~ Whips ~ City Minigames ~ City Jumping Puzzles ~
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Good feedback!
I’d like to add:
- For Frizz and epecially Mai Trin (seeing as the fight takes so bloody long with or without wipes), on wipe, allow players to start with the current stage, and not always with stage 1. It will make sure that players have to complete all stages (and they get progressively more difficult) but don’t waste so much time on repeating fights they’ve already won.
- Add a waypoint closer to the end boss room.
Visual design
Overall: awesome. I love the look and feel of the dungeon. If it wasn’t so frustrating (for me), I’d run this dungeon just to be able to spend more time there, independently of any rewards.
Story
The cut scenes were so short that first I thought I’d accidentally cancelled them somehow. The MF ones were much more immersive.
And: the whole “Sky Pirates” thing needed a little more “sky”, in my opinion. Right now it is only the airship achievement that seperates the Aetherblade from other groups of bandits. (I’m hoping that my impression will change when we get to the jumping puzzle.) But some more air-related things would have added massively to the atmosphere. Examples: the end fight mechanics could have included air-dropped supplies/turrets; rocket boots instead of shadowstep; that kind of thing.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Think of it as training mode. Teach people the mechanics in an environment where they can make mistakes and recover from them without dying and resetting the entire fight and then they can graduate to normal mode where things are faster, telegraphs are shorter, CCs are longer and the entire dungeon is just that bit more unforgiving.
This.
If on wipe you would start at the stage that killed the group instead of stage 1, that would have helped already too.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Any ideas/suggestions are welcome
Sure thing! Here’s mine:
https://forum-en.gw2archive.eu/forum/game/suggestions/Monthlies-how-to-make-them-easier-AND-harder
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
They should have split the dungeon into story/explorable.
The difference could be in the number of monsters, skills they use and their damage so it would be easy/hard mode kind of thing.For example in story there would be less silver mobs, golems at frizz wouldn’t have pull, mai would deal less damage, have less stacks of the buff and barrage phases would be shorter.
In terms of achievements the “beat the boss” would be awarded in story (normal mode) while the skill challenge ones could be gotten from explorable (hard mode).
This way people that want story wouldn’t be left out while the rest of the community had their challenge.Is this that unreasonable to foresee?
Sounds perfect to me.
An even easier solution would be to limit Frizz and Mai Trin to the first 2 (or even 3) out of their 4 phases. The rest of the dungeon wouldn’t even need any tweaking.
Like the SAB, it would allow players to “climb” the learning curve one step at a time, or go home with the story finished but without the skill achievements.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I abandoned the game for 6 months for many reasons but my top list.
1. Fractals. When this started up- it was Wow and every other MMO I have ever played all over again. I don’t have the time to grind endlessly. Legendary Weapons being difficult I can accept given my circumstances. Fractal progression… that was my breaking point.
(I have not completed a single Fractal yet… I think I know where the entrance is…)
Perhaps it would interest you to know that the items with ascended stats that you get from fractals are also available for purchase by laurels from the daily achievement and guild commendations from guild missions (which are fun).
I have done a few fractals (like 10), they were actually fun. I have full ascended accessories, rings and amulet, just not the backpiece, which has low stats anyhow.
Your ‘breaking point’ wasn’t really at all what you assumed it would be. I don’t mean to be rude, but you should have at least tried the content or stuck around to see how it affected the game before ditching because of it.
As far as I know, the ascended gear that you can buy for laurels does not have agony resistance. You have to run fractals in order to get AR gear that helps with fractals.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
You can just go out and kill 1 Aetherblade in each area and get the first tier of the achievements, or do the dungeon and get just the basic achievement for finishing it – being rewarded for participating.
But very few people seem to be happy with that.
I see what you’re saying, and I believe that there is a solution (or possibly more) to it anyway. Some ideas:
https://forum-en.gw2archive.eu/forum/game/suggestions/3-Step-Solution-to-ALL-our-woes/
And what happened, did people come here to say “Well, the normal mode was too hard for me, but I was rewarded for the level of time and effort I did put in so I’m happy with it and happy for the people who enjoyed the harder challenge and got the other rewards”. Of course not. They either demanded that all the achievements should be rewarded in easy mode and ideally in 1-2 runs, or long essays detailing exactly how each part should be changed to match their personal play style and skill level. Meanwhile people who could (and did) finish it on normal mode then began doing endless runs on easy mode to farm the reward chest and complained that the rewards weren’t good enough because you didn’t get the additional bauble that you did get in normal mode.
I read the SAB subforums religiously and I remember the majority of players being perfectly happy with how difficulty was handled in the SAB. Both the fact that there was an easy mode for some achievements and a normal mode for other achievements and better rewards, and the fact that you could enter with 1-5 players were very popular… ??!
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I’m sorry.
Some things you could try if you have the time:
- play during the night, hoping that you will encounter fewer players
- join a WvW guild and try and organise a counter-zerg
I realise that many players don’t have these options, especially for limited time content. I’m probably going to miss this particular achievement myself.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I think it would be fair to put the “search the forums” replies on hold for the time being, seeing as the forum search is bugged itself.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
(edited by Pixelpumpkin.4608)
It would always be too hard for someone and it would always be too easy for someone else.
That is true, which is why I wrote this (you may have missed it when this thread turned to page 2):
Why do your arguments always consist of totally absurd twisting of my words?
Perhaps take a moment and consider what I’m saying. Instead of twisting it around, try to think of some solutions.
But isn’t that more or less what you are saying?
You talk about not tying achievements to “hard” stuff, because everyone should be able to get them. With that logic they would need to give people achievements by simply logging in, since all people can’t spend more than 10 minutes per day playing, and that is not nearly enough time to achieve anything really.The world isn’t black and white, and hard/easy is not an on/off switch.
Content will ALWAYS be too hard for some and too easy for others, and just right for some. Picture this as a curve right now. Are you seeing the curve? Good.
The trick is to implement something with a difficulty that falls in the comfort zone of the majority of players, so you get a nice curve with very few unhappy players on either end of the “too easy/too hard” scale.
The MF managed this. AR did not.
The AR content is too far on the right side of the scale, so in our curve,
- the few players who would find the MF to be a significant challenge and frustrating are now completely left out,
- the many players who found the MF to be a nice pastime are now significantly challenged and frustrated, and
- the few players who found the MF too easy are now happy.
Do you see the problem?
I don’t begrudge the hardcore players their challenging content. (And I believe, if dungeon expl. modes are beneath you, fractals will certainly allow you to go to your individual limits). But this is the living story. The content is tied to a story that is aimed at the entire player base, and is only here for a limited time (so some people just don’t have the time to go through the learning curve).
Who is right/wrong?
Obviously, nobody here is right/wrong. However: if you find the content too easy, that sucks for you, but you still get the achievements. If you find the content too hard, that also sucks for you, but you do not get the achievements.
Even if I personally found the AR easy as eating ice cream, I would still think that the latter outweighs the former.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
^ I agree with this, very much.
Story and explorable paths in dungeons are kept seperate for a reason; giving story mode dungeons to the Living Story chapters but making them explorable mode difficulty makes little sense to me.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
But that can’t be the entire story.
Some active projectors spawn Aetherblades ON INTERACT (instead of holos), then the projector vanishes from the map. Others don’t.
Some inactive projectors spawn Aetherblades on running past them, and remain on the map. Others don’t.
Before Sky Pirates, if the projector was inactive, it was gone (save for the base). Now we have three states of projectors: down (just the base), up but inactive, and up and active. I have not yet found a pattern for this that makes sense.
In some locations, there is an active and an inactive projector right next to each other, only a few feet away, so ANet must have added new projectors to the map instead of just using updated versions of the old ones. Maybe that’s how the behaviour is so inconsistent.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Security Advancements and Reinstatements
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Posted by: Pixelpumpkin.4608
The thing is that bug reports have to be checked and more important reproduced. The falling bug from my experience happens at specifick locations through the dungeon and not fully random. The bug reports dont have any screenshots with the dotted white line showing so it will be hard to reproduce.
I am aware of this. Having worked in 2nd/3rd level tech support for many years, I often come to ANet’s defense when it comes to these discussions here on the forums.
However, in my own work experience, when we couldn’t reproduce an error, we acknowledged the issue, and requested more detailed information. We didn’t leave various tickets unanswered and months later claimed to never have heard of the issue before.
The thing is that a gm can’t be expected to know bout all bugs in the game.
Again, from my own background, I assumed that all bug reports ended up in a ticket system that was easy to check for catchwords when you add new content. And even if not, if you google search the GW forums for “goemm”, you get a page full of bug reports back. This really wasn’t a secret.
To Gaile, I apologize for the snarky tone of my reply earlier. As I said, I know very well how it feels to sit on the other end of technical support and that bugs don’t magically fix themselves. But a lot of players submit these reports, create screenshots and videos and walkthroughs, and it is a bit disheartening to see that the bug posts were not just seemingly, but in actuality ignored.
Anyway, I appreciate that this is being worked on as a bigger issue. If there was anything I could do to help with improving your internal processes, I would.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Why do your arguments always consist of totally absurd twisting of my words?
Perhaps take a moment and consider what I’m saying. Instead of twisting it around, try to think of some solutions.
But isn’t that more or less what you are saying?
You talk about not tying achievements to “hard” stuff, because everyone should be able to get them. With that logic they would need to give people achievements by simply logging in, since all people can’t spend more than 10 minutes per day playing, and that is not nearly enough time to achieve anything really.
The world isn’t black and white, and hard/easy is not an on/off switch.
Content will ALWAYS be too hard for some and too easy for others, and just right for some. Picture this as a curve right now. Are you seeing the curve? Good.
The trick is to implement something with a difficulty that falls in the comfort zone of the majority of players, so you get a nice curve with very few unhappy players on either end of the “too easy/too hard” scale.
The MF managed this. AR did not.
The AR content is too far on the right side of the scale, so in our curve,
- the few players who would find the MF to be a significant challenge and frustrating are now completely left out,
- the many players who found the MF to be a nice pastime are now significantly challenged and frustrated, and
- the few players who found the MF too easy are now happy.
Do you see the problem?
I don’t begrudge the hardcore players their challenging content. (And I believe, if dungeon expl. modes are beneath you, fractals will certainly allow you to go to your individual limits). But this is the living story. The content is tied to a story that is aimed at the entire player base, and is only here for a limited time (so some people just don’t have the time to go through the learning curve).
Who is right/wrong?
Obviously, nobody here is right/wrong. However: if you find the content too easy, that sucks for you, but you still get the achievements. If you find the content too hard, that also sucks for you, but you do not get the achievements.
Even if I personally found the AR easy as eating ice cream, I would still think that the latter outweighs the former.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
What sort of funds have you lost? The puzzle itself doesn’t cost anything, and deaths from falling don’t damage your armor so all you’d lose is a little bit of silver (1s 49c at level 80 if I remember correctly, it was a few days ago that I did it) if you fall before the start of the actual puzzle or get a glitch and have to use a waypoint.
It depends. If you do this jumping puzzle for the first time (or are new to jumping puzzles altogether and/or unfamiliar with the effects of wind, storms and chill) you might fall a lot. If you fall a lot, then there is a higher chances of bugging out and having to start over from scratch.
When we did this JP for the first time a few months ago, that was a significant hurdle. I managed to get it within the hour, but my boyfriend stayed up half the night, having to start from scratch over and over again.
I believe the golems that port you back to the beginning of the windy/stormy/icy station are there for a good reason, and ending up (randomly!) unable to use them is disheartening and frustrating.
This time around we were a lot better as we’ve done jumping puzzles quite a lot since, and slipped up only a couple times each (I believe I bugged out and had to start over once, and him maybe twice) so yes, for us, it wasn’t a big deal this time around. But I remember that it can be a very different experience when you’re unfamiliar with the puzzle.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I agree. I am happy to see that some of the achievements encourage players to check out jumping puzzles and mini-dungeons that they may not have done before, or to revisit them. I’d complete all JPs and mini-dungeons a while ago, but it is good to get taken out of your own routine like this.
What I particularly likes was that the different caches were placed in locations of varying difficulty – from super-easy to challenging; some requiring jumping and some not.
Things that I would have done differently:
- Selection of jumping puzzles/mini-dungeons: it would have been better if ANet would have selected JPs and mini-dungeons that haven’t been known to be buggy since launch. I mean, jumping puzzles can and should be challenging, but not due to a bug. Especially players who don’t know Goemm’s lab so well don’t need the additional stress.
- Encouraging players to check out WvW: Valid strategy. However, using the most hostile turf in the entire game is not actually great marketing for WvW at all. Instead of the Obsidian Sanctum, I would have hidden the cache in the Sapphire/etc. sanctums, where success and failure depend less on whether your server currently happens to dominate the Eternal Battlegrounds (roughly 33% of player base) or not (roughly 66% of player base). Too many PvE players leave this challenge without the chache achievement and very frustrated, and are less likely to get into WvW than before. The easier jumping puzzle would have done a better job.
- Relation to the actual story: It would have made more sense to me to select jumping puzzles and mini-dungeons that are related to the Aetherblade or Inquest (or even regular bandits or geographical closeness to LA) in any way. Right now, it seems somewhat arbitrary and random. Vexxa’s lab was a good choice, but the Hylek cave wasn’t.
So all in all, I’m about 80% happy with this.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Yes, I agree the first 8 hours of me inside the dungeon were painful, but once I started to get the hang of it, it became more and more FUN and EASY. And no, those 8 hours weren’t just 8 hours of me wiping constantly, I finished it 3 times in those 8 hours, which is slow, but it was great practice.
I think this statement says more about my point than I ever could.
Yep.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
There were times when progression through some dungeon or raid took months to successfully complete it. […] Dungeons should be exactly like this, especially when game engine supports this kind of obstacles.
Ain’t nobody got time for that.
We’re talking about Living Story here.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
well, you can always roleplay as “the lionguard captured mai trin”, instead of “i captured mai trin”, since the dungeon itself doesn’t have much story, and the final story cutscene takes place outside of it (and isn’t even available).
That thought had occurred to me, too, but sitting in the other room pretending to have played part of the game is not really my idea of playing the game, if you know what I mean.
Sorry, I know that you’re trying to help (and I appreciate it). I’m sure I’ll find a solution for my “head-canon”, but that doesn’t change the fact that I missed out on part of the story.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Security Advancements and Reinstatements
in Account & Technical Support
Posted by: Pixelpumpkin.4608
After significant investigation, we were able to determine that a bug in the jumping puzzle itself was causing players to fall out of the intended boundaries of the puzzle.
It took me no significant investigation to determine that this bug has been reported many, many times: https://www.google.de/#q=site:forum-en.guildwars2.com+goemm
For fun, here’s a bug report from October 2012.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I kept a full stack in my bank and another stack in my inventory in case I feel like shooting off fireworks randomly in PvE.
Those 500 (times nine!) fireworks are more than I will ever, ever need.
The rest goes in the bin; empty inventory slots are a lot more valuable.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Current research shows a 1.3% drop chance.
Sorry, gotta correct your base assumption for this post. It’s 0.08%. So that’s what, 1 in 1250 coffers?
The drop rate research can be found here:
http://wiki.guildwars2.com/wiki/Dragon_Coffer/drop_rate
It is ~ 1.3 for the Rich Dragon Coffers.
The OP was talking about the Rich ones, too.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
The problem is not doing pvp in a pvp zone but ANet adding PvE content in a PvP zone. In no way can anyone make sense of that decision.
If the reason behind this is to lure PvE players into WvW, or to encourage them to check out the WvW maps, then that’s fine – a valid reason in my opinion. However, it should have been the servers’ home maps’ jumping puzzle, where whether you get the achievement or not is not entirely based on whether or not your server happens to hold the Obsidian Sanctum this week. The individual PvE player can’t do anything to get this achievements if the circumstances are against them.
(The individual PvE player probably isn’t part of a big WvW-focused guild either, so “just bring your friends and zerg it” is not an option for many players.)
So, I get the idea behind this, but the decision to use Obsidian Sanctum over the home turf jumping puzzle was a bad one. (Unless there are other reasons, but I can’t think of any other ones.)
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Molten facility was fun and epic but not hard
That’s exactly what temporary content should be: fun and epic, but not excessively hard.
Let this dungeon be hard when it becomes a fractal (as they have been hinting it will become). While it’s temporary, it should be doable by an average group with any class composition. Think of it as advertisement for the future fractal.
I could not agree more.
I understand that there are better-than-average players who want harder-than-average content, and this is fine, but the living story is not the place for such content. Fractals were designed to accommodate difficulty levels from “easy” all the way to “impossible”.
Completing the story part of the living story however should be possible for the vast majority of the player base – including casual players, including players that don’t have a level 80 yet, including players that don’t have a guardian to switch to, and including colour-blind players. I don’t think this is an unreasonable request.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I honestly don’t expect ANet to fix everything at the same time (there is just too much content -awesome!- and too much that can go wrong).
But was it necessary to place a limited time living story achievement into a jumping puzzle that is KNOWN to be broken? When there were so many other jumping puzzles to choose from? (Same with the Tears mini-dungeon.)
It’s not like there was an in-story reason why it had to be Goemm’s lab, there are several other crazy Asura locations out there, and the Hylek mini-dungeon has no relation to the Aetherblade at all as far as I can tell.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
That’s great for you that that worked out for you, but please refrain from making this a general statement. Maybe “It’s not that hard” for you – but I just gave up after over three hours (with my established dungeon group of players) because we ran out of time.
And this might very well be the reason why people are having a hard time.
They go towards the dungeon thinking it is the same as all other dungeons where simply zerk it down is the way to go.
That is clearly not the way to do this dungeon so even “established groups” might have issues if they don’t adapt to the situation.
Why does everybody assume that we run a zerker group? For the record: we don’t.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Another thing to keep in mind is the fact that the living story does NOT end with the dungeon, but rather with another step that is not yet released (and probably won’t require completion of the dungeon first, but time will tell)
Yes, might or might not, however if previous living chapters are anything to go by, you probably won’t be able to talk to Mai in her cell unless you’ve put her there.
So I guess I won’t get my hopes up.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
As a sidenote I’m a casual and with a couple wipes my guild finished first try, less than 1.5 hours. It’s not that hard.
That’s great for you that that worked out for you, but please refrain from making this a general statement. Maybe “It’s not that hard” for you – but I just gave up after over three hours (with my established dungeon group of players) because we ran out of time.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Is the staff of Guild Wars 2 going to reimburse lost funds due to this glitch? Or Award it free to those who have now spent 4 days and many many hours trying to complete? Its a little ridiculous having to complete each section of the puzzle with 100% efficiency. Cause falling causes you to die, which means you need to re-attune again.
I would like a GM reply to this. It is VERY VERY frustrating trying to complete this last task to get the Meta-Achievement.
Thank you,
-Fay
Re-attuning isn’t the problem. The jumping puzzle is certainly not one of the super-easy ones, but when you fall, you do get ported back to the respective section by the golems.
In theory, at least.
Of course since it is buggy, sometimes you have to start over from scratch, and can’t teleport to the section you’ve been working on. And that really sucks.
I don’t mind this particular jumping puzzle too much myself, but I don’t understand why off all the available JPs, this one was picked for a living story achievement – when it’s been known to be broken for so long. There are a dozen other jumping puzzles available that work as designed.
Ô_ó
As for the Eternal Battleground one: you might be lucky and your server might kick total puppy this week in WvW and have an established presence with mesmers for you to use. OR NOT – in which case, good luck to you.
I applaud the decision to hide one of the caches in a WvW map as this encourages players to check out WvW (possibly for the first time), same as with map completion. Fair enough. But it should have been the jumping puzzle on the servers’ home maps, in order to give all players a fair chance at getting the cache – and make it less based on luck (i.e. on this week’s WvW winner/loser servers).
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
(edited by Pixelpumpkin.4608)
What’s worse, is this will probably be the first time I don’t get to actually see the end of the story.
This.
:(
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I just ran the AR with an established group of friends that I also run other dungeons with (we all met during MF and stuck together). All level 80s with exotic gear; two guardians, 3 medium armour types. Never had a problem finishing a dungeon with these people. At all. During Flame and Frost, some of us would PUG up with low level characters to pull them through. We’re not hardcore players, but we’re definitely not beginners, or overly casual. Also, we know how to read guides and are coordinated enough.
AR: had to give up after 3 hours+ because it’s really late and I have to work in the morning. Closest we got was Mai Trin in her second phase – after 2 hours or so we got her down to about 60%, then wiped again.
I don’t see any chance for me to get most of the achievements, which will be the first time in any Living Story chapter (so far I managed to complete everything…) but what’s really disheartening is that I don’t see how I’m even going to finish the dungeon and be able to progress in the story.
How are lower level players supposed to finish this chapter, I ask myself, if I can’t close with this group?
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
My answer: no, not really.
I love, love, love the SAB, but I don’t think that the pixel equipment fits into the “real world” of Tyria. I wouldn’t use any SAB weapon skins either (I sold mine off immediately).
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
First, there is no risk in the game. The value being used up is our time. In that time, it’s how we feel about our experience that’s important. Obviously, we want to feel good about it. Earning a shiny at the end doesn’t replace an annoying or agitating experience. That is the biggest problem I see, the agitation. Because the only way the developers appear to be making things take longer, is to make them more annoying.
They need to stop all the thoughts of difficulty and make it fun. As soon as a Dev begins to think of “Risk v Reward” they need to slap themselves. Then start thinking about the experience. Because a good experience becomes the reward.
here, have a +1
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Yes, there’s some stuff that I can see being a real benefit without cluttering people’s screens too much – starting with dye jobs for weapons, or specific parts of weapons glowing in the dark (like crystals on magic weapons or Asura technology).
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
And what’s the point of player housing if I can’t bring home a friend, or share a house with my family?
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Or Lady Kasmeer, whose role in everything is sort of dubious to me
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I think this is a great idea.
I don’t really want to see each and every player running around with huge auras of particle effects (it is bad enough in group events, I already can’t see what’s going on half the time) so I don’t necessarily agree with your ideas for specific blocks. But I’m sure people could think of other effects or benefits that come with these blocks.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I think the problem is that some events require a certain number of players to be present. This explains why we see many events happening in low level maps and significantly fewer events in mid-level zones.
I thought I read somewhere that ANet planned to review the events and their trigger mechanism to even things out a bit, but I can’t remember where that was now. Possibly in some bug report thread.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Yeah, I think Bran did that jumping puzzle once
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
- no mail sending
I’m sorry to say, but this would really, really get in the way of people trying to lure their friends into GW2 fair and square. When someone lures ME into a new game, the FIRST thing I do is message them for instructions.
The restriction should rather be that you cannot send or receive items and gold in mails. Text mails should be okay!
You as a veteran player can mail to them instructions if you don’t want to join their party to talk freely.
They can’t send you any mail as response but they can whisper to you.
This is for the new free botter accounts who would send the gold to amaster account or to buyers.
If you want to send your friends instructions, you can do it through the real life mail too
Besides, if they are your real life friends, you are supposed to use voice chat programs so no mails needed
“You are supposed to use voice chat programs” —> I’m sorry, is that a written rule that I’ve missed somehow? Many players have reasons for not using voice chat programs. But this is really besides the point.
I’ve directed quite a few friends (RL or gaming ones) towards GW2. They don’t sign up immediately. They sign up when they have some time to spare, weeks or months later. They know MY account name, but I don’t know theirs. So the first thing they do is message me. (I just got one of those messages from a buddy from Australia, less than 2 weeks ago.) I genuinely fear that if they can’t easily (and in game!) get in touch with me, it would turn them off the game immediately.
As for your own concerns and worries: If you, on a trial account, cannot send or receive gold, cannot send or receive items, and cannot send URLs (easy to remove from messages), then how are botters or gold vendors supposed to do any harm at all? I can’t imagine how they could, but if you can construct any examples, I would like to hear them.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Goggles are a cool fashion accessory?
How many people in the real world outside of a beach/swimming pool do you see wearing goggles? Zero?
Goggles are a utility item, too ugly for fashion…
How many people do you see running around in full plate armour in real life?
… what a silly argument.
My suggestion would be for Anets team responsible for designing clothes/armour would be to watch some of the worlds fashion shows on youtube…then we would perhaps get some good armour/items…
Oh dear, I disagree very strongly.
But I guess tastes differ.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
All this game ever does is creating gold out of thin air. Every single drop from an enemy is creating items out of thin air, which are then sold to vendors, converting them into gold.
Thats not really correct. Most loot you sell to NPCs are not really worth much. You can play for 3-4 hours and make maybe 50s with that stuff. The most money you can make is with selling crafting mats over the TP and with that the game always removes 15% of the money. So you find maybe a T6 mat that is worth 1s or whatever at the NPC, but you sell it for 30s at the TP and so there is mystically 4,5s less in the game.
Yes, 15% transaction fee, but that DOES leave 85% of the money more in the game, so no, my statement was not incorrect.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I think this would also be a consolation to people who missed parts of earlier instances due to bugs (sound not playing, etc.) and crashes.
It’s not fun that you can’t replay the instances in this living story chapter for these reasons ^ but if you could at least have a look at them (without any rewards attached to them) after finishing the chapter and receiving the journal, then at least that would be something.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
That would be useful, but until they implement such a feature/if they never implement it, you can always assign nicknames to them!
I’ve done that so many times, using prefixes to substitute friend groups. Just a shame that the game tends to forget all the assignet nicknames over and over
So, yeah, maybe that would be a workaround if it wasn’t so buggy!
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
- no mail sending
I’m sorry to say, but this would really, really get in the way of people trying to lure their friends into GW2 fair and square. When someone lures ME into a new game, the FIRST thing I do is message them for instructions.
The restriction should rather be that you cannot send or receive items and gold in mails. Text mails should be okay!
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I never understood what the home instances were good for in the first place. Why do they have to be instanced? Anybody know?
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Yeah, you know those red poppies all over GW? Yeah, that’s Europe in the spring. So I’m on my Grand Tour of Europe and by Germany, I can hear the background music while I’m walking around the ruined castles.
I think the same every time I walk past fields of wild flowers in northern Europe, with the poppies and all.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Yes, none of the instances were replayable – and it sucked if you experienced technical problems. The NPC voices weren’t working for my boyfriend in 2 instances, and he basically missed out on the stuff without being able to try again.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I am SURE someone else has suggested this, but I don’t want to hunt through the forums. If a dev sees this, please just consider doing this.
Indeed:
https://forum-en.gw2archive.eu/forum/game/suggestions/3-Step-Solution-to-ALL-our-woes
:)
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I like this.
I will probably do the treasure hunt using the wiki if I’m impatient, but I if I can get my hands on the book, that would be even more fun.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~