Showing Posts For Inverse.2967:

Raids excludes players, and it's ok.

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

I suggest you stop bullying Ohoni for making a valid argument to state his opinion on the matter.

Raids and meters...

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

Have you considered ppl can lie?
I’m just telling you that meters are the only real option to see what is what in fight. No vague guesses, no observations, no roundabout stuff. Just straight, clear and honest numbers.

Have you considered most people are not trained in basics of proper mathematical procedures to actually make valid assumptions out of raw statistical data ?

Raids and meters...

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

Have you considered asking people which options they do bring to the table when composing your group and discussing the strategy and agreeing on who will play which role in the upcoming fight ?

Raids and meters...

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

I’m just telling you wont be able to analyze 9 players being involved in fight yourself.

Maybe, maybe not.
From what the beta raid presented I don’t feel like it was very hard to actually see all the important things happening.

Maybe other fights will be less easily overviewed. But that’s the cool thing about this you got 9 other people that can too look at what’s happening and you can then piece the full picture together from all the peeps’ different observations on the last pull.

Raids are for HC-Players | need DPSTool

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

Comming from WoW where you can get all possible stats from raids: it causes nothing but huge drama, toxicity and mobbing. Also as stated above it promotes pure “omg DPS, ignore everyone else” gameplay.

We don’t need such garbage in GW2. Period.

Totally agree.

Also here and old but still just as relevant elaboration on the real implications of introducing dps meters to raid games by a very popular “maxing scumbag dps expert”:

Good old Kripparian back in 2012 on the subject matter:
https://www.youtube.com/watch?v=SlrW0MY_n7g&spfreload=10

Dailies and other dismal failures

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

Actually while playing a max level character you get quite a good stream of Level-Up Tomes, so whatever char you play, you will get level ups for your alts.

Taking Grind to a whole new Level

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

I don’t think you understand the meaning of grind. Being required to do something you don’t like does not equate to it being a grind. In fact with this mastery system legendaries will be more legendary than just a status of how much gold you have. If you want you gold based legendaries feel free to craft the old legendaries they will still be available. But pls don’t try to change this new meaning of legendaries to be another gold grind fest.

I’d stick to the following very well adapted original meaning of the word “grind” in this context:

“repetitive and uninteresting gameplay”
https://en.wikipedia.org/wiki/Grinding_

So I’d agree that including all game modes in a mandatory way is good, just make sure the mandatory parts that some people might like less are not as “repetetive” to make it overall unenjoyable thus being a “grind” in that sense that both criteria are met.

Raids and meters...

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

No, thanks )
Why are you telling raid leader should just focus his eyes on other members, guessing all that skill moves animations? And its with 9 more people. Sounds like you won’t be able to do it yourself, so please dont spread nonsense.
And why you calling meters torturing exactly? Bring me a real reason, not just some kittening about how bad players are having hard time with it, and other inconsistent matters.

I gave you my argument in the post you obviously didn’t take time to process:

GW2’s mechanic creates most difference in effectiveness through timing and positioning while being aware to the encounter and your role in the event.

My claim is basically very much in line with the posts made by the raid developeress herself. So this position is based on the best 1st lvel source available for speculating about this unreleased content.

Taking Grind to a whole new Level

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

Well let’s see how it turns out.

From making the gen1 Legendary I was utterly put off, as it actually was mostly a really painful grindfest… In my case pushing the Queen’s Grindfest for about full 2 weeks straight.

After I was done, I actually had to quit the game for quite a while because it had nothing to do about “just play the game for a longer time to naturally progress”.
All those big expensive Tx-mats stacks in the recipes are nothing but a totally unneeded and exceptionally uncreative grind and gold sink.

The other parts that just checked for playing a substantial but not grindy bit of the various different pieces of the game were super ok though and I liked them.

Since the new legendary system was once announced to be a scavenger hunt, I still hope the actual implementation will be just that:
Having you go to an immense amount of totally different places and modes of the game to acquire all the shinies you need, so you can just progress that route by actually playing the game for an extended period of time normally while progressing towards the goal in a healthy manner.

Though things like those totally obscene T6-mats stacks get thrown in again, then I’m just out of that part of the game and will wish happy Grind Wars 2.1 to every one who’s into that, or has a golden credit card to play the TP.

So I am still really looking forward to the actual reveal of the track, hoping a lot that it will be a long and interesting track to play with lots of diverse activities in it.

Ascended Gear to be Required for Raids

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

It’s the first day of brand new content. If there were teams that were taking less than 5-6 tries on a 1 day old boss in a new game mode then the content is too easy.

Number of attempts until success is not an indicator of difficulty, it is a indicator of the group’s learning ability.

Raids and meters...

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

Actually the way combat skills in GW2 work, movement, positioning and activating a skill at the right moment makes a much much bigger difference than the stat gap between rare and ascended gear.
Movement, position and key skill activations are easy to spot.
If you are incapable to use these indicators to refine your strategy, please hand over your raid group lead to someone more capable instead of torturing your peers with metering.
Thank you.

All I want for Wintersday is ...

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

Bunny Ears ! … or RIOT … (again) … :P

Maybe we need to found the “Bunny Ears Future Buyers Union” and at one time call out a general gemstore strike until the ears get reintroduced again

Raids are for HC-Players | need DPSTool

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

When deciding on whether you want a DPS meter in the game… just look through all these forum discussions and then reiterate on how many people on average you would consider qualified to actually make an informed decision on the raw statistical information that such a tool would provide in the context of a dynamic highly situational boss encounter.

Elitism and newer players

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

Yesterday I played through a Sorrow’s Embrace with a party of 4 new FreePies (F2P-account holders).

It was a long and very fun run.
I had fun, because it was super cool relive how exploring a dungeon for the first time is.
And they had fun because they felt like they had super support asura on their team.
A real great time.

I really start loving all the new people that come into the game exploring everything for the first time and having loads of fun.
Looking forward to be using Scrapper’s function gyro a lot in the future.

Why are players malignant in this game?

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

My personal advice is this:

Open or join a party on LFG with “all welcome” in the description.
From my experience this will give you an overall more positive group experience on average.

Raid Feedback

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

I’ll say I’ve always liked soft timers best. 500% is probably a bit much to call it a soft timer, but hey at least it’s not one of the “and you’re dead” type enrages.

I actually just reduced this to give you a little wiggle room to (as my raid says) kittenroach the boss down if he’s low enough.

That sounds very reasonable, thank you very much for this tweak.

Raid Feedback

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

If the times run out, the boss gets a 500% damage buff.

For those of you complaning about the enrage timer, that is needed to keep the challenge of the raid. If you remove the enrage time you remove the dps requirement and you trivialize the content.

By your logic: Not failing a raid-wipe mechanic like lightning field for half the time is challenge and being able to not mess this up for twice as long consecutively is trivial.
I do not understand how this approach of measuring diffculty that you propose works.

Also how is a stat/spec-based DPS requirement an interesting challenge.
Taken that you already fulfill the non-stat mechanic you meet it by simply picking any of the available DPS stat specs and then memorize the best repeatable sets of recurring skill presses that you individually are capable of handling.

A challenge would be to check if you can squeeze out a certain efficiency out of the DPS choices/stats that the gear/spec that you chose give you. The timer may be intended to do this, but it does this indirectly. Taking some more raw dps spec/stats will just look more easy route to go than super maximizing what you actually make of what you picked.
So the top bunch will super maximize what they can get out of what they choose.
For everyone else it will be “take this class/spec/stats or gtfo”.
-> main challenge in the wilds will be to have picked to play the one right class/gear/spec that is in demand and nothing else, not configuring what you happen to like playing so it will fit what’s needed in the encounter.

Even though it may or may not be a requirement through the set timer, its pure existence is highly likely to drive people into believing they must min/max whatever they guess is the optimal setup to beat the timer, instead of getting peeps and then just coordinating who will/can fit which role in that specific group.
Because in the end, when picking your classes for the squad you want it to be as easy as possible, otherwise you would not need to pick and just see what you can make out of whatever you got randomly.
That is where the call for challenge gets turned on its head!

If you want to check for proper coordination, like not everyone running into the lighting field, you do not need a DPS race check. Just check for what you are checking like: "this many peeps in lightning, no more no less. Adding a dps race to ensure some ppl need to stay on target is only an indirect way, which basically serves the same check purpose.
But it also disables other strategy options thus narrowing it down to eventually converge onto a meta path, of which unexiting community repercussions we already know of.

If some of you can show a away of getting ride of the timer and somehow keep the challenge, because if you remove the timer after the game is released and after two wipes, people will just go to the easy mode and be all tank/healers… and then will complain that is very easy and as no challenge. Also as i said before triple trouble wurm without a timer is pretty easy

As I pointed out before, without a timer a full blown Drood Moonkin group would have more leeway to recover from the less deadly mishaps, yet they would force themselves into the additional challenge to perform sufficiently well at meeting raid-wipe mechanic checks for a far longer period of time which is nothing trivial at all.

Also calling Triple Trouble easy is hugely ignoring the encounter’s mechanics.
The Wurm only seems easy for majority of pub zerks that do have an easy job in this encounter, when there is a group of sufficiently skilled peeps mitigating all the deadly encounter mechanics.
Just have your condis/reflect people stop doing what they do, you might see a lot of downed clueless peeps piling up quickly.
The Wurm isn’t easy at all, but as a public event encounter it has room for many many player slots that only have to fill a super easy “beat it hard” role, as long as a core team handles all the difficult stuff to prevent the real difficult part with mayhem all over the place that would eventually erupt when they didn’t.

Killing the guild lord at the last moment....

in PvP

Posted by: Inverse.2967

Inverse.2967

… priceless

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Elitism and newer players

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

I like playing with lowbies!

They can just hide under my D-Series Golem defensive bubble. It works wonders :P

Edit: No really, I love it. Makes playing dungeons challenging again, great fun.

Raid Feedback

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

Btw, here is one little thing that does not yet seem to be working as intended:

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Raid Feedback

in Fractals, Dungeons & Raids

Posted by: Inverse.2967

Inverse.2967

From what I’ve seen in Card’s and his Buddies Guardian Vale fight the whole thing looks like an amazingly fun and already well balanced encounter.

They seem to have run lots of heavy damage oriented choices so it wasn’t super close on the timer in the end. And they all definitely know well how to keep all the group’s damage enhancing effects up.
So I think the timer will be pretty close for many other groups.

In general I am no fan at all of enrage timers.

They don’t add any fun and take away the choice for less proficient or learning groups to trade off between quicker but more risky fight and a much prolonged but less risky fight by gearing lots more defensively.

I think enabling super defensive strategies would not take away from the difficulty.

Groups running those would have to fulfill all the boss mechanics over a much longer period of time and for many more times in a row than a more offensively set up group.

So that would still be fair but enable reasonable access to such fun mechanic heavy encounters for players that may be less proficient in offensive group stats application.

Give Leaderboards and bonus reward for pro min/max players

The pros on super speed kill time records can have Leaderboards instead for going super quick offensive strategy route.
Adventures will have them, so just extend them to Raid encounters as well, that would be super cool for the high end players.
If that was already announced as a feature and I missed it then well ignore this paragraph.

My suggested alternative to enrage timers is this:

Make the boss progress towards an enrage state by counting amounts of successful and unsuccessful player interaction with the encounter mechanic.

Whenver the group does not successfully meet encouter mechanic interactions (like blocking orbs, not standing in fire, not boon stripping, etc…) over a check time intervall, or the ratio of fails to successful interaction is bad, make the boss progress a bit towards enrage state.

That way the encounter will still have a hard enrage end, if the group ignores or just fails at the encounter’s mechanic, yet doesn’t put them on the dreadful damage race timer.

You can still do partial damage checks like burst/focus fire or sustained damage upkeep checks as part of a mechanic though. I just don’t see much fun in the overal you die then timer concept as it does not check for ppl actually playing the encounter but how well they again min/max DPS within in it.

Let’s just leave that min/max DPS game to the pro’s running for raid leaderboards.
Many other players will also have fun without it playing these cool mechanic oriented encounters, so just let them.

tldr

Please consider using enrage trigger by mechanic fail instead of enrage timers in the raid future.

Feedback about Beta in general

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

Indeed it somehow seems that the Wyvern’s break bar is far too robust this time around.
My raid group had the same problem as that it didn’t take any damage worth mentioning, whatever the reason for that may have been.

"Please don't fix the Bristleback" campaign!

in Ranger

Posted by: Inverse.2967

Inverse.2967

Sure, but that’d mean a feature from HoT would have to be cut in order to make up the lost development time. Is that something you could live with?

YES !
Bristleback isn’t a bug, he’s a feature !

"Please don't fix the Bristleback" campaign!

in Ranger

Posted by: Inverse.2967

Inverse.2967

Giant Bristlebacks for everyone !
Single best feature of whole BWE3 so far.

SAVE THE BRISTLEBACKS !

Beta Weekend Druid Feedback Thread

in Ranger

Posted by: Inverse.2967

Inverse.2967

I just tried out Druid tonight, it was one hell of a fun run, almost as good as a Norn Owlbear transformation.

Works great in the open world and super good in dungeons too.

Edit: Please keep the Bristleback’s super size mode

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Inverse.2967

Inverse.2967

Scrapper was super fun to play, everywhere in Verdank Brink as well as old dungeons.

The gyros though sometimes had some tendency to find the longest possible route to target even when on open terrain…
Like: first fly all the way to some distant heli wreck far to my side curve around it and then come back to the enemies that it was shot at that stood in a totally different direction to which there would have been an unobstructed direkt line path to them from the starting position.

Anyway, I already love the Scrappy!

Mordrem Invasion: Share Your Shots!

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Inverse.2967

At the camp in Kessex Hills awaiting for our brave heroes’ return from the fight against the evil Mordrem invaders.

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Charr -- Can't Get Over How Terrible

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

I think Rox is a super cool charr character.
I mean look at those eyes, totally on catnip:

https://wiki.guildwars2.com/images/5/5b/Rox.jpg

Whats up with drop rates?

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

“Mayeth Zommoros’ grace shine upon thee my pupils.
Praiseth the loot, for it is good !”

- Brother Arr En Gesus – Public Mass at Divinity’s Reach Upper City – 1328 AE

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How Exactly to Use the Mystic Forge?

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

It works like this:

Zomorros offers a few useful but expensive recipes that have a guaranteed outcome.
You can make all sorts of nice things by following the recipes in the link posted above.

For for most part the mystic forge is gold/item sink meant to remove excess stuff from the game, as the main recipe is this:
Throw in 4 items for a chance to get 1 better item or even a super rare one.
Since only few people happen to hit the jack pot, many many other people keep throwing stuff into the forge hoping for their one lucky day thus kindly removing lots of excess loot items from the game economy.

The main function is a lottery with super rare but super valuable top prizes and thousands of no-win tickets to drain the economy so it won’t overflow at one point from dropped loot.

Whats up with drop rates?

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

I don’t know if it is a thing or just my personal pure luck, but hear this:

Whenever I happen to play with one of my buddies that only play very rarely, to help them level their cute tiny lowbie toons, i always walk away with some rares and often even an exotic or otherwise curious loot from just normal lowbie area mobs…
No idea if the rumored anti-farm function just un-locks when you go to a lowbie area and group up with some cute little noob or if it is just coincidence, I don’t know, but it surprisingly happens a lot to me.

Mordrem Invasion - 5 and proud

in Guild Wars 2 Discussion

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Inverse.2967

But you can’t really blame people, there’s literally no incentive to do it any other way.

I earned my Selfless Potion by staying vigilant and never deserting any event other than porting out when totally dead in a situation where rezzing would have been no good option for the players still fighting, and thus removing my dead weight from the event scale.

NPCs blocking key services (AH, Banks, etc)

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

Additionally, all NPCs that do not serve any in-combat mechanic function, such as the LS2-Golem Companion shall be made so that they will not present their interaction-F prompt at all to players that are in combat.

It is very very annoying when they pop you their dialogue window into the face when you were trying to pick up somthing important to the fight mechanic or just wanted to spam F-autoloot around.

It isn’t such a big issue, but cases of death NPC-chat-window have occurred once in a while.

Mordrem Invasion Feedback [merged]

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Inverse.2967

My final closing verdict is this:

- At first I didn’t like it, as by looking at the reward scheme and the vendor prices I already knew what was coming instantly

- Then I started to really hate it, as I could not resist the shinies and grinded out the trophy that i wanted, it was an agonizing grind and waiting around

- After I got what I wanted and all the tension about “how much blooms will i get” went away, I found playing the event again just for lolz was actually super fun to do, no matter the technical details here or there.

- Also I learned a lot about ANet handling feed back given through their forums, by reading all the interesting feedback given in the now merged 2 big threads.

- Unfortunately there was very little coverage about this weekend on the usual youtube channels, that was a bit underwhelming.

This is how it went for me.

Suggestion: New Condition: "Trauma"

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

I like the basic idea of making another base stat play a part in condition builds.
And the suggestion of a remove-first blocker like condition is interesting. In GW1-PvP it was very common to intentionally put useless conditions on top of the important ones to prevent the target from getting rid of the big one quick.

I believe putting something like that in would be very complicated and probably take alot of time, but may be and interesting addition to the game’s condition based combat mechanics.
Most likely with the xpac coming up, there won’t be resources available in the foreseeable future to work on such a basic change.

Last day of sales. Your hopes?

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Inverse.2967

Only one thing: BUNNY EARS !

Modrem Invasion - 20 stacks within time limit

in Guild Wars 2 Discussion

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Inverse.2967

Thanks, this needs to be spread more. You can still see alot of people in mapchat having problems to reach 20 stacks (sometimes because of wrong instructions) or being toxic about people that only want to get their 20 stacks.

On further note: I really wish the toxcity in this community would stop. Currently it’s like at every mordrem invasion that people call you “selfish” or “unfriendly” or “not helping f2p player” if you try to explain and help others how to get 20 stacks. I really don’t understand why some have to be this toxic only because we play the game how anet wants us to play it!

No words…

The New Lion's Arch - Feedback [merged]

in Guild Wars 2 Discussion

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Inverse.2967

New LA is just super nice. Very well done.

Creating a character on another server

in Guild Wars 2 Discussion

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Inverse.2967

It does not matter what Homeworld you have. You can just play everything with everyone in the same continental region (EU/US/CHINA).

There are no “Servers” anymore, these home worlds only define in which team you will be when playing the big World vs. World battle ground.

This is much better now than any other old school actual pve server system, as all characters can play with every other now. If you and your friends happen to be sorted to different map instances when entering an open world map, just right-click the portrait of one of yur friend in your party list and choose the “join in…” option, done.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

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Inverse.2967

Ok another state of the game update:

- the obscene tag-and-run deserter sport has become the overall meta now

This results in that events are always kept at rather upscaled state but progress often comes to a crawl so much that the 3-5 people that actually are fighting instead of just tagging will now not only get 10 instead of 15 blooms compared to the leechers, but must now even fear to not even get the 5 blooms reward.

I’ve seen catapult and shield events go on for more than 7 minutes now, being rather upscaled most of the time because ppl keep popping in and out just o get their tag but not contributing to the progress AT ALL.

This goes so far that catapults are being ninja-ed so actual defenders go on defense, just to see that the catapult was then left deserted once again while they were fending off the spawn that was about to rip it to pieces. Thus event does not progress very much at all, since defenders are bound to mobs that get overscaled because of ninja-taggers, so regular event participants don’t have enough time to use the catas.
And the taggers constantly ninja-ing catas don’t do much damage on the boss, yeah wp.

On shield spawns this can also happen, tag and run keep shield blossoms and especially the boss at a very highly scaled state, yet do not contribute to damage progress signifcantly thus i’ve now seen shield spawns take 4 or more burn phases, because with just like 5 people doing actual full burn time on the boss while it is on scaled up state does not help much.

Result of this anti-social behaviour is now that if you play events regulary and do not desert you have actual reason to fear for even the 5-bloom reward if you get unlucky and run into several long-term engagements in a row.
Also getting the 10-bloom-reward by regular non deserting play has become a gamble instead of something you could reach by contributing actively.

GG…
After i’ve gotten my last few blooms that I wanted I’ll just stop with this exhibition of all time human low and do something that is more fun… like doing daily chores or so.

Will HoT be another "Source of Orr"

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Posted by: Inverse.2967

Inverse.2967

Currently the events on the map support the story line. if the events are changed so that they no longer support the story, then the story quickly becomes “isolated.” It will tell of a horrible disaster and the surrounding events will be telling some another story. There will be a huge disconnect between the two.

If instead it’s put on its own map, how can a solo player or a group of 5 realistically handle the necessary events to support the urgency of the story? It would have to be very watered down if one to five people are trying to do a map’s worth of supporting events.

You are right the Orr zones were in the first designed with something else in mind and thus are now an ever static problem.
I personally don’t mind with some zones being in a different time frame. Just adding some kind of date information to them whenever you step into them would be just ok for the zones that are not feasible to have a “current time” world state added.

Yet that does not invalidate time travel device to enable player initiated creation of past zone events world states. This could also replace the world boss spawn mechanic for guilds that are currently in place. Instead of spawning Teq/Wurm onto an existing public map, if would spawn a new instance and place a public portal into the existing public map.
Would help a lot with creating clean map instances for organized big event fights and also open up access to older cool events like Marionette or LS1 events.

Will HoT be another "Source of Orr"

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Inverse.2967

A (real) “Living World” influenced by the players, I like that.
I remember something similar in the quest line for the second expansion in WoW, when I used to play, the player would cleanse the land piece by piece of the undead and opening new faction outposts that would stay there for the rest of the game.

Yeah and that awesome “phasing” technology would then later pop people in your party that were on a different quest stage out of your world into a different dimension at the worst moments for no reason other than being not useful in a multiplayer environment.

I think people do not have really anything against the world changing, they just do not like older world states and event content to go away and not be available for replay.

So maybe easy proper solution would be just to have the colleges of Rata Sum invent some time travel device, so you could just travel to zones, events and instances as they were in the past to replay old stuff if you want to.

New players will first always go to the original old time limes of a zone for living story, later then to the current one.
Veteran players and probably public guild events may use asuran time gate maschine to open up portals to other event states from previous Living Story Seasons, like for example Marionette Fight.
A Guild could just spawn a public portal in Lornar’s Pass and thus create and instance of the Marionette Fight. Everyone in the “now”-time could just use that portal to join in. Also such a portal should be noted in the upper right hand zone wide event indicator.

Super Adventure Box [merged]

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Inverse.2967

All those poor little asuran prodigies crying all day and night just because SAB is kaputt….

Please ANet have a heart bring back SAB once you got that HoT thingy out and running well. Next spring maybe ?

Rytlock should be new Boss character and throw barrels of some kind :P

Awesome rewards...not so great

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

I already have ascended .Now I just wander around kill some mobs for some claws/organs or green items and don’t have an specific goal.

For me will be better if the system be like this : Do “that” to get “this” ( even if is super hard ) .Not do “that” and maybe maybe you get a piece that need to be combined with other parts (that are also random loot) to create “that”

This is my personal opinion and if you fell offended please just ignore my post . Thank you!

Besides this new kinda “did not went as intended” event with its awkward reward tiers, there are some rather new areas already in the game that give you that very clear distinct option to strive/collect towards a certain shiny item goal in a very clearly laid out manner, and yes it includes killing some cool boss mobs too, also some fun zerging.

Try look up the details for the reward systems of the zones “Dry Top” and “The Silverwastes”. You can go there do various events, get phat loots and collect some nice and unique weapons and armour skins and also a few rare item-stats-crafting recipes like the sinister stat set.

And yes sure there is always the “get all dungeon armour/weapons-skins” collection game.

Also if you really are into gearing up, try the fractals, that part has a special “agony resist” stat that is only present in fractals and has some kind of pretty long slow upgrading potential for those that are just into that.
There are also rare item skins available in there. So maybe give it a try.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

Here’s my mid-event recap so far:

- started with around 4 Gold in my pockets.
- farmed the event like no tomorrow day and night but didn’t desert any event for tagging
- now at 320 blossoms

what I got:
- I’m now broke, down to 10 silver in my pocket, did get 2 Watchwork Portal Devices from daily bonus chest and the usual not noteworthy things
- will need another full round of dailies tomorrow and several hard grind rounds to buy even 1 top tier shiny (-set)
- fighting mordrem in itself was a lot fun
- seeing people braggin in mapchat all day and night how great they to go tag-and-desert events and rip everyone else off for staying and completing them their tagged events was a major turn off, had to make heavy use of blocklist to keep chat clean of selfish wanna be-“elitist” banter

Will post my final verdict after event ends.
So far it looks much like fun fights very poorly delivered, details see thread above.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: Inverse.2967

Inverse.2967

We have been tracking player response and recognize that this event has not gone as intended. […] We also are going to postpone our plans to organize an in-game event around the Mordrem Invasion this afternoon. Instead, we’re going to continue to monitor for your feedback and collect information that will help us improve on these types of events going forward.

Well I’m sad to hear you are putting off the in-game event for now.
Actually I basically like the invasion themed events since LS1 including this one.

While events in the past had issues but matured in their mechanics and incentive structure to guide participating players this one seems off.

I can only agree with the constructive criticism key points mentioned so far by many others:
1) Removing all usual game progress currencies from the event while making it so that spending lots of silver on it is a harsh break in a game where you usually can power level even by picking flowers all day long.

2) While this in itself does not make the event unfun, you made it feel so by adding the super lackluster blooms reward currency that comes at a reward scale competing Asian Super Farm NoLife-MMO gaming, since the time window is very narrow.
All that this token currency vendor says to veterans is: “Hey here are some cool rewards for people that have no life and choose to play selfish-MMO super grind style all weekend long, if you are an average customer don’t bother, as you are excluded by time window requirements that you cannot meet”
Which is actually pretty much the type of “artifical exclusiveness” that we saw people fear in the raid thread drama earlier. People don’t shy difficult, people don’t shy long term collection goals, but people often went to GW2 because it more often than competitors offers players to consume these at their own pace without enforcing arbitrary “minimum raid calendar schedule requirements” on them to even start competing.
Also concerning all the “you don’t have to raid, you don’t have to grind, you don’t have to optinal play the good stuff”-voices here on the forum calling yay for more artificial arbitrary time contraint requirement exclusiveness for “time and effort” instead of skill presented or fun had please refer to what happened to WildStar on launch when they made that mistake to listen to these vocal forum front:
It turned out they are in fact even in a game specifically tailored to their calls, a super minority and most didn’t like the endgame with all that super artificial lock-out exclusivity and just left. Keep this outcry of this event in mind when wadin through the raid-accessibility related threads here on the forum as well.

3) While i believe the event may be quite fun for new players they get penalized the most by devoiding them of leveling progress while participating.
Also the reward vendor tells them this “Sorry but you are too broke to turn in these things, so don’t bother even starting to.”

4) Suprisingly you opted to forfeit the well working zone event progress and reward mechanics from Dry Top or Silverwastes and instead decided to go with a new one that anyone was able to identify at first look at the reward tiers as a big incentive for selfish hit-and-run leeching incentiviser.
We judge you by your own set standards to innovate and are used to you NOT repeating such obvious mistakes from the far past of early Season 1. Therefore it feels extra set back here for veteran players.
On top technical issues like the start bug and progress loss on disconnect put real salt into the wound.

To conclude:
The event in itself is a quite fun little weekend invasion, but introduced mechanics and reward incentives are not.
Actually if the event had no reward track at all it would have been ok to go to and have some fun for a few rounds.
Yet the whole addition of a reward track mechanic that is utterly backwards, defective and incentivises against ALL the principles that in essence seperate GW2 from competing products just makes it sour for everyone. It does not reward any target audience but instead has a strong turn off of for everyone one may it be newcomer, veteran or nolife gamer.

HoT = GWoW2

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

Kaiyanwan, please take note that while most GW2 ingame systems actually do fill the same role as old-school super-“yawn” systems in older games they do so in a different way.

Like Hearts replacing default quest hubs and dynamic events replacing default group quest chains.
These things fill the same spot but in a totally different and as I see it more enjoyable way. Those jungle people reputation-style masteries didn’t feel like “kill 100 million azure dragons on a daily basis to get required stuff” to me during Beta Weekend.

Hey just hop in BWE2 and try it out for yourself if you like their rep mastery better.

Raid Content concern

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

So if the boss was spamming condis you’d feel offended if the raid leader asked you to bring more condi removal than normal?

Not offended no… but the point then is that the only reason it is challenging (or as challenging) is that I do not have condi removal… so if I have condi removal the challenge is basically solved…which means there is basically one build that I have to have, just like every other of my profession. Also, would we need support builds at all?

In an overly simplistic statement I am just saying the challenge should not depend on build but on skill.

If your classes do not bring direct function X in mass, just switch to use combo fields.
It has always been this way in the game system, no exclusions there.

Designing Challenging Content

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

I bet the reason that peeps that work for Arenanet on GW2 is that they may be more imaginable of what kinds of new things to put in there than is often expected by referring to other similar products.
GW2 has always introduced a new spin on things, so it is very unlikely that we see a linear-scaling only raid copycat-feature this time.
That is essentially what that article points out, just to cool down the whole “but in other games it always was like this and that, so that also will apply here”-trolling that we did in the other thread over there.
Apparently it will be something new, maybe giving it a new name would have been a smart choice, though that would not have worked for PR to the same extent.

Designing Challenging Content

in Guild Wars 2: Heart of Thorns

Posted by: Inverse.2967

Inverse.2967

https://www.guildwars2.com/en/news/designing-challenging-content/

This reads exactly like the type of challenging yet inclusive stuff I hoped to get.
I like the way of soft progression/attunement that this article describes masteries to be.

Also weekly rewards without an instance lockout sounds like what it should have been standard for this type of thing for ages but hasn’t been seen a lot yet.

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