Read the dye “transmutation” window again… It says “this will cost 0 charges”. It still doens’t cost anything, it’s just brought the dying system inline with the new charges system and terminology (for better or worse).
There was an interesting story on NPR this morning about the trend (and perils) of reward-based marketing and gameplay. It’s not specific to GW2, but the story definitely struck a GW2-related chord when I was listening and I imagine the connection will be obvious to those who potentially feel the same.
http://www.npr.org/blogs/alltechconsidered/2013/07/24/204621796/ONLINE-REWARDS
“Ask yourself: Are you addicted to technology — any technology? Do you check email obsessively, tweet without restraint or post on Facebook during Thanksgiving dinner? Or perhaps you are powerless in the face of an iPad loaded with Angry Birds?
Many of the most popular technologies of our time tap into powerful reward mechanisms in our brains. And while most researchers , there’s that these technologies alter how our brains work and change how we behave."
In the new instance, if you go up the interior tower stairs and then fall down between the stairs and Mai’s cell, you’re stuck: both ways around the cell end in an impassible invisible wall.
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I’ve tried playing charr and norn characters, and just can’t do it. I end up deleting them shortly after that glorious act of creation because of the “running through molasses” feel their movement animation has, to bring their speed in line with the shorter races.
To offset that, I heartily suggest smaller-sized charr cubs and norn rugrats be added to the playable races, post-haste.
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As a random drop from enemies in the world.
I tried looking for them too, both visually and with the investigation tool. Eventually gave up, opened the map, and went over to the gold star. Kind of a letdown.
Regardless of whether it’s Anet or NCSOFT calling the shots, I heartily agree with the OP. More options for players, while still keeping the money-milking around for the company… Seems like a win/win.
^ Ha! Very nice.
Oooo, I added a third c) option… Movement skills! Didn’t think of that one… =D
a) Run towards it, and keep running into it
b) Run towards it, and jump into it
c) Run towards it, and use a “movement” skill to propel yourself into it
I compulsively have to jump into it… No idea why.
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I’d wondered the same thing last week, with no response… Definitely weird that there’d be an entire blog post about the music, only to have it on one fleeting screen instead of prominently in-game where it should be.
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From today’s news/blog post:
“You can imagine my surprise when Steve Hwang pinged me a month ago to ask if his team could use “Spawn the Dragon” as the musical theme for the Dragon Bash festival. I didn’t need much convincing to rewrite the lyrics; who wouldn’t want their song played in the streets of Lion’s Arch?”
Except, as we know, instead of this lively pub song blasting in LA, we have the same-old melancholy tune. So what’s the deal? Why isn’t the Dragon Bash theme song playing in LA, like apparently it’s supposed to be doing?
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Great, thanks! I was trying to test them myself and couldn’t get the details straight. (And unless I’m missing a duration tooltip somewhere, it’s odd that their lifespan isn’t listed.)
Fiontar has a very valid (and correct) point.
But, the blame also lies with the content– the holo-monsters shouldn’t die so quickly that there’s a 99% chance you can’t even get a hit in; some re-balancing needs to be done.
Two quick questions on ranger traps (in terms of PvE)…
1) Do they last indefinitely, until they’re triggered?
2) Do you need to stay within range of them after they’re set, or could you theoretically set one and then wander off to the other corner of the map?
Thanks!
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Someone pointed this out:
https://forum-en.gw2archive.eu/forum/livingworld/dragonbash/The-Mysterious-Rock-Formation
If you go there, between the Lionbridge and Broadhollow WPs, SE of the “Bad Omen” POI, there’s a big mountain with mechanical sounds and steam coming out of it.
I support both the henchies and solo-story modes. I’ve only done two dungeons (AC story and CM explorable), and am afraid to even try the others because of their apparent difficulty and/or “you’re not the right build for this group!” stigma.
As a tangent to the OP’s post, I’ve always thought having a free “racial” teleport/waypoint skill would be nice… Humans get to zip back to DR for free, Charr to the Citadel, and so on. That would give players two locations to work with, really: the home city (which could also serve to make them more populated) as well as a more natural/logical way to get back to LA without the doesn’t-make-as-much-sense Mists route.
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Could the backpiece not change it’s preference depending on what type of armour the character wears?
If armour = light use backpiece#1
If armour = medium use …
I know I know, dreaming here.
First thing I thought of, too… Surely there’s some way to make a flag so that not every armor type (or race) has to use exactly the same positioning across the board?
Has this been noted already? If someone has their commander icon up, the “crab carrier” icon is invisible.
“Several days”? From what I’m reading It’s only active until tomorrow…
>> The Flame and Frost epilogue will be active from Sunday, May 12 at 12:00pm Pacific until the release of the Secret of Southsun on Tuesday May 14.
+1 to everything. Working for your reward instead of wishing and praying to the RNG gods sounds like a fantastic idea. I like how it would bring a bit of traditional “questing” to dungeons as well.
WAY too hard, and seeing an entire thread of “no way, it’s soooo easy, make it harder!” just makes it worse. I was in my third attempt at the dungeon tonight, exact same story as the first two: make it through the dungeon just fine, then die a hundred times at the bosses (who freaking COMPLETELY HEAL every time you wipe?? seriously? here wound, have some salt!) and had to eventually give up. All five of us were dodging, rezzing, doing damage, being aware of the “25% health” gimmick, etc.; at one point we got one of the bosses down to a sliver of health, all wiped, and had to start over from scratch with them having full health again. I’m sorry, but that’s just NOT fun, it’s maddening.
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Offering an (apparently minority?) opinion…
Maybe I’m just not the target player for this content; I found the dungeon a lot of fun but the end bosses completely frustrating, to the point that they totally wiped out the “fun” feelings I had prior to them.
I went in with a very competent PUG (which should be doable, please no “then get a better guild” comments), and spent over an hour in it: about 20 mins for the dungeon itself and the remaining 40+ repeatedly wiping against the two bosses. We all knew about the whole enraged mechanic, got each boss down to a fraction of their health, and just couldn’t finish the job. Multiple times, multiple wipes. I don’t think it would’ve been so kitten frustrating if the bosses didn’t heal back to full health every time… At least make it seem like we’re making some progress without going back to square one each time.
So yeah. Loved the feel of the dungeon; so far absolutely hate the end bosses.
Easy solution (with some programming, of course)… Keep the physical dungeon itself, remove the Molten enemies after two weeks, populate it with another type of enemy that moved in after the Molten was defeated, and make it a permanent dungeon. Easy-peesy way to have both temporary and permanent content without wasting the resources that went into creating it: it becomes another dungeon for future players, while still being fun for those who participated in its inception.
^ Here’s a slightly different perspective… Maybe, JUST maybe, you think not everyone falls into that category? I know plenty of new players who just discovered the SAB in the past few days, or old players who just haven’t had time all month.
Not everyone is in the same boat as you, and may be understandably frustrated that the timeframe given was apparently cut short.
You can still buy the skins for several weeks.
Devs have said you can pick up achivements later when it’s open again, yes.
…aaaaand apparently “through April” means “now” (1pm EST for me), because the SAB is still there but inaccessible.
It’s going away sometime today, but will most likely return at some point in the next year: “For the month of April, you can gain access to a new holographic world of wonder and imagination.”
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My final total was around 250 chests and 4 skins: two staves, a short bow, and a GS this morning on my second-to-last run.
To echo the “crappy RNG system” comment above… I have to agree. Seeing some people do hundreds of chests with no skin reward, while others seem to have picked up dozens of skins, all for doing the exact same content, is pretty bizarre. I understand the need for some element of randomness, but I can also see how coming up totally dry would really kitten off a lot of players.
If those yellow skins are intended to be the prized rewards that everyone’s pining for, maybe throwing in at least a one-time guaranteed yellow drop at the end of World 1 after the frog would’ve been a nice solution… Then maybe it wouldn’t feel so hopeless for those who never got anything or didn’t have hours/days to spend speed-farming on the off chance something drops (or building up enough BBs), while those who still want to farm, could.
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Almost 200 chests and a whopping 2 skins, both staves.
The “too tedious” comment makes me laugh a little… Dailies really do take all of 10-15 minutes to complete if you’re focused, and even then you’re still picking up xp, getting resources, killing stuff and getting loot, etc. If that’s tedious, the whole game must be tedious to you?
I don’t play every day, but on the days I do play I tend to finish the dailies as I’m doing all my other game-related stuff, yes, but I don’t sweat any days I may miss. I think I have around 60 laurels or so. Curiously, I find that I have to specifically make an effort to do them on my level 80-main, but when I’m messing around with my sub-level 20 alts they tend to complete more naturally without any extra effort.
I’m at 1 skin from about 53 chests, so it’s more or less right at the 1/50.
For me, the music is very Rygar (NES).
^ Except they disappeared less than a couple hours ago, it would seem. They’re completely gone on TC too.
I started a new human alt today and, running around Queensdale, was struck by how it would be interesting/fun to revisit Pre-Searing in the GW2 engine.
I’ve not stepped foot into Fractals myself, but from my understanding of what they entail, having a Pre-Searing “dungeon” would be a decent way to step back in time without adding silly time travel or anything like that. Are any fractals as big as the majority of the Pre-Searing area?
(EDIT) Apparently this has come up before… Whoops! Well, still seems like it would be super-fun.
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