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Which bosses exactly drop the coins? I know the end boss gives the 15, and the graveling gold enemy on path 2 gives 5. Which other ones? (I ask only because I dont pay attention enough to look)
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Icey, my issue is that I did a full dungeon run with guildies last night starting around 7:15 eastern. We finished the first first run before 8 (the reset) and the other 2 after. Tonight I can only play until 8, which means that I can run 1 path and get full rewards even though its been a ‘day’ between runs, just not purely 24 hours. Im not speed clearing, Im not trying to beat the system, only trying to play when I have time available but now I am forced to be hit with this penalty.
Its just like the DR system. I get why they are there… to stop abuse of getting rewards to quickly, but in the situation I describe above your average player has to suffer due to the reset time. Now obviously you cant please everyone but reseting when they do is right at peak time for the East coast, the Midwest and the start of peak for the rest of North America which is their 2nd largest market. So I question again why do it then when they can do it between the American and European peak times? If its purely because 0:00 GMT is the classical time to do so, then their system isnt looking out for the consumer but was instead just way easier to implement.
(By the way, I am a Software Engineer by job title and pound out code every day for a system that must run 24/7 with a total up time of 99.99% of the year. What I am asking for should not be that difficult to implement, and if it is a major issue then they need to get some new software architects)
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This has been discussed. Yes there is something wrong with it. Yes its being looked at. Temporary solution – move around while you are attacking and you will hit.
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Rising Dusk – I miss interpreted what the Dev ment by based on your timezone. How this should be done is truely on a sliding scale based on your timezone (such as I was arguing for). In which case it would updated at 5pm Pacific, 5pm UTC, 5pm Eastern… it wouldn’t matter.
Regardless its curious that they choose to reset it during the middle of prime time (to start of prime time for West coasters) for their 2nd largest population. If they reset at say 2pm Pacific time then they would hit before the start of US prime time and after the Euro prime time (It would be 10pm GMT, 5pm Eastern as the closest times to peak). I feel like that would hit the smallest player base.
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I wish they reskined each of the borderlands. Right now you run around the same old map, transferring to a new BL and oh looks EVERYTHING is exactly the same appearance but there are just different people. It gets kinda boring.
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It’s close of business for west coast companies, which makes sense to me. No matter what, though, it will be during “prime time” for some time zone. Thus, it’s fairly arbitrary and may as well be close of business for ANet’s headquarters.
If its truly based on your timezone (your IP’s time zone I am assuming) then 3am is going to be 3am regardless, thus being out of prime time’s start for everyone.
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it’s different depending on the time zone your in. On the west coast (pacific) it’s 5pm.
Can I ask why you would choose a time in at the start of prime time? This seems like a terrible idea. I did some dungeons yesterday right around reset time and now will have to wait an extra day to get full rewards because my play time is slightly earlier tonight so they will now have reset? I dont understand why a reset like this would not be in an off peak time (3 or 4 am) so that there is no possibility of this happening.
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When is that time exactly? I never watch to see my daily’s reset.
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Did all 3 paths in 30 minutes each yesterday (Faster, but delayed to ensure no DR hit). Didnt notice anything different.
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I don’t want to split hairs, But i do remember missions and elite areas in GW1 (FoW/UW) displaying the “Alas, your party was defeated.” message after a full party wipe, and only giving you the choice to return to outpost. The res shrines were only usable in the explorable areas.
I respect the OP’s opinion, but I don’t agree on all points. Dungeons feel plenty epic to me (especially after overcoming a difficult segment) after those “firsts”, though, things DO become routine as there is no mystery left… Until the next tweek/rebalance.
I think what you’re looking for is a sense of urgency.
I would hate to see a rage timer in these dungeons but wouldn’t mind the waypoints having limited uses. The party wipe mechanic from GW1 might add some pressure to perform. Personally, I think a simple modification (note i didnt say “solution”) would be to remove the armor repair anvil. That might add some real consequence for failure if you continue to die a lot as you stated your PuGs may do.
You would insta fail on wipe during elite zones and missions only. Neither of which should hold bearing in a conversation about dungeons.
Your suggestion for removing the Anvil is atually quite a good one that I can get behind. Its directly comparable to DP in the sense that you can get rid of it by using consumables, but without it you could potentially fail.
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The point however is that GW2 Dungeons should be compared to GW1 Dungeons… since you know, they are both dungeons. 60%DP Wipe is not failing if you wipe the way they are talking. In GW1 no matter where you were in HM if you hit that mark you werent coming back regardless of if you were in a dungeon or not. In the 7 years I played GW1 never once did I have a party that wiped due to 60%DP. The OPs suggestion is to kick you regardless of if this was your first death. This is not at all comparable.
As for UW it was near impossible to get taken down in Ghost form unless you were an idiot that decided to go try and tank him. He just flat out would ignore you. For DOA these waypoints that are added after defeating an enemy are exactly the same as reaching your quest completion for a zone in DOA. If you beat it and wiped you could start again in only the zones you needed. In dungeons, once I beat the boss for a zone I get a way point and am not forced to go through the whole thing. Difference being if the dungeon resets then you lose progress (though this is similar in a sense to DOA and just clearing your quest log since you can leave dungeons and keep progress, but at that point its just semantics).
This is beside the fact because as I mention earlier Elite Zones != Dungeons.
Last note – in your edit you fail to mention that killing enemies removes DP (you just say get rid of it, killing enemies quickly and easily got rid of DP).
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Some counter points:
GW1 Dungeons never kicked you for party wiping. This is not the way ANet has designed the content, and why should they change. I would stop playing this game if I spend 30 minutes or more to reach a final boss and for whatever reason party wiped and had to restart… just to get item rewards.
About Elite areas in GW1 having this mechanic: UW could be argued that it has an end boss, however this end boss was not the most difficult thing to kill when implemented and dying to him brought you back (thus you were never really dead, you only failed if you failed to protect the Reapers). Next FoW, it had no end boss, just various quests thus cannot truly be compared to a GW2 dungeon. Finally DOA had a quest system so that as long as you completed the areas quest your progress was saved, which is basically how it works now.
As for a timer, unless it was rolled into the fights mechanic similar to Orr bosses I would be 100% against this. For what reason am I being timed to kill an enemy, just because you want it harder? Sorry, I prefer atleast a little immersion in my games, otherwise why play a game over any other form of goal based activity.
Your final point – beat a dungeon get a piece of loot. That is EXACTLY how it works now. Finish a dungeon (Note dungeon, not a path, finish the dungeon) and you get 180 tokens which can be traded for various items. Sure, some things take more than 1 run to get, but this substitues random loot drop for goal based loot, which is a far better solution then hoping you get the item you need.
My suggestion would be the addition of elite areas rather than the modification of dungeons. You cant have easy content (Leveling 1-80 and story) and then jump purely into hard content. You also need middle ground which is what dungeons should really be.
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ET would welcome any guild! As much as RUIN gets a bad name its really not as bad as Freelancer and TL make it out to be. As long as you wana play and wana win you would definetly be welcomed! We need to shore up our coverege to really be a threat outside of T2.
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I’d be down with anything, but the fact of the matter is we’re still in balancing cycles. I often find my server to be great at communication and often win against zergs much larger than ours, but at one point we just get overwhelmed because of how many enemies there are, as even spamming 1 deals damage.
I’d just like to see the final balance be more about number of players rather than if you won or not.
For the most part the upper tiers are pretty set. The issue is in Tier 1 Henge is able to night cap to victory and the same goes for Tier 2 (where I am at BTW, ET is winning because we can night cap better than the other Tier 2 servers). Regardless of not if the servers are balanced or not point scaling balances scores based on skill and population rather than purely population.
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I see that I am not exactly clear on my full suggestion. I think the point value of any location on a WvW map should be based on the amount of enemy players currently on the map. This makes sense because it is easier to take locations when there is no opposition, thus you should not be rewarded the same as a team taking a location that is heavily fortified requiring much more effort to take. In addition it takes more effort to keep a location against more enemies. This point scale should update frequently to ensure the worth of a location is up to date with the current map populations. When free server transfers are stopped this system would accurately score based on effort rather than your time zone.
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So I have an idea which I think potentially helps to curb the advantage some servers have by having a large off peak hour population while still allowing them to contribute in a fair way.
Right now each location has a set amount of points that are added to the servers total of potential points that are scored every 15 minutes. The issue here is that when a server night caps all locations it gains a huge potential point score, and over the course of hours this creates a very large actual score difference. My suggestion to combat this very real issue is to allow the points value of locations to scale based on the amount of enemy players in the map.
An example. For the sake of round numbers lets say the server cap on any given map is 50 players. That means at peak time you would have battles of 50 vs 50 vs 50. In this example the servers are fighting over a tower we will give a points value of +20 potential points.
With the current system if Server A takes over this tower during peak time and holds it for 1 hour their score will increase by 80 points (+20 points every 15 minutes for 1 hour). If during off peak hours Server A has 50 players while the other 2 servers only have 25 players each then holding this tower for an hour still yields 80 points even though there were half the amount of potential enemies to fight to gain that location.
With this new system, if Server A holds that tower during peak time when all 3 servers are at max players they still gain 80 points. However now if they hold that tower during no peak hours when Server B and Server C both have 25 players, holding that tower would only yield 40 points for Server A. This is representative of the fact that Server A was able to take the location facing half the possible opposition.
What this system will do is keep matches closer so that when the most players for those servers are online their contributions will also matter. I have read a lot of responses from Arena Net stating that they dont want to make the contributions of players diminished just because they live in a time zone, however this is occurring regardless. Right now if I play a server, say Henge of Denravi which has at no fault to them, a massive non peak population, they gain so many points during that time that my play during peak hour has no chance of every effecting the end outcome of the game. That makes peak time players contributions diminished.
Please feel free to give your thoughts on this idea. I think those of us who WvW can agree that Night Capping is a major issue. Something needs to be done about it or the WvW community will diminish quickly. Rather than complain about this issue I propose we come together to think of solutions the retain WvWs competitive nature while making it fair for all players in all locations.
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…why does “and. I. keep. getting” turn into “ankittenep” when I post?
the combination of the last letter of and, the letter I and the first letter of keep theoretically spell a slang written version of a males private part. All ‘vulgar’ words (and that is REALLY stretching it there) are translated to the word ‘kitten’. Atleast that is what I believe is the reason.
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Make other order armors available to everyone for a larger fee
in Suggestions
Posted by: Parisalchuk.9230
This should be implemented. By the end of the story I have united all 3 orders and am 2nd in command. If I can convince the orders to follow my commands should I not be able to convince them to craft me a piece of armor? Seems wrong.
Look back at GW1 – Factions. I was a die hard Luxon player both through story line and pvp but I was still able to get Kurzick armor no issue. You hurt people like me who collect armor as a reason to play the game long term not to mention you add more possible combinations of armor sets by unlocking 2 extra sets to player. This completely debunks the whole keeping armor sets per order makes people look more ‘unique’ argument.
This will never happen and it’s good that it wont. You choose the order you wish to join at lvl 30 and you are part of that order for the rest of the game, you can’t join vigil then hop over to priory and be able to freely buy their outfit without being a part of their order. Before making such a big choice in game you should have researched more about the weapons/armor/missions they will be doing. This is like saying i am human, but i think i should be allowed to wear norn armor even though it’s only for their race. If you could buy any of the gear then there would be no difference between the three orders apart from the different cutscenes because after you get the top rank in that order you go off to fight the minions, which all 3 orders do, just slightly difference. You need something to show other people what order you decided to join by the armor ect.
There is so much wrong with this post. I picked the Priory because their story line and methods of doing things fit my style, not because of their armor sets (which for a heavy are terrible). There is also a MAJOR difference between wearing armor made for a race and for an order. A Norn isnt going to make a charr armor since their anatomies are completely different. THAT makes sense. Story wise you are incorrect. You never achieve the highest rank. I was never the leader of the Priory. You actually rise above your order. Once you accept the second in command position you break the current ties to your order. Thats why when deciding the actions you want to do you dont represent your order because you are no longer speaking on behalf of them. Instead you unite and command all 3 orders. And as I mentioned above, this would make logical sense why you could get any armor from the orders you wish.
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(edited by Parisalchuk.9230)
The other HUGE issue here is the loot bag system. If I am pushing through an enemy Im not going to take my time and stop for my loot bag to generate so I can grab it. The loot either needs to fall instantly and not take an extra second or so… or better yet – Just add the loot into my inventory! Its a joke that those who are hurting their server by ‘farming’ kills and getting loot are rewarded while those of us who are in constant movement of battle suffer because we are out of loot grabbing area by the time the loot is there.
Fix this.
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Im confused at people saying max weapons are rare and hard to find…. we are talking lvl 80 exotics right? The only more ‘perfect’ weapons I know of are the Legendaries and those are much more expensive than 80g.
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Here are my thoughts on all of this:
The main story is so much more of you doing menial tasks for random people with the end goal of defeating a dragon. There is very little true story telling and very little backing. Compare this to GW1. In Prophecies you learn so much while doing the missions. For example, you learn about the searing while playing. You get lore behind Stormcaller and why it helps you fight the Charr. You get background on the Dwarves. Then you are introduced to the White Mantle and through that you are given information on lore before meeting Vizer where you then start to learn about the Mursaat and then finally the Titans as everything is tied together. In GW2 you learn that dragons are bad, dragons are bad and dragons are bad while playing the personal story. WAY to much of the background of the world is found through second hand conversations or obscure DEs or hearts.
The story telling and writing behind the original game was much stronger than it is here, and its truly disappointing playing through GW2 as a GW1 player hoping that more information is going to be revealed only to have very little lore given. Even in Orr… the most revered location of the GW franchise… we get NO information on the gods, the city or really anything while doing the missions.
Summary: To much hunting for very little and not well written lore in GW2…
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Wow, lack of details, awesome….
I finished the story a week ago, got a bunch of blues and sold them to the merchant. Am I going to have to replay one of the most anti-climactic missions in a video game ever to get my new and ‘improved’ loot?
Love the game as a whole, but Anet really dropped the ball on this one. After playing through the story once there really seems no point in ever fully finishing the story again to be disappointed at shooting a dragon that is just sitting there watching you kill it and then receive nothing of worth.
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One sollution to at least lessen the annoyance factor of the queue could be to add extra maps that have zero objectives on it, and as such would merely be a large PvP map.
Take the Eternal Battlegrounds map, keep all the keeps and structures, but remove the gates and the NPC’s and the dynamic “ownership/capture” events. The three factions would roam the map looking for other people to kill. Holding up in keeps for protection, putting down siege to deal with zergs, etcetera etcetera. Mass PvP broken down to it’s simplest and most attractive factor.
And because there are no objectives or points to score, you can easily add multiple districts/‘overflow’ versions of this map, to accomodate for more people.
It doesn’t solve the queue problem, but it allows guilds and people to still participate in ‘on demand mass PvP’ while waiting for their spot(s) to open up.
Thoughts?
Would there be any real motivation for doing this (Badge Drops, point contributions, ect…) because otherwise really what is the point? I would much rather PvE, make money and work on map completion then stand around in a giant map with 3 zergs running around killing each other for no reason.
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