Showing Posts For Mikuchan.7261:

instead of ascended armor we get xmas?

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

The thumpers are thumping. She will be back very soon and quite probably during wintersday, like she came during halloween.

Scarlet bringing us back to dragons?

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

So the thumper pillars are used to thump the leylines or leyline crossings perhaps. That in turn is to disturb the magic energy flow, irritating a/the dragon(s) ?

Request - Enhanced Cultural Armor

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

Myeah, all my ascended weapons are reskinned too…
And I’m fairly sure that’s what’s going to happen to my armor as well depending on how the leaked armor looks.
But they might have changed it.

Request - Enhanced Cultural Armor

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

Whether the ascended armor will look good or bad, they are what you are supposed to be wanting since they are the top tier armor.
Sure, I won’t be wanting them either, but that’s not the point.
The point is what the game tells you to want

And I think it would be really nice if you could enhance the cultural armors because in that way, they would for that reason still be the armor that you are supposed to want.
And we’d get (hopefully) good-looking ascended armor… At least I know I would

Request - Enhanced Cultural Armor

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

This whole deal with the Flamekissed armor gave me an idea.
I agree that it’s completely wrong to offer a cultural armor that’s supposed to be exclusive to other races. And it’s worse that it’s cheaper than the normal armor.

However I want the skin because it fits perfectly with the style I’m trying to create for my berserker. I was going to use cultural t3 anyways.

So I think it would be nice if -all- cultural armor could be “enhanced” perhaps making it ascended in the process.
Mystic forge could do this, or alternatively a vendor that can exchange the item for an enhanced version.
There could also be a permanent skin changer that lets you change between normal and different enhanced skins that you craft or buy or something, that of course only works on your cultural armor.
Or perhaps an enhanced cultural armor could be right clicked at and you could change skin that way, like how you can change stats on a legendary.

Because I think that when ascended armor comes, Cultural armor will lose it’s “status” as being the armor you should desire to have. So the possibility to enhance it would change that and enhance the looks in the process. The next step could be to use it as a precursor for legendary armor.

Reuse the flamekissed for one of the enhanced versions of human cultural and make fitting new enhancements for all the other cultural armors.

Personally I’d gladly grind / pay for getting an enhanced cultural armor.

Fix the gold rewards.

in Fractured

Posted by: Mikuchan.7261

Mikuchan.7261

Basically this.
Even though the rewards were upped, Fractals is probably still the least efficient way of getting money even though it’s -the- “endgame content”.

Up the reward for fractals, they’re still nothing compared to mindless zerging for champ boxes.
Especially now that they’re significantly harder with the new boss fractals and by not being buggable (which they shouldn’t). I’ve heard many people speaking of hours to clear 30+ fractals and they give you 1.2-ish gold. I myself was stuck on a lvl 26 fractal with dredge and molten boss for about 2-3 hours and got 1.2 gold. Sure, my team wasn’t godly, but we weren’t that bad. In the old fractals it’d taken 45 mins easilly.

And unlike zerging for champions, the reward is still daily. I think that should change too to make it more fair.

Agony Resistance Infusions recoverable?

in Fractured

Posted by: Mikuchan.7261

Mikuchan.7261

It will likely cost gems yes… Hopefully it will cost less gems than the most expensive upgrade component cost.

Agony Resistance Infusions recoverable?

in Fractured

Posted by: Mikuchan.7261

Mikuchan.7261

Are the new agony resistance infusions recoverable from the gear?
I’m assuming no since no other upgrade components are, but knowing is better than assuming.

I mean, say that I want a lvl 10 infusion, then it requires 2^(10-1) 1+ infusions.
That’s 512 infusions, a pretty sizeable sum.

If I then want to upgrade it to lvl 11 when I have 512 more infusions I can’t unless I can recover the old one from the gear. Because then I will need 1024 instead.

So it will be more and more a waste to place the infusion in the gear isntead of upgrading it, if it’s not recoverable, so the more you upgrade it, the less you would want to consume it.. Because.. just one level more…
.
.
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So I’m not saying it is a problem and I’m not saying that I will need that much AR, but I would want to know how it works before starting the crafting.

solo final instance... or... laugh at me

in The Nightmare Within

Posted by: Mikuchan.7261

Mikuchan.7261

Soloed both as zerk staff ele and apothecary s/d ele.
Both without deaths in the whole instance (and got the achi).
A little challenging but not hard. Definately not Liadri hard.

Collaborative Development Topic- Living World

in CDI

Posted by: Mikuchan.7261

Mikuchan.7261

I think I see what jayvux means. Either way here’s my thought on it.

The releasess doesn’t have to be thematically releases in a single build.
But in the case with the tower, contentwise it would have been better. Storywise maybe not.
The tower is very nice but there’s not a lot to do. In the same way, kessex hills is very nicely remodelled, but there’s not alot to do. But I really like that the achievements for the inside wasn’t as grindy as they usually are. A very nice change. I wouldn’t mind more achievements, but this is much better than when you have to do the same thing over and over.

One thing that could have been done for the tower is to have the first release on the normal release time and the second release one week after.
It’s kind of the same problem as for the molten releases.
It doesn’t make sense to wait 2 weeks before you storm the tower in the same way that it doesn’t make sense to wait months between when you start signaling that you’re attacking (weather changes) and when you actually attack (molten alliance starts portaling in).

Don’t get me wrong, I don’t mean that you should change your 2-week release schedule to a 1-week release schedule. What I’m saying is that it would be nice if certain parts of the story were more compressed when it makes sense for it to be like that. But in this case it still makes sense for them to be divided, but released closer to eachother. Like 1 week in between maybe.

Edit: And indeed, as other people say, the within release had very thin story progression. But that’s already been discussed over and over.

(edited by Mikuchan.7261)

Collaborative Development Topic- Living World

in CDI

Posted by: Mikuchan.7261

Mikuchan.7261

Here’s an idea:

You should have allowed the players to lift the illusion around the tower.

Here’s how it would work:

The illusion around the tower responds to certain spells or attacks, but only with a cooperative effort of dozens of players, can the illusion be lifted. You don’t tell the players how to do it, you just let them figure it out for themselves.

It is far more engaging to get the players involved, and have them be the heroes, then to have an npc lift the illusion for them in a cut scene (This once again enforces this idea that the npc’s in the game have powers that the players do not have).

Lifting the curtain would be server-specific. In other words, each server has to organize and do it individually. Don’t tell us how to do it on the website, and don’t tell us what’s inside. Allow us to discover it for ourselves, but get us involved! Allow the players to do these epic things together.

And the overflows? Nothing can be server-specific because of the overflows.
But I like the idea of the player actually doing the work. But not entirely in this case.
The player hasn’t studied for years to know how illusions work unless they’re a mesmer. To dispell an illusion, you need to know alot about illusions. Since the general player doesn’t, it would be a mesmer-only content if it was to fit with the story and for it to make sense.

So yes and no.
The NPCs -does- have powers that we don’t and it makes sense for them to have that both from a story perspective and from a gameplay perspective.
I’d like for the player to do things like this, but only when actually applicable. And in this case I don’t think it is. But in other cases it may be.

Nightmare's Within- Just got personal!

in The Nightmare Within

Posted by: Mikuchan.7261

Mikuchan.7261

Logan? You can get Logan?
Dang… gotta replay it until I get Logan so I can cut his neck off with an extra blunt spoon…

Collaborative Development Topic- Living World

in CDI

Posted by: Mikuchan.7261

Mikuchan.7261

BobbyStein, you are talking about books for learning about old lore that has gone past. Alot of us play games because we’re too lazy to read books (although I did read the GW books and they were good I must admit).

I have another idea that is a sort of personal take on some discussion that has been around. Basically it involves copypasting rather than writing books.

(snipped from my post in suggestion forum since it fits here pretty well now I think).

Currently Fractals of the Mists consists of a series of unstable fractals that you’re supposed to stabilize. You get a random set of 3 each time you enter.
These fractals supposedly show (a version of) the past, and can if I’ve got it right show the present and future too.
But yes, fractals show the past and thus “fractal research” could be done to find stable fractals that retell the story that has gone past. For example the aetherblade retreat or the molten facilities.
So as these fractals are stable, you don’t get to them when you are stabilizing fractals, but instead, Dessa has created an archive of stable fractals that you can choose to visit in order to learn more about the history. That way they can be much longer and have different set of rewards compared to unstable fractals. It also wouldn’t make much of a sense to have them as unstable random fractals when you’re supposed to be able to replay them to learn more about the events.
Some rewards can be incorporated into this, like mist essence and fractal relics. Add back rewards such as the crafting recipes as drops from appropriate places.
To naturally fit it in with a living world… and with your development constraints… Ellen Kiel has revealed that fractal research towards a set goal is possible, and not just random search for unstable fractals. Thus it would be possible to do fractal research towards the lost living story parts. However, they can’t just come all at a time both for story reasons and development constraints. Incorporate them once in a while with living story releases with a note that Dessa has discovered a new stable fractal.
Simply rebalance the rewards for doing the content, add some commentary from Dessa or another special history researcher to tell what has happened. Then you can in alot of the cases just add the whole thing in just like it is.
.
.
You could also use this to create hardcore (and rewarding!) “endgame content” that is designed to be of a certain difficulty as opposed to unstable fractals that are of a progressing difficulty and thus can scale weirdly.
I would personally like to see the Thaumanova fractal made in this way, but I do understand that development has already started for that and maybe you’ve thought of this idea already and are making the Thaumanova that way, or not.
Either way, if Thaumanova is introduced as a short, unstable fractal, you can later have Dessa discover a stable, longer version of it, telling more of the story.
And don’t forget the Abaddon fractal! We want it and you want to make it and we both know that
.
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Another note is that stable fractals could be used to recreate popular content from Guild Wars 1 in a new interesting way. Sure you can argue that "just go back and play Guild Wars 1 if you want to see it. But it would be interesting to play the content with 5 players in a rebalanced way as hardcore endgame content and that could also teach new people that haven’t played Guild Wars 1 about the stories from 250 years ago.
.
.
.
So basically the stable fractals idea can be used as a platform to create both endgame content and to teach people about the history of Tyria from both long ago and from recent events.
My personal thought is that this would probably be the most interesting way of retelling the story and I think it would really fit with the world as it is now.

Collaborative Development Topic- Living World

in CDI

Posted by: Mikuchan.7261

Mikuchan.7261

I think the tower in Kessex Hills was the first true change in the world except for discovering Southsun. It was very nicely executed with the “teaser” content where people started wondering why there was black smoke and trees were cut down during the patch before. It is really a major change, the whole zone is different.
It can’t revert to normal anymore and in a sense that’s a good thing.

Something that would be really nice was if Tequatl for example actually started doing something. Currently he’s just staring at a bone wall in front of an open empty field and then he dives back into the water.
Make the fight count.
If you can’t beat him, he moves forward instead of retreating. Say you have 15 minutes for beating him, if you fail he crashes the siege rendering it useless and then he starts going inland.
Have dynamic events to set up siege on his way.
If players fail, he continues north towards Lion’s Arch.
He becomes more and more worn out though so the timer increases as he moves forward, making it easier to beat him. But if he reaches Lion’s Arch, he starts sieging it. A mail goes out to every player on the server that Lion’s Arch is under attack and if he’s not beaten for a certain time, he enters Lion’s Arch and makes it his new home rendering it impossible to use asura gates, the mystic forge and everything in Lion’s Arch until he’s beaten back.

Make it count, he’s a dragon.
Could be done as a Living Story update and made permanent.
I know you don’t have the tech for it yet, but I also know that you can develop it and that I think it’s needed for a truly living world to work like this.
He and the other dragons are way too whimpy right now.
The other world bosses could work in a similar way but on a smaller scale, not going across maps.

Collaborative Development Topic- Living World

in CDI

Posted by: Mikuchan.7261

Mikuchan.7261

So I’m a bit late to the discussion and while it’s not one of the main topics here it seems, a problem that many people find with Living Story is that you miss things if you aren’t there for them, which is a pity.

A way to solve that problem could be to add the story into the game as stable fractals (as opposed to the unstable ones we are trying to stabilize in Fractals of the Mist), as I wrote in a suggestion here: https://forum-en.gw2archive.eu/forum/game/suggestions/Stable-fractals-Replay-Tyria-s-history/first#post3155192

It’s pretty long so I’ll just link it here since it’s not a main topic, but I think it’s an idea worth considering and it would help retell the parts of the living story that people have missed.

Stable fractals - Replay Tyria's history

in Suggestions

Posted by: Mikuchan.7261

Mikuchan.7261

Currently Fractals of the Mists consists of a series of unstable fractals that you’re supposed to stabilize. You get a random set of 3 each time you enter.

These fractals supposedly show (a version of) the past, and can if I’ve got it right show the present and future too.

But yes, fractals show the past and thus “fractal research” could be done to find stable fractals that retell the story that has gone past. For example the aetherblade retreat or the molten facilities.
So as these fractals are stable, you don’t get to them when you are stabilizing fractals, but instead, Dessa has created an archive of stable fractals that you can choose to visit in order to learn more about the history. That way they can be much longer and have different set of rewards compared to unstable fractals. It also wouldn’t make much of a sense to have them as unstable random fractals when you’re supposed to be able to replay them to learn more about the events.
Some rewards can be incorporated into this, like mist essence and fractal relics. Add back rewards such as the crafting recipes as drops from appropriate places.

To naturally fit it in with a living world… and with your development constraints… Ellen Kiel has revealed that fractal research towards a set goal is possible, and not just random search for unstable fractals. Thus it would be possible to do fractal research towards the lost living story parts. However, they can’t just come all at a time both for story reasons and development constraints. Incorporate them once in a while with living story releases with a note that Dessa has discovered a new stable fractal.

Simply rebalance the rewards for doing the content, add some commentary from Dessa or another special history researcher to tell what has happened. Then you can in alot of the cases just add the whole thing in just like it is.
.
.
You could also use this to create hardcore (and rewarding!) “endgame content” that is designed to be of a certain difficulty as opposed to unstable fractals that are of a progressing difficulty and thus can scale weirdly.

I would personally like to see the Thaumanova fractal made in this way, but I do understand that development has already started for that and maybe you’ve thought of this idea already and are making the Thaumanova that way, or not.
Either way, if Thaumanova is introduced as a short, unstable fractal, you can later have Dessa discover a stable, longer version of it, telling more of the story.

And don’t forget the Abaddon fractal! We want it and you want to make it and we both know that
.
.
Another note is that stable fractals could be used to recreate popular content from Guild Wars 1 in a new interesting way. Sure you can argue that "just go back and play Guild Wars 1 if you want to see it. But it would be interesting to play the content with 5 players in a rebalanced way as hardcore endgame content and that could also teach new people that haven’t played Guild Wars 1 about the stories from 250 years ago.
.
.
.
So basically the stable fractals idea can be used as a platform to create both endgame content and to teach people about the history of Tyria from both long ago and from recent events.
My personal thought is that this would probably be the most interesting way of retelling the story and I think it would really fit with the world as it is now.

Please stop with the gemstore armor

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

And you can just pay with ingame gold so whatever.
The gold you pay for the gems is still less that what it would have costed to get it ingame, just look at the halloween weapons.

Why is this being released Oct. 29?!

in Tower of Nightmares

Posted by: Mikuchan.7261

Mikuchan.7261

I’m pretty sure it’s ANet’s way of saying “Hey you know guys… Sure it’s halloween and festivities, but the enemy doesn’t care about that. They don’t share our holidays.”
Good or bad? shrug I get content, I get happy.
There might even be more stuff to halloween coming though i doubt it except for mad king says.

Skill vs Reward

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

1. The only way you’ll be making anywhere near 8g an hour from champ farm is if you sell everything you get a hold of. (mats, lodestones, etc) Base gold is only around 2-3g an hour. Many open world players asked for a way to make gold in open world for a long time, and champ farming does that.

2. Dungeons are more rewarding than champ farming. They both give about the same base gold per an hour, + dungeons give you tokens which can be used to buy equips with exclusive skins to that dungeon, and sometimes very limited stat sets. None of these can be obtained through champ farming. Exotic weapons and soon armor with stats not found in a lot of places in game can be salvaged for a chance of an inscription that can be sold.

I’m not saying dungeons/fractals couldn’t use some more love, but champ farming does not need to be nerfed. forstgorge generally only gives 2-3 gold an hour, and anymore than that depends on how lucky you were, and what you decide to sell. Which is also keeping lodestone prices down atm, which is what a lot of people were asking for, and anet decided to knock out 2 birds with one stone and threw them in with champ boxes, and t6 would probably be higher than it is now without the added supply from champ farming.

I’m comparing the monetary equal of all the loot you get.
Nothing compares to mindlessly farming champs, that’s a fact, not fiction.
The actual money that comes out of the boxes might be the same as / less than the dungeons. But there is a ton of other stuff that comes out of it as well that doesn’t come out of dungeons in any comparable frequency.

I don’t care what type of reward (monetary or item) gets buffed or nerfed as long as the rewards do get balanced so that higher skill requirement gives higher reward.

Skill vs Reward

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

This may have been discussed before but I couldn’t find it in the top forum pages.
But what disturbs me alot is that the game absolutely do not reward skill what-so-ever.

If you want money, loot, rewards, whatever it is, you go to Frostgorge sound and mindlessly zerg for champions while you watch a movie or whatever and make your 8g/h + exotics and rares and stuff and then buy whatever you want.
It requires no skill at all and it’s the best way to get stuff in the game.

Compare it to explorable dungeons.
1 path of CoF takes like 10-15 mins and gives you 1 gold and a bit of this and that. That’s about 4-6g/h. I wouldn’t say CoF requires alot of skill, but definately more than zerging for champions.
Then we have Arah, which I would say would be the hardest dungeon in the game but I guess that’s subjective.
Path 4 I believe is the hardest and longest and it gives 3 gold for clearing it. If you don’t know how to run it, it will probably take hours to clear it. If you do know how to run it, it takes about 30 min according to my sources if you don’t fail anywhere. That would be 6g/h
That said, those paths are not repeatable while you can do Frostgorge all day long if you want. So Dungeons are inconsistent while Frostgorge is consistent.

Now compare to fractals, which is said to be an endgame dungeon.
A fractal run varies alot in time depending on what fractals you get, but I’d say a run takes 30-45 mins for levels up to 20-ish with a good party. The higher the level, the longer the time.
But in no fractal have I ever got more than 5 gold for a run and that’s when I get 2 exotics and a charged lodestone. I could be incredibly unlucky but I’ve run some 250 fractals. On average I probably get 2 gold per run.
So in the best case that’s 4g/h.

So the more skill you need to complete content, the less you are rewarded for it.
Frostgorge require no skill and you get 8g/h.
Fractals on high lvls require alot of skill and you get half of that at best.

Now I’m not saying that champion farming should be removed. Absolutely not. If people wants to mindlessly farm then go ahead.
But I do say that the reward should be balanced better with the skill required.
If I could get 8g/h for doing fractals or dungeons, I wouldn’t have to mindlessly zerg for champs and gradually destroy my brain more and more out of boredom.

That said I think that champ farming should be slightly nerfed and dungeons and fractals and other activities requiring skill should be buffed alot in reward. And should be as repeatable as champ farming is.

Now I know that fractals are getting an overhaul and I really hope that the rewards are part of that overhaul.

Zhaitan is alive

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

As someone said before, go look at the Arah explorable tokens, Shard of Zhaitan.
“A small piece of Zhaitan, forever dead.”

You literally go around in Arah and collect small pieces of Zhaitan’s dead body.
“Oh look, a part of Zhaitan!” – /me picks it up and puts it in the wallet

Instant Trait Reset?

in Twilight Assault

Posted by: Mikuchan.7261

Mikuchan.7261

I don’t get people saying “if you don’t want it, don’t buy it”.
Why are they using a cheesy one-liner that doesn’t even make sense in order to defend something that’s obviously terribly wrong?

70 gems for skipping a few load screens (4?) and a max of like 8-10 s wp cost and the 3-ish s it costs to retrait?
70 gems are worthlike what? 3-4 gold?
It would be interesting to see how many of these are actually bought… I sure won’t buy any. If it was build-save-slots i could pay alot. If it was permanent I could also pay alot.
But this feels stupid and extremely overpriced and I think ANet or NCSoft, whichever it is, would gain alot more money by lowering the price significantly so that more people would buy it. Alternatively creating a permanent version or a build-save-function that is buyable with gems.

Doubled gossamer price = Ascended armor news?

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

The thing is that you need to create exotic items between lvl 475 and 500 because there’s no other way to level then.
That’s why Ancient wood became so expensive.
It is also pretty impractical to level up by crafting ascended materials since that’s pretty slow, so people craft even more exotics to get there faster.
The same will most likely apply for armor too.

Doubled gossamer price = Ascended armor news?

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

Yeah I know about the “before the end of the year” stuff but prices have been 4s for a long while after that.
Now in 2 days, prices have basically doubled all of a sudden.
There were quite alot gossamer stacked up between 4s and 8s-ish so it seems a bit weird.
I thought I had missed some news but maybe not then.

Edit: Apparently silk prices have grown quite a bit since 2 days ago too.

Doubled gossamer price = Ascended armor news?

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

Seeing as gossamer suddenly doubled in price.. (Went from 4s to about 8s per scrap in a few days)
Does that mean there are any news about ascended armor?
Or is it just someone buying up the entire stock of gossamer on the TP?
I have seen links to ascended armor floating around in map chat in LA.
Does that mean we’re getting close?
Glad I went with the gossamer bandwagon early, getting too late to buy your ascended armor gossamer stock for a decent price.
But wood went up in price x3 so not entirely too late yet i guess.

Maybe Mad King Thorn will be giving us a halloween present of craftable ascended armor and Mad King’s Ascended Armor?

No but really.. Anyone heard anything?

(edited by Mikuchan.7261)

Offense vs. punishment, risk vs. reward

in PvP

Posted by: Mikuchan.7261

Mikuchan.7261

This sounds like a great idea.
Been lazy about reading the whole thread, lots of walls of texts, so sorry if things have already been said.

I’d really like it if the combat system in GW2 became kitten ring.
It’d really benefit from having more use from the combo system, that is a very interesting and unique system with high potential, however not that used.
It’s not really what this thread is about but I think more skills should combo and there should be more possibilities for combos.
It’d consume alot more bandwidth, but it’d be interesting if unique abilities from combo fields affected combo finishers.
An arrow through a Static Field could become unblockable and stun, inheriting the features of the combo field.
In that way you could make new skills from comboing existing ones allowing for deeper tactics and really making combos count. Currently they’re mostly about creating might and not much more.

More on topic I really like the way thieves manage their skills and I think “endurance” would be much more realistic and interesting than cooldowns. I guess that basically this goes back to the old system with mana, but it is a good system and it makes sense.
Now it’s “spam everything as fast as you can and don’t think because it takes too long time”. If one used an endurance system for the skills, it’d create a deeper, yet simple risk/reward feeling, basically as OP says. But what would be really interesting would be no cooldowns and instead only “endurance”. I mean… why can’t I cast Meteor Shower 5 times in a row if I have the energy for it? Doesn’t really make any sense. GW2 removed mana but I think it should have removed cooldowns instead.
Energy feels more interesting, gives a deeper strategic thinking, still keeping it simple and forces players out of the auto-attack-to-win mentality.

And I really don’t think this or the decrease in auto-attack damage should be split between pvp and pve because I think it’s needed in both areas. You should be punished for not playing the game while playing the game (mindlessly zerging and autoattacking) and rewarded for doing more elaborate combos and other skills.

The reward for breaking a skill with no cooldown that still is a huge massive attack would be that the player casting it loses his energy spent from it. Also you don’t get hit by it. And there should definately be more fast-cast interrupts in all classes for it to work properly. But of course not to the point where it’s impossible to do anything.

I mean for example in street fighter, the reward for dodging a superattack is that the enemy “energy” meter is depleted and he did no damage.

Just some thoughts. I’d really like to see some change to the fighting system but I realize that it’s hard to remake and rebalance something that’s already in.

Candle is not a required item

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

If you can get to the dart pagoda, you can get back. If it’s the gong tower you mean, you can jump down and back on the ledge at the checkpoint just after it and make your way back to, and over, the pillars to the piranha tower thanks to clouds. If you can get back there, you can jump down to the drawbridges and further back with clouds. From the bottom of the dart puzzle pagoda, which it is you probably mean, you can make it back to the glove pagoda with clouds from below the bell thingy.
I actually did it once with a friend.

However, this way is insanely much longer than just getting the glove and going back to the shortcut eagle so there’s no reason to do it… But you -can- if you really want to.

When's the nerf coming?

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

I guarantee you that once the hype is over most of those people will be somewhere else doing something they enjoy amd is more rewarding.
—-
ETC
—-

You are repeating yourself.
It does not help the main issue.
Also read my edit in the last post.

Tequatl needs a sure-fire way to get scales off without limiting the way to 6 people that can fail way too easilly without you being able to throw them out of the turret.
He needs to kick AFK-ers into the realm of torment where they will live for an eternity.
He needs to be able to take more condition damage than only 25 stacks.
There needs to be signs showing people the way to run so they don’t run through the turrets and scale them up. Potentially, walls could fix this too.
Tequatl needs to burrow people who don’t ress up at the bottom of the sea of sorrows where they will stay dead until they become risen so you can finally kill them.

There are so many ways to fail that -you have no way at all- to control and that is the problem with -open world content- that -anyone can access- regardless of how good they are or how much they intend to listen to others or what their builds are.
This content would be typical instanced raid content in any other MMO for this very reason.
If it was, it would be completely fair.
Now it isn’t.

Arguing that “some day, people will disappear from the event” is just another way of saying “the event isn’t rewarding enough to do and it’s not fun enough to do” which in my book is saying “the event is poorly designed” so you really are arguing against yourself and instead arguing for my sake.
Also it’s not an argument that fixes the core problems.
It’s not an argument that even holds because it may not even be true.
It’s even an argument that can work against you.
You don’t know and you can’t guarantee it because you cannot see the future.

Ascended Swap Idea

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

A way to do it could be Ascended Wrapping + X Obsi Shards + X Ecto + The weapon box in mystic forge = Ascended weapon token which you trade in for a new weapon of your choice.

But I haven’t decided if I think it’s a good idea or not.
But given that ascended weapons aren’t tradeable, this could actually be argued that it’s fair in a way.
However it makes it significantly easier to obtain an ascended weapon you want. Which is a bad thing if you want to keep the rarity of them up.

When's the nerf coming?

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

Hopefully never.
Go kill some boars or play SAB.

^^Nice community your cultivating there, arenanet

Some people want hard content. And it’s frustrating to them when people want to take it away.

Some people want casual content. And it’s frustrating to them when people are actually taking it away.

There is tons of casual content for casuals to play. Now we have difficult content for more serious players which is still available to casuals if they are willing to listen to instructions, modify their builds, spend 1 silver on a WP when dead, and spend a few more silver for some food buffs.

They aren’t willing. They are afk or they refuse to listen and that’s nothing you can do anything about. This isn’t an RTS, it’s an MMO. You can’t control what others do and don’t and that’s why raid content is instanced in every other game.

That is true, but those people who are unwilling will eventually migrate to other areas of the game making room for those that are willing and not just there for the achieve points.

And what if they don’t?
Your argument is invalid since it doesn’t fix the core of the problem.
Such people can show up anywhere for any reason in any number and you can’t help it.

EDIT: Also in due time, people that do listen and have made it will diminish since the reward isn’t good enough for them to redo it. So while you wait for the kittens to go away, so will the sane people.

(edited by Mikuchan.7261)

When's the nerf coming?

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

Hopefully never.
Go kill some boars or play SAB.

^^Nice community your cultivating there, arenanet

Some people want hard content. And it’s frustrating to them when people want to take it away.

Some people want casual content. And it’s frustrating to them when people are actually taking it away.

There is tons of casual content for casuals to play. Now we have difficult content for more serious players which is still available to casuals if they are willing to listen to instructions, modify their builds, spend 1 silver on a WP when dead, and spend a few more silver for some food buffs.

They aren’t willing. They are afk or they refuse to listen and that’s nothing you can do anything about. This isn’t an RTS, it’s an MMO. You can’t control what others do and don’t and that’s why raid content is instanced in every other game.

When's the nerf coming?

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

Hopefully never.
Go kill some boars or play SAB.

^^Nice community your cultivating there, arenanet

Some people want hard content. And it’s frustrating to them when people want to take it away.

Yeah, but this isn’t hard content.

The only reason this is “hard” is because you can’t choose who fights Tequatl and who stays behind bars for being afk, a troll, a condition stacker, a non-rezzing dead, a turret user who can’t handle the turret, etc. The list can be made very much longer.
To be able to beat him, all you have to do is to camp your mainserver for 6 hours until your guild has taken up every spot there is on it and no afkers are left.

That is not being hard, that is just a sign that the event is built in a wrong way, punishing you for things you can’t even help. Wake up.

If this was as it is now, but instanced and you could choose who went in, anyone could clear it.

Master of Secrets World 2 FIXED

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

Can I currently get Master of Baubles at world 2 achievement still?

You should be able to get that achievement.

Comfirmed

Open World =/= Challenging/Elite

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

This isn’t about making it farmable or easy.
This is about making it possible to do the event without 120 people on TeamSpeak camping the main server until they’re alone on it.

Open World =/= Challenging/Elite

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

It doesn’t have to be instanced.

However, it has to be doable with PUGs since it is in the open world and as a matter of fact, we cannot control people in the open world. We cannot kick people that don’t listen. We cannot force condition builds to go to the back and defend the turrets instead of attacking Tequatl.

Quit-save suggestion

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

While the suggestion is juicy…
It isn’t very easy to implement since there’s no real save functionality anywhere in GW2.
Also it’s hard to make it persistent to exploits.

But I think the idea is very nice if it can be done.

The LFG system, finally

in Tequatl Rising

Posted by: Mikuchan.7261

Mikuchan.7261

I am very glad that your taking the time to put the tool in the game correctly. This is a good thing.

A tool that shoulda been there from day 1.. Yet it’s just another carrot on a stick to get people to think HEY anet is doing something great for us.. when in fact balance and gettin classes right should be main priority not lfg tab. Most will use gw2lfg.com still anyways.

So most people would take the inconvenience to go outside the game rather than not?
And the people that have no clue that gw2lfg.com exists will suddenly use it instead of the ingame LFG?
Interesting.

Also different teams do different things. ANet is a company with some 200 to 300 employees. There’s no way everyone of those could work on balancing the game.
They have employed different people with different skills to different jobs for a reason.

There should be a sticky about how game design works.

SAB Tribulation Mode meta reward

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

We should get a title for clearing tribulation mode.
But that should be a meta for clearing all 4 worlds, not just the 2 first.

SAB is dying...

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

If you could buy ethereal fragments and dragonite from bauble bubbles, SAB would be very popular. And in that case, releasing them together would have made sense.
But yes, I completely agree with you that releasing them together was pretty bad.
It would make more sense to release Tequatl and Ascended weapons at the same time.

Create a tell for invisible spikes?

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Posted by: Mikuchan.7261

Mikuchan.7261

Isn’t memorizing where the traps are to avoid them a skill in itself? I never used a dodge jump prior to this content, now I’m quite skilled at it. As for jumping puzzles I love them. I personally don’t think jumping from rock to rock is skill. Jumping around a corner landing on the edge of a cliff to avoid instant death from invisible spikes is.

Agreed.
Memory is a skill and a quite important one.
And the trick jumping involved is definately a skill.
But yes, you waste lives exploring for the way to go.
And people used to today’s games where everything is for free and the game holds your hand throughout the whole game maybe won’t like that.
But the point with tribulation mode is to recreate that genre of game where you explore by dying, like I wanna be the guy or Cat mario.
It’s unfair and that’s the point.
You don’t like it, then don’t play it.

As for the tell of the spikes, it’s already there.
It’s obvious that “ok, I can take this way and that’ll be alot easier” will be trapped.
The harder way isn’t trapped (as much).
That’s the tell and that’s all you need.
I’ve missed alot of traps myself by going the hardest possible way.

Then there are the cruel spikes right after checkpoints but since I have the infinite coin I get a laugh everytime I run straight into them and say to myself “dang.. why didn’t I remember!?”

The game is cruel, unforgiving and completely unfair and I think that’s really fun.
And it’s really fun to watch people on youtube play it and rage.

SAB is dying...

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

@Sarie
“Party, meet pooper” – Scarlet

As far as I’ve seen he had to explain “I didn’t mean it like that” since people were accusing his plain normal english to be condescending when it really had none of that tone in it at all. I don’t know if I’ve missed anything, might have.

He was “unprofessional” in the sense that he wasn’t cold, lacking personality etc.
But “professionalism” is really pretty bad in that sense because what you get is this cold and boring facade that nobody really likes.

I’d redefine “professional” in this case as someone great at communicating that really cares and communicates back and forth to gather what information he needs and give what information is necessary and right to give. And in that sense, Josh is very professional.

Because the normal way of saying that someone communicates “professionally” isn’t really saying that someone is good at communicating, which is what the word “professional” implies.

Also the meaning behind “is dying” is first to get attention since the thread is kind of important and it also has the meaning that more and more are stopping to care since Josh isn’t allowed to communicate freely so that he can help us help him solve the problem with for example the missing baubles in world 2-3, which has gone unanswered by anyone for -days-. Which is a main topic in the thread.

Level 80 character? thank you?

in Living World

Posted by: Mikuchan.7261

Mikuchan.7261

I was joking.

Anyway, a level 80 elementalist is the equivalent of a level 2 warrior, so Anet probably let it go.

Except he said it was a lvl 80 human ranger?
Bad joke is bad and even worse when you get the facts wrong

Very interesting and strange story though

A Sign Please - W2Z3 Master Baubles?

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

Likely not. And even if it was, you wouldn’t get to know it.
And dang… A pity, it looked nicely hidden and possible to have been missed. But I guess they really have made an effort of searching.

A Sign Please - W2Z3 Master Baubles?

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

https://forum-en.gw2archive.eu/forum/livingworld/sab-bts/Bauble-Checklist-for-W2-Z3-INCOMPLETE/first

There’s a checklist.. or a few.. check with them if this one is on their lists.
I think they have 41 baubles of various color so far.

2 Options. Choose 1.

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

Game designers work on the game design, they don’t do programming (to that extent), they don’t do bugs (to that extent).
Programmers work on the game code. They do programming and they are the ones who know how to fix the bugs.
Programmers on the party system may not have a clue how the black lion trading post works.
Different people are assigned to do different things because that’s needed and they have different skills and a lot of things need to happen simultaneously.
An elementalist cannot use Aegis and a guardian can’t use Meteor Shower and that’s basically the same thing.

OP is asking leading questions without realistic alternativesm so I see no point in answering the question at all since it leads to nothing.

Edited: Thank you, so much.

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

I really don’t have anything to add.
What has already been said is enough.
I just want to show that I support OP and Josh Foreman and a policy where the staff talks to the players and take in criticism and tell the players back that they are working on it / they don’t know what’s wrong / ask for more information / tell the people that they have to observe for a while longer.
No harm has been done by Josh, but harm is done by silence and lack of communication.
Go Josh!

Bugged Master of Baubles, World 2 Achievement

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

@Mikuchan, @Ayrilana: Some of the already collected baubles apparently respawn. That’s why you can’t get the achievement in the end, they won’t count as collected.

So if you get them all and then go back, some will still be there?
That sounds very strange, are you sure you didn’t just miss some?

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

Did Josh get silenced?

Reddit has the answer you’re looking for.

https://forum-en.gw2archive.eu/forum/livingworld/sab-bts/SAB-is-dying/first#content
The answer is closer than that.

There’s a link to the source a few posts down.

Bugged Master of Baubles, World 2 Achievement

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

Someone I know managed to find the issue causing this bug. It was reported straight away, so maybe we can expect it to be fixed soon.

I’m very curious how that issue was found and what it may be.
Care to share?
Would be a good read while waiting.

Bugged Master of Baubles, World 2 Achievement

in Super Adventure Box: Back to School

Posted by: Mikuchan.7261

Mikuchan.7261

All achievements count.

Except infant and Tribulation.