I think it’s really funny that players are defending this tactic saying their small group of Spartans were holding out against the Persian Empire by chaining Battle Standards. Reviving the Lord does not let you win; it just wastes everyone’s time. Every fight should resolve themselves eventually. Delaying the enemy until they get bored is not fighting.
Spoiler Alert: The Spartans all died at the end to the zerg.
This thread was created by a Thief in Dire gear and Perplexity Runes.
Sorry, we left for Archeage.
Too late Anet, soon you’ll realize that you have lost your player base.
Enjoy your pay-to-win game!
No longer will that stray warrior banner a lord and deny my WXP and karma and no longer will my enemies boast about that 2 hour garri fight with 15 banners and 200 loot bags because those fights were the worst, I mean seriously, who the hell wants to fight other players, im just there for your karma, let the EoTM people have thier PPT.
Yeah! Because Warriors running in and using Battle Standard (over and over) to revive the Keep Lord is the true essence of player versus player combat.
Just don’t go to sleep.
Lodestones drops from
anychampion bag really. You can also sell the lodestones you don’t need to buy the ones you need.
How it is repetitive?
Have you ever done a Champion farm before? Just because the mobs look different, it doesn’t mean all you’re doing is spamming 1 while reading reddit.
That’s the reality of effortless content. It all congeals together and turns what could otherwise be varied content into a blur of similarity. Farming can become grinding.
(edited by Nokaru.7831)
What is your solution to someone gaming the system? For example: If ((Blue Team)) knows that ((Red Team)) is going to do a large Golem Rush, they could evacuate the map to disrupt their plans.
I support the idea of a dynamic map cap, but you’ll be hard pressed to find a system that can’t be gamed by the enemy while still maintaining the balance you want it to bestow.
Grind is repetitive content done for whatever purpose.
…
Legendary weapons are not a grind because they don’t force you to do repetitive contents to get them.
…
Making a Legendary is a time sink. Your suggestion is grind.
This is the most ridiculous double-talk I’ve ever seen. Legendary Weapons in GW2 are a grind. You’ll be hard pressed to find any forum discussion about them that doesn’t say “grind” or “farm” in it. They are slightly less grindy than they used to be, but this doesn’t change the fact that at their core they are designed to be a ridiculously large item and time sink.
Where do you think all the Lodestones come from? From playing “how you want?”
It’s pretty amusing how people redefine words to suite their purposes. This is the definition of grinding.
WoW also had extremely well made and engaging encounters. Blizzard was good at making players work as a team, even with mechanics that work independent of the holy trinity.
This is because the Edge of the Mist players are pooled into three groups: Green, Blue, and Red. These colors are associated with the color of their home world. Thus, if Anvil Rock and Jade Quarry are both Green, then they will play together in Edge of the Mists.
The problem is that Green is the color given to the team that has won the previous week in WvW. In other words, Green is often consisting of the biggest pool of players.
Don’t do that.
Don’t do what? Point out the fact that this whole debate is about opinions about where people feel power should reside in a leaderless party? You’re the one who brought up the strawman argument of “two saints are being out-numbered by three villains,” and yet when I turn it on you to point out its absurdity you cry, “STRAW-MAN!” It’s quite amusing indeed.
Why is it do you think the majority of the group should not hold the power of it? Try to explain why the system] should support it without bringing in absurd examples of good versus evil. My argument is simple: The group has no leader, and therefore democracy is the fairest way of levying out decisions. Democracy is based on a majority vote.
The leaderless dungeon change highlights the fact that Guild Wars 2 has the crudest version of vote-kicking compared to any other popular MMOs on the market. Other games put restrictions upon it so that players will be less trigger happy about hitting that button. Finding a fair balance between protecting the group and empowering the group is difficult, and the current system currently is not quite there yet.
They need to add Scarlet Briar and unskippable cutscenes to every dungeon.
Two friends start a dungeon run. They advertise “LFM all welcome”. Three guildies join the party and proceed to insult the two friends, threaten to kick them unless they change builds. Is it ridiculous for those two players to kick the three?
This exact same thing can happen with a two-player vote-kick. Just change it to “three friends start a dungeon” and “two guildies join.”
It’s really pointless trying to bring up examples of objective good and evil. “Two good guys versus three bad guys!” There is no perfect system where it ties up all loose ends.
I just think at the moment the two-player kick system gives them too much power over the group. Limiting it does not necessarily mean increasing it to three votes. For example: There is no limit to how many times you can prompt a vote-kick. There’s also no limit as to how many times it can be cancelled. There’s no cooldown on how frequently it can be initiated. This to me is an issue because it gives this power to the minority of a group.
This is a debate with regards to a leaderless dungeon. I think it would not be a bad idea to have an alternative party system with the traditional, visible leader role that can make decisions like this.
Sometimes, the majority is the problem.
That’s why I said “I believe” because it’s just an opinion. This debate is about who should have power over a party. I personally think it’s ridiculous that two players can purge the other three, and that there is no cooldown or any restriction on this vote kick.
This whole debate rests upon players wanting power over others. Anyone who does not want the party leader system dissolved does not wish to relinquish the power they have over the other four members of their party. No matter how many examples you cite and straw-man you levy against others, it comes down to this simple fact: You liked having this power over everyone else in your group, and now that it’s being taken away you’re upset.
That being said, I believe vote kicking should be revised so that if a party consists of five players, it should take three votes to kick them instead of two. For other party sizes, two votes is fine.
(edited by Nokaru.7831)
Buy more and then get a refund?
You’re only refunded 100g per tag over tree. In other words, if you have four tags when the patch hits, you’re refunded 100g.
There is no direct player-to-player trading because they want you to use the trading post. They want items to move this way in order to destroy gold from the economy via the various fees associated with each transaction. While you can mail things, it isn’t secure.
Frankly, I’m not going to dig through the refuse that is the forums to see if there is another thread on this already, because man there are a lot of cringe-inducing threads here.
[…]
Anyway, what do you all think about this? Does this sound like an okay idea? What are some other improvements that could be made from an idea like this?
Frankly, I’m not going to dig through the refuse that is this post to see if there is anything of value in it, because man there are a lot of cringe-inducing ideas in here.
I’ll still reply though.
Anyway, what if regular W3 (that’s WvWvW, wuvwuv, world versus world, realm vs realm, rvr, whatever you want to call it) functioned a little more like EotM does as far as matching goes?
Have you actually done Edge of the Mists? It falls under almost universal disdain for anyone who actually enjoyed the typical WvW gameplay. The only players who seem to enjoy it are those that like karma training and grinding ranks.
(edited by Nokaru.7831)
Talking for everyone also doesn’t help your case.
Might I offer a suggestion? Maybe you should practice what you preach.
Just because you dislike how people are unsatisfied with the state of the game, it doesn’t make their criticisms invalid.
Also, “bigger picture”? You don’t even know what ArenaNet’s plans are; no one does. You only know what it is you want and are satisfied with, so if you would be so kind, please keep your grandiose explanations more grounded in reality. Your replies are a painfully typical knee-jerk ANet apologist response; nothing more, nothing less.
(edited by Nokaru.7831)
Exotic Infusion Slots:
- I’m probably going to be flamed for this, but here goes:
I think Exotic armor should have Infusion slots, similar to Ascended gear. I don’t mean (Infused) like the back-pieces and the rings; just the single slots that come with all Ascended gear. For the record, I’m saying this as someone that already owns fully Ascended and Infused gear.
I say this because I think the main gate for progressing through Fractals should be one’s skill and time devoted to Fractals themselves; not if they have crafted Ascended armor or weapons through means outside of Fractals. It would also be more in the spirit of how Ascended gear should be only a marginal statistical advantage, and not offer a tactical one of Agony resistance.
The main motivation and inspiration for this suggestion is that I have many old friends who used to run Fractals with me back when the old cap was 80. They have quit for some time, but every now and then will return to the game. However, they are usually soon put off at the thought of needed to craft Ascended gear for more agony resistance.
+n Agony Infusions:
- I’m not a fan of the functionality of these upgrades. As an example: Let’s say you add a +1 Agony Infusion into your Red Ring of Death (Infused). When you obtain another +1 Agony Infusion, you would have to use an Upgrade Extractor to remove the previous Infusion and use an Artificer to turn it into a +2 Agony Infusion and then add it to the ring. Since Upgrade Extractors are expensive, it makes players less inclined to be upgrading their infusions frequently.
I would prefer it if they created the functionality which would (using the previous example) allow a player to double click their new +1 Agony Infusion and then just select their current ring and they would then slot a +2 Agony Infusion into it directly. This would allow players to more seamlessly and frequently upgrade their infusions.
(edited by Nokaru.7831)
Ever hear of quality over quantity? Example: Remember the exciting, epic battle you had with Zhaitan? You know, the main antagonist of the game?
Oops.
(edited by Nokaru.7831)
CC means crowd-control or control effects. (Stunning, snaring, etc.)
CDI stands for “Collaborative Development Initiative” where the designers sometimes ask the community for input on things using the forums.
(edited by Nokaru.7831)
Elder Scrolls: Skyrim as #2. Mass Effect 3 as #8. Thanks for the link. The site was a good laugh.
Ask yourself this: After you’ve completed the Achievements, how many times have you re-played the Living World Story instances? Do you ever plan to? Now, what about dungeons? or WvW? or sPvP? or maybe open-world bosses?
Think about that for a moment and then think about how the central focus to the game is the living world and their story journal.
Enjoy.
You don’t need much to realize that the above sounds an awful lot like only a small, downright tiny minority is asking for the content for the sake of the content, with most people using the content as excuse to get better rewards.
As for Liadri: There were quite a lot of people who complained that Liadri was too difficult. There were also people complaining about how beating Liadri was tied to a minipet. There were people who complained that while Liadri had good difficulty, she did not offer sufficient reward to warrant doing after you got the achievements.
It wasn’t a small minority of players that beat Liadri. I remember there was hype that only 5 players beat Liadri in their internal playtest, and on live this fact was mocked openly due to how many accomplished it. It’s the same as it’s been in every game. The more time that passes, the easiest content seems to be as players become more adjusted and practiced to it.
There’s a difference between asking for soul-crushingly difficult content, and asking for content that requires some marginal effort to win.
The Prime Hologram fight with Scarlet is an example of an engaging level of difficulty that is also not overly difficult like Triple Trouble or Tequatl. I’m excluding the Assault Knights by the way since their tuning never seemed to hit a sweet spot.
To everyone holding out or hoping for hard-mode: Stop. They said they weren’t, and they aren’t. They said it last year, and they said it this year.
If you mention anything like “harder content”, you get assaulted by players who equate it with WoW. Guild Wars 1 had harder content that did not introduce a gear grind. Liadri was also an example of it – although it was solo content, not group. But hey, keep those straw-man arguments a-coming! It is simply disgraceful that this MMO has (almost) nothing to offer players in PvE who have learned how to play the game and still seek challenge.
now i know that time and time again u have said that it is SUPPOSED to be very very hard, but is it?
The answer:
Crystal ReidThis was a crazy marathon to watch with so many servers/guilds competing for this. You guys have built some truly amazing communities through these difficult encounters.
Congratulations Desolation! Well deserved!
(Source)
Working as intended!
Making money out of a product you have created, especially if you plan to live from it’s revenue, is logical.
To maximise the revenue at the cost of client satisfaction is not.
Yup. The apologists here don’t understand what I’m saying.
It’s admirable to make a great game and make a profit. It’s contemptuous to turn it into junk and fleece customers for everything they can in an effort to make a killing.
To anyone making the argument: “Business exist to make money,” I have to say you are falling into a logical pitfall here.
Businesses exist to provide a good or service to us. Their objective is not (or rather should not) to fleece their customers as much as possible while doing as little as possible. That is considered a parasite to society.
It boils down to: “Are you making games to make money? Or are you making money to create games?” The former is contemptuous while the latter is not.
You can learn more about it here.
Follow up question: What use is it to make a blog post that only really affects people who don’t yet play the game?
To prepare you for the upcoming changes. The issue I take with them is that they present it as if it’s some new feature we should be excited for.
To everyone complaining about the “Dungeon Police” and how necessary/useful it is: Even World of Warcraft with its army of QA still used Game Masters to police their dungeons because problems will almost always slip through the cracks. Players in that game were afraid of exploiting because penalties were both harsh and swift, which helped maintain the integrity of the game.
It also changes people’s attitudes when finding a bug/exploit. When there’s no consequences, players will react to discovering bugs like this: “Let’s abuse it until they fix it!” instead of like this, “Maybe we shouldn’t abuse it because we might get banned.”
(edited by Nokaru.7831)
I noticed a mistake in your post. It should be titled, “Birthday Blaster Fix” – not “Birthday Blaster Nerf.” No need to thank me!
Stealing an idea and not giving credit where it is from is pretty much plagiarism.
You don’t own an idea unless it’s been patented or copywritten. Sorry. If you came up with a brilliant idea for a movie and then told it to your friends, who then went on to make said movie, you are entitled to nothing.
(edited by Nokaru.7831)
And Threads like this are part of the reason why Anet isn’t telling us anything about the stuff they are developing.
They already told us what they’re working on: More living world, and no dungeons, SAB or hard mode. The problem was not “communication”; it was them being honest and then disappointing everyone.
The unskippable cut-scenes are the worst.
There should be a topic about the living world and the living story personal instances being the focus. I think this because something has been fundamentally forgotten with the “living world.” While I think Dry Top is a good example of the direction of the game, the living story sequences are not.
What do those story missions give me that a good single-player RPG cannot already do so, except much better? They aren’t challenging and they don’t allow me to role-play since there are zero dialogue choices. You basically click through a cut-scene until you get to areas of game-play, all of which can be (and usually are) completed by yourself.
The reason I find those story missions so offensive is that they don’t encourage me to play with other players. In dungeons, WvW, sPvP, and the open world I am actively interacting with other players which is what a MMO is about. If you want a single-player RPG, then there are plenty of them out there that let you roleplay much better than GW2 does. Do you really feel like it’s your character talking when dialogue options pop up, spouting the same thing everyone else is going to say? Did you really want to give Tiami’s hard work away to a corrupt Asura politician?
Once you finish th story missions (2 hours a month) and achievements, you have zero reason to return to them. The players however will continue to breathe life into dungeons, WvW, and sPvP – game types which to my bafflement are being neglected.
1
If ArenaNet doesn’t actually show clear and strong direction as to where this conversation is going instead of waffling around with polls and player committees, I think my confidence in them as a gaming company will be irreparable damaged. Is your vision that fickle?
No one aside from those being paid to do so should be saying, “This is what you guys should make” or “This is where you should focus on.” Ask ten people what they want and you’ll get ten different answers. With me? Just surprise me with something awesome and I’ll be satisfied. Asking too much you say? Blizzard did it for years.
I find that the Living World updates being the focus of ArenaNet to be a waste of resources because of how poor they are with replayability. The amount of hours that have been sunk into a single dungeon will dwarf all of the Living Story instances combined because there is no reason to keep playing them once all Achievements have been obtained. (Yes, this is assuming they are out for two years as well)
The main strength of an MMO is its ability to bring players together. The Living World story arcs do not do this because most can be completed solo. Dungeons and WvW by their very nature do this though. Originally, the problem with Living World was it being temporary; now the problem is that it feels too shallow. Dry Top is a good addition to the game though, even though some of the events feel very copy/paste.
I’d like to clarify a few points.
Their definitive answer toward hard modes was the most disappointing thing to hear.
Maybe this is difficult for you to understand, but many people complain because they enjoy the game and they don’t like their game type to be neglected. Let me give you a brief list of the stuff you can do in GW2: Open-World (Events, bosses, etc.), Dungeons (Including Fractals), Personal Story, WvW, sPvP, Jumping Challenges (Puzzles, S.A.B., etc.) to name a few.
sPvP’ers were neglected for months – if not close to years. The game launched with a terrible Tournament Ticket system where players paid gems in order to play. There was a division between sPvP and PvE characters. These people who enjoyed the game type were not “whining” about being neglected; they wanted their game type to improve and grow. ArenaNet has given them some attention that they sought, although all their grievances are not resolved.
Dungeons have received little attention in comparison. Since Fractals of the Mist was released two years ago, the biggest update that came since then was – a revamp to Fractals of the Mists. (And the replacement of TWkitten Calling the players who enjoy dungeons “whiners” is really offensive because you clearly don’t understand the basics of the argument. If you’re going to make a game type, the community of that game type would expect it to not be neglected for long stretches of time.
But hey, it’s pretty obvious by your post that you just are fishing for some up-votes and an echo-chamber of people clamoring, “YEAH I AGREE EVERYTHING IS SWEET AND DANDY!”
(edited by Nokaru.7831)
You should not be able to transfer to a current enemy server at least.
If Large Server is facing off against Small Server and Medium Server, the population cap will allow the Small Server and Medium Server to field a comfortable amount, whereas Large Server will have queues. If Large Server is fighting two other Large Servers, then the cap will be higher.
Queues are the consequence of being on Large Server. Don’t like queues? Go to Small or Medium server. The devil’s in the details but that’s about it.
WvW population will never be balanced until there is some sort of throttling system in place.
If a few people can grief a large event, that’s a flaw with the event. If the problem were as big as you are claiming it is, the entire open world would have been ground to a crippling halt due to malicious players. Last I checked, it wasn’t.
Your solution to enable friendly fire is trying to solve a small rodent infestation by detonating a nuclear bomb. Sure, it might stamp out one problem but the collateral damage and fallout makes you wonder why you didn’t just set up some mouse traps.
This reminds me of when Ash Legion Spy Kit was nerfed.
Catapult siege bubble is already being used to defend trebuchets
You mean against slow moving, easily predictable incoming projectiles? Why yes, they are.
This in my mind balances this trick out IMO.
With a 450 radius you can probably just toss these at the gate from inside and disable all Flame Rams. Even if you couldn’t do this, the largest Projectile Blocker is Swirling Winds which is a 400 radius which is not big enough.
Here’s a video of it in use: Guildmag Video
The projectile velocity seems pretty fast.