Showing Posts For NeuroMuse.1763:

MAC Beta STILL

in Account & Technical Support

Posted by: NeuroMuse.1763

NeuroMuse.1763

You’re better off using Bootcamp as suggested or Parallels and running it in a *VM(virtual machine) if you want to avoid bootcamp. The performance in Parallels is vastly superior than the mac beta client without the need to dual boot, you will still however have to install windows in the virtual machine itself .

Since ArenaNet no longer officially supports the mac client these are certainly better options.

*(don’t bother with it in vmware performance is half of what it is in parallels)

(edited by NeuroMuse.1763)

Why do people stop playing GW2?

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

At least in WoW you get to do fun, challenging content for gear instead of grinding out ascended mats and then sitting at a crafting station. A “privilege” that will cost you hundreds of gold per crafting skill.

When ascended armor comes out, I bet I’m able to gear my WoW character faster than putting my GW2 character in full ascended when considering all the grinding and time gating present in GW2.

This is pretty much it. I’m not a WoW player but I do endulge in other MMOs on ocassion and a great deal in the past GW2 use to not be this way at all and it’s getting worse.

Time gating(ascended weapons, celestial armor/weapons) and material grinding in GW2 is far worse than the “standard” MMO gearing currently in the past no. I can do a few raids in another game and get geared in less time and get more of a sense of accomplishment since it did take some level of organization and skill(even if minor) to get said items instead of just hitting a node every 24hrs or so for weeks and then pressing a button.

It is starting to become a major turn-off. If ascended armor turns out to be as bad/worse I very well may depart. I love WvW with a passion but being a T1 player more than half my play time is spent in a broken lottery-based queue system or even longer in a lot of cases recently since we got a lot of band-wagoners on blackgate.

(edited by NeuroMuse.1763)

December 10th Balance update

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

ah yes, could be i had earth sigil, forgot to check if i had that…
and how could anyone misread those things on a golem standing still?

I bet it was sharpshooter(5pt firearms) triggering the bleed you saw. Bleed on crit trait from the AoE of the shot. As you’ll notice the duration on the bleed is short and the one provided by shrapnel is 13 seconds.

December 10th Balance update

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

shrapnel procs on the exploding part of pistol auto attack, i have tested it on the golems in pvp just an hour ago.
and i can understand IP nerf, it was the same as dhuumfire for necro and it is a grandmaster trait for them

I just did the same and never got it to proc when I posted to double check. You sure you don’t have sigils/pistol piercing or something else triggering it?

(edited by NeuroMuse.1763)

December 10th Balance update

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Now if the pistol AOE component of a shot could proc shrapnel that would be different.

I honestly hope they don’t do this, it would be a terrible bandaid fix. Pistol shot is already a very short bleed, this would give a 1 in 15 chance to apply 1 more bleed. 1 in 15. Sure it’s better than nothing (kind of) but the reason why I say I hope it doesn’t happen because it would be the kind of thing that they do and think it’s a fix then leave it alone. I would rather them not do this at all and continue looking at it. If it’s a short term thing and they still look to improve the pistol, great, but just shrapnel alone I doubt any Engineer will even notice.

I think they would need to bump up the proc rate if they did this but I think it’s in line with the power level of what they think adepts should be at.

The pistol auto needs to be reevaluated anyway with that short bleed and garbage direct dmg.

(edited by NeuroMuse.1763)

December 10th Balance update

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

You guys do keep stating shrapnel only effects bombs and grenades. This is not purely true. It effects mines too and if it doesn’t, it really should effect FT #2 as well.

Just wanted to put that out there for the sake of clarification.

yes but it’s a trait based on %, and you can use a over 50 greandes in the time you throw a single mine. same problem but with ratio 1:3 for bombs

Ya shrapnel was only good for nades period. Even with bombs you can go through several people/mobs and never see it even trigger.

Not only that there is a lot of folks out there using P/P & P/S condition elixir builds without nades , bombs, or mines which means there is literally nothing of value in adept for them. IP Filled that void.

(edited by NeuroMuse.1763)

December 10th Balance update

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative.

And this does exactly what for P/P and P/S condition builds that don’t use grenades/bombs/mines? With shrapnel’s current functionality it only triggers off grenade, bomb, and mine explosions. Sure they can benefit from Empowering Adrenaline but it won’t really be adding anything even remotely negligible. IP Filled that void.

Now if the pistol AOE component of a shot could proc shrapnel that would be different.

(edited by NeuroMuse.1763)

Conditions Group Roaming Video

in Elementalist

Posted by: NeuroMuse.1763

NeuroMuse.1763

Still haven’t put a celestial set together for my Ele yet. I do however have full celestial trinkets available may be suboptimal but may try the reverse.

What runes did you settle on?

Sigil wise, I saw poison ticking at one part in the beginning so you run doom still or decided to eventually go geomancy for the aoe bleeds? I can see doom being more advantageous for roaming solo.

(edited by NeuroMuse.1763)

Conditions Group Roaming Video

in Elementalist

Posted by: NeuroMuse.1763

NeuroMuse.1763

Looks like some interesting game play there have you tried something similar with S/D?

What kind of gear are you utilizing in the video apothecary?

I’ve been considering trying something similar but taking a more hybrid approach since people are cleanse happy in T1.

(edited by NeuroMuse.1763)

My dyes have changed?

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

It looks over saturated and lost a lot of detail and color variation. If that can be resolved and maintain the new options I think it would be rather nice. With that said some color combos that were garbage before now look amazing.

If it can’t be resolved due to the aforementioned alpha issues as it’ll obviously limit how you can layer textures and shaders then it simply needs to be reverted until the issue can be fixed. Do understand that your work is immensely appreciated none the less.

For players fixing the way it looks now can be very costly some players with limited play time may have to spend a week doing nothing but farming gold just to get some suitable alternatives(i.e. new dyes or replacing the armor all together with new skins). I think it would be great if changes such as this would be shared with community for feedback before going live with side by side comparisons of the changes.

(edited by NeuroMuse.1763)

Solo Instancing?

in Tower of Nightmares

Posted by: NeuroMuse.1763

NeuroMuse.1763

An MMORPG should NEVER force solo play.

The fact it is there means they think it’s OK. I think choice is important of course but the fact this is forced solo begins to also highlight and explain the mentality of a massive plethora of inherent design flaws across the board that they’re constantly fighting and struggling with. It could be the current people just inherited these problems from others but it’s starting to reach god-tier BS mode. It’s like the game itself is a wobbly rope bridge with a few rotten wooden planks in it, you need to be very careful how you cross it or players start falling through never to return.

(edited by NeuroMuse.1763)

Warrior = Ele 2.0 ?

in PvP

Posted by: NeuroMuse.1763

NeuroMuse.1763

I’m not a fan of warriors as a class in general(playstyle preference) and they’re definitely over the top right now. However, I hope they don’t do to you would happened to Eles just look at their representation in high end tournaments LOL They knee-jerked to hard there I hope they give you all more consideration with the changes.

(edited by NeuroMuse.1763)

"Finish Them!" in PVE -- no, please?

in Tower of Nightmares

Posted by: NeuroMuse.1763

NeuroMuse.1763

I find it really odd to use a wvw finishing move in pve. After all, in wvw it’s an actual player ur finishing so it has a smidge of significance but in pve, mobs are not normally anything special or unique. It feels out of place and i can’t help but think that anet are tying to bring the 2 game modes closer together.

Considering the mobs don’t really do anything in their downed state to me it just looks like an up-sell for gem store finishers for pvers.

necro and mobility

in Necromancer

Posted by: NeuroMuse.1763

NeuroMuse.1763

People would be put off of the class. Why? Because theme matters. And the idea of slapping mobility onto our class is a slap in the face of the entire theme we have.

I would agree with this completely if this held true in all aspects of the game at all times with all classes. It doesn’t. We do not even excel as well at our concept comparatively to some other classes/builds.

The fact is dark path = mobility in WvW like i said you can target a critter use it to escape. Have it teleport you to the end of its projectile when it reaches max distance is well with in reason as it does this all ready provided it has any kind of non-friendly target from critters to siege. In sPvP I’m not to sure about the mobility issue I think things are pretty good there.

(edited by NeuroMuse.1763)

necro and mobility

in Necromancer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Considering how most of this is just aesthetic-concept crap that rarely applies to real-world scenarios outside of organized spvp. I don’t see why something like Dark Path couldn’t be retooled to where if it doesn’t hit a target for it to teleport at the end of the projectile providing it doesn’t hit some form of obstruction like a wall etc… you can use it as mobility/escape mechanism still in wvw if you have say a critter nearby you can hit with it to gtfo of whatever situation you’re in. Its not much of a stretch to make a minor change to it at least in pve/wvw if the powers that be are primarily worried about it in spvp.

(edited by NeuroMuse.1763)

[Merged] Skill lag issue

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

Some people are already trying to find a game to play while the issues get fixed, and if they don’t get fixed they’re already started on a new game.

This exact same thing happened to Warhammer around launch, server lag causing issues with RvR and Scenarios. A lot of people went to another game to wait until it was fixed along with outlandish balance issues.. most never came back and the problem itself was only mitigated some what.

Right now is pretty critical if you follow the issues/history with other MMOs out there most never recover from such things especially when other alternatives are close at hand. Player psychology comes into major play here things like shiney new toys/expansions etc.. isn’t going to be enough to bring people back in as most of the predecessors have tried this tactic as companies end up developing a stigma from the hearsay and half truths from people that left. If there even ends up being any kind of mass exodus of any kind happens, however things kind of hit critical mass with all of this.

The best chance at retention for people affected by the issues is for them to explain themselves “completely” about why it wasn’t high priority and why they have waited so long be it issues with finances, personnel, or nc soft etc.. whatever it may be and be specific about it.

(edited by NeuroMuse.1763)

Suggestion: Changeable Commander Icon Colors

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

Considering how most top T1 WvW guilds Run tagless these days to prevent the other server from doing tag watching w/multiple accounts you should add tag permissions to where only people in your squad or guild can see them. Along with eliminating the squad player limits in place.

Call it off now.

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

Aside from Friday at release, all of our same commanders are leading… >shrugs< And I’m on one of the highest population servers. WvW has been pretty amazing once in. Enjoying it a lot!!!

Ditto.

On my book, amazing fights require my skills to work :/

^ agreed

Fun is getting into WvW and having nice smooth fights.

Not sitting in 1-2hr ques and then when i finally get in im lagging just following the zerk and when i get into team fights all i can do is auto attack.

All of this! Whats even worse is getting into WvW and getting a server communication error and kicked out because the server itself is lagging so badly.. after waiting in the queue to get in.. I had this happen 5 times yesterday.

[Merged] Skill lag issue

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

zx spectrums running wvw can’t cope.

LOL I still have one of those in storage.

Things are in a pretty bad state though for sure when things get so bad auto attacks don’t even function as they should. T1 is a nightmare right now.

WvW season = crash/wait in queue

in Account & Technical Support

Posted by: NeuroMuse.1763

NeuroMuse.1763

You’ll have to do what most of us have done. Set up bootcamp and dual boot for when ya want to play. It’s an unfortunate reality but they really do not care nor do they have the resources to deal with the mac client anymore it seems.

[Merged] Skill lag issue

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

this is a known issue for a year now, nothing new.

I think the issue here is things have gotten worse recently. Not that it’s a new thing.

Yes. this is what I am saying it seems like its getting worse. and it started before this league crap so dont come and say its because of the league.

Ya things went downhill a bit more after bloodlust was introduced that’s a lot of extra tracking the server has to do so it makes sense in that regard.

WvW is totally pve area now

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

However that isn’t the reality of it. Even if you’re very nice and try to explain things most just don’t care they just want their achievements and are under some incomprehensible delusion they can solo them in WvW.

Lol!

Offer advice, be polite, then if they don’t take it and try to Rambo, you can sit back and chuckle

It is amusing in it’s own right. It just hurts the overall server when half a map decides to rambo especially against the server with bloodlust.

I think in a couple days it’ll straighten out the people that die nonstop will no longer show up and those that really want to get things done will learn what they need to do.

[Merged] Skill lag issue

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

this is a known issue for a year now, nothing new.

I think the issue here is things have gotten worse recently. Not that it’s a new thing.

[Merged] Skill lag issue

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

it’s pretty obvious why the server has difficulty keeping up.

It is and they’ve also acknowledge that all of the above is pretty much why it has a problem. It is indeed a underlying architectural problem which requires a lot of work. With that said however things don’t seem to be as distributed as they should be with single servers doing a large part of the number crunching instead of distributing that across a larger cluster of servers. Even if it is distributed more depending on the size of the data sets I sure hope they aren’t using conventional network hardware your run-of-the-mill enterprise routers/switches will choke to death on the congestion. Even with very rigorous packet optimization you’re only going to see negligible gains in most cases.

In the mmo business your network infrastructure and data management is the all mighty god the players, developers, and profit margins bow to. You need to keep it happy and constantly appeased even if you have to sacrifice a few employee’s souls errr jobs to cover the budget.

WvW is totally pve area now

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

I think it’s great there is some interest given to WvW from the pve types. It would be nice if they would take courteous constructive advice, follow a commander and preferably get into the server’s TS.

However that isn’t the reality of it. Even if you’re very nice and try to explain things most just don’t care they just want their achievements and are under some incomprehensible delusion they can solo them in WvW. (which coming from a T1 server is just LOL no)

I think given a few days things will fall into place some will start listening more and others will get sick of getting roflstomped and stay out.

(edited by NeuroMuse.1763)

[Merged] Skill lag issue

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

Ok so I understand there is going to be lag from time to time. There will be skill lag everynow and then. Especially in a big Zerg v Zerg. but there is something really wrong now. I get worse skill lag then I ever had and there is no one around me. no zerg nothing. this started to happen before this league non sense. Anet needs to check their servers!!!!!

They more than likely don’t have the time, resources, and possibly finances to fix the lag issue because if they had any of the above such an obvious and officially acknowledged problem would’ve been long since fixed.

(edited by NeuroMuse.1763)

Rally! - dodgeball rules

in PvP

Posted by: NeuroMuse.1763

NeuroMuse.1763

I would do very questionable things to make this happen in WvW.

(edited by NeuroMuse.1763)

Trying to create a WvW zerg condi build.

in Necromancer

Posted by: NeuroMuse.1763

NeuroMuse.1763

If you really want to run condis in large groups, an Engineer might be better suited for that task. With bombs and grenades you can apply more conditions in less time..

I’d have to agree here engies apply/re-apply kitten so fast cleanses are not much of a problem.

With that said though you can still make it work on a necro or any condi build for that matter. Typically if you wait a few after a push the edge of the melee train is going to have their cleanses aoe and personal on cool down especially if they just squeezed through a choke point get the conditions spread around at that point and they’ll usually melt. It’s all about the timing and positioning.

Bloody Prince's armor

in Blood and Madness

Posted by: NeuroMuse.1763

NeuroMuse.1763

So sad this is a costume. The game is sorely lacking in armor skin variety it gets aesthetically dull seeing the same stuff over and over again.

Elite: Elixir X.

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Pro Tip: when it comes to Mine, use the tool belt and the utility, then swap it out. They stay placed for their duration. The FT tool belt is also something I’ll cycle that sticks around after you swap out the utility to something you actually want to use. Incendiary Ammo in a build that doesn’t use a flame thrower? Yep, I do that.

Shoosh we’re not suppose to talk about this. I thought this was an unbreakable rule since you know late beta. :P

Elite: Elixir X.

in Engineer

Posted by: NeuroMuse.1763

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You’re right it is no different. If people use Mine Kit in an interrupt build with Perplexity runes to great success, it doesn’t mean Mine Kit is good. It means the rune is good because without it you probably wouldn’t be using Mine Kit. Same with Altruism runes, if Med Kit was rarely used without them then yes I would also be saying Med Kit is not good because it’s only the runes making them useful. Clearly that isn’t the case with Med Kit, but I think it is with Throw Mine and Elixir X.

If the skill is only good because of a certain rune, I think that suggests the skill is probably not very good and needs to be looked at.

Just in defense of Mine it has it’s uses outside of perplexity in WvW / sPvP the damage it does in power heavy builds is quite acceptable as well the knockback use is fairly obvious and in WvW putting it at portals along with the thrown mines and with all the necro marks stacked up it helps keep people out and instagibs squishies. It’s also nice when scouting/defending camps/bloodlust node. All this assuming of course you have forceful explosives trait otherwise its garbage due to the small radius.

IIRC Mines are getting the same radius increases bombs are receiving next balance patch as well.

(edited by NeuroMuse.1763)

Elite: Elixir X.

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Having fun with Elixir X in it’s current state:

Elixir X is great if you’re running a condi or hybrid build with Runes of Perplexity. Almost every skill in Rampage interrupts and is able to hit multiple targets and can apply 5 stacks of confusion with no internal cool-down providing they are interrupted. Tornado knock-back has the same function with possibly interrupting targets charging through a zerg with these in WvW can be pretty nasty with the runes as they are now and you can end up with 20+ stacks of confusion on multiple targets. I would not be surprised if the interrupt had a ICD added at some point.

However the above is really gimmicky and dependent on the runes while elixir x can have niche uses I definitely think it should be updated in some way and I do feel that the tornado form isn’t very engineer-ish. The RNG factor alone limits the uses for X in most cases.

(edited by NeuroMuse.1763)

Super Elixir needs to be a water field.

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

I think light fields should just be changed to give aoe cleanse on blast finisher and keep retaliation on leap finishers.

AoE retal needs to be nerfed anyway TBH.

When buff durations get patched with the 5 stack limit it’ll make a big difference with a lot of things including retaliation stacking.

Asian/Chinese text in chat box shows up blank

in Account & Technical Support

Posted by: NeuroMuse.1763

NeuroMuse.1763

Hey Max,

From what I’ve been able to find out on this the characters are not available on the client, it doesn’t seem to be a Mac client specific issue. I think it partly has to do with where the client was purchased but as it’s an unsupported language (something other than German, French, Spanish, English) I’m not sure there is anything that can be done about it. I’ll look into it further and update the thread if I find anything else out.

This is incorrect even the English / Euro releases have support for Chinese & Korean character rendering. This definitely seems to be a Mac/Cider specific issue.

(edited by NeuroMuse.1763)

PSA: Image of Flamethower w/ no Hobosack!

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

According to the official page on the patch it’s a living story achievement back piece reward for the new content coming in oct 1.

https://www.guildwars2.com/en/the-game/releases/october-01-2013/

:(

(edited by NeuroMuse.1763)

Rocket Boots

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Having fun with Rocket Boots:

You vs. Zerg
Hit Slick Shoes then immediately rocket boots through them for the lulz

Grenades not exploding on walls in WvW

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

It’s been like this since late beta IIRC. It is either a major coding effort to fix this or there isn’t enough engineers in wvw for them waste the resources(time) to fix.

Change race/order facility [merged]

in Suggestions

Posted by: NeuroMuse.1763

NeuroMuse.1763

I’d love to convert my Asura engineer to any other race the camera issues with asura in particular is insane and causes LOS/Obstruction issues in keeps in wvw on the battlements. I log on to any other race stand in the exact same positions and never have the same problem. ~__~

I’d have long since rerolled if it didn’t involve all the grinding/dailies waiting etc.. that come with all my ascended gear/celestial armor/fractal levels.

(edited by NeuroMuse.1763)

WvW Engi Bomb heal build/Q's

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Not so much “wanting” to be a support toon, just feel with how my group pushes so much etc, that its a different avenue to play my engi. not to mention its quite fun. perhaps ill drop my healing to around 800 and just ramp up the dmg a bit to make it a bit more intimidating. Healing for 275 for every bomb, not to mention my aoe regen from dwayna runes seems quite useful in group fights.

Also thank you for the math, its greatly helps me understand it all.

And yea, hoping to see some possible love in the upcoming patch

Yeah sounds like you’re in a ok place for healing to essentially reduce incoming damage with the little bit of healing you’re doing/regen. It’s like having an extra protection buff active so to speak.

I find that aoe control abilities engineers offer make a huge difference in ZvZ scenarios aoe knockbacks / aoe immobilize/cripple are game changers and can reduce the amount of damage people are taking due to people being spread out a bit more. Big ol’ bomb, glue bomb, shield magnetic inversion(or glue shot w/pistol), Mine, toolkit’s box of nails freeze people in place, slow them down, knock kitten around get them spread out more to avoid the pain train and let your buddies pick them off. After the CC is on cooldown run around like a madman and spam those bombs.

(edited by NeuroMuse.1763)

WvW Engi Bomb heal build/Q's

in Engineer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Elixir Infused Bombs scales poorly

Base Heal is 145

45 + (1.25*Level) + (0.1*Healing Power)

0.1 scaling on healing power is horrible even with 2k healing power you wouldn’t see much improvement. Power is going to be vastly more important than healing power with it the faster they’re going to die the less healing anyone is going to need.

With that said super elixir with EG scales a bit better so if you go heavy healing it’ll improve it a decent amount.

If you’re really wanting to be a support healer engineer it really does not work out to terribly well do to the scaling issues. IIRC bombs / possibly elixir infused bomb scaling may be seeing some improvements in the next balance patch.

(edited by NeuroMuse.1763)

Scaling rewards based on factors?

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

Thanks for the input. I do understand the potential technical difficulties here but they do seem to have a rather robust architecture in place in WvW based on it’s existing functionality and things it current tracks, it all ready counts siege in locations as there are siege limits, it counts players at least up to a fixed figure to trigger combat crosses. Now quantifying all that together along in this specific context with the other things mentioned I can see being a bit of a pain. However none of this is “difficult” as much as it is potentially time consuming.

As far as opposing servers operating cooperatively for greater rewards.. things like this happen in WvW all the time they all ready have spies, servers do “organized” team ups on 1 server or choose between each other what targets they’re going to take even on opposing servers.. at least this is known to happen on T1-T3 servers lower tier servers this may not happen much. So as it stands I don’t think it would make much difference and if anything may help promote larger/long term sieges that may require people to think a little more. This may also cause people to upgrade things more often and fight over supplies even more as we all know fighting paper keeps/towers is no fun at all.

I think it’s key that something like this happens even if it’s in a different manner to help fill additional reward gaps and minimize forcing people into playing a game mode they do not enjoy to accomplish some thing i.e. PvE

(edited by NeuroMuse.1763)

Will we ever get content which rewards SKILL!

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

we’re not asking for challenging content, we’re asking to be rewarded for challenging content

I think it’s commonly perceived that no challenging content exists currently (I agree with this “personally”) and none at least to the extent to have rewards competitive with the time-gated/grindy options. I do however think these things should be added.

WvW Scaling Rewards based on factors.

in Suggestions

Posted by: NeuroMuse.1763

NeuroMuse.1763

To give an example by what I mean first.

Lets say we have Tier 1 organized zerg vs zerg against a fully upgraded keep. Rewards for when the keep is taken could get based on how many upgrades it has and how many defenders and/or utilized siege count while also taking into consideration the period of time that it has been held by the current owner along with how many times it has been successfully defended. A lot of these things are all ready tracked to a certain extent so I don’t see this requiring much in the way of new tech.

When successfully taking the keep the reward chest from either the lord or daily-reward-chest-style could have additional items/crafting components/currency/rare skins/things possibly normally found in pve etc.. as a reward. The quality, item types, or number of items awarded adjusted of course based on above mentioned factors.

A scaling reward system like this for keeps/towers/camps could help fill in some reward gaps that WvW lacks against say PvE.

(edited by NeuroMuse.1763)

Scaling rewards based on factors?

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

To give an example by what I mean first.

Lets say we have Tier 1 organized zerg vs zerg against a fully upgraded keep. Rewards for when the keep is taken could get based on how many upgrades it has and how many defenders and/or utilized siege count while also taking into consideration the period of time that it has been held by the current owner along with how many times it has been successfully defended. A lot of these things are all ready tracked to a certain extent so I don’t see this requiring much in the way of new tech.

When successfully taking the keep the reward chest from either the lord or daily-reward-chest-style could have additional items/crafting components/currency/rare skins/things possibly normally found in pve etc.. as a reward. The quality, item types, or number of items awarded adjusted of course based on above mentioned factors.

A scaling reward system like this for keeps/towers/camps could help fill in some reward gaps that WvW lacks against say PvE.

I’m rather curious as to why such a system doesn’t currently exist and if there are even people out there that would like the see something such as this?

(edited by NeuroMuse.1763)

Will we ever get content which rewards SKILL!

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

What?

If you want to clear dungeons efficiently, you need to do everything I wrote in the post you quoted.

Efficiently but not required is the issue in my context. Having proper rewards competitive with time-gated options in content where these things are unquestionably “required” and done at the right times is I’m getting at. Such difficult content / game modes don’t really exist at the moment.

(edited by NeuroMuse.1763)

Will we ever get content which rewards SKILL!

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

Some games reward based on skill and some games reward on time spent. This game is a time spent one.

With the last few patches adding time-gated crafted gear progression that depends on farming/grinding rather than having skill / organized combat based rewards it’s pretty clear they prefer time-gated grindy content over rewarding organized game play. This is a direction right now that will probably remain prevalent for some time.

I do not think they need to out-right add full blown raids but extremely difficult small scale combat that is as rewarding as time-gated crafting based progression at least in terms of some guaranteed rewards of a certain level should be an alternative for people.

I don’t understand why people keep saying support and control aren’t needed in dungeons, without it you actually make things much harder for yourselves. Chaining blinds, reflects, LoSing, pushing mobs together, putting up aegis, boon removal, condition cleansing, might stacking, fury stacking, this is all support.

This exactly.

Rewarding content could content that “requires” you to do these on some level to get past certain areas and provide a level of progression that is competitive with time-gated options. Right now most mechanics can be ignored and you can get by not doing any of the above. Adding that level of difficulty should be trivial for ANet with current systems in place even with currently perceived class imbalances. There is some real imbalance in some places however where you would end up with profession/class stacking as it is all ready evident to a certain extent these things would need to be addressed at some point however even with them not addressed most players will still be playing with their guild members and friends that don’t give a #!%@ what profession you are.

(edited by NeuroMuse.1763)

Official Mac update info. TY MattVisual!

in Account & Technical Support

Posted by: NeuroMuse.1763

NeuroMuse.1763

Their overall treatment and general lack of communication to us and to even their own moderators/employees on these issues probably comes down to money i.e. mac players don’t buy enough gems with real cash to be considered to even be worth the time. At least that is how I generally interpret their action/lack thereof.

Considering the last few patches and all the issues it has introduced for some hardware combinations and “nothing” official has been done just speaks volume.

At least we have some kind of closure here though basically it’s bootcamp or bust at this point.

Bloodlust Buff Tracking & Servers?

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Posted by: NeuroMuse.1763

NeuroMuse.1763

Trust me. It won’t impact performance in the slightest.

The performance problems are most prevalent on T1 servers and do not commonly occur outside of them at least on the level that they present themselves in T1 20-30s+ skill lag as these servers are all ready quite strained on resources. These changes are not live and unless you’re are a dev or server admin please do not make a factual statement. Right now it’s an opinion and I immensely appreciate you responding and providing your opinion on the matter which may in fact be correct but I’d like to see some developer or server admin insight to this.

(edited by NeuroMuse.1763)

Bloodlust Buff Tracking & Servers?

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

not dependent upon player input

Stomping is indeed player input. Every stomp attempt has to be tracked and whether or not the bonus points will be applied after being successful. A far greater number of people that would normally burst/dps people down will now be trying to stomp for the potential points.

(edited by NeuroMuse.1763)

Bloodlust Buff Tracking & Servers?

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

Just for the sake of clarity I understand that the skill lag with the way the current set up is can not be entirely eliminated.

I however want to know if this will cause additional strain or if it is being calculated and tracked on a different cluster of servers than those responsible for skills. As the last thing we need is to compound a preexisting problem.

(edited by NeuroMuse.1763)