Showing Posts For LostBalloon.6423:

Why are we still getting single use skins?

in The Nightmare Within

Posted by: LostBalloon.6423

LostBalloon.6423

Why you ask? the answer is money. How you ask? the answer is transmutation crystals

/thread

They should not do this to items that are a “limited edition”. Its not about putting it on another character or changing stats, its about the space they take uselessly.

There are plenty of skins and stuff I don’t dare get from the gem store (like those cool looking new weapons)… I dont want to waste that many gems to then have to keep using transmutation stones or have to store that weapon.

The meta rewards & gem items should be account bound with the ability to obtain them from a panel similar to the achievement panel. They could easily make it so that you can only have X quantity of that item/skin checked out….

Nightmare Chambers bugged.

in The Nightmare Within

Posted by: LostBalloon.6423

LostBalloon.6423

I had the same issue. I also had one other person in my party at the time of the bug. After killing creatures in the first room, the NPC just followed and nothing happened. I just saw 3 Scarlet portals blocking the barrier that instantly down you when walking into them.

Unless none of the 3 let you through, its not a bug, you have to figure out which is the right portal to walk through

Collaborative Development: World Population

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

another thing is tier pricing will make lower pop servers even more undesirable –
I’m going to the bargain basement for a quality wvw server ?

even pricing.

you need to address the issue that causes people to stack to begin with – score.

The score is the heart of the issue – score the guilds, and the individual hardcore wvw guilds will balance themselves out to get better guild ratings.

you need to break up those massive huge guild alliances – and make it to their own individual best interest to spread out for a higher guild rating.

The WvW population will and can vary from Server Population to 0, as long as PvE population is associated to the WvW population, anyone can jump in anytime. The massive huge alliances that need to be broken is the one between the WvW hardcore guilds and the rest of their server.
And if an alliance of guilds is too “massive”, well it would not be a problem in an environment where WvW population would be managed in terms of alliances where ANET could control population for that game mode while not affecting PvE in any way. That and letting alliances form naturally between guilds also reducing a lot of other things such as a spy griefing (fixed by a simple G-kick, and goodbye to that alliance for the spy) && being able to manage the # of possible alliances for a healthy competition and variety of opponents without having to think in terms of PvE servers disappearing or needed to be created to cater to the needs of WvW.

WvW collab. thread where suggest. affect PvE

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

Hi All,

I think most players that enjoy PvE (and not WvW) are not bound to look at the WvW forums. Thus I find it important to inform all of you that in the thread of collaborative development regarding WvW population balance issues, the suggestion ANET is the most paying attention to, is attempting to balance WvW population with server transfer costs.

Here is a snippet of the discussion and why I think that even as pure PvE players you should all keep an eye on that thread (for those that don’t know, Devon Carver is the WvW Coordinator from ANET):

Sticking to the lines of transfers, what are reasonable restrictions to place on players after they transfer? No WvW for the rest of the match? No WvW for 24 hours? Would that help any or would it actually exacerbate the problem?

When transferring to higher ranked server, I think restrictions have to be multifold and palpably punitive. At minimum, blocked from WvWing for at least one week. I would also add some kind of PVE ramifications – something along the lines of temporarily (and significantly) reducing magic find on a sliding scale based on how high ranked the server you are transferring to is.

Likewise, I would look at rewarding people who choose to transfer to lower population/ranked servers – no cost at minimum (possibly even giving people gems who transfer to low population/losing servers) and a temporary increase in magic find in PVE and WvW.

Collaborative Development: World Population

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

Sticking to the lines of transfers, what are reasonable restrictions to place on players after they transfer? No WvW for the rest of the match? No WvW for 24 hours? Would that help any or would it actually exacerbate the problem?

I think that if there are any restrictions, they should change based on if you are stacking or unstacking. There should be a penalty for stacking a server. There should be no penalty for unstacking. Basically the penalty should promote balance.

One easy way to do this would be to use queues:

  • For one week after a transfer, you always have the lowest priority in queues.

This penalty will hurt a lot on a stacked server, and not at all on a unstacked one. It doesn’t have to be a week, just adjust it so it hurts without being draconian.

Enlighten me how that massive Russian guild Blackgate got in a timezone which none of the 3 T1 servers have any coverage (almost or no players in wvw) thus no queues. Make them wait 1 week? No problem, the next matchups will be the unbalanced ones. There are 3 categories of suggestions I have seen by players…

1- Very small changes on ANET’s side (like the Transfers solution)
– (good) very easy for ANET to try out & can improve things on some ends a little
– (bad) High probability of not generating good enough results
– (bad) Does not give ANET more tool to accurately measure population

2- Changes to the game mode
– (bad) no sense of accomplishment even if you win (while getting overrun)
– (bad) does not change the problem of population

3- Dissociation of PvE & WvW (generally implying a large change)
– (bad) it will take a lot of time to implement
– (good) ANET will finally have ways to measure with accuracy WvW population
– (good) ANET will have a much easier time addressing population imbalances with tweaks to the system they chose to implement based on the trends they can observe in correlation with player dissatisfaction of their match-ups.

Collaborative Development: World Population

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

People keep saying, “changing prices won’t change anything.”

It will change it some. I know of guilds that did not transfer to GoM (when we were in T8) because it was still 1800 gems.

It is a step in the right direction.

So many of these responses are “Don’t do that, instead do something DRASTIC AND COMPLICATED.” Please don’t ruin this for the rest of us because you want something you can’t have. This is something that we CAN have, and it WILL help some.

Because it wont. People have no incentives to transfer. Guilds will not transfer unless their intention is to PvGate. Changes to these rates will negatively affect their PvE community (which is MUCH MUCH larger than our WvW one, like it or not).

How will a change in gem transfer rates give them any kind of metrics to manage the population & know what the current situation is? They need to be able to put accurate numbers on the population in order to be able to talk about balancing it. It requires something complicated, because it is an extremely complicated issue.

And again, this will not stop transfers to T1 instead of GoM. (You know, ppl can lie to you so that you stop bothering them about transferring too) Most of the transfers to T1 are not even paid with real money, just gold that a community of players put together to help those ppl transfer (something you could’ve done too to get those ppl to GoM), but again, if they are hardcore players, where will they go, T1-2 or T8-9? Stomping over a zerg of casuals with no real organization is just as boring as zerging NPCs to the organized hardcore groups.

Collaborative Development: World Population

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

So, if prices for server transfers were based on WvW population, what would a fair distribution of costs look like from the lowest population servers to the highest? Keep in mind that making it completely impossible to transfer to a server puts a burden on other players. That doesn’t mean that you couldn’t have an incredibly high price, just that completely blocked isn’t an option.

Sorry, but have I got this right?

In order to deal with a WvW problem you’re considering restricting non-PVPers’ freedom to play where they want?

Really? Yet more negative experience to PVEers to pander to PVP problems?

^ see, you will get a lot of this from your PvE community while i can promise you that on the other hand, you will not have achieved anything to solve the WvW populations, there is no incentive for us to move.

Reducing map caps will most likely create an exodus to the games to come more than to the lower tiers. Or just longer queues…

Again, I know its a major change (but they need it – there is no simple hotfix that will fix this mess) on page 16-17, I put a block of text explaining how alliances could be viable showing the numbers and even how ANET can continue making money the same way they would’ve with transfers…

Collaborative Development: World Population

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

1-2 refuting some idea Devon seems to like, #3 for the juicy content
Sorry for the big block of text Devon, but I’m sure you could find some interesting stuff in there :P

1- The gem rate with the state of the economy is kitten and an alliance can easily put the gold up to “buy” guilds. (Not the real problem)

2- Different costs for world transfers will not be welcomed by the guilds/people that PvE. As much as I want a solution, I dont think we should be hasty and greedy with this sort of things. And probably the only reason ANET is ok with trying it out is that a failure of this causing balance (which it is pretty much guaranteed to) will still generate them more profit than the regular price (if the gems are bought with real money)

3- I’m gonna repeat this and other players have done the same, as much as it implies a big change, it was a structural mistake to associate PvE & WvW, they need to separate the two.
They could easily create something of the sort of an alliance with a cap on the maximum # of heads that can be in it. It will be a lot easier for ANET to moderate total possible population.

WvW focused guilds generally have a roster of 100-150 with 30-60 active on a daily basis, from what I have seen out there from all servers (these are general #s, some guilds may fit outside these #s). We also know that the hard cap, imposed by the game for a guild roster is 500. Now we know each map has a cap somewhere between 80-120 (ANET has for sure the true #) We also know WvW is intended to be a 24/7 game mode and its fine like that.

That said, knowing all those numbers, if an alliance system that counted guilds/total players in said guilds, it would be possible to manage an alliance’s total headcount. Now ANET said multiple times that the mode is not intended to be “fair”. So they could cap the alliance in such a manner where an alliance would never be able to fill all 4 maps 24/7 and where stacking a time zone could hurt you in another (pure speculation). But at least they would have real numbers and could tweak population to balance in whatever way they see fit with the most player satisfaction (we will never all agree).

Now to address the last big problem with this solution. No more server transfers = no more profit for ANET. Addressing this issue can be very simple. Treat alliances the same way you used to with server transfers. If you look through the history of the big 3 servers from T1, not only are guilds moving from one server to the other, but also when you see the rise/fall of a server, its generally the same players/guilds that are still present. And alliances will break and (re)form constantly. Even that adding an actual cost to alliances (like transfers) on top of having to be accepted into an alliance by those present in it (playing with the players/guilds you want to and enjoy aka much less griefing and bad behaviour)…
Or selling the possibility to create an alliance (requiring multiple guilds to start one or a certain # of players)
Improved UI for chain of command/roles in an alliance and much more that can not only fix WvW population, but improve the overall experience.

Supply traps (and traps in general)

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

As these traps can prove to be quite useful, i find they could be more effective (or at least if they introduced a variety of this)

- Adding “pressure sensing” making traps only trigger when a large enough group is in proximity
- The point of supply traps is to rid the opposition of some supply, why do these traps activate when the 1 person with 0 supply that is running ahead of the zerg can trigger them all resulting in no loss of supply.

Though, I agree there should maybe exist a counter to these traps and being able to de-mine an area where you think a trap might have been laid in wait.

I’d like to get more ideas out on how traps can add more to the general strategy. Right now they feel so gimmicky.

Collaborative Development: World Population

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Posted by: LostBalloon.6423

LostBalloon.6423

I’d be more curious to know what people think is the reason behind the fact that score is so directly related to the number of people on a server 24/7 and how WvW could be designed differently to address that moving forward. My personal observation is that the momentum you gain from even a small period of having more people online is so large that it can’t be overcome. Which makes me think we need to be doing more to slow that momentum.

1- You guys designed WvW to be a 24/7 game mode, yet made the decision to have dedicated servers for NA & EU. This splits the potential guilds that can work a time zone for a server in 2 separate entities. Because of this, getting EU on NA or vice versa already unbalances said servers from the rest that don’t have the guilds/population.

2- A well defended upgraded keep can take an organized group their whole prime time (can go up to 5h) just to flip that structure.

3- If you look at the long history of JQ/BG/SoR, you will see just how well a new force in a timezone can change the momentum for the groups coming after. It takes about 1h of uncontested yaks to upgrade a structure.
Back in JQ’s prime days, BG & SoR, with blatant 2v1 could not do anything to stop them from running away with the matchup. BG got some EU guilds (HB) doing work between JQ’s massive SEA & NA dethroning JQ for the #1 spot. SoR gets IRON that plays EU & late-EU to early-NA and start winning because we were managing to keep HB busy and when it came to late-EU (dead time) stuff upgraded and gave us the edge over the other 2 for the whole duration of NA until the opposed servers adapted (recruited). Now that leagues started, BG gets a massive russian guild in an uncontested time slot of late-SEA/early-EU and guess what, they are running away with easy wins.

4- The very simplistic population density control the game has only applies to PvE and considers sPvP & WvW activities players can do. There is a lack of WvW population management. 2 servers can be noted “Full” or “Very high” for population but still see a massive density difference in WvW because of said players interests in the game. WvW and PvE populations should not be treated as one and the same.
People (PvE) generally want to be on the same server as the rest of their guild and can take up an interest in WvW in an already saturated alliance.

5- Again, i really do not understand why the districts concept & guild alliances from GW1 was not applied to GW2 in order to separate PvE from WvW. This would allow you to limit alliances to a certain number of guilds (theoretically eliminating queues if said alliances are being smart about it – choosing spread coverage vs over-stacking a timezone). This would also allow guilds to collaborate with the guilds/players they choose to diminishing the issues of verbal abuse / griefing / spies sabotaging.

dawn of season (bug)

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Yeah, it’s bugged for me too. The achievement shows up as completed, but I didn’t get any points for it, nor does it count towards the “Premier Season Veteran” achievement.

The bug is that it does not show as completed. getting 0 AP & it not counting is normal. That said, yes, it’s still bugged with no word from ANET on this issue.

Alternative ways to farm gold

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

Champions :100g a day
Dungeons: 20g a day
Fractals : 5g a day

Nice balance between risk vs reward .

This guy goes around EVERY thread where ppl discuss gold making & economy in game to grief everyone, I stopped counting the # of times I have read this copy/paste message with untrue #s that have been refuted countless times by many different players…please ignore him and don’t derail from OP’s topic.

Chat instruction question

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

immidiate (around you) is the say chat /s /say
the whole map is /map or /m
/t /team for the team (again on the same map if in PvP areas) – team & map are kind of redundant but map always works wether you are in PvP or not.

Whatever happens with the train..

in Suggestions

Posted by: LostBalloon.6423

LostBalloon.6423

How about skill wins instead of the zerg? Skilled players are being punished in every aspect. Just look at PvP it’s very hard to 2v1 because of the downed state.
My point is the economy shouldn’t have such a big inflation just because they are allowing this to happen. I will be forced to do this boring grind if I want to keep up with the precursor price.

OMG wow.

Don’t take this as an insult but…. you aren’t skilled. There are people with real skill who are fighting 1v5+ with videos on youtube.

The inflation is based on flippers sheer greed, lack of casual gold sinks and lack of new merchandise being traded from player to player than from player to flipper.

Flipping actually takes money out of the economy (the TP has taxes..) explain to me how removing money from the economy causes inflation lol.

Super simple, I put a buy order, the masses sell it to me directly filling my buy order, and I, as the flipper, sell it at a much much higher price actually making PROFIT. Who loses gold in the process? The average player (that usually farms). The point he was trying to make….

and by inflation, he meant the one you see on the TP. For instance, look at that black shield from last years Halloween (forget its name). Somebody flushed the market only making one available at the time and selling it at CRAZY prices, priced as expensive as a precursor…
EDIT: and that flipper knows nobody will contest his market bcz it is now in limited quantity (since the item is not ever returning)

Flipping on the TP lessens the TOTAL gold in the economy. Individually, players may make profit.

Player A has 1k gold, Player B has 1k gold, 2k gold total in the economy.

Player A farms 100g worth of item X and puts it up for 100g. Player B buys it for 100g.

Player A receives 85g ( 15% tax), Player B loses 100g and receives item x.

Player A has 1085 gold, Player B has 900g and item x. Total Gold in economy is 1985, thus reducing inflation. EVERY TRANSACTION WILL LOWER THE TOTAL GOLD.

So, lets see, definition of inflation: “A general increase in prices and fall in the purchasing value of money.”

So prices going up because the few rich ppl in game increase prices for their profit, even though there is less gold on the market, that gold loses in value because things just cost more.

Inflation is not about the quantity of gold on the market but what can 1g buy today and what will 1g be able to buy tomorrow. So before you rage and try to treat ppl like kittens, how about you read up properly…

Inflation in the game is caused every time ANET decides to hit with the NERF hammer the general population’s gold making methods just because “Player Y” does not enjoy doing that so the many players doing it should not profit from it.

Whatever happens with the train..

in Suggestions

Posted by: LostBalloon.6423

LostBalloon.6423

He’s probably the kind of player that when he goes to WvW he mindlessly follows the zerg and thinks he’s doing something…you want to see the difference between a real skilled player that masters his class and you who are bashing on ppl that dont consider themselves “hardcore” like yourself….
If he wants those “epic large group fights with smarter opponents” …. Why not join a WvW guild. Opposite players in WvW will be smarter and give you more challenge & reward for killing them than any champion redesign ANET will ever come up with…so leave the kitten champions alone!

Leave the PvE stuff alone, stop asking for everything in game to be catered to yourself. These “once a day” rewards have pretty much killed PvE for me and you’re asking for even more nerfing… NO THX!

You want me to not be able to run a Dungeon path that I enjoy 4 times the same day because you cant (and you actually got that). But what about when I can’t login the next day, should dungeons not reward anything on Wednesdays because I cant play them that day? I mean, that would put me behind “a t s e” by so many tokens and so much gold for that one day he can play when I cant … Dungeons should be a weekly or maybe monthly or yearly reward, no? (for all kittens, I’m being sarcastic in the suggestion)

On a scale of 1 to 10....

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

I think I can see a trend here. The people who think leagues are great are the people who are winning, and the people who think leagues are bad are the people who are losing. Except for the few who think leagues are now boring because they can faceroll over any servers for most of the matchups.

Well leagues could be a very fun thing, if the main issues with WvW would actually be addressed prior to it… for instance imagine how different NA gold would be if all 3 of the T2 servers had a fighting chance at winning against a T1 server.

Whatever happens with the train..

in Suggestions

Posted by: LostBalloon.6423

LostBalloon.6423

How about skill wins instead of the zerg? Skilled players are being punished in every aspect. Just look at PvP it’s very hard to 2v1 because of the downed state.
My point is the economy shouldn’t have such a big inflation just because they are allowing this to happen. I will be forced to do this boring grind if I want to keep up with the precursor price.

OMG wow.

Don’t take this as an insult but…. you aren’t skilled. There are people with real skill who are fighting 1v5+ with videos on youtube.

The inflation is based on flippers sheer greed, lack of casual gold sinks and lack of new merchandise being traded from player to player than from player to flipper.

Flipping actually takes money out of the economy (the TP has taxes..) explain to me how removing money from the economy causes inflation lol.

Super simple, I put a buy order, the masses sell it to me directly filling my buy order, and I, as the flipper, sell it at a much much higher price actually making PROFIT. Who loses gold in the process? The average player (that usually farms). The point he was trying to make….

and by inflation, he meant the one you see on the TP. For instance, look at that black shield from last years Halloween (forget its name). Somebody flushed the market only making one available at the time and selling it at CRAZY prices, priced as expensive as a precursor…
EDIT: and that flipper knows nobody will contest his market bcz it is now in limited quantity (since the item is not ever returning)

Whatever happens with the train..

in Suggestions

Posted by: LostBalloon.6423

LostBalloon.6423

Level 80 champions can be farmed by a gearless level 10.
Can level 80 dungeons be completed by gearless level 10? If Yes please link the video

Can you link that video you are talking about please?
You know, that video! (with the gearless level 10, who is farming level 80 champions!)

They used to do that in queens pavillion all day. Basically the lvl 10’s got carried by the 80’s.

They got upscaled in there and you do NOT get upscaled by going in normal higher level areas. the Pavilion was Living World and wanted to make it accessible to everyone (reason for the upscale)

On a scale of 1 to 10....

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Gold/1. Week 1 was fantastic, so I hope week 7 will be the same. Since then things have quickly gone down hill. I only play wvw, and my guild is wvw centric, putting t1 servers against non t1 gold league servers is ridiculous, they can’t compete with coverage and just take an instant third. Our 1v1 with SoR was interesting at the start, but they gave up somewhere in the middle of last week. We’ve almost waypointed their garrison and it’s only Sunday, I’m not really looking forward to a week long karma train.

Basically, I loved what t1 was. Optimal competition basically, now it’s a kitten version of that. 1v1 with a third wheel that can’t win. I don’t envy JQ at all, with three weeks against two non-t1 servers I’d probably quit out of boredom.

gold/5

Like he said, week 1 was super interesting T1 fights. Week 2 started nicely before some BG offrered TC gold for a 2v1, bought a russian guild to fight coverage wars… and well “win by any means”. As much as it sounds like complaining, I dont really care, I’ll keep trolling them on the forums, but this whole league killed the really nice and balanced matchups we’ve been having BG/SoR/JQ.

Also, its been a long time since i’ve seen sabotage by wasting supply to build rams in supply camps. Of course, the famous DDOS on ts (though this would happen magically when BG pushes hard even before league)…

The biggest annoyance with the leagues on servers with a high concentration of WvW guilds and players is the queues that we had even during the weekdays by ppl trying to hunt AP for an unsure reward that not only depends your final rank but anet’s amazing talent of hyping a reward only to give something kittentier than what can already be done/obtained in game.
And before anyone says anything about that, WvW population (yes even in T1) is peanuts compared to server population and on highly competitive servers, performance is automatically diminished.

You also got a lot A LOT of ppl ignoring the PvP of WvW and any strategy, mindlessly zerging for AP…

Economy v3 -_-

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

If you look at this metaphorically, whould you enjoy that your coworker that has the same skillset / position / … as you get paid just as much for doing the same tasks as you when he works 1/4 of the hours you do?

Same thing, y are casuals so kitten when other players get well, cooler looking stuff “faster” than them bcz they played more…

Or why should someone that has 8 hours to play on a monday be less rewarded by the game than someone else that can play that same amount of hours but spread out through the 7 days of the week…

Economy v3 -_-

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

Solution: Stop locking every content in a “once a day” cycle
Solution #2: I understand they dont want something to be exploitable, but at the same time it does not justify nerfing what people do to make gold while ignoring other content when that content is locked in an account wide daily reward.

AC dungeon for instance, decent reward for 15-20 min run, 2nd time in … 10s, hurray!

Economy v3 -_-

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

So you want to see everyone have the same amount of gold regardless of their playtime?

And with all these do these today ONCE! well, what do you do after, logout?

I’ve see players who BARELY EVER LOG into the game get legendary drop and others that are extreme hardcores (way worse than me) not get kitten. Pure RNG, but dont let ppl that want to compensate for their luck with time do anything in this game?

Or maybe reward skill rather than RNG?

I’m not even hardcore and I’m done with every single aspect of the living world (even the achivements). Now what am I supposed to do Farm dungeon? cant repeat, not even on an ALT…

hmm, farm? no, waste of time … logout and wait 2 weeks while playing something else until next patch that will take 3h to clear? guess so…

If they remove every incentive players have to continue playing, they will just logout & wait for new content that is as far as 2 weeks from now…

Economy v3 -_-

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

Y, because they cant “We welcome all forms of feedback, both […] negative […]” ?
Because you as a casual that probably don’t play as much as other ppl don’t care about these things?
If you don’t care about this, just do read it, and even less post in it.

Economy v3 -_-

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

They are making rewards suck more and more in every aspect of the game to the point where i will soon stop bothering to log in to this game.
No, i do not want to be as poor as the guy who doesn’t play more than 2-3 hours a week.
Or not being able to take full advantage of having a day off to play more.
- WvW rewards, still as bad as they used to be, even worse, i’d rather get siege than a green item… and more badges is just as useless…
- Dungeons, at least before you could farm the bosses for decent time/reward, now you get to play 15 min, get your 1.5g and log off.
- Champ farming has been reduced to nothing
- Living story is just an AP grind with no reward or no decent story.

Nerfed Champ Bags/Boxes ?

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

Well, this is annoying, as i do agree this should not be the best way to make gold in the game, it was the only decent option to those that are done with the content of the game (which give crap rewards).

Guess its time to reduce login times and start logging less. Not gonna play a game that doesnt reward playing it… not entertained.

Nerfed Champ Bags/Boxes ?

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

While it is unfortunate some people have lost something they enjoyed doing, the easiest thing to do in the game should not be the most profitable. It’s bad game design and truthfully should have been nerfed much sooner.
There is also the issue with Frostgorge Sound specifically when they redo Claw of Jormag the same way as Tequatl. If you can’t even get into the map due to a champ train how are you going to get enough people to do the revamped event?

Tequatl is a ghost town these days anyways, barely any players still do that.

11/1: SoR/BG/SoS (Gold League Round 3)

in Match-ups

Posted by: LostBalloon.6423

LostBalloon.6423

So SoR NA decides to log early to welcome ZDs to T1 but it seems they chose to find and go tot he one map that would allow them to PvDoor. gg.

ZD came for the fights… yeah right…
Well, welcome to your new PvD server.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: LostBalloon.6423

LostBalloon.6423

gg, warriors back to bunker build being the only viable build if this goes through…
Either glassy for PvE where in PvP you will get kited and destroyed before you even reach the enemy.
Or bunker up and not be able to kill anything….

Infected Daily

in Tower of Nightmares

Posted by: LostBalloon.6423

LostBalloon.6423

Wow, really? People do that? Yet another way for trolls to run rampant…that’s how bad this achievement is.

Yeah, someone did it in Kessex Hills on both Toxic Krait champs despite map chat telling them it wasn’t buffed and wouldn’t count and that people were on that map specifically to camp those two champs for LS achieves. Response was pretty much “lol don’t care, got achieve already – go farm QD and maybe you’ll get your achieve”.

That is not very nice but those people are “just playing the game” as well.
Ultimately the blame falls on whoever designed this.

The worst is all this could be avoided if you didnt have to wait 2m hoping that someone wont decide to kill the mob while you are trying to see if it gets infected or not -_-

The new plant spores & WvW

in Tower of Nightmares

Posted by: LostBalloon.6423

LostBalloon.6423

I really don’t see all the fuss about this.
It is not like they are spawning in the middle of a keep.
They spawn in rather off-road places (at least in the BLs) so they shouldn’t really effect real WvW at all.

The places where they spawn in EB are places that usually have scouts looking for enemy zergs & where big fights errupt in an attempt to discourage the enemy from even attempting to step into your territory.

And there is no PvE in WvW just because there are a few NPC guards and lords. sPvP has a map with guards and a lord. In GW1, GvG and HoH & AB had NPCs as well, but were all considered pure PvP modes.

And aren’t the PvE maps enough for doing that stupid achievement, this stuff spawns on 5 different PvE maps that have overflows.

In WvW from what i’ve seen you have to take them down with your own siege causing ppl to put siege in the stupidest of places. WvW is PvP, not PvE, not LS.

The new plant spores & WvW

in Tower of Nightmares

Posted by: LostBalloon.6423

LostBalloon.6423

If one thing, it might be the Krait’s revenge for being forced out of the borderlands…
but in all seriousness, I would really like to know what went through anet’s minds to go live with something so stupid…

Infected Daily

in Tower of Nightmares

Posted by: LostBalloon.6423

LostBalloon.6423

Now, across hours of playtime and 2 days, i’ve only gotten lucky enough with your RNG to kill 4 infected enemies… the achievement asks for 25 over 2 weeks, ok… BUT WTF is with this daily?! Asking for 10 kills against some of the kittentiest RNG in the game, not only is it grindy but its random.

Really this is one of the worst patches you guys came out with, the only decent thing is the art.

- Events scale poorly compared to how the scarlet ones did.
- Poorly measured achievements, 10 for a daily when you expect ppl to do 25 in 2 weeks…
- Adding this crap in WvW and annoying the WvW players with it. LS != WvW
- making the new skill cost 5g + 250 spores … champ farm for 15 min and you get the necessary scrolls to unlock the skill with 25 SP (which your main characters should already have stocked up)
- Untested skill balance making its way into WvW bcz it was added to PvE (after the promise of not changing ANYTHING to WvW for the duration of leagues) … note that the skill has not made it into spvp… nor have those crazy huge spores…
- 3 min story + hours of useless grind for AP with no real content to back it up.

As much as i like the game because of GW1 and original content before LS, you are really killing the game at this rate…

The new plant spores & WvW

in Tower of Nightmares

Posted by: LostBalloon.6423

LostBalloon.6423

Hi ANET,

PLZ take this crap out of WvW, if we want to do those we will go to kessex or other PvE maps.
really, WTF!

Can i remind you we were promissed NO changes for the duration of the season, yet you decide to add the living story stuff in WvW. No ty.

EDIT: Why dont you add it to spvp while you are at it….

Attachments:

Fictional: How would you react to these notes?

in Suggestions

Posted by: LostBalloon.6423

LostBalloon.6423

bump
Anet should read OP’s suggestions and tweak them a bit.

Fractals - A friendly hand

in Players Helping Players

Posted by: LostBalloon.6423

LostBalloon.6423

I asume if you want one to be lvl80,
that the previous ‘it does not matter what level you are’
is about the fractal level?

ops! yes sorry about that! will get that changed, thanks for spotting that out for me

NP …you seem like a nice person, would love to do fractals with you,
but I am on another server, do you know if fractals can be done by guesting?

Im 99% sure you will not need to guest over, as long as we are in the same group it will be fine ^^

You are right, the only thing you need to watch out for is that NA servers cannot play with EU servers

Fictional: How would you react to these notes?

in Suggestions

Posted by: LostBalloon.6423

LostBalloon.6423

I think that with some tweaks and balancing to these ideas, not sure if it would be a total success, but i think it would be a step forward.

Dont forget, its not only about the big 3 in T1, but the others being able to compete against us and make the latter more competitive all together.

10/25: SoR/BG/TC (Gold League Round 2)

in Match-ups

Posted by: LostBalloon.6423

LostBalloon.6423

And when I thought SoR was going to win due to the fact they had 10k lead and were absolutely ruining our BL, then I log in today and BOOOM 440 PPT for BG. Guise wot is gewing awn like srsly TC zergs melt or run and SoR has blob zergs that just farm our players instead of take objectives i.e. in our garri the other night BG v [IRON] + [Choo] blob and they were eating our players yet they didn’t take garri, oh no just sort of ran in circles on some sort of forward momentum that finally stopped when they got bored.

Well its very simple, your server has experts at finding coverage gaps and recruiting for those time slots. Valid strategy when you can’t actually win your fights.

im sorry ….. but BG ticking more than you during EU and NA as well since weekdays began…

kitten, i need to relearn my math, i was sure 300 > 200 for NA, bummer…

Clarification on toxic spore cleanser achieve

in Tower of Nightmares

Posted by: LostBalloon.6423

LostBalloon.6423

Is it possible for the champs in the Frostgorge champ farm train to get the buff too?

lol i wish but probably not, since not in one of the 5 affected maps

Collaborative Development Topic- Living World

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

I understand the whole attempt at a “living world”, but most of us end up not really connecting with it. Some casuals not finding the time to finish while active players finish stuff like the halloween one in less than 2h.

What i really wonder is why you guys dont make this temporary content permanent by simply adding a “hall of memories” or w/e you want to call it.

That would simply allow players to experience all this content at their own pace in an instanced manner just like the personal story.
This would also allow you to make bigger events that will keep regular players busy for more than 2h every 2 weeks.
This would also allow active players to still get that “living world” experience while also letting new players (or less active) see how the current world came to be.

Collaborative Development: World Population

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

Deal with the issues created by population imbalance, namely Foregone Conclusions early on in the match, and people not having fun because either there is nothing left to do when you own everything, or there is nothing you can do because you’re getting dominated.

When a server is facing a massive score gap, new options like the ones suggested below could become temporarily available from the Traps and Tricks vendor to give them the option of continuing to fight.

Mercenary Trap: Trap that summons temporary Mercenary Allies
Purchaseable Merc Pet: Merc ally to follow you around
Demolition Kit: Deployable device that will do 5% damage to any wall or gate.
Purchaseable Stealth Buff: Chance to get to an objective to do something
Reinforcement Boost: Speed buff upon respawn

When one server has conquered the entire world, they should expect some insurrection/rebellion/sabotage. You shouldn’t expect the massively outnumbered group to fight fair.

New meta with this would be:
-lose everything on map
-send 25-30 man groups to every keep
-blow through inner and outer before it even gets marked as contested
-cap everything for the tick before enemy can even respond.

It would create huge imbalances & for lower population servers, it doesnt change the fact that they cant cap it. Don’t forget they have to be able to win the fight to actually capture the point.

2nd bad possibility i see:
- get on map where disadvantaged
- lose everything
- get the items
- blow through their fully upgraded keep before they can even respond

Collaborative Development: World Population

in CDI

Posted by: LostBalloon.6423

LostBalloon.6423

Like i’ve previously stated in other player discussions threads.
I do not understand why the approach for population & map management was not similar to that of GW1.

By that I mean a total dissociation of PvE & WvW population & actually control server population solely based on WvW population. (This would also give you a better idea of how many realms need to exist for a lot more balanced matchup even against the top 3.

When it came down to the PvE side, I would’ve probably just done instances of the maps (like the overflows) and introduced a very simple dropdown (like in GW1) allowing players to choose the instance, making everyone’s experience better.
PS: PvE was mentionned because I think this solution would solve many of the population issues in all aspects of the game while also providing better metrics when it comes to WvW and ANET being able to adjust “WvW realm cap” (not maps).

Now when it comes to the suggestions of “Dynamic map cap” to attempt to manage that all sides are evenly numbered may sound very nice when it comes to theoretical balancing, but is a horrible suggestion that will kill the game. People want to play and if they cant, they will just leave the game. And the argument that it will make people transfer is false too. Would you transfer and not play with your friends?

10/25: SoR/BG/TC (Gold League Round 2)

in Match-ups

Posted by: LostBalloon.6423

LostBalloon.6423

And when I thought SoR was going to win due to the fact they had 10k lead and were absolutely ruining our BL, then I log in today and BOOOM 440 PPT for BG. Guise wot is gewing awn like srsly TC zergs melt or run and SoR has blob zergs that just farm our players instead of take objectives i.e. in our garri the other night BG v [IRON] + [Choo] blob and they were eating our players yet they didn’t take garri, oh no just sort of ran in circles on some sort of forward momentum that finally stopped when they got bored.

Well its very simple, your server has experts at finding coverage gaps and recruiting for those time slots. Valid strategy when you can’t actually win your fights.

Easy solution to Server Pop imbalance

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Yeah horrible idea!
If you want population balance, how about getting ANET to split that stupid association they have with PvE & WvW. For instance SoS is considered a “High population” server, yet they have a low “WvW population”

Also, having PvE players all of a sudden discover a huge interest in WvW are stuck with the server they chose to be on for PvE.

I wish the “worlds/servers/realms” would only be a WvW thing and have PvE handled just like GW1, a bunch of instances of the map and being able to select which one you want to go to.

With the current way GW2 works, they either don’t have WvW metrics or have horrible ones…

EDIT: And for instance, even if WvW population is full on T1 servers, people can still bandwagon by transferring to those servers because those servers are not full in terms of WvW AND PvE population…. resulting in long queues and population imbalances for WvW.

(edited by LostBalloon.6423)

Warrior mobility

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Hi guys,

what do you think about the warrior mobility? I think warrior must be a class with high damage and heavy armor but about mobility? I write here because i dont know how this work in sPvP but in WvW i see a lot of time warrior run away from combat without problem against melee or ranged class.

Dont tell me “Thief can too” yes, they can with stealth, but it’s different. They dont have so many hp and armor

So here are my thoughs as someone who has leveled a character of every class except mesmer (which is so annoying to level)…

I see people complain a lot about the warrior (specially since the heal on the shouts was buffed – by really not that much). Thing is, in my opinion, the warrior is one of the best balanced classes in this game.

If you go for mobility, you are pretty much useless in a fight. You can bunker up and have heals, but your dps will suck and wont really be an offensive threat. If you spec for coondition clearing, you lose something else. Increase your dps and lose survivability… etc…
Yes, warriors also have ranged wepons, but they suck for group fights and the only “good” skill.

I really find the warrior the funnest class to come up with different builds & style of play depending on your objective.

I’m really sick of seeing all the QQ about warriors, and yes, the healing signet is not that op, very easy to counter…
Again, warriors are very versatile, but cannot have everything at the same time…

Whatever the class & build, there will always be a weakness…

Warrior mobility

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Every class have high mobile build that are very hard to chase, not only warrior. May be warrior high mobile build are little harder to chase. But that’s fair because they don’t have all the stealth, teleport, clone of other classes. The only reason some people complain is because they encountered high mobile warriors a lot more often than high mobile other classes because 1: warrior is the most popular class, 2: the build is easier to pull off on them.

You’re right, the other day a high mobility Ele was able to keep its distance even when i went for high mobility on the warrior.

Timechange: Reset now 1 hour later?

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Yes it will affect it. Last time there was a time change, the servers did not follow. I’d expect the servers to behave in a similar fashion this time around.

Dawn of the Season

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

I got mine yesterday. but 0 points. Why is it even there?

I’m guessing it has something to do with locking our reward to the server you first get into WvW from.

Dawn of the Season

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Does anyone know the meaning behind that achivement?

Are there a lot of ppl experiencing the same issue as me of not just getting it unlocked? I’m pretty much almost done with the meta by just being in WvW every day and doing the stuff, but apparently that achivement “Dawn of the Season” triggers the first time you get in WvW after the start of the season (which has been the case for more than 7 days now…)

Attachments:

10/18: JQ/SoR/BG (Gold League Round 1)

in Match-ups

Posted by: LostBalloon.6423

LostBalloon.6423

BG guarding on the wall for Sor’s push on bay in BGBL. They make a cute couple.

You seem to forget that BG’s GoF and JQ’s SF did the same in JQ bl bay and finally succeded with the help of 4 arrow carts after being farmed for pretty much for the entire duration of NA primetime.

Anything done to discourage 75-100 man Zergs?

in WvW

Posted by: LostBalloon.6423

LostBalloon.6423

Been gone for the past 7-8 months. Disappointed to come back and see this group stacking, boon stacking nonsense, and huge blobs blobbing around the map.

20v20, or similar, fights are incredible. But too few and far between when most groups I see are 75 players or more.

There was a feature called bloodlust that made you (at least on BLs) split up because there was just so much to be done on the map that commanders had to make strategic choices when playing the map.
Unfortunately, they nerfed this feature to 1 stomp = 1 point no matter how many orbs you have. Consequently, as long as you have 1 and dont plan on denying it to a specific server, no real incentive for capping them.

ANET thinks players do it for the stats which have also been nerfed to 30 – 50 – 60.
And this was about all they did to “break up the zerg”