(edited by Raolin Soulherder.3195)
Showing Posts For Raolin Soulherder.3195:
So far not one person has explained why Outnumbered is a sensible idea?
I don’t expect it would be possible to keep the numbers exactly even, but close should be.
My immediate thoughts on a solution would be to buff up the outnumbered side to equal the strength of the larger side. If outnumbered by 2 to 1, then your stats should double/equal out for example.
Also queue like we have to when the server is full. Yes a large group may go offline at the same time leaving an imbalance, but then the queue should kick in for the other side. As the larger side start to leave, the queue should stop others from replacing them until the other side has filled up again.
I am open to constructive comments.
Yes, we need solo roamer to run into zerg & just start one-shotting people. Brilliant ~
what you’re suggesting would give a huge advantage to small groups because it is easier for 1 person to spike down an opponent than coordinate 3 people to do it, even if the numbers add up the same. conversely, if it buffed your defense/health you’d just have a zerg taking 10 minutes to whittle down one person. no fun there on either side. would you have to make that roamer immune to stun lock too, basically invalidating parts of opponents’ skill bars?
it would be impossible to balance something like that. how far away from allies would you have to be to activate the stat buff? & even if they could miraculously balance it, the lag would be terrible. the game would have to be constantly recalculating and modifying each person’s stats as opponents and allies drift in and out of the buff activation range. one minute you’d be a superhero thinking you’ve got ‘x’ amount of health then the next second some allies run up debuffing you & you die to a skill you thought you could withstand.
messing with the queue’s would artificially lock out paying customers from playing their game and having fun just because some people on another server didn’t feel like playing that night.
if you’re looking for fair, there’s pvp. wvw is basically war, and war aint always fair.
Dragon Ball actually has a lot of depth. But it’s not realized in a PUG where you cannot communicate effectively to control certain key powerups.
It’s kind of like Unreal Tournament and such, but with less twitch required.
haha, too true. I felt like all the constant movement, bouncing and mid-air fighting reminded me of something but couldn’t put my finger on it. very similar to UT
I can see how an endurance bar could be a hassle, but I don’t have a problem with them limiting the glide in some way. I guess it depends what happens when the endurance bar is depleted. If you fall to your death, that would discourage many people. Maybe instead, they could have it trigger a sort of updraft/headwind that catches your sail and carries you back to the point you jumped from. Yes, you’d be going backwards, but at least you wouldn’t die, and the updraft animation might be fun and exciting. Obviously, if you found a landing spot before the meter ran out, you wouldn’t be updrafted backwards. You don’t even have to require a physical touchdown but could allow them to continue if they at least glided to a height above an object where the remaining fall wouldn’t kill them.
I’m sure some of those ideas might be hard to implement and may require alot of calculating by the program as far as determining which fall would be fatal and which wouldn’t, but it might be something to look into. Not sure how it’d work with the physics engine.
Anet still no word of Build saver
in Guild Wars 2: Heart of Thorns
Posted by: Raolin Soulherder.3195
Agreed. If Anet wants to improve build diversity, this would be an important step. I like to experiment with builds and often did in GW1, but sometimes I don’t feel like bothering with experimenting because of the hassle it would take to revert my changes if an experiment didn’t work. It encourages people to just find a build to live with rather than being more versatile.
I hope they can incorporate a build saver in the future. I’m no programmer, but I don’t understand why this is difficult to do. Not changing anything graphically or changing/balancing skill affects.
I guess a counter argument would be that in GW1, it made it easier for people to share cookie-cutter builds with eachother and implement them, but the cookie-cutters are available on the internet anyway for anyone who really wants them.
I’ve never been on a T1 server, but heard the map queue’s are really long. not sure if this is still the case since eotm was introduced. also depends on when you normally play. obviously, reset night is usually packed, but if you play off-peak hrs it shouldn’t be an issue. T2 queue’s seem rare now and don’t last long.
I would echo others’ statements that dominating other servers can be just as boring as getting rolled. If you are looking for zerg-fights, you’ll see that they are harder to find in dominating matchups since the opponents can get discouraged.
world bonuses are negligible, so I don’t think it’s much of a reward. if it’s rewards you’re after, you can still get plenty on medium/smaller servers. Outmanned buff activates automatically when a certain numerical disadvantage is attained and gives +33% experience, +20% magic find, and +25% wvw experience. if you fall in w/ a good guild group, you can roll over bigger zergs and rack up the loot w/ Outmanned buff. on the other hand, they might be upset if you’re a rally-bot, so it’d be best to take a tankier build even if you can’t contribute much to dps. rewards (especially xp if you’re leveling) are good in eotm, but I think alot of servers just karma-train there, so you might not find zerg-vs-zerg fights.
Here are the reasons not to transfer
1. Transfers are really expensive. They cost half of what the game costs.
2. If you play in prime time, your server and the opposing servers basically have good coverage and you will get a good experience.
3. The rewards for winning are fairly meaningless.
PS. OP mentioned wanting to break off from the Zerg and make a meaningful impact on the game. Perhaps he should transfer down to lower populated servers where such things are not only possible but how the game’s played.
not seeing this anywhere. he said he wants the exact opposite. he wants to zerg. his problem is that the zergs he currently runs with are losing.
the mechanics weren’t too hard to understand. it’s just annoying that you have to repeat them so much to get the bosses down. it just drags everything out, performing the same mechanic over & over & over again. & if you get an unlucky hit w/ fragility buff, you’re screwed unless you’re a ranger since pet can pretty much revive you no matter what. no other downed skills are gonna help you since you can’t damage the shadow boss through regular attacks.
I got him almost completely down and only needed to run the mechanic one more time, but then got caught in the aoe attack with my dodges on CD & fragility on. then gotta sit there as the invinciboss slowly finishes off my downed state. then respawn and turn around to see the fkr got his health reset. that’s the most annoying part is that reset. fighting a tedious boss then having to reset the whole thing and start over after one slipup. same situation with the vet mordrem wolf that jumped out of the box in the other LS mission. why do these things have to reset when you respawn in a mission instance?
On Windows, there is a mouse option that you can turn on that will make a visible circle appear around your cursor when you press ctrl. Works while in GW2 as well.
I’m not a designer so I can’t speak as to why or why not the mouse cursor is as it is, but this tip just saved me. Thank you, Olba!!
Can you guys share the secret/tip. How do you activate it?
In Windows > Start Menu > Control Panel > Mouse > Pointer Options tab > At the bottom enable location marker option
I’ve tried changing that setting. It works when I’m on the desktop, but doesn’t seem to work in game
Don’t think the big damage has to go, but it be nice if the recharge on it could be a bit more agreeable with a general average build. Large hits do give this thing an actual feeling of thread… Same with his large health pool… the thing that makes it so hard is that the recharge on his big skills seems to be 3 sec. So after you use your 2 evades, blow your heal then a 3rd evade, then all there is left to run around like a headless chicken ‘praying’ you wont be hit by this big thing he just keeps throwing out…
Though, what I found most annoying is him being so ‘in my face’ where mostly due to ‘non-blocking’ in the game, I could not even see where I was. He is big and blocking my view of my character, not seeing when I am being hit, what hits big etc… this in your face experience was all but enjoying…
totally agree. the recharge is stupid-low. burn through every evade & snare you got & it still lunges a second later. still does a hefty bit of damage even if he hits you from the front. got him down to 20% before I died, but he just resets when you respawn. not gonna waste my time w/ it.
“on the long run the shop will be the predominant source for income”
Poor people will get the same breakdown of the game as we, but at least there they are honest about it. Hope they also said that before release, not only a week after.This is a normal process. An expansion with costs would produce a straw fire . A sharp peak in income for on quarter and a sharp declension after that quarter. After a more or less short time the shop will become the main source of income again.
Define ‘normal’.
GW1 mainly used the expansions-sales so do most non-mmo games.
You are correct that if you use expansions as income you get a drop after the q where you sell the expansion and then your next peak will be when you sell the next expansion. That however does not have to be a problem. You simply get a steady income on a yearly base. That is fine.
In fact when we look at the sales of GW1 and compare it’s expansion-peaks to it’s initial sale it’s about 100%. GW2’s cash-shop sales start to drop and are now at a steady +- 21% every q. That means that after the second expansion GW2 would have started to earn more money with a pure expansion-based model then with the pure cash-shop model they use now.
And then I am not even talk about the fact that the compromises you need to make to the game for the cash-shop to work scares away people so that number might drop even lower and if they now would sell an expansion it would likely also sell less and less people playing a game also results in less opportunity to make money with merchandise. Lastly is does not benefit the game and so in also not a benefit for the long-term perspective of the game.
The cash-shop model however is a fairly easy, risk-low, proven, cash-grab approach. That is likely why it’s the way but it does not benefit the game or the customers and when done correctly it does even not benefit the company.
earning money is only half the equation for a business. how much a company earns in sales is meaningless if you don’t know how much they spend in generating those sales. I would guess that creating expansions costs significantly more than running a cash-shop
Here’s a theory. Maybe they are trying to make it harder for hackers to bot and abuse harvesting. I remember hearing people say they would see players just appear right next to nodes, mine it, then vanish (not sure how this is possible, but I’ve heard it reported). if the nodes are in slightly different locations, it might prevent that tactic since the hacker wouldn’t be able to map out the precise node locations for his bots to teleport to
Simple answer to that:
Player left a character at that location. Logged into the character simply to mine the node then switched to a different character. Doesn’t mean a bot was used just because a character suddenly appeared out in a map, gathered a node, and then disappeared.
Now if the player 5 seconds later appeared at a node that was not on top of a waypoint, then you’d have an argument for teleporting.
There is an orichalcum node that will pop up at a waypoint in Frostgorge Sound for those that do not know.
Look, I’m not saying it is for sure botting every time something like that happens. But whoever observed the behavior seemed to indicate that they felt that it was in their situation. Even if some people are legitimately parking toons there, it does not mean that having nodes in the same location does not assist botters in abusing the practice.
Here’s a theory. Maybe they are trying to make it harder for hackers to bot and abuse harvesting. I remember hearing people say they would see players just appear right next to nodes, mine it, then vanish (not sure how this is possible, but I’ve heard it reported). if the nodes are in slightly different locations, it might prevent that tactic since the hacker wouldn’t be able to map out the precise node locations for his bots to teleport to
I never really had any problems or confusion with the old trait system, but most of the changes seem harmless. I like that they’re adding new traits and hope to see more skills as well. The only thing that’s annoying is that you have to use that clunky dropdown menu to read about the different traits. It makes it more awkward when I’m trying to decide between different trait trees to invest in. It would be easier and quicker to compare different traits if we could just click on the big hexagons to read about them instead of having to continually change the dropdown selection. It’s nice to be able to read about all the traits at once instead of having to mouse over them, but messing with the tiny dropdown list is annoying.
$12.50 Charge for Convenience of Lions Arch
in Battle for Lion’s Arch - Aftermath
Posted by: Raolin Soulherder.3195
Lol this is still going on.
Well I’m back from picketing walmarts decision to move the twinkes back 2 aisles annnnnddd it went nothing like I thought would happen. I thought I’d be get support from thousands as we marched onto Walmart to face this oppression and chant proudly " no we will not walk 2 more aisles to get twinkes, that is a pure cash grab" to be honest I was a bit fearful that I’d start a riot.
Instead I got a little support from a few heavyset people that wanted access to the twinkes to be at the doorway, but they quickly tired out. The most common response was it only 2 isles it’s not that bad. I told them in a sneering manner it’s not the point it’s the principle of the matter. You let them get away with this, then the next thing you know the milk will be moved 2 isles.
One man even had the audacity to say that the gas station across the street has the twinkes directly in front of the door. I shut him down quickly by saying the two left turns adds 7 seconds to the trip. Do you know how badly that would just wreck my schedule ??? That’s about a minute of my day just wasted.
Had they removed services everywhere, then it’d be a valid complaint. They are not so this really is just a silly jab.
You would of prolly had better results if you were just to ask to have crafting benches and skill trainers put into the vigil keep
rofl, this ^
thief can kind of do something like that. it they shoot infiltrator’s arrow & hop in the golem as soon as the arrow leaves the bow, the golem will shadowstep. however it is a bit awkward and I have a very hard time seeing how you could get any separation from chasers even if traited for initiative gain unless they are very slow. though I guess you could get 25% movement from full Travelers runes. or perma swiftness from full centaur runes+sig of malice spam+"signet use" trait. he’d have to rapidly keep getting into and out of the golem to shoot the arrow and/or apply swiftness.
Have you try it before or you are just theorycrafting. On my thief right now playing with a spawn golem , I have not succeeded in doing it. So do you need to do it in combat mode?
Oh, Swiftness don’t apply in golem mode. Immediately after u jump inside, the buff disappear. (actually all buffs disappear) +25% movement speed don’t work in golem as well.
I have done the shadowstep thing after a guildie told me how to do it. It’s tricky but doable as long as you jump in golem the split-second after you shoot the infiltrator’s arrow. You have to get in the golem before the arrow hits the ground. Aim the arrow as far away as range will allow.
As for the swiftness, Im just theorizing. figured it would work since others can give you swiftness while you’re in golem. I don’t really spend much time in them. I read somewhere that the traveler’s rune speed boost does work in golems, but haven’t verified.
Many of what you report sound like Runes, spells, traits, etc.
I am not discounting your speed hack claims, I know they are happening in WvW but usually they are very obvious.
For example my entire guild witnessed a solo Omega Golem speed hacking and fighting us at Hills. He would attack the walls, then us. He would then run away—blinking away (only way I can describe it as he seemed to just skip across the ground)—faster than anyone in our zerge could even follow. He would then come blinking back and attack us and the wall a couple of times and then take off faster than any of us could follow. We would chase but he would quickly out distance us and then turn around move back into us, attack, turn around and blink away again—all over a two or three minute period. Understand this was an omega golem. Our whole guild reported him. So yes I know it can happen. But I have been playing a long time and this is the only sure hack I have seen.
thief can kind of do something like that. it they shoot infiltrator’s arrow & hop in the golem as soon as the arrow leaves the bow, the golem will shadowstep. however it is a bit awkward and I have a very hard time seeing how you could get any separation from chasers even if traited for initiative gain unless they are very slow. though I guess you could get 25% movement from full Travelers runes. or perma swiftness from full centaur runes+sig of malice spam+"signet use" trait. he’d have to rapidly keep getting into and out of the golem to shoot the arrow and/or apply swiftness.
P/P can be decent in it’s own way (speaking from a wvw perspective). need to trait for initiative regen. with enough precision, you knock 1-2 initiative off the cost of unload. if you add roll for initiative, it helps with the regen plus mobility. packing the SB adds to the mobility esp when you have good initiative regen. Nice thing about unload is that it follows the target, even if they stealth mid-skill. it helps burst down opponents from a safe distance. I can see how other thief builds might be superior, but I am more comfortable w/ the playing style. get to stay out of the thick of things (aoe/cc maelstrom)) and don’t have to think too much if brain is tired at the end of the day. don’t have to land a c’n’d every few seconds so it’s less stressful
There might be a bit of rejuvenation, and queue’s may cause a couple transfers. I still think it is too early to deem leagues a success. Could be a flash in the pan. We’ll see if excitement dwindles when the novelty wears off and we start seeing some blowouts again. The only reason they’re close right now is because it’s reset night and this 1st week, the matchups are all in sequential order so there is only a two rank gap (at maximum) in each of the matches. These are probably the closest matches we will see all season.
For all those whining about server transfers, please spend a year toiling on a cellar server like HOD & spending hours a night fortifying half the map only to have it torn back to paper by 20 golems as soon as you finish because there’s not even enough people showing up to man your siege.
I had no idea that some matches had WvW imbalances during SEA hours!!
Please, explain in greater detail the circumstances around, and consequences from, such a rare event!
I see. so it’s not a lack of knowledge on your part. it’s just you being a condescending kitten. thanks for clearing that up
For all those whining about server transfers, please spend a year toiling on a cellar server like HOD & spending hours a night fortifying half the map only to have it torn back to paper by 20 golems as soon as you finish because there’s not even enough people showing up to man your siege.
lol taking about 5 minutes to activate each skill. are these tiers always this laggy on reset?
The story is so easy that the thought of walking back to battle is the only thing that prevents me from watching some tv series on the other PCs, and instead look at what I’m doing.
If I could throw myself at enemies from nearby checkpoints it would be very disappointing; if it was for me, death in story would mean wipe and reset.But maybe for someone it’s hard so you can have checkpoints if you want.
I’m not asking for tons of checkpoints. just maybe 1 besides the mission starting point.
Does anyone else wish there were more checkpoints in the personal story missions? Some missions ask you to cover a sizable distance and if you die near the end, you gotta leg it from the other side of the map to get back to where you were. I don’t see the purpose of this. Is there any harm to adding 1 or 2 more checkpoints? The armor damage is enough incentive to keep from dieing. It feels weird having to run back through the deserted mission map. Not a major issue, just seems like something that could easily be remedied.
Asura is the only race I haven’t tried yet, so I don’t know much about their story. I find the whole arrogance thing kind of offputting, but one positive is that you feel like you are moving a bit faster since the asura take so many steps (compared to the strides of larger races). This might help in jumping puzzles (I find my rhythm gets thrown off when I do puzzles with larger races just because it feels like they are moving slower). On the other hand, if there are other people doing the puzzle, it’s harder to see your toon since he’s so small. Not being able to see the armor very well would bug me, but I do think the profession fits. Personally, I try to match up profession with race and asura and charr are natural fits for an engineer.
@OP.. All your points are valid, not sure if your new but at launch there was an even more floaty feeling which they improved on with the camera. You are right about the characters looking small and thin. I was ready to pay money for a race change " and im still willing to" because of that. I wanted to change my human to a norn so I can look a little more thicker but it doesn’t seem like that option is in the works atm or probably never will be. I think what makes my character feel even smaller is that when Im running he is kinda hunched forward instead of being straight. As far as the spells are concerned, I was orginally interested in the necro but I just couldnt get into it, the spells look a little plain, like a black shadow that comes out or sometimes I don’t really even notice the spells at all with a necro so I just gave up on that profession and deleted the character. The characters feel kinda slow maybe they can make the animation look like they are taking more steps to fix that not sure.. I do notice that Asura’s feel quite different to control then all the other races though, different in a good way. It feels like Asura’s are more responsive and it seems like they move faster.
it’s only an illusion. to prevent one race from having an advantage over another, Anet gives them all the same speed (ie. they’ll get from point A to point B in an equal amount of time). this means they can’t let a race with a large stride (norn) have the same step turnover as a race with a small stride (asura) because the larger race would have an unfair speed advantage. essentially the asura must take more steps to cover the same distance and norn are forced to jog instead of run. I think this makes asura easier to control since their movement feels more natural. if you change direction while running as an asura it’s more likely they’ll be at the end of their stride which is what happens in real life. since the norn have a bigger stride and take fewer of them, any change of direction with them is more likely to happen in the middle of a stride, which is unnatural.
basically what I’m trying to say is, there is no solution to this except:
A) make all the races the same size
B) allow one race to travel faster than another
C) make the character step turnover animation unrelated to movement speed, which would look unnatural and the ground would seem to slide under the character’s feet.
(edited by Raolin Soulherder.3195)
Some bots sent me a couple advertisements through the ingame mail. I ignored them since it’s not bothering me and my account is secure, but I figure Anet might want to know. It’s not really a bug issue so I figured they probably would prefer I avoid reporting through a support ticket. Is there a certain way they prefer you to report others?