|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
Map completion is a PvP achievement now?
What does the WvW JP have to do with Map Completion?
Kill the bird, I want a shovel!
I don’t have any problem with it. It feels very platformer to me, which is the point. 8-bit bosses don’t typically have a lot going on with them, and you just spew attacks at them. Plus, once you’re fully upgraded at the end you’ll probably we walking through the early cages like they’re not there.
I wasn’t talking about the gem store. I was meant to talk about the overpriced items on the tp and their overpriced components, and overpriced transmuting mats in mystic forge.
I meant to talk about how a fellow with my record in the game has so little spending power because everything has been jacked up irrationally.
What exactly is your record? Are we supposed to be impressed or something?
It seems that you’re in favor of you having money, but not of others to be able to. Obviously the prices aren’t irrational, because they’re selling. If they weren’t selling they wouldn’t be so high.
Irrational would be selling something for an insignificant amount when it is able to sell for significantly more, just because someone who can’t afford it wants it.
I wouldn’t have a problem with that, as long as it only effected the owner of the pet and could be turned off.
Compact is a great option for those of us that like to keep things neat and near the front of our inventories. I use 3 general bags, a masterwork and a rare bag, then have crafting materials, and an invisible bag. Only the first 3 compact when the option is used, the other bags are immune. I realize that compacting them all the way would move them out of the sorted bags, but what if everything moved to the front of the bag it had been sorted into?
While this sounds good, I would be against this as well, because I have things sorted by sides in my invisible bags. If I hit compact and it pushed everything forward I’d have to resort them every time.
Maybe if you could right click the bags individually and have compact as an option on the bags, such that it made no difference of the type it would just compact that bag?
The whole point of this place is to kitten with the opposing servers. Considering the reward you’re supposed to have to work for it. If you can just walk in and get it, then they need to remove all of the badges of honor and seriously ramp up the rarity of the seige weapons.
This is coming from someone who will simply leave if I see even one enemy player at the entrance because I know I’ll never make it to the end with them there.
The whole point of this place is to kitten with the opposing servers. Considering the reward you’re supposed to have to work for it. If you can just walk in and get it, then they need to remove all of the commendations and seriously ramp up the rarity of the seige weapons.
This is coming from someone who will simply leave if I see even one enemy player at the entrance because I know I’ll never make it to the end with them there.
What I’d like to see implemented:
Faster zeroing.
Not complicated, in PVE when ever you take a shortcut the pet will still use the normal pathfind, but it will multiply it’s speed several times if needed to reach the Ranger very quickly.
So the code is there and it’s possible, doing the same to reach targets would solve the ranged Ranger target problems.Jump or teleport to target when pathfind returns 0.
To solve the wall problem in WvW along with countless other locations, the “immune” system would still work the same way to prevent exploits when needed.Stowed pets only come out manually
Like it was said here, this would fix some of the clumsiness of having a pet at times, and it could hardly be exploited too, because what’s the point or in what way could it really?
None of this is actually needed. The biggest thing people seem to have with pets being stowed is them agroing thing, which seems to be exclusively a point of people not understanding how agro works with pets, nor being able to properly control them.
If a mob attacks your pet, it will not put you into combat. It will put your pet into combat, but until your pet actually strikes the mob you will not enter combat. If you pay attention to your pet, watch it’s actions and watch its position on the minimap, you can usually intervien before it lands a hit. If you hit F3 before it hits it will abandon the effort and return to your side. Just to be sure do it a couple times. Here’s the thing. Mobs prioritize your pet over you. Meaning they are more likely to attack your pet, not putting you into combat, then they are to attack you and forcing you into combat. So if you set the pet to passive, or pay attention and hit F3, you don’t slow down. If, however, you stow your pet, you become the only available target and there are no options.
There is absolutely no value in having your pet stowed in combat. Meaning the only other time to have it stowed is out of combat, and if you’re out of combat it won’t come unstowed on its own, therefore having a stow lock serves no purpose. If you take issue with the size of your pet, get a smaller pet. The birds take up very little space.
Buff the ranger when the pet is downed.
This could be as simple as adding the damage the pet would deal to the damage the player is doingNow people might ask, “what would be the downside of killing the pet then? That hardly seems fair.” well it might not sound fair at first, and this might be controversial, but, the difference between the Ranger pet mechanic and the lets say the Warrior Adrenaline mechanic is:
The Warrior has its base line, and the adrenaline adds on to it.
The Ranger has its base line, and when the pet dies he gets a “50%” debuff on his damage output.
The pet alive and dealing damage IS the base line of the Ranger, not a “multiplier” like you see in other classes.
The whole point is for the pet not to get downed. To maintain your swaps. Yes that means the ranger is debuffed when it does go down, but that’s easily balanced by the fact that the ranger mechanic is always on, unlike any other class. It’s even on while the ranger is downed and can help revive the ranger. It’s a significantly more powerful mechanic than any other class (short possibly of Death Shrowd) and as such needs a more significant disadvantage when misused.
(edited by Kal Spiro.9745)
I have a Ranger as my main since day 1 and I recognize some of these issues although I see some nitpick too.
Running pass enemies can easily be done by stowing the pet, even if you get agro keep your pet close and it will break on both at the same time.
Same for jumping puzzles, I’ve done most with very little trouble as far as pets go.
That’s all I see. I honestly can’t understand anyone who looks at a Ranger and says, woodsman, or archer, without animal companion as well. That’s what a ranger is. Not Aragorn, Drizzit.
More worryingly is the travel time, as an all ranged Ranger (1500) the time the pet takes to reach a target is appalling, specially if you engage more than one.
Say you are striking someone down the road infront of you, your pet will run there when suddenly someone comes in your flank, you aim and try to push him back with the Longbow #4, mean while your pet that was just arriving at the first target starts running for the second one.
This happens A LOT, specially in WvW, the pet barely ever gets a hit at times with all the running around and then there’s the walls…
Again, a Ranger with 1500 is really good on the wall except half of the damage dealer is sitting there next to him idle…
This is a lack of control on your part. Step one, target distant enemey. Step two, F1. Step three, attack. Step four, switch targets and attack. Your pet will head for target 1 before you’ve even started attacking and may reach it before you land your first hit. Your pet also will not turn around and attack target 2 because you set it to attack target 1 rather than just having it target based on your attacks.
As for Walls, some pets are better at actively attacking objects than others. Sometimes they need to be at just the right angle. I concider this a bug and something that ANet actually needs to work on for the class.
Then there’s the swap, I’d recommend anyone to swap when the life goes below 50%, but that’s easier said than done specially for someone that plays a melee one.
This depends on many things. I run with troll unguent, and short of boss damage it’s usually enough to heal through damage. I also use Signet of Stone allowing for invulnerability for a few seconds. Baring those, then yeah, pay attention to the HP and try to swap before they die.
All and all a successful Ranger, or to be successful, needs to be more independent from his pet at the current game state, which like it’s been said, kinda kills the purpose of being a Ranger in the first place.
I don’t see this at all. I prefer to work with my pet as a ranger should. I prefer to control my pet and dictate what it needs to do. Sometimes I ignore that it’s even there and just let it do its thing, they’re pretty capable on their own, and I don’t even trait more than 10 in beastmastery.
That sounds like a linear progression, not a curve.
I’ve wanted this for a while.
Agreed.
It would be nice to have kits skins tied to the rifle/main pistol. Although I don’t really see how the backpacks could look, I definitely can imagine a priory elixir gun, for exemple.
I’d rather they be connected to your back item. I’m sporting the Charr backpack, so it would be cool if all my kits were themed like it, since kits overwrite the back slot.
(edited by Kal Spiro.9745)
I’ve been experiencing this bug for a while now, even after it was supposedly fixed, but I’ve only now figured out what is actually happening that causes it.
When you reach the boss at the end of Zone 1 and 2 the camera zooms way back, regardless of your previous level, so you can see the whole cage and the boss. It zooms farther back than the farthest you can normally zoom. This is fine, but if you leave SAB while at this zoom level the camera gets stuck there. Since it’s farther back than you can normall go you can’t zoom back in because slightly zoomed in from there is still outside the accepted zoom levels.
If you step out of the boss area so the camera zooms in again, or you wait to get to the next area where the camera is zoomed in, there is no problem. It is only when leaving SAB from the boss area that the camera gets stuck, and it stays stuck until you reboot. It may also go unstuck if you complete a Zone and let it transition to the next Zone, but that’s only useful if you intend to do more SAB.
So this has happened to me innumerable time, though it’s never been a problem, it just occured to me, if you “swap” weapons do you drop the coin? If you drop the coin can you collect a proper start coin from the dispenser, and does it reset your lives to 5?
Made 6 runs in World 1 3rd zone, using dufflys guide and exploring myself, got all the bubles – no achievement… i am getting desperate.
I was the same way, I counted out all 54 individual baubles in the zone and swore I didn’t have the acheivement. Then I checked and it turned out it had snuck in on me and I never noticed.
I love that the water area has the little bubbles.
Are you kidding me? There’s a flag? That’s awesome.
So there are five torture rooms, one for each party member, that’s funny.
I’m a little disappointed that you didn’t get a shot of the lava field just on the other side of the cliffs in Zone 1 Area 1. But it’s seriously cool to see that all the zones areas and worlds are actually one big map that is connected underneath.
The 180 degree jump is for one of the secret doors in world 1 zone 2, where you have to jump full around a root 180 degrees to reach the hidden area in the roots near the abyss. Let’s be real, though; it’s not that hard of a jump, just takes a bit of practice.
Sorry, I got all the secrets and I know the one you’re talking about but I never did anything like that. I just jumped straight down from the ground to the root from the other side, then jumped along to the door and got it on my first try. It sounds to me like you’re taking a much more difficult path than you need to.
I’ll admit I have no interest in ever trying it again, but it still wasn’t that much of an ordeal.
By the way, here’s my suggestion for that one; how about putting one of those rooty trees on ground level somewhere in zone 2, so you can use that to practice the corner jumping without losing a life every time? It is world 1 after all
(If there is one, I haven’t spotted it, at least not in zone 2.)
Keep up the good work, the SAB is amazing and I love it, no matter how frustrating.
Actually the best place to try this is probably the fast path to the worm. After you jump out of the water, using the lilypad, immediately turn right. There is a root sticking out over the water and a tall bush near it. The jump from the bush to the root is pretty much the longest corner jump you can make, and you can easily do it over and over if you want.
The 90 degree corner jumps I have encountered in jumping puzzles so far are different from the almost 180 degree jump around the root, and did nothing to prepare me for it. I do Urmaug’s Secret on a regular basis and don’t struggle with any of the jumps in there, but the root was a different animal altogether. So no, I don’t think that one corner jump is like the next, or that you can use Urmaug’s Secret or any random corner in Tyria to practice the root-jump… otherwise I would have had no problem doing that jump in the first place.
Where in the world are you jumping 180 degrees? The only necessary corner jump I can even think of in the game is near the beginning of Rapids. There is a minicorner jump onto the pillar, then across to the cliff, then you have to jump around a 90 degree angle to get to the other side of the cliff. Then another half wrap around jump not unlike what you would experience in Urmaug’s and then it’s just straight forward jumping from then on.
There is nowhere else in the game where corner jumping is necessary. If you’re getting yourself into that position you should take a step back and see if there’s a better, if longer, route you could take instead.
Apparently I’ve already +1ed this, which I could do it again. Oh well.
If you carry an invisible container and put the mini in that is won’t get deposited with the rest.
So here is my list of design principals that ANet keeps sticking with – even tho most of the people playing the game must know that they are wrong:
1. Keep number of buttons at a minimum – I imagine that this has it’s benefits. But to some degree! Why there is no quick use bar yet? (for miniatures and consumables) How is that helpful?
I love the minimal look, but I would also very much like a utility belt with maybe 4 slots for food and other gear that I never use because its in my inventory and not where I can see it. F5-F8 seems like a good bind point too.
2. No standard MMO Quests – so my issue with this is tied directly with answer to the following question:
What do you like more: Quests or Hearts? Objectives and mechanics are similar… Problem is that there is no story or lore tied to the hearts (or it’s at minimum). And that makes them so horribly boring. Also the world feels so empty with just a few hearts there and no one that you can talk to.
Hearts aren’t quests. Hearts are a way to draw people to were Dynamic Events are occuring and to encourage them to stick to the area long enough to maybe partake of them. Dynamic Events are ArenaNet’s answer to Quests.
Personally I don’t like quests. I find most quests in most MMOs to be a dumb and uninteresting way to give you Minor Gear Improvement Item X. Even though there is about as much diversity in Dynamic Events as there is in standard Quests, I prefer them.
That said, I would very much like to see more advanced Quests that send you all over the place and possibly involve instances, not unlike the personal story, but with a more open world feel. Epic Quests with a story and a major reward at the end can be very appealing.
3. No standard Quest journal – really ANet? That huge brick of text at the right side of the screen is better then RPG style journal?! How? In what universe?
With no quests it makes sense there is no quest journal, obviously. Either way, the brick of “activites” does and has needed a lot of work since the beginning.
3. Make the frog boss amulet actually targetable, it’s nearly impossible to target his amulet most of the time.
Thanks!
Stop targeting the amulet at all, there is no point in it. If the frog glances left or right in preparation of ground slamming that side the amulet is targetable. As such, all you have to do it run up to the amulet when you see him glance and hit 1. You will swing your stick, regardless of what is targetted, and you will hit the amulet. When he looks down to ground slam the middle you can’t attack the amulet. When he looks side to side then opens his mouth you can’t attack the amulets. The only time you can attack the amulet is when he attacks left or right.
Learn the boss mechanics and the fight becomes significantly easier.
“and definitely not May either”
Where did he say that?
I thought i followed his comments pretty close, but I might have missed this one. I def heard not April, but after that i thought it was open.
He said it a while ago, go to the end and work your way forward. At best it won’t be until June or July, but I suspect that’s also wishful thinking. But who knows, they did a lot with a little and now they have a lot more to do a lot more.
Area 1: 1 bauble on top of the tree next to the picnic. 1 bauble in the chest by the waterfall. 1 bauble hidden in the waterfall. 1 bauble in the hidden cave in the far corner.
Area 2: 4 baubles along the tree line. 1 bauble in the chest. 1 bauble on the plateu. 20 baubles in the blocked up cave.
Area 3: 6 baubles in the blocked up cave above the path.
Area 4: 4 baubles in the maze. The Queen Bee Dog has nothing to do with bauble collection and can be ignored entirely. 1 bauble surrounded by barrels.
Area 5: 3 baubles over a red length jump that may kill you. 1 bauble in blocked cave in the corner. 15 baubles in the reward chest, may or may not count.
You have to get every single one in a single run. If you miss any you have to start from scratch. So, are you sure you got them all?
Slingshot is not needed.
Concidering the slingshot was the last thing I picked up and when I did I got the acheivement, I’m going to say, yeah it is.
I’ve still got a bunch to go and this won’t push me to do them, but I think it would be really cool if it was a thing.
I’m not clear who is saying this? I haven’t seen any such complaints, and SAB has already been around to 5 days. People have the items, both the account bound ones and the tradeable ones.
Those graphics are WAY too advanced for SAB.
The actual answer is that this is designed to account for people who crashed out of the game. It allows them to potentially continue from where they left off without having to actually start over from the beginning, at least if they have a group.
It’s not a bug, it’s a mechanic. By digging “here” you reveal baubles “there.” You aren’t actually digging up those baubles. You have a 10% chance to dig something up with the shovel. Sometimes it’s a bauble, and sometimes it’s an angry bunny. For those locations you will always reveal the same number and type of baubles in the same location. They’re easter eggs.
I climbed up the tree to the grumpy cloud, when I then jumped off to the path below I got the “Mario breaking bricks” sound.
However it was just a coincidence that Moto happened to be a closer reference to “Miyamoto” ’s name.
I don’t think that one is a coincidence given that Moto is the name of the Asura that created the SAB.
Especially when you concider that Princess Miya IS Moto in a wig, Thus MiyaMoto is one person.
Now for my contribution:
8-bit Theatre, a web comic based on the original Final Fantasy introduces us to the concept of Swordchucks. Two swords held together at the hilt by a rope or chain like nunchucks. This is the weapon that the villian is wielding when he steals the princess.
Ok, you guys don’t seem to understand the acheivement, so I’ll try to break it down for you. The reason there is no counter and the reason it is tied to killing the boss is because the acheivement is for collecting all the baubles in a single run.
If you collect all the baubles, then run out lives before defeating the boss you did not succeed in the acheivement. Since you start from scratch when you enter the zone again the acheivement can’t actually track it, because they’re not designed to reset themselves. Having some other mechanic in the UI that was tracking the baubles would be extremely lame, it would either only count up for baubles that are part of the acheivements, or count down to zero, both of which would not fit into the game design in any reasonable way.
So sorry guys, you’re just going to have to deal with it like everyone else. I also have to run Zone 3 again because I missed a bauble somewhere and have no idea where, and I was following the dulfy guide at the time. It was probably on the falling leaf upper level at the beginning of the last area.
Well, I guess it’s still worth it to collect Bubbles, in case they do expand the game for the other skins, I might enjoy a Super Rifle or Super Pistol, or Super Wear.
Yeah, we removed the minimap for a reason. There are several factors that make 8 and 16 bit games feel the way they do. One of them is forcing the player to really learn their environment.
Not so much the environment, just finding my peeps that I was with.
Super Box environment is rather simple. If you add in more stuff later that is way more complicated than this, then I can see what you are saying.
If finding your group is the issue I could see a sort of radar looking thing that only displays group members on it. So it would be black with a green circles that has your party on it as dots, like normal, but doesn’t show you anything about the world.
Would that be sufficient?
I’ll +1 this, because yes, tab targetting, and auto targetting, has some rediculous issues right now. It could use some attention.
Why stop at Sylvari? The quivers work best with humans, and maybe Norn, but if they were to put in the effort of making specialized skins, why stop at one race when each could have a skin that fits their design better?
Some recent suggestions about gear stats reminded me of an older suggestion. I don’t feel like finding it, so I thought I’d rehash it here.
I don’t think it would be a serious difficulty to implement, though I admit I don’t know exactly how they designed crafting recipies. It seems they left a lot of room to alter combinations, though, to produce whatever it is they want.
So the idea is this, you have four slots and a bunch of materials. If you associate materials with specific stats you can put three fine mats and a constructed mat together to get an inscription or rune for exactly the stat combination you want. Some stats would end up being left out, but there are probably ways around that, if they wanted.
I think this option should not become available until items have three stats to begin with, but it would vastly expand the options available, and if these options were only available through crafting it would vastly expand the desire for crafted gear over other options.
This also would not necessarily detract from any current recipes, since all current recipes rely on a single fine mat type, and all recipes under this design would require three different fine mat types. As such they can easily coexist.
I know my suggestion is very class based. But anyway.
I dislike the red circles. I play an Engineer and use granates. I have a 1500 range which is great. But I never hit someone on this range.
I throw my granate and it takes 3sek until impact. But even if my opponent is not looking at me he knows the impact place.
It is hard to guess where I have to throw the granate on an constant moving target. But it does not make sense to guess and to try to throw the granate into the correct direction I will never hit because of the red circles on the ground warning every opponent.
Granates are really useful in close combat.
This was a good laugh, thank you
It is grenade(s) not Grante(s) and it is Sec not Sek.
I play an Grenade engineer and I have no issues with the red circles, I can hit my target 8 of 10 times. Sounds like you just need to invest more time into learning your character better than coming on wasting time asking for senseless suggestions like this
Sorry, but since you were mean about the spelling thing I can’t let it go. Not an Grenade engineer. An engineer, or a grenade engineer, but not an grenade.
Is this a repost? Posting the same suggestion again isn’t going to make it more likely to be approved. Basically you’re asking for an across the board buff to Rapid Fire, which doesn’t seem likely to happen.
So because you can’t hit people with a brain at long distances with an AoE, you suggest they implement a change that would have extensive effects across every aspect of gameplay? Does that seem reasonable to you?
Grenade, btw.
Going back to the games that inspired this addition I would have to say that “power ups” are acceptable as long as they’re not necessary. The Red flower that gives mario fire powers. They enhance the experience, but if you don’t get them, or lose them, no big deal.
I feel that creature diversity is just fine. And since we only get a glimpse at the second world there is plenty of room to expand on them anyway.
Wouldn’t that mean the character would be kind of naked, since the items are transparent?
After reading the interview about it, I am really curious how long it took them to make what they have so far. If this was really spur of the moment I am extremely impressed with how efficient they are with their content development. The art, the level design, the sound quality. It’s an amazing feat. I haven’t even run into a single bug (excluding the annoying camera problems which is an issue at the games very core).
I can not wait for the rest of it!
I saw some pictures posted on the GW2 Facebook (https://www.facebook.com/GuildWars2) and it looks like it was done by a team of only about 8 people. I don’t know much about video game development, but that seems like a pretty small group for something as big and high quality as this.
Eight people is just about the perfect size for an Indie Game, and SAB is very much in that sense, just with better resources.
Obvious observation was obvious?
Possibly, congratulations for having the power of sight?
I Repeat:
For me, the content is funny….and is a good work… but since in structured pvp there’s nothing! Structured pvp is one of 3 important mode of the game! I’d rather give priority to finish the game, and then the extrathe game is up for 6 months and in structured pvp instead of adding new things, take things away… in gw1 pvp was beautiful and full of Contents
they are divided into groups, ok, but they could pause the group of the extra and speed the most important and must remained behind…
if this continues the pvp mode disappears ………..
Why are you repeating yourself when you didn’t bother to read what those responding to you said.
The SAB team has NOTHING to do with anything you want done. That is an entirely different team. The SAB team works on fun little diversions to keep our attention, like SAB. The PvP team works on making PvP better, either with new content or balancing or whatever.
If you like SAB then like it and be glad the Fun Little Events team decided to make it. Don’t grumble that they didn’t make something that isn’t relevant to their job title. If you didn’t like, then hope they come up with something more to your liking next time, as long as your liking in this case is for Fun Little Events that are not related to PvP, WvW, Balancing and Major Development.
Game Over… then a 1UP
I love this game, but it’s not finished. It’s supposed to be getting Beta Tested, or whatever, by Moto. As such at the end of April it needs to go away for a while. Not a year, just some months. Maybe in the Summer they can release a new Gem Store item, the Personal Super Adventure Box, as a perminant consumable. When consumed it plops a SAB down in front of you for 5 minutes. During those 5 minutes anyone can initiate a SAB game. The game lasts for as long as you’re in the SAB, even if the 5 minutes expired, which means if it’s not yours or you’re not in the group with the owner you can’t get back in after 5 minutes if you leave or are adjected for dying too much. There would be a new Merchant in box that sells all the Real Game goodies that Modo is currently selling.
Concidering you don’t get gold, xp, skills, or really anything at all to improve your character, and yet I am still playing it for hours on end (mostly because I want the backpack and I NEED the acheivements) I would have to agree completely.
This is an awesome thing, but it definately needs to go away for a while at the end of April. Not for too long. This is a beta test, if I understand Moto correctly. I could even see this becoming an item you purchase in the Gem store. Get your own personal Super Adventure Box. Play with your friends. It’s a perminant consumable that when used places the box and anyone around you can access the game for 5min or whatever, once inside you can play for as long as you want/can before you die. Put a vendor inside the box, before the the entrance, that sells whatever game related items are available.
Nice, this should make a big difference for me actually completing the acheivements in time.
Are baubles account bound or soulbound?
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