Showing Posts For Illconceived Was Na.9781:

Cheater (+name) on video, what to do ?

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Good advice.
(Don’t forget to include the time/date and location.)

And thanks for taking the time to report.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Getting stuck on the "Overflow map"

in Players Helping Players

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

What do you mean by an “overflow map” for Tequatl? I’ve never seen one, unless you show up 2 minutes before the scheduled start time (or after it starts). Heck, I’ve managed to get into a successful map even then a time or two (although that’s unusual).

I find showing up 30-40 minutes early tends to attract people who really want to organize (although there are inevitably people who leave a turret or defense team due to RL or whatever). Even 20 minutes before sometimes gets some …let’s say over-achievement-oriented folk giving instructions in gory detail.

tl;dr show up 20-40 minutes early if you seem to be getting in unsuccessful instances. LFG is also a good suggestion.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Uses for Ugly Wool Clothes?

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Anyone who is buying them now is probably just saving up for the next wintersday, so they can either start flipping them in the weeks leading up to the event or have a pile ready to trade in for rewards.

Absolutely. They have no value today; they potentially have a lot of value in December. I bought a bunch dirt cheap because they are a great way to get everlasting tools without spending gems, of getting cheap wintersday gifts, or of just reselling for profit. Plus, a stack doesn’t cost that much atm.

And even though you started a thread about this — which would usually tend to increase prices — the market value will drop again in a few days, after most people forget to check (or get carried away with all the other stuff going on in the game).

John Smith: “you should kill monsters, because killing monsters is awesome.”

Remove Dailies add.....

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Most of the rewards from the old system are given just for logging in now. The new dailies are, on the whole, just as easy as the old ones, and yet offer bigger rewards.

I think the new system could benefit from more variety and more creativity: we’ve seen all these dailies before and (at least for the first months of the year), they were repeated the same every month.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Miyani and her mystic Toilet should Go!

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

People who want to discuss the definition of “gold sink” should maybe start a new thread. Can we at least agree that the MF is a sink and that removing it would affect the economy? Maybe we don’t agree on what is sunk or where and what should replace Zommy (if anything).

The OP’s suggestion was two parts:

  • Remove Miyani, since anything she sells only gets used in the forge, which is (for most people) right next to her.
  • Remove the Mystic Forge itself, since it just converts one sort of unwanted “stuff” into another sort of differently-unwanted stuff.

I disagree with both suggestions:

As pointed out by others, not everything costs a full SP and (currently) those are soulbound. Even after HoT introduces the new and account-bound Miyani Currency™, there will be “recipes” that require experimentation. Some will take one sort of consumable, some another.

As pointed out by just about everyone, the forge serves a number of purposes. Some of the recipes aren’t random. But even for the ones that are, some people like gambling — the value is in the anticipation of getting something extremely valuable for next-to-nothing. Further, although the “house always wins” in gambling, people who are familiar with MF stats can profit; you just have to be careful not to overspend on your inputs and to play long enough for the Law of Large Numbers to work in your favor.

Further, as noted by many, the forge mechanics ensure that tons of wealth is sucked out of the economy. Something would have to replace Zommy’s incredible sinking machine.

Finally, I find the entire process a lot of fun. Throwing stuff at Zommy is one of my favorite pastimes in the game. I can’t say if I’m in the majority, but I’m definitely one of many who feels that way.

John Smith: “you should kill monsters, because killing monsters is awesome.”

can't right-click/mail friends

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Were you in WvW? From there, you don’t get the context-menu (right-click) option to email friends who have a different home world. That seems to happen more often since megaservers.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Lvl 79 foes in lvl 75 zone w/o event scaling

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

It’s possible that the over-leveled foes are leftover from something that happened just prior. If I have trouble in Orr with an SP, I just ask in /map; I’ve never had much trouble getting some help.

At three levels below, your attacks shouldn’t be ‘glancing’ that much more than usual. I’ve never seen that myself, so maybe it’s a stat/build related situation.

In terms of aggro range, I believe that’s an intended mechanic for orr: easier to aggro, harder to escape. I’ve only gotten “10” on me at a time only when I’ve been careless or reckless, not when picking them off or moving tactically through an area.

In other words, your mileage seems to vary a lot from mine, so perhaps we are using drastically different builds or techniques.

John Smith: “you should kill monsters, because killing monsters is awesome.”

fewer ectoplasm and fewer essence of lock

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I’ve been getting more ecto/rare recently. Both our assertions mean little unless we state the number of rares and the resulting amount of ecto. Similarly, unless you state the number of foes you kill (and where), then it’s hard to say if you’re seeing something unusual or coincidental.

Not too long ago, I got a single upgrade from 30 forge attempts, which seems like a ‘nerf’ since 20% of 30 is 6. Then, I got 6 upgrades from the next 8 tries, which seems like a huge boost. The net turned out to be 7 from 38 tries, which is almost exactly the amount predicted.

Everyone goes through good streaks and bad — we tend to remember the bad a lot longer (and they are usually more noticeable, too).

tl;dr there’s too little detail posted by the OP to theorize that anything might have changed.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Black LIon Keys - Contents

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The Black Lion Chests are a scam-like lottery system that proves how ArenaNet is willing to make something they know is bad for their players as long as it leads to better profits.

The honest approach would be to sell things in the Gem Store directly, like they do with outfits and some other things. But the Black Lion Chests have been designed to be as inconvenient as possible, so people are easily fooled into buying a lot of them only to realize that the great majority of time it will only lead to frustration.

Your best bet is to never buy them again, tell everyone you know to not buy them, and not buy gems until ArenaNet removes this system from the game store. If they are willing to frustrate you to make a profit, do they really deserve your money?

The point of lotto is the anticipation, not the reward. By your definition, every lottery and every gambling house in the history of the universe is a ‘scam’ — none of them offer long-term rewards commensurate with your investment. The house always wins, and makes no secret of it.

It’s fine to not like the system. It’s fine even to ask others to stop buying keys (if they, too, don’t like the system). But it’s not a "scam’ — it’s a lottery.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Black LIon Keys - Contents

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

BL Chests are like playing a lotto:

  • The house always wins.
  • The reward is the excitement from opening the chests, not the contents.
  • The excitement is maximized by having a tiny chance of big prizes, a small chance of medium prizes.

Like any lottery, the vast majority of people get mere tokens and a tiny few get something to write home about. State-sponsored lottos typically return 50% of their costs as rewards, e.g. if a million people pay 1 gold, then maybe one person gets a grand prize of 400k and 20% get 0.5g, while the other ~80% get nothing. In contrast, the average value of the BL keys seems to be a bit better than 50% of their bulk-discount costs, depending on how the “winners” monetize their “earnings”.

John Smith: “you should kill monsters, because killing monsters is awesome.”

which way is A-Net taking?

in Players Helping Players

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I might be wrong here since I have not seen many videos/twitch posted by A-Net, but it seems rather unclear what they like and dislike.

Do they like the silverwaste zerging PvE…….thing repeat?

ALOT of players have commented about the beta, that it is simply a dry top/silverwaste feel, that everyone is simply following commander while killing mobs, is that what we are expecting for the expansion, and is it how they want to proceed their game, did they comment on if they liked the silverwaste?

Because I have asked alot if other people might like it, since it might have just been me who didnt like the x amounts of clicks and repeat of same process over and over until you were in front of boss.. have really not found a single one yet who actually likes the silverwaste, but mainly does it to “grind” for beta or even legendary….The whole…. act on consumer idea would be a good idea at this point.

(I somehow must assume that they like it, since SW and Dry Top were the only way you could play the beta, and they seem to just put more effort into that type of gameplay rather than moving away from it).

  1. This is a huge game — there can be lots of different things to appeal to different people, so big map events, instanced stories, instanced small-group ‘raids’, festivals, etc.
  2. You could get into the BETA without going into silverwastes or drytop (just be signed up for the newsletter). Playing in maguuma wastes just gave you more chances for an invite.
John Smith: “you should kill monsters, because killing monsters is awesome.”

Unscrupulous guilds...?

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

It may help you to know that Guilds are character bound,

I would rephrase that as “_representation is different for each character” — actual membership is account bound. The advice remains the same: make sure each of your toons is representing the proper guild, e.g. if it’s 100% rep, then all characters need to be set to rep that oen guild.


For the OP, on the face of it, your description sounds very unusual for a number of reasons, not the least of which is that the amount of influence that you donated is small for any reasonably-sized guild — even if ‘unscrupulous’, it wouldn’t be worth their while to kick someone for a 1,000 or even 5,000 influence, when they can earn that from a few g-mish, minor amounts of gold (for a guild), or other sources.

As others have suggested, contact the guild leader to ask for an explanation (or to offer your own, e.g. that you forgot to change rep on all your toons).

Good luck and please let us know how it turns out.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Guild Bank drag and combine stacks doesn't work

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

It is not a bug, but intended mechanics. The reason is because more than one player may be interacting with an item/stack/bank slot in a Guild Vault at the same time.

Good luck.

That’s just a pretty foul excuse. You can simply lock the stack first, then add the items to it and remove the lock again. A similar situation arises if two people take a whole stack out of the guild bank at the same time or put items in the same slot.

“You can simply lock the first stack.” Maybe it’s not simple. For starters, locking the first stack isn’t enough, since any stack can be dragged to any cell in the bank, so they’d also have to allow for that. Further, someone trying to move the now ‘locked’ stack would think it’s a bug, unless there was some sort of notification. How long does the ‘lock’ persist? I suspect if it were that easy to change, they would have done it — this isn’t the first time it’s been brought up.

Regardless of whether it is or isn’t simple, it’s still (currently) the intended mechanic. If you want it changed, make it a request to update the guild bank mechanics.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Is this a roleplaying game?

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Every bar I’ve ever seen in real life gets the occasional lout. Sometimes, folks ignore the person; sometimes the bartender ejects them. One way or another, people deal with it.

I always thought RP worked the same way: you accept what happens in front of you and respond to it…or you ignore it. One way or another, you can deal with it.

One thing you should never do (as an RPer) is break character and try to get the “lout” to move. The more you try, the longer they’ll stay — they would eventually stop if they didn’t get any attention, positive or negative.

tl;dr don’t feed the trolls.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Too short beta window

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

This isn’t the first nor the last beta test of the series; there will be more. Plus, as others have noted, it isn’t meant to be a demo (at least, not primarily).

John Smith: “you should kill monsters, because killing monsters is awesome.”

Stability Changes were a Bad Idea

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

All things equal, bigger always defeats smaller. All things equal, better organized defeats disorganized. All things equal, new tactics will defeat last month’s tactics, especially if those tactics are based on last month’s game mechanics.

I’d be a lot more sympathetic to the OP if — instead of complaining about getting stripped quickly (as was intended) — the OP had asked what tactics a smaller group could use against a bigger one, so that they wouldn’t be overwhelmed by CC. If no one in the game can make that work, then, sure, something might need fixing.

Instead, what I see in WvW is that organized guilds (whether zergish or havoc-ish) have figured out new approaches that aren’t reliant on unstrippable stability.

John Smith: “you should kill monsters, because killing monsters is awesome.”

A solution to multi-guild, cohesion problem

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

GW1 guilds could only hold 100 people and GW1 only allowed you to rep one guild at a time. In contrast, GW2 allows you to be in a guild with as many as 500 people, which is the equivalent of half a GW1 max-sized alliance.

I don’t think most guilds should try to cater to all types of gameplay. I think it’s better if people join enough guilds to suit their personal style. If you tend to do fractals only 5x/month, then a single fotm-focused guild is fine. If you tend to play every day, then you might want to join a WvW-guild, a fotm-focused guild, and a hang-around guild.

Guild Cohesion isn’t something that technology can enable or disable — that’s up to each guild’s leadership to manage. Some guilds are better at this and thrive; some guilds are poor at this so dwindle. That’s evolution, as seen in the microcosm of GW2 guilds.

tl;dr I don’t see a problem with the current system. (Better communication tools are always welcome nonetheless.)

John Smith: “you should kill monsters, because killing monsters is awesome.”

Stay Cool achievement

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I can’t get the Stay Cool achievement since the launch of Aetherpath in TA. I’ve recently tried 3 times. Each time I never touch the flames on the ground, never go into them, never had a burning condition etc. I always attack the fire elementals with my ranged weapon and after the puzzle is done, I don’t get the achievement. I know there are other ppl who had the same problem. I’ve tried as a warrior and guardian.

Sorry you are still having trouble.

I’ve seen many people get it — probably, the flames extend farther than you think. The way my guild handles it is to cheese it, by having people stay out of aggro the entire time and leech — the room can be handled by 4 people with little trouble compared to 5 (and even 2 or 3 who know the mechanics well can do it).

edit: kitten filter doesn’t like similes

John Smith: “you should kill monsters, because killing monsters is awesome.”

Offline whisper error message missing

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Hi,

Last time, when whispering offline users or people who blocked you or people you can’t contact for whatever reasons, you will receive a message saying you are unable to contact the person because they are offline. This message is now gone.

It’s probably still there, but it’s a “system message” now, so it will/won’t show up depending on how you’ve set your chat options. (I don’t remember a patch note about this, so it might be a bug, just not exactly the one described here.)

I do wish we had more nuanced control over which system messages we had to see — I don’t really care when a buddy changes characters, but I might want to know when they go offline. And more than that, I always want to know when someone I whisper is unavailable.

John Smith: “you should kill monsters, because killing monsters is awesome.”

How the PvE dailies can be improved.

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The original game didn’t have dailies. The first implementation of the dailies offered much smaller rewards and required more work. The current implementation offers nearly all the same rewards as the previous system for just logging in each day.

What we are left with is a system that offers the 10 AP for mostly doing things that you might otherwise do and for some stretch goals.

I agree it would be nice to see more variety in the system overall and that they should do away with having two dailies for the same type of content, but that has nothing to do with the rewards nor with whatever paternalistic goals ANet might (or might not) have for the system.

tl;dr sure, change the variety of dailies, but let’s not overhype the issue or the solution.

John Smith: “you should kill monsters, because killing monsters is awesome.”

[Suggestion] Recognize players

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

While I like the idea of recognizing important contributions, there is really no way to tell who was “first” or if the idea was one person’s or a collaboration. For example, I sometimes post a suggestion made in /guild chat that results after some back and forth, because the rest of the guild isn’t likely to post in the forums at all. Should I get a free skin for that? What about if there was a lot of back & forth among folks about what would be fun to see, which sparked the idea. Is the person who typed it (or said it aloud in mumble) really the first? Should everyone present that moment get a free skin?

And what about suggestions that aren’t monetized, like changes to the dailies or time gating or so many other ideas that get implemented. Don’t those people deserve “credit”?

I think the only way to be ‘fair’ about such things is what ANet is already doing: make note of intriguing ideas and implement them as appropriate — making a better/“funner” game is in everyone’s interests.


That said, I do wish ANet would bring back some of the design contests they had in GW1 days, when anyone who wanted could submit an idea for a skin (or whatever) and the community might (or might not) have some influence on what got chosen. The winner usually got something special, including (most importantly imo) their idea rendered into the game.

tl;dr recognition is a great idea; alas, the actual process of recognizing isn’t as easy as it sounds.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Unbound Item Loses Tradeability When Stacked

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

There’s a new bug affecting at least one consumable, Halloween Tonic (item #36104) and it’s similar to the one that prevents account bound items from stacking with others with the same name.

In this case, I found two partial stacks, one in personal inventory and one in a shared guild bank. The one in inventory could only be used|destroyed; the one from the guild bank could be transferred (i.e. sell|buy more|mail to). The two stacks could be combined, but ended up with the limited functionality and the resulting stack could not be placed in the guild bank, as would be expected for a non-transferable item.

The descriptions of both items were the same. The item IDs were identical (checked by using /wiki on the linked items).

I was able to resolve the issue with the same work-around used for the account-bound stacking bug: put both stacks on a single character and change maps (or log out|in for that toon).

I reported this via the in-game /bug tool. I’m also posting here for two reasons:

  • In case a moderator sees it and wants to get more details.
  • To let others know that this might be an issue and that the known work-around is good for this issue, too.
John Smith: “you should kill monsters, because killing monsters is awesome.”

Owned game since launch only level 29

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

For about 3-4 hours after reset, I see guilds recruiting all the time in the major cities, especially Lion’s Arch and Divinity’s Reach. Pick any one of those that appeals to you; if you don’t click with the group, try another. You can even join up to 5 guilds at a time and swap your “representation” between them.

While you are choosing, start exploring. You can do that alone (or with a group). And follow your nose. The game will guide you (sort of) to content your character can handle or you can ask in /map chat or check the wiki (by using the in-game command, /wiki). The world map also shows the level of the game’s zones.

Long time GW1/GW2 players tend to describe the entire game as “end game” while those coming from traditional MMOs sometimes say they can’t find the “end game” — that says to me that “end game” isn’t a very useful term for describing the content you are trying to find (or avoid until L80). That’s why I recommend that you just get out and see what’s around.

PS ignore the inevitable cynical remarks — some folks have trouble getting into the game and some never do. Only means the game isn’t what people sometimes expect.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Suggestion: Guild Bank Password

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

There isn’t anything in the game similar, so they’d have to create new code just for this.

It wouldn’t be easy, I’ll give you that. But Custom Arenas are already password locked, so that’s not exactly a first in the game.

Right, the “password” UI might be able to be re-used, but that only covers one of the mechanics. Custom Arena passwords allow full access or nothing; guild banks have several different levels of access. Is it “type once” to gain full access until you logout? Until you change characters? Is there one password per person? One password per type of access (stash vs deep cave)? Do you have to type a password to put stuff in or only to take stuff out? How many times can you try a password before getting locked out?

Some of the answers are probably obvious (some not). Regardless, someone has to consider and walkthrough the design and consequences (pro|con) of each and ideally check in with some people who play a lot (but don’t code a lot).

And again, that’s before people start to send in customer service tickets asking for help with the new system, for good or for “oops” reasons.

I’m not against such a system; I just don’t think it’s that easy to add. Given that, I’m not sure the benefits outweigh the costs, especially given all the other features want to see in the game.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Allow custom head-pieces with outfits?

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

This would mean customisation, which Anet is clearly against

That isn’t the issue.

Outfits are inherently easier to design and implement: a single skin for each gender/race combination (and sometimes a bit less) that doesn’t have to be tested against every other skin, since they work as a single piece.

Opening them up to customizing even one slot (e.g. the headpiece) would change them from being simpler/easier to being close enough to regular armor pieces that they might as well just drop the outfit altogether. In other words, the very thing that makes outfits attractive (from a design point of view) would be lost.

I would love to be able to combine some of the festival headgear with certain outfits (especially the ones that don’t include much over/on the head or neck), but I can’t imagine why this would happen.

I, too, would also like to see more complete armor sets. At the same time, if I am glad to have a choice of 4-8 outfits instead of just one set, especially since I like very few of the pieces in any of the sets available today.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Just wanted to Know As to WHY WE CANT

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Why should 100% map completion be shared given that only a single character completes the map each time? I don’t enjoy map completion myself, but I don’t see the need to change the current system. I like getting rewarded for completing a map occasionally and I have a bunch of friends who love completion to the point of redoing it over and over again.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Suggestion: Guild Bank Password

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Illconceived Was Na.9781

…and it’s easy to implement.

Good idea or not, it won’t be "easy to implement. There isn’t anything in the game similar, so they’d have to create new code just for this. They’d also have to design the UI and figure out a plan for dealing with individuals who forget their passcode and guilds that lose the people who know the passcodes.

It won’t be one of the most difficult things to add to the game, but it won’t be “easy” either.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Add player/account names to spawned items

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Things I’ve witnessed:

<snip>

sure, I’ve seen all of those things, too. But … it doesn’t happen often nor does it affect that many people nor does it persist for that long.

I agree it’s annoying, but I don’t agree that it’s a “problem” that ANet needs to directly address. Plus, there are potential mechanics that prevent this from being an issue in the first place — mechanics that would have additional benefits.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Proposed change to repair NPC

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

A lot of newer mechanics have reduced the number of ‘accept’ clicks we have to do. When offering ‘rubble’ to repair forts in Silverwastes, you don’t have to click ‘accept’ as we do in collection events in the original maps.

I agree that the repair process isn’t onerous and doesn’t need to be changed for its own sake. However, I would like to see all NPCs change their behavior to match that in the s/w: if there’s only one meaningful response, then make it happen automatically.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Useless information

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Why do you even write a newspost about a beta event that only got about a few thousands invited? That’s like 2% or less of the playerbase. Send out emails to those lucky and don’t tease the rest of us.

What makes you think there are only “a few thousand invited”? People who found a portal in Maguuma Wastes got a guaranteed invite, but anyone subscribed to the newsletter might also have been invited.

Regardless, even if only 100 people participate, ANet should publicize it: each beta event puts us one step closer to pre-purchase and an announced release date, which are among the final public steps before the actual release.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Flashy banhammer

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The purpose of a flashy banhammer is to publicize kicking accounts from the game. This is usually done to encourage others to change their behavior and/or to let the vast majority of players know that the game company is actively pursuing cheaters, gold sellers/buyers, botters, etc.

ANet’s philosophy in GW2 has been, for the most part, to do this quietly, the better to catch “evil-doers” unawares. For publicity, they have mostly stuck to a few specific occasions of publishing the numbers of accounts banned and/or the circumstances.

In most cases, ANet doesn’t bother to strip the account first: any ill-gotten gains are locked behind a blocked account.

The recent so-called “public execution” was a major exception, perhaps done because the account in question was more noticeable than most. I doubt very much if ANet plans to make this a regular occurrence.

tl;dr flashy banhammers wouldn’t have served ANet’s needs to date, so unless something changes, I don’t expect we’ll see them introduce one to GW2.

John Smith: “you should kill monsters, because killing monsters is awesome.”

I found the place most toxic people gather

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I can’t disagree with the OP: some balm farmers get so focused on their own concerns that they lash out at anyone that might slow them down for even a little while.

ANet’s usual solution when dealing with toxic farming has been to increase the time between farms or eliminate the farm entirely. But the current crop of farmers won’t care in the meantime.

So, until that happens, report anyone who is verbally abusive (including, but not limited to personal attacks). My hope is that ANet will set an example by punishing the worst abusers, thus encouraging everyone else to play more cooperatively with the entire map, and, I hope, decreasing the need to nerf existing farms.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Dungeon Skin Collection Bug

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

You’ll need to contact Customer Service by creating a ticket, via the support link above. Apparently, under rare circumstances (almost always when unlocking a skin in the Heart of the Mists), the wardrobe records the new skin, but the collections do not. After that happens, the player can’t do anything to change that, since the game thinks that skin is already unlocked.

ANet’s aware that there’s a general issue and it apparently happens less often now (if at all). Still, there are plenty of people like yourself who were affected a while ago, but haven’t noticed until recently.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Failure to collect money from dead MOB bug

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Foes don’t drop coin all the time. I also don’t think it’s possible to loot a chest without removing all its contents, unless your inventory is full already.

This is also the first time I’ve seen anyone reporting anything similar. (Obviously, I haven’t read every forum or reddit bug report, but I have seen tons and this one is something new to me.)

site:reddit.com inurl:guildwars2 can’t loot money

site:forum-en.guildwars2.com inurl:forum inurl:bugs collect coin

using variations of the above google searches, I wasn’t able to find any similar examples (the only links I found pertained to Coin Purses or TP)

Any time I’ve checked, my wallet always grows fatter after looting chests that do contain coin (although, as noted above, many do not).

What steps could someone else take to try to replicate the issue you are seeing?

John Smith: “you should kill monsters, because killing monsters is awesome.”

"Treasure Hunter" impossible due to Dobbs bug

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The event in question is Protect krewe leader Dobbs as the krewe clears the excavation site . According to the wiki, the current bug has been around since 2014 (without the details, it’s hard to tell if the one reported in this thread is the same or different from one that was claimed to be fixed in May 2013).

John Smith: “you should kill monsters, because killing monsters is awesome.”

Life Blast misses almost figured out (old)

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Nice detective work. Thanks for reporting this.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Noob question on CDI

in Players Helping Players

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

It’s were topics to went to die. ( It’s SOP).

Not even close to true. A number of CDI topics changed the way the game evolved, sometimes in minor ways (new colors for commander tags), sometimes significant (a lot of Living Story changes, PvP/WvW map changes, etc).

The CDI was never meant to allow players to decide what changes would be made or how those would be implemented. It was always intended to be a brainstorming session between one or two developers and the community, a way of exploring ideas that might not have been discussed at ANet.

In that, it was completely successful. One of the project’s biggest problems was that a lot of players tended to see the CDI discussions as ANet agreeing or promising particular things, which ended up being distracting for ANet staff as well as forum participants. Another problem, of course, was that the CDIs were held in the forums, which means some people never participated and some, um, “over-participated”, crowding out lots of other voices.

tl;dr it is (or was) a useful idea for collaborating, but not something ANet could sustain over the long run.

John Smith: “you should kill monsters, because killing monsters is awesome.”

gold to gems

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

In February, you could get 100 gems for 14 gold (I even got some at close to 12g). Does that mean the ‘economy’ was better then?

As a game ages, people will have more wealth and be willing to pay more, so there’s a natural upward pressure on the gold:gem ratio. What’s impressive isn’t the 20g:100 gem ratio that we’ve seen sometimes this last month, it’s that the price isn’t far higher.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Is there a lack of meaningful content?

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Meaningful content is in the eye of the beholder. Fun is even more subjective. Lots of people enjoy the game as structured. Many of those playing for 3 years might be ready for a change and many that have been playing for less time have no idea why those vets have run out of things to do. And, of course, there are people who never really ‘clicked’ with GW2, including an important subset of GW1 players.

Consequently, I’m not sure it pays to spend too much time worrying about the OP’s stated question, “is there a lack of meaningful content.” A better question to ask is whether the game continues to be successful appealing to its core audience(s). I think the answer to that has to be ‘yes’ since (a) there’s an announced expansion and (b) people got upset that they couldn’t get a beta invite.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Add player/account names to spawned items

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Regardless of intent, this doesn’t happen that often. Yeah, some people like to troll by placing an interactable item next to a node, NPC, or other item that spawns an [f].

An alternative way to address this is to add more ‘interact’ options:

  • [f] for AoE loot.
  • [shift-f] for interact with game-spawned interactable
  • [alt-f] for interact with player-spawned interactable

I don’t really care who spawns an item most of the time, but I would like to be able to have more control over the priority of the [f] key than we have now.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Seriously high ping since last patch (19th)

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Not everyone is seeing the high ping. And although your latency might have started right after a recent patch, that doesn’t mean the update is the cause.

Your best bet to get ANet to work with you on this is to create a support ticket (3rd link on top left). Customer Service will ask you to run some diagnostics and help you figure out where the latency is occurring. It could be home, your ISP, ANet’s ISP, or anywhere in between. If it’s on their end, they’ll need those details to troubleshoot and/or work with their providers. If it’s closer to your end, you’ll want those details to work with your provider.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Core Specializations?

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Posting this here as it effects the entire game, not just heart of thorns, when are the core specializations coming out for the base classes? anyone know? I read they’re supposed to come out far in advance in the past.

They haven’t said anything except that they would be released separate from HoT. That could mean a month before or 4 months before or…

John Smith: “you should kill monsters, because killing monsters is awesome.”

Goemm's Lab broken

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

ok so I have to go purchase an in game item or be a specific class? (was trying to do this for the first time on my mesmer as my engineer is a charr and I hate doing jumping puzzles with the charr)

and ty for the info

Or wait for them to fix the bug. (It’s one of the more difficult puzzles, so I know people who have never done it “legit”, but instead have used one or more back up tools such as described above.)

John Smith: “you should kill monsters, because killing monsters is awesome.”

Silver, Gold, and Platinum speculation

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Smooth Penguin likes creating thought-provoking threads. Some of SP’s posts are more effective at this than others. Regardless, don’t over-analyze. I’m sure SP isn’t “above” spiking the market, but I wouldn’t bet on whether SP stands to personally gain.

John Smith: “you should kill monsters, because killing monsters is awesome.”

OGRE WARS full path to event lock-up

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Thanks for staying on top of this, Kitsune.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Weapons/back Dye !

in Guild Wars 2: Heart of Thorns

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

They made a design decision early on to not enable dyeing weapons. Apparently, this reduced development time and made it easier for them to introduce more weapon/weapon sets more often.

I’d love to dye my weapons, but I respect the trade-off, i.e. I’m also happy having more variety.

John Smith: “you should kill monsters, because killing monsters is awesome.”

PLEASE create a "Server Chat" option

in Guild Wars 2: Heart of Thorns

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I think this is an intriguing idea that probably won’t get considered, because its potential benefits are too few to account for its costs.

You mean a server-specific channel for PvE and PvP? Since all /map and /team chat in WvW already is specific to your world. I’ll also assume that you want this channel to work across all instances, since you can recruit for WvW just fine in /map now, by naming your server in your recruiting advert.

That’s a tall order. First, the only existing chat channel that works across all instances is /guild and that’s limited to 500 people at the moment. So ANet would have to create a new capability in the game: to reach more people and to designate them by server.

Can you think of any other purpose this channel would have besides recruiting? Because this seems like a huge expense relative if that’s all it would be used for.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Daily Suggestion~

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The idea of introducing dailies wasn’t to add to people’s work load, it was to offer additional rewards for doing things that people typically did anyhow. That’s why it includes world bosses, vistas, and gathering. It was meant to benefit those who play often (as in more days of the month).

I admit that the current implementation leaves a lot of room for improvement. Even so, at the very least, it fulfills the goals of the mechanic: people who play every day get are rewarded for ‘loyalty’ — the frequent flyer program of GW2.

In contrast, your proposal emphasizes the achievement points and would require people to spend more effort instead. I feel we already have that system in the form of living story and new zone achievements: you have to spend a lot more effort for those achievements, which tend to also offer more AP as well.

tl;dr The proposal, as structured, goes against the stated goals of the daily mechanic.

PS I’m not against adding those things into the game, but not to replace the current system.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Transfer to other server

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

it was a sensible question: for a long time after launch, you would have had to rebuild from scratch. Fortunately, they changed this

John Smith: “you should kill monsters, because killing monsters is awesome.”

Mini pets and fast timers

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Everything offered in the gem store (with few exceptions) returns to the gem store at some point. So whichever minipet you want will be back.

Similarly, if you know that every month or four, something pops up that you really want (but don’t have the gems for until later), then plunk down US$10 (or the equivalent) whenever you can afford and build up a cache of gems. (This works for converting gold into gems, too.)

Of course ANet would like your money and of course this game isn’t only for the wealth. But —also, of course -- if you have plenty of cash, you can immediately gratify any want or need that can be purchased.

tl;dr keep some gems saved up for impulse purchases

John Smith: “you should kill monsters, because killing monsters is awesome.”