Showing Posts For PopeUrban.2578:

Guild Hall Decorating

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I made some posts about this as well, and sadly, as of right now, you can’t. I reccommend keeping a “deletion item” in the guild’s inventory you can use to enter decorate mode until they correct this problem.

We have a special “reserved pumpkin” for this purpose.

Between this, the multiple missing items/recipies in the scribing and workshop system, the anemic basic deco list per upgrade level, and the quite frankly absurd scribing and workshop time costs of even the most basic completely cosmetic decorations it is obvious nobody at anet bothered to QA guild hall decorating in a live environment and they just tested the whole thing on dev consoles with admin commands.

I mean really. They reworked the whole system to remove ques from the upgrade system because it was frustrating and boring, and then put furniture that has no function at all on that same system, and made it compete with consumables like banners for que position.

The guild team needs to revise decorations. The material rarities of incredients, and the gold costs of basic decorations are absurd for a system that is to the hall what armor skins are to characters. I can get a TON of cheap common cosmetic skins for my character and a minority are high cost and high rarity.

It’s unreasonable that it requires no less than three people to fork over a guild mission reward, as well as ten quite rare pigments just to put arms on a kittening chair.

Looks like there will be a lot of issues that need to be looked at and rethought from what you are saying. But this, this is a very BASIC thing they should have thought of lol. No doubt yes they were all too used to using their dev commands to enter the editing system. So much so they forgot to put something in for us to be able to use. Really the mind boggles, I seriously think they rushed the release of HOT and it should have waited until after the new year. Because to be honest it wont be until then probably that we will have everything fixed and in working order.

We could have waited Anet! :P

PS, thanks for the deletion item tip. Too late for that now tho lol as we only clamed the hall a couple of hours ago so can’t create/add anything new yet. I will keep it in mind tho!

Does anyone in your guild have a special edition of HoT? If so you could just “suspend” one of the special decorations and use it for decoration mode and place it permanently later when they fix it.

Sadly I was the only one with the Deluxe purchased and that was part of what I have already placed. My 2 choppers and a couple of statues and a flag and such from what we had unlocked from earlier guild upgrades. So nope, gonna have to wait now until we can get the upgrades needed to start working on more decorations or until a fix for this comes.

You can buy a flagpole from the guild commendation vendor in the guild initiative office for like 1 commendation and 50s if my member serves correctly. That should also provide a “deletion item”

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Hall Decorating

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I made some posts about this as well, and sadly, as of right now, you can’t. I reccommend keeping a “deletion item” in the guild’s inventory you can use to enter decorate mode until they correct this problem.

We have a special “reserved pumpkin” for this purpose.

Between this, the multiple missing items/recipies in the scribing and workshop system, the anemic basic deco list per upgrade level, and the quite frankly absurd scribing and workshop time costs of even the most basic completely cosmetic decorations it is obvious nobody at anet bothered to QA guild hall decorating in a live environment and they just tested the whole thing on dev consoles with admin commands.

I mean really. They reworked the whole system to remove ques from the upgrade system because it was frustrating and boring, and then put furniture that has no function at all on that same system, and made it compete with consumables like banners for que position.

The guild team needs to revise decorations. The material rarities of incredients, and the gold costs of basic decorations are absurd for a system that is to the hall what armor skins are to characters. I can get a TON of cheap common cosmetic skins for my character and a minority are high cost and high rarity.

It’s unreasonable that it requires no less than three people to fork over a guild mission reward, as well as ten quite rare pigments just to put arms on a kittening chair.

Looks like there will be a lot of issues that need to be looked at and rethought from what you are saying. But this, this is a very BASIC thing they should have thought of lol. No doubt yes they were all too used to using their dev commands to enter the editing system. So much so they forgot to put something in for us to be able to use. Really the mind boggles, I seriously think they rushed the release of HOT and it should have waited until after the new year. Because to be honest it wont be until then probably that we will have everything fixed and in working order.

We could have waited Anet! :P

PS, thanks for the deletion item tip. Too late for that now tho lol as we only clamed the hall a couple of hours ago so can’t create/add anything new yet. I will keep it in mind tho!

Does anyone in your guild have a special edition of HoT? If so you could just “suspend” one of the special decorations and use it for decoration mode and place it permanently later when they fix it.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

I hate to say it

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

You have a trebuchet and walls. They brought a battering ram and hand tools. Yes. You should absolutely be able to hold them off. The uselessness of protected siege on offense has been a big problem with WvW for a long time. That ram should only be a viable assault option if they’ve actuall managed to kill your defensive siege in the first place by building offensive siege

Running up to the gate should never be a viable strategy against a defended objective. It should be the last part of a push that starts with crippling the objective’s defenses to create an opening for foot troops

This is healthier for the game long term as it makes defensive fights much more about going outside the walls to slaughter offensive siege (with the exception of the people running defensive siege) than standing on a wall autoattacking zergs at a gate.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Guild Hall Decorating

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I made some posts about this as well, and sadly, as of right now, you can’t. I reccommend keeping a “deletion item” in the guild’s inventory you can use to enter decorate mode until they correct this problem.

We have a special “reserved pumpkin” for this purpose.

Between this, the multiple missing items/recipies in the scribing and workshop system, the anemic basic deco list per upgrade level, and the quite frankly absurd scribing and workshop time costs of even the most basic completely cosmetic decorations it is obvious nobody at anet bothered to QA guild hall decorating in a live environment and they just tested the whole thing on dev consoles with admin commands.

I mean really. They reworked the whole system to remove ques from the upgrade system because it was frustrating and boring, and then put furniture that has no function at all on that same system, and made it compete with consumables like banners for que position.

The guild team needs to revise decorations. The material rarities of incredients, and the gold costs of basic decorations are absurd for a system that is to the hall what armor skins are to characters. I can get a TON of cheap common cosmetic skins for my character and a minority are high cost and high rarity.

It’s unreasonable that it requires no less than three people to fork over a guild mission reward, as well as ten quite rare pigments just to put arms on a kittening chair.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Firefly mining flute vs watchwork pick

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Considering you can just buy sprockets with gold, I wouldn’t call the Watchwork pick “pay to win.” If you want the advantage provided by the pick (more sprockets/gold,) you can get it by doing basically anything else in game, just…more of it. We already have a mechanism (converting gems to gold) by which people can just buy gold, so free sprockets are just an unusually good deal, (since they can pay for themselves over time,) but not an obnoxiously unfair one. (Unless you have a problem with the gems->gold exchange, but if that’s the case, you have bigger problems with the game than just the watchwork pick.)

That said, the Watchwork Pick was still a mistake because it makes buyers choose between the pick they prefer aesthetically and the one that offers the most economic value. The transmutation system exists precisely so people wouldn’t have to make that kind of decision with weapons/armor, so you can see where pushing everyone into the Watchwork Pick doesn’t fit. Not to mention trying to sell new picks to people like the OP.

I think it’s a little different than the gems to gold exchange. The exchange is a transaction between players. Players are spending a fixed amount of gems in terun for a fixed amount of gold. The same is true if, say, you get an infinit contract or black lion skin and sell it. You’re exchanging a fixed value of gem store expense for a fixed value of gold.

The pick, however, generates an infinite and superior amount of wealth for a single fixed gem purchase. This isn’t a mere QoL upgrade like the salvager or contracts, or a cost offset like the other infinite tools (which don’t actually increase your earning power but rather frontload the cost of a large number of future tools, and if you do the math are unlikely to actually pay for themselves compared to the ingame alternatives)

The moment you acquire the pick, you are gaining superior income for doing the same action as players who do not have it. It’s the same effect as a booster, but boosters arent problematic in this way as the earnings increase they provide does not ever actually outstrip their cost. In terms of gold value, you lose money on boosters even though they increase your earnings potential temporarily.

As it is now, the watchwork pick is out of line with the rest of the game. No other gem store only item actually increases raw earning power. The rest of them simply offset cost or increase convenience. The watchwork pick is an instant purchasable earnings advantage.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Banners and feasts on map

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Incidentally, does the guild that places the banner get anything from people (of other guilds) using it? If not, maybe they should get a little bit of compensation (guild commendation?) for each player (not of that guild – to avoid exploitation) that uses their banner (once per person per banner). It would encourage generosity and help smaller guilds for whom crafting banners might be prohibitive cost-wise. Then again.. I can see ways of exploiting this by having two large guilds cooperate to click each other’s banners. The reward would have to be something that makes this not worthwhile. A tricky subject. Well, it was just a thought.

I think Resonance would be the perfect reward for people using your banners. Commendations are inappropriate as they are personal rewards, and favor and guild ore would also be appropriate as they are tied to very specific things (the mine and guild missions specifically)

Considering that it takes hundreds or thousands of resonance to insta-complete most things, granting guilds like 1-5 resonance would be a nice but not essential way to reward generosity, by making it faster for you to greate more banners or decorations. Resonance also has maultiple input methods, you can get it from playing with guildies, or they can donate gold to the trader to generate some for you in amounts of 100.

Thus, resonance doesn’t actively conflict with or alter the overall economic picture of the guild in question as all it does is decrease build times on consumables, so it would be a perfect “thanks” for people using your banners.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Resonating Fragments (Scribe)

in Bugs: Game, Forum, Website

Posted by: PopeUrban.2578

PopeUrban.2578

For great Justice.

Seriously though. Banner supplies are getting low and this bug actively prevents creating more banners.

Why haven’t we heard a peep about this arenanet?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Firefly mining flute vs watchwork pick

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

The watchwork pick was a massive mistake. Its functionality should honestly be rolled out to all L80 picks avaliable in and out of game, or a decent amount of sprocket nodes should be added to the world to make its ability a strictly QoL advantage rather than a literal pay-to-win one. It is a gem store only item that is superior in function

This is a huge departure from how the gem store works. It’s supposed to be a place to get convenience and aesthetic upgrades, not a place to buy actual permanent economic power you can’t get any other way. Even boosters are available without gems now.

well, considering the amount sprockets are used in recipes, and the number of people with watchwork pick bringing all the sprockets in, it’s also a good thing… It’s an investment of gold… you put 200 gold in, you get it back in a couple months of running ore gathering routes.

Right, the point is that it is functionally “the best pick” and it can only be acquired through the gem store. That’s a problem. it would be like if ascended could only be bought from the gem store, there was no way to reskin it, and all the ingame methods could only get you exotics.

Infinite picks in general are fine. They do the same thing as normal picks, and really just save you the hassly of buying picks. Watchwork is an anomaly because it does something other picks can’t rather than just being more convenient.

they admitted their mistake, and won’t do it again. however, they won’t strip away the function for the people who paid real money for this item FOR the sprocket generation, nor will they give other picks any extra generation since that’d be going against what they said… it’s fine the way it is, some people enjoy skins, some people enjoy utility, I use watchwork pick and won’t use any other infinite gathering tool; it’s the only one that’s proved its worth to me so far.

Well of course you use it. It does not change the fact, however, that it is literally a pay to win item, and the only pay to win item in the entire game. If that doesn’t merit a fix, either by making sprockets more avaliable without changing the pick, or by changing the pick and offering its holders a gem refund, I don’t know what does.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Rune of the Nightmare

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

And yet there are still threads saying that dungeons are now “pointless” and “worthless”

It’s not unobtainable. You are simply choosing not to do what it required to obtain it.

Also, you can get dungeon runes by mystic forging other rare runes, though the drop chance is going to be pretty low to get the exact runes you want.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Firefly mining flute vs watchwork pick

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

The watchwork pick was a massive mistake. Its functionality should honestly be rolled out to all L80 picks avaliable in and out of game, or a decent amount of sprocket nodes should be added to the world to make its ability a strictly QoL advantage rather than a literal pay-to-win one. It is a gem store only item that is superior in function

This is a huge departure from how the gem store works. It’s supposed to be a place to get convenience and aesthetic upgrades, not a place to buy actual permanent economic power you can’t get any other way. Even boosters are available without gems now.

well, considering the amount sprockets are used in recipes, and the number of people with watchwork pick bringing all the sprockets in, it’s also a good thing… It’s an investment of gold… you put 200 gold in, you get it back in a couple months of running ore gathering routes.

Right, the point is that it is functionally “the best pick” and it can only be acquired through the gem store. That’s a problem. it would be like if ascended could only be bought from the gem store, there was no way to reskin it, and all the ingame methods could only get you exotics.

Infinite picks in general are fine. They do the same thing as normal picks, and really just save you the hassly of buying picks. Watchwork is an anomaly because it does something other picks can’t rather than just being more convenient.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Pact Supply Agents - Worth It?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

The 7k karma gamble lottery items do actually contain a chance at recipies you can’t get any other way, including the new melandru backpack.

I dont know if we have discovered all the things it grants, or if there are any account bound “woah neat” super rare recipies.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

A plea to the devs- Get rid of auto upgrades

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Requiring people to trigger the upgrades is dumb.

Letting people zerg up and manually run all the supply from camp to base to do upgrades is dumb.

Requiring you to actually get supply yaks to the objective to upgrade it is not.

Yaks are more useless now than they were before, and that’s saying a lot.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Rate your Adventures

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

All of my adventures are perfect 10s. They could fill seven seasons of television with all of the exciting and interesting things I do on a daily basis.

I don’t even watch television or read books anymore because I’m actually much more interesting than fiction at this point. People that know me constantly tell me how much fun I am to watch, and how they can’t wait to see what new adventures I get in to.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Firefly mining flute vs watchwork pick

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

The watchwork pick was a massive mistake. Its functionality should honestly be rolled out to all L80 picks avaliable in and out of game, or a decent amount of sprocket nodes should be added to the world to make its ability a strictly QoL advantage rather than a literal pay-to-win one. It is a gem store only item that is superior in function

This is a huge departure from how the gem store works. It’s supposed to be a place to get convenience and aesthetic upgrades, not a place to buy actual permanent economic power you can’t get any other way. Even boosters are available without gems now.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds, stop complaining about GHls

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I don’t know how many times I have to say this.

The new system is massively more friendly to small guilds due to the permanent nature of unlocks.

Oh, keep repeating what you’ve been repeating for the last 4 days. The last system had permanent unlocks (of a different variety). Until Anet threw it all away with HoT because it suited them. When will they decide to throw it all away again?

End of your argument, really. An argument that lots of people disagree with, anyway. With good reason. So will you stop repeating it? I doubt it…

The only permanent unlocks in the old system were bank upgrades and a few merchants. All other upgrades required a constant expenditure of influence to actually use. They were not permanent unlocks. You did not simply unlock and guild mission or buff and have the ability to use it. You unlocked the ability to produce consumables, that were consumed, that you had to produce again in a never ending cycle of influence expenditure, and for each unlock you required more and more influence to actually use all of your unlocks at once.

It was a system that became more expensive to actually use the more of it you unlocked, assuming you were using all your unlocks, but your rate of influence gain did not increase according to that cost. it was a system of fixed influence earning with ever-increasing influence cost.

I don’t know how it is possible to dispute that fact.

The new system does not have this problem except for the actual consumables like banners and tactics.

You can actually use all of your upgrades in the new system

You could not use all of your upgrades in the old system. You had to pick and choose between them, based upon the activity level and roster size of your guild

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Guild Features- what's great / what's missing

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I guess I don’t understand why you need to switch buffs 15 times a day. Do you literally do like one pvp match, and then do one event, and then go gather ten nodes, and then go back to do another pvp match, and then zone in to wvw to cap one camp or something?

If that’s the case i can see how adding more loading screens to your already massive self imposed giant number of loading screens would be an issue.

If It’s that you have to visit the hall after an hour of PvP when you switch gears to go do events, I don’t get how that’s a massive inconvenience, or why you wouldn’t be in the hall already to access the services, bank, etc. there in stead of LA since the load time is way faster.

I’m not sure why you’re playing devil’s advocate. There are 2 simple solutions that would be a clear improvement over the current implementation:

  • Leave the 24 hour potion approach but make it give all guild buffs
    OR
  • Let us simply switch the buffs through the guild window.

I feel like no matter what your view is, you should think that one or the other solution is leaps and bounds better over the current implementation. I would be happy either either.

Of course I wouldn’t be against having it in the guild window, but maybe I’m weird.

I like having reasons to visit the hall, and I like the micro-immersion of “buying a drink” that the current implementation has.

I get that not everyone likes or cares about the guild hall though, but it’s also entirely possible that the “hassle” was done intentionally to prevent people from basically benefitting from them as if they were stacked, even though the system doesn’t allow them to stack.

I mean I don’t know, but I’d imagine that when anet decided to say a 10% gathering and a 10% xp buff don’t stack, they’re assuming people won’t just swap buffs every time they come across a single ore node or tree, as that sort of nullifies the stacking limitation. Maybe it’s supposed to be kind of a pain to discourage rapidly swapping buffs all the time? IDK.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

My Tyrian Exploration Can't Be This Rewarding

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Your math also assumes doing zero events and killing zero mobs in the course of exploring. Most players actually stop to do nearby events when exploring.

That said, masteries are designed as long term goals, as rewards to make repeating content feel more meaningful, not as a system that just adds additional rewards on to completing content once.

Whether you like repeating content is a whole other story, but being an MMO, content repetition is inevitable due to, like, the economics of developing content versus the rate at which it is consumed by players.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

How to fix wvw in 3 easy steps

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Rewards should scale like the HoT meta-event system, to grant personal rewards that scales better the more you’re actually helping your team win in stead of actively rewarding anti-cooperative play like flipping and deliberately allowing objectives to fall.

It’s simple really. Toss out the bags on kill system. Replace it with a reward chest every 15 minutes. The amount of goodies in the chest is directly related to how much stuff your team owns, and how high all that stuff’s upgrades are.

Give guilds who claim and hold objectives resonance every 5 minutes, and scale that resonance up with upgrades.

Remove automatic upgrades, make yak deliveries and supply drops the only way to upgrade objectives.

Bam, WvW is now about actual tactics, claims, holding objectives, and war for every single player Getting good loot is directly related to how well your team functions as a team, and you have reasons to stick around losing maps and fight tooth and nail just to take and keep that one camp or tower. Guilds are encouraged to take and hold objectives because the generated resonance saves them a lot of money and allows them to build tactics way faster and cheaper. Individual players are encouraged to spread around the map and intelligently defend and attack objectives in a manner that actually coincides with the scoring system.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Features- what's great / what's missing

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

You’re saying you find it tedious to click a button, walk ten feet, visit a vendor, and then click the same button?

Slap 2 load screens on each of those times and the need to switch buffs ~15 times per day if you like to play a variety of content, and yes it does become VERY tedious.

I don’t like to be forced to play the game one way or another. I run a PvX guild and I myself like to experience everything in the game. Having to constantly switch buffs is an unnecessary inconvenience.

I guess I don’t understand why you need to switch buffs 15 times a day. Do you literally do like one pvp match, and then do one event, and then go gather ten nodes, and then go back to do another pvp match, and then zone in to wvw to cap one camp or something?

If that’s the case i can see how adding more loading screens to your already massive self imposed giant number of loading screens would be an issue.

If It’s that you have to visit the hall after an hour of PvP when you switch gears to go do events, I don’t get how that’s a massive inconvenience, or why you wouldn’t be in the hall already to access the services, bank, etc. there in stead of LA since the load time is way faster.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Features- what's great / what's missing

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I agree that having Guild Missions on a separate track is a great improvement, and overall most of the changes to guilds are great. I’m not sure why you are bringing up those points though.

The issue I have with enhancements is that we can only have one active at a time whereas before we had 3 (and other guilds probably had more).

Yeah, the thing is though that the old system was balanced around this idea that it was cost prohibitive to do that (even though in practice influence costs for stuff were all over the place and never functioned as intended)

Sure, it would be cool to stack them, but there isn’t any sort of counterbalance in the permanent unlock system to counterbalance that like there was a cost counterbalance in the old system. If I have to choose between free buffs, or buffs that cost me gold (like they had planned originally) that I can stack, I totally pick the free ones.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds, stop complaining about GHls

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

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.

Do another guild mission, go get more banners.

What you can’t do is get banners for doing nothing and if that’s what you’re complaining about then yes, you’re right. You don’t get guild rewards without investing any effort whatsoever in them any more. I’m sorry you feel that that was a better system.

Your argument is based on the idea that a system of passive rewards was somehow better or more engaging than a system of active rewards, but you phrase it as if you’ve been locked out of something. You haven’t. Stop saying that you have.

You’re mad that it is harder for you to get something that was trivial to acquire before. There is not a single banner that you had the ability to make before that you can’t make without even claiming a guild hall now.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Class, Profession, Specialization or Mastery

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

It’s actually good that they’re given separate icons and titles. in some cases you can already see how the playstyle of a character can change drastically when taking on a spec. Reaper and Druid are the best examples of this. There characters aren’t really rangers or necromancers any more in terms of how they’re built and played in most cases, even though they’re still using two core spec lines.

As we move forward in to more elite specs, I assume we’re going to see a lot more build altering things like this, and keeping track of who does what is a lot easier when they’re treated by the game’s interface as a separate “class” via icon and profession title.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Features- what's great / what's missing

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

The enhancements are BS. Before HoT we had +10% Gathering Bonus, +10% Magic Find, and +15% Karma for all our guildies. Now, we have to CHOOSE between +4% Exp or +4% Karma. What we had was taken away and replaced which much weaker buffs which are also mutually exclusive… We have the option to work hard towards strengthening the buffs, but we will always only be able to have one active. This is just plain stupid.

Add more buffs. they’ll all be 10%+ by the time you are finished.

I’m aware that the buff will eventually be +10% magic find after we have spend over 2000 gold that we don’t have right now. But just 3 weeks ago we had +10% Gathering Bonus, +10% Magic Find, and +15% Karma at all times.

The only guild which benefitted from the old system were the ones so massive the influence cost or queing and accelarating things was a non-issue. Influence was retired as a system of constant sinks balanced against constant member activity for this very reason. It was impossible to utilize efficiently for small 5-15 person guilds, and effectively cost nothing for 50+ member guilds.

What are you talking about? My guild has 5-10 people online at peak times and we had absolutely no issues with keeping up the buffs under the old system.

I’m assuming you used influence to do nothing but build buffs and accelarate production times, or people made regular gold to influence trades right?

That was kind of the problem. Buffs conflicted with banners, guild missions, and guild upgrades on a permanent basis. Running buffs meant you were attempting less guild missions, building less banners, and in general slowing your progress by maintaining them.

This is why I prefer the new system of permanent unlocks and the new upgrade/mission systems in general. They don’t get in the way of one another with the exception of consumable banners/tactics, which are the single endpoint of the whole system. Thus, while upgrading you can actually use your buffs and do guild missions, and you can do this early so that you have a good set of functionality in your guild, as the buffs themselves are all t1 upgrades.

The old system was kind of this mess of various levels of mission, banner, and buff unlocks all sort o haphazardly thrown together. The new one is pretty clear and usable from the jump. You start a guild, you do missions, you get a guild hall, you build buffs, structures, vendors, nodes, etc. based on what your guild finds important. During that time you either ignore or budget your tactics/banners/decorations, but you can do missions every week without worrying that they slow you down, and you can use your buffs without worrying that they slow you down.

Once you’re done upgrading things, you now have a functional, cost free system of great benefits, vendors, and buffs, and now you can afford to regularly drop consumables and tactics and bling out the hall with tons of sweet decorations, or you can actually choose to never spend anything on it ever again.

It just feels to me a lot better from a progression standpoint. You guild can get and do guild stuff from day 1, and you don’t feel like the system is fighting itself.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Please Delete this Topic (flood)

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Kal, they should be buffed to be usable.
Popeurban even put forth a great suggestion of adding a diplomacy mastery for each race in old tyria so you can earn access to each races specific skills. Access to race specific weapon skins would be nice (yes it means they need to make more skins) from a new vendor. Have a title in the track as well for each race and one for when you complete them all.

It is horrible to have skills so under used.

Here’s a link to the post mentioned if you’re interested. Stuff gets buried fast enough here and the search function doesn’t really work at all.

https://forum-en.gw2archive.eu/forum/game/hot/Suggestion-Mastries-Diplomacy/first#post5692814

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

[QoL] Parking in Guild Hall

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

There’s no real potential for “abuse” and the limitation is probably just a technical hurdle since they actually unmount guild hall instances when they are not occupied and don’t have an existing infrastructure to log directly in to instances.

I’d like for this to happen, even if logging in placed the characters at the waypoint as it does currently when zoning in.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds, stop complaining about GHls

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

It doesn’t matter how many people are in a guild. They should all have access to the same content. As it is they do not.

This is not about Ferrarris or the game economy or how easy it was for someone else to blow through guild hall requirements. This is about smaller groups of people not only not having access to features they earned and could use a few weeks ago, but also cannot earn new ones because of seemingly unnecessary and arbitrary changes that were made.

I don’t know how many times I have to say this.

The new system is massively more friendly to small guilds due to the permanent nature of unlocks.

Did you seriously enjoy a system in which you could produce at best buffs for one weekend a month and maybe two failure chances for guild missions a week?

You have sticker shock from the upfront cost of upgrades, but in the overall life span of your guild the new system is massively cheaper for much larger overall benefit for small guilds.

That is a completely inarguable point.

The new system in terms of actually acquiring upgrades is no different than the old. It is easier and faster to progress by having more members actively contributing to it financially. Where you had old upgrades, you can still use them and got massive savings in material costs for having them. Have you seen how much those banner, siege, and bank unlocks cost now? upgrades you already have because you alreadu unlocked them in the old system, and can actually use before unlocking their prerequisites?

If I were a new guild, today, i couldn’t be building a single consumable due to the upgrade level of my structures. My old upgrades were grandfathered in. I can still absolutely produce and use all of them. The only thing anyone at all lost was the broken, old, constant time and influence sink of the old buff system, which, quite frankly, was absolutely unusable by small guilds.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Features- what's great / what's missing

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

The enhancements are BS. Before HoT we had +10% Gathering Bonus, +10% Magic Find, and +15% Karma for all our guildies. Now, we have to CHOOSE between +4% Exp or +4% Karma. What we had was taken away and replaced which much weaker buffs which are also mutually exclusive… We have the option to work hard towards strengthening the buffs, but we will always only be able to have one active. This is just plain stupid.

Add more buffs. they’ll all be 10%+ by the time you are finished.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Features- what's great / what's missing

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

After unlocking a couple more Enhancements I have a comment to add about the current state of these. Forcing every member to visit the tavern every time they want to switch the buff they are using is very tedious.

Buffs are one of the only bonuses that guilds offer to their players through game mechanics. We used to have them all active prior to HoT, and they did not provide too much of an advantage to begin with – they just felt like a nice little perk. Why were they turned into a chore?

This really hurts PvX players. It’s simply not worth it for me to go to the guild hall every time I want to play a PvP match, or mine a couple nodes, or pop into WvW to cap a camp or a tower. Instead, I’ll probably just keep the EXP buff active until I max my masteries (even though it provides no bonus in PvP, WvW, and pre-HoT content) and after that I will only use Map Bonus or Magic Find. Please change Enhacements to make them useful.

The Numbers:

  • Buffs provided before HoT: +5% EXP, +10% MF, +15% Karma, +10% Crafting, +10% Gathering
  • Buffs provided after HoT: +10% EXP (only after your guild spends thousands of gold upgrading Enhancements)

Waitwaitwait.

You’re saying you find it tedious to click a button, walk ten feet, visit a vendor, and then click the same button?

Consider that the buffs aren’t exactly designed for you to toggle them when you just want to “hit a few nodes” If you’re going to do heavy harvesting, you hit the harvesting buff. If you’re going to go run pvp, you take the pvp buff. If you’re working on masteries, you take the xp buff, if you’re trying to run zones for zone loot, you take the map rewards buff, etc. They last for 24 hours so the only time you’re really going to swap them out is specifically when you’re “switching gears”

The new system, once you’ve got your full suite of buffs is massively improved from a management standpoint. It offers better buffs on many things than the old system. It’s completely cost free once earned. The tradeoff is you have to swap them out.

They all scale to at least 10%, gaining 1% per type of buff added to the tavern. (possibly more if they get a buff from upgrading the tavern, haven’t gotten that far yet as our resources are focused on filling out/upgrading the buffs and guild trader)

That’s a tradeoff I’m happy to make. The previous system was a constant influence sink which equated, for many guilds, in to a constant gold sink. The new system is a one and done cost, which is overall less stackable, but as or more powerful, and allows members to administrate their own buffs.

It would have been pretty broken to have the massive stacking potential of the old system combined with the permanent nature of the new. The only guild which benefitted from the old system were the ones so massive the influence cost or queing and accelarating things was a non-issue. Influence was retired as a system of constant sinks balanced against constant member activity for this very reason. It was impossible to utilize efficiently for small 5-15 person guilds, and effectively cost nothing for 50+ member guilds.

The new system equalizes all benefits by phrasing everything in terms of up front costs and making the material cost of consumables like banners the constant sink. That sink is equalized by the new free guild mission system, which allows individuals in smaller guilds, if their guild can’t regularly provide banners, to provide their own, which was, again, a redundant system for large guilds and a false choice for small guilds before because of the influence gating of guild mission attempts.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

EotM has outlived its usefulness

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

EOTM was a horrid idea from the jump, that backwardly addressed the basic incentive to do WvW.

See, in theory, WvW is supposed to be about server wins, teamwork, etc. This used to actually be the case back around launch when holding WvW objectves actually gave your server a buff, and thus serveres mattered outside of WvW.

Anet transitioned away fro this system because the entire thing led to server swapping. Why? WvW was all reward and no risk or cost for the benefits it handed out.

You didn’t have to step foot in to WvW to benefit from its buffs, people got antsy about being “penalized” by rolling on a bad wvw server, and people stacked to better servers, creating a snowballing solution.

The problem with WvW was always giving players the ablity to choose which team they are on, and allowing them to change that team whenever they feel like for a few gems.

WvW quickly became about personal rewards as the entire “goal” of WvW, the points system, awarded people nothing of value or significance for winning, and thus maps quickly emptied once a victory seemed decided.

EOTM was a response to people being unable to que, and thus being unable to get these personal rewards.

WvW is a broken game type from the ground up. EOTM is symptomatic of its design flaws.

Any team game, especially one on the scale of WvW that primarily rewards on an individual performance basis rather than on the merit of winning as a team will be played with a focus on personal rewards rather than team success.

HoT’s meta level and participation mechanics are actually a better system for WvW than how WvW works in the first place. They encourage map wide wins and mass cooperation rather than individual effort and efficiently farming events and objectives to the detriment of the team.

On top of that, upgrades, and now the new tactics system fail to recognize a critical flaw in the ownership scheme of the objectives. You are guaranteed to lose objectives, and thus guaranteed to lose any financial investment in them.

There is no “win” scenario when looking at guild claiming systems. You waste money on a temporary claim that will eventually be taken from you due to everyone going to bed or the map resetting. Owning these objectives doesn’t supploy you with a corresponding economic benefit to offset the cost.

When you put together the fact that the whole move prizes individual rewards more than team wins, and that the concept of ownership is nothing more than an expensive and endless money pit, is it any wonder that nobody cares around the objectives, and would rather flip them so they can reclaim them later?

WvW is broken because there are no rewards for ownership, no way to reliably maintain ownership, and no incentive to play the gametype as intended beyond a meaningless number on a leaderboard.

Why would you waste materials on WvW tactics when you know for a fact you’re not going to make back what you spent by successfully using them to defend an objective or overtake the map? In fact, “winning” a map in WvW is actually less rewarding than losing it on purpose, as it drives the defenders away ensuring less people to kill for bags and less people to re-flip objectives so you can get rewards for re-claiming them.

EOTM is the purest example of what WvW’s reward systems actually encourage players to do.

EOTM isn’t broken. WvW is a broken design from the ground up.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

These Thief Nerfs Need To Happen

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Easy way to balance the thief’s mobility so we can get a fair shake:

Increase SB5 init cost to 10, and add a heavy AOE daze to it.

Now it’s worth 10, but it isn’t really spammable for mobility.

Now we can balance stuff around thieves actually fighting people.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Suggestion: Pact Commander Swiftness Toggle

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

On the swiftness lines behind the character – there’s no need for those when your baseline speed in cities is faster. Save it for special boosts to the baseline.

This. It’s a little confusing as the lines usually denote that you have the actual swiftness boon. Not a big deal as it only applies in noncombat areas (cities) but I don’t see the value in the particle effect for this.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

The useless log-in chest

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Ah I get what you’re saying. Maybe the way it was written was unlear or I’m just a little dense today. I never thought to check if the reward actually came out of the chest. I just assumed it did since other chests work that way.

It’s certainly odd that the clickable chest isn’t what actually contains the reward.

That said, I like to keep them clicked as the appearance of the chest is an easy way to know when daily resets of things have rolled over, since I work odd hours all over the place.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

The useless log-in chest

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

You click OK twice and get free stuff. It takes, less time than waypointing. Why would you ignore this?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Banners and feasts on map

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Solid request. Sounds legit. Bonus points if the banners and othe guild consumables actually used the guild’s emblem.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds, stop complaining about GHls

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

What I’m saying is absolutely true. Guild systems were not designed to make solo bank guilds, or provide “duos” with banners and the like in the first place. The revamped system simply reinforces the idea that a “small guild” is intended to be at least a party’s worth of players, and even then is extremely generous with those requirements, allowing use and progress of all systems to be done solo, including guild missions. You will make progress no matter your size, you simply won’t make it as fast. In this respect it is no different than the old system.

If you can PUG for a dungeon, or a fractal, or LFG for a map taxi, you can do the same one time for a guild hall. I’ll personally help you with this if you can’t find anyone else.

You can still get banners. They’re just more expensive. If you had banners unlocked before, go buy them with favor in the guild initiative. If you didn’t, go level a guild hall and a scribe like any size guild also has to.

Again, the difference in the new system is that you have to put in the work wheras in the old system you didn’t have to put in any work and just got influence and the selection of things it provided on top of the rewards you already got for playing content.

That system, as I’ve said repeatedly, was broken and skewed extremely in the favor of guilds with massive player rosters. Now the only thing skewed in the favor of those guilds is progression speed but not the ability to progress or the ability to actually utilize earned upgrades

Funny thing is I don’t recall reading “anywhere” that such changes were being applied to the game when I pre-ordered HOT (4 Copies I might add for the whole family).

Had I known prior, it would have influenced my decision…and saved me a few bucks.

There are some really cool things about the expansion that I do like, but the truth be told I’ve not even bothered to log in for close to a week now because it seems like everything with HOT has slanted or nerfed things in such a way as to funnel players “more towards buying gems”….

I don’t know about the rest of you but I’m over getting into a game just to see my time and investment turned upside down by an industry that can’t even be bothered to include us in the loop before making dramatic changes.

Its time for players to have some protections. We are after all what determines the success or failure of a game.

The argument that ingame economic decision are made from the lens of encouraging people to buy gems is just plain wrong due to the basic nature of the gem exchange.

Specifically, the more people that buy gems and convert them to gold, the cheaper it becomes to buy gems with gold.

No amount of nerfing gold gain or increasing gold costs encourages or rewards converting gems to gold.

With admin privileges and a couple of key strokes I’m sure any of that can be altered just like in every other MMO that has admin functions for economy adjustments..
not to mention there is nothing balancing, devaluing, or adjusting those dollars they are taking in. Its pure profit.

With admin priveledes and a couple keystrokes they could send also charge your preferred payment method thusands of dollars, sell your personal details to a number of direct avertising firms, or delete everything on your account, strip you naked, and jump your characters off a fatal cliff.

Yet they don’t.

If the basis of your argument is “well they could do something underhanded” that’s not really much of an argument.

Do you apply the same logic to every service which you pay for and every product you buy, or is it reserved for this one specifically?

or delete everything on your account, strip you naked, and jump your characters off a fatal cliff.

Yet they don’t.

Lol. Not your best example of what they won’t do to you, since they did do it to one guy. He “deserved” it, but still. ANet will do it if they decide to. :P
Character stripped naked, jumped off cliff, then deleted

I was specifically referencing that (hilarious) event actually.

Greed has no bounds, which is why regulations are applied sooner or later. In fact its already happened in some nations that recognized their people were being taken advantage of. My example is forsaken world. The game milks the heck out of players.

Funny thing is the game is in fact a product of China. While the players of China are protected from many of the fleecing game mechanics in Forsaken World, those same rules don’t apply to their U.S. or Euro markets…Which are bending players over the cash register at every turn….

“Free to play games” have turned into a one trick pony that always leads the player down a path of walls and obstacles that strongly encourage players to open their wallets.

Which is another gripe of mine. When you actually purchase a game up front you shouldn’t find trash mechanics like that in the back bone of the games economy.

I don’t blame Anet for this. I loved GW1 and with GW2 they created a beautiful world with many amazing new concepts. They have my respect here.

However I do blame those that hijacked the game out from under them. Their history and hand is all over the vampiric squeeze towards the paywall….

On the same note I realize you are a huge fan and you don’t agree with any negative remark made towards the game. I respect that, but by the same token I am entitled to my views and opinion, and I strongly feel that I’m either close or on the right track till proven otherwise.

I don’t know if you’ve checked my post history, but I agree with a large number of negative points about the game.

Attempting to discredit me as a “white Knight” whos feedback and opinions are thus valueless doesn’t address the point, nor does using a completely separate game and company to back up yours.

They do push people to open their wallets, and they do so by a quite frankly overpriced gem store which sucks most of the art assets and rewards from being avaliable ingame to being microtransactions. The amount of new “rewards” added to the gem store compred to the rewards added to the base game is, quite frankly, a disgustingly heavy amount of lean on the cash shop for a game that just released a fifty dollar expansion. RNG cash shop boxes are a similarly disgusting and predatory microtransaction tactic that only persists because poeple are dumb enough to buy them.

However!

Anet does a great job of having their overblow microtransactions set up in such a way that they don’t measurable impact the ability to play and succeed in the game itself, which is why it’s one of the only games that I still tolerate despite the heavy handed lean on the gem store.

However, the assertion that the ingame economy is balanced around gems to gold conversion is flat out wrong.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Scribe recepies bugged

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Have you tried putting it in the discover window with a shard of crystallized resonance?

I literally hadn’t thought about it until just now and have no shards on hand to try it since I just turn them in to the NPC usually.

Right now, you don’t even have the option to put resonating slivers in the discovery window.

Well there goes that theory. Thanks!

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Suggestions on Excess Hero Points

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

There are no excess hero points any more. Only unspent ones. Hero points are a finite and rigidly controlled resource, unlike the old skill point system.

The elite spec system adds specs to the game over time, and the entire purpose of those “excess” points is to allow you to work toward a head start on new specs before they are released, or give you more choice in how you acquire them to unlock new specs. if you could trade them to other characters you could easily end up in a position where it would be impossible for you to afford the next spec release.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Can we move the Mentor tag to a later tier?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I like it being so easy to obtain because it makes it a non-prestige symbol.

For this reason people are less likely to turn it on like they do with the commander tag just to show off, and potentially mislead players or map metas.

I’m actually more likely to go to a mentore tag than a commander tag at this stage, simply because the mentor tag is much more often tagged up in order to actually coordinate and lead stuff in a PvE map, while the commander tag is much more likely to just be showing off.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Scribe recepies bugged

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Have you tried putting it in the discover window with a shard of crystallized resonance?

I literally hadn’t thought about it until just now and have no shards on hand to try it since I just turn them in to the NPC usually.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Raidrewards...

in Fractals, Dungeons & Raids

Posted by: PopeUrban.2578

PopeUrban.2578

Now we saw that the money generation from dungeons clearly didn’t go to either fractals or raids, what is keeping the game from going to massive deflation?

That amount of deflation is intended and was the point of the economic changes in HoT. This means gold is worth more, which means gold sources considered “bad” previously become better. That’s far easier than the alternative, buffing mob dropped gold, vendor prices for items, etc. to match and balance dungeon and fractal farming.

Gold was simply not valuable enough, which pushed people in to unintended play patterns to get it, like repeated dungeon path farming, when the entire point of dungeons in the first place was supposed to be the token vendors.

Raw gold in GW2 was always supposed to be a thing you got at a reasonable rate for playing whatever (and it’s still kind of broken in pvp and wvw) and the inentive, just like GW1, for doing harder content was for the unique rewards.

Raids follow this pattern, as do guild missions, dungeons, and fractals.

The rebalance was done to fix what anet saw as a flawed gold economy. This absolutely meant nerfing certain sources of income (instances, silverwastes) and buffing others (open world zones, crafting) by balancing both raw currency and material acquisition. It’s going to be three more months before we can really say if it worked, and my personal opinion is that they over-nerfed instances, but that their previous reward gain was too high. We may see anet return them more to the middle, or nerf the open world slightly over time to achieve the balance they’re after.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Champion Pocket Raptors

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Champion mushroom bursters.

Easiest bag farm ever.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Raiding and group management

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Why would it be required? Maximum speed and efficiency ofc.

Efficiency isn’t really much of a concern in content with a weekly cooldown on the rewards that are the only reason you’re doing it.

Efficiency is a thing in dungeon sppedruns, etc. But for something like a raid, in any game I’ve played that has similar “weekly instance” content, reliability of completion trumps efficiency every time.

Of course people will prefer members with full ascended sets, but TBH if you’re pugging for raids, just like pugging for any instanced content in any game, people’s gear isn’t what going to mess up your run. People being bad at the game is. In GW2 this is double true since “minimum gear” for any given instance aside from high level fractals is something literally everyone already has.

Pugging is more likely to mess up your run than one guy not having ascended gear or running food by far

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Champion Pocket Raptors

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I think the best way to do it would be a pocket raptor matriarch. One big mob (champ raptor) that just constantly spawns swarms of the little ones.

Also, +1 for pocket raptor swarm ranger pets.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds, stop complaining about GHls

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

What I’m saying is absolutely true. Guild systems were not designed to make solo bank guilds, or provide “duos” with banners and the like in the first place. The revamped system simply reinforces the idea that a “small guild” is intended to be at least a party’s worth of players, and even then is extremely generous with those requirements, allowing use and progress of all systems to be done solo, including guild missions. You will make progress no matter your size, you simply won’t make it as fast. In this respect it is no different than the old system.

If you can PUG for a dungeon, or a fractal, or LFG for a map taxi, you can do the same one time for a guild hall. I’ll personally help you with this if you can’t find anyone else.

You can still get banners. They’re just more expensive. If you had banners unlocked before, go buy them with favor in the guild initiative. If you didn’t, go level a guild hall and a scribe like any size guild also has to.

Again, the difference in the new system is that you have to put in the work wheras in the old system you didn’t have to put in any work and just got influence and the selection of things it provided on top of the rewards you already got for playing content.

That system, as I’ve said repeatedly, was broken and skewed extremely in the favor of guilds with massive player rosters. Now the only thing skewed in the favor of those guilds is progression speed but not the ability to progress or the ability to actually utilize earned upgrades

Funny thing is I don’t recall reading “anywhere” that such changes were being applied to the game when I pre-ordered HOT (4 Copies I might add for the whole family).

Had I known prior, it would have influenced my decision…and saved me a few bucks.

There are some really cool things about the expansion that I do like, but the truth be told I’ve not even bothered to log in for close to a week now because it seems like everything with HOT has slanted or nerfed things in such a way as to funnel players “more towards buying gems”….

I don’t know about the rest of you but I’m over getting into a game just to see my time and investment turned upside down by an industry that can’t even be bothered to include us in the loop before making dramatic changes.

Its time for players to have some protections. We are after all what determines the success or failure of a game.

The argument that ingame economic decision are made from the lens of encouraging people to buy gems is just plain wrong due to the basic nature of the gem exchange.

Specifically, the more people that buy gems and convert them to gold, the cheaper it becomes to buy gems with gold.

No amount of nerfing gold gain or increasing gold costs encourages or rewards converting gems to gold.

With admin privileges and a couple of key strokes I’m sure any of that can be altered just like in every other MMO that has admin functions for economy adjustments..
not to mention there is nothing balancing, devaluing, or adjusting those dollars they are taking in. Its pure profit.

With admin priveledes and a couple keystrokes they could send also charge your preferred payment method thusands of dollars, sell your personal details to a number of direct avertising firms, or delete everything on your account, strip you naked, and jump your characters off a fatal cliff.

Yet they don’t.

If the basis of your argument is “well they could do something underhanded” that’s not really much of an argument.

Do you apply the same logic to every service which you pay for and every product you buy, or is it reserved for this one specifically?

You are very naïve if you think anet won’t adjust the rates manually to make money. Like I have said before, if everyone quit buying gems with gold today and I wanted to buy a million gold with real money, the gold would be there. To think otherwise is just foolish.

They don’t adjust the ingame economy to encourage gem purchases they add stuff to the gem store

That’s why black lion tickets, outfits, and other such annoying crap exists, and why rewards in the game are so quickly outpaced by more gem store shinies. Anet’s model to drive gem purchases assumed people that want gem store items more often buy gems with money than gold. They’ve gone on record several times stating that gems to gold conversion has an extremely negligable effect on the ingame economy because of the low ratios that result from how that exchange works.

You can track gems to gold conversion rates easily on a number of sites, and any adjustment that didn’t jibe with player patterns would be easily and quickly recognized.

The fact is the current economic rates were adjusted to curb gold inflation, because ensuring that the various services and rates of ingame gold gain are inline with how anet feels people should be earning based on intended play patterns are far more important to the long term health of the game than the rate at which people buy gold with gems.

Whether you feel their intended play patterns and rates of gold acquisition are valuable or fun is a whole different matter, but this really is a game design issue, not a real world financial one, for arenanet.

Assuming anything else, with the massive amount of public data that we keep track of as players would be foolish.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Quick and Dirty Guide to Breakbars

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Thief breakbar tips 2:

Trickery’s daze on steal trait is great at breakbar damage, and can often lead in to a combo with a branch, mace, or skull stolen item, giving you a lot of breakbar damage without any skill swaps.

Basilisk venom, if traited for venoms is also a nice breakbar hit, giving two heavy stuns.

IF you really want to wreck breakbars, full venomshare builds with basi venom give up to 5 players around you a hard stun on their next two attacks. That’s ten stuns, plus your two stuns. Just casting BV with a venomshare build is often enough to wipe out a breakbar on most chams and many bosses if there aren’t to many people around scaling up the bar.

For encounters where break bars are a must, venom share thief is actually the best support build to take down break bars, allowing the thief to single handedly take control of breakbar smashing even if nobody else is paying particular attention to timing breakbar spikes.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

What you DON'T want in raids list

in Fractals, Dungeons & Raids

Posted by: PopeUrban.2578

PopeUrban.2578

I think there are better ways to do DPS checks than binary enrage timers.

The problem with enrage timers are that they heavily encourage “all damage” without granting the option of “less damage, but you still can’t cheese if via autoattacks”

In stead of a single timer that increases damage 5x, a better dps check that would still prevent cheese would be scaling damage over time in increments. This would allow tankier comps to still succeed, but it would still require them to work the DPS in stead of cheesing it all in healing/reflect balls while dealing almost no damage. Their fight would take a little longer, and for that reason the gradually scaling damage would be mitigated by their extra defenses, still keeping the fight challenging but also rewarding their strategy and requiring them to play it well.

So, in stead of a 15 minute timer that then increases damage 5x, have the damage start scaling up in smaller amounts every minute past the first five, with no cap on the scaling. This lets tankier comps and zerky comps both succeed the fight, but both have to play well and to the respective strengths of their comps rather than cheese it with so much offense or defense it breaks the fight.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

[Guild Hall] Shovel Problem for Small Guilds

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

They should really just make the shovels tradable. People are already using guild invite/kick as a workaround to buy/sell shovels, and it’s a win/win for the buyer and seller. The seller gets value from shovels he may not otherwise use, and the buyer gets an option for acquiring shovels that doesn’t require potentially massive amount of repetitive shovel farming.

I mean the “shovel market” already exists, and is a solid way to get around the problem, why not just make it easier to access for all involved? I mean, it works fine for rough sand right?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Thief Spec Idea: The Liberator

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Well, in terms of the “limit trolling” implementations anet seems to be fond of… what about granting aoe allied stealth and superspeed? Same theme, but without the jarring transition of an instant allied teleport that people could use to drop you on top of red circles etc.?

The mark version is kind of a more janky mesmer portal, and shadowstepping directly to the thief may not be idea in a party with a mix of range and melee right? The stealth/superspeed version is easier to use, not to mention opens some build options for thieves and allows them to more easily drop or enhance one of the thief’s prime support skills, shadow refuge.

So YOU would teleport to foe and steal (possibly my modified “support steals”) and could trait steal however, and your group would be able to quickly and easily follow up?

This would allow you to do up the warhorn skills a bit ahead of the group, more fulfilling the theme you have in mind for the liberator perhaps?

Also, warning shots sounds like a fun skill thematically, with a potentially awesome animation (blowing a warhorn and firing in to the air) but how about in stead of a reveal, it grants allies vigor and inflicts vuln/confuse on enemies? Granting allies AoE cripple power and a single target reveal feels pretty weak. Considering how situational reveal is it seems like a better idea to attach it to a 4 or 5 skill, and getting people to run pistol/warhorn just for a reveal and cripple doesn’t seem all that enticing.

Pistol mainhand is a condi weapon, so P/Wh3 being a condi skill makes sense, and pistol 2 is a kinda wonky skill. It’s going to be a heard sell to get someone to take non-stealth pistol so that 3 skill really needs to sell it. P/Wh would be a support/condi damage set just looking at the abilities so how about making the 3 do just that?

Spammable vuln/vigor/confuse, that’s pretty powerful support on par with SB2’s spam blast finishers and decent damage to compete with P/D’s stealth chain without overshadowing it.

The elite I’m torn on. On the one hand I see what you’re going for, repositioning everyone in an aoe to a specific spot for support application. I feel that it needs… something given the chaotic nature of GW2s combat and the potentially devastating nature of high mob and player damage. Perhaps add a stun at the thief’s location when he casts it? In this manner you’d have the cast, if follower up quickly by the group, tha was easier for the group to warp to point and then get combat positioning in the 2-3 seconds the stun was active to prevent them from getting annoyingly wiped out by cleaves or aoes. It has great synergy with warhorn, venomshare, and SR though, and I think that unlike the proposed mark version of the F1 has a useful and uique effect that separates it from mesmer portal enough that it feels unique.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

[Suggestion] Guild Hall

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Honestly, I don’t understand why the treasury isn’t just accessible from the guild panel. I mean, it’s a one way trip for materials. We can magically toss materials from our inventory to our bank or to sell on the TP, why can’t we just hit a “treasury” button on the guild interface and just deposit items?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds, stop complaining about GHls

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

What I’m saying is absolutely true. Guild systems were not designed to make solo bank guilds, or provide “duos” with banners and the like in the first place. The revamped system simply reinforces the idea that a “small guild” is intended to be at least a party’s worth of players, and even then is extremely generous with those requirements, allowing use and progress of all systems to be done solo, including guild missions. You will make progress no matter your size, you simply won’t make it as fast. In this respect it is no different than the old system.

If you can PUG for a dungeon, or a fractal, or LFG for a map taxi, you can do the same one time for a guild hall. I’ll personally help you with this if you can’t find anyone else.

You can still get banners. They’re just more expensive. If you had banners unlocked before, go buy them with favor in the guild initiative. If you didn’t, go level a guild hall and a scribe like any size guild also has to.

Again, the difference in the new system is that you have to put in the work wheras in the old system you didn’t have to put in any work and just got influence and the selection of things it provided on top of the rewards you already got for playing content.

That system, as I’ve said repeatedly, was broken and skewed extremely in the favor of guilds with massive player rosters. Now the only thing skewed in the favor of those guilds is progression speed but not the ability to progress or the ability to actually utilize earned upgrades

Funny thing is I don’t recall reading “anywhere” that such changes were being applied to the game when I pre-ordered HOT (4 Copies I might add for the whole family).

Had I known prior, it would have influenced my decision…and saved me a few bucks.

There are some really cool things about the expansion that I do like, but the truth be told I’ve not even bothered to log in for close to a week now because it seems like everything with HOT has slanted or nerfed things in such a way as to funnel players “more towards buying gems”….

I don’t know about the rest of you but I’m over getting into a game just to see my time and investment turned upside down by an industry that can’t even be bothered to include us in the loop before making dramatic changes.

Its time for players to have some protections. We are after all what determines the success or failure of a game.

The argument that ingame economic decision are made from the lens of encouraging people to buy gems is just plain wrong due to the basic nature of the gem exchange.

Specifically, the more people that buy gems and convert them to gold, the cheaper it becomes to buy gems with gold.

No amount of nerfing gold gain or increasing gold costs encourages or rewards converting gems to gold.

With admin privileges and a couple of key strokes I’m sure any of that can be altered just like in every other MMO that has admin functions for economy adjustments..
not to mention there is nothing balancing, devaluing, or adjusting those dollars they are taking in. Its pure profit.

With admin priveledes and a couple keystrokes they could send also charge your preferred payment method thusands of dollars, sell your personal details to a number of direct avertising firms, or delete everything on your account, strip you naked, and jump your characters off a fatal cliff.

Yet they don’t.

If the basis of your argument is “well they could do something underhanded” that’s not really much of an argument.

Do you apply the same logic to every service which you pay for and every product you buy, or is it reserved for this one specifically?

or delete everything on your account, strip you naked, and jump your characters off a fatal cliff.

Yet they don’t.

Lol. Not your best example of what they won’t do to you, since they did do it to one guy. He “deserved” it, but still. ANet will do it if they decide to. :P
Character stripped naked, jumped off cliff, then deleted

I was specifically referencing that (hilarious) event actually.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ