Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
You’re in luck you only want one piece. (those legging are great looking) Just finish the story. you’ll get the choice of one piece of leyline armor, choose legs
Raids are supposed to be beaten by only the best players.
Yes, you will need to be an above average player, that’s always how raids have been. But you rarely have to be the best player. You just need to be someone who is committed to learning the fights.
I think raids should be accessible to anyone willing to learn the fights, be coordinated, and is decently well geared. Raids can be a lot of fun and I agree that they should be challenging but also able to be enjoyed by more than a handful of “best” players.
If you have to be geared out in all ascended (or in the future, all legendary) and the mouse has to float in the air beneath your hand in order to make a useful contribution in a raid, then they’re not accessible enough.
But that’s my opinion.
Why would being in legendary be a requirement in the future? It’s statistically identical to ascended.
Can gain commendations easier. Yay!
Can’t buy crafting stations with them any more. Boo.
The guild revamp fills me with complex emotions.
I think they learned their lesson with GW1 about the detrimental effect of customizable npcs that are as or more capable than players on the social end of their game.
The system was fine in GW1 as everything was designed around forming groups and doing strictly tuned content. GW2 is simply not designed this way, not to mention writing the AI to use existing professions, dodges, and other mechanics properly would be quite time consuming and challenging.
Also, there was some additional mobility that came from the elite specs. Mesmers are probably the best example, but Druids saw this as well.
Also, speed mushrooms.
You may need decorating permissions to use the chairs in the guild’s inventory as crafting materials. I can’t test this as I’m the GM and scribe for my guild. Check and see if your rank has decorating permissions maybe?
Doesn’t Scribing increase your HoT Mastery?
If so, wouldn’t one expect all the other crafting professions to increase your Core Mastery?
As a scribe at 200 scribing and a grand total of 5 gold left on my wallet, I assure you scribing does not grant mastry xp. It barely kittening grants nice chairs.
Oh. This thread again. Mods, can we get a merge here?
Yeah, they really should have thought ahead on this one and made a dedicated lobby map. Typical arenanet design oversight.
Sorry but the dishonour thing is good to stop greifing/quitters, try to get a better connection.
Sry but u are kitten , my connection is perfect
The part of your connection you control and monitor is fine.
Anet’s end seem fine as well. I practically never disconnect.
Thus, you may want to trace those packets down and see if they’re hitting roadblocks somewhere else. It isn’t anet’s job to troubleshoot your connection. They troubleshoot their own servers and incoming hubs. If it were a problem with their hub specifically, the vast majority of people playing with be getting frequent disconnects. This isn’t the case. (At least not on the US cluster, I don’t know about the EU one, and maybe it is really kitten)
It is possible the rune bubble from certain guild hall upgrades finally burst, and a lot of the new rune options are making them less desirable.
Or maybe someone just crafted a bunch to level crafting, deliberately undercut by a large margin, and made a forum post in an effort to get someone to compensate him for the materials cost because they mistakenly think they can turn them around for profit in a reasonable amount of time.
Or it could be wizards.
I’m just really sad I can’t stand in one place and be bored out of my mind repeating the same completely non challenging mob kill over and over for hours. It was obviously the intended method of gaining mastry xp since it was faster, even though it was less fun than other methods. In fact, the whole game is an unfun grind so at least I could do something shorter. I don’t have the option of not playing a game I don’t enjoy. I’m stuck with this one.
I mean how dare they remove that tedium. It is a slap in the face. Why would they add such boring and repetitive content and then take it away when I felt obligated to play it for it superior rewards? They’ve never done anything like this before, and every easy and tedious farm I’ve used in the game for the past three years still works. Why not this one?
Because repeatedly killing the same mobs in the same area over and over isn’t content. It’s a grind.
Because GW2 isn’t a game in which repeatedly killing the same mobs over and over in a small area is the intended play pattern.
because it rewarded significantly better xp and money than actually playing the game in the intended manner.
Further, it’s a grind that takes up map spots from people that could be contributing to the zone meta. It’s the same problem that the GvG people caused in WvW before that situation was dealt with.
They should nerf the CoF mob XP while they’re at it.
Killing the same mobs over and over isn’t any different then doing the same events over and over. It’s the same grind, different style.
If killing non event related mobs wasen’t the " intended" way to paly the game, why even have them there? All mobs would spawn when an event started, or be apart of an event. There is no “intended” way to play the game.
Thirdly, 5 players killing spiders on a map isnt going to affect the event meta, there’s dozens of players running around exploring, doing mini games, gathering, nerfing spider farming isn’t going to maike a difference at all.
It’s absolutely different.
The game was specifically designed to discourage people from standing in one place and killing the same mobs over and over. The entire game is designed around moving around maps, exploring, and doing exactly the opposite of standing in one place killing respawning mobs for hours.
It was specifically designed to reward participating in events, which have natural beginnings, endings, actual stories, and are actual content
I still haven’t seen probably a third of the events in HoT and I’m sitting at 40 hoT mastry points invested. It is most certainly not “the same grind” as as repeating the same 30 seconds of gameplay over and over and over for hours.
There are like a million games designed around farming a field full of mobs that do nothing but stand there for hours on end. The ambient enemies in this game are put there as obstacles so you have something to do while you move from place to place. In fact, they active award you better if you kill enemies that haven’t been killed recently to discourage you from farming the same mob over and over.
Or, you know, the obvious part. That there wasn’t anywhere else in the game where you could be ‘rewarded’ for sitting around farming mobs in once small space. That probably should have indicated to you that this was an abberation rather than the norm.
Furthermore, I don’t know what alternate universe you live in where “just five people” were farming spiders. Until today, if you visited that spot you’d commonly find 20-30 people in that spot. That’s easily enough people to throw off the meta.
The low RNG of these items is by design. They’re not something anet wants people to be using all the time as it kills a large part of their content
Why do you sound so sure about it? Was there some kind of official statement on that?
To me it looks like lazy programming or something. To quickly bump up chest demand back then, when these teleports were introduced.
Just coding a simple action “do this, and that” without any serious conditioning, for example to preserve the item when it wasn’t used “successfully”.
I think you may need to re-read that post. You seem to have misunderstood it.
The low RNG acquisition of the items is by design.
The fact that they get used up and don’t actually teleport you anywhere is obviously a bug.
But they didn’t flood it anymore than it normally would be.
It’s not so much that the gods flooded anything, so much as the seers put the water in buckets and took it out of the pool, and the gods just put it from the buckets back into the pool.
All they seemed to do, given the statements that the Elder Dragons’ awakening matches the previous cycle’s length per Varra Skylark in Arah, is basically undo what the Seers did. Resulting in no change overall.
The real question is the why of the seers, which is murky for anything they have ever done. I mean all we really know about them is that they are or were at war with the mursaat, that neither race is native to Tyria, and that both have attempted to use it in one manner or another as some sort of base/weapon/battleground/something in that war. We also know that the human gods aren’t native to Tyria.
All these races came here for a reason, but the Seers and Mursaat came here first, presumably as part of their war. Perhaps the Mursaat were attempting to weaponize the EDs in a greater conflict and were thwarted by the Seers, whos work was then undone by the gods?
Abaddon was cast out for this act, right? Is it possible the other gods discovered the truth of the EDs and forbid it for just that reason?
We’re not certain all that magic was natural to tyria in the first place, and the fact that a swell of that magnitude causes such a violent reaction from the EDs raises all sorts of questions. I’m fairly certain the EDs themselves are natural inhabitants of tyria, possibly even the reason it exists at all as powerful consciousnesses have a tendancy condense the mists in to various material or semi-material planes. It begs the question why there would be such massive fluctuations in the first place if this were the case, as it would seem the natural state of tyria would be just a by product, the dream of the dragons.
My only real question:
Why would you even want this?
These aren’t just genetic offshoots of the same species. A sylvari, charr, and human are more different from each other than a housefly, bonobo chimpanzee, and tyrannosaurus rex.
These aren’t halfbreeds you’re talking about. These would be abominations born from morally questionable acts akin to beastiality
In game my human character is great friends with a number of norn, charr, and asura. In real life I am great friends with a number of dogs, cats, and horses.
I have not once found the act of having those kind of relations with my animal friends even remotely appealing because it’s really gross
Similarly, I’d imagine even the basic concept is extremely distasteful at a core instinctual level to the sentient races of tyria.
Thank you Konig.
My interpretation may be incorrect as to the source of the magic, but the net effect is pretty much the same. The gods did in fact flood the house by releasing that magic
The central theory here regarding Glint’s agenda still seems sound, though the specifics of magic being unnatural is a little murky. Rather, it isn’t that magic is unnatural, but that there are inherantly natural and unnatural densities. The dragons, being the natural state of things, enforce that natural order, or density of magic right?
However, the raw release that modern tyrians rely on as a resource for energy, defense, and a number of other things is core to their way of life, and taking that away seems to have the same disastrous results.
The theory itself still seems to work, though the details are a bit different.
Come on guys.
The expansion hasn’t even been out a month. With Raids dropping, by all account the biggest selling point for many, and so much new content to tweak, patch and fix. Not to mention how obvious this whole expac was rushed out and yet still went live with little issue…and…
Your QQing over the price of chairs….CHAIRS?
This community is laughable at times, you don’t even give Anet a fair chance before griping over semantics..
Totally qqing over the price of chairs.
The fun of decoration systems isn’t the fun of placing one chair. it’s the fun of placing several chairs, tables, etc. in various configurations. The way the system works right now the costs for just the basic decorations (never mind the scribing and time costs to promote them to nicer variants) is simply too high to achieve its intended function: decorating the guild hall.
Some stuff should be expensive. Fountains, giant fire pits, big gnarly centerpieces, full size huts, etc.
But when just building one decent chair with arms on it costs literally 20g worth of resources, yeah, that’s a little pricey.
The decoration systems are cool. The problem is we can’t actually use them at even a basic level, especially given the scale of the spaces we have to decorate.
Because repeatedly killing the same mobs in the same area over and over isn’t content. It’s a grind.
Because GW2 isn’t a game in which repeatedly killing the same mobs over and over in a small area is the intended play pattern.
because it rewarded significantly better xp and money than actually playing the game in the intended manner.
Further, it’s a grind that takes up map spots from people that could be contributing to the zone meta. It’s the same problem that the GvG people caused in WvW before that situation was dealt with.
They should nerf the CoF mob XP while they’re at it.
If we’re concerned about making things more affordable for people with multiple characters, shouldn’t we also equalize their earning potential by making gathering nodes and world chests cooldown via account rather than per character?
With five characters its far easier to raise the 80ish gold to buy a bag slot than it is with one character.
If the issue here is making it “fair for people that play alts” then the reverse must also be true. If playing alts doesn’t incur extra costs, it also shouldn’t pay out extra rewards.
We need a reduction of visual clutter, but simply killing the beautiful visual effects of all the skills is the wrong way to go about it.
Arenanet needs to go the same route they did with culling and devote real time and engineering resources to a robust solution that doesn’t simply “dumb down” the beautiful hand crafted visuals they worked so hard on.
Just a series of checkboxes would be fine.
Shouldn’t be as difficult to work up as a slider, and would do the trick. You could just toggle them depending on the content you’re doing, and have the option of always getting the best visual feedback on your own skills.
people would still complain about the 5% being too small…
Me and my guild had no problem with donating, in fact we do it weekly right after we finish our guild missions .
also we are free to donate however we want, from 1,2,5,10,15,30 gold whatever and it works just fine. Some donate 1, others a “fixed” 10 gold per week and some even donated a flat amount of 100 gold right off the bat the first week
True, though for some it would be fine.
I support this kind of system, but in order for it to work it has to be both customizable and optional. People who don’t like the idea of taxing guild members shouldn’t have to. People who want to go full marxist and have 100% taxes should have that option as well. people who want to go somewhere in between should also have that option.
Heck, there are a lot of good points for user-set “donation rates” and while I don’t see how that would be any different from the current donation system, why the heck not.
Just some checkboxes at the treasurer:
That should give everyone an option for automating (or not) however they like.
The flat daily rate is problematic just from a software design standpoint. If you’ve told the system to donate 1g a day when you play, what constitues ‘play’ ? logging in? being online for a certain amount of time? Do we turn it off if you’re too broke? Do we need to make exceptions for days you spent lots of money? There are too many variables and special cases here that ultimately lead to a more obtuse system that has those members spend more time fiddling with donation setting than if they just turned it all off and manually donated.
The automated options being directly deducted from earnings is far simpler and automatically scales. Having it deduct from sources of income equal to everyone also makes it more fair, and thus less likely that you’re requiring people to tweak it all the time. If you use the personal option to set, say, 10% of your earned gold to donate, you’re not really likely to feel a need to change that if it doesn’t have the potential to eat a large chunk of the precursor you just sold on the TP. Earned gold (from mobs and events) is an equal income for all players, so its pretty easy to "set and forget’ a rate either at a guild wide level or a personal level.
And that’s really the point of such a system. It’s supposed to make it easier to donate/collect donations. if it’s something you feel the need to fiddle with daily as a guild officer or member then it’s a pointless system more complicated than just manually donating to the bank or treasury.
Not a tax. Just make it so you get a bit extra coin when looting (say 5%) and that extra bit is distributed evenly among any guilds you’re a member of. If you are a member of no guilds, you don’t receive the extra bit at all.
As in, you don’t lose money. Your guild gains money.
That’s kind of problematic because it’s literally generating money from nowhere. It has the same problem as the old influence system. It grants reward simply for having more members and requires no corresponding cost. With an optional taxation system a small guild can easily opt in to a higher tax rate if their members want to remain small but speed up upgrade process and still progress economically at the same rate as a larger guild, the same way they can with donations.
When you generate that gold from nowhere, it doesn’t really change the cost of anything. It simply causes the value of gold to lower, causing inflation where everything on the market simply costs more. This results in expenditures that arre about the same as they are now for guilds, but for players without guilds everything becomes more expensive.
You should want to join a guild because it goes you something extra, not because not joining a guild actively makes the game worse for you. Generating free money would do exactly that, and lead to the same massive imbalance in cost and ease of use the influence system had, essentially killing the system for small guilds.
The way upgrades work now, they’re subject to the general economy of the game. In a tax system, you’re effectively having people “auto-donate” a certain amount. That doesn’t change the amount of gold in the economy, nor does it change the real cost of upgrades.
It’s also completely optional, meaning that if your guild has a culture where you simply rely on donations or have a few rich people that don’t mind supporting everyone you can still do that without any adverse effects on the game’s economy.
Generating more gold is never the answer. A taxation system simply makes auditing and collection more streamlined for people that choose to use it.
No.
If you want to force people to give something to the guild, you’re not a guild.
You’re a taxing governement.Agree with this,
If guild members are not contributing to the guilds on there own free will kick them and find ones that will.
Or, you know, have a completely optional system that makes it easier for prospective members to understand expected contribution levels from the jump that you’re completely free not to use.
I may not be how you personally run your guild, but some guilds do actually prefer to function like a taxing government because it lets leaders and officers sped less time double checking contributions or mediating drama over “Well I donated 50 shovels last week and he hasn’t given anything at all” and it makes leadership more accountable to its members as public servants.
Optional is the key word here. Of course some people would prefer not to use it, which is why nobody’s suggesting it be mandatory to use.
Different guilds have different social structures and methods of organization.
Update: Looks like a few issues with the scribing profession were handled with the raiding update launched today. But reading the patch notes, I still sense some deflection in the decoration crafting and some of the costs for the scribes (namely the nerf to sand drops in SW)
Hopefully this feedback thread will stay afloat through today’s patch.
I love nondescripive patch notes like “an incorrect amount of sand”
That should read “not enough sand” or “too much sand”
We as players have no idea what the “proper” amount is, so this is a useless bullet point.
You need to reach tier 4 during the night, with reasonable personal participation. I believe at 200% personal participation the box is guaranteed, with less it is not. Latter fact I have not checked personally.
It is really quite easy even on a semi-organized map. Before choppers land you need at least t2, preferably half way through t2. Past that, kill all night bosses. I have seen a t4 with one boss still up, but that map had exceptional defenses + champ clearing before chopper landing.
100% guarantees the box. Less than that and your RNG chance to get the box is based on your participation. I’ve only personally been around for night T4s, but I’m told that doing a full day T4 doesn’t grant the box, it just makes it easier to pull off a night T4.
Oh no. Some people have a way of doing things and you don’t like it.
You don’t have to play with them.
Problem solved!
In the current system you have people in guilds of variant sizes meticulously tracking contributions. It’s an administrative nightmare.
You’re not constantly telling people “hey it would be great if you could donate X” or having uncomfortable conversations like “I noticed you haven’t really been sending our scribe any shards” etc.
First of all, why would any guild keep track of every little thing or amount of money members are donating? That’s a nightmare people are imposing on themselves and doesn’t really seem necessary.
Second, why would a guild want to harass its members for not “sending our scribe any shards?” That’s just a jerk thing to do.
Different guilds have different cultures. Some guilds expect a more uniform level of contribution than others. This is why such systems are usually optional. Some guilds have only a handful of people that regularly donate and simply support everyone else. Some guild view services as a quid pro quo thing. Some guilds are somewhere in between.
None of those approaches are wrong or particularly jerky, they’re just different style of guilds. Tax systems aren’t really built for guilds in the mindset of “just donate whatever whenever and the handful or rich people will pay for everything” and generally exist to limit administrative headaches in more socialist structures.
What you see as a “jerk move” is business as usual for a lot of guilds, and the members of those guilds understand the reasons why and are fine with it, which is why they remain members. Everyone agrees to a baseline contribution and expects a baseline level of reward for it. People generally hop on board because they’re generally guaranteed higher levels of buffs, services, other guild perks, or simply believe in the ideal that the happiness of the whole guild is more important than their personal ingame goals.
Some people prefer the opposite “I should only give when I feel it’s appropriate and only proportional to my desires and goals” approach, and people gravitate to these kinds of guild when they don’t necessarily care so much about the upgrades, services, or what the guild provides to its members. These are guilds filled with a different sort of player.
Both are valid leadership styles, and simply different types of group mindsets. I simply wouldn’t expect the second type of guild to ever use or have any interest in a tax system. It’s not the intended sort of guild.
My own guild sits somewhere in the middle, and we’ve used tax systems in the past because they’re quick and simple and squash drama among members on the whole “well I gave X so I deserve Y” front when we have a simple way to just make sure there’s a fair contribution and expection for everyone.
Every map added to the game after Orr is bursting at the seam with ascended materials, including shards.
It’s almost as if they wanted ascended gear to be a more attainable goal after your primary leveling and personal story progression!
Go play literally any map in the magumma wastes or magus falls and you’ll be so sick of seens ascended materials as loot you’ll be willing to spend tons of gold for an eater just to get rid of them.
I would be ok with something like this under a few conditions.
1: The player, and NOT the guild, determines what/if any they are donating any percentage of -raw gold- income.
Definitely would need things like this. Otherwise, many guilds would tax 50% or more of income, punish members they think aren’t doing enough or giving enough by setting their percentage at 100% until they deem enough punishment has been meted out, guilds would arbitrarily or silently change the amounts while people are playing or distracted and thus leech more gold from them than they realize, etc.
The list of abuses is endless, so all control should belong to the player not the guild.
That’s not at all a problem with the system. That’s a problem with the guild. We used a tax system for years in EVE, everyone did, and when you started trying to shady shenanigans all over it you lost your members pretty darn fast.
As long as it notifies people of changes, it should be fine. We have a system in place that already does that with big giant letters when the guild levels up. Just have it print tax changes. If members are offline, have it send a system mail.
If some guild jacks up your taxes, leave. If you don’t want to pay taxes, join a guild that doesn’t use them.
Seems like a pretty simple and optional system.
Personally, I think the player having control is simpler.
Simpler, yes, but consider the overall problem that’s being addressed here. In the current system you have people in guilds of variant sizes meticulously tracking contributions. It’s an administrative nightmare. A self administrated system has that same exact problem. Your guild leaders or officers are still sifting through logs and auditing who contributes what on top of figuring out how and what to buy with all that money, talking with guild members to determine what upgrades are most important for their membership, etc.
A tax system removes a lot of administrative red tape while making those in leadership roles accountable to the guild rather than the other way around. You take in a member and explain “we have a 5% tax here to help us pay for upgrades.” and that’s that. You’re not constantly telling people “hey it would be great if you could donate X” or having uncomfortable conversations like “I noticed you haven’t really been sending our scribe any shards” etc.
It tends to cut favoritism and leeching in the guilds most likely to opt in to such a system, and it seriously cuts down on headaches that result from the financial cost of running a guild. In a way it’s rather transparent like the influence system was, but retains an element of control and economic balance that the new system revolves around.
In guilds where that kind of thing isn’t a problem, or the culture is different, there’s not really a reason to use it, and people should obviously feel free to establish and join guilds that don’t tax at all, and just rely on treasury and guild bank donations.
This was how the whole thing worked in EVE and it was really easy to get used to. Like in GW2, the majority of your money came from trade in materials/loot/crafting rather than raw currency from killing mobs. The tax applied to mob kills, and thus was a fractional part of a minor part of income. The corp then used that revnue to buy materials, ships, or whatever the corp needed. Some corps set higher tax rates and provided more services. Some set very low tax rates just to cover basic costs. This created an environment where people had a ton of options and it was really asy to gauge the expected contribution level before joining.
Guild rewards for holding things aren’t really appropriate since it adds an element of competition within your team. WvW at its core hold a simple assumption that all the guys on your team are, like all players in a PvE server, working toward the same goal.
Guilds should be employing their buffs and tactics in support of the team, not at the expense of team members not in their guild.
I believe the following changes would reward all current modes of play, for havok to zerg scale play, while encouraging and rewarding teamwork and playing to win rather than encouraging metgaming and flipping. This system incentivizes helping your team hold and upgrade objectives as the primary reward activity, and uses an overall participation metric to administer rewards, ensuring that no matter if you’re killing yaks, flipping sentries, or simply solo roaming, if you’re helping, you’re getting loot, and the better your team does, the better you do as well.
(edited by PopeUrban.2578)
I generally play solo, but this item bugs the crap out of me. Why make teleport to a friend require a consumable that you can’t craft in game and must obtain from the store or drop in the first place? That is terribad design in my opinion. If you’re lucky enough to have friends online and want to play with them it should be made as easy as possible to get together. It just makes for a better game in general to let players get together quickly. If Anet doesn’t want to make it a standard ability you unlock at a certain level (what they should have done in the first place), then at least make it a money sink consumable you can buy at a vendor once you are a certain level.
Because a large part of they game’s content revolves around personally exploring to unlock waypoints, reach chests, and otherwise get yourself to certain places. I’m still amazed the haven’t nerfed mesmer portals TBH.
The low RNG of these items is by design. They’re not something anet wants people to be using all the time as it kills a large part of their content, the same as boosters and other such things. It’s not something you’re really intended to me using all the time, but only occasionally.
This is an absolutely terrible idea.
Having a guild generate money from it’s members will only lead to more guild spamming in map chat, and eventually guild selling. Remember folks, a guild is ultimately owned by one person, and they can do what ever they chose with it.
It happened in WoW with the “Cashflow” perk, and it was such a fiasco that they completely removed guild all guild perks in the last XP.
The guild doesn’t generate money in such a system. It automatically debits a portion of each member’s income, and those members are fully aware of how much, and fully notified when that amount is adjusted.
It’s a working and perfectly reasonable system that has been featured in several games. Guild leaders that try to abuse it quickly find themselves with no more guild members because they all quit and find a better managed guild.
Happened to me in EVE. Someone passed a corp I was in to new management, who jacked up the ratting tax to 80% from 5%. The next day the new CEO was the only guy left in the corp.
+1 Seems odd this wasn’t an option already.
My primary guild, of which I’m leader got sorted to 2, but my joke guild with all of two members in it that hasn’t been repped in over a year got sorted to 1.
Seems it was sorted alphabetically for guilds before the change, and then stuff was appended to the list for guilds joined after (I have guest permissions in some guilds I helped claim a hall)
It’s really confusing. Be nice if we could drag those slots around or something.
I would be ok with something like this under a few conditions.
1: The player, and NOT the guild, determines what/if any they are donating any percentage of -raw gold- income.
Definitely would need things like this. Otherwise, many guilds would tax 50% or more of income, punish members they think aren’t doing enough or giving enough by setting their percentage at 100% until they deem enough punishment has been meted out, guilds would arbitrarily or silently change the amounts while people are playing or distracted and thus leech more gold from them than they realize, etc.
The list of abuses is endless, so all control should belong to the player not the guild.
That’s not at all a problem with the system. That’s a problem with the guild. We used a tax system for years in EVE, everyone did, and when you started trying to shady shenanigans all over it you lost your members pretty darn fast.
As long as it notifies people of changes, it should be fine. We have a system in place that already does that with big giant letters when the guild levels up. Just have it print tax changes. If members are offline, have it send a system mail.
If some guild jacks up your taxes, leave. If you don’t want to pay taxes, join a guild that doesn’t use them.
Seems like a pretty simple and optional system.
My guess would be we’ll see them continue the popular LS2 method of adding maps in pieces, and developing new elite specs alongside that content.
Once you see enough hero points to fund that new spec added to the game through the new maps from the LS, that’s about where you could expect to see the spec hit the game.
I also wouldn’t be suprised if they rolled elite spec releases in to the quarterly balance update schedule they have put themselves on in order to chase esports money and get people to actually care about sPvP. Maybe twice a year? That would put it right on track with LS releases right?
I don’t think “fake difficulty” is the right term really. It’s real difficulty. It’s just that the difficulty comes from a very specific counter or an endurance trial or whatever.
I think the issue is that a lot of the difficulty comes from a sort of overly re-used bag of tricks. As much as people complain about evade and stun frogs I think they’re some of the best designed mobs as they have these really specific behaviors that are special to only them. Same for smokescales. Heck, even the snipers are fun since the counterplay is less about timing and instance reaction dodge and more about timing the aimed shot dodge or interrupting (maybe it needs a little countdown to make the mechanic more clear?)
Then you have like three varieties of saurians that all do knockdown waves constantly, and one that has a special attack that requires either reflects or lots of evasion, despite the fact not all builds can actually equip enough evasion or reflects.
The larger saurians seem to me like the weakest enemies in the expansion in terms of design difficulty. I have fun fighting frogs, snipers, pocket raptors, smokescales, etc. I Don’t really have fun fighting the big dinosaurs that just rely on stunlock combos that not even a berserker has enough stunbreaks to reliably counter for the duration of the fight.
in Guild Wars 2: Heart of Thorns
Posted by: PopeUrban.2578
Also, doing a successful DS event does tie the story together a little better, wish I wouldnt have done story before it.
I kind of agree with this. It takes a little too much reading between the lines to understand that the DS event is was allown the PS mission to take place, and that the PS mission succeeding is what actually ends the DS event in a story sense.
I think perhaps if they go this route in the future of ‘strike team accomplishes an objective while main army keeps the mass battle on track’ they should maybe have the story step entrance open up as part of the zone meta.
Like, it would have all come together and mode more sense if you had to do the first half of DS to get to the last PS instance. Then you’d understand the PS instance is only part of the overall offensive, and entering the instance or sticking with the zone meta would feel more like a plot branch which you then experience from both viewpoints eventually.
2x cloud necros for general debilitating w/condi damage.
1x full tank rev for full on tanking with the ability to emergency taunt, even in fights where tanking may not be a real mechanic.
1x thief for blasting fields and dropping shadow refuge while contributing good DPS. maybe run venomshare just for BV on him for tough breakbar spikes?
1x druid, shout guard, or water ele for maintainence heals/boons. Possibly 2 if we see a lot of splits.
1x warrior for emergency banner res and general passive support+DPS
Everyone else just whatever random DPS, preferably split between power and condi builds so we’re prepared for whatever.
(edited by PopeUrban.2578)
@PopeUrban: That argument is very tired. I could make banners two weeks ago. Now I cannot. I’m done with this as far as you’re concerned.
Yes. You can. Walk in to the guild initiative. Talk to the NPC. You now have a banner for favor.
Which NPC would that be? The Guild Requisitioner? He gives a message “This content has been temporarily disabled. Try again later.”
Then try again later?
Last two times I spoke with him he worked fine.
Complaining that the NPC is down for an adjustment is not the same as claiming “all my ability to use my old unlocks is gone forever”
And, honestly, every single post that parrots the same false assertion, that people can’t use their upgrades, has the same problem.
Sure, be upset that your access is temporarily suspended That’s a legitimate complaint and I agree with you. I’d like to know why he got temporarily disabled as I’ve used him as a source for banners while that horribly untested scribe is missing key components to actually produce banners. (Which, incidentally, is a far larger issue that actually blocks a production method for several things including tactics and decorations in addition to banners.)
However, this is just like when they temp disabled karma vendors or various other things. It’s as likely he’s being rewords to be even cheaper as it is he’s headed for the scrap heap. They didn’t go to the trouble of adding the NPC just to delete him a week later.
Using a temporary outage as a justification to rage against the entire system is just plain short sighted and silly.
What makes you think that I haven’t tried multiple times over different days? I have yet to see him working. There is a Reddit thread from 11 days ago asking why he’s disabled. The wiki previously listed the options he gives as having the disabled message. Now, the wiki simply lists nothing and he is still disabled.
https://wiki.guildwars2.com/wiki/Guild_Requisitioner
I have yet to see proof that banners and other previously attainable consumables are still available to a guild without needing HoT for the guildmaster. If there are non-HoT guildleaders without guild halls who have been able to access the requisitioner, I hope they post so I can figure out why I can not.
You are correct that the vendor is currently down.
However I personally used him the first two mission cycles after launch for banners. 10% XP/karma banners specifically. No, I did not personally attempt to buy one of every unlock as at that point I didn’t have the favor to burn and simply assumed it all worked just as well as the thing I did buy.
Until a red name posts that he is headed for the scrap yard, there’s no reason to assume that its anything more than a temporary outage born of some exploit. There are quite a few other things they disabled temporarily due to discovered exploits.
If your argument is, literally that this functionality doesn’t exist and never existed, I’ll say again that’s a very different thing than being upset it has been offline for an unreasonably long time.
For the record I agree with you. It has been offline for an unreasonably long time. I have excess favor piling up, I’d also like to use it like I had been previously, and I’ll be just as upset as you are if the vendor in question is in fact permanently removed.
Right, but my understanding is you own HoT, since you mentioned something about your guild hall. I said for non-HoT users. I thought my statement was pretty clear about that. I wasn’t making “an argument.” I’m asking if anyone who does not own HoT has been able to access the requisitioner to get banners. If you do not own HoT, sorry for that assumption and could you confirm whether you are HoT or non-HoT?
I’m just trying to find out if this functionality ever did work for those guildleaders who have not purchased HoT.
Ah, that’s something I couldn’t verify for you as I had preordered HoT, and thus never walked in to the building before HoT release.
I do know he’s present in the guild initiative, and everything in there with the notable exception of the expedition npcs (for obvious reasons) works without HoT though. I’d be interested (and kinda kittened) if the NPC they built specifically so that guilds had access to their old upgrades before getting a guild hall didn’t work for people who couldn’t actually claim one.
Be a pretty dumb NPC in that case for sure.
Which build in GW2 deals support without dealing enough damage to get full credit for events?
I honestly can’t think of a support build that doesn’t do more than enough damage to tag mobs, complete events, and res people all at once. unless you’re actively preventing yourself from autoattacking between cooldowns or making a point not to use some of your best heal skills and finishers just because they also do damage.
From a purely factual standpoint, it is though. I’ve pretty meticulously laid out why. Influence costs scaled up as you unlocked things, but earning did not. Your ability to use your upgrades depended heavily on having larger guild populations and more highly active players on a daily basis.
{snip}
These are all statements of fact, not opinion.
Ummm… No, they’re not really. Banner A cost X. Much better Banner B cost Y. Think, oh, XP banner vs Heroes banner or something. The item costs were fixed, not scaled. Those are facts. They had nothing to do with the guild size. If you’d unlocked the pre-requisites & you had the influence, you could buy them.
Whether you think that’s better or worse than the system now? That’s opinion.
If you were a small guild, and you had & you did… You can’t now. Anet took that away. You’ve got to go through a huge grind to unlock the ability to purchase those consumables now; consumables that you had access to before. Now, once you’ve done that, it might well be that the cost for the consumable is the same whether you’re small or huge; X number of Y materials. But for Banner B, which you had access to prior to HoT, you have a kittening great wall to climb over to get the access that you had already unlocked once… Hard for a small guild.
Now that I understand your point a bit better, I think nothing has really changed. Instead of the wall of “I have access to this but need X amount to make it”, we have a wall of “I need X amount to access this, and then I can make it”. That isn’t easier for a small guild, it just puts the same effort in a different, earlier place. If you see what I mean?
No, you don’t have to go through a grind to unlock them if you already had them unlocked. That’s the central point of misinformation I keep seeing.
The acquisition method is only changed for guilds that didn’t already have access to these consumables.
If you had them unlocked previously, you walk in to the guild initiative, and hand the NPC some favor, though one poster has said that NPC is temporarily disabled, that’s how I have been spending all of the excess favor we don’t use for hall upgrades because it’s actually cheaper and faster than making them via the new scribing system, and that level of cheap and easy actually can’t be obtained by new guilds who hadn’t unlocked them in the old system.
You keep repeating that and it’s not true. My guild and many other guilds like mine had +5 supplies unlocked and it’s gone now unless we get a guild hall and grind out all the upgrades to get it back. I can try talking to that temporarily disabled npc till I’m blue in the face, he won’t be giving me back my upgrade even though I had it unlocked.
So maybe instead of repeating your “upgrades aren’t lost” mantra, how about you start reading what other people are saying to you? Not every player wants banners!
Also, not every player wants to have to grind some pve maps to get the materials needed for upgrading guilds halls (silverwastes shovels, anyone?). That’s why the old influence system was superior to what we have now – you could play the content you enjoyed and were still able to upgrade your guild. Now, if you don’t like pve, you’re out of luck. And you keep acting as if the players who complain about the new system were unreasonable.
Guild halls could have been a nice addition to GW2, but instead we got a system that seems to be purely designed to be a gold and time sink.
He is being purposely daft and obtuse so that he can continue supporting anet when he knows he is wrong. I really wish we had a mute or ignore option on the forums, so we could hide certain players comments. I get very tired of being told that our opinion is wrong and we should just all be happy to play the way they tell us to.
At no point did I state your opinion was wrong.
I said that stating your opinion as fact is wrong.
You’re entitled to hold whatever opinion you like, and I haven’t disputed any opinions. What I haven’t seen, however, are statements of fact to back up the presumption that, for a PvE guild, this system is worse than the old.
Saying you don’t like it is one thing. That’s an opinion. Saying it is actually worse is another. I don’t give a crap about supporting anet. They botched a large number of very important things with this expansion. The doing away with the influence system, however, is objectively not subjectively better for small guilds than the old system.
I must however clarify. Yes. This is in regards to PvE play.
I won’t go in to detail as to why as I have already expressed, several times, logical, factual, opinion-free evidence as to why.
I’m not being willfully obtuse to support arenanet. I’m stating my position as a person that runs a small guild because the old system was almost completely unusable for my guild, and the new one actually allows advancement and use of all its features.
Go ahead. Check my post history. You’ll find I have no interest in blindly supporting arenanet.
Your desire to personally attack and discredit me rather than respond to my position doesn’t make a lot of sense. I have as much right to state fact as you have to state opinion.
I get it. You liked the old system. There’s nothing wrong with that. It was passive, non-inrusive, and gave out guild benefits for free. That’s an understandable position and one of opinion.
I understand that people would rather not have to do upgrades related to halls now that halls control both the old and new upgrades. That’s also an understandable position, and one of opinion.
I also understand people are upset that the NPC that equalizes these concerns is currently disabled for whatever reason. That’s also and understandable position and one of opinion (and an opinion I share)
Influence disproportionally rewarded large guilds and penalized small ones based solely on member count and play time. The new system does not. These are not statements of opinion. These are statements of fact just as much as adding two and two equals four.
Yes. All arena and WvW upgrades need a serious look. Yes, wvw and PvP rewards need a serious look and have for a long time. Yes, silverwastes shovel costs for any guild are complete BS. No, influence was not better for small guilds of any type than the new system, no matter what sort of content was played. That isn’t an opinion. That is a fact.
(edited by PopeUrban.2578)
If it doesn’t move you, it totally shouldn’t consume the charge.
At launch there was a system where your character “changed personality” depending on how often you use certain dialogue options and thereby unlocked additional options. It didn’t changed much but it added a little bit flavour – why was it removed?
They removed it because it didn’t do anything, and having it in the interface gave the mistaken impression that it did something.
Originally, before launch, it was supposed to do things, and for a while a very limited number of open world NPC interactions did interact with it (for example there was an NPC that would charge you for a boulder, but if you were a forceful personality you could intimidate him and get it for free)
Like so many things in GW2, anet threw it out because they were more concerned with the game’s world being fair than being interesting.
Your build needs a little AoE or evade action when delving in to pocket raptor territory. What build are you running?
If it’s D/D PvE standard, simply use deathblossom as if you were a condi build against them. They have very little HP, and the combination of evades and damage will put them down quickly despite the low base damage of deathblossom.
If you’re running any sort of */P use black powder and cleave or shoot them all down.
P/P will give you the most trouble so… swap to shortbow or whatever melee set to deal with them like you would for any aoe encounter.
This is backward thinking.
The game need more incentives to defend, not easier to flip objectives to make rapidly attacking and flipping objectives the best route for advancement. This whole ‘why can’t we flip a tower with 3 people’ mentality has been a plague on WvW since the jump. Nobody cares about having objectives, and they never have because having objectives is worthless outside of a completely broken scoring system that doesn’t care how long you’ve actually held them.
The fact people only care about the act of flipping rather than maintaining control of objectives is the problem with wvw. Meaningful upgrades are a step in the right direction, but the current implementation of getting objectives for doing literally nothing, and not rewarding people who go out of their way to defend them is stupid thinking.
The entire WvW design team needs to be let go, and it is a long time coming.
There is not now, nor has there ever been anything engaging about fighting over objectives that do nothing but award “points” in a game mode that requires both gold and resources. You don’t capture objectives in order to build siege. You murder 50 people and hand some tokens to a merchant. You don’t protect your supply lines to ensure a successful assault. You quick flip a camp and fall upon it like angry ants and build siegeworks in a matter of seconds.
It is literally the worst siege implementation in all of online gaming.
WvW is a giant money pit that rewards flipping far better than actually playing it as intended, and this has been a problem since launch. Arenanet does not have a single designer familiar with what makes MMO siege mechanics meaningful or fun. It isn;t about having mass battles. it’s about having mass battles because what you are fighting over has significance and meaning in an economic sense within the confines of the game you are playing
You reward loot at a far greater rate for simply walking in to an open field and beating each other in the head that you do for holding a keep. This is backward. All that loot should come from owning rather than taking objectives. That what makes people care about owning them in the first place, and the desire to take them comes from that.
(edited by PopeUrban.2578)
in Guild Wars 2: Heart of Thorns
Posted by: PopeUrban.2578
Online games do not work well enough when you lag.
This.
It sucks, but the reality here is that Anet doesn’t have an oceanic server cluster and the game is not (and won’t ever be) designed to play with a 200ish ping.
You’re connecting to a game you know is going to be laggy and unresponsive, then complaining it is laggy and unresponsive.
Anet needs to just establish an oceanic cluster for you guys alreaday. There are so many people I see on US servers and I’d bet just as many on EU servers that a small cluster would easily pay for itself.
In what insane alternate universe do you exist in which you can simultaneously give every single guild the opportunity to have a hall whilst also making those halls all share the same open world?
Look, you either have limited real estate, and thus limited opportunity in an open world zone, or you have unlimited real estate and thus unlimited opportunity by instancing the halls.
Given that GW2 is a game built around the “positive reinforcement only” feel good idea that players in any GW2 game mode don’t ever risk losing anything of value to another player, why would you expect them to suddenly add a pretty hardcore real estate conflict element to the game?
They instance trees you chop for wood in this game. You think they’re going to make people compete for guild halls?
Okay, we now have access to the WvW schematics of chilling fog, armored dolyaks, and guild arrow carts. These all are apparently level 150 schematics and are not valid routes to level scribing with. At levl 140, the only methods available to level are either discovery (good luck) or colored balloons, which require guild hall decorations merchant level 3.
Right now WvW guilds cannot viably level their ability to provide WvW supplies without extensive PvE content and the acquisition of decoration merchant level 3. If either chilling fog or armored dolyaks were 125 instead of 150, this would be a viable route, as supply drop is 75 and depot sabotage is 100. There is a gap at 125 however which destroys the WvW scribe progression (and, let’s be honest, everyone else’s) without venturing into decorations and merchants.
Right now, if dulfy is to be believed, resonating fragments unlock at 150. That means that literally the only viable route from 140 to 150 is by crafting colored balloons. That’s it.
I wouldn’t worry about that, the wvw abilities are one use only and cost 40+ gold each.
No one is ever going to use active or passive items on claimable objects in wvw, only auras.
This. The tactics system and wvw in general is poorly designed.
Expecting people to sink massive amounts of resources in to something that doesn’t generate a meaningful amount of resources, and can not conceivable be held for any length of time anyway is stupid.
Some people might care about WvW score, but nobody cares so much about wvw score that you’re going to see tactics used more than once in a blue moon. You don’t need to hold objectives or even to win to get rewarded for WvW, which is why WvW has been and remains broken.
Until Anet realizes that giving no material/loot incentive for playing WvW as intended is the reason why WvW revolves around PvDoor and karma trains, WvW is going to continue to suck as a game mode due to extremely limited interest outside a niche community who is content to do it for bragging rights and a meaningless leaderboard.
This would be awesome, however
The central draw of the guild halls aren’t the replicated services, but rather the unique services it provides.
Our guild makes good use of the guild commendation trader on a daily basis, furniture vendors, ore/plant/wood synthesizers, and convenient access to the core services it does have (merchant/bank/anvil/guildbank) all in one fast loading location from anywhere.
I agree with the banking NPC though. We already have a bank in the crafting station, and another non-collection one in the guild bank. Why not just add a proper bank NPC?
I would love to have the full suite of services in our hall, but it seems the direction anet wants to go with the halls is that the halls primarily provide things to your guild they can’t get anywhere else in stead of just copying thing you can. If anything I’d prefer to see more services you can’t get in cities than just copying the ones you can. More ways to spend guild commendations, installable adventures, stations that transmute things in to other things, etc.
Currently I use the guild hall a lot more than cities. I only go to cities for crafting or to pick up TP purchases. For everything else I use the guild hall. I generally only end up visiting LA once a day for this reason, but find myself in the guild hall after every meta run, between dungeon runs, while I AFK, etc. since it’s easy and free to get to and from and loads much faster than the mists due to not being full of a hundred random people right around the warp in point.
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