Showing Posts For Pixelpumpkin.4608:

Mad King's Dungeon returning?

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Well, nothing in today’s update. Sadface

Clarification on toxic spore cleanser achieve

in Tower of Nightmares

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I did the champ train in queensdale and found the troll, boar, oak and wasp can all be corrupted (probably the spider too). There are also 2 toxic spore events which often have appropriate mobs. I have 10 of 25 spore creatures done already and it’s not even a whole day in the event.

This ^

I assume that any Krytan or Maguuman champion with their own event has a 30-50% chance to be corrupted.

The quickest way to get this would be to join the Queensdale champion train for a bit; the easiest way to get it would be to do what you always do – daily champion, random dynamic events etc. – there’s a good chance that you’ll get the achievement before November 11 without even trying.

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

in Tower of Nightmares

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I don’t like finishers in PvE for two reasons.

  1. It’s immersion-breaking. I know, I know, it’s GW2, so what immersion? But I like to still try at least a little to feel like the story is actually happening. I will suspend disbelief when I can and GW2 doesn’t need even more elements that make that harder.
  2. What motivation could ANet possibly have to introduce finishers into PvE a year after release, other than to sell more finishers via the gem store?

Now enemies in PvE getting downed, with the ability to heal each other or themselves, is fine. I have nothing against that, in fact I appreciate it as it adds another element to combat itself.

Just… not with the super big, nonsense, gem store finisher animations, please.

GuildWars 2 Inspired Pumpkin

in Community Creations

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Also very beautiful <3

Can't choose, LF ranged gameplay

in Players Helping Players

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Maybe try engineer. It is mainly a short-range class. I.e. engi weapons and skills don’t have the range that bows have, but you’re not forced to melee if you don’t want to. At the same time, engis have tons of HP so moving into melee range and back out for some special close-range skill isn’t dangerous.

Main weapons are pistol/pistol, pistol/shield or rifle.

Most of the kits’ skills are ranged, too: flame thrower, elixir gun, toss elixirs, place turrets, grenades.

Then there’s some stuff for should you feel like going melee: bombs, tool kit… but really, it is a class that was designed with ranged playstyles in mind.

It is amazing fun and the versatility allows you to change your playstyle on a whim.

In-game Poll

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

When did the in-game poll start?

There is no in-game poll. This thread is about how it would be a good idea if there was one.

Can anyone really see through the clutter?

in Guild Wars 2 Discussion

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

OP complains about clutter due to particle effects.

ANet replies about clutter due to UI.

:D

~

Dear Devs: The UI is fine (although if you insist on improving it further, why not) but it is the particle effects that is the problem.

Improving Monthly Achievements

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I see the same problem, but I’d still rather go with this solution:

I see people asking for monthlies to be easier (more categories to choose from, etc.) and other people asking for them to be harder (as they run out of things to do just days into the month).

My suggestion is this:

Make the different categories have unlimited tiers, with each tier being twice as hard as the one before.

This way, casual players could aim for their tier 3 achievement point in puzzle jumping (example), while hardcore puzzle jumpers wouldn’t run out of something to strive for.
Monthlies would never seem too hard to even bother (150 audiologs? why even try?), nor would people run out of veterans to kill two dungeon runs into the month.

At the end of the month, they would still be reset, so at the beginning of the next month the first few points would be easy to achieve again.

The only caveat with this, I think, is that laurels would have to be removed from the equation; so maybe there would have to be something else to compensate for that. (Example: 1 laurel / day for completing 5 dailies; additional laural possible for completing another daily category.)

Chainsaws. Why not?

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Two ideas
1.Engineers have grenades, flamethrowers, and drug shooting guns. I don’t think a chainsaw would be that out of character for them. I’m sure theres a bajillion issues with balance and stuff that would have to be discussed and decided but I honestly think it would be a worth it addition to the game.

2. Allow engis to drop their weapon kits like eles drop the elemental weapons. This would open up a lot more tactical options, give everybody a chance to use some fun weapons, and provide the opportunity to add a couple more traits to the engi.

On their own these are both perfectly reasonable ideas. but I would like to add if they are both ever implemented it would give every class in the game the opportunity to use a chainsaw in combat….I’m not sure if that’s a good or a bad thing but i’m still suggesting it.

Comments?

I like it. There, I said it.

Mini pets and water :(

in Bugs: Game, Forum, Website

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

This is intended behavior, this is to prevent mini pets without underwater animations from being used or summoned in water.

You don’t have to add underwater animations to the minis. They don’t need animations at all.
Just draw a bubble around them and have them float.

(Also, the in-game mail bird doesn’t have an underwater animation either, and that never bothered the devs…?)

The other option would be to automatically re-spawn the activated mini when a player leaves the water / has ported into a new zone / …
I would us minis if I didn’t have to double click them every few minutes.

Guild Wars Pumpkin Carving

in Community Creations

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

That’s beautiful

Mad King's Dungeon returning?

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Fingers crossed!

Homophobia & the Ignore System

in Guild Wars 2 Discussion

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

  • Ignore does work

Uh… no, it doesn’t.

Collaborative Development Topic- Living World

in CDI

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

The Living World conept in general? I like it. I am not one of the people who think content should be released in an expansion. I can take it in small doses.

That being said, in the execution, some things could definitely be improved. Other things have already improved.

Living world achievements: you’re doing it right

The way you handle living story achievement has, in my opinion, greatly improved:

  • The living story meta should be easy enough for all types of players (including super casual ones) to complete, simply by playing the game, with a minimum of grinding involved. The last few updates got this right by including one or even two daily achievements. I’d rather carve 5 pumpkins on a Monday than 250 over the course of two weeks.
  • “skill” or “patience” type of achievements should be tied to permanent content, while “story progression” and “participation” type of achievements should be tied to the temporary living story chapters. The Tequatl and TW Aetherpath chapters got this right.

I feel this is a good direction to go in, and would be happy if you kept it this way.

Is two weeks too fast?

While I personally feel I can keep up with the two-week rythm because I’m relatively flexible with my own schedule, most people on this forum think that two weeks is too fast. I think this perception changed a little when much the pressure was taken out of the achievements (see the paragraph above).

I would like to point something out though in response to your own argument, which I think is flawed.
You once said (I’m paraphrasing): “We monitored player activity and saw that player numbers dropped after 2 weeks, so we increased the frequency of updates accordingly.”
Now that you add content every two weeks, I am trying to get everything done in the first week – a) so I have a safety buffer and b) because achievements, sadly, now have a track record of breaking in the middle of the living story chapter. So I have to try and get everything done in the first week.

No matter what timeframe you choose, you will always have more players in the first half of it – until the point where you push players so far that they can’t even do that anymore and need all the available time to complete the content at all.

Handling bugs in Living World

I’m in two minds about this.

On one hand, I totally get that you don’t want to dedicate all the precious dev time to fixing bugs for content that will be gone in 2-4 weeks anyway.

On the other hand, the temporary nature of the content (including achievements) creates pressure for the players, so the acknowledging of bugs becomes more important.

In my opinion, there should be a separate bug forum for living world bugs. Maybe even on a per-chapter basis. In that forum, any reported bugs should be acknowledged. If the comment is, “We see that this is not working as intended, but we don’t have time to fix it / have other priorities / etc.” then that is preferable to silence, which is perceived as “we don’t care” and/or “we don’t read bug reports”.

Delivery of information in game

I see you’re trying to do a lot of things – in-game mails, markers on the maps, etc. Many people have pointed out that this isn’t enough because it doesn’t necessarily give the player enough context. Some players have made rather good suggestions (ranging, from “short stories in the hero tab” to an “in-game library” to “achievements that encourage players to seek out information on their own”). I know that you’re already aware of this, so, well, keep working on it.

The story itself, style, mechanics, etc.

Some chapters were more fun to me than other chapters, but all in all, I’m pretty content with it. I personally don’t care that the story didn’t feel super epic, I find a lot of pleasure in smaller-scale, more personal stories anyway. And I wouldn’t tell your writers how to do their jobs, I’d rather they surprise me.

I want to say that I appreciate the level of experimentation. For instance, I know that the election chapter wasn’t very popular, but I love that you tried it out, and hope you will try more things like it in the future.

That’s all I’ve got.

(edited by Pixelpumpkin.4608)

Homophobia & the Ignore System

in Guild Wars 2 Discussion

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Secondly, thank you for providing feedback about the in-game ignore functionality. If I understand your post correctly, what you’re looking for is to have the ignore function include map and team chat. Is there any other functionality you feel “Ignore” should have or that you feel is not working properly?

Blocking a person should block all their output, in all chat channels.

In addition, I’ll leave this here:
https://www.google.de/search?q=site%3Aforum-en.guildwars2.com+block+emote

A loose collection of threads that have been created in the past about the block functionality and emote spam.

Thanks.

Homophobia & the Ignore System

in Guild Wars 2 Discussion

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Block & move on.

That’s what the OP tried, but the block is broken and doesn’t affect emotes (including /me), /map and /team. Thus it is currently impossible to actually block someone else. That, too, is a legitimate discussion.

These two things probably shouldn’t be mixed in the same thread though.

Achievement Checklists [with screenshots]

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I have a spreadsheet to keep track of this sort of information, but yes, I shouldn’t have to do that.

The game knows which dives / dungeon paths / etc. you’ve done, which cultural armor pieces you bought, etc.

With the achievement UI overhaul, achievements were given dedicated mini-pages with a lot of room for additional information, and there is no excuse for the game to not display it.

Lunatic Inquisition Regular Broken?

in Bugs: Game, Forum, Website

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

That still doesn’t explain how I played 10+ games, only 2 of which registered for “lunatic regular” at all.

Achievments fail after after 'A Sweet Friend'

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Go to the Black Citadel.

Follow the yellow “living story” icons on the map.

Skill Alteration 1.5

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I like it!

I was Vigil and now I'm the Lightbringer

in Bugs: Game, Forum, Website

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

All I ever heard on the subject was that “no, you can’t change your order.”

Mercury ranique, do you have any sources at all that state that this is indeed intended? Such as a dev post, in-game description, or other credible source that goes beyond players speculating? I would be very interested to read them.

Am I the only one that enjoy the LS

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

yes, yes you are indeed.

Speak for yourself. Thank you

Lunatic Inquisition Regular bug

in Bugs: Game, Forum, Website

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

There’s at least 6 different threads about this now – can we get some clarification by ANet please whether this achievement is broken, or whether the achievement text just doesn’t tell us what to do in order to get the counter up?

Patch previeuw

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

The release page says absolutely nothing about the tower itself. What is it? Story instance? Mini-dungeon (PvE)? Dungeon path? Jumping puzzle? PvP-mini-game?

The release page is shrouding the tower in mystery, this is obviously deliberate.

It could be ANYTHING.

It could be the best thing ever, or totally lame. I, myself, am pretty excited. I kinda like the Krait. I mean I hate meeting them in PvE, but I like them from a lore point of view. And right now I’m just glad it’s not the Aetherblades… (better not be!)

No more Cartoons. Use Dark storylines.

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

why is Tequatal still in dailies?

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

At the very least, the achievements shouldn’t be called “boss week” anymore.

No more Cartoons. Use Dark storylines.

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

The story have to be darker and more serious to capture the correct target audience. There are murders.

http://wiki.guildwars2.com/wiki/Ceremony_and_Acrimony

There are slaughters.

http://wiki.guildwars2.com/wiki/Fury_of_the_Dead

There are betrayal by best friends and family.

http://wiki.guildwars2.com/wiki/Demmi_Beetlestone

They are unlikely heroes.

http://wiki.guildwars2.com/wiki/Help_the_skritt_challenge_the_bandits

But most importantly,

There are kitten s.

http://wiki.guildwars2.com/wiki/Chauncey_von_Snuffles_III

Labyrinth vs. Maze

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I complained about this in game, and got told that it’s a labyrinth that is in ruins. I didn’t go and confirm this, but there are obvious places where walls have fallen down. If somebody could confirm that this was originally a labyrinth, I’d be happy.

I can’t get into the game right now.

Somebody confirm this so I can sleep tonight.

:)

Labyrinth vs. Maze

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

The Mad King’s Labyrinth is not a labyrinth; it is a maze. I’m kind of sad that it isn’t called Mad King’s Maze, for the nice alliteration on top of being correctly labeled.

A labyrinth, by definition, has only one path (no junctions). http://en.wikipedia.org/wiki/Labyrinth

(I blame “Labyrinth”. The structure in the movie was a maze. But I guess that just didn’t sound as mysterious as a movie title.)

In-game Poll

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

It doesn’t have to be immersion-breaking – I believe we found a way that would affect players in a minimal way (repost):
__________________________________________________________
The connection between what players are doing and how they feel while doing it can be difficult to determine using login statistics alone. Allowing players to opt into a an in-game survey would allow the widest range of players (not limited to forum users) to provide instant feedback on the events and the game.

Using this data, Arena Net can not only see what players are doing, but what they like, and don’t like. This data could become a valuable tool in shaping future content.

Below are mockups I have put together based on the ideas o myself and a few users on this forum (Erick-Alastor, Marcus Greythorne, and crazylegsmurphy, who helped me with the screenshots). Please take a moment to look them over, and please don’t hesitate to ask for any clarification or provide suggestions.

See attached images at the bottom of the page

Overview Image 1
Overview Image 2
____________________

1. Giving Players Choice

Surveys are only good if the people taking them actually want to. The following image shows how, once the survey was implemented, players would be prompted at the character select screen with a dialogue box asking them if they want to take part.

Mockup 1a)

If a player chooses not to participate at this time, they are presented with another prompt letting them know they can, at any other time, turn this on in the “Settings” menu.

Mockup 1b)
____________________

2. In-Game Prompts

During initial discussion, most players indicated that they would not be happy if the game was constantly shoving surveys in their faces as they played. To minimize UI clutter, Guild Wars 2 player Erick-Alastor proposed that an additional icon be added to the menu bar which would use the existing paradigm to alert players to new surveys.

Mockup 2a)

This icon would remain on the menu unless the player has chosen to not participate, or turn off in-game surveys completely.
____________________

3. Instant Event Feedback

An in-game survey would allow players to instantly provide feedback to events they’ve just completed. For example, a player has just completed the Jormag world boss fight for the first time. As soon as the event ends, they are given a new survey alert at the top of the screen. Clicking on the icon would bring up the survey window allowing them to quickly provide feedback.

Mockup 3a)

If a player doesn’t have time to complete the survey they can simply close the window. The survey will remain in the list until the player chooses to fill it out.

Mockup 3b)

In the event that a player does not want to fill out a particular survey, they may choose to “skip” it, which would permenently delete it from the list. This gives the players the option to only fill out the surveys that are important to them, without being overwhelmed.

Finally, once a player has filled out each question, the “Submit” button becomes available. This eliminates premature submissions resulting in partial data.
____________________

Pros & Cons

Surveys can be a very good way of gathering data, or very easily manipulated and biased failure. Below are some of the pros and cons I can see with creating an in-game survey. Please feel free to add more, and discuss these.

Pros:

- Potential to reach a wider and more varied percentage of the community
- Allows ArenaNet to gather data about how players “feel” about the game to supplement login/play data
- Players can give much more immediate feedback, cutting down on misinterpretation later
- Allows ArenaNet to provide players with concrete data to solidify design choices.

Cons:

- Additional clutter of the UI / Interface
- Potentially immersion breaking for some players
- Possibility of becoming “spammed” with survey alerts as players participate in multiple events
- Bad questions could result in biased, or meaningless data

Attachments:

(edited by Pixelpumpkin.4608)

Lunitic Inquisition Ques please

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Collaborative Development- Request for Topics

in CDI

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

  1. In-game survey. I think it could work really well, and without disturbing gameplay.
    Please find the details in this thread: Unintrusive in-game survey
  2. Player housing. I still think Mad Queen Malafide’ idea of slap-on doors kicks total bottom, and I’d be happy to discuss ides around player housing lots and lots.

Unintrusive in-game survey (with pictures!)

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

The connection between what players are doing and how they feel while doing it can be difficult to determine using login statistics alone. Allowing players to opt into a an in-game survey would allow the widest range of players (not limited to forum users) to provide instant feedback on the events and the game.

Using this data, Arena Net can not only see what players are doing, but what they like, and don’t like. This data could become a valuable tool in shaping future content.

Below are mockups I have put together based on the ideas o myself and a few users on this forum (Erick-Alastor, Marcus Greythorne, and crazylegsmurphy, who helped me with the screenshots). Please take a moment to look them over, and please don’t hesitate to ask for any clarification or provide suggestions.

See attached images at the bottom of the page

Overview Image 1
Overview Image 2
____________________

1. Giving Players Choice

Surveys are only good if the people taking them actually want to. The following image shows how, once the survey was implemented, players would be prompted at the character select screen with a dialogue box asking them if they want to take part.

Mockup 1a)

If a player chooses not to participate at this time, they are presented with another prompt letting them know they can, at any other time, turn this on in the “Settings” menu.

Mockup 1b)
____________________

2. In-Game Prompts

During initial discussion, most players indicated that they would not be happy if the game was constantly shoving surveys in their faces as they played. To minimize UI clutter, Guild Wars 2 player Erick-Alastor proposed that an additional icon be added to the menu bar which would use the existing paradigm to alert players to new surveys.

Mockup 2a)

This icon would remain on the menu unless the player has chosen to not participate, or turn off in-game surveys completely.
____________________

3. Instant Event Feedback

An in-game survey would allow players to instantly provide feedback to events they’ve just completed. For example, a player has just completed the Jormag world boss fight for the first time. As soon as the event ends, they are given a new survey alert at the top of the screen. Clicking on the icon would bring up the survey window allowing them to quickly provide feedback.

Mockup 3a)

If a player doesn’t have time to complete the survey they can simply close the window. The survey will remain in the list until the player chooses to fill it out.

Mockup 3b)

In the event that a player does not want to fill out a particular survey, they may choose to “skip” it, which would permenently delete it from the list. This gives the players the option to only fill out the surveys that are important to them, without being overwhelmed.

Finally, once a player has filled out each question, the “Submit” button becomes available. This eliminates premature submissions resulting in partial data.
____________________

Pros & Cons

Surveys can be a very good way of gathering data, or very easily manipulated and biased failure. Below are some of the pros and cons I can see with creating an in-game survey. Please feel free to add more, and discuss these.

Pros:

- Potential to reach a wider and more varied percentage of the community
- Allows ArenaNet to gather data about how players “feel” about the game to supplement login/play data
- Players can give much more immediate feedback, cutting down on misinterpretation later
- Allows ArenaNet to provide players with concrete data to solidify design choices.

Cons:

- Additional clutter of the UI / Interface
- Potentially immersion breaking for some players
- Possibility of becoming “spammed” with survey alerts as players participate in multiple events
- Bad questions could result in biased, or meaningless data

Attachments:

(edited by Pixelpumpkin.4608)

Lunatic Inquisition Regular Broken?

in Bugs: Game, Forum, Website

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Same problem here.

I went in through LA, got the reward box, no achievement.

Please stop with the website stories...

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Huh, I didn’t even know about the story until I noticed this thread.

That is exactly the problem.

Fan vs Staff

in Living World

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Fan vs Staff

Attachments:

I feel like they kinda phoned this one in.

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

The dungeon isn’t :C

Do keep in mind the dungeon didn’t open until halloween. Not sure if you’ve noticed the date or not, but that’s still a ways away. In fact, it happens to be about two weeks away….

(Two weeks is the release schedule for LS updates, just in case anyone is wondering.)

You’re right. We don’t know what is in store for the next few days or weeks. Wait and see, I suppose.

Clock Tower glove reward

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I don’t see why this wasn’t made once per character as last year’s was. It’s account bound (heck make it soulbound on acquire). I hardly see any harm in that.

Yeah.. this.

I feel like they kinda phoned this one in.

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

This year, all those things are back,
Here are a few ideas I think would have been much more fun this year.

The dungeon isn’t :C

… and I have to say, even accepting that the original (partially completed) achievements won’t be back, the lack of new achievements for the Clocktower, but also Lunatic Inquisition, feels… weird. While I mostly appreciate the fact that I only have to carve 5 pumpkins for a daily achievement and not 500 for a living story one (REALLY!), a tiny recognition (i.e. with low numbers) of _all_aspects of this halloween in the living story category would have been nice.

- Haunted House
- Actual Trick or Treating (dress up and go door to door in cities, towns, etc)
- Clock Tower 2.0 with a more (Arkham Asylum: Scarecrow feel)
- Graveyard events
- Costume Contests
- Zombie Walk (PvP style games using zombies)
- A darker, more scary Lions Arch
- Pumpkin weight guessing (like Moa Race)
- Scavenger hunt 2.0
- Bone Weapons / Armour

Love all of them.

For Haunted House, please see this thread: Cadecus’ Haunted Manor

Love the idea of graveyard events. There’s quite a few burial sites spread across Tyria, not just in Kryta. It would’ve been fun to visit them all for an achievement or event.

Actual Trick-or-Treating in town clothes? Would have been fun.

But my favourite is the zombie walk. I am guessing that it would have been eay for ANet to turn players into risen, seeing how the components are already in game. Could have been a race where you block other zombies off, like a zombie version of sanctum sprint (minus the crazy jumping).

Mad King's Clock Tower achievement ?

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Still kind of disappointed by this. Last year I didn’t beat the Clocktower, but after a year of practicing (and beating all other JPs in game) this year I might, when I find some time. I fully expected an achievement (be it the old one or a ne one) to be tied to this.

When the SAB returned, it did so along with the World 1 achievements, after all.

Event length

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I wish I had known the Twilight Arbor – Living World achievement was only a two week affair. It would be cool if there was a countdown timer in each Living World achievement set, just like daily and monthly sets.

https://forum-en.gw2archive.eu/forum/game/suggestions/Timer-on-living-story-achievement-page

Sigh.

No repair NPCs this year, either?

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Yeah, a repair NPC by one of the two waypoints inside the labyrinth would be great.

No Book Back Item Hunt back also!!

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Add me to the list of people who were hoping to complete theirs.

Trick or Treat doors, WTH?

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Finally could you give the “enter labyrinth” option an extra prompt or something, because I had to waste a lot of time and waypoint costs because of accidentally entering doors while I was trying to pick up the trick or treat bags.

This happens to me a LOT and it is really annoying. Exiting the labyrinth ports me to LA instead of back where I was, so any loot I was going to pick up is long gone by the time I get back.

Clock Tower Gloves 1/Acct

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

+1

Cadecus' Haunted Manor (for next year)

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Cadecus’ Haunted Manor (for next year)

I was sold when I read the title.

achievemnets from last year not returning. :(

in Blood and Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I’m in two minds about this.

One one hand

  • I was one of the people who complained about “grindy” achievements in the past: carve 3905734 pumpkins, hit 23486357 pinatas, etc. Now they changed it so these are only part of dailies, in “healthy little doses” which is totally acceptable to me. The new achievement paradigm is better.
  • I have no problem with some things being only available for a limited time. Life is exciting because thigns change, and that means you win some, you lose some.

On the other hand

  • People were hoping to be able to finish achievements they had already started grinding out, and of course they’re disappointed now.
  • Not all content has to be permanent and not all items, titles, achievements etc. have to come back, but I see no reason to not make Halloween and Wintersday an exception to this. I mean, some achievements are story-driven and should be one-time (like the Bloody Prince stuff) and others are generic an could easily have returned (or just displayed under both the Mad King and the Bloody Prince category), like pumpkin carving.

Also

  • I missed the dungeon last year but I hear that it was really fun, and I was rather hoping it would be back.
  • There’s currently no achievements for lunatic inquisistion (other than daily activity), which is weird, given how achievements are used to draw players into activities in every single other instance in GW2. Now I’m used to having that carrot dangling in front of my nose!

Timer on living story achievement page

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Thank you.

PS: I’m flattered.

Pls give us "Right Click Join/Invite Party"

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

… you already can right click to invite or join…

It doesn’t always show up on chat when u right-click on a player’s name.

Exactly. /invite and /join are inconsistent: one works in the contact list or in chat and the other requires you to click on the actual character in open world. It is always annoying when I log on and try to join my friends’ party: I have to ask them to invite me, or I have to find them on the map to self-invite.

DC = Not getting chests/bossloots!

in Bugs: Game, Forum, Website

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

We need a proper solution for this.

Please support this thread.
https://forum-en.gw2archive.eu/forum/game/suggestions/Disconnection-grace-period/