Showing Posts For Raine.1394:

Theorycrafter-Thieves

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Posted by: Raine.1394

Raine.1394

Agreed. GW2 is one game where the sharing of information is a positive detriment to the game—not just for thieves, but all professions. Absent a capacity for critical thought, no information is probably the safer route.

Im hearing rumours about reveal...

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Posted by: Raine.1394

Raine.1394

The rumor, I believe, started from a comment by a developer that they were debating it. I’m sure that they debated it before they changed it to 4s so I’m not sure exactly what you can take away from this.

I do think they are aware they didn’t fix their presenting problem with the extension to 4s, but did manage to kill off a satisfying flowing playstyle for those using a dagger off-hand. I play s/d mostly and really miss the flow that was present at 3s. It would be great if they had folks within Anet who actually played the professions and acted as advocates for the professions. Perhaps if changes had to undergo serious scrutiny before being implemented we wouldn’t have to suffer from experiments such as this one.

(edited by Raine.1394)

"LFM Berzerker Wars ONLY!!!"

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Posted by: Raine.1394

Raine.1394

I can’t wait for the warrior nerf. It’s going to be entertaining as hell.

Warriors, of course, do not need a nerf. They are an example of a relatively successful class design. It’s rarely a good idea to fight success.

Actually, all you are seeing here is the cultural effects of an emerging trinity at the high-end of dungeon-running. For those who are ‘serious’ about their dungeon-running, they’ve noticed that it’s most efficient to:

1) have an anchor Guardian to run in, grab aggro, and position the mob for the…
2) 3 zerker warriors to burn down while a …
3) Mesmer provides portals, time warp, and off-dps.

Because the guardian can’t really tank, he’s just managing aggro through his toughness and presence, you need the highest DPS profession to kill the mob quickly. That would be a zerker warrior. Has nothing to do with necessarily being OP, simply on the burst end of direct damage. (Necros need not apply.)

Because of the game design, damage design, and absence of supported combat roles, you have seen one successful trinity emerge. There is absolutely no problem with warriors because of this and no need to nerf the profession. It’s just humans working with what they have to work with, creating roles to make what they are doing work.

Rather than nerf warriors, my plea to Anet is to take a step back and a step up and ask why this is happening. There is a fix needed here; a warrior nerf isn’t it.

I don’t know what the solution is either, but PVe is already relatively easy. If they buff the other professions up to where warriors are, it’s going to be a joke.

I didn’t make a call for a general buff to classes other than warrior; I simply noted that the presenting problem had nothing to do with the warrior being OP. They are simply good at what they do and what they do is in high demand. Being good at what you do is not a problem with a profession, though the high demand may indicate a problem with other aspects of the game.

I do believe that the high road around class balance involves extending success (and satisfying counter-play) rather than nerfing it, but that’s another thread. It makes a game fun and rewarding for all classes.

(edited by Raine.1394)

"LFM Berzerker Wars ONLY!!!"

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Posted by: Raine.1394

Raine.1394

I can’t wait for the warrior nerf. It’s going to be entertaining as hell.

Warriors, of course, do not need a nerf. They are an example of a relatively successful class design. It’s rarely a good idea to fight success.

Actually, all you are seeing here is the cultural effects of an emerging trinity at the high-end of dungeon-running. For those who are ‘serious’ about their dungeon-running, they’ve noticed that it’s most efficient to:

1) have an anchor Guardian to run in, grab aggro, and position the mob for the…
2) 3 zerker warriors to burn down while a …
3) Mesmer provides portals, time warp, and off-dps.

Because the guardian can’t really tank, he’s just managing aggro through his toughness and presence, you need the highest direct burst damage profession to kill the mob quickly. That would be a zerker warrior. Has nothing to do with necessarily being OP, simply on the burst end of direct damage. (Necros need not apply.)

Because of the game design, damage design, and absence of meaningful supported combat roles, you have seen one successful trinity emerge. There is absolutely no problem with warriors (or guardians and mesmers for that matter) because of this and no need to nerf the profession. It’s just humans working with what they have to work with, creating roles to make what they are doing work.

Rather than nerf warriors, my plea to Anet is to take a step back and a step up and ask why this is happening. There is a fix needed here; a warrior nerf isn’t it. And, the problem with these threads is that Anet is as likely as not to provide ‘the players’ with a knee-jerk response to this. It’s the same as the outcry from inexperienced pvper’s in WvW, I mean, you got to nerf the Thief, they are Wayyy OP. Anet responds and extends reveal to 4s. This of course provides no fix for inexperienced players in WvW as thieves switch to D/P and still kill them. It did destroy a beautiful flowing playstyle for my S/D thief. Please don’t destroy my warrior next. I mean, when you take all the success out of all the profession design, what will be left?

(edited by Raine.1394)

Thief nerfs

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Posted by: Raine.1394

Raine.1394

Pretty sure the Thief hate comes mostly from inexperienced players in WvW. The typical roaming thief (not all) in WvW is a walking opener, an opportunist, who chooses and tests his targets carefully. If you are plagued by thieves you are likely either a ranger, an up-leveled character, or observably inexperienced (definitely unbind the back-peddle key and turn left/right, and learn to navigate with the mouse with strafing only—you don’t need to paint a target on your back). Again, the thieves that cause these people grief are largely walking openers and all you need to do is to choose not to participate in the opener, problem solved. Stay alive, cause some damage and the opportunist will leave. It’s no different, really, than surviving a greatsword warriors stun/frenzy/100b. If you choose to sit through it you’ll likely end up dead. But, why sit through it? It’s the same with the thief. The thief has a stealth mechanic and absolutely needs it and the mobility to even stay alive on the battlefield. But who really cares if you can’t catch them? It’s WvW afterall. It’s not about 1v1 (though the videos are entertaining). It’s about taking objectives, earning points, and actually winning—kinda like real war. If your head’s in 1v1’s and roaming for pleasure kills then you aren’t contributing to your server’s effort. You don’t need to always zerg it, but attach yourself to a group that seems to know what they are doing and contribute. When you have a few good players around, the typical d/d ele/thief roamer is usually not going to be interested.

I have all the professions at 80 and play them all. I don’t play my thief in WvW. I’ve played a s/d build in PvE and really enjoyed the flow of the playstyle with an off-hand dagger. The latest round of nerfs destroyed the flow. I was playing a bit tonight and it’s just not the same. It’s not that I lost anything OP. If I want to plow through mobs largely unconcerned, I can play my Guardian or Warrior. My mesmer’s theme song is U Can’t Touch This. There’s no reason to extend reveal to 4s. It doesn’t solve any problem and it destroys a natural flowing playstyle. Just another unfortunate decision.

(edited by Raine.1394)

Time to suicide[Back to D/P]

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Posted by: Raine.1394

Raine.1394

I have a thief that I loved to play s/d in PvE. I’ve adapted to the patch by switching to an axe/shield build on my warrior. I like the playstyle which, to me, feels comparable to the flow of the s/d thief pre-patch—it just works and feels right. Of course there is no stealth mechanic with the warrior but it has the essence of what I was playing the thief for and that is a fluid playstyle.

Violated PvE thief, no change to Wvw thief.

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Posted by: Raine.1394

Raine.1394

So, ANET is still ignoring us?

A: yes

B: kind of no, read changed 1st post. They got back to me in the pvp forum

I’m less optimistic than your edited first post given they say they’re debating it. They probably debated it when they decided to ruin the stealth-based PvE thief experience. That said, I will be very happy if they revert the change.

Rejoice PvE thieves! Possibly MORE GOOD news!

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Raine.1394

A couple things:
For PvE/PvP/WvW, we know that those are 3 different playstyles, we don’t just lump PvE and WvW together.
For those afraid of drastic differences between the game types – we’re not doing this. We’re mostly just splitting #’s (damage, healing, recharge, durations, etc.). Our old philosophy holds – once you learn a class in one area of the game, that knowledge should transfer to other areas of the game.

loving this guy

Sure … like 3 and 4 s of revealed isnt big difference… I mean if we will have 3s in pve and 4s in www/pvp this will be kittened up… Those 3 seconds were so carved up into my brain im still having issues with 4s time to time, but now if they will be mixed up… NOT THE GREATEST IDEA !

It’s actually a huge difference. When I first played my thief after the change it felt clunky and unnatural. It had nothing to do with it being ‘different’ either, the playstyle had no natural flow. And, no amount of retraining muscle memory will replace a flowing playstyle now gone.

If the possibly good news becomes actual good news I will be very happy.

the thief condition

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Posted by: Raine.1394

Raine.1394

uhm what i see in this discussion,

mirta is a p/p spec who does not rely heavily on stealth, since his sneek attack will be activated using long cooldown utilities

any spec using heavy stealth using weapon skills is heavily affected since their muscle memory of doing things is ruined.

any skills using mechanical functioning like hand and eye coordination, a little off balance is HUGELY noticeable,

eg, in musical score if you mess up with the metronome you are screwed, and screwing the whole orchestra, since an adept maestro and listener will definitely notice it

A nice illumination here. The one aspect of concern is the messing with muscle memory which implies that you can retrain. Here, for me, the flow is gone. I guess I could get used to there being no flow, but there still would be no flow. In other words, the thrill is gone.

A successful element of class design has been removed from the game. It’s the exact wrong way, 180 degrees, to go about class balance. Far better to work towards extending success to all classes rather than removing it from the game as a problem.

(edited by Raine.1394)

the thief condition

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Posted by: Raine.1394

Raine.1394

I have a thief and being revealed for 4 seconds instead of 3 did nothing to me. I still can fight just as well as I did before. I did go for less op pistol pistol setup though.
When I go to wvw and see all the backstabbing thieves… Thieves do need balancing and 1 extra second of revealed is not a major nerf.

I have a s/d thief and the change completely destroyed the playstyle. I don’t build as a walking ‘opener’ and don’t roam in WvW ganking people. What I enjoy with the thief is a natural flowing playstyle. The change destroyed it completely. It’s now feels clunky and like I’m fighting with the profession as much as I’m fighting against the target. For me, it has nothing to do with major or minor nerf—it’s about a playstyle that felt natural and flowed. That fun playstyle has been removed from the game.

(edited by Raine.1394)

Thief changes INCONCEIVABLE

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Posted by: Raine.1394

Raine.1394

And nothing of value was lost.

I love all the scrubs crying about the stealth changes though. If the only way you can play thief is perma-stealth spam, you were never even decent to begin with.

This nerf did nothing to permastealth spam. You can still wait for stealth to end and immediately restealth, thieves can run away just as easily. The other nerf would have solved this making revealed an absolute, but instead they slowed down the dps of playstyles that use stealth for sustainability while engaged.

I never cared for perma-stealth spam. I enjoyed a playstyle that flowed. What they did was destroy the playstyle. I have all the professions at 80 and play them all; it’s not about hanging out on the thief and ganking people. It’s about a successful class design and playstyle that’s now destroyed.

Initially, I thought swtor was the most balanced game I played. Then they reordered the trees and effectively destroyed the two class builds I enjoyed most. They weren’t OP—they were hybrid builds that afforded a fun natural-feeling playstyle. That’s what the thief had and that’s what they’ve taken away. They made an aspect of successful class design unsuccessful and all because there are noobs that can’t function against a thief. Most thiefs in WvW are walking ‘openers’ that are easy to counter. I didn’t build that way; I just enjoyed a fun playstyle that flowed. It’s rarely a good idea to work against successful class design. It’s a much better idea to work towards extending it to all classes.

@Ascended Quiver

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Posted by: Raine.1394

Raine.1394

This is another thing, quivers, that should not be restricted to one locus in the game…ideally. And, I like Rox’s too. It would be great to see nice quivers available for rangers especially. Look, as a native Californian I know that looking good is the next best thing to being good—at least give rangers the option to ‘look’ good.

Talk about elitism

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Raine.1394

This kind of elitism is a problem in all MMO’s, but I experience it far less in GW2 than other games. Because of game design choices in GW2, playing with others cooperatively is generally a positive experience. I’m thinking of things things like non competitive quests and resource nodes, mostly open world PvE design. Dungeons always bring out the best and worst in people. In situations like this I’m always reminded of the Gary Larson cartoon that shows God at the moment of creation beginning to pour something into the creation mix from a jar labelled ‘Jerks’. The caption reads: “This should spice things up”.

Just as in life people sometimes forget it’s more about the people involved than the object of interest.

Religion and Guild Wars 2

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Raine.1394

Why is there religion in video games? Because, as humans, we are creators but we don’t create ex nihilo, we create after ourselves. Religion is a part of the human experience. Atheism itself is a religion. Why? There are no proofs around the existence of a god. Either way you choose, you are doing it by faith. Religion is not a problem in life, it’s simply a feature. And, God put atheists in to spice things up, as we see here.

*Are* Warriors OP?

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Posted by: Raine.1394

Raine.1394

Warriors are not OP. They are an example of a successful class design (well, perhaps sPvP is an exception). They have solid weapon skills for a variety of weapon types, synergistic traits in a variety of builds, and good damage across the board. They are only faceroll/facetank in certain stages and certain places in the game, everywhere else you have to be able to play in order to stay alive. My warrior feels squishy when I am actually focused and taking damage. In significant fights player skill is involved as much as with any profession. They are easier to level and more forgiving there than any other profession, imo.

Will Ranger ever get an edge? A balance issue

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Posted by: Raine.1394

Raine.1394

I have spent my entire GW2 life, outside of leveling the characters and farming money for gear, roaming WvW.

I avoid zerging and look for the small skirmish fights. 1v1s 1v2s and such.

I have over 3,000 kills. No zerging.

I have experienced a great deal of success as my:
-Ranger, Turkish Krul
-Mesmer, Phorin Krul
-Guardian, Inquisitor Krul, OR
-Thief, Crybaby Peepeepants. (Toon created because Anet obviously thinks thieves are working as intended and I got tired of whining about it. I was going to name him Nerf Thieves but the name was taken.

Now the reason I went through all of that was so that the following made any kind of sense.

I win fights WAAY more than I lose. I hate to die, or even get downed. You can watch a couple videos I put up of Turkish roaming.

At one point or another, I have either had my butt handed to me, or lost a fight to EVERY class in the game…. Except Ranger.

On any character, I have never lost a 1v1 to a Ranger. Ever. I HAVE lost to everything else, even if only once or twice.

What can that tell me about Rangers?

Even though WvW is not about lone ranger roaming and 1v1’s and such, it tells you a lot about Rangers in WvW and elsewhere in the game. The only role they fill perfectly in WvW is as ‘bait’ for an ambush group. That should also tell you a lot about Rangers in WvW too.

My thoughts about the ranger class in PvE

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Posted by: Raine.1394

Raine.1394

There are many dungeons where 5 zergker warrior will just die

I’d say it would be a problem outside CoF1. That wouldn’t be playing within the GW2 trinity. Generally, it’s ideal to have an anchor guardian for aggro management. (Their high toughness/low health is an effective taunt.) They can efficiently grab aggro and position the mob of interest for the…, three zerker warriors to burn him down. Meanwhile a Mesmer provides group utility and support.

The problem with the Ranger is that they don’t fit into a group role. Because a Guardian really can’t tank without direct heals, the damage must be very high for the group to survive and only zerker Warriors fit the bill. The Ranger just doesn’t have sufficient DPS to contribute to a ‘serious’ dungeon group. Don’t get me wrong, they can do fine in a guild group and sometimes in a pug, but people typically won’t be looking for a Ranger to fill a group role. Why? It’s not a good profession for an existing role.

There is always a lot of talk about GW2 not having the trinity and they don’t in the traditional sense. Group roles have emerged as roles are the first thing humans figure out when faced with a group objective. Along with buffing the Ranger, they really need to re-think combat roles in groups. There will be roles in combat if humans are involved. It would be helpful if the game provided some support for them.

(edited by Raine.1394)

-Little Ranger Tips-

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Posted by: Raine.1394

Raine.1394

Some great tips here but no mention of the biggest potential loss of DPS largely caused by the Ranger class.

The use of gratuitous knockbacks.

Many rangers in groups seem to use a knockback on cool-down. This is a huge problem in group play and it causes a large loss of group DPS. Melee needs to be in melee range to do damage. Removing their target removes the damage. And, many melee classes have a high-damage skill (e.g., a warrior’s 100 blades) that requires the target to remain in range for the duration. It’s is huge loss of DPS and frustrating to lose the target to a Ranger’s knockback. Additionally, many professions have ground targeted skills that require a target when the skill lands.

It would seem that this is obvious, but everyday I encounter Ranger’s moving targets around the battlefield for no reason whatsoever. I have accidentally hit knockback on my Ranger and I know that happens. But, there are many Rangers using it on cooldown and that’s just not cool.

Does anyone use the Charr recial elites?

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Posted by: Raine.1394

Raine.1394

I have a Charr warrior and nothing compares to the Profession elite SoR. In fact, the only racial “skill” I have used is Pain Inverter on an Asura engineer when I want to be a confusioneer on occasion.

Graceless combat moves?

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Posted by: Raine.1394

Raine.1394

I think I can get behind this OP. But, I think all races have problems here and there. The human guardian’s ‘empower’ has the female in a backwards bending arc straight from the Exorcist and the male squatting and grimacing as if to, well, you get the idea. I wasn’t happy with my male Charr warrior’s hundred blades compared to other races. He looks like he’s waving the sword. But, I love his axe animation better than any other race. He just looks sooo Blood Legion.

But, feline grace? Yeah, we could use more of that.

(edited by Raine.1394)

The difference between Need and Want

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Raine.1394

I think the problem is, is that ascended armor is always better than exotic and the rest of the max level armor. Not always necessary, but always better. Anet talked and talked and talked about how they didn’t want this and then added it once people got bored. It seemed like a last resort.

They said the game wasn’t about the grind to have the best armor. It’s supposed to be easily obtainable. So, in order to be as good as those that grind for armor, you need the best armor. Although maybe not a significant difference, it’s a difference and it adds to the sense that time>skill.

This. They added an element of game design, vertical progression, to address the bored people who “had nothing to do”. Vertical progression defines a gear grind. There is no question as to whether vertical progression is “grindy”. That’s what it’s for. It gives people something that they must do if they want to keep up with the ever escalating power level of the game. It provides a sense of progression and motivation for continued play. Horizontal progression also provides this and it doesn’t carry the additional baggage which includes a forced grind that vertical does. Need and want really don’t enter into the discussion around ‘grind’ in GW2. It is now ‘grindy’ by definition.

General - Event Balance issues.

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Raine.1394

The 1/28 update made some positive changes to balance, principally in Orr. Sadly, subsequent updates have reverted those changes and introduced imbalance throughout the game. I was in Wayfarer foothills last night and died in seconds to a Vet in the use ice blocks to plug the ruptures event. I don’t have a problem with multiple vets in a level 80 area and yet couldn’t handle one on a down-scaled level 80 character. Players are frustrated as mapchat well indicates. It’s time they fixed the game.

Event scaling at Orr temple need tweak

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Posted by: Raine.1394

Raine.1394

Agreed. It’s sad to watch map chat and see failure after failure. I say watch map chat as I’ve given up on them. Even with a good group the fights aren’t fun. They are too chaotic, random insta-kill, and not at all satisfying combat. And, while they fix Grenth and Balthazar how about removing the champs from pent/shelt and remove the continuous major CC which you removed once before but have reverted to annoying. It’s not challenging, simply bad design.

Buff all low level world bosses

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Raine.1394

I agree. However, if Anet buffs the bosses they as likely as not will make them like the Orr temples and immortal. Be careful what you ask for from Anet.

Frozen Maw reset time?

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Raine.1394

Why introduce change to make the game less fun for people? Anet solved the loot problem making chest account wide, why make the event inaccessible now? The last two times I was there for sonic logs I was unable to do the event as I went by the dragon timer and got tired of waiting after a half hour. It’s not fun to sit and watch 8-bit fireworks for 30 minutes. Can we move the direction of the game towards rewarding and fun?

I want my vault transport back.

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Raine.1394

It happens.. Thing is – this doesn’t stop you accessing it by visiting the Guild banks in major cities.

But maybe that is the point. It is much easier for GM’s to watch ONE area for RMT activity rather than watch TONS of areas for RMT. Basically now they can sit in the main cities watching chat logs/mail logs etc. I would guess if this is the reason they did it (for the rmt) then it makes sense why.

They don’t need to sit anywhere to monitor game activity. That’s best done through data-mining techniques which can identify any in-game behavior of interest. They have all the data they need.
.

I want my vault transport back.

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Raine.1394

They just stopped the exploit… how does fixing it not stop it?

Blame the players who felt the need to abuse this, not Anet for fixing it.

You’ve made, essentially, two propositional statements here and both of them are wrong. First, they didn’t ‘fix’ or ‘stop’ anything, they simply changed the price tag on a still existing quality of life feature for guilds in the game. It is now effectively beyond the ability of small guilds to buy. This action is also problematic in that they have previously sold the item and have now taken it away. Doing that generally doesn’t end well IRL or in games.

Second, no group of players are to blame as players don’t have the power to change game features. The ability to do so and any blame that accrues belong solely to Anet.

Playing German and North American Servers

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Raine.1394

Thanks everyone for the reply. I am currently discussing every option with my sister and Emily. Here is some more info:

Moving Emily to another server isn’t an option for her. She is quite deeply invested in the game, playing with her brother and friends.

My, my sister and her BF (sorry for not mentioning her BF earlier) moving through the paid method is also no option, Emily is on a “Very high” population server. So we’d have to pay $66 to transfer 3 accounts.

I am currently trying to convince my sister (and also her BF) to delete their characters so we can all move together. Do you guys have any convincing arguments why they should move from a “Medium” population server to a “Very High” population server?

The “very high” just means probably populated in terms of people playing the game. As this game is designed under the assumption that people will be playing in all the zones, the player experience will be dramatically affected by the actual population of players. I took two months to get into one of the oldschool ‘full’ servers and it made a huge difference in quality of life.

Turn off "Titles" below Nameplate

in Suggestions

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Raine.1394

I guess the investigation is requiring serious analysis. Simple reality-testing should have prevented the problem from occurring in the first place. Given that the display of titles obtrusively fills the screen with a player group of any size, how about we just allow the display of titles to be optional?

Request: Toggle option "Other" player titles.

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Raine.1394

+1 for option to not show titles. In any grouping of players the display of titles is a major display of useless screen clutter.

Should griffing tactics be a banable offense?

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Raine.1394

Banned? For this?

No. There is a PvP solution to this problem and that is taking out the camping squad. Simple. Where there is, effectively, no counter play available then Anet would need to do something about it.

Ascended Gear Needs to be standardized

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Raine.1394

It would be much simpler to admit the error and simply remove all Ascended gear from the game. I was reading an interview with Colin last month where the interviewer referred to Ascended gear as “the debacle of Ascended gear”. When you’re dealing with a ‘debacle’, and everyone in the industry seems to know it’s a debacle, just get rid of it.

Anyone else hate Orr?

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Raine.1394

Right after the patch I was hit by an arcing shot for 24k. I was alive one moment, dead the next, and had to review the combat log to find out what happened. Haven’t encountered another one of those in the last week, just the usual annoyances of an Orr that has been returned to annoying in the last two patches.

Please turn Necromancer back

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Raine.1394

Excuse me for, uh, necroing this thread, but I just played my necro for the first time since the change and didn’t realize it had been made. Speaking for the staff auto-attack sound tone down, thank you! It was pretty obnoxious for a very long time. A very much appreciated quality of life fix for necros and those who happen to be playing around them.

April Monthly Achievement too easy

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Raine.1394

I actually would like to take this opportunity to thank Anet for the April monthly. It is only the second monthly available to players of all play styles (no WvW/dungeon requirement). As March was the first, I feel confident now that this represents a trend. Thank you!

remove

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Raine.1394

From the wiki at http://wiki.guildwars2.com/wiki/Diminishing_returns

“DR, is anti-farm code implemented to prevent bots and exploits from disrupting the economy and gaining an unfair advantage over legitimate players.”

“Diminishing returns on loot is not intended to affect the average player, i.e. very few players will experience it during normal play.”

This is why you will never see a ‘meter’ or any indication that you are playing under DR. It is not designed to penalize players, and if players saw how often they were playing under DR the outcry would be even worse than it now is.

I really don’t understand DR in this game. If someone wants to play in one zone all day, what exactly is the problem with that and why the need to micro-manage legitimate players preferences? If one zone attracts players wouldn’t it be a better response to ask what is drawing people to this zone and use that knowledge to make all zones equally attractive?

IMO, GW2 is the best game ever played

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Posted by: Raine.1394

Raine.1394

It is funny how people assume that ‘farming’ harms the game. Let me give you an example of farming in another game. I farmed for years in WoW. I farmed leather and the other mats necessary to keep several sets of armor on the AH (TP) that allowed fresh max level characters to quickly get to heroic dungeons. Just as farming behavior does in real life, it helped the game. Players were able to get gear that helped them achieve their goals in the game and it helped me ‘pay the bills’. Some perhaps haven’t noticed but everything you want to do in an MMO costs something. There are always a number of currencies, but everything costs something. In order to travel, repair, acquire gear, in other words, in order to expand and develop your character it requires currency. ‘Making money’ is no more a bad thing in an MMO than it is in life. And, it is just as necessary. Arguably, the Legendary is pinnacle of achievement in GW2 and it was designed as such. Can you say it does not require the concerted effort of ‘farming’ to achieve it. And, yet, Anet designed it. Does Anet oppose ‘farming’? Or, is it just a certain type of farming? Or, is opposition to farming simply absurd in itself?

Farming works the same way in games that it does IRL. Farming, by players playing the game, never hurts a game, rather it helps it. Imagine a government IRL that imposed an anti-farming policy. It’s just as absurd in a game economy. The idea that it’s to manage playstyles is just as offensive. It’s common enough IRL, i.e., well-meaning people who are tunneled on managing other people’s lives for the good of the other people. But it’s wrong.

Games do not create worlds ex nihilo; we create after ourselves. Games are a human enterprise. By and large, things that work well IRL, the general underlying concepts like risk and reward, effort and reward, will also work well in games. Allowing players to play a game their way also works well, though there will never be a shortage of Glady Kravitz’s intent upon leading others lives for them.

Actually some governments have imposed policies that were very anti-farming, so that’s a pretty bad analogy. There’s no telling with how bad governments are though.

The point is you give one example in one game. I gave another example in this game. The people who ran the paths in Orr over and over and over actually ruined the game for all non-farmers. You don’t see it if you farmed it, you do see it if you don’t.

You had a zillion guys there taking down stuff so far you couldn’t get a hit on it as a melee character. You had to try to tag as many mobs as possible, because it was the only way to do stuff. And then, you had to hope people even stayed, and didn’t just tag and run, as many farmers tend to do (I know some of them which is how I know).

Overpopulated events because they happen to be profitable is agaisnt the best interest of the game. I think so and apparently Anet does too. Because if I were a newbie, just getting to Orr and I saw what used to be there, I’d turn around and go home.

Look at what happened when everyone ran to do dragon events. Overcrowed, unfun lagfests, because this is where the “good loot” is, so this is where the farmers go. Are those events really fun for ANYONE? Were the more fun when you just happened to run into them and there were only a few people there, before Anet “fixed” the drops?

Farmers will never get it, and that’s not really surprising to me. But other people ARE affected by that type of thing, even if you think they’re not.

Wait a minute, how would you know farmers in Orr ruined the game? You’ve stated in posts above that you are not playing for rewards. The rewards are simply incidental to your gameplay. You are playing the game correctly, for the game itself; remember, the way Anet intends it to be played? For someone playing this way, how would you even become aware of a game ruined by farmers?

Anyone else hate Orr?

in Guild Wars 2 Discussion

Posted by: Raine.1394

Raine.1394

They made vast improvements to Orr with the 1/28 update. It was great for awhile. Subsequent updates have made it more annoying than ever. One can only infer that they really don’t want player’s in Orr. Although, that would seem absurd on the face of it, it is the only reasonable inference I can come up with.

IMO, GW2 is the best game ever played

in Guild Wars 2 Discussion

Posted by: Raine.1394

Raine.1394

It is funny how people assume that ‘farming’ harms the game. Let me give you an example of farming in another game. I farmed for years in WoW. I farmed leather and the other mats necessary to keep several sets of armor on the AH (TP) that allowed fresh max level characters to quickly get to heroic dungeons. Just as farming behavior does in real life, it helped the game. Players were able to get gear that helped them achieve their goals in the game and it helped me ‘pay the bills’. Some perhaps haven’t noticed but everything you want to do in an MMO costs something. There are always a number of currencies, but everything costs something. In order to travel, repair, acquire gear, in other words, in order to expand and develop your character it requires currency. ‘Making money’ is no more a bad thing in an MMO than it is in life. And, it is just as necessary. Arguably, the Legendary is the pinnacle of achievement in GW2 and it was designed as such. Can you say it does not require the concerted effort of ‘farming’ to achieve it. And, yet, Anet designed it. Does Anet oppose ‘farming’? Or, is it just a certain type of farming? Or, is opposition to farming simply absurd in itself?

Farming works the same way in games that it does IRL. Farming, by players playing the game, never hurts a game, rather it helps it. Imagine a government IRL that imposed an anti-farming policy. It’s just as absurd in a game economy. The idea that it’s to manage playstyles is just as offensive. It’s common enough IRL, i.e., well-meaning people who are tunneled on managing other people’s lives for the good of the other people. But it’s wrong.

Games do not create worlds ex nihilo; we create after ourselves. Games are a human enterprise. By and large, things that work well IRL, the general underlying concepts like risk and reward, effort and reward, will also work well in games. Allowing players to play a game their way also works well, though there will never be a shortage of Glady Kravitz’s intent upon leading others lives for them.

(edited by Raine.1394)

Crafting Eighty

in Crafting

Posted by: Raine.1394

Raine.1394

Not quite the same thing, but this site has great info on how to get crafts to 400: GW2 Crafts

I think this is the power-leveling he’s talking about. I used this site to level my last character to 80. It has the most efficient (xp/gold) path to 80 and gives you a list of exactly what to buy and make. It’s a great resource for those who want to get a character to 80 quickly.

Periscope Audio Log

in Bugs: Game, Forum, Website

Posted by: Raine.1394

Raine.1394

I have another issue and that is I can’t get them on some of my characters. They have never been to Wayfarer and have never previously gotten the logs. I kill a periscope and there is no log. Really don’t know why. Is it a bug?

Necro or Mesmer

in Players Helping Players

Posted by: Raine.1394

Raine.1394

I have both at 80 and love both. One consideration would be that the Mesmer is generally considered to be one of the top 3 classes, while the Necro is firmly ensconced among the bottom three red-haired step children. You will generally be more sought out for what you bring to the game as a Mesmer. I don’t know if that makes a difference to you as both are generally viable and both offer a fun playstyle.

gw2 vs supermario...

in Super Adventure Box

Posted by: Raine.1394

Raine.1394

i say this for trolling xD this is not supermario, but i prefer finished all contents of real Gw2, and after other contents with "supermario " , super adventure box is very big content and time used for this i prefer used for finish pvp zone and other thinks

you already got an answer to that:

There seems to be a major misconception of how the gaming industry (tbh any industry) works.

There are many employees, many branches, many different developers.

Just because your brother is building his own house doesn’t mean you can’t build a new car at the same time.

As stated by the developers in a previous thread “We are a very small team working on SAB”.

Don’t hate, coagulate.

PvE, PvP and WvW are being worked on at the same time. The team behind SaB is small and still wouldn’t be assigned for PvP even if there was no SaB. You seem to not be able to get it.

I think he understands how software development works and that’s his point. Developer resources are always scarce and all initiatives compete for resources. The living story blog referred to delivering it’s ‘content’ in ‘teasers’ till now, but that developers were rolling off other projects and could now develop living story content.

That’s the way it actually works and that is the objection to SAB. It’s an addition to their value proposition for a certain player niche. It is a distraction and detraction from the core game GW2 which desperately needs attention.

I have no problem with mini-games and monthly events per se. They can have their place and be added over time. The issue here, however, is simply not understanding what should be the priority.

April 1 event (Gone) april fooled? lol

in Super Adventure Box

Posted by: Raine.1394

Raine.1394

Huge disappointment in removing chests from the open world! I’m not into platform games and that is why I bought GW2. I suppose it’s harmless fun for some and they had a win/win going with chests in the open world. Whether cruel April 1st humor or just bad judgement they have once again managed to snatch defeat from the jaws of victory.

SAB: Ok what kind of game is this?

in Super Adventure Box

Posted by: Raine.1394

Raine.1394

I was actually OK with the event until tonight. The event is a problem in that it distracts the development team from focusing on the core game which desperately needs their focus, but hey, it provides fun for a significant niche of the players—no harm done.

Tonight I found out that the chests were only in the open world for one day. This poses a problem for me. They released some nice skins associated with the event and available for baubles. No problem if there is a way to acquire them in the open world. Hey, there are chests all over; it will be no problem to get enough over the course of a month. But no, they have removed the chests.

I’m not into platform games. It’s why I bought an MMO. I do like nice skins, especially staff as there are few nice ones in the game. Why release a nice skin solely into a platformer mini-game that some players will hate? They had a win/win going and then they chose to remove the chests.

Where are the chests in the open world?

in Super Adventure Box

Posted by: Raine.1394

Raine.1394

I was under the impression that the chests would be in the world for the event as they were with Windersday. What a huge disappointment. I have no desire whatsoever to play a platform game; that’s why I bought an MMO. I was, however, hoping to get the staff skin for my guardian. Oh well, another disappointment. I’m sure it won’t be the last.

Skillpoint - Bear Shaman Marga - Broken.

in Bugs: Game, Forum, Website

Posted by: Raine.1394

Raine.1394

Mind you this was a while back, but encountered the same “bug” — I figured there was some other event preventing her from speaking so I completed both
“Steal food from the grawl and bring it to Kani” and “Defend Kani’s stolen food from the grawl attack”. After these two events were completed, I was able to speak to Marga to initiate the challenge.

MODERATOR

/Lock Thread. Problem solved until the DEVS can get to it.

Please don’t lock the thread as this does not solve it. I, too, thought this might be the block so I went and got the food sacks/protected the food sacks and killed the mob who spawns afterwards. Went back and the skill challenge was still stuck. For those that don’t read through the posts, I can say I successfully completed on two of my characters by guesting on Darkhaven.

What happened to GW2?

in Guild Wars 2 Discussion

Posted by: Raine.1394

Raine.1394

I, for one, am glad they toned down the mobs that spawn from the chests over the Wintersday ones. They grew to be annoying. However, I found a chest last night on the south central coast of lake gendarr that spawns a random number of level 43 mobs which is well above the zone level. Don’t know whether it’s a bug or someone’s idea of a ‘fun’ game element. Most people just die instantly, but with enough players you can actually take them on. When I realized that the bauble wasn’t worth a boss-level fight, I left the fight but the mob (a monkey) followed me up to the farm and straight into an RP group. I didn’t do it on purpose I swear. When I read the thread title, the first thing that came to my mind was the thought that it was probably someone from that group complaining about the monkey.

Each alt is more boring than the last

in Guild Wars 2 Discussion

Posted by: Raine.1394

Raine.1394

As of last month I have all the professions at 80 as it’s something I wanted to do in the game. On the whole I’ve enjoyed the leveling experience in GW2. I would prefer to not have traditional leveling at all—but, given we have it, I feel they’ve done a good job of it overall (a quibble here, a quibble there).

That said, after you’ve leveled a number of characters the experience can wear thin and that’s why I’m happy they added crafting as a way to gain XP. My last profession to 80, my engi, was leveled through crafting. I think I had 1% map completion as I went out and did a few hearts after character creation. There is a site that takes a lot of the pain out of leveling through crafting, www.gw2crafts.net. It queries the TP prices hourly and gives you the highest XP route at the lowest cost and tells you exactly what to make. Very nicely done. It does take a bit of effort (and gold if you haven’t been accumulating mats), but nothing compared to the effort of traditional leveling. It’s nice to have as an option for those who have already leveled ‘enough’.

Constructive Criticism of SAB

in Super Adventure Box

Posted by: Raine.1394

Raine.1394

There’s another team working on a content update for the end of this month.

Do you remember the dev blog on why the living story had been delivered in ‘teasers’? It mentioned developers rolling off other projects who would now be available for the living story.

No matter how you structure teams, developer resources are always scare. For any initiative there is a prioritization process that takes place where what is deemed most important is worked on to the exclusion of other worthwhile initiatives. The problem with monthly events is that they are monthly and must take place. Anet has made them a core part of their value proposition. The problem with this is that the true game in the game, i.e., GW2, suffers as a result. Core game, profession balance, content balance, bug fixes, is what should be occupying developers as the top priority and it’s not.

That’s a problem with SAB, but it’s no different than any of the other monthly event.