So far the Aspects platforming feature affects finding the Lost Coins and map exploration. I don’t think it prevents you from doing the DEs on the ground level.
My biggest issue is the lightning pull skill overshooting due to high latency, which is a problem that has been around since the first Bazaar. This is even more frustrating if you actually like the platforming elements.
you do realize megaserver was implemented because of how utterly dead the maps were in the majority of the servers right?
Outside the first 3 tiers or so, majority of the servers were low pop/dead. Megaserver put in place to make it not look so bad.
They could have had mega servers anytime but why now? oh because of how dead some of the servers are getting….Will this game be fine ? who knows about the future, I hope it will , all I know is the NOW. and right now, its not nearly as active of an MMO as it was and it has been losing players, not gaining/retaining.
I went back to WoW on a number of occassions, and even in an mmo with the most active subscription playerbase, there were still dead zones.
This is a fact of all mmos because of how the leveling mechanics and reward systems work.
The side effect is that populated servers attract even more players, either through new players or through server transfers. This makes the high pop servers even more crowded, and the low pop servers even smaller.
One suggestion I have has three parts:
1) raise the squad cap of Commanders (blue tag).
2) give Commanders the ability to zone his whole squad in with him when he waypoints. Trigger a prompt for the player to confirm within 30s, for anti-trolling purposes and to weed out AFKers.
3) make people belonging to the same guild have a higher priority in the algorithm used to decide who ends up on the same instance.
This way if the squad has too many people to fit into an existing map, a new map will spawn.
If a guild has smaller numbers, they will fit into an existing map. But with more of their guildmates in the same map, it becomes easier to coordinate the stragglers.
And they can always advertise in a city ahead of time to get interested players to join up before zoning in, so only people who are interested in the fight itself (instead of doing other activities) will be on the map. Players who are doing hearts/DEs/leveling/farming will end up on another map
This way even players who do not belong to a mega guild can join up for such events.
I think they need to work on getting the process of making a Legendary more… legendary… first.
After that then put in new ones.
During the Teq2.0 reveal, the dev commentating the run mentioned that it was deliberate design to have the waypoints contested so players have to make a judgement call on whether it was better to rez dead players, or let them WP and lose out on DPS.
If that’s the case then let’s make it more informative. Give separate indicators between downed and dead (with priority on downed), and let the players decide for themselves.
If they want to zerg rez the sole guardian that’s doing the reflect on Wurm eggs, instead of losing a reflector for 10-20 seconds, I’d say that’s a good call. But if you are being a kitten and leech off others all the time regardless of situation, they can just leave you rotting on the ground.
I feel the biggest challenges with Teq/Wurm are:
1) Communicating with large numbers of players
2) Taxi-ing in to the right instance
3) Dealing with AFKers
4) Self discipline (take time to get consumables, read strategies, no AFK during setup etc)
All of these have little to do with individual skill.
As such, I don’t think the discussion should be about hard content vs casual content. There’s always going to be a percentage of people who want challenging content, and these will be outnumbered by people who disagree because they don’t have the means to access that content.
I think a better discussion should be how to make challenging content accessible to players who are on-the-fence.
If players had ingame means to get organised efficiently, and don’t have to worry about funding/administering a public Teamspeak server, the content would immediately be accessible to a lot more people, especially those outside raiding guilds.
Once this happens, it becomes so much easier to justify the resources needed for developing megaboss content.
Now back to the question
where is the high level rewarding end game content in Gw2
Note: Living story is not high level content
Why do you need to put in the “high level” criteria?
Any new content put since launch could have easily been level 80 content. We had Queen’s Gauntlet, Zephyr Sanctum, Teq + Wurm etc.
The whole point of dynamic scaling is so that Anet doesn’t have to put every new thing in a level 80 zone.
Those are new content, some more challenging than others. Most, not so rewarding.
It’s one thing to ask for encounters that give better rewards. But asking for “high level” content misses the whole point of GW2 scaling players down to the level range of the area.
But if you are asking for “challenging content”, then that is a different story altogether.
1) Character Progression – Horizontal vs Vertical
2) Reward Structure – RNG Loot Tables vs Tokens
3) World Boss Events – Instanced vs Open-world
I don’t understand all of the fuss in this thread. The OP is just pointing out the fact that there is an opportunity cost involved in crafting with mats you gathered yourself. So people who say stuff like “OMG it only cost me 20g to level weaponsmithing to 500 ’cause I had most of the mats in the bank already” are wrong. The correct statement is that it cost them 20g plus what they could have made selling all their mats instead of crafting with them.
^this^
It appears that a lot of people posting here don’t have a clue what “opportunity cost” means. Any money forgone by not selling the mats is money that could have been used for any other aspect of the game, and unless somebody ONLY played GW2 to make that one weapon that one time, the concept totally applies here. The money you didn’t get from the TP is just as real as the money you spent there.
If you only play for profit then sure. Not everyone plays to maximize profits. I’m not sure why that’s hard to understand.
Not hard to understand. You’re just in the wrong thread. OP’s point was that the “free” mats have ingame value. Whether you want to maximise profit or not is besides the point.
You could have absolutely no need for ingame gold. Maybe you walk everywhere instead of waypointing. Maybe you’ll never need to repair armor or pay for gathering tools.
But the mats have value. You’re merely giving up what you would have gotten if you had used the mats to craft, instead on selling it to fund waypoints or repairs or tools.
If I chose to associate a money value with the materials. The only value they have to me is to craft with them. The cost I pay is the little time it takes to get them.
I’m not giving up anything except for my time.
Materials are just a means to end. For you that may be to make money. For me it’s to use as a crafting material, therefor they have no gold value to me. I don’t care what the market says they are worth.
So no there isn’t an opportunity cost for me.
“But but but but it has value..”
That’s great. I don’t care. It didn’t cost me any of my own gold to make so it was free outside of time and effort.
Well it’s great that you don’t care.
Being ignorant and being carefree are two things. No one is saying you have to be bothered by it.
But OP is referring to something factual. You saying you don’t care about the value of money doesn’t make commodities lose value overnight.
I don’t understand all of the fuss in this thread. The OP is just pointing out the fact that there is an opportunity cost involved in crafting with mats you gathered yourself. So people who say stuff like “OMG it only cost me 20g to level weaponsmithing to 500 ’cause I had most of the mats in the bank already” are wrong. The correct statement is that it cost them 20g plus what they could have made selling all their mats instead of crafting with them.
^this^
It appears that a lot of people posting here don’t have a clue what “opportunity cost” means. Any money forgone by not selling the mats is money that could have been used for any other aspect of the game, and unless somebody ONLY played GW2 to make that one weapon that one time, the concept totally applies here. The money you didn’t get from the TP is just as real as the money you spent there.
If you only play for profit then sure. Not everyone plays to maximize profits. I’m not sure why that’s hard to understand.
Not hard to understand. You’re just in the wrong thread. OP’s point was that the “free” mats have ingame value. Whether you want to maximise profit or not is besides the point.
You could have absolutely no need for ingame gold. Maybe you walk everywhere instead of waypointing. Maybe you’ll never need to repair armor or pay for gathering tools.
But the mats have value. You’re merely giving up what you would have gotten if you had used the mats to craft, instead on selling it to fund waypoints or repairs or tools.
It is a bit depressing seeing some people try to force the concept of opportunity cost upon us. If youwere talking about a real world situation, where we deal in real money, I would understand. But this is a game and the most important thing is that you have fun. Different people have different notions of what constitutes fun for them. If you are all about making as much profit as possible, that’s great. But it doesn’t mean everyone else does that, wants to do that or should do that.
If you want to put a value on everything, go ahead. I find it sad, but it is just my opinion after all, and many will disagree. I think that talking about sub-optimal decisions in a game is ridiculous, same with putting a value on your time spent playing a game. You will inevitably make wrong decisions, thus losing gold/items/whatever. There will always be moments when you could have made a better deal if you had waited more/bought earlier/etc. Just as you will always lose time sooner or later, whether it’s your fault or not (lag, telephone or door bell at the worst moment possible). As to putting value on my time spent gaming, I for one am not being paid for doing this. Nor are most of the people. So how do you put a value on this? Unless you were supposed to be working, but you are gaming instead.
Anyway, my point is that it’s futile to try and put a value on everything. And as a poster above me said, it’s all about perspective. If you like to think that crafting an item cost you 1 gold because the materials were worth 1 gold, it’s fine. But if I want to think that it cost me nothing because I had gathered all the materials myself, then it should be fine too. If I never intended to sell my materials (and I don’t do that), how can you tell me it cost that much when it didn’t. Sure I could have made money selling the materials, but the fact is I didn’t.
We’re not imposing some subjective jedi mind trick on you. Just because Newton didnt discover gravity until the apple fell on his head, it doesn’t mean gravity didn’t exist before that.
Gathered mats have ingame monetary value. If you stumbled on a chest with 50g inside and used the gold to buy a weapon, that weapon wasn’t free. It took you 50g to get it. Gold which could have funded some other project you had in mind.
In this case the chest you stumbled on took the form of trees and rocks.
Let’s say your working towards your Legendary Twilight, but you’re short of msybe 30 gold.
One fine day, BAM, you get Entropy from a champion bag.
Now you can either equip Entropy since the hammer will look kitten on you. Or you can sell Entropy for the 30 gold and complete your Legendary.
Either way it’s a 30g decision. And so it is with farming mats.
I just read this on wiki:
“What’s the difference between the Great Dwarf and the Great Destroyer?”
“One is a harbinger of the apocalypse and the other is an oxymoron.”
MAD KING THORN 2014!
From the screenshots it looks like the portals and clocktower are coming back, so maybe there’s some chance for that.
Maybe they’ll let us finish off the quest if we already have them started. I still have the precursors somewhere…
Seems like a fun encounter. I’d definitely like to try this.
For starters I’d like some colour differentiation between downed and defeated players.
Then prioritise down players over defeated players. At least for pve, once players realise they aren’t getting rezzed they’ll buck up and actually start waypointing.
If it’s going to be a free-for-all, no-holds-barred feedback session, the priority list would just deteriorate into a wishlist.
I think there should at least be some context about the topics being discussed. Maybe Anet can start the ball rolling by starting a few threads like:
[Discussion] Crafting
[Discussion] Ascended Gear
So by looking at the thread and post count we know which topics garner the most input.
More importantly, the devs should at least share what confines/constraints they are working under:
Some issues may have technical limitations (eg condition damage)
Some issues may require significant academic knowledge (eg economy-related issues)
Some issues may have political or strategic business implications (eg Cantha)
Some issues may have divided views among playerbase (eg Scarlet as a main villain)
Some issues may conflict with Anet’s philosophy (eg no instanced raids, no traditional trinity)
If we don’t understand these constraints, then our feedback won’t have much value.
Before ascended weapons, there was no gap beteeen exotics and legendaries statistically. Now there is.
But my issue isn’t so much with the tier but rather the implementation. There are no “legends” behind legendaries. It’s all about gold.
There’s nothing to transcend to get ascendeds, other than your bank account.
They might need an option to enable/disable it first.
Because it appeared way too often for me when I was playing
Race change is “kinda” consistent with existing lore.
“They believe that all beings are fated to come back again and again, but each time reborn as members of the same race—a sort of spiritual purity maintained throughout reincarnations. Humans come back as humans, charr return as charr, kodan come back as kodan. Only when you are greatly enlightened do you “advance,” and are reincarnated as a member of the next race in the balance." —The Wisdom and Power of the Kodan
I guess we can’t racechange because WE ARE NOT WORTHY.
Ok I spent sometime and looked at NCSoft’s releases on sales. Please be aware, that generally the developer only gets 10% to 15% of the total revenue and NOT all of it.
Unit : Korean Won in Millions
3Q 12 = 45,841
4Q 12 = 119,013
1Q 13 = 36,382
2Q 13 = 28,899Without an expansion we will keep seeing drops. The only way to rejuvenate their revenue is a new expansion. They know this better than anyone else, which is why I am 100% sure there will be an expansion. It would be silly not to have one.
In the quarterly there is a breakdown for Anet sales on pg 10:
2Q13: 11,459 (million KRW)
1Q13: 14,376
4Q12: 52,790
3Q12: 14,104
With or without an expansion, you will always see sales (READ: Box Sales) drop after the initial spike. Even if Anet launched an exp tmr, you will still see sales plummet over the next few quarters.
Also expansions are not the only way to revitalise sales. You might have heard that Anet is intending to launch GW2 in China. That is another way of increasing box sales (although that will also decline over the course of the year after launch).
Secondly, the performance of one quarter over the previous quarter should not be the sole factor when gauging performance. Industries like retail, tourism, hospitality have peaks and valleys where some quarters do better than others.
Of course, GW2 hasn’t been out long. So compared with this quarter last year, Anet sales were up a whopping 2648%. But you might want to consider comparing 3Q12 with 3Q13 to get a better idea of how GW2 is doing (since GW2 launched in 3Q12).
So thats an example where the cash-shop focus for income makes a compromise to the game quality. The quality of the game becomes lesser because they have to answer the question “How do we get people to buy gems”. Just like mini’s are now mainly gem-store related so going into the world colling them is gone..
The question “how to get people to keep buying expansion” simply results in a better game.
Thats why you would want to pay for expansions.. to get a better game.
There is this common perception that expansions will bring new landmasses like Cantha or Elona, and that expansions imply “quantity” in addition to “quality”. But if people are unhappy with the content of the Living Stories, there is no guarantee that consolidating all those content and releasing it in one single expansion will have any positive impact.
New landmasses have already been introduced via Southsun Cove and Labyrinthine Cliffs. Those could have easily been consolidated and released in an expansion as part of the Crystal Desert, but that would not change the actual content that is being played. If players didn’t like it now, they won’t like it in an expansion.
As for quality, here’s another perspective about the quality of hairstyles, using your example.
For a cash shop, new hairstyles have to be of a quality that would entice players to buy them. If the hairstyles were terrible, would any player fork out gems to get a makeover kit?
Now look at new hairstyles from the perspective of a new expansion. Would anyone buy an expansion just based on new hairstyles alone? I would think that people are going for something meatier than a new hairdo. That being the case, what incentive is there for devs to put any effort in creating new hairstyles for an expansion?
There is a strong case either way, whether you think cash shop based model or an expansion model will produce better quality.
But there are some ways the Living Story (which is basically a vehicle that drives cash shop sales) differs from an Expansion.
Expansions require significant resource and time to develop. If it takes Anet 12 months to develop an expansion, that’s 12 months without any revenue from said expansion. LS at 2 week intervals translates to revenue earned within a shorter period of time, which can then be allocated as resource for other purposes. The 2 week LS system offers far more liquidity.
Also, the MMO industry doesn’t occur in a vacuum. If you check the patch notes of major MMOs, most of them will show some activity or content patch before the release of a competitor.
WoW had content patches that coincided with the release of WAR, Aion, GW2. I imagine other MMOs have their own way of retaining players. If GW2 was expansion based, Anet’s competitors would not sit quietly either. From a business standpoint, there is a lot of dilution of market share.
But with a 2 week content patch, GW2 creates enough excitement to drive cash shop sales, while making it difficult for the competitors to match the speed of updates.
Of course, if every MMO had this rapid update model, then we are all back to square one. But as it stands, GW2 is in a very unique position.
Unlike permanent dungeon paths or revamped boss fights, changes to precursors will have a large impact on the economy. We’ve already seen how something as simple as introducing Tequatl can create demand surge for Soldier gear, when non-critable bosses have been in place since launch.
If Anet is going to center precursors around crafting, I’d rather they take a second look at the crafting system first (read: revamp the kitten thing), and then build precursor crafting on top of that.
Crafting precursors sounds, on the surface, like the “thing to do” however, (playing devils advocate here,) there needs to be a chance to fail.
Right now, like it or not, the sale of precursors and legendaries drive the economy more than anyone realizes. Almost every item in the TP has been put there because someone needs the money for (insert shiney here.)
If precursors became “guaranteed” craftable items without a chance to fail, the drive behind a large portion of our in-game economy would collapse. Yes, the mats necessary to craft them will go up, but in general, the rest could take a nosedive and be almost unsellable. Why would I buy a yellow or gold item if I could craft a precursor?
I believe this is why they haven’t implemented crafted precursors as of yet. They’re trying to figure out how to deal with the influx of that many precursors and how it will affect the in-game economy.
oh, and @Balkanwarrior: The merit that legendaries have RIGHT NOW is that it gives some people a goal. Like them, hate them, or don’t give a kitten, it is the ultimate goal for many people to have the BiS gear, even if it’s only the best by a half point.
Those are some very good points. Especially about how precursors drive the economy.
Gear threadmill… that’s a good one.
Some people mistake a walk over a bump for a threadmill.
Real threadmills have you getting gear to do content to get the next tier of gear, to do content that gives yet another tier of gear.
That’s not how it is in GW2 right now.
Personally I’m against the holy trinity, because I’m spent a long time trying out mmos looking for one that does not bring the baggage that the holy trinity brings.
But for the purposes of this discussion, I’ll just assume that Anet has gone on to make distinct roles based on professions and mechanics.
This then brings up the following concerns that I have:
1) Content revolving around the Holy Trinity.
A trinity system is useless in the current context of GW2 because there is no content that requires it. To make a trinity system meaningful, we need content that necessitates such roles.
Tequatl fights aimed at large numbers of players will make the trinity system very unwieldy. As it is, it is very difficult to coordinate large numbers of players without specific profession-based mechanics. Getting hundreds of players to coordinate heals and agro management will be a challenge.
Rather, I think it makes more sense to have trinity-based content designed with dungeons (and maybe fractals?) in mind.
I’d be more open to a trinity system if it started out with small groups first.
2) Profession Segregation and Pigeonholing
The 4 Warrior + 1 Mesmer group composition had a good run. But some might view it as restrictive and discriminatory. However it was just one path in a dungeon.
If a trinity system becomes the norm, then there should be some way of monitoring the playerbase to make sure that content does not end up discriminating/favouring certain professions.
For a trinity-based system in GW2, I would consider “LFM 1 Tank, 1 Healer” to be acceptable, but “LFM 1 Warrior, 1 Guardian” to be flawed. I would be more open to a trinity-based system if there were constant fixes and balances done to ensure that one class doesn’t dominate others in a specific role.
3) Gearing for Roles
WoodenPotatoes briefly touched on this in one of his vids, and I’m inclined to agree. Currently our gear selection goes a long way in defining our playstyle, but collecting gear is no longer trivial, especially with ascended gear coming up.
If we can quickly change roles on the fly, then it wouldn’t be an issue. But the majority of stats still come from gear/upgrades. And for GW2 at least, changing traits without the gear to back it up is lacklustre.
I would be more open to a trinity-based system if there is less emphasis on gear, and more on swappable skills/traits.
Even pencil-and-paper RPGs didn’t necessarily have levels. White Wolf RPGs like Vampire the Masquerade didn’t have the concept of character levels.
But most RPGs will have some sort of numerical representation of “getting better at something”. Masquerade may not have levels for your character, but they have levels for individual abilities/stats. FFX had that sphere grid thingy for you to gain stat bonuses and new abilities. People like to use GW1 as an example of a game with low level cap, but even GW1 had factions that required some form of “leveling up”, and these took much more effort to max out than the character level.
Character Levels used to mean something significant for character progression in RPGs. But in the post-WoW era, devs made gaining levels in MMOs easier so players won’t get the sense of being “stuck”.
Summary: Armor sets have been added to the game. Some players don’t want to pay for gems or convert gold to get them.
You don’t need to join a populated server. However you might want to join a cross server guild dedicated to killing Tequatl (or other upcoming world bosses).
These guilds are cross-server, and they do not require that you keep them as your main guild, only that you rep them during the encounter itself to facilitate comms.
There are already 3 such guilds, and a 4th Oceanic guild. All of them are full. But there is no reason there can’t be more.
The current implementation is clumsy. There is a lot of “taxi-ing” to overflow servers. There is a lot of join-spamming because overflows get filled to max capacity quickly. There is a lot of waiting around and a-kitteng, because of the spawn window. There is a lot of frustration because you have guild members waiting to get in, but that spot is taken up by a complete stranger.
If there is something to fix, fix those instead.
Saying “instance please” is like asking for World Peace. Putting Teq in an instance won’t automatically solve all the problems. It’s all about how you want to implement the content.
(edited by MrIllusion.5304)
The Tera Wars of the Old Republic.
http://art.penny-arcade.com/photos/i-5SpGRMQ/1/950x10000/i-5SpGRMQ-950x10000.jpg
I’ve become spoiled.
I tried to play WoW last month. I couldn’t stomach it. 5.2 content has been out since early March. Only thing that has changed was crappy ‘heroic’ scenarios that are kitten easy, and some daily quests in the Barrens.
GW2 has released 13 updates since then, compared to WoW’s 1 since March (had to look it up). Sure I may not be interested in everything that GW2 releases, but it’s still peaks my interest enough to log on an check everything out.
Oh, also I was a huge PvP-er in WoW. I tried queueing for a BG recently. After 9 minutes in queue, i just Alt+f4-ed. The game is no longer worth 15 dollars/month to me.
First off, I’m confused how you couldn’t stomach a few barrens quests or a bg queue (which btw will never take 9 mins if you are lvl 90.) but you can easily handle all the garbage LS content? Spam F 200 times? Do you not remember anything ANet has released? At least 10 x worse than WoW quests, and btw Blizz just let out a ton of new raid content and a new zone that will last a billion times longer than some temporary garbage in GW2.
WoW has already copied or already had every single GW2 feature(lol) so they aren’t unique anymore. Blizz is smart, they aren’t afraid to take a good idea and implement it. ANet on the other hand…. enjoy your zergzergzerg ‘living story’ more like living grind.
This game is terrible right now and it’s sad because it has the most potential out of any MMO out there.
you mean you can still do normal quests? not too long ago i went and tried Tera, all those lame kitten quest drove me away in less than an hour.
“LS garbage” looks like you dont like LS, for me it is fun and convenient
WoW can indeed copy as many features as they want, but at its core is still an old classic MMO, is that bad? not really, I know people that still love the classic style and can’t stand GW2’s style.
“this game is terrible” more like “I dont like this game and I shouldn’t be here”
This is either your honest opinion or you’re not looking at these objectively.
I would personally rather do old fashion quests over having to do any more hearts and boring DE’s to level my alt right now.
They’re really not that different, don’t pretend it’s that much better than old fashion quests… WoW quests especially have a ton of fun gimmicks and variety where as every Event is just : kill this same wave of generic mobs with the same 5 abilities over and over lol.
I’m sick of one, and haven’t had the other in a long time, so of course I’d rather pick WoW quests over this ATM, but that’s just because variety is good.
False. There’s a reasonable variety in DEs. There’s some where you collect objects, some where you kill things, some where you don’t kill things but rather, destroy an object. And if you go to WvW there’s quite a bit of variety there.
Lol…. there is no variety, there is like 5 different types of events TOPS in the entire game.
…5 is a variety..?
If a salad had five vegetables in it, would you not address it as a variety of vegetables?
Perhaps a small variety of vegetables.
But then you’re eating the same 5 vegetable salad, for breakfast, lunch, and dinner, every day, every week, for a year, it gets old fast.
That then, is not variety.
This was covered by TotalBiscuit even before GW2 launched. Most quests in traditional MMOs boil down to:
- Kill Quests
Doesn’t matter if you’re killing 10 rats just because, or if you’re killing 10 rats in the hope that 1 Long Tail drops.
- Fetch Quests
Either take Item X and deliver to Y, or speak with X, Y, Z to proceed.
- Escort Quests
Protect X until Condition Y occurs.
GW2 improved on its delivery but the nature of MMO quests were largely the same. I don’t see what kind of variety WoW has that makes it better to this.
I never liked the crafting in GW2. The crafting here is too archaic and typical of traditional MMOs.
There are a few things the crafting system needs to account for in any MMO:
1) Crafting already has inherent value as a form of character progression
People will want to level up crafting just because. Whether it is for RP reasons, or the flexibility of creating items, or something tangible like EXP in GW2. Which means there is already a demand for crafting that exists outside of the output. So we will always get more people trying to craft than people who need crafted items.
2) Supply > Demand
Generally happens if people need to craft 132041923 Bronze Swords just to level their crafting high enough to craft Iron Swords. Since each character only requires a finite amount of gear, this translates to surplus on the market, driving the prices down.
3) Raw Materials > End Product
Adding (1) and (2) gives (3). Personally I consider any crafting system to be a failure if the raw mats are worth more than the end product. This is clearly the case in GW2.
Since (1) is a player attitude, and is not inherently bad for a game, and (3) is just the observable outcome, that leaves (2) as the area that can be addressed.
To this date I still have no idea why MMO devs think that creating 13492874 of an item and then flooding that into the economy is a good system.
(edited by MrIllusion.5304)
It’s not that there are few voices of reason to counter the trash talk, but few reasons.
If ANet paid attention to the constant gripes and change the game accordingly we wouldn’t see the same threads pop up 24/7 saying the same exact things.
If Anet paid attention to the constant gripes we would have a mess of a game.
“Why is Zhaitan in an instance? It should have been an epic world boss where we have hundred of players taking him on at once!”
“Why is Tequatl an open world boss? He should have been put in an instance!”
“There is no endgame progression. Aesthetics are not compelling enough for players to continue playing past endgame.”
“There is too much gear grind. Anet should not have introduced Ascended gear.”
“The bosses are too easy. I just stand there and press #1.”
“Why is Tequatl so hard? Now everyone is going to just ignore that content.”
There is a fine line between getting player feedback and pandering to everyone. I say Anet should just develop whatever the hell they want. If they fail, at least the responsibility is theirs to shoulder.
There are no official rp servers. Tarnished Coast was supposed to be the na unofficial rp server. But there has been such a large influx of non-rp players that it doesn’t really feel like it.
They could offer free transfers to low pop servers. But this must be backed by certain incentives to encourage guilds to transfer as well.
If they could copy exactly the influence and upgrades that would be good. Otherwise some sort of world buff to increase influence earned, or WXP.
Think about the Jormag fight. There are two phases to Jormag, but does anyone need any reminder about where to stand and what to hit?
Yes. I still see lot of people dying in the second phase due to zerging Claw when he’s not stunned.
Yes, this. People are sometimes incredibly slow when it comes to understanding and processing onscreen information (I don’t get it, personally, it’s not quantum physics) and you see people dying at the Claw all the time because they don’t pay attention or don’t get the massive DoT debuff when it isn’t stunned.
Tequatl requires a lot more coordination and the ability to understand what is happening onscreen, this somehow disqualifies a lot of people from ever doing it, even if you actively tell them what to do.
The Claw is understandable because people assume he is stunned when the claws become targettable instead of waiting for the “Claw is stunned” voiceover. Happened to me the first few times.
Mistakes and oversights happen. But we don’t nerf an entire event just to compensate for this. I see this happen all the time myself. But so what? Jormag goes down anyway. The point is that enough players figure out the fight to compensate for the mistakes of other players. Even if they fall for it the first few times, can they learn not to the next time?
Tequatl just has a steeper learning curve, but it’s still a learning curve. There is no concrete obstacle like Agony resistance, or a raid cap quota where you must have no more than 40 men, or raid composition where you need a specific class, or gear check where you must have >3000 defence.
There are many comments about how the guesting feature and overflows are impeding success. But these are the same features that allow cross-server guilds like TKS/TSS/TTS to complete the event.
Sure, Anet can put the new Teq event in a raid instance. But I guarantee the forums will still be filled with “why can’t it be a World Boss” and “Anet discriminates against small guilds” comments.
The only villain I liked instantly was Kudu. Love the voice actor.
I thought he delivered that condescending, “I’m-so-smart-I-can’t-be-bothered-with-you” attitude perfectly.
Caudecus has potential to be a Lex Luthor type villain. But so far there has been little spotlight on his scheming.
At this rate I wouldn’t mind if Tequatl is depicted as highly intelligent. Glint and many dragon champions are sentient (or retain sentience), why are the Big 3 reduced to just grrr and rawr monsters?
I kinda hope that Teq’s upgrade is a result of his scheming, rather than just “Because Magic!”.
I would like an invite!
I play on oceanic time, so you can chuck me there if you need more bodies.
I think there will be a period where participation for this event dips to all-time low, before picking up again and stabilizing.
Teq is not a gear check fight. The hardest part is coordination. But with an experienced enough group we can minimise the coordination needed. Once we get to the part where a majority knows instinctively where to go and what to do, the likelihood of Teq going down increases. Then participation picks up again because people feel encouraged.
Think about the Jormag fight. There are two phases to Jormag, but does anyone need any reminder about where to stand and what to hit?
I tried doing this on my own, but then I kept thinking about the 2 week time limit, and that just pushes me to Dulfy. 2 weeks may seem like a lot of time, but you have to factor in real life.
It’s not like jumping puzzles where I look forward to figuring out on my own at my own pace. And if I can’t figure it out, I’ll just come back some other day.
There should have been some clues about where to find the teeth or scales. Something like “Tequatl has been terrorizing the waters. Look for clues along the coastal areas”, or maybe a scavenger hunt where one clue leads to the next.
I thought it was a step back from the Bazaar scavenger hunt. You can pretty much figure out where the crystals are just by looking, just need to work on how to jump to find them.
Back when people were raging about the lacklustre Zhaitan fight, there were tons of threads calling for epic open world bosses.
Now that we have Teq 2.0, we have tons of threads calling for instanced raids.
I think player feedback is important, but devs need to look at the big picture and think about consequences. Not implement every suggestion spewed here and play whack a mole when problems arise.
Sorry OP no pics.
These guys did take pics. So they get one up on you.
http://www.reddit.com/r/Guildwars2/comments/1mp5on/overflow_just_killed_teq_d/
It’ll add more coordination that will be needed. People will not be paying attention and you’ll have turrets not in use if no one doesn’t say anything.
When doing cliffside fractal, the hammer can often be dropped and remain there noticed because people are busy fighting or just not paying attention. This is what will likely happen. You’ll see someone go down but you won’t know they were on a turret. What’s to stop them from getting right back on the turret after they are revived?
Suppose you get someone competent on the turret, who will replace them once they get close to max stacks? Are there that many people who know what they’re doing and how to use the turrets effectively? How will you coordinate this on all six turrets?
I do not see them having one of the skills remove stacks if this were to be implemented.
I think OP’s idea was to have Skill 2 deplete stacks on the player as well. As long as he’s firing on Teq, he should be ok.
Seems like an elegant solution.
I was suggesting in another thread to have portable rocket launchers like in Jormag fight that remove the scales.
Could take some pressure off the backline, and give some additional roles for the turret defenders between risen waves.
How about one of those portable rocket launchers that shoot the scale removals?
Seems to be a number of concerns about people going afk on turrets. Or turreteers not doing a good job.
Maybe have the cache placed at the Arcanist Lab area so it’s still a distance to the staging area. But at least we don’t have to worry about being trolled/grieved intentionally.
Players just standing there using autoattack on bosses probably aren’t noticing all the stability fields or condition removals used by other players.
If you think you can autoattack Frozen Maw, it’s only because someone else is doing the work for you.
I’m curious about how overflows work with these meta-events. My understanding of events like Teq and Invasions is that any overflow created within a period of time will also spawn the event on that overflow.
But what about post-event and respawn timers?
If Teq spawns on my server, and several overflows are created, each also spawning the event, what happens when Teq is defeated on one instance but not the others?
Example:
Main server: Teq spawns at 0100 and downed at 0114.
Overflow 1: Teq spawns at 0102 but not defeated after 0117.
Overflow 2: Teq spawns at 0103 and downed at 0116.
Does it mean that each overflow will now have its own respawn timer, which is different from what the websites show?
Enough with the overflow blaming.
Take some ownership for failures.
Once everyone is familiar with the sequence it won’t matter which server you’re on.