmer already would do, but makes us normal players have to jump through hoops).
I don’t want to Fraps it, but if I do, don’t expect quality footage lol. I’ll be on lowest settings to handle Fraps. Otherwise, I might just use Screen Shots every 25 kills. Wish me luck, since this is a test of love I really wasn’t expecting to have to do. (I need more Trophies anyway)
If I really did get hit with a bad luck streak in probability, this should show it. So come back if you end up upset at ArenaNet about an Anti-Farm Code that might not exist. I suspect there is one affecting us, but I don’t want to be used as a source to go off half-kittened about. I could be wrong (I suspect I’m not).
A good solution IMO would be to make trophies able to salvaged out of gear, crafted or dropped. This way a large portion of the blues would be salvaged out of the system AND crafters would have an easier time getting materials, either by salvaging their blues or from cheaper trophies (due to increased supply).
Great point.
Oddly enough, with all the detail to environments, one thing was overlooked (semi-repeatedly)—doors. Many buildings in the game lack any doors. Mainly some Norn Buildings and LA buildings.
In LA, the buildings near the Trade Post have no ground floor access art. But they have balconies….
In the Norn area, in Skradden Slopes, there are 2 lodges that…. have no doors. lol.
At some point, you might want someone to throw in a patch to add the graphic.
No where to be found. The NPC can be heard/seen emoting in the chat, but no NPC. The NPC either fell through the world, or it is one of those Skill Points/Events that if someone fails/runs away, the event is bugged for everyone else forever (until the server resets that happen at night).
Couldn’t do yesterday or today.
Drop rates are all over the place, and the economy is off-balance. I’m all for supply keeping the prices low. Avoid inflation.
But when we clear the zones and end up with 250 Copper (or other Ore types) and 5 trophies of Blood, and 70 something butter, and 3 cloth scraps and 5 leather pieces, and 20-something blue drops….. something is not right.
Gear upgrades drop so frequently that they are listed on the Trade Post for 1 bronze more than they vendor for. What!? That means thousands of players are placing items on the Trade Post, paying 15% of the sale value, and making less than they would if they vendor sold them…. We have that much supply of gear. It is insane the drop rate and cheap.
The flip side is crafting. It is worthless. It’s only value is if we want to transmute the set. It costs 20-30 times (or more) to craft a set than it does to buy a set. We need large amounts of expensive trophies (those Claws, Blood, Fangs, Totems, etc) to make armor pieces that are worse than the cheap greens on the Trade Post. We need to discover a few different combos to efficiently level crafting, and they are just vendor trash. We lose money, so much money, just to have a chance at making something useful for our character. But the material cost to make is so great, crafting falls waaaay behind the natural curve of our leveling.
Crafting is a chore.
I’d expect crafting to be a grindy chore if it was rewarding in some fashion. Looks. Stats. Resale. But we have none of those. We have a shot in the dark at making a set we like (which we have no idea what it looks like as we can’t preview it and the wiki has no pictures). It’s just sad.
The drop rate on gear in the world, if nerfed, would allow crafted gear to be in demand. But is that fair? Only ArenaNet data can tell. Hopefully they’ll look it over.
Or, increase the trophy drop rate so we can make our insignias and inscriptions without breaking the bank. It isn’t imbalanced since we can buy an entire set of greens off the Trade Post for cheaper than it costs to make 1 green inscription/insignia. That is insane. 8 trophies, to make just 1 weapon or piece of armor, costs more than an entire set of armor (6 pieces) of greater value (that dropped armor comes with runes/sigils while crafted is still blank). WoW…. the imbalance is glaring.
There is too much randomness with us having to farm materials like Leather and Cloth (from humanoid bag drops and salvage items and salvaging white gear). But even more randomness with getting those Trophies. An animal has teeth (plural) but we get 1 tooth every 10-20 kills? And tons of butter! Where are all those teeth, fangs, totems, blood hiding?
Raw materials are always going to be more valuable than crafted components. If they drop too much, everyone can craft so no need to buy the “made” items. If they drop too little, they cost tons for all the crafters fighting each other to buy—the case we have now. The end product could make up for that—if it was valuable—but our current crafting is worth nothing except what it vendors for, since we craft mainly blues (useless), yet greens drop like candy.
Please look over the data, and adjust the rates as needed. I suspect the new drop rates of butter and such are pushing out the old drop rates and making it even harder. Or make the crafted items have more value to the players to increase the demand slightly, so it isn’t purely vendor trash.
I imagine with us asking over and over, they know, and it’ll come at some point…..
I hope.
I’m not knocking the idea, but it is basically just a mini-game. It’s appeal would be limited, so it would be small scale. I mean, the amount of work needed to balance new skills, the idea is too big, so the only way it would be done would be a small-scale mini-game.
As far as over-flow, it would be nice to have a reward-less WvW that gives no bonuses, costs nothing to repair, and costs nothing for siege besides supply. A WvW just for fun and not a money pit. Frankly, if that was put in, I imagine people would bail on the costly WvW and do the reward-less one just for the fun of it. And by reward-less, I also mean non-punishing. No repairs, gold sinks, or exploit farming events for money.
Mounts should allow combat. Either a new bar, or a modified bar consisting of our weapon—like underwater skills, but now we have “when mounted” skills.
Mounts should be simple animals already in-game (Dolyaks and various breeds/models of Dolyaks, the Horses—they are mentioned and undead in GW1 but never seen alive lol, and Golems, Charr machines, and Sylvari plant-things—either large hounds, horses, or another type of Oakheart model)
Mounts can be racial restricted or for all the races. Who cares really, debate can go on forever about that.
Mounts should only “trott” or “gallop” at the same speed as Swiftness buff. This way, it doesn’t ruin any content, and doesn’t allow anyone to complain about them. (we already can maintain 100% Swiftness)
The economy with crafted items is waaaaay off-track. Supply is huge, and there is zero demand. World drops are cheap and better.
Which means as we craft, we are only making vendor trash. Expensive to craft vendor trash. We need to take an insane amount of “trophies” to make inscriptions and insignias, that end up completely worthless.
The only reason, at all, to craft is to discover what the look of the item is if we want to transmute it. But, we could just buy the item made for cheap (1 bronze more than it vendors for….) off the Trade Post. Sadly, we still don’t know what any of the sets look like unless we discover them, because the Wiki is lethargic with pictures to show us.
It’s a sad state of affairs.
Crafting should either be superior because of how expensive/difficult it is to farm Trophy drops like Claws and Blood, or the drop rate (of the Trophies) increased immensely, since the crafted gear is worthless so it isn’t like we are getting ahead. The crafted gear has no runes on it, but dropped greens do, and are insanely cheap on the Trade Post. The imbalance is glaring.
And yes, much of the Leather Armor in the game is very sad to look upon. It is beautiful in a minimalist way, but after looking quite plain for 50 levels, you’d hope to find something more than solid color leather gear with little detail and few dye channel options. It’s bland. (the cloth armor, especially on female characters has tons of details and color channels to make unique looks, before level 20. Medium gets giant patches of solid colors……)
Still happy, but I was seriously expecting more, especially with how detailed the concept art was. The execution…. not so much.
82659The changing of account name is a bit of new information for me. I guess the more you know. Although, I do wonder what notifications other players would get if they have that person in their friend’s list?
Well, I have used automated LFG tools almost extensively ever since it was announce in WoW, and have used it a lot in almost every MMO I have played that included it. It made me run a lot of dungeons. that’s for sure! I have partied with a variety of people with varied degrees of personalities. Some desirable than others, while some could be humorous and add a bit of RP-like flavor to the group. Likewise, I have also bumped into good guild groups and bad guild groups. At the time, I could only write down their name and server on a sheet of paper; but I think the merge of WoW accounts into Battle.net may have allowed for cross-server communication. I wouldn’t know since I left WoW midway through the Cataclysm expansion.
WoW aside, I do let everyone know that if it’s the first time running a dungeon, I’ll announce that at the beginning of the run. 80% of the time, the party members have been pretty cool with it and will explain the mechanics of the trash mobs and boss fights as we continue. That and I also played a tank. They had to explain that crap to me or the party would be in queue for another 20 or so minutes. :P
Honestly, you’re mileage may vary on the LFG matchmaker. Some may use it only once and that’s all the opinion they need. Me? I have probably ran over 500 dungeons using that tool, and have seen a wide spectrum of personalities.
^ I love this. =)
I’m playing hardcore Devil’s Advocate here, since I’ve had great experiences too with the LFG tool. I mean, I got to do tons and tons and tons of runs with it.
But I also ran into the types that just made the run seem like I was carrying a jerk through. (I’m always a tank/healer type). And I can remember the long long waits of doing /who and whispering every person in the server our level range if they wanted to go. And I remember how boringly long it could be. But I don’t remember ever playing with a jerk then. Ever.
I remember wiping and I remember people having to leave eventually, but I never had a bad experience.
Once I had to stop asking for people, and just getting them automatically, I had to deal with people I never would have played with. I was having to see those types probably about 1/3 to 1/5 of all runs. (I’m tank/healer, so I certainly had more runs than most lol)
I ignored it and became callous to it. I remember the public chat turning into… garbage. It was never perfect “in the good old days” but it was measurably less garbage. I remember the community policing public chat and it worked, since their reputation was ruined if they didn’t straighten up. Maybe I was just on great servers…
If there is a LFG tool, I’ll use it and be happy. But I’ll worry for the first month about if us players will just let crappy behavior go by again, since most people avoid confrontation, especially when they “just want to get this done”.
I’m not sensitive to having to deal with it, but I’m highly sensitive to it ruining the atmosphere of the game. It makes good people act like the rest. /shrug
I’m off the soapbox now. I think I’ve said everything there is possible to say about why I view it as a step backwards.
LFG chat and LFG meeting rooms are great ideas in my opinion. As those other 2 posters above mentioned. They can allow for faster meetings and people can screen each other. But usually, if they are not automatic, people tend to stop using them. Or they get abused for other purposes. Still, I’d love to face the issues with that rather than my super low opinion of LFG tools. (great resource but I just have a low belief they wouldn’t invite a wealth of related problems—which don’t seem related to others, which is another point of debate)
Would be fine if they are for looks. For holding ammunition, big no.
He means for looks.
Currently, Rangers and Thieves grab “invisible” arrows from their invisible quiver. lol, it’s comical to see, since they remembered the animation, but not the item.
I hope the have some people going over all the bows in-game, and adding a matching quiver that’ll stay on the back.
If not, I suggest doing that.
Fee for more regular content updates? More stuff in the store?
in Suggestions
Posted by: Hsinimod.5784
More money does not always translate into more quality content, plus this game is very PvP focuses, with some PvE content.
Uh, what? lol
Have you seen the PvE? And the PvP?
And yes, I’d possibly pay a fee to get goodies. I was used to subs, so not paying anything for such high quality, I would pay money to splurge on cosmetics or content.
But not a monthly sub. I’m forever done with that, now that I see how a game should be. I would pay micro-transactions for mini-expansions. Like DLC stuff of a zone.
Instead of a big expansion years later, give me a small $10-20 something sooner. Need to be very careful how customers react to it though. Oftentimes, people comment and voice opinions, before they grasp a firm understanding of what is going on. Ignorance could lead to “pay to win” arguments and the like.
The anti-lfg crowd always goes on about how LFG is bad and an awful experience…..I’ve got to ask what are you guys doing to make it so? my LFG experiences in WoW, Rift and now Stwor have been 99% positive.
I’m forced to the conclusion that the problem is not with LFG but with the players who complain about it. Simple solution, put it in and if you dont like it dont use it.
You asked a question that the above posts addressed. Or was it rhetorical and you don’t want to read opinion that differs from yours?
The anti-LFG tool crowd are not numb to the other side. We use the tools. We benefit from them. But we also remember a sharp line of when we played with quality players, vs when we played with players that were the worst personalities around.
Did we have bad experiences before the tools? Yes. Did we have good experiences after the tools? Yes. Of course. But we still remember how people acted in groups was more acceptable before, and less acceptable after.
If you ever nerd raged at anyone, you’re what we are avoiding. We don’t understand you, we don’t like having to deal with you. We’re the nice people that are quietly annoyed but patient. Even though you are not directing it at us, but at another member of the PuG, we still find that behavior wrong. We can ignore it fine. We can play through and finish our run and do another. We shouldn’t have to.
Randomly recruiting from chat allows us to screen people out. Randomly being added to anyone forces us to have to deal with the people we would have screened. Giving the tool and telling others not to use it results in the tool getting used because there is no other option. Once a tool goes up, “LFG” is ignored even if anyone bothers to try.
I do know in the WoW and in most MMOs, the “community” would be regarded as the people of that particular server. In that case, those communities were small and people knew your name. However, one could transfer to another server with a totally different name, identity, (and much later) race and faction affiliation. It’s like dumping a bottle of bleach over a stained shirt.
However, in Guild Wars 2, you’re the only player with that particular name. Names are game-wide. Even if you were to change your name, you also have another name that will remain the same for the very life of your account: your account name! That’s right! The name you have plus the four magical numbers attached to it. The only way to change it is if your fork over another 50 bucks to ANet and buy a another copy of the game.
If someone on the forums called you out by account name, EVERYONE would know about your great deeds or your notorious rap sheet regardless of what server they’re from. Friends Lists are cross-server, unlike in most MMOs where the lists are often server-dependant. If you like trolling parties or just being a total d-bag, that kind of action would be reflected on your Account Name, which can be seen by every member of your party.
I don’t see mute parties happening much in GW2 and I’ll tell you why: Dungeons in GW2 are hard! Unless they’re nerfed to the ground, people will still have to communicate in order to succeed, regardless of world of origin. The parties who fail are those who fail to communicate. With that regard, I know if my guild pugs someone for a near-full guild group, we offer to have them join in on our Vent server.
How about the ninjas? Loot Ninjas practically don’t exist in this game since everyone gets a little bit of something from the loot chest.
What can exist are people who act like jerks. They’re on every single MMO! Fortunately, ratting out jerks is much easier in Guild Wars 2 since 1) names are game-wide and 2) when you add that player to your friend’s list, you can see which characters they play on since it lists both character name AND account name.
In essence, the Guild Wars 2 “community” would be every single person who plays this game regardless of which server you play on. Sure there might be smaller communities like the Jade Quarry community, or the Fort Aspenwood community, or the Kaineng community, and so on per server. However, you could still be held accountable of all the actions you do with other people regardless of what server you play on.
Ah… well, you’re sorta right. But you can change your account name (the name and the numbers), without paying money. So you can hide anonymously after doing a ton of crap. Or, you just won’t be remembered anyway. As you pointed out, the smaller community allowed us to remember and flag people to avoid. The larger it is, the less you can do to prevent that.
Also, the difficulty of the dungeons does act as a way to weed out problem players—great point and I never thought of that. But then I remember the times of “why’d you queue up if you don’t know what you’re doing? GTFO.” This doesn’t affect me, as I have a guild, and I’m not messed with in PuGs. But when I see a new person in my group getting picked on because a bunch of random people want to min/max, that bothers me. I have empathy.
Ninjas were not a point I was making about GW2. I was mainly making the point of LFG tools allowed people to be more anonymous and selfish. The second it was up, I was a healing Druid rolling need on Rogue gear. Why? Cause I now could get my offset, and I was tired of being the good guy all the time.
That is exactly what happens to a community when it no longer needs to communicate. People will act like the lowest common denominator.
If GW2 makes a tool, will that happen? We don’t know. We only know what happened from past experiences. And past experiences, it allows the community to get worse. We have MMOs (plural) to judge from. WoW is not the standard, it is simply the example most people can relate to.
Sorry man, but you are full of it. Vanilla wow was better? Honest? I know a lot of people have changed their perspective over how the actual Vanilla WoW was but saying the people back then were “better” is simply bollox that stinks of denial.
Vanilla WoW was just as bad. Groups sucked then as well and it was much worse because getting a group was a pain in the bum. Endless spamming that when it payed off there was a 50-50 chance to finish a dungeon with that group, thus the time you spent looking for a group could be wasted instantly and logically the amount of frustration was higher.
Add that to the the other related elements that generated frustration and take a good look at the result then see if all that is a fair price to pay for random people being social in a dungeon.
Every time I see someone talking about the Good Ol’ Days in WoW Vanilla I gag.
Quote me where I said “the good old days of Vanilla WoW”.
You clearly are adding more to what I said. Much much more, since I never talked about any of that. At all.
It is better to read what is written, than add your own dialogue.
I simply stated one thing. Your reputation mattered. I didn’t talk about anything else. Only reputation. And the circumstances that made reputation matter. And the circumstances that made reputation not matter.
Also, I never had those troubles. Because of how wiping worked, and how time consuming it was, I was careful with who I grouped with. If someone replied with leet-speak or some other immature response, our group didn’t invite them. It was simple. It makes me assume how others must act if they are having different experiences. Were you in bad groups because you were one of those personalities to be avoided? Did you get upset when people tried to be helpful about not doing something?
Frankly, the people that are to be avoided tend to group together. Normal folk only have to deal with them when added randomly to them. It doesn’t take much to realize what type of a person someone is.
I’m noticing a tone with many of those wanting a LFG tool. Impatience and a sort of attitude. Swear words and sarcasm.
Those types might not realize there is a healthy community (since they are already the types to want to troll it or ignore it or add joking remarks), but the rest don’t want a repeat of having to watch that type of behavior become standard.
You don’t simply say “give us this cause the others that don’t like it can ignore it”. It doesn’t work that way, and it belittles the situation. Or you don’t grasp the situation and think it is that simple.
Once a tool is added, it becomes the only way to find a group. You can’t do “LFG for X” because it’ll just be ignored or people say “just use the tool”. It becomes the standard, and any other way falls to the wayside. The completely random PuG. You trade time for people. (and no one is arguing they like spamming LFG either, they are arguing the LFG tools invite too much negative behavior)
Those who have personality types that are…. immature, they will group with the first person to take them. Or will accept the first “I’ll go” when asking for others. They never know others might do it different. They don’t know that they are the types others might be avoiding. So they don’t get it.
The more socially acceptable types, they tend to just be looking for filler too. But if there are red flags with how immature a person is responding, they’ll not take that person. They’ll talk with the other random members of like-mind and kick that person and seek another mature person. Or they’ll tell that person they are acting poorly, and to stop or they won’t be allowed come. And the other person learns their behavior is not acceptable and changes, or they don’t and they only play with their own immature kind. I’m trying to put this as polite and delicate as possible.
So my point is, the socially acceptable community members might not be chatting up a storm and socializing, but they end up able to avoid getting that random “worse PuG in the world” feeling every other run.
The simple act of talking allows people to weed each other out. Those that are the worst of the worst personalities, of course they don’t want that. They’ll be ignored for being what they are.
And so far, it takes 60 seconds to find people to do anything. Whether it is a dungeon run, or a champion needs killing, or an event spawned. I highly doubt I’ve been that lucky and everyone else has been waiting long stretches of time.
Tears down the community mykitten it removes the tedium of spamming a channel and makes creating a group an easier and quicker things. But hey go ahead and tell me channel spamming builds community, go ahead, because that is basically what you’re implying.
Or you mean people would somehow not talk in a group that was createds faster by a dungeon tool when they would do so in a group formed by tedius chat spamming because… magic? Or it’s probably that you just don’t have any basis for your claim at all.
Pre-LFG tool in WoW, people were better. Groups didn’t suck. The simple act of having to talk with someone made it so they didn’t act like ankittenhat troll.
Lol, what a bunch of BS, you never had to talk to anyone pre LFG tool, nor would “having to talk” magically make people better players. And please show me where having to talk with someone equates to having to be nice, and don’t give me the BS about some “bad rep police”, they can find a group who never heard of them just as easy within the hour and you’ll more than likely have forgotten their name and everything about them quite fast as well.
and who cares if you see people saying LFG AC, THAT’S HOW YOUR FORM A GROUP.
Correction, that’s how you form a group in an ineffective and time consuming manner that forces players to locate themselves to a specific zone and being unable to participate in other things they might actually want to do while waiting for a group to be formed by an automated dungeon finder in a more timely manner. Why settle for an inferior system when you could have something that’s superior in every concievable way?
Oh golly, did I just crush another caveman who thinks a dungeon finder is bad because it will steal his soul? I think I did.What ends up happening though is everyone will sit in the city, next to a vendor and just wait for the queue. This stops people from actually experiencing the game, imagine trying to quest and no one else is there to do the events with you..
Again, what a bunch of bull, and I’ll give you logic to support my rightful claim of it being bullkitten. A dungeon finder does not make people sit in a town waiting for a group to form in itself. You know what does? A lack of interesting things they want to do outside of the city. Nothing they want to do outside of the city = them being in the city.
If anything a dungeon finder would lessen that issue since now people don’t need to park theirkitten in zone X where instance Z is located and start spamming the chat, they can actually go anywhere in the world and do whatever they want provided it’s there for them to do, if it’s not, then they will be inactive while not grouping for a dungeon, which is what they would do with the current system as well. Because there is nothing interesting for them to do.
You can call it bull all you want, but I highly doubt you played WoW before the LFG and LFD tools then. If you don’t remember the days of your name being remembered on your server, then you were not there.
Being called a Ninja was an insult that meant something. You could not get a group to risk joining you. Your name was blacklisted. Call it bull if you want, but that just proves to me that you don’t know what you’re talking about, but are opinionated about it anyway.
You used to only do battlegrounds within your server. Not only did you know your players, you knew the enemy factions players, by name, as well. Completely different community in the start.
Everyone that came into a game when the community was already trolling and griefing, that is the standard they remember, and that is the standard they act on. And they’ll deny the community was any better, cause they were ignorant of such a time.
It’s basic psychology that people end up treating each other better when social conventions force them to. They fall into place. The simple act of needing to communicate is such a convention. We see it for what it is.
I never understood this argument. The only difference between using an LFG tool and not is that one forces you to spam chat channels with “LFG LFG OMG LFG PLEASE LFG” for hours and the other is just a click of a button for multi-server grouping goodness.
The quality of players? Never seen it change. People sucked in groups pre-WoW lfg, sucked after. People didn’t really suck in groups pre-Rift lfg, didn’t really suck after.
I never got why people love to spam “LFG” all over the place, get maybe 1 run every few hours, and say “This is so much better than getting a 10 minute queue on a multi-realm LFG tool without having to spam channels! That would be so sucky!”
Pre-LFG tool in WoW, people were better. Groups didn’t suck. The simple act of having to talk with someone made it so they didn’t act like ankittenhat troll. Plus, they knew, if they got their character name noticed as being a jerk, the server community black-listed them. It’s why Leeroy Jenkins was such a meme, because what he did would have got him banned from any group playing with him.
Once you had the LFG tool make it so you could just get kicked out of a group and harass the next, people did so. Their name no longer mattered.
The LFG tool changed the way people interacted with each other for the worse. Raging quitting if 1 perceived mistake was made, knowing they could just hop into a new group.
LFG tools were not the only reason for a crappy community. The whole of mechanics made selfish play and trolling people more fun than being helpful. And if not having a LFG tool harasses those that would harass players, tough. They can do some Dynamic Events in the zone, while waiting for their group to form.
The Wiki is being updated…. slowllllllyyyy. lol.
I been hoping we’d have more gunho wiki folk, but they must be too busy playing to post screens. Tailoring is getting all the love.
I would hope that ArenaNet would notice the slow moving wiki and send 1 or 2 staff to help it along sometimes. Just a hope. I know it’s a community thing.
What Taihaku said. Hearts were meant as a guide to get people to notice DEs. The Dynamic Events are the real “hearts”. Use them. Find them. Do them.
Also, skill points are able to be used to buy stuff later. I suggest you look into it.
I see things getting cheaper. Some things are just starting to rise up to their proper value. The gem/gold conversion is not inflating. All in all, I don’t see any inflating. Supply is flooding the market, so prices are dropping. It’s a buyers market.
We asked in Beta, and it seems they increased it slightly. I play a Charr, so I know exactly how frustrating the camera is with being soo close.
I still think it needs to be moved back more, even if it already was. Look at the Asura, and how it’s size and distance are at max, then compare to the Charr/Norn. Then give us that same distance and size, so we can see the world too.
Not a pop-up. You do an Event, you get X rewards. It triggers again on another pass, so you help again, but this time you get X reward divided in half. Then it divides again, and again, and again.
You only notice it if you are doing “everything”. Completionists will notice it, those of us that never pass up an event, even if we already did it. When running through the maps for 100%, and doing everything, you’ll notice you get half the Karma, Exp, and Gold.
I think it is only if you do the same events though. I’ve not really paid attention otherwise, but yes, I’ve noticed I was hit with it and I was not farming for anything, I was just clearing the zone.
Use a bear or learn to play.
Provide proper helpful feedback, or don’t reply at all. This isn’t the place for that behavior/response.
If you have the time to type that, you had the time to explain why pet balance is fine as it is, and how to better make use with that balance. You could point to sources to read. You could do anything helpful.
That, was just being pathetic.
But pet balance does seem fine to me, as they are squishy but also useful. They are a resource to manage, that needs careful attention. There would need to be balance between improving their survivability and not making it too much when specced into. In WvW, you can see pets running into and out of masses of combat and trying to pick off players, and not taking as much damage as you think they should. They seem to survive everything. But I’m a second-hand observer.
I would think this a bug.
Will edit post with screenshots in ~12 hours.
And yes, the Preview Window shows dye in a certain lighting, and the in-game lighting is different. I noticed in-game making me slightly darker and slightly brighter (like a light blue will be darker—still light though—but also more neon-esque and have a brighter shine/glow to it. Also, changing between max graphics, mediums graphics, and low graphics changes the brightness/dimness. But I kinda expect this.
I support this, and I play on a keyboard lol.
It would be so much more useful to have AoE go off at our target. The reason is some of the ground targeting is fast and intuitive, but other things are just messy and cumbersome.
The Necro staff skills are insanely small of a radius, and good luck getting them to trigger properly in the world with random people pulling the target away from the Necro marks. The Engineer’s Grenade kit is much improved with the 2 tosses in 1, but it still is so slow, since we need to wait for the throw to connect. It is basically micromanaging our skills, since we need to have the cursor lined up, and have the delay factored in with how close or far we are, and manage our own movement and dodging.
I find it straightforward with 1 ground target in a weapon set. But once you add a whole weapon set of nothing but micromanaged skills, it loses much of it’s value. Having it go off at our target location (which I’m already doing 80% of the time) would be very helpful, as the few times I wish to place it elsewhere, it is almost certainly wasted by the actions of my own teammates.
I’m no expect in hue, colorfulness, chroma, saturation, lightness, or brightness. But I do have experience with everyday color like the rest of us. So forgive me if I get the terminology about color wrong.
The colors on Leather Armor are just off. Or wrong. Or bad. They have a brightness to them that is too white. I don’t mean the texture of the colors. But there seems to be something lacking.
The darkest colors of Black on Heavy Armor look black. They also look like metal. But when placed on Leather, they look gray, don’t approach anywhere near black, and they don’t look like leather except for maybe a texture of shoulder or boots, or some other small patch. The majority of the leather looks like dingy cloth.
The best example I can paint is with Abyss Dye. On Heavy, it looks like shiny pitch black metal. It is what you expect with Abyss.
On Leather, it looks like a cheap worn out black leather couch, that’s been in the sun too long, and looks far more gray and like dirty cloth. It does not look like an expensive black leather sofa, with the dark light-draining matte finish. It basically doesn’t look black. It’s a dark gray. And I use dark loosely.
Please look at the Black Dye, Abyss Dye, Midnight Dyes, and the other colors, and look at the whiteness level in them. There is no dark options, as everything is brighter or more saturated than what it should be. I almost wondered if it was a bug, as turning the gamma down super low still didn’t allow the armor to darken properly. It looks like dirty cloth (with darker shades) with the exception of the browns.