|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
Perhaps it is time to get better at the game, and not to rely on blobs?
I’m curious just what Q/A means to ANet. After delaying this patch a week because of Q/A issues, one might expect this to not be released as one of the buggiest patches I’ve seen, since ever really. This is just rampant with weird issues that don’t even seem remotely related to what was changed in the patch. But if this is the cleaned up Q/A acceptable version, what must it have looked like last week?
I dunno, you mad bro? You might be going mad. But most likely it’s another of the unreasonable number of bugs present in the patch that was delayed an extra week for Q/A.
I’m wondering if they went ahead and gave us the patch they were withholding in the first pace, rather than the one where they fixed all these bugs after a week of Q/Aing them.
HAHAHA Revenge for the 30+ months of forcing PvE players to PvP for their world completion! SATISFACTION AT LAST!
As opposed to the 3 years that WvWers had to go PvEing and still have to…
For what? You don’t have to pay for repairs anymore, so money shouldn’t be an issue anymore, what’s in the open world that you need?
You’re clearly terrible at this game and you’re being punished for it.
ANET PLAY MY CLASS FOR ME PLS
That’s silly, everyone knows they’re not very good at this game. Actually it’s probably just my main class they’re not good at.
The simple answer is that this is not how it works. I looted crap from random mobs during the demo.
in Guild Wars 2: Heart of Thorns
Posted by: Kal Spiro.9745
I’ve answered this one already
https://forum-en.gw2archive.eu/forum/game/hot/Tomes-of-Knowledge-don-t-fill-Masteries/first#post4866471
No, screw that. Let’s not delay the expansion for God knows how long for story content that people will play once and dump.
Nobody said anything about delays. And if there were delays, how much delay do you expect from them going “oh actually no, let’s not have that backstory, let’s tweak it a little” like, what… an hour tops? god forbid
Also, you have no concept at all how development works. This right here would take a week, minimum.
to change one statement?
“Rytlock will return and will teach others to be Revenants”
that’s pretty much the only decided upon solid story so far. currently Revenant as a whole is still being developed, so a little tweak to it’s background is hardly gonna be that time consuming when not much about the class so far is set in stone.
Also, I’m quite aware of how development works, so lemme help you down from that high horse. Story is handled by a different department to the rest of the development team, in reality, there’s going to be so many delays with other things like animation, modelling and skill-balancing that the story team will have PLENTY of free time to revise and tweak these things, since writing a story doesn’t throw coding errors or warped textures in your face if you make a mistake.
Like I said, no concept, because that’s not how that works. There is already story. It’s already been developed. It’s been decided on, written, checked, approved, recorded, approved again, programmed, implemented. This has already happened at this point. To change one line of dialogue, which this would not entail, would require going through all of that again.
No, screw that. Let’s not delay the expansion for God knows how long for story content that people will play once and dump.
Nobody said anything about delays. And if there were delays, how much delay do you expect from them going “oh actually no, let’s not have that backstory, let’s tweak it a little” like, what… an hour tops? god forbid
Also, you have no concept at all how development works. This right here would take a week, minimum.
Sorry, but the actual argument, and the only one that matters is: The Devs said Revenant wouldn’t have a story because story isn’t associated with class, therefore, no story.
Correct me if I’m wrong but the glider does deploy when falling but from certain people doing vids on the masteries I believe that jumping into the air and then deploying the glider is one of the glider masteries you will need to work on getting.
If that’s the case then that’s brilliant! Exactly how it should be (IMO, of course). I’m really looking forward to the mastery system, it’s shaping up to be a great addition.
It’s been mentioned two or three times in this thread alone. That is how it works.
So, I have an important question. What is your starting race. I personally am assuming Charr, because that is the only race I can think of that you might look at the landscape and go, “meh.” Ascalon is not super pretty. It’s all brown and desolate.
I’ll admit, Queensdale isn’t the greatest either. It has some really pretty places, but it’s still kinda whatever.
If you’re looking for astounding vistas you need to go to Maguuma or Shiverpeaks. That means heading to your home city, finding the big purple pink portal and taking it to Lion’s Arc, then finding the portal with Norn (giant humans), Asura (short guys with big ears) or Sylvari (plants) in front. The Norn starting area, I think, is the most fun of the lot. The Sylvari is the most pretty. The Asura is sort of in between.
What you will not find in this game is the challenge you are looking for. There is no point in which the mobs suddenly become really smart and unpredictable. They will never challenge you, ever. If that is what you’re looking for, I’m sorry, but you’re barking up the wrong tree. The only challenge you will get out of an MMO is, can I do enough damage to that before it does enough damage to me.
Some classes play with the idea of letting you control the fight a little more, but it’s really just an imposed restriction on you. This class can’t kill it faster than it can kill you, but it can slow down how fast it can kill you to make up the difference.
If that is how you define fun, this game will probably wear on you fast and become boring. I would recommend trying Dungeons, they might have enough extra pits to entertain you. I would recommend WvW and of course PvP. Players will always change the equation. If you get to 80, definitely try Fractals. But the mobs will always be the mobs. Very few are special in any meaningful way.
I really want to see Power/Vitality/Healing so I can swap out some of my Clerics. I don’t even care which stat is the main stat.
There is no reason to expect standard game items to function differently because you happened to choose Revenant for your class.
I would personally really like to see a Dev weigh in on this, if for not other reason than to dispel a silly concern people seem to have.
Im jusy curious what mmo had fishing and what made it so great?
UO was the first, EverQuest, WoW… probably a bunch more, ESO…
What made it so great? I guess the same thing that makes real fishing “great.” It is mind numbing and boring. It is something to do when you don’t have clearly defined objectives, and something to do between clearly defined objectives to cool down between them.
There is one in Kryta, a couple in the Shiverpeaks, a couple in Ascalon, a couple in Maguuma and one in Orr.
Did you want to know where anything else is?
Guys, it’s already been explained. Masteries do this.
The initial use of glider requires a fairly long fall before it can be used. As you spend points on Glider Mastery you can activate it sooner, to the point that you may be able to simply jump and start gliding.
I do not expect either of those to ever get the grandmaster treatment.
Ascended food is silly, and the jewelry is already available for laurels.
I’m really hoping for eight legends. Two per trait line, so we can have some real customization. At that level I don’t even care about the limits on utilities, there should be plenty to choose from. Then you just have to come us with reasonable combinations with your weapons.
I have seen fishing implemented well, and I have seen fishing implemented poorly. What I have never seen is fishing implemented excitingly. It is a funish pastime. What this game doesn’t really need is funish pastimes. It needs actually fun, engaging and entertaining things to do. Fishing doesn’t really fulfill that niche.
As long as the raft moved significantly faster than swimming, or they maintained the part where falling in the water killed you somehow, otherwise I don’t think it would work right.
I will be the devil’s advocate here, I do like the idea but not getting the gift of exploration makes it pointless, I would gladly pay gems to get 100% world completion and get my gifts of exploration that way, I already did 100% world once and it was the most boring thing I’ve ever done in gw2 ever. I would never do it again EVER ! this idea totally solves my problem.
Gift of Exploration, materials for zone completion, Transmutation Charges.
There really are too many mechanics in the game directly dependent and linked to zone/world completion to ever make this be a thing.
I don’t give a “constructive” alternative because I do not believe there is one. I believe this is a bad idea that can’t be effectively implemented, shouldn’t be implemented in any way, and most likely will not be implemented.
Pretty sure I already did give an alternative. My alternative was, “Suck it up.”
None of these are reasonable options for a variety of reasons. I’m sorry that map completion is such a difficult chore for you and that I can’t be bothered, but suck it up.
Thanks for your deep insight. Care to explain?
For starters: experience, money and karma. Map completion consists of a lot of xp, at least a couple gold and a lot of karma from all the hearts. When you pop your world compete potion do you just instantly get all those things, because that sounds more pay to win than anything else that has ever been on the market. If you do not get all those things, then that is a massive waste of resources for a minor convenience.
The game isn’t intended to be skipped so heavily, just because you’ve done it before. Unlocking every WP in the game all of a sudden is also extensively pay to win, under those circumstances since you no longer have to explore the areas to gain access to them, you can just pop a potion and away you go.
There are any number of other reasons this is bad, but those are good enough.
I said you wouldn’t get any rewards associated with unlocking maps (that includes hearts and Gift of Exploration). You may think it’s a waste of resources, but I like having everything unlocked.
And how is unlocking all waypoints in the game suddenly pay to win? I’m not gaining a stat advantage over nonplaying players, just time advantage on an alt for something that I’ve already done before.Yes, a new character that can skip content is a character that has an advantage and can level faster and has access to everything faster. That is an advantage. Pay to Win isn’t only related to gear.
By that logic, boosters and the unlimited harvesting tools are also pay to win because they can level faster and have access to all nodes without going to a merchant. Same with revive orbs, utility primers, expresses, Home Portal Stone, or bag/bank expansions; they all give things to a paying player than an unpaying player doesn’t get (except with login rewards).
I don’t know if you’ve noticed, but gemstore items are pay for convenience, which is what this item would be.
And wouldn’t you know, some people do actually consider some of those things to be P2W. But no, my logic is specifically about bypassing content in order to level. Pay to Win means that instead of doing content you spent money and suddenly that content is done. Usually that content is some super powerful weapon. Other times it’s just leveling up by using an item. In this case it’s map completion.
None of these are reasonable options for a variety of reasons. I’m sorry that map completion is such a difficult chore for you and that I can’t be bothered, but suck it up.
Thanks for your deep insight. Care to explain?
For starters: experience, money and karma. Map completion consists of a lot of xp, at least a couple gold and a lot of karma from all the hearts. When you pop your world compete potion do you just instantly get all those things, because that sounds more pay to win than anything else that has ever been on the market. If you do not get all those things, then that is a massive waste of resources for a minor convenience.
The game isn’t intended to be skipped so heavily, just because you’ve done it before. Unlocking every WP in the game all of a sudden is also extensively pay to win, under those circumstances since you no longer have to explore the areas to gain access to them, you can just pop a potion and away you go.
There are any number of other reasons this is bad, but those are good enough.
I said you wouldn’t get any rewards associated with unlocking maps (that includes hearts and Gift of Exploration). You may think it’s a waste of resources, but I like having everything unlocked.
And how is unlocking all waypoints in the game suddenly pay to win? I’m not gaining a stat advantage over nonplaying players, just time advantage on an alt for something that I’ve already done before.
Yes, a new character that can skip content is a character that has an advantage and can level faster and has access to everything faster. That is an advantage. Pay to Win isn’t only related to gear.
None of these are reasonable options for a variety of reasons. I’m sorry that map completion is such a difficult chore for you and that I can’t be bothered, but suck it up.
Thanks for your deep insight. Care to explain?
For starters: experience, money and karma. Map completion consists of a lot of xp, at least a couple gold and a lot of karma from all the hearts. When you pop your world compete potion do you just instantly get all those things, because that sounds more pay to win than anything else that has ever been on the market. If you do not get all those things, then that is a massive waste of resources for a minor convenience.
The game isn’t intended to be skipped so heavily, just because you’ve done it before. Unlocking every WP in the game all of a sudden is also extensively pay to win, under those circumstances since you no longer have to explore the areas to gain access to them, you can just pop a potion and away you go.
There are any number of other reasons this is bad, but those are good enough.
The more I read about this the more confusing everything is getting…
Have any of you played WvW At all?
In WvW, you level your WXP rank just like you would level from 1-80. Once you level you’re given a point to invest. You need say 5 of these points to unlock a mastery line and get the first tier. The second tier may cost 20. The third 50, the fourth 100 and so on.
Has anyone who is familiar with the way WvW works actually played the demo and can compare the 2 systems?
Based on your description, that is not how Masteries work.
Imagine if the only way to gain skill points was from the skill point markers on the world map. Either by channeling a location, or doing an activity of some sort, usually beating someone up. This is a much more relatable description of how Mastery Points are acquired.
Mastery Points have nothing to do, in any way, with anything related to xp. They are separate entirely. The purpose of XP in relation to Masteries is to unlock the tracks that you intend to spend MP on. Once a track is unlocked, by filling its proceeding bar with XP, you are then able to purchase the unlocked ability with MP.
I’m pretty sure I’m repeating myself at this point, but that’s the best I’ve got.
So, for the sake of a handful of people who can’t instantaneously grasp the full scope of a class, and run around flailing, you want to impair everyone across the board by disallowing anyone at all from instaleveling?
This is neither insightful, nor realistic. It is simply a bad choice to make. Let the flailers flail. The class isn’t that difficult. At least what little of it I got to play wasn’t that difficult. I’ll admit I did not make much use of the class mechanic, but that’s because I don’t feel the two available legends compliment each other so I just stuck to one of them.
I didnt expect it would max a track but earn you a mastery point. It seems you need x amount of points to fill a track.
The way I have interpreted information was.
We will be earning mastery points instead of skill points when we fill the exp bar. So one tome will be one mastery point, not an entire track.
Mastery Points are not gained by “leveling” a mastery track. Mastery Points are gained like achievement points.
During the demo we gained our first Mastery Point by completing the initial story mission at the beginning of the expansion.
We MAY, however, be acquiring Mastery Points the way we would acquire skill points within the world. Just outside the starter area, and too high to reach with the initial glider, there was a Mastery Point waiting to be channeled, just like skill points around the map now.
What leveling the track does is allow you to unlock higher level abilities to spend Mastery Points on. The first ability in each track starts out unlocked, it just needs to be bought. Once purchased you can slot that track and all xp goes toward unlocking the next power in the track. Once unlocked you can spend more MP to purchase it, allowing you to work toward the next unlock.
There has been a question about how Tomes of Knowledge will work in conjunction with Masteries. Will ToK fill up a Mastery Track?
The answer is, it will not. I still don’t know why I acquired it, but during the demo at PAX I got a reward chest and inside was a ToK. When I used it with the Glider track unlocked and active all it did was fill it a 5th or less.
As far as Mastery Tracks are concerned ToK are just big xp, so those of you that have a bunch of them will still be able to fill tracks fast, but it will still require a set of them.
Why? That makes no sense. Revenants don’t get special story or anything. What exactly is the value of not being able to level them up immediately if that’s how you want to roll?
in Guild Wars 2: Heart of Thorns
Posted by: Kal Spiro.9745
1. Fix necro pets ai/pathing so they no longer sit there doing nothing while you’re getting pummeled
This has nothing to do with the expansion. This is something you want for the game, not the expansion. As such this is not an update that should be tied to it.
2. A recall/attack button for necro pets, not sure if this is intentional
Just like Mesmers, Elementalists, Thieves, Humans, Sylvari, Charr and Asura, Necros are not meant to have this level of control over their pets. Only Rangers can do it as it is their class mechanic. All summons are meant to just place a body on the field that follows the summoner but otherwise acts independently.
3. The ability to save trait/equipment builds. With how much I switch between pve, pvp and WvW in a given play session it’s pretty tedious to manually swap all of this a multitude of times
I could see this being locked behind the xpack. It would be kind of a kitten move, but I could see it.
(edited by Kal Spiro.9745)
Considering the power that Rytlock displays with the sword where he kills all the mobs around him seems very much like shadow stepping, I would not be surprised if one of the legends is very roguish.
None of these are reasonable options for a variety of reasons. I’m sorry that map completion is such a difficult chore for you and that I can’t be bothered, but suck it up.
I don’t understand this concept of not loot until 40s. If you want a skin figure out where the skin is, and if possible buy it. Just because you can’t use the item until you’re a higher level doesn’t mean you can’t wear the skin.
Obviously some skins will still be out of your access, but not all of them by any stretch.
This really feels like complaining for the sake of complaining.
I checked out the skills and it only contained the skills that have been displayed currently. It wasn’t tiered like you would expect, but that seemed more because the lack of completion of the class than because it will work differently.
Though it could also still work differently.
There was also no new insight on weapons.
Did the skill tab just display Legends, or did it show the Utilities of the Legends? what did it look like?
It only showed the utilities of the legends. There were only three sections, heal, utility and elite. Each section started with the skills associated with Dwarf, then the skills associated with Demon. One heal, three utility and one elite each.
It was very obvious that they just threw it all together for the demo and that it wasn’t reminiscent of future builds.
yeah the moment you activate a ground target ability you basically get a giant red or green indication of where your mouse is.
Question – did you test that before posting? I did before my earlier post to be certain. And again just now.
You’re wrong. I usually take my elementalist to zergs with a staff, attuned to fire. So I’ve got 2 ground targeted aoes, one on kitten cooldown. Yet I have the cursor problem. Why?
You do NOT get a giant red or green indication of where your mouse is. You DO get a giant green or red circle ON THE GROUND, assuming you can see it. That’s an assumption which more often than not fails in zergs. Players and / or mobs can completely obscure the circle.
Don’t believe me? Just log in a character with a ground targeted ability and activate it anywhere with players and / or mobs. The circle appears behind / under character models.
Also in some places where there is a small amount of water over the ground, or if you’re high up on platforms that can be removed, you can’t see the circle either.
It would be nice if ground targeting highlighted all targets within the AoE at the time.
I personal preference would be for my cursor to glow and pulse. That might help make it more visible. Dark cursors blend in too easily. And a white cursor is boring. A glow effect that isn’t static could be an enjoyable solution.
Was this an actual concern? Your class doesn’t fundamentally change how the game works.
It’s just a skin. You can use it or not. Your face is also your face, it doesn’t change because you happened to be a Revenant instead of any other class.
So, now that I’ve actually played the demo, this is a legitimate concern. The Wyvern is a cake walk.
A cluster of random people, all playing a class they’ve never done before were able to easily destroy the Wyvern, consistently, despite never once actually successfully breaking the break bar. It really wasn’t even hard.
Timing the break bar was a bit difficult, but since it really had no impact on the fight, ultimately, who cares?
I checked out the skills and it only contained the skills that have been displayed currently. It wasn’t tiered like you would expect, but that seemed more because the lack of completion of the class than because it will work differently.
Though it could also still work differently.
There was also no new insight on weapons.
The point of the statement was that computerized RNG is generally random by a sufficient level of entropy, most people consider it otherwise though because in the case of a computer all the variables can always be known and as such it does not seem random because it can be predicted.
No, the variables can’t be known all. If you take a naive implementation, you may be right, but it’s extremely easy (and it is done this way btw) to use the time stamps of incoming network messages as a source for entropy. These cannot be controlled from inside the computer and because of collisions on the various network segments etc.
Then I use an algorithm where all players share the same RNG for all of their actions that require a percentage calculation. Done with deterministics. Because the values you get also depend on the reaction times of the player, which partly depend on their brain and muscle structures. It’s not only “too many parameters to be known”. It’s non-deterministic, because it is a chaotic system whose start parameters are varying even down to quantum fluctuations. And as far as science knows at this point of time, these are “true” random.
Isn’t the first thing I said that it was random? What exactly are you arguing here?
Actually I’m not. Because you are incapable of knowing all of those variables by the nature of their mechanics. My statement is true. They would not be able to be random if you could know them, that you can’t doesn’t change the fact.
Assuming the variables are knowable, you are correct, but I do not think there is sufficient evidence to suggest that quantum mechanics might be deterministic. Way off topic though.
By the very nature of itself it is not because you can only ever know half of the variables, at best, and not all of them at any given moment.
I’m gonna go ahead and call total BS that you’ve done them every single day since release. I would be shocked to find a single human being that has done this.
In any case, the devs have clearly stated on numerous occasions that there is no such thing as lucky or unlucky accounts. That is purely rumor perpetuated by disgruntled players who refuse to believe that the universe isn’t totally fair, or something like that.
BS—-John Smith has confirmed there are lucky/unlucky accounts. Refers to them as outliers—-they do exist!!!!
http://www.guildwars2guru.com/news/1553-john-smith-outlines-discussion-of-rng-changes/
They are not special accounts with special mechanics or variables that make them lucky or unlucky. Outlier is in reference to a bell curve. The majority of any populous should exist near the peak with the very middle being optimal fairness. Down on the left and right are the outliers. The few who for some reason consistently get higher or lower results than the general populous.
That is why I specifically welcomed the OP to the outliers earlier in the thread.
OH NOES! RNGESUS SAVE ME!
RNG is RNG?
Not sure what you want. Some people don’t get anything, some people get everything. Welcome to the outliers.
Nothing in computer programming is truly RANDOM.
That’s a misconception. RNG is the illusion of randomness.
Everything is the illusion of randomness. If you know all the variables nothing is random.
Don’t let a guy named Heisenberg read this. You’re wrong on a very basic level of the fabric of our universe
Edit: Gnarf, too slow…
But while I am at it: http://en.wikipedia.org/wiki/Just-world_hypothesis
Actually I’m not. Because you are incapable of knowing all of those variables by the nature of their mechanics. My statement is true. They would not be able to be random if you could know them, that you can’t doesn’t change the fact.
The point of the statement was that computerized RNG is generally random by a sufficient level of entropy, most people consider it otherwise though because in the case of a computer all the variables can always be known and as such it does not seem random because it can be predicted.
There is no reason to expect new pets. In GW anyone could have a pet because anyone could sub class as a Ranger and get pets regardless of main class. That’s not the case in this one. It would be irresponsible to add extra content that only one class can enjoy.
Wow, I was going to ask who went and necroed this thing only to find it was the OP while still not getting what was being explained.
in Guild Wars 2: Heart of Thorns
Posted by: Kal Spiro.9745
From what I have seen it appears that the glider is not directly attached to the back, so there is probably room for most of the backpieces to fit there. Otherwise, replacing the back with the glider is reasonable since you can’t see past the glider anyway.
Mastery points are NOT gained by leveling up. They are gained by completing certain tasks such as 100% completion of a map or completing a chapter of the PS, it also looks like Heart of Magumma will have places you can earn them similar to skill point challenges in old Tyria.
You will use MPs to unlock mastery tracks(you will then have to select the track as your active track), as you gain XP the track will progress until you hit a milestone. At the milestone you will gain that ability then you must spend more MPs to unlock the next section of the track.Is that really how it works though?
Based on Bogotters video it did sound that if you had the Mastery track for a specific Mastery active it would automatically add Mastery points to that tracks when you gained enough XP to “level up”.
Based on what I saw you had to actively spend a point on the track. As soon as you spend the point into the track you got the thing, in this case glider. So you can immediately unlock gliders the instant you get your first mastery point. Or unlock one of the other things.
You then earn XP to work toward unlocking the next upgrade. When you unlock it you then have to actively spend a point on it, but as soon as the point is spent you own the ability and start leveling toward the next unlock.
Yes, because that wouldn’t be misused ridiculously
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