Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
Some thoughts on what the new design decisions will lead to. I left it in another thread as I want it to be there (in Game Discussion) for long-time use.
Now, regarding the new patch and the “you get a chest if you kill your knight only” combined with “up to 50 players per knight only” thing.
To whomever designed this, this might have looked like a perfect “personal reward” concept; however it’s not. Here’s why.
Scenario 1
- There are 60 people in the map.
- 50 people fight Green knight. They kill it, get a chest and go farming.
- 10 people fight Blue knight. Blue players cannot kill Green knight because it is hardcapped, and they cannot kill Blue knight because they are not enough. They ask for 50 players to split and help, but those refuse and provoke chat flaming. So, it is impossible for them to get the chest.
Scenario 2
- There are 90 people in the map.
- 50 people fight Green knight. They kill it, get a chest and go farming.
- 40 people fight Blue knight. 30 of them are noobs who came to the Blue knight because it was closer, and they get downed on each pull and do next to no damage. The other 10 people cannot kill Green knight because it is hardcapped, and they cannot kill Blue knight because there are not enough skilled players. So, it is impossible for them to get the chest.
So, how is it different from the reward chests in Marionette and Escape from LA?
It’s the fact that in those event it was possible to contribute to the event regardless of other players’ skills. Any player can revive citizens and fight basic mobs for some loot and some contribution towards the global goal; you can hit 100 or 300 citizens or Warden I chest with low amount of players. What about the knights? It is impossible to contribute enough as a single player to get anything; furthermore, it is impossible to contribute to the other part of the fight as it is hardcapped. The important thing is that a personal reward concept should not only be based on personal contribution, it should also imply absolute possibility to contribute personally.
What we have here will ultimately lead to the following scenario:
Scenario 3
- There are 90 people in the map.
- All people will rush to a single knight.
- First 50 people will stay to ensure that they kill the knight and get the chest.
- The other 40 people will leave, cursing the “lucky” ones.
- Events will fail even more because no one will be willing to split and risk a loss of a possible chest.
How it should have been done?
Scenario 4
- There are 60 people in the map.
- 50 people go to Green knight.
- 10 people go to Blue knight, because they know they will get the Green chest once that one is dead, plus they may get a blue one if help arrives.
- When Green knight is close to death, people start switching to Blue knight, because they know they will get the Green chest and may get a blue one if they try hard enough.
- They finish both knights, and ALL players receive 2 chests – one per knight.
- People decide to try harder next time with more people to get all 3 chests.
For me as a player, it is pretty evident what gonna work and what not. Why is it not for developers, even with all the feedback provided? No idea.
Necros, Rangers, Mesmers; watch your minions, pets, clones, and phantasms, their damage counts against you if you are not attuned. Engineers, your turrets fall under that category as well. For all professions, I would recommend crafting your build based solely on damage your character does and not use any summons or sources of outside damage.
As far as I dislike AFK achievers, I cannot really blame them at this moment. Just how much help will a mesmer with GS1 and GS3 be? How “skillful” is fighting your instincts for correct skill and weapon rotations? May as well stand in a corner and play TP.
A guildmate of mine got the achievement for bigger not faster by being dead for the duration of an Assault Knight fight and simply being in the area…
The hardest part of this achievement was to convince people not to rez you
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
Necros, Rangers, Mesmers; watch your minions, pets, clones, and phantasms, their damage counts against you if you are not attuned. Engineers, your turrets fall under that category as well. For all professions, I would recommend crafting your build based solely on damage your character does and not use any summons or sources of outside damage.
“We had no problems with this achievement on our zerk warriors. And we do not feel like fixing it.”
- Fixed a bug that prevented players from receiving loot from the Assault Knights. A reward chest will now be awarded after all three Assault Knight events have finished, and will be given to the corresponding participants even if only one Assault Knight was defeated.
- To encourage players to split up, the boon from the associated Attunement Pool will now be required in order to damage each Assault Knight, and only 50 players can have the attunement for each color simultaneously.
“GW2 bosses can only track up to 50 players. And we do not feel like fixing it.”
/sarcasm
Sarcasm aside… Would it be possible to tell us the exact “default” hardcap number for players in LA map? If it turns out to be like 100 or 120, that may ease some tension with this “fix”.
(edited by Lishtenbird.2814)
Current Scarlet's Knights (Post Patch 3/6)
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
Is the hard cap 150?
I am sure I read some where it was 500?
I heard numbers from 100 to 120, sometimes 150. Never 500.
If the hardcap is 120, it’s not really a problem with minor headcount fluctuations. Even more so with 100.
Problem with your idea of " you get a lot when you do a lot" is it will be based off dps.
Some classes do more some less.
So by your statement I assume you want everyone in game in full zerker meta ?
Sounds like a great plan.
Sign me up – Not.
Did you actually care to read the Equal rewards section? The one that mentions equal rewards for repairing barricades, encouraging NPCs, finding heirlooms etc. etc.?
Phone call, mouse batteries died, kids woke up,spilled something on your keyboard, went to get a drink.
These are all everyday things that can happen and people need to go afk.
There is nothing that can or should be done with this. Reason being someone can put 10x’s the effort of you in and have to afk for 30 seconds to 1 min for something(stuff happens) and come back. By that time people like you report them.
How right does that sound?
Don’t care to check your mouse batteries? To make sure nothing spills on keyboard? To finish drink and toilet runs before a group event?
Just don’t hope for a full reward then. I’m not suggesting to ban your account for AFKing. I suggest that you get a lot when you do a lot, get something when you do something and get a repair bill and a kick out of the map when you’re doing nothing and simply take up space.
and that’s where you fail. it’s not exploiting, it’s creative playing.
Care to hear a dev’s response to that?
•To discourage zerging in both miasma and escort events, scaling must be made VERY steep. That means that a miasma event should be extremely easily done with 5 players (even the Molten one), however 20 players in the infamous “children escort” would spawn so many champs that they would wipe all these players in 10 seconds (and supposedly despawn after some time).
How is this NOT forcing people to play the way you want?
Because you can still farm in 8 groups of 5 (aka “parties”) instead of 1 group of 40 as easily and as rewarding but also contributing to the event?
during the marionette I had the same. I had to do it multiple times and it came up once every x hours so I put my char there waiting for it to pop up. Of course I am not going to stare at my screen the whole time. I do other stuff in the mean time. It happened twice that when I came back there where two chest thanking me for my participation. I did not even do it on purpose but I can understand that some people do it so they can cheat out under the boring grind they might find required to do because of the temporary achievements.
I’m not really against camping your server as long as you do it to participate in the event and not leech. However if you are not considerate enough to come back in time for event, I would prefer the game to remove your character from the map so that active players can join.
-snip-
The real problem is with the design, not with the players. Players are predictable and easily guided. The reason Marionette was such a success and drove a lot of players to participate is that it had achievements that encouraged them to do well in the fight and to know the mechanics… Not considering the power core grind, anyway.
I hope you were contributing and not arguing with my post, because that’s what I basically said in the post in a condensed form
Many people seem to have read the title and then skipped to commenting on why zergs and AFK achievements are ok and why I am bad as I “force” people to do content they do not want. Please understand that my post is about the reasons why people prefer to zerg and AFK and solutions to these problems, and not a rage/grief post.
There are multiple different events on this Map. It sounds like saving the citizens is the one you put priority on and feel that others should feel the same way you do.
I see it differently
100 people enter orr, I get a pop up box that Arah is being taken by undead. Although there are many different events going on, and people in Orr to get map completion and maybe the daily jumping puzzle, because I think Arah is more important I think ANET should not allow the other people to play the events they want, they should be doing the one I want.Your argument is exactly the “play the way I want you to play” one we hear soo much. When you say discourage zergs, you are saying that your preference has a greater priority than the 50-60 people having fun in the zerg.
You have to face the fact that the citizen event can be completed with 30-40 people working on saving them (as the other events give credit for citizen saves). If you cannot find 30-40 people wanting to do that part of the quest, you expect it to be forced on them so you can play the way you want.
Selfish, selfish, selfish
Please try to feel the difference.
- “My preference” is not something I got off the top of my head. “My preference” is the exact result of seeing Goal: Citizens Saved on the right side of the screen. Is it too much to ask of people, to contribute to a goal which is clearly stated when entering map? Each miasma event needed 5-8-10 people, escorts the same. No, not 20-40 players.
- If you go in to get map completion or daily puzzles, than you won’t complain that you are not getting the 5 group effort bags, right? Ah, wait… you would.
- If you go in to enjoy saving children in a zerg and save 2 citizens out of 1200, you won’t complain that you are not getting the 5 group effort bags PLUS to those you farmed, right? Ah, wait… you would! Selfish, selfish, selfish ©
This has nothing to do with “forcing” people to do content. This has a lot to do with rewarding people only for content they HAVE done, and as one of those “30-40 people working on saving them”, I do not have to “face” the fact that zergs will get twice as much with minimal effort because of my effort. It’s simply bad (or rather lazy) design – period.
ArenaNet: PLEASE at least add an option for Leeching to the report menu so we can correctly identify why we are reporting a player. The AFKers try to scare people away from reporting them by saying “You can’t report me, there’s not an AFK option, you’ll get in trouble instead for a false report” which keeps a lot of people from filing the report.
I do not approve of leeching in this fight, but after doing a couple of runs, the AFK thing seemed like a perfect solution to the problem. And you know, in this specific case I feel that reporting AFKers here is similar to reporting goats for eating beautiful flowers because the farmer was not smart enough to lock the garden gate.
i suggest to punish leavers, lower-leveled players, norn, asuras, humans and everyone who breathes aswell. in my experience, afking was the only way after 11 try to get two achievements. deal with it.
^ exactly the way of thought which contributes to the current state of real world.
No thank you. Instead of doing an achievement through an “exploit”, I will not do it at all (since these achievements require me to wait for corrects buffs without crossing lasers and thus not DPS for 75% of my time and thus put other people’s success at risk) and instead post a constructive thread on the forum which can tell devs why their ideas were bad.
reserved for potential use
Equal rewards
- Since doing map events “better” is impossible and it always gives a fixed contribution (N saved citizens) to discourage zerging, other activities should provide the proportionally same reward to players who’re doing other parts of the event. I’m speaking here about rewards from encouraging and reviving citizens – like giving “Bags of a grateful citizen” which are fully identical to the “supplies” bags in contents. To discourage exploiting by killing and reviving citizens, each citizen may have a limited amount of bags tied to it, or a diminishing return for each consecutive resurrection may be introduced. Same goes for heirlooms – you have a chance to get a bag in rubble piles. Of course, to avoid devaluation of bags, drops from mobs should be proportionally adjusted.
- To discourage zerging in both miasma and escort events, scaling must be made VERY steep. That means that a miasma event should be extremely easily done with 5 players (even the Molten one), however 20 players in the infamous “children escort” would spawn so many champs that they would wipe all these players in 10 seconds (and supposedly despawn after some time).
- That said, since event give a fixed amount of contribution towards the goal, events should also have a fixed amount of loot: that means champs give no guaranteed bags at all, and half a map escorting children would get so little reward per person that they would eventually switch to more rewarding – and contributing – tasks.
- In case of fighting Marionette Wardens, proportional amount of keys should have been dropped when defeating the Warden, as this would have made going to platforms equally rewarding to switching and farming lanes.
- Actions like repairing barricades should also reward players – they may even do it in a different way as long as it makes sense (e.g. with a chance of sprockets or valuable metal scraps to salvage). Especially since the amount of hammers is limited, and dropping a hammer to continue zerging is counter-productive. Players should not sacrifice their reward for the sake of others since PvE in GW2 is “cooperative” and not “altruistic”.
- Ultimate event rewards should be ultimately better in short term and include things such as a guaranteed exotic or 3 guaranteed rares; if Frozen Maw 5-10 minute fight has as much, why a 45 minute event cannot? Once the randomness of the reward is lowered, more people will be eager to work towards it.
Personal reward system
- The “Overall good deeds” counter should not be the only counter on whole-map events; the other one is a “Personal contribution” counter. The “Personal contribution” counter should be the thing that defines whether you get the ultimate reward (e.g. Ultimate citizen’s rescue bag) as other players or smaller/no reward in case the overall counter reaches the goal. Due to the controversies of penalizing AFK players and heirloom runners which effectively take up player spots and generate overflows, a personal reward system is the right way to go.
- Personal reward system should be tuned in a way that an inexperienced player which did his best during the whole event gets the ultimate reward in the end, but a 10k AP lazy AFKer who hit three mobs and then jumped into a cave does not. This can be coded by counting “good deeds” in ways similar to: per encouraging/resing citizens; per killing mobs in the vicinity of a moving NPC; per healing/stealthing/cleansing NPC; per finding heirlooms etc. An internal limit of good deeds per citizen or diminishing returns can be introduced to counter “let die and res” exploiting, as well as requiring the “reached safe spot” status for addition of all “good deeds”. Other algorithms can be too tricky to implement, but they can also involve some background checking of action and movement patterns.
- In the end, the overall reward each player gets is a correct representation of the player’s contribution to the goal of the event, and all players can enjoy a cooperative PvE instead of fighting each other – including zergs, AFKers, achievement hunters, chatters and trolls.
(edited by Lishtenbird.2814)
A team of 11 players enters a football field.
1 player goes to sleep on a bench, 1 player goes to runt about how bad the looks of the prize are, 2 players are catching butterflies, 3 players go to charge fans for signed photos, and 4 players struggle on the football field with their inexperienced opponents and manage to win the match in the last second.
All 11 players get the same amount of prize money, trophies and contracts with advertising agencies. (Butterflies and money from fans not counted.)
This is exactly how I feel every time on Piken Square when we hit 1200 at the very last moment despite of hordes of zergs saving children, AFKers hidden around the map, heirloom runners and mapchat trolls telling us how bad the ultimate reward is. I counted that during a rescue cycle I could save around 20-25 “unique” citizens; with a hypothetical 100 players in a map, that makes 2500 saved citizens… yet we only see 1200. So, the question is, where did the other 1300 citizens go?
I know this has been discussed many times, but here I will be constructive and I ask you not to derail the thread and to be constructive as well.
The main reason why these problems arise is the multiplication of specific game design decisions and psychology of most people players which tells them to maximize returns and minimize investments. Some casual-player friendly concepts of GW2 do work in open world to an extent, but they simply fail in recent large-scale events, with Escape from LA and Twisted Marionette being the most recent and evident ones. Here’s the list of issues and the proposed solutions.
ISSUES:
Counter-productive goals
- Whole-map content should not be designed in a way that player A’s goal hurts player B’s goal in cooperative PvE. I’m speaking here primarily about heirlooms and things like AP for destroying bridges in EoTM; Marionette Warden achievements and hit-and-AFK Hologram achievements can also be counted as such.
Counter-productive incentives
- Even more so, whole-map content shouldn’t be designed in a way that player A gets his reward PLUS a reward for what player B was doing, but not the other way round. I’m speaking about both zerging and heirlooms runs here.
- With the current system, you can get both the reward from group effort done by other people and lots of bags from zerging by upscaling events; from my experience, you can get around twice as much bags by zerging. Same goes for heirlooms. In Marionette event, it was often more rewarding to swap lines and farm keys instead of fighting the Warden which would have been failed anyway.
- The final reward is too random and unrewarding compared to guaranteed rewards from farming bags. Furthermore, rewards from farmed bags are better than the ultimate rewards in short term, and that is a big problem: you may never get your jetpack skin, but you may get some unlimited tonics and airship tickets and fabric from bags – and that’s additional to champ bags and greens-blues.
Leeching
- The way current whole-map content is designed at the moment, you can easily AFK the whole run (Escape from LA) or hit several mobs and then AFK (Marionette) and still get the guaranteed reward which other people had to earn.
- It is often very difficult or next to impossible to tell a legitimate AFKer (sudden real-world problems) apart from a leecher.
- There is no mechanics to report leechers (apart from botting), and even if you do, see above.
- Hiding properly is the easiest way of avoiding being reported.
PROPOSED SOLUTIONS:
All activities count towards the same goal
- In case of Escape from LA, both heirlooms, encouraged/resed citizens, miasma events, escort/defend events can all count towards “good deeds” counter instead of “citizens saved”. Events actually did it, but zerg + scaling was a large problem with them.
- LS meta achievements should contain a large portion of achievements which are tied to the main source of goal contribution – in our case, encouraging and reviving citizens. Current meta achievements (not dailies) did not have a SINGLE achievement towards encouraging citizens; it did have a counter-productive heirloom discovery achievement, on the other hand. These achievements should require a high score to fulfill and a reward tied to it, and they would clearly tell players who open the achievements panel on the release day what they’re supposed to do in the new event. However, the achievement which has a reward tied to it is the same heirloom counter-productive one.
(edited by Lishtenbird.2814)
After entering the Breachmaker, me and several other players got stuck in infinite falling, complete with animation and respective “aaaAAAHHHH!” sound effects. Blurred frenzy, blink, dance emote – nothing helped. After several minutes of falling some of us were lucky to get knocked by knockshields which Scarlet fired.
And that’s apart from 2 client crashes in Knight fights (relog in failed overflow) and about every 3 out of 4 knights giving no loot (despite proper participation, food and buffs).
The flower which Scarlet’s hair is based on is a species
of Bromelia.
I would appreciate the number of required kills to be lowered.
where’s the achievement in that?
The same as in laurel vendor, karma spender, badge spender, mystic forgesmith. As all those dailies require the same amount of skill, they can as well take the same amount of time.
Also listed as #26 here. It triggers all on-interrupt traits multiple times, including Halting Strike, Bountiful Interruption and Chaotic Interruption etc. thus stacking 25 might or immobilize (in case ele is not downed already by that time).
I used to like Ambient Killer, but it feels too unnatural to roam the map for those 30 whites. Often it doesn’t happen naturally because many dungeons/fractals/cities/LS like recent LA do not have ambients at all. Since this achievement requires no actual skill to complete but a WP to a location where there’s lots of it, I would appreciate the number of required kills to be lowered.
Knights aren't dropping loot [Resolved]
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
Tag as fast as you can and deal enough damage to get credit and you’ll get loot. There is a limited number of people that can get loot from anything in this game (as shown with the ember farming).
To the best of my knowledge, everyone was getting rewards before they patched the update so it’s not a limit issue.
Incorrect, didn’t get several times yesterday before the update, see here as well.
Uh, there’s plenty twist already?
I mean they never said that the speculations that the Pale Tree is a dragon minion and Scarlet merely lost her protection and hence got corrupted by the dragon is wrong. In fact, they played pretty straight into it.
And I hope to see at least that kind of speculation becoming Word of God, because…
Why do you need an explicitly spelled out twist, actually? Isn’t a lot of open space and your brain filling it in just as good if not better?
…if you come up with your own solutions to any blank spaces in stories, you may as well write your own stories Which I somewhat do as well, but still enjoy the stories being fully told the “right” way.
Rather happy it DIDN’T end up being a “Scarlet was a hero in her own way” type of bland B.S. ending. THAT would have been unoriginal, uninteresting, and lazy in my opinion. That kind of moral grey has been done to death
Depends on your mindset, I suppose. To me, a grey-and-grey Japanese anime villain ending is far less unoriginal and lazy rather than an American comics villain which got crazy for some reason and kills people because he enjoys it.
And I’d suggest you read around the forums a bit and look at past releases, because some of the things you brought up as “unanswered” have inferred answers.
Miasma to keep enemy forces out of LA while she drills, clockwork machinations to bolster her forces, the marionette itself was a distraction to take our eyes away from her plans in LA. Things like that.
These are the same “blank spaces” which can be filled by any imaginative reasoning, but more so appear to be simply a far-fetched game content. That said, I should note that I am generally perfectly fine with bad simple writing as long as it serves the purpose of amusement, but I do prefer it to have some extra depth and reasoning when it can. (E.g. like having the Marionette itself to stomp the hell out of LA.)
(edited by Lishtenbird.2814)
I used to post a request for previous meta rewards in the arc finale, but with second to none player responses all we got was a horny helm which really makes us feel and look like true Heroes of Lion’s Arch. /sarcasm
Maybe if people care to come and bump that thread, we may have a chance at those for March 18 epilogue.
I’m all in for sylvari twin tails and sylvari twin buns! Wanted to make a separate thread about it one day
Out of 4 knights, I got only 1 chest. (Mainly ranged.)
And I think that should go in BUGS subforum, not general discussion.
- A fearsome death howl, from a fearsome foe, the likes of which has never been seen before!
- Whatever. It was big… now it’s dead.
So long story short, Scarlet killed people because she was bad.
What I really hoped for was a twist: the reason why Scarlet killed so many people, why she invented all these machines (discarded Marionette included), why she went all the way with improving the toxic pollen to miasma etc. etc. I was really expecting some grey-and-grey morality here, with Scarlet telling us about the sacrifices required for development of weapons that can take down a dragon which began corrupting her own race, and than having Scarlet captured and used as an ultimate source of information for facing the above-mentioned dragon. “She may be insane, but she’s a genius and Tyria needs her,” – the Taimi kind of thing.
What I want to say is that many speculations here on the forum were far more interesting than a direct and “lazy” ending we got. That said, I still have hope for a twist in March 18 “epilogue” – though chances of seeing a return of steam-Scarlet saviour from another dimension or finding out that we finished yet another hologram are already next to none. We may ultimately see that finishing Scarlet was a bad move, but still, that won’t be the same as what she was trying to tell us.
**Spoiler** The lack of choice in the end
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
While the info might be useful, I simply wouldn’t trust anything that she said to be true,
You don’t have to take a villain’s words for granted, but they may contain some useful information, especially given all the hints about the thing Scarlet saw. Simply finishing off a villain who’s drilling something huge and magical with a giant drill and calling it a day? Good luck with being a dragon’s breakfast tomorrow in your blissful ignorance, Braham.
When I saw the anti-condi buff and remembered all the talk about viable PvE conditions build and how I had to respec the main to a power build, it was a solid flat no-condi facepalm.
- TA forward: a terrain issue can be used to skip a portion of mobs. This is so common that it is easier to avoid this path altogether than to convince PUGs to do a proper run.
- #2 in current list: TA light mantle also clips heavily with face on sylvari mesmers (see screenshot).
- TA up: Fyonna may sometimes bug and not turn red. Can be “fixed” by relocating the whole party a bit back to the spider cave, and then down to Fyonna to retrigger the dialogue.
- CM p2: final boss can be bugged to stay in place and not move around.
- CM: fire turrets can attack players through walls; and the other way round, players can attack turrets and mobs through walls. AFAIK this is an old and game-wide issue, but thin walls and small rooms of CM make it very noticeable.
- AFAIK #23 in current list is not dungeon-specific, this may happen with cutscenes and even loading screens in open world (happened to me during Marionette).
- #24: if this is the same as bug #22 here, than it is not dungeon-specific. However the “underwater skill bar” might be a new hint to why this is happening (and worth testing).
(edited by Moderator)
- Added #26 (Halting Strike/Mirror of Anguish)
Just a note. It’s not a bug with halting strike. Halting strike and the other interrupt traits are basically just doing what they’re told to do. The bug is with the interaction between Mirror of Anguish and Shocking Aura.
Changed. So that also means all other on-interrupt mesmer traits trigger multiple times as well.
- Changed #16 Confusing Combatants to fixed
- Added #25 (Underwater Phantasms)
- Added #26 (Halting Strike/Mirror of Anguish)
- Still do not know what to write in #19 and #20 (scepter skills and traits) as I got lost in old info + new info + typos
On a side note, here are some good news for mesmers from other threads:
And, of course, there’s more non-performance/optimization related improvements well on the way that’ll increase the general experience and responsiveness of combat. An example would be Mesmer Illusions/Clones/Phantasms that unreliably attack their target – Warden, I’ve got my eye on you!
Mesmers are getting some nice stuff.
Stay tuned.
Pyroatheist, Xaylin, could you please sum your findings up and remove my stacks of confusion regarding #19 (IC) and #20 (MS)? What is the best thing to write there at the moment – what parts of skill with which traits are still broken, which are not, are all tooltips correct now? ^^
I believe the Phantasmal Disenchanter is not counting correctly for “daily condition remover”
It is not counting per condition removed even though he is removing conditions…
Well, technically it’s not you who is removing conditions… But probably the same happens with sylvari elite spirit. I’m not sure if it’s really worth including in the buglist, but still worth to know, thanks.
I’ve noticed that the phantasms don’t give credit for the weapon master achievements, small but silly.
And same here:) What is the exact scenario? In case you spawn a phantasm but do not do any damage to the target?
GS 1 not hitting is most likely caused by slopes and heigth differences. For example, it doesn’t work in the dredge fractal when destroying the turrets. It should definitely be added to the bug list but probably is no Mesmer-only problem.
Already in the list (#24). Expanded that bit now.
And yeah, I doubt that bumps without any useful info would be tolerated by mods for a long time (a similar necro thread got partially wiped for that reason by a mod not that long ago).
They did this in GW1, so maybe they will, here, again.
Oh did they? Then there’s hope!
That would be nice! Even nicer if we could get the new item and pick one of the old ones.
Yes, that would be nicer, but I’m afraid veterans won’t be happy about it
(edited by Lishtenbird.2814)
The thing I would like to suggest runs as follows:
- Add an ultra cool unique meta reward for this season’s last LS (will happen anyway).
- Add all previous meta rewards from all previous LS.
- Let people choose a single reward from the list – either a previous one or a new one.
Why this idea is good:
- Many new players have missed the original LS that gave specific items not because they failed to make achievements, but simply because they joined too late. Some people may need a place of power to charge their crystals, others (like me) – a shattered wings cover, but unlike tradeable rewards that can be bought and may drop during this LS, there is no chance for us to get these items. Adding this choice would be a nice gesture to new players.
- Giving a choice of a single item only instead of the new reward will keep the scarcity of these items and will not induce too much of anxiety from older players who like to feel unique.
So,
- as a new player, would you trade the final reward of the season for some of the old meta rewards?
- as an old player, would you oppose letting new players choose a reward from previous LS?
Updated the 3rd post a bit.
And now, who’s saying mesmer bugs are not fixed?
ANet, I got a request: please make Kasmeer the main hero of the next LS and put her in the gem store.
Sorry, I do not really want GW2 to become a ship tycoon, even in a part of it, especially because focusing on something completely new will mean (let’s be realistic) no bug fixes and no “normal” PvE expansions. Not to mention the tediousness of sea journeys, the problems of noobs and trolls piloting large ships, great issues with GW2 targeting system on moving terrains (Arah story and AoE anyone?) etc. etc.
So in short, I prefer my fantasy heroines the usual way (:
Wurm starts at ~:25 minutes. LA portals get opened at ~:5-10, and once they enter, all maps and overflows are clear from them.
A real-world pendant modeled after a fictional backpack modeled after a creature of a fictional world…
Oh my!
Why are Chyper Chests rapidly removed ?
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
But… but how did he… This guy deserves a job at ANet.
I had that PS as a sylvari for Durmand priory. It involved an asura who trapped herself with a dinosaur-like monster in some kind of space-time anomaly field. And yes, you had to deactivate the defenses around her house to free her.
Fyi, my question was sincere. I wasn’t trying to provoke really.
The last story parts I was naive enough to log in and try them, but given the amount of zerging that Anet featured there… well wanted to ask first, try later.
But, judging on what people think about it, the best thing I can do is sit this one out.
Now, point by point:
- “Asking” an intentionally biased question (“Guys, it’s bad, right?”) will get you the answer you intend to get because those people who agree with the topic will tend to post. That’s pretty natural (and a part of public speaking mastery actually).
- Instead of stating the opinion you want people to second, you could ask people to post the good/bad points of the patch at the moment. That way you could get much more info (like people telling you about the scenery, or new roles of the usual NPCs and their dialogues, or moas, or tengu, or some map exploration achievements, or new tokens and backpack recipes etc.)
- However, by this moment you already have the bad experience from the release imprinted before you even tried it. But you already knew the answer anyway, and not playing content is the best way not to accidentally get any kind of pleasure and prove yourself wrong.
- Once again, an MMORPG should be “massive”, and if you want non-zerg=solo content only, I’m not sure where’s the point in playing an online game. A second to last event is supposed to be twice as epic and massive.
- The previous content patch – Marionette – was all about breaking up zerg and using tactics. Have you played it at all? I participated about 40-50 times, got 3 wins only because of people who’re not capable of doing non-zerg content but still got 2 watchwork moas, an ascended armor chest and a couple of 4-6g recipes. That patch, however, made it clear that the majority of casuals are unable to handle that skill level, and we will be having something in between for the time being.
- The other world boss – triple wurm – is ALL about playing roles and knowing tactics. It requires a whole map of skilled players who’re looking for a challenge – than why don’t you join them in doing it?
- The new EoTM map as well is far more about tactics and skills then many flat maps.
- Heck, even the old Tower of Nightmares needed tactics and gave you different instanced encounters which required personal skills.
That said, I simply don’t get it why you’re focusing on zerg-zerg-zerg that much. Probably you either…
- Want to do everything by yourself in an MMO as in a solo offline game.
- Or do not care for anything in the game (including landscapes, dialogues and fancy tactics achievements) apart from killing monsters, and that’s what makes you see only zergfest.
How about…
…logging in to play the game, analyze it a bit and then come up with your own opinion as well as suggestions on gameplay improvement instead of posting a provoking thread?
…not forcing “worth” as an antonym to “zerg” when speaking of a large-scale multi-alliance invasion into the most important city in Tyria?
Ah, my bad, I forgot we’re playing Forum Wars 2 here, not Guild Wars 2. I should go check if my browser has already fetched an update for this Living Story.
Why are Chyper Chests rapidly removed ?
in Battle for Lion’s Arch - Aftermath
Posted by: Lishtenbird.2814
I expected the obvious worst and spent all keys yesterday. I’ve also written several times in the chat after the event that the lair would most likely get removed so people should go and spend the keys while the current Living Story is still up.
That said, I don’t see any reason for leaving the lair but removing chests. (Apart from some kind of lame coding issues which could lead to a finite amount of slots for temporary “tokens”.)
Now do the math and see what only the full armor set brings without the jewelry, since the armor is the by far the most expensive and grindy part.
Full armor gives you i think +15 Power, +11 Precision and +1% crit.
This. And…
That’s a 7,4% boost in power, a 2,9% boost in precision and 14,5% boost in crit damage.
Crit damage will be removed with the March 4 patch – the uneven scaling of +n% is the exact reason why it’s being changed to Ferocity.
And even with trinkets in and CD out of the equation, you have (7,4+2,9)=5,15% increase. That much for math, sorry.
And if we’re talking about the ascended armor only, which should be the topic here because ascended trinkets come naturally with laurels, I suggest you take a look at the real stat difference table calculated by Dulfy: http://dulfy.net/2013/12/12/gw2-ascended-armor-stats/
That current post looks nothing like what I read before and what the first people responded to…
And I always thought that fighting Frozen Moa was a part of the strategy…
Happens to me very often. And once combined with small jumps (like on the way from Durmand Priory to Scarlet’s lair) can lead to an accidental death :P
I had this in the Tower of Nightmares. I’ve not experienced it since, that I am aware of, but many people have posted about it.
You can experience it when going into the above-mentioned lair after the invisible wall, feels safer to jump through than walk over. It also still happens in Kessex Hills (when sliding down the hills).
(edited by Lishtenbird.2814)
You do realise nobody else cares that you have 300%, right? Showing off in games is … a bit pathetic.
Ehm, even in the game also known as Fashion Wars 2?
- Armor: Nightmare Mantle (light shoulder armor from Twilight Arbor); other pieces are irrelevant, but those are a mix of T1 and T3 cultural.
- Character: female sylvari mesmer.
- Issue: Nightmare Mantle clips heavily with the head while wielding greatsword in default mesmer’s battle posture. Visible even more when selecting a target at which the character tries to look.