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Assumptions from the Tier 1 matchup this week SBI v HoD v ET

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Posted by: Judas.5432

Judas.5432

Here here!

This is going to be a great match-up. JQ (it’s JQ with us this time, isn’ kitten ), welcome to the front lines ;-)

And Derek, those of us you see in there at the wee hours (getting unfortunately rolled from time to time) are too busy fighting to complain. On Monday night/Tuesday morning I watched everything slip away slowly but I had a fantastic time defending with a great group of people against the Henge Hordes. Really looking forward to more of it!

We ain’t got time to bleed….

Judas – Kaineng
[CO] Cryptic Omen

Who's Ready? JQ vS SBI vS HoD?

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Posted by: Judas.5432

Judas.5432

Let’s hope not. I’d love to see an end to all that and a general acceptance of what your server is and what your opponents are made of.

I, personally, can’t wait to rematch HoD. Some good guilds on that server. People just need to get over the whole “night-capping” thing. It’s part of the game, part of why their server is so freakin’ beefy, and an obstacle we need to figure out a way to overcome despite the fact that we are generally quite outnumbered during the wee hours.

Whining won’t win matches

Judas – Kaineng
[CO] Cryptic Omen

Who's Ready? JQ vS SBI vS HoD?

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Posted by: Judas.5432

Judas.5432

Personally, I don’t care who wins and who loses. HoD is a powerhouse but I think we can hold our own if we play intelligently and, rather than fighting for second place, we fight for first AND second.

The second and third place teams should ALWAYS be double teaming the first place team, honestly. If SBI was stomping the kittens out of 2 servers, I would fully expect them to stop fighting each other and focus us down.

Either way, this will eb fun

Judas – Kaineng
[CO] Cryptic Omen

Outmanned buff?

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Posted by: Judas.5432

Judas.5432

Agreed. A bonus to magic find, experience, and karma don’t do kittens if you can’t kill anything because you are vastly outnumbered in every single encounter. What the outnumbered side really needs is a bonus to health, damage, and maybe even run speed.

Judas – Kaineng
[CO] Cryptic Omen

I die a lot, am I doing it wrong?

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Posted by: Judas.5432

Judas.5432

learn to use your dodge effectively. some monsters have a chargeup for their biggest hitting skills, generally with some kind of cc like knock back or knock down. your dodge will generally override your current attack, unless you’re in the middle of death blossom, so use your dodge immediately when you see them charge up. avoiding these while kiting circles around monsters should help you survive without having to get better gear.
also dancing dagger is a great skill when fighting off multiple enemies. bounces 4 times and cripples them which allows you to kite easier.

This. Learn to dodge well and use the shortbow skill 3 (Disabling Shot) or Dagger/Dagger skill 4 (Dancing Dagger) often. Also note that Dancing Dagger hits up to 4 targets so it’s a great skill to use with poisons & bleeds when there is more than 1 target.

The Thief is all about damage and evasion with emphasis on evasion. You will die a lot if you let yourself become a target or act like a tank. You cannot take hits. You will feel them.

Dance around, kite, use invisibility, dodge, evade, and cripples to your advantage. A good thief can go through many combats, even solo, without taking a single hit.

Judas – Kaineng
[CO] Cryptic Omen

Practice/Overflow WvW

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Posted by: Judas.5432

Judas.5432

This is a great idea….though the pairing of servers would be odd. If one server has a heavy queue time and the other two have none, you would have an overflow server with only one team on it.

Judas – Kaineng
[CO] Cryptic Omen

Siege Equipment Despawning

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Posted by: Judas.5432

Judas.5432

This has been known for some time. All it takes is for someone to sit in them every so often so they don’t despawn.

I think it is fine. Otherwise there would be unused siege equipment all over the place.

Not to mention it keeps people from doing exactly what the OP’s server was trying to do; set up a bunch of pre-emptive defensive siege and then allowing the fortress to re-supply overnight.

I think it’s fine the way it is. Fortresses should be forced to bleed supply under siege as they currently do.

Judas – Kaineng
[CO] Cryptic Omen

Badges of honour drop nerf?

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Posted by: Judas.5432

Judas.5432

I always had a theory that it was based on how many kills your victim had. Sometimes I get none, sometimes I get 1, and sometimes I get 2. When our server is rolling the other servers, I get very few but, when the other teams are doing well (getting kills), I often get 2 per kill.

So what I’ve come to believe is that if my victim has had one kill since his last death, I get a badge. More than one kill nets me 2 when I kill him.

I back this up with nothing but a theory based on pure circumstantial evidence. I have no logic behind this aside from the idea that that’s probably how I would have done it.

So my question to you guys is this: are you on servers that are dominating your opponents?

Because I haven’t noticed a significant difference in the number of badges I’ve been getting….

Judas – Kaineng
[CO] Cryptic Omen

Heartseeker missing?

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Posted by: Judas.5432

Judas.5432

It seems to be a bug with gap closers in general. I noticed my newbie warrior’s “Rush” attack missed a bit more after that patch too.

Seconding this. My ranger and warrior both have this problem with gap closers. It’s been like this since the beta.

……not saying I don’t want it fixed, mind you, but it’s certainly not a thief only bug.

Judas – Kaineng
[CO] Cryptic Omen

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

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Posted by: Judas.5432

Judas.5432

Imagine if you had a legendary and wanted to show it off in WvW. Would you be happy with enemies seeing a generic sword model?

Definitely not.

I can understand that completely but they don’t see it if you are invisible either ;-)

Judas – Kaineng
[CO] Cryptic Omen

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

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Posted by: Judas.5432

Judas.5432

I dont see how modern hardware cannot support 500 players on one map, or 200 characters on one screen.

That is exactly the reason I find it funny that people like you come demand everything to be fixed without actually knowing what goes around inside computers. The amount of data that transfers from hdd to cpu/gpu renderer and off to display is massive, which cannot be done easily no matter how ‘fast’ your computer is. To account to that there is the way how client gets it’s info about players, which is tied to networking which is also a very complex thing.

Most games use a degrading detail to solve this problem. My computer is powerful enough to handle pretty much anything this game can throw at it. I’m not sure how it would deal with a 100v100 battle complete with attack and movement animations but just not rendering enemies is not the answer. I’d rather see 199 names bouncing around my screen until all the player models finally render in that situation than 50-100 out of 200 players with the rest doing who-knows-what who-knows-where.

Granted, many people don’t understand what it takes to fix an issue like this. Kittens, I don’t even really know because I don’t know how deeply the culling code is founded nor do I know how many functions are dependent on it. What I do know is that they should definitely figure out a temporary fix while they seek out a more permanent fix.

Judas – Kaineng
[CO] Cryptic Omen

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

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Posted by: Judas.5432

Judas.5432

Hi all,
For a variety of performance reasons

……..

Also, MajorKong, that really was a great screenshot even if it does show a bug and bugs make me sad.

Thanks for replying, HabibLeow. I love that Programmers are actually allowed to reply in the GW2 forums rather than it only being PR employees. It says something wonderful about your company. I’m not sure if you will continue reading this thread so far in but I figured I’d respond to you anyway.

I will start off by saying that I love this game too much to ever even think of quitting. WvWvW is amazing. The combination of a high paced combat between 3 servers lasting up to 2 weeks and the concept of supplies, siege weaponry, commanding officers, upgradable fortresses, and potential NPC allies is genius and more fun than I’ve ever had playing an MMOG. Even with this particular problem, I still enjoy WvWvW, as well as the rest of Guild Wars 2, and will continue playing it.

I will also point out, just in case, that it definitely has nothing at all to do with the client side computer. My rig can handle anything the modern gaming world can throw at it and I have yet to find a game that cannot be played at max settings. Anyone wondering if it’s a matter of processor speed, graphics card capability, drive speed, or RAM quantity/speed can stop wondering. I built my machine in March with near top-of-the-line parts. It can handle it.

That being said, I would suggest you guys all rethink this culling system. The idea that an enemy should fade at X distance when you have a siege weapon that can fire Y distance becomes flawed inherently when Y > X. I, being a software dev, understand that some things can become almost unchangeable once they are coded into the core functionality of a system (without taking the whole system down for a fresh round of debugging and extensive testing) but I really hope this isn’t the case here. In this day and age, and with high to extremely high speed internet being the norm for players of this particular game, I feel like it’s somewhat of a waste to limit our visibility so drastically.

Here’s what I’d suggest based on my experiences and the comments of others in this thread:

  1. First things first, allow nameplates to be displayed at great distances, up to maybe 2 times as far as a trebuchet can shoot (I think that would be 20,000). This is far from perfect but it would pretty much completely solve the main issue: dying to invisible enemies and being unable to properly defend forts, castles, and supply depots. It wouldn’t be a pretty solution but it would solve it nonetheless.
  2. Retool what is rendered first. Many people, myself included, can see attack effects at great distances. We would all rather see people running around than the attack sprites. Those don’t have to render until we are much much closer. Using siege weapons at great distances is a fantastic feature and we should be able to use it to the fullest. Likewise, when the enemy is building siege equipment outside our castle or fort, we should be able to see it and how strongly it is defended well before it is completed and smashing down our gates and walls.
  3. Add a slider to the options menu allowing us to decide what is more important, latency or information. I would rather have my framerate decrease and lag increase in exchange for being able to gain this valuable information. Standing on the ramparts of a castle, I can handle a little, or even a lot, of lag if it let’s me know where to aim and to see what’s coming my way. It would also stop me from running full tilt into a swarm of enemies and I would be able to turn around well before the detrimental effects would be catastrophic.

This is really of paramount importance to WvWvW. As you can see, some people are already using it as strategy; gather a large force and slay their enemies before they are even visible.

I hope you guys can figure it all out and update it as soon as possible. It’s certainly not ruining my enjoyment of the game but it is definitely making strategic play impossibly in given scenarios.

Thank you, again, for replying and I wish you luck in solving this particular problem.

Judas – Kaineng
[CO] Cryptic Omen

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

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Posted by: Judas.5432

Judas.5432

Title: The real problem here is invisible enemies. Give their algorithms time to match servers properly.

This forum is full of people complaining about balancing WvWvW. Give it time, guys. Let them at least have a chance for the data to accumulate and for them to decide how best to match server vs. server vs. server. Maybe they’ll end up looking at peak hour and off hour population and start matching us up that way. Maybe they just need more data and the match-up logic they are currently using will even things up.

Whatever the case, it is very possible that time will solve the current balance issues.

The REAL problem in WvWvW is the invisibility issue. I don’t care how unbalanced the match is if I’m getting killed by enemies who are not on my screen until they are right on top of me.

1. We need to be able to see enemies at a greater distance. Trebuchets are currently “fire and pray” siege weapons. Shoot, even cannons can fire to a distance where the enemy is invisible. It’s no fun to have all these defensive or offensive weapons if we are just firing at empty ground and hoping there are actually enemy players there.

2. Many times I have been running along minding my own business or heading to a fort that is under siege only to suddenly be surrounded by a swarm of enemy players and killed instantly. Sometimes I’ve even had warriors and guardians already hitting me as they just appear out of this air. If I had been able to see them, I seriously doubt I would have just charged in and died.

3. Occasionally, upon pushing back an assault, the enemy team will receive reinforcements. All we can see is the same players we’ve been routing so we press on. 30 additional troops start appearing on the screen and kill a bunch of us before we even realize we have become the hunted instead of the hunters.

This is what will kill WvWvW. We can’t fight an enemy we can’t see. My computer can handle this game on the highest settings in the most insane battles without ever dropping a frame (and it’s not a user problem anyway) so the idea that There is no distance slider or ability to adjust the number of players visible at any given time is ridiculous.

This is what needs to be fixed. If you want to complain about something, please make it this.

Judas – Kaineng
[CO] Cryptic Omen

Check out this exploiter (screenshot)

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Posted by: Judas.5432

Judas.5432

The only thing I’d suggest is granting the merchants the invulnerability buff that players get so there’s no reason to go back there.

Who cares? You can just rally the merchants in a few seconds and destroy the aggressors without fail. This is such a non-issue, it’s laughable.

Judas – Kaineng
[CO] Cryptic Omen

Orbs are going to kill my enjoyment in this game.

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Posted by: Judas.5432

Judas.5432

I run around naked, I don’t know my stats offhand. I have a blast.

/dance-attack!

/moves-like-jagger

Judas – Kaineng
[CO] Cryptic Omen

Orbs are going to kill my enjoyment in this game.

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Posted by: Judas.5432

Judas.5432

I like the idea of the Orbs but they need to reset more often than server matches. Once or twice per day with their effect only lasting half that time would be good. They would have to be untouchable for the other half of that time just to keep things even.

So making them reset every 12-24 hours with the effect lasting 6-12 hours after it is taken would be good. This way WvW is an even playing field for at least half of every day and no team gains a week long advantage just by snaking Orbs during the night while the other server is sleeping.

Judas – Kaineng
[CO] Cryptic Omen

Rewards for escorting Dolyaks.

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Posted by: Judas.5432

Judas.5432

I dont think you should get a reward for helping the dolyak. it is a strategy that helps your server, thats reward enough.

If they do add a reward it should be in the form of a buff or something like that. Otherwise people can abuse it. Another way to make it so people cant abuse it is figure out the averaghe gain a player would have in PVE in the same ammount of time that it takes a dolyak to go from supply to keep and then give that as the reward.

In this case then people couldn’t really “abuse” it more than just doing regular PVE content for the same period of time.

Idealistic. Personally, I do it for that very reason after a castle has withstood a siege and is low on supplies. I’ll speed buff the doylak and try to get supplies to the location in danger before the enemy pushes back from our route.

The problem is, most people will do the thing that gives them the most reward for the least amount of effort. That’s reality. Some of us may be the exception here but the truth is that most people would rather run off and take a chance at getting badges, exp, gold, and other loot than resupply their Fort for the next inevitable attack.

Seems to me like a good solution would be to have doylak escorts have a reward on a sliding scale. The further from your main base, the longer you are escorting, and the more a destination needs supply, the more the escort is worth. The more people escorting, or if they hop on at the end of the path, or if they are escorting to a 95% fully supplied fort, the less it’s worth (to the point of being worthless). It would be easy to work some numbers and figure out some percentages that would make it so people would be unable to abuse this.

So 50 people escorting a doylak from their spawn area to their main uncontested fort that has 100% would give them all jack-kittens. A few people on the front-line escorting supplies to a castle low on supplies would cash in.

Seems like a plausible solution to me. This way there is motivation to keep forts and castles moderately supplied but little to no reason to just escort random uncontested doylaks around the map to already secured areas.

Yes? :-)

Judas – Kaineng
[CO] Cryptic Omen

Still think gear doesn't matter?

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Posted by: Judas.5432

Judas.5432

In WuvWuv, it matters only a little. Skill and/or luck will still beat gear every time.

In sPVP and PvE, it doesn’t matter at all. Overall, I’d say gear is mostly to almost completely cosmetic. The only time when perfect gear will definitely result in victory is if you happen into a 1v1 against someone of the same class and skill level as yourself. I have only had that happen to me once and I ended up just escaping rather than dying. I wouldn’t call that game breaking in the least.

Judas – Kaineng
[CO] Cryptic Omen

Check out this exploiter (screenshot)

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Posted by: Judas.5432

Judas.5432

Not everything you do can result in a ban, urzen. Why would they bother banning him? He isn’t doing any harm at all nor is he damaging the game in any way. That thief could kill 100 enemies and take badges for the kills inside his own spawn. His opponents are doing him a favor by being in there ;-)

Judas – Kaineng
[CO] Cryptic Omen

Suspended 14 days for Racial Slurs

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Posted by: Judas.5432

Judas.5432

Why are we even talking about the names of your characters? Who cares? What does it have to do with your post?

Sounds like you were temporarily banned for racial slurs and I haven’t heard you once say you didn’t do it. Try not being a racist or a jerk when your ban is up and you won’t end up repeating this event, right?

Unless you want to appeal the ban, I think it’s their discretion set the length to an amount they choose. Welcome to a game where you are actually punished for being immature and damaging the community

If you didn’t actually say anything wrong, then you should make that point clear.

Judas – Kaineng
[CO] Cryptic Omen

Invalid password error after changing password.

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Posted by: Judas.5432

Judas.5432

They just added this. It worked for me

https://account.guildwars2.com/recovery

Judas – Kaineng
[CO] Cryptic Omen

Email Authentication

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Posted by: Judas.5432

Judas.5432

I deleted it a few days after I knew the game was running fine, bummer!! now what do I do!!!!!!

Probably contact support and wait….you can always try double-checking your trash folder for an email titled “Thank you for pre-purchasing Guild Wars 2!” from “ArenaNet” <noreply@guildwars2.com>

Judas – Kaineng
[CO] Cryptic Omen

how to find serial number on email if you purchased the digital copy

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Posted by: Judas.5432

Judas.5432

You can find the Serial Code on the confirmation email from ArenaNet titled “Thank you for pre-purchasing Guild Wars 2!”

Judas – Kaineng
[CO] Cryptic Omen

can i disable login authorization e-mail ?

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Posted by: Judas.5432

Judas.5432

You can disable it here: https://account.guildwars2.com/recovery

Judas – Kaineng
[CO] Cryptic Omen

Account Restored...thank you

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Posted by: Judas.5432

Judas.5432

I finally got back in but it was no thanks to the support team.

If your ticket is because of a password reset or email authentication issue, you can use this link to fix it:

https://account.guildwars2.com/recovery

Judas – Kaineng
[CO] Cryptic Omen

Email Authentication

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Posted by: Judas.5432

Judas.5432

Hey guys.

https://account.guildwars2.com/recovery

It works now, was able to remove the email authentication system.

Finally!!!! Been waiting 8 days for a password reset. I couldn’t even post here until today

Woo-Hoo!!!!!!!!

Judas – Kaineng
[CO] Cryptic Omen