This particular issue seems to be due to the auto-loot from the pact commander mastery:
https://forum-en.gw2archive.eu/forum/support/bugs/Advanced-Logistics-Crashing-Client
I think it’s a non-issue as you don’t actually need Ascended equipment for the raids, trinkets can be bought with laurels and you will be getting Ascended drops in raids. A combination on the three and the fact that you can now change stats on Ascended equipment will mean that people who start raiding in Exotics will find themselves in useful Ascended equipment quite quickly.
Quite how they’ll be able to keep adding challenging new encounters when everyone is already at gear cap is the real question. The gearing barrier is how traditional raid games work, you release a new raid and everyone needs to upgrade their gear with drops from that raid in order to be able to progress, it slows down teams and delays the time until a raid is put on farm status. I imagine that teams will blast through new raid content in GW2 much more quickly. I’m curious to see if they have plans to combat that beyond splitting the raids into multiple small releases.
Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
This makes me a little uneasy. At the moment salvage is predictable, I’m not sure how they can “rebalance heavily input materials with more rare materials” and it will make sense in the current system.
Imagine they want to nerf Thick Leather, Elder Wood and Mithril Ore drop-rates, then what rarer items can they replace them with? For leather armour, wood weapons and metal weapons and armour that’s all you get! The only “logical” option is to increase the drop rate of Hardened Leather, Ancient wood and Orichalcum Ore but I imagine a straight decrease in the amount of raw materials you get per item salvaged is more likely.
That said, if I salvaged a piece of level 80 leather armour and got some t4 Rugged Leather Scraps instead of t5 ones I’d be quite happy.
SW chest runs are fine, it is available to everyone so let people do that if they wish to. I never understand why people feel the need to control what others are doing in a game. If anything, instead of nerfing the rewards here they should look to boosting them elsewhere.
“Within the open world of the Heart of Maguuma, you’ll earn and build two new armor sets with unique looks for light, medium, and heavy armor, five new weapon sets, and over 60 unique additional item skins, miniatures, and more!”
http://heartofthorns.guildwars2.com/game/maguuma/
The “open world” is important I think. There is also legendary armor from raids and a new guild armor set from guildhalls.
And this is why Irenio is amazing. He even considers that Druid could Not run staff, something that was not even(or barely) requested by Ranger player-base.
Meanwhile, Guardians have been pigeonholed into the Longbow(because Pure of Sight Minor trait) and have been asking over and over since before BWE1 feedback thread to have Pure of Sight moved, and our dev has not even addressed why he will not change it.
Dragonhunter forever doomed to be gated behind Longbow because we dont have Irenio.
I think you’re overstating it (“forever doomed”) and, worse, you’re calling out Karl over something that someone else is doing. Not a nice tactic.
That said I would also like to see Pure of Sight changed or moved. Even if it was something like 10% bonus at range, 10% less damage taken in close.
I don’t think the traitline minors should be entirely based on the weapon or slot skills you get with the elite (although you could use this trait with the ping-pong paddlescepter).
Not a single Guardian or Dragon Hunter in the world first raid kill.
I tolled you this would happen, with the constant nerfs to Guardians, the horrible Dragon Hunter, the constant power creep every other profession has received, and the new powerful elite specs others have received, there is no reason to bring us anymore to PVE content.
What is the role of the Dragon Hunter?
It offers less DPS, less group support, less healing, less everything! Our core traits, skills and virtues are far superior in every way! The only reason to go DH is if you want to roleplay or do open world zerg content.
what professions were used?
“Group comp, 4 Condi Engi (1 tankier hybrid), 3 Revenants, 1 Druid, 1 Chronomancer, 1 Warrior. Everyone was in Berserker, except the Condi Engis of course.”
This proves nothing about guardian or dragonhunter, just as it proves nothing about thief, elementalist, or necromancer. All it proves is that these guys played better on these professions (or that they prefer these professions). To quote imnotdom from the group who got that world first:
“I’m sure this could be done with an Elementalist, we just went with what we thought would work best for us.”
The operative part there being “we just went with what we thought would work best for us.” This was not some carefully crafted team that they had meticulously theorycrafted, this was just something they threw together.
https://www.reddit.com/r/Guildwars2/comments/3nipnp/world_first_vale_guardian_kill/
(edited by Pifil.5193)
The comparison to Tequatl is pretty good imo. When that was revamped there was an outrage you wouldn’t believe because the content was difficult. Now it gets pugged just like the rest of them. Raids will be no different.
You seem to forget, that in between outrage and teq getting pugged there were several nerfs, and increase of people using ascended gear. It’s not as if the people only learned to do Teq better – it actually really became easier to kill.
But i agree, it’s quite likely this is exactly what is going to happen to raids.
Also, and most importantly in my opinion, they changed the way conditions work so that all the players were actually able to do decent damage to Tequatl (but that was quite recent).
These raids will become “easier” when a bunch of people get comfortable with them, it’s the same with any raid in any game. People get used to it, it goes on “farm” status, people ask where’s the next raid?
If I buy the HoT expanison in the USA and give the code to my friend in Canada, will he be able to use it?
I believe so, so long as you buy from the site or a physical retailer (I don’t know about buying through the gem store). There is no region locking any more but the US and Canada were always in the same region anyway.
A stack of BLCs does, with the current price, cost about 69 gold. That is quite a bit more than simply buying the key directly from the gem store.
No, they cost between 2s 15c to 2s 73c so a full stack of 250 would cost about 6.9g not 69g. A single key on the gem store is 125 gems or about 25g at the moment.
Wrong. Hard = expensive. Anet cannot put gear behind “challenging” content because it will either be too hard (only 5% of ppl will beat it) or too easy (everyone will beat it in an hour and run out of stuff to do) and people will complain either way
That is how this game has been designed and how it will always work, barring a total overhaul of the game. It sucks (I play mostly light armor classes, so I agree that its just awful), but you cant just nerf the cost by 50% after thousands of ppl already have the armor. That would ruin the economy and kitten off a ton of people.
Gems to gold is not hard. I’d be happy if they changed it to:
1) change it to 2 scraps per bolt, 100 for damask
2) left it at 3 scraps per bolt, 50 bolts for damask.
No 2 is my preferred option. I don’t think either would ruin the economy, as the economy is far more than just the silk market, it would also increase demand for other cloth (and also metal and leather). If that was the case I’d make more than one set of each armour class.
That being said, yes if spirit shards are of this big a concern, I’d get the materials together but hold of on actually crafting the ascended armor.
Best advice here. Creating the materials is time-gated and gathering all the globs of dark matter can take time/money but you can assemble your armour and weapons very quickly once you decide what insignias/inscriptions you want.
That way you won’t have to expend further crafting materials changing stats.
http://wiki.guildwars2.com/wiki/Ascended_equipment#Stat_Changing
By the way, I am totally shocked that many posts suggest that casuals = no skills. In the days of vanilla WoW, people tended to think that casuals = players who cannot spend a lot of time gaming due to real-life commitments, and it had nothing to do with skills. There were many people with amazing skills in WoW claimed themselves to be casuals.
Yeah, I hate how that word has become twisted by people. Hardcore and casual refer to the amount of time you have available to play a game. A casual player is not a bad player, I’ve met plenty of “hardcore” players that are frankly terrible at these games and lots of “casuals” that are excellent.
I know the saying is “practice makes perfect” but playing something a lot doesn’t necessarily make you any better at it. It’s true in every other game and it’s true here.
Wouldn’t it be cool to go out with a bang before the release of HoT with a whole week of testing and tweeking?
They will be doing this anyway, testing, fixing and tweaking right up to the release date, and, inevitably, there will be a bunch of hot fixes after it goes live. They don’t need us for that, we’ll just be a distraction: they already know about the problems we’re encountering we’ll just have to hope they can fix as many of the issues as possible before release.
Be realistic. We are less than 3 weeks to ship. At this point you are not making major changes to a product but putting the final touches on it. Say they had it next weekend … less than 2 weeks by the end of it. Then give them some time to analyze the data and collate feedback, at least another few days, by the time they are ready to make changes they will have what, a week?
Precisely, I’m sure they already know about more defects than they realistically can fix in the next three weeks. A further beta would only distract from that effort.
I’d rather they spent more time on those than on cherry picking commits to cobble together a further beta.
I have bought the expansion, I still enjoy GW2’s basic gameplay enough to do that. That said I do have concerns about how little playable content seems to be coming with the launch of the expansion. There are no new dungeons, no new fractals, no new pve guild missions, the pvp and wvw guild missions mostly seem to be the current “dailies” you do with your guild.
What we seem to be getting is a bunch of system changes (changing how fractals work, how you access guild missions, adding new mastery XP bars to replace our current XP bars), 4 maps and an unknown amount of new story content. The raid won’t even be out at launch. Probably a good idea giving how buggy and unstable things seem to be right now. The new profession and elite specs are interesting but if there isn’t sufficient new content to go with it they’ll fall pretty flat, for me.
There are also new additions and changes to PvP and WvW but as those are being added to the base game they’re not much of a selling point for HoT.
Time and their post-release schedule will tell if I misplaced my trust in ArenaNet.
Mystic salvage kits are the reason, I think.
Wow, the op certainly has a high opinion of his/herself. In that spirit I’d like to take this opportunity to thank ArenaNet for taking my advice on adding more content to the game with HoT, you’re all welcome, even those who objected.
Silverwastes are fine, always accessible to people, raids are certainly not going to be a cash generator, perhaps instead of nerfing Silverwastes they should look to buffing other areas.
Will there be new PVE guild missions coming with the launch of Heart of Thorns?
I just want to highlight that this is the question I most want answered.
If not then when can we expect new PVE guild missions, as we’ve had the current ones for almost 3 years?
I understand it’s in Anets interest to get us playing quickly and smoothly but I am getting really, really worried about the download times at release of HoT. I want to be there from the start but…
That is a concern, the HoT patch will be huge. I’m getting speeds between 0k and 380ishk on a relatively small patch, why can’t their infrastructure handle this? Are they putting in place any kind of additional (short-term) bandwidth for the launch? Or will we actually get to play a couple of days later?
I would reccomend you NOT to take a day of on 23 or following days because most likely there will be a lot of lags, crashes, bugs, server queues – twice the chance since they start Halloween the same day. And GW2 does not feed you or pay your bills – cherish your work
A lot of people get paid holidays. I do.
Just saying.
Wow, such blatant trolling. Good work Behellagh.
Just do a double-reset for this week. That would be progressive and unlike other MMOs/companies.
That would seem to be a good idea to me. I mean, any guild that does their Guild Missions on the weekend wouldn’t even notice a difference then. They’ll do them once this weekend and once next weekend.
A guild that does their missions during the week might do a second set over the weekend but that makes very little real difference in the grand scheme of things.
Thank you. That was exactly my point.
It’s not the schedule change that’s the bother – that’ll be absorbed into the rotation the next week. The issue is the LOSS of one of our normal Saturday events. Sure, it’s only one week, but it’s very annoying, and very rude of Anet.
I take your point now. I don’t see it as rude, though, I think it’s just an oversight. It is a shame that it’s happening at the end of “Guild Week” though, it is likely that there’ll be fewer guild related activities running this weekend because of it. It is a beta weekend though, that’ll be enough for a lot of those of us who have pre-purchased.
Just do a double-reset for this week. That would be progressive and unlike other MMOs/companies.
That would seem to be a good idea to me. I mean, any guild that does their Guild Missions on the weekend wouldn’t even notice a difference then. They’ll do them once this weekend and once next weekend.
A guild that does their missions during the week might do a second set over the weekend but that makes very little real difference in the grand scheme of things.
wow people are getting super upset by this, just like EVERYTHING anet does. Theres always a group of people who get upset at anything anet does, even if anet gives every player 100 gems someone will complain. This change is happening, plan around it.
The thing everyone wants is 105 gems! This is just an obvious cash grab by ArenaNet because of… reasons!
No, I think we’re not taking this as personally as you are though. It’s a fact, it’s going to happen this weekend, once only, you can only make the best of it.
Isn’t it going to be for all guild missions from here onwards? It’s not like raids are going to disappear, right?
No, I meant that it’s only one time this weekend that his guild will miss out on their usual Saturday guild missions: they would have done them last Saturday and because of this change they won’t have reset in time for this Saturday so they’ll miss out. They will reset on Monday so they’ll be OK to do them next Saturday and every subsequent Saturday.
So you’re saying being kicked in the shins is OK, as long as nobody kicks too hard. You guys are great.
No, I think we’re not taking this as personally as you are though. It’s a fact, it’s going to happen this weekend, once only, you can only make the best of it.
Also, you can still do them, you just won’t get new rewards for them.
(edited by Pifil.5193)
So make sure that you’re online and ready to go straight to dungeons, fractals etc. I’m not trying to tell you you’re wrong (our guild missions are Sunday afternoon so we’re in the same boat) but not doing guild missions doesn’t mean you have to scrap your other plans.
Edit: also personally I’d prefer of it was Thursday, not Monday, gives you a “fresh” raid for the weekend.
(edited by Pifil.5193)
Wow, that’s one the most pathetic things I’ve read on the internet (and that’s saying a lot).
I’ll be pro sylvari, I’ve had nothing but good dealings with Trahearne, Laranthir of the Wild and the Pale Reavers. I’ll be glad to see them alive, and uncorrupted, in the jungle. We’ve all seen dragon minions we should know one when we see one.
I’m sure it is balanced around Exotics. Otherwise having Ascended equipment is mandatory and the whole “no grind” philosophy will be discarded.
I could see 500 jewelcrafting necessary for legendary backpieces. And 500 cooking could give buffs specific to raids that might be extremely useful.
You don’t need 500 of any crafting discipline to produce a legendary weapon so I don’t see why you would need 500 for a legendary backpiece (also backpieces aren’t jewelry, requiring armorsmithing, leatherworking or tailoring would make more sense).
It’s really not that hard to imagine anet could find use for both of these professions going to 500.
The only purpose either of these professions going to 500 would be to introduce more artificial “progression” to hide another crafting material sink and another grind.
Make no mistake here: the other crafting disciplines did not have to go to 500 when they added ascended recipes. All the ascended recipes they added could have all required level 400. Instead they increased it to 500 so we would sink our mats into levelling up crafting disciples (and presumably to slow down crafters a bit) but it was basically busy work.
Just a piece of feedback on the reward structure.
As others have said, but it bears repeating, the rate at which you could earn Blooms was terrible especially considering it was a four day event and the high-end rewards were 450 blooms (and 10 gold). I gave up on Saturday when I realised that I’d have to spend the entire weekend farming events and spend a small fortune waypointing about the maps in order to get what is basically a 10g bill for a potion. At the end of an entire weekend of playing I’d be down somewhere between 15-20g and would have nothing more to show for it than a infinite potion that gives you floating horns (which would probably just join the selfless potion in one of my alt’s bags). That’s just not worth my time.
Think of all the other ways you can play the game, sPvP, WvW, dungeons/fractals, boss trains, other open world PvE: the rewards for participating in this event should be as rewarding as playing those other ways. Instead it was a massive gold sink.
Lets look at the reward vendor a Masterwork Essence of Luck (50 luck) for 2s 48c and 10 Mordrem Bloom. That’s all the blooms you’d get from a decent half hour event and 2s 48c on top of the waypoint costs for the event for 50 luck. How could anyone think that was an actual reward worth offering? If you spent that half an hour running around a field killing mobs and then salvaged just the blues you got (selling the greens) you’d get so much more than 50 luck and also have some crafting materials that could be sold. You’d also get XP and money from greens and greys. Also it’s strange to offer Magic Find as a reward in an event where Magic Find has no use at all. Some of the other rewards are better at least but are overpriced in both Blooms and Gold.
So as I said before the mobs in the events should drop loot, for a while at least: I have no problems with some farming protection where only the first few waves of mobs in these kind of events would drop loot (if it takes on average 6 waves to complete an event then the first 8 waves should drop normal loot, 9+ should have a reduced chance of dropping loot, trailing off to a 0% chance of any mob dropping loot about wave 16 or so). These events should spawn more elites and fewer champions when they scale up but champions should still spawn occasionally. The contents of champion bags have been nerfed significantly so they are far less of an issue now, IMO.
When the event is over the spawner should drop a chest that contains a champion bag (for the spawner) and some Mordrem Blooms that you have to loot to pick up (perhaps only for silver and gold participants but I’m not sure there).
All this would encourage people to stay and finish the events rather than just tag and go in order to reach 20 stacks. The possibility of getting mob loot would also encourage AFKers to actually play, at the moment they can do nothing and get the same reward as someone playing, now someone playing will get better rewards.
Finally, now the individual events reward players for participating in them but the end of the invasion meta-event should reward people based on how well the map did. That will encourage people to work together and spread out to complete as many events as possible. This reward should probably only be offered to people who actually participated in a decent number of the events for that map.
I have no legendaries but I think it would be nice if they could slot a number of different runes or sigils. Maybe limited to 5 or so runes or sigils that you can change via a drop down. Otherwise I can see the stat swapping being used a lot less than people think.
^ But that is just the thing. People didn’t finish the events, they made sure to NOT finish them in order to get more champions to spawn for bags.
Then its simple: don’t spawn as many champions just spawn more elites with champion hit points regardless of the numbers of players. Or even better spawn legendaries. The problem was that it was easy to force the event system to spawn huge numbers of champions, once the game detects it’s being “gamed” out should react accordingly.
Peanut and Pumpkin are the real winners here!
As someone who has some very limited experience in programming, even I can say for certain (and I mean I’m super seriously right now you guys) it’s not at all beyond the realms of possibility to anticipate for this and build in ways so that this cannot occur. This level of pre-planning has simply not occured and it’s just not acceptable for what is a paid product. Instead of doing the hard work of writing to code to stop people abusing the event they went with the “rotten apple” principle and just removed rewards. It’s lazy and it’s unfair for the players of the game. I know I probably sound really preachy but this is basic stuff.
Indeed, the simplest, most obvious solution (to me at least) for this kind of farming is for there to be normal loot for the first few waves of mobs to spawn, then the loot dropped in that event starts to dwindle until you get no loot at all. It could be as simple as saying that only the first fifty or hundred or so mobs have any chance to drop loot or it could be a much more complex system that better takes into account the number of players at the event but either way a system like this should be applied to each event individually so farming the heck out of an event would have not effects beyond that event.
If you were to couple that with a mechanism where you get decent rewards for actually completing the event and a bonus based on the number of events completed throughout the map then I believe people will be far more inclined to complete them and move on to the next event rather than stick around to farm a slowly dwindling one and you wouldn’t have to hinder or otherwise impact on the players who’re actually playing the game “in good faith.”
I think the key thing I’d say about this is that, okay, this event has not really worked out and the rewards are a bit of a mess. It would however be really good if we could get some kind of confirmation as to whether or not the Mordrem Blooms are just for this event or if we’ll see them come back around again in a future event. That would make a huge difference between being able to casually enjoy some of the events over the course of the weekend or potentially just ignoring it because the grind to get some of the rewards is excessive.
This would be a great question to get an answer to now. I’ve given up on the event now but if we knew that the blooms would be useful in future events then I’d probably do another round or two this weekend. If not then I’ll probably just cash in the blooms I have and skip the rest.
I rarely come here to post or reply but I just want the devs to know how important it is for us players to not be punished in any way by having a disconnect in the middle of a play session, more importantly if we are going to lose any progress we have made in a said event. If there was a way to “save” that progress for a few minutes so we have the time to log back in, it would be great, and yes I know we can do the next event in 30 minutes but for some 30 min are alot and dont have time for more.
We completely agree with you. The team will be working on a way to address this. I don’t know if progress would be saved, that’s a question for a designer or programmer. However, at the least, we don’t want someone to lose their rewards!
Could you clarify as im now confused – you said previously that nothing could now ben done to improve the event – but you say Dev’s are working on improvements? does this mean the event will come back soon?
I believe that Gaile means, “The team will be working on a way to address this for future events” not this one, of course, only she knows for sure.
I would love if they had some way of giving us our rewards lost due to crashes, I had a map crash last night about 30 seconds from the end and it’s very frustrating.
I’ve gathered my feedback here, it should be pretty familiar at this stage but I just wanted to add my 2c.
Why don’t we get mob loot, experience and the token event completion reward of karma, xp and some copper? Is this going to be the case with future events throughout HoT? If so I’m starting to regret purchasing it. Without even experience you don’t have any feedback at all when you kill mobs, they just fall over.
For the Mordrem Blooms and future similar tokens, I don’t understand why the Spawners don’t drop them after they die the same way that the Toxic Offshoots dropped Pristine Toxic Spores (and still do, I believe) after being killed. If each Spawner dropped 3-5 then there’d be a real incentive for people to actually stick around rather than run to the next one to tag as many as possible. Having the event rewards drop on the map at the event location somehow (in a chest or other lootable object) would be enough to prevent that tag and run tactic forever.
You could also give decent awards when the invasion ends. For example, a Vine-Covered Crate for each 10 or so events completed on the entire map and bags of loot, blooms etc for each event you personally helped complete. That would encourage people to spread out a bit to ensure as many events were completed as possible. 4 zergs are better than one.
As it is with the extreme grind required to get the Blooms required for the final tier rewards and the additional gold cost for them this entire event feels mean to me. You had a chance to show the new players how much fun these kind of events could be, how everyone can work together to achieve things and instead you show them how unrewarding these events are, how miserly you are with rewards and how it’s best to run past events to tag as many as possible.
Finally, although these things happen and you must know this already, having events like these arrive so fundamentally broken looks really bad for new players that you’re hoping to have buy the game. It also means that map chat is full of people asking about the bugs and that inevitably leads to discussions about previous broken events. You’re not exactly making a good impression when that happens.
Edit: also, I’m disappointed at the “We’re at a point where we can’t change anything more about this event for this weekend without risk to the greater portion of the game”, I appreciated that there’s little you could do but you could, for example, half the costs of the more expensive items at least. With the rewards for completion as they are now a Thoughtless or Selfless potion for 225 is a lot more achievable than one for 450. They’re all account bound rewards anyway.
I hope that we will see an article or post showing the feedback and lessons learned from all this and that we’ll actually see the results of those lessons learned in the future. This shouldn’t have happened, you’ve been doing this for 3 years, you should know better.
(edited by Pifil.5193)
How the event should’ve been:
- The majority of the reward should’ve been based on how many events the WHOLE ZONE got completed, not individual. Zone completes 50 events? get 30 blooms, etc etc (numbers made up).
- The personal buff should’ve had a cap, like 5 or 10, and gives bonus Blooms or the crate when you hit max.
This is how it should have been! All other gripes aside change this and it is a much better and enjoyable event.
Only problem is, how does it deal with the AFKer’s? In which case, the buff could’ve been used again to even qualify for loot.
if anything…
Upon reaching 50 events wide done, max prize is 50 blooms
- getting a buff 1-9 gets you 15
- getting a buff 10 – 19 gets you 30
- getting 20+ gets you the 50
in other words, 50 is the max you could get out of the 50 available. So if the map got 40 bloom reward, then reaching 20+ would net you 40, and so on.
Its too late to change this now, but should be considered for future events
Although I agree with this in theory with the numbers you give it’s a bit broken and does reward people who run to an event tag it and move on to the next rather than finish the first: actually joining and completing 20+ of these events in 30 minutes is practically impossible if we take into account the time it takes to run from event location to event location or the time it takes the game to load after waypointing. You could, however, run to 20+ events hit a few mobs and run to the next hoping someone else finishes your “homework” for you.
That said, there are a number of ways of making people stay around though, for example, a buff that starts when you get involved in an event so you can only participate in one event at a time so it’s in your best interest, a chest or other lootable object that spawns at the end of the event with your reward for the event, like how the toxic offshoot could be looted for pristine toxic spores, or have the event change to a second, much shorter “phase” after the first one was up, so for example, the spawner could turned into a secondary mob a champion/legendary “punchbag” that people had to kill in order to get the event reward.
This is the kind of discussion that they should be having in ArenaNet though. How do we encourage people to complete an event rather than encourage event tagging or worse reward situations where failing is better than succeeding.
From what I can see here this is not something they considered. I wonder how much they’ve actually learned from previous events like this. If you continue to repeat the same mistakes you cannot really claim to be learning.
For the blooms, I don’t understand why the Spawners don’t drop them after they die, like the Toxic Offshoots did (and still do). If each Spawner dropped 3-5 then there’d be a real incentive for people to actually stick around rather than run to the next one.
They could also give real awards when the invasion ends a Vine-Covered Crate for each 10 or so events completed by the map and bags of loot etc for each event you personally complete.
As it is, I can’t be bothered with this event anymore. Doing anything else is more rewarding.
Its just poor design. The people who designed this event should be ashamed
This is the crap I was talking about earlier in my post. You should be perma banned.
Have you stopped trying to think of yourself as a rational person and accepted that you’re not, then?
I don’t get why this is a few days only when compared to a week or two of a single event we had in the past.
They don’t want to turn the f2p players from becoming farmers? Well it ian’t going to work as if they played the game long enough, they will farm in one way or another.
I wouldn’t be surprised if they decide to extend the event due to “popular demand”, I wouldn’t be surprised if they always planned on extending the event due to “popular demand”.
Why don’t we get mob loot and experience? Is this going to be the case with events throughout HoT? If so I’m starting to regret purchasing it. Without even experience you don’t have any “yay you killed something” feedback when you kill mobs, they just fall over and because you don’t get experience people don’t rally off mob deaths, and any on death sigils and runes won’t proc.
Surely you know this by now ArenaNet?
With the extreme grind required to get the blooms required for the final tier rewards and the additional gold cost for them this entire event feels mean to me. You had a chance to show the new players how much fun these kind of events could be, instead you show them how unrewarding these events are and how miserly you are with rewards.
I enjoy this game. I don’t play it for the rewards. Yes, I work towards things, but for me it’s about the community and the journey. As far as I’m concerned the reward means nothing without those two factors. You can be as skeptical as you like. I’ll sleep just fine tonight.
Then those are your rewards. I’m not trying to shoe horn myself into your conversation (well, I obviously am) but in reward/motivational theory there are two main types of rewards, intrinsic and extrinsic. Put simply, intrinsic rewards are those like you mention, “the community and the journey” rewards you get simply for doing the activity, extrinsic rewards are things like loot, gold, xp or some other number going up. Different people are rewarded by different things, some purely want the intrinsic rewards, some the extrinsic ones, most I would say like a mix of both.
It’s simply that when people who are rewarded by participation say they want no rewards they simply mean they don’t want extrinsic rewards (if you didn’t find participation rewarding then you wouldn’t be playing the game).
Anyway, I’ll duck out now.
Here’s the thing Ren, I didn’t see any “toxicity” but I did see a lot of annoyed and disappointed people, and those people who are annoyed and disappointed actually are the community. The new players are seeing just what they’re getting into. That’s actually a good thing.
Here’s the thing: no, you saw a handful of annoyed and disappointed people. On one particular map. A few people don’t represent the community; they are just the vocal minority with a particular point of view. (That also goes for people with rose-colored glasses posting apologies for ANet in the forums — they, too, don’t represent the community.)
I’m not bothered by people hating an event or being upset with ANet for tarnishing what should have been one of the more exciting things to happen in the live game in the last 8 months. I agree with many who find it mind-boggling that ANet still fumbles things that seem like they should be easy wins.
I would argue that they are just as representative of the community (such as it is) as anyone else is. I take your point that a community is not a single mind and a single opinion but made up of individuals with vastly different feelings and attitudes. If we’re going to refer to a GW2 community at all then, yes, they are just as representative of that community as the white knights are. This is what the GW2 community is,good and bad alike.
No, what bothers me is when those people post in /map chat in way that suggests that that’s the only point of view. And that they can’t wait for me to see for myself just how fun (or dumb or pointless or awesome) the event is. They aren’t just upset — they expect others to immediately validate their point of view and expect ANet to support the forum in which they do that.
tl;dr one’s right to express one’s opinion doesn’t necessarily extend to shouting it in the face of others, who might not share it.
I hardly think that posting in map chat counts as “shouting in the face of others”. Also, that there exist people who are incapable of accepting that there are multiple points of view should be no real surprise to anyone on the internet. To maintain my sanity I mentally insert “in my opinion” whenever I read peoples map chat.
13 no reward. 11 server crash after the laggiest experience I’ve had in ages on this game (the game continued running, I could see players running into walls, then huge rubberbanding as the server caught up before it eventually crashed after a few minutes of that). Am I going to get rewards for both those sets? And if so what?
5 blooms?
Or is it 5 × 13 and 5 × 11?
Here’s the thing Ren, I didn’t see any “toxicity” but I did see a lot of annoyed and disappointed people, and those people who are annoyed and disappointed actually are the community. The new players are seeing just what they’re getting into. That’s actually a good thing.
No offense sir but after a comment like that you’re not deemed a good judge of negativity. o_O
None taken. And, no offence in turn, but I feel the exact same about you after your comment.