yay……. more mastery crap…… because if there’s anything that’s really made WvW fun, it’s all the WXP farming zergs running laps around the maps…… yay…… /wrists
seriously, what WvW actually NEEDS has been spelled out here: https://forum-en.gw2archive.eu/forum/wuv/wuv/Suggestion-Diversity-with-Commander-Tags/first#post2511435
and instead we get more crap for a system that has only damaged WvW as a whole since its creation…….. and that’s ALL we get, and it’s ALL we’ve gotten since they came up with it, and it shows just how little they actually care about WvW as a whole.
to quote michel therrien, “they pretend to care, but i know they don’t care” they prove it with every single LS patch. they honestly have got to think that their playerbase are absolute morons if they keep trying to fool us at this point.
how are professions balanced? well, it’s a long and complex process that requires a ton of technical expertise. here’s how it works.
see, first, they put all of every classes skills and traits onto individual post-it notes, then they stick them all on a big all. then they get a chimpanzee, and put a blindfold on the little fella. next, they give him a handful of darts, and let him chuck them at the post-it notes. whichever ones he hits, those are the things that need to be adjusted. that’s a complicated process too. what they do is they roll a d100 to determine the percentage it needs to be adjusted by, and then flip a coin to decide whether it’s a nerf or a buff. each month, they start the whole process over, and then package it all as “major improvements” and hype it up through good old fashioned shameless advertising (read: pimping). if people react well to the changes, the chimpanzee gets a banana. if people flock to the forums to complain, the poor little fella gets 70,000 volts pumped into his neck through his shock collar.
and that’s how professions are balanced.
If they can’t re-work the chairs, I wonder if they ever considered using a /ledgesit emote as was used in City of Heroes?
https://sites.google.com/site/cohjenny/ledgesit_foot.png
It’s not a perfect solution but it worked pretty well in CoH.
It seems like such a relatively easy thing to add; I have no clue why they haven’t done so by this point.
Like so many thing in MMOs, it seems like it would be simple but Colin gives a lists of reasons why it would be time-consuming to fix. They could do it, but it would take away resources from other stuff.
http://www.usgamer.net/articles/colin-johanson-talks-dungeons-dragons-and-chairs
something like that would work for asura, humans and sylvari would sit normally, norn and charr would need to have their thighs rise up to meet where their knees would be. asura could even just sit in the chair with their legs straight, and they could just have everyone’s back just pin to the back of the chair.
however, since it has nothing to do with the living story, they couldn’t care less about it, and will go with the “it’s too complicated due to technical stuff that we won’t bother trying to explain cause you guys wouldn’t understand!!!” line to try to get people to shut up about it. it certainly wouldn’t be the first time.
From a recent interview with Game Director Colin Johanson on USGamer.net:
“I would say that guild features in general are all really important to us. But people who can work on those features are the same people who are involved in a couple other very specific projects and so we only have a few of ‘em who really can work on the player and guild account databases. We’re waiting for them to finish other stuff before we can do a lot of guild-related projects. So we do have a few things in the pipeline already for guilds that are coming. As I’ve outlined in my blog post last week, I think that there’s a lot of the high level stuff that we need to finish to get the core of the game where we really want it to be. When that’s done, I think we’ll turn our eye to sort of the next round of features and a lot of those certainly are guild related things among, you know, other types of content and expanding out experiences for players and looking beyond the regions we have.”
Sounds like they plan on working on guild stuff, but it’s not going to be happening super soon.
Full article (posted 2 days ago) can be found here:
http://www.usgamer.net/articles/colin-johanson-talks-dungeons-dragons-and-chairs
after reading that article (thanks for linking it by the way) my suspicions about anet’s priorities are confirmed. given the pattern they’ve been establishing since launch, i can’t really say that i’m surprised by any of it. disappointed? yes. surprised? no.
this is just sad to look at
what’s sad is that’s one of the more normal situations to occur when people try to sit in chairs. i’ve seen women sitting sideways on the back of the chair, completely defying gravity. or, worse yet, their top leg is normal, while their “bottom” leg is twisted up behind their head at a 90 degree angle.
however, if people (not developers, just players) from the NWN/NWN2 community can make sittable chairs, the whole “it’s too haaaaaard” line loses a lot of its credibility. WoW has them, even TSW has them (though they’re not 100% perfect). it seems less a matter of it being too difficult, and more of a matter of them just not caring. given all of the tools they’ve put in to benefit roleplayers (a few token emotes, and uh……. uh…. um…. yeah, a few token emotes…..), i’d wager that what can be expected will be more of the same.
i’ve since given up hope on roleplayers ever being treated as anything other than second class citizens by the makers of MMOGs. at best, we get some shallow lip service, which time always proves to be lies. every MMOG out there will have someone saying “we care about roleplayers, we really do!” and when it comes time to make good on those words……. nothing. RPers get a handful of (usually ridiculous) emotes, and then told to kitten off for the entire rest of the game’s lifetime. yet…… they always want to jam RP into the MMOG part, to try to sucker roleplayers into forking over cash for a game that doesn’t even want to acknowledge their very existence.
it’s gotten to the point where even games like neverwinter have completely cast off their roleplaying roots. sure, it has the foundry, but it certainly isn’t the first game to release with such a feature. it is, however, the first D&D game i’ve ever seen that has completely removed any and ALL elements of the D&D systems, in favor of the standard MMOG systems.
which brings me to shadowrun online. while it doesn’t have a lot of funding, they’re actually trying to put as much as possible from the tabletop RPG into it. they won’t be able to get nearly as much into it at launch as they’d like, but any money they get from the sales will be going towards putting the rest of it in. so while it may not be perfect at launch, people understand and are expecting that, and know that they can contribute towards the game ending up as an authentic shadowrun experience that will satisfy the roleplayers that the entire genre was founded on.
mesmers bring the most utility to WvW out of any of the classes. portals alone are extremely useful. you can set up portal bombs, or hide in a keep/tower and portal your group in to quickly reclaim it. a few mesmers can set up portal chains to move an entire group from one side of the map to the other almost instantly. on defense, you can portal in reinforcements, or set up fast supply runs. then there’s veil to use in a zerg, and timewarp for golem rushes.
granted, mesmers don’t have access to much AoE, so they can’t really bring much damage in a zerg fight, but they more than make up for it with those crucial utilities. if a group doesn’t have a mesmer, they need a mesmer. if they have a mesmer already, they’ll want another mesmer too.
or, to put it another way, “we have too many mesmers” said no one in WvW ever.
Could be rune set. Technically runes allow any profession to do things like stealth or mist form.
yeah, that’s a good call. i forgot about the one that procs stealth when their HP is below a certain point. the warrior in the video’s HP was getting pretty low, so that could very well be the case.
how about instead of only the PC keep lord being able to upgrade, the PC keep lord is able to upgrade with no gold/karma costs? going a bit further into it, it would be nice to be able to phase out PvE entirely, and allow the keep lord to designate players to take on the roles instead just with double the amount of total PCs doing the job as there are NPCs now. using workers as an example, there are 2 NPC workers (once the upgrade is bought), so that would mean that 4 PCs could completely replace them. in the case of partial replacements, if there’s 1 PC, they would just be added to the 2 NPCs. 2 PCs would remove 1 of the NPCs. 3 PCs would be have 1 NPC worker, and 4 PCs would have 0 NPCs. the same sort of system could be applied to the guards. the existing personnel upgrades would simply double the amount of available slots to be distributed. this would allow a team to come in and quickly get an area upgraded, and manage the defenses in that area. then give the people in those assigned roles a WXP bonus when their area gets attacked. if they receive double the WXP, they’re compensated for not zerging and the work they put into the area to set it up. since there’s a limited number of slots, defenders would be encouraged to spread out to cover all of the other areas on the map as well, so that everyone on defense makes the most of their bonuses.
then, they could safely lower the damage arrow carts do back to at least near the level it was at before they knee-jerked buffed it. everyone gets something they want, everyone ends up happy, everyone wins.
it could be a number of things. map queue popped, crashed, alt f4, a mesmer throwing a veil onto him from above you, or some sort of new hak. since there wasn’t a loot bag, it makes the first 3 less likely. i don’t know of any stealth haks, so that points toward a mesmer veil. there’s a group running past on the bridge after he disappears, so it’s entirely possible for him to have called in some help during the fight. there are also a couple of other people standing around in the water. i wasn’t able to tell what classes they were, so one of them could possibly have been a mesmer.
i’m pretty sure it wasn’t a thief’s stealth though, since those tend to come with pretty obvious visuals, and those weren’t present.
you can actually change the size of the UI in the options menu. so it can be quite a bit smaller or quite a bit larger if you want.
the quest tracker thing, however, is another matter. it would be nice if there was a way to toggle it on and off through a check box in the options menu. i can’t really imagine it being too difficult to implement, or it having any negative impacts at all. however, it’s a quality of life improvement, and those tend to end up at the bottom of the list, and rarely ever get a second thought.
The fact that the majority of you have STILL not figured out that this is a parody post, despite the OP clearly pasting the original post, makes me question the intelligence of the player population here.
At first, it was funny that nobody got it, then it got sad. Now it just makes me want to ram my head into a wall.
give it time. once it reaches 3 pages, it’ll come full circle and be funny again.
EDIT: plus, there’s a secondary benefit. you get to see all the names you can safely put on ignore.
(edited by Phantom.8130)
i would keep some npc from precedent story arc, what the hell happened to quinn my street friend or faren for the human noble origin? why can’t i have them helping me in this?
i’m not really sure about quinn, but faren ends up as a squatter inside the big house in the salma district. he doesn’t say or do anything, he just kinda hangs out inside your couch. sure, it’s pretty weird, but he’s a noble. so he’s not “an creepy stalker”, he’s “an eccentric friend”.
as strange as it may seem, start small. don’t just come in and turn on your dorito. come in and try to get a 5 man party going. use that to learn the map as you travel around, as well as learning to read enemy movements based on the map. you’ll begin to build up a reputation with the people you plan on eventually commanding. work as hard as you can, and remember that no job it too small. people will take notice, and you’ll be earning their respect. slowly and gradually begin working your way up, leading slightly larger groups each time you get comfortable with the current size you have. by the time you’re comfortable leading 50 man zergs, you’ll have built up a fantastic reputation for yourself, and people will know to listen to you. not because you popped a dorito, but because you’ve proven time and again that you know what you’re doing.
if you don’t have the gold for a dorito, you can earn it during this time as well. if you do well, you’ll even get donations from people who were impressed with your leadership. it’s best if you don’t ask for these donations, since that will just end up working counter to the work you’ve been putting in. a dorito that is paid for by unsolicited donations from the people you’re leading is far more valuable than a dorito that was paid for by countless hours farming PvE.
furthermore, don’t just limit yourself to just one aspect of WvW, become a student of all of them. become a complete commander, so that when the fur starts flying, people know you’re someone they can rely on to get the job done, whatever the job may happen to be. if that means escorting yaks 4 hours a night for a week, escort those yaks. if that means setting up defensive siege and paying for upgrades, set up that siege and pay for those upgrades. if that means tying up a waypoint for 6 hours, tie up that waypoint. if that means leading a zerg, then zerg. if it means capping camps to cut off enemy supply, cap those camps. the more dependable you are, the more respect you’ll earn, and you’ll get to a point where people listen to what you say whether you have a dorito on or not.
the best thing any MMO can do for its health is not make any adjustments for 6 months after its released. that’s usually the time when the nerf/whine zerg has hopped to a different game. catering to them only serves to damage the product overall, and shortens the lifespan of it considerably. ignoring them, waiting for them to leave, THEN beginning to gather data from those who remain to see if anything needs changed will yield far more accurate feedback. unfortunately, pretty much every MMO i’ve ever played has buckled under the pressure, and paid the price for it.
I can agree with the preceding paragraphs, but I must ask: how is that statement to be applied to the current state of GW2, having been out for quite a bit longer than 6 months and with a plethora of people who have completed all of the content?
honestly, at this point, it don’t really know if it can. the damage has already been done here. the only possible solution would be to start rolling back everything they’ve done since launch, and start with a clean slate again. obviously, that isn’t a practical solution. it was more of a “this is what future games should do” statement than anything else.
i mean, sure, they could add a new tier of gear, so that everyone ends up on the same page and has to redo all of the content, but that’s pretty much just asking for trouble at this point.
though, a thought just occurred to me. i’ve been reading a lot of the posts in the threads comparing gw1 to gw2, and some sort of skill capturing system keeps being mentioned about gw1. i only played gw1 for a few hours during the free trial right before gw2 launched, so i don’t really know enough about the details to be certain. however, if they completely redesigned the dungeons, and added a way to capture the boss’s skills as incentive to go back into them, it could work. if they want to keep multiple levels of difficulty, they could scale the tokens rewarded at the end to match the difficulty (20 for easy, 50 for medium, 80 for hard, 10 for repeats, for example), then make it so someone has to run the most difficult path in order to be able to capture the skill from the boss. granted, this is all just theory crafting, since i don’t have enough experience with gw1 to know anything about the skill capturing system beyond the little bits i’ve read here and there.
either way, though, redesigning the dungeons and adding new incentive that scaled based on how difficult the path is the players choose to take so that it’s much better to choose the harder paths and rise to the challenge, but there’s still an easy-mode option, would be the way to recover. the problem with that, though, is that it would require a lot of developer time, money and resources simply to get back to square 1. at that point, it’s probably easier to just make entirely new dungeons, and consider the existing ones lost causes and eventually phase them out entirely when enough new dungeons have been made.
answer: dat’s unpossible!
personally, i would have greatly preferred just palling around with tybalt as a mid ranking whispers agent than to end up as a lackey to an overgrown asparagus that did very little work but got all of the credit. then again, i also would have liked about 10 levels where each mission was just “slap this member of destiny’s edge upside the head until your hand bleeds”. especially logan gump. (i luv you jennah….. wanna play ping pong?) if there was a mission where i could have stuck him and trahearne into a giant blender, i would reroll thousands of alts just to be able to redo that mission over and over.
i dunno, maybe i’m a masochist, but the most memorable and enjoyable times i’ve had in dungeons (in any MMO) have been the brutal and difficult runs. going in, getting obliterated by the content. sticking with it and trying over and over. making a little bit more progress each time. trying new approaches. and then finally succeeding. then moving to the next boss and starting the process over.
while, yeah, i usually ended up losing gold overall, i gained something i valued a whole lot more. a sense of accomplishment. the sad part is, each dungeon (in any MMO) that i’ve gotten that sense of accomplishment from sticking with it until i was able to rise to the challenge ended up eventually having that challenge nerfed completely out of it.
it happens in every MMO. something extremely tough is presented, some people tough it out and rise to the challenge, others run to the forums and cry for easy-mode. within a couple weeks, the people crying for easy-mode always win, and what used to be satisfying challenging content ends up completely trivialized. and within the next couple weeks, everyone has the rewards from the challenge, and it ends up being completely abandoned.
to be honest, i think that cycle really stems from the “we don’t keep score and everyone gets a trophy” culture. which rewards mediocrity and actively punishes success, and also instills a very strong sense of self entitlement. “i showed up, where’s my reward?” when confronted with a challenge, they cry to mommy (or in the case of MMOs, the devs), and throw a temper tantrum until they get handed their precious shiny. and once they have it, it won’t actually mean anything to them, so they’ll have no problem throwing it away so they can move on to the next challenge, and get that nerfed into oblivion. once a game has been completely trivialized, their work is done, so they move on to the next one and start all over.
the best thing any MMO can do for its health is not make any adjustments for 6 months after its released. that’s usually the time when the nerf/whine zerg has hopped to a different game. catering to them only serves to damage the product overall, and shortens the lifespan of it considerably. ignoring them, waiting for them to leave, THEN beginning to gather data from those who remain to see if anything needs changed will yield far more accurate feedback. unfortunately, pretty much every MMO i’ve ever played has buckled under the pressure, and paid the price for it.
Okay, so I guess I was wrong about this being common knowledge. Let’s clear a few things up for people who are still confused.
Currently, the (0-60) WXP you get for defeating a player will reset to 0 whenever a player rallies, not when they die. This applies to all classes. Any player that has stayed alive long enough to be worth WXP will immediately be worth 0 upon rallying from any source, for any reason. It’s easily testable (go find and down any profession, let them rally, then down and kill them; they’ll give you zero WXP), and it strikes me as a design choice on ArenaNet’s part, rather than a bug.
The issue is that elementalists, and only elementalists, have an instantly-available downed ability (Vapor Form) that briefly rallies them, thus negating their WXP reward. There is NO counter to this once an elementalist is downed, meaning that they are the only class that never has to give their opponents WXP when defeated.
This thread is not an argument about the balance of elementalists in actual combat. It’s an argument about elementalists not needing to provide the same level of reward to their opponents as every other class. Imagine if, simply by playing an elementalist, you denied your opponents the chance to receive loot rewards. It’s basically that, but with WXP instead.
Regardless, ArenaNet purposefully made WXP reset upon being rallied, rather than being killed, which is why this seems to me more like an unfortunate consequence of their design, rather than an outright bug. Why they went this route is beyond me, but the disparity between elementalists and other professions deserves to be addressed. To fix it, they’d either need to make Vapor Form not trigger the rallied effect, or to simply make WXP rewards reset upon death. Personally, I think the latter is a far better option.
don’t be tryin’ to confuse people with those fancy “fact” things, or that newfangled “logic” stuff. this here is the internet. you gotta say an opinion, fight tooth and nail to demand that it’s undeniable truth, add in a few buzzwords, then declare yourself to be in the majority of the playerbase to really bring it home. some mindless rage will go a long way to.
try it like this: ele’s OP uberlewt NERF pwnage THIEF HATE HATE HATE LEET and EVERYONE agrees with ME cause it got electrolytes!!!
you might feel your brain shrivel up and die a bit after you’ve typed it. that’s ok, that’s normal. simply use massive amounts of caffeine to help you ignore it. now, after typing something like that, you may look at it and realize that it makes no sense whatsoever, and in no way contributes to anything even resembling the conversation. that’s ok. this here is the internet. that’s the whole point.
(on a serious note, i completely agree with what you wrote in your post)
They are just biding their time until the other game they are developing comes together.I havent played for a month or two,came back and am as bored as when i left,no challenge,playstyle even a monkey can master.I really am sorry i invested so much time into this game hoping it would get better,oh well 60 bucks down the drain.
They already stated they aren’t making another game.
NCSoft, Wildstar.
gw2 is filled with gimmick mechanics, mcstealth is one of many. each gimmick mechanic simply shows a complete lack of developer knowledge in whatever area they’re supposed to cover. it’s not that stealth is impossible to counter, or even really that difficult once you learn what to expect, it’s that it’s that the implementation is so absurdly ridiculous and cheesy that it’s a complete turnoff. factor in all of the other gimmick mechanics that are likewise complete turnoffs, yet are mandatory to learn and deal with, and the overall attractiveness of the game plummets through the floor. what’s worse is that these gimmick mechanics are now infesting other games, which makes the overall outlook on the future of gaming quite bleak. fortunately, there are still companies that care about the integrity of their product, and won’t be copying the gimmick mechanics. however, that ship has long since sailed here.
rather than different “Commander” TAG, just add more TAGs (Captain, Major ecc), each one with inferior prices and that will appear on a smaller portion of the map, so each individual can lead different sized groups to accomplish different tasks.
It’s another of the many things that should’ve been present in the game since day 0, beats me why there is only one TAG.
to be fair, with the system proposed in this thread, they could name their squad however they felt appropriate. they could go by different ranks, or by specific assignments. so there would be a bit more flexibility. then again, any additional options whatsoever would be better than the single one we’ve had to deal with for the past 10 months.
the “ignore it and it will go away” method isn’t going to work this time anet.
as much as guild halls should be in the game, i wouldn’t really expect them. so far, we’ve had lag wars 2, zerg wars 2, siege wars 2, coverage wars 2, RNG wars 2, range wars 2, grind wars 2, bot wars 2, hack wars 2, nerf wars 2, but not enough guild related content to really call it guild wars 2. (yeah, i know that the name is based off of an event in the lore, and has nothing to do with players’ guilds, and they’ve done everything they can to drive that point home) nothing except a few vague “someday…..maybe” quotes give any indication that it’ll ever change. it’s pretty disheartening, but ultimately, we don’t really have any say in the matter.
(edited by Phantom.8130)
for you section on guilds, i would also add the ability for guild leaders to see the last login date for each member in the guild as a QoL improvement with a moderately high rating.
there’s also a ton that needs to be done to the commander functionality, but a great start to all of that is already covered here: https://forum-en.gw2archive.eu/forum/wuv/wuv/Suggestion-Diversity-with-Commander-Tags/first#post2475601 sure, a few more things would be extremely helpful to commanders and anyone following them, but they need to actually start somewhere and the ideas presented in that thread are the perfect place. i would say they would classify as QoL improvements and rank very high, if not even higher.
aside from that though, your list looks extremely good, and is very well thought out and presented.
sad penguin face so “no race change” means there wont be an option for it, like ever…?
Was hoping for that so much, any Source for the “no” part?I hope they will change your mind, i want to be a Norn!
the reason they can’t do race changes is because a character’s race is integral to the beginning of the personal storyline. granted, once it reaches the point where it becomes trahearne’s personal storyline, nothing about our characters means crap anymore. but race does affect quite a bit before that happens. being able to change your race would cause a lot of problems there.
oh crap! it’s the charrpocalypse! RUUUUN!!!
I understand that’s your personal opinion but before you bash ANet, it may be good to consider that maybe some people prefer this option, thanks.
Who prefers cash for RNG over cash for weapon skins?
Aside from Anet and NCSoft. Are there really players who prefer RNG chests tp a direct sale?
i would think compulsive gamblers would fall into that category as well.
what i find most interesting is that in the second screenshot, the one on top of the wall has the ANET staff member icon next to their name. i think it’s safe to say they know about the bug at this point. whether they’re actually doing something about it or not it still open to debate though.
Aetherblade weapon skins.
/sighs
Seriously what happened? You were on the right path with the Aetherblade armor, and I actually thought, foolishly it seems, that after all the complaints about these chests and low drop rates that you had learned and wanted to redeem yourselves. Putting skins up for direct buy in the gem store is the best way to go, it lets those of us who want them have them, and it gets you a fair price per skin. But now you pull this crap? Seriously?
It was one thing when we had to win a RNG game to get a skin, but now you want us to win TEN RNG games for ONE skin?
Because I don’t want to start ranting, and I would really like to not resort to expletives, I’ll just leave it at this; I am very disappointed. What happened to you Arena Net?
interestingly enough, japan actually declared that sort of thing illegal about a year ago.
http://www.zdnet.com/japans-gacha-ban-heralds-new-opportunities-7000000543/
can you tell if they are hacking or just useing a diffrent screen size then you makeing it possible for them to see something you cant?
actually, yeah, you can. i’ve been on the recieving end of both, and there’s a pretty big difference. a different screen size lets people target a wider area, while the hak lets them target a higher area. when attacking up onto a wall, the center of the circle can’t, legitimately, be beyond the edge of the wall. so if you’re on the back railing of a wall(or somewhere similar), and the circle’s centered on you, that’s a hack. furthermore, if someone sets up a cart next to the gate, and uses the little gap above the gate to be able to target anything inside of the gate, that’s not a hack.
furthermore, i’ve tested out windowed mode, and while you can see a wider area, you can’t really target anywhere you can’t target in full screen mode. sure, more of the field is displayed for you on either side, but walls still cause the camera to zoom in and block your vision in the same way they do in jumping puzzles.
I agree. There has been a lot of threads about this lately and zero anet acknowledgement about this serious problem. Your group can do everything right in a zerg fight but all it takes is one random uplevel to die and the entire enemy zerg gets rezzed…
well, that begs the question of how long will it be before they say that’s it’s their anti-zerg mechanic, and that it’s working as intended?
the main attraction to celestial gear is the MF, if they got rid of the MF and didn’t put split the points between the remaining stats, there wouldn’t be much point in wearing it at all.
to be honest, thieves are closer to tricksters than they are to shadows. they don’t use stealth, they use short term invisibility. they use blinding powder, feathers, and various other novelty items along with their normal invisibility. none of it having to do with stealth nor the shadows. all of it having to do with trickery and deception.
to use the example in the OP, “Uuuh, Tricksters are suppose to use trickery. Denial School? Hello?” it’s far more accurate, and someone would have to have the mental capacity of a goldfish to complain (read: whine incessantly) about a class using tricks to kill them/escape if it’s literally part of its name.
Honestly, I’d love to hear why?
My main is Guardian, I play WvW casually on a T2 server, and I don’t remember last time being killed by a Thief, nor do I have any problems with Perma Stealth.
Where’s the problem?
Are people just bad or unwilling to learn to play better?Because stealth is a poor game mechanic used by bad game designers.
Actually, if you look at the way The Repopulation is handling stealth, it proves it can be done properly. Unfortunately, what’s currently available is either the permanent invisibility that gets called stealth(Klingon Cloaking Device stealth), the extremely short duration gimmick stealth (McStealth), or a cop out of not putting anything in at all. My hope is that Shadowrun Online will combine their PnP rules with The Repopulation’s detection mechanics, and there will actually be an MMO out there that doesn’t completely crap the bed when it comes to stealth.
i completely agree. the downed state in itself isn’t too bad, but the rally mechanic is just plain horrible. one guy gets killed in a ZvZ, and half of the other zerg pops right back up. tag an NPC monster, get dropped well away from it, have a buddy finish the monster off, pop right back up. go from winning a close fight to being completely screwed because something somewhere actually got killed.
now we just need to hire a ninja to infiltrate anet so that it will actually be put into the game. it’s such a easy to do change that would be monumentally important to the health of WvW overall. there’s really no valid excuse for it not to be included in the next patch.
Make the two secondary options into one which shows tag to guild and group.
Suddenly you’ve optimized a seemingly complex system to a simple tickbox – public (ticked by default).
Late edit: Here, I fixed it with my mad kitten skills :p
Yes, Anet even censur the name of an editing program.
Its supposed to be a dropdown menu.
when you put it like that, it’s pretty disturbing how easily it’s improved and yet still….. nothing. i can’t really imagine that it would take them all too long to make, or it having any negative impact whatsoever. unless “everyone wants to be the dolyak” would count.
i’m not sure which is worse, the 142,354,300 runs needed to complete the achievement, or the fact that after clearly finishing the dungeon, it says you’re at 0/142,354,300. i dunno, maybe you didn’t dance around enough trees or something?
then yeah, i’ve had that happen too. i’ve also had it happen with party chat after leaving a party and switching maps, like at the end of a dungeon run. i’d guess that when you go back to the character selection screen, it doesn’t register you as being in any guild at that point, so like with party chat, it erases anything that was previously written there. then when you log back in, it’s already gone.
it’s a minor inconvenience, so i doubt they’ll do anything about it for a long long time, and when they do, they’ll put a toggle switch in the options menu and promote it as a “new feature”
All my toons rep the same guild. I have 8. Everytime I switch toons, the conversation from Guild Chat is no longer there but my whispers are. It has been doing this with me since the beginning of the game. I just assumed that because different toons could be in different guilds it refreshes that portion of the chat, while keeping the account bound whispers.
so it’s just what was previously written in guild chat then? you’re still able to see anything new and chat normally from that point?
repping is character based, not account based, so you have to actively click the button to rep your guild with each character that you have, and any new characters that you make. if you’re not repping, you won’t be able to read guild chat.
if, however, you’ve already done that, then it’s a bug.
Is there an mmo where Scouts are not OPed?
Seriously I think the stealth mechanic at this point is worthy of being banned from all future mmos. It only serves to break any game it’s in.
actually…… yes, there is. and interestingly enough, it isn’t based off of MMO mechanics. if you want balanced stealth, look to tabletop systems. D&D has a pretty well balanced stealth system, as well as several other systems. how it works is that there’s a list of skills, things such as picking locks, disabling traps, stealth and its counter of perception, etc. each level up, the character gets a certain amount of points to allocate to these skills. so a stealth character would, obviously, max out their stealth, while a spotter would max out their perception. there would be a d20 roll (every 6 seconds, distance would also factor in) to each to get a little bit of random chance into the equation, and whoever’s end score is higher, wins. and since it only takes 1 success perception roll to win, having it rolled every 6 seconds is actually in favor of the spotter if both scores are equal. now, in D&D, certain pieces of gear gives bonuses to these skills. the bonuses don’t stack, and certain types of bonuses can only go on specific pieces of gear (perception goes on headgear, etc). and there is a hard limit on how high the bonuses can go. your base stats also factor into these bonuses as well. furthermore, being damaged in stealth does not break stealth, because all it takes is one spotter saying “there’s the hiding guy. i’ll go run up to him, everyone else AoE nuke the crap out of where i’m standing”, and the stealth character is screwed.
but…… the vast majority of MMO’s have a tendency to ignore over 40 years of balancing, and just plop in whatever crap WoW discarded, and call it a day. even neverwinter has done this, which was……. horrifying, to say the least. D&D online, however, stuck true to the core system, and despite any other problems the game may have, the stealth system is actually good.
it’s NOT hard to make a balanced stealth system, and MMOs shouldn’t shy away from stealth in the future. they should, however, shy away from the same recycled crap that didn’t work in the countless MMOs that came before them, and go back to something that actually worked. and this is where i expect shadowrun online to succeed where countless other MMOs have failed, and some never even bothered to try. it’s disturbingly simple to do it right, as well as add in several other mechanics as well.
then the threads would be “i can’t see that stealth guy ganking me! they’re so OP” “just put points into perception…..” “OH CRAP! that worked! sorry about the fuss…” and the world will be a better place.
I love everything that was laid out here, especially the 5 man group idea. It would make group delegation soooooooo much easier.
having them be crafted really is the best way to go. no more need to grind out fractals or dailies to get them. price wise, i’d expect them to end up about double or triple what the total material cost for exotics are now. which won’t be to bad, since they are more powerful, afterall.
plus, jewelry crafting will actually be useful again, instead of a cheaper/easier alternative.
going on school on the math and breaking it down step by step comes out to this:
(2058 +250 + 210) * (.5 +(2.7 *.5)) * 1.05 = x
2518 * (.5 +1.35) * 1.05 = x
2518 * 1.85 * 1.05 = x
4891.215 = xwhich is well above the 4729.87872. with no chance for air/fire to bug out and cause revealed on CnD.
But what youre forgetting is that if you dont like Fire/Air than you could use Acc/Force with the Fall set too…
(2056+250+(35*6)) * ((1 * .43) + ((1.5 + 1.02) * .57)) * 1.05 =
4930.65552So you’re still behind where you could be.
looks like you’re right about the damage by about 40 points. there’s a chance the added condition damage from the poison from lotus strike might be able to make up for that, but i’m not all too worried about it.
going on school on the math and breaking it down step by step comes out to this:
(2058 +250 + 210) * (.5 +(2.7 *.5)) * 1.05 = x
2518 * (.5 +1.35) * 1.05 = x
2518 * 1.85 * 1.05 = x
4891.215 = x
which is well above the 4729.87872. with no chance for air/fire to bug out and cause revealed on CnD.
alright. then factor out the sigil of bloodlust in my build, and replace it with the +5% damage signet instead.
I posted both to show you Acc is worse than Force. And this is just for base attacks, not counting HK BS, if you use HK.
Phantom.8130 Accuracy:
(2058 + 250 + (35 * 6)) * ((1 * .5) + ((1.5 + 1.2) * .5)) =
4658.3
Phantom.8130 Force:
(2058 + 250 + (35 * 6)) * ((1 * .55) + ((1.5 + 1.2) * .45)) * 1.05 =
4666.4835
Fall:
(2056+250+(35*6)) * ((1 * .48) + ((1.5 + 1.02) * .52)) * 1.05 =
4729.87872
no. i mean instead of a sigil of accuracy and a sigil of bloodlust, using a sigil of accuracy and a sigil of force.
GW2buildcraft kinda sucks compared to en.gw2skills but thanks anyways.
It does suck since its not updated and stuff, but it lists this:
Effective Power
Effective Health (EHP)
Damage Reduction
I havent seen another editor do that. Sure its a bit wrong and off, but its good for fast comparisons.another thing is that you don’t have the sigil of bloodlust on your builds. which means you have remove the 250 from the first part of the equation since that’s from an assumed 25 bloodlust stacks. which lowers your total to 4321.76052.
You’re really reaching now. I just assume everyone knows to stack Bloodlust then swap it off. So when posting builds the correct thing to do is put what you would swap off into. But hey, if you want to talk about it, I have 6 Superior Sigils of Bloodlust on my mule Thief, how about you?
alright. then factor out the sigil of bloodlust in my build, and replace it with the +5% damage signet instead.
Phantom.8130:
(2058 + 250 + (35 * 6)) * ((1 * .55) + ((1.5 + 1.2) * .45)) =
4444.27 DamageFall:
(2056+250+(35*6)) * ((1 * .48) + ((1.5 + 1.02) * .52)) =
4504.6464 DamageWhile I can understand the desire to want to use knights/cavalier, it pretty much can never win. Keep in mind with these damage comparisons too that the damage from omnomberry pies are not added to the Fall calculation, but the food in your build is, and it still loses. Cavalier/Knights should only be used with pretty much all Cav/Knights or its just a waste of space.
you didn’t factor in the extra 5% crit chance from the sigil on the dagger, which would change it from .45 to .5 which brings the math up to 4795.6
I didnt notice it, but the 5% damage from force is better than 5% crit chance from accuracy. You’d have to do:
Phantom.8130 Accuracy:
(2058 + 250 + (35 * 6)) * ((1 * .5) + ((1.5 + 1.2) * .5)) =
4658.3
Phantom.8130 Force:
(2058 + 250 + (35 * 6)) * ((1 * .55) + ((1.5 + 1.2) * .45)) * 1.05 =
4666.4835
Fall:
(2056+250+(35*6)) * ((1 * .48) + ((1.5 + 1.02) * .52)) * 1.05 =
4729.87872
another thing is that you don’t have the sigil of bloodlust on your builds. which means you have remove the 250 from the first part of the equation since that’s from an assumed 25 bloodlust stacks. which lowers your total to 4321.76052.