Yeah, I saw Wikipedia and Linkedin and all. But that doesn’t mean much. But perhaps he still do.
Not sure you can answer this question, but if anyone knows I would appreciate it. I was wondering that as I played the beta this weekend: whatever happened to the guy who designed Echovald Forest. That forest was… was… err… how can I say it… superb? Marvelous? Awesome? I believe he was awarded some special prizes for GW1 as well, wasn’t he?
Don’t get me wrong, GW2’s art is amazing as well. There are some very special places across all zones and Divinity’s Reach is superb as well. Not to mention a very, very special place for me, which is Rata Sum near Metrica Province’s portal at night. If you look slightly up, like 45º above the horizon, that is CRAZY beautiful.
So is what we could see from Verdant Brink new area in HoT. It is definitely superb too, but it doesn’t look much like Daniel’s style.
all in all, it was fun, mechanics were somewhat obscure, but once they were figured out the mobs melted (except the red one, because we didn’t figure it out :/)
1. Explain the mechanics: In my opinion, the challenge should be in executing a counter to a certain mechanic, not having to figure it out through try-and-error. In case of the three guardians, how to combat them wasn’t intuitive in my opinion. Giving or leaving hints through NPC’s or something like that would speed up the learning-process.
With all due respect (and I mean it, no disrespect to you), I believe you are not so used to raiding in other games. Part of the fun is actually discovering what to do. GW2 is kind enough not to charge for repairs (anymore), think of other games with raids that didn’t explain the mechanics and you still had to pay for repairs. WoW (just to give a popular example, not to compare) lived with no boss explanation for a very long time. It just worked. There were videos on the internet, different strategies. I fear that if ANet gives away too much of the mechanics, everybody would simply execute the bosses the same way, no creativity. Tequatl has no in-game explanation and people figured it out. The Marionette was temporary with no in-game explanation and people figured it out. The final boss at Silverwastes has no in-game explanation and people figured it out.
So to be quite honest, I don’t think ANet is wrong or faulty here. Besides maybe explaining things like: this boss has these boons and throws these conditions, but not telling how it uses them.
(edited by Rash.6514)
An opinion is always correct. Its an opinion. It can be based on false information. But the opinion itself is always valid. If you say “I think pigs can fly” thats fine, its your opinion even if it has no basis. However if you say “Pigs can fly” then you would be talking bullkitten.
That is exactly what I said. I was not arguing the fact you CAN give opinions. Yes, you are free to do so and you can. But that doesn’t exempt you from the responsibility of what you are saying. Like “pigs can fly” or “the sky is purple”. The information is wrong, and the fact that you can freely give your opinions doesn’t make them right. People were throwing trash at ANet without really knowing what was going on and still asking for a reimbursement???? It is not about being superior, it is about having common sense.
Before you guys discuss DX12 performance, I suggest you gather more information. Check this video of Chris Roberts talking about Star Citizen development on these new APIs, for instance.
https://youtu.be/XD9_L5o4mhQ
In short, anyone can port a DX11 game to DX12 in a couple of days, but they wouldn’t take advantage of DX12 benefits. It isn’t that simple and it would take a complete overhaul of GW2’s engine.
Wow, reading through some player’s posts here almost makes me feel sad about humanity’s future. Self entitlement mixed with opinions from people that have ZERO knowledge about development is sad. It is not because you have an opinion and you are free to say it that your opinion has value (or is correct). You can say the biggest bullkitten out to the 4 winds and it would still be bullkitten.
That said, ANet could have really used a PTR server to test their biggest systems, like Squads and Raids. These occasional 2 days testing on the weekends are too little. I won’t be surprised if they postpone the release of the new Squad system (and, therefore, raids) to a date after the official release of HoT.
This topic is so full of win! Thank you OP for creating it, and thank you developers for playing along.
Crystal, I can’t say how much I appreciate your post. And I would like to highlight this:
What’s a funny story about something that’s happened to you or your party while play-testing Raids?
Getting ready to pull Gorseval during nightly raid, Byron being salty about us repeatedly wiping , and saying on TS before the pull “Byron you’re going to need a glass of water to lower those sodium levels”, which caused everyone to laugh so hard we failed to kill one of the walls and wiped.
This is almost the reason alone I play these games. My previous Raid friends were so funny I literally had to stand up and walk a little bit so I would recuperate my breath. All that because of Raids. If you can bring that back… well… <3
I want to remind everyone that this isn’t a discussion about precursors or specific rewards, that’s a different conversation. This is a discussion of the pro/cons and philosophy behind different forms of RNG implementation.
Thanks for mentioning that.
I honestly believe that for big stuff in the game (like precursors), the correct system would be sure rewards for specific challenges. Like a grind that rewards you based on your skill rather than the time you spent farming something. So, just as an example, the precursor would be given to you if you completed the 5 Gods temple events by yourself (or on a small party). Plus, some sort of Jump Puzzle and then more challenging activities. Quite frankly that is what I am expecting with Raids. So the big stuff in the game (like Legendaries) would be EARNED by you, not awarded to you by chance. But, that’s a different discussion.
As far as RNG systems are concerned, I agree with your second point in the first post. Perhaps a “luck based” token that would temporarily increase the chance of winning something nice and keep all players interested, while still giving them the illusion of being rewarded something nice when they were not expecting. Illusion is a key work here. We do not need to know how your RNG system works. It doesn’t have to be mathematically perfect. As long as we are in the dark, people can still enjoy the “fantastical moment” of being rewarded something when they were not expecting.
I find it funny how humans got a real mohawk style while Norns got a… mohawk wannabe…
Now, seriously, it would be nice if, within the styles, ANet allowed us to further customize the hair looks. Like hair length, how many braids, how many (and how thick or long) tufts and so on. This is pretty much what they do with the facial styles now. We have some pre-configured styles but we can change nose characteristics, chin size and length etc.
Plus, since this game is so focused on styles (including armor), we need A LOT more customization options. More body types, more facial choices, more tattoo options (and customization) and so on.
(edited by Rash.6514)
You should also read here: https://forum-en.gw2archive.eu/forum/support/support/MAC-El-Capitan-10-11/
Indeed. What a great timing!
While El Capitan introduces Metal that will only have an impact on OpenGL games and not GW2 which is running through a cider wrapper.
Well that is, actually, inaccurate. Metal and OpenGL are 2 completely different beasts. And Metal will have 0 (zero) impact on OpenGL games. Metal will only help if the game is specifically made for Metal, otherwise it won’t even be used.
That said, ArenaNet could update their wrapper to use Metal, as Transgaming has already said they will be updating Cider to support it. We must keep in mind, though, that DirectX 9 is just one of the Windows libraries that GW2 uses that are emulated on the Mac (albeit the “heaviest”).
There has also been discussions about translating calls from one API to the other. These new “low level” APIs work differently than the current generation (DirectX and OpenGL). So even if Transgaming and ANet update their client to translate DirectX 9 to Metal, the game would still be based on the usual (and higher level/low performance) DX9 calls. It is possible that DirectX 12 <-> Metal or DirectX 12 <-> Vulkan translations would work better, given the similar nature of these APIs. But I don’t see ANet redoing their engine to support DX12 any time soon.
TL;DR: There will be no noticeable performance improvements by using the new Metal API on El Capitain.
All I wanted is the SAB’s finisher to be available again…
If anyone has the Krytan Medium armor available or extra, I would most certainly appreciate it.
https://wiki.guildwars2.com/wiki/Krytan_Medium_Armor_Skin
Thank you!
(edited by Rash.6514)
What a great initiative, StinVec! I might as well help someone in there. Thanks for the infos.
You guys are awesome. Great catch StinVec. Thank you all.
Is it still possible to obtain (purchase) the Kryan Armor skin that was sold at the Gem Store in the past?
I sincerely hope that if ANet is rebuilding their engine to support another API, please be Vulkan.
And one more thing. For now, you guys are all hooked in stuff a marketing department is saying. DX12 won’t be absurd FPS gains with no latency.
Hello ArenaNet’s team. I don’t usually post or read the forums because my opinions hardly match those of the majority of the community. I don’t know if you’ll hear them and ruin the game for me or if you will go about your way. So I rather not read and wait for the changes you make with every patch.
I honestly don’t know what path you chose, but I wanted to post here today to say I’m loving this game. Sure it still needs some balancing (like how trash mobs on dungeons sometimes have more HP than the bosses, running the dungeons is ruining the game – maybe less and easier mobs between the bosses?). Anyway, I digress. The conditions change was a VERY welcome change in my opinion. THANK YOU. Some of the world bosses balances were great too. I love challenging content that requires players to make well thought decisions. I’ve had a Teq run the other day when we killed it at about 5 seconds left. Everyone on the map agreed that was the best Teq run they’ve ever had.
Anyway, I hope this is the new trend you’re taking.
- I loved the traits/specs change (please allow us to save them like in GW1!!!)
- I loved the conditions change (now all my conditions matter)
- I loved the (even if slightly) more challenging world bosses.
Keep up the great work, guys!
Hello guys, I’ve noticed since the patch on Tuesday that my Norn characters are huge at the login screen. Their feet and hair are out of the limits of the screen. I know they’re supposed to be huge, but… what happened?
Sorry if someone has already asked this, but I haven’t read the reply on one of the moderator’s post. What about topics that are in the archive section? We can’t post there, how do we do? Thank you.
For the Nth time, the exchange has always been non-linear when buying or selling low quantity of gems. I know because I routinely by 20-30 gems a day for the past 18 months and it’s not a rounding or truncation issue but looks more like a sliding fee if we are buying or selling less than 100 gems at a time.
It is not about being linear. It is about being fair. I sincerely don’t understand the defense here. It’s not like I am saying ANet is the worst developer ever. The game is awesome (which is why I am here). I am just saying this isn’t fair. Just do the math.
some people never heard of the word “rounding error/calculation”.
Some people never studied math.
unfortunately, I think not enough people are outraged over this for them to change their scamming ways (you may notice all of these are rounding against you; I’m sure that is very intentional).
Yes, you are right, that is the issue. They know most of their players wouldn’t bother doing the math and realize they are being “scammed”. Actually, this is what happens everywhere with scam. They count on the fact that people wouldn’t bother checking the math.
You are also right that the 1g→9gems and 100g→762gems are rounding errors. But what the hell is that 9 rounding from? Who is doing the math behind the scenes? Certainly not C++ or your CPU. I mean, come on, if ANet’s system knows the “real conversion” value between gems and gold and put that on a real math library it would never round to that. I remember I had also checked 1000g which was something like 7624. So let’s for a moment consider this number.
Python: round(7624/1000) = 8
C: 8
C++: 8
OS X calculator: 8
I would even accept rounding 7.1 to 8. But 9? So that is what kittened me off the most. They ARE hiding it behind the scenes. And this new “all integer” system just helps them get something with every transaction.
By the way, thank you the moderator who changed the topic’s name. I tried to, but I couldn’t.
Second, the only reason I am still posting here is because I CARE. I could just turn by back and take my money some place else. But I really enjoyed this game.
It hasn’t been always like this. Let me give you a bit more background on why I am going to stop supporting the game with real money.
Before, we used to buy gold by setting the amount of gems we would like to trade and the game would give us the coins in gold, silver, copper. That is more fair because coins in the game are “float” numbers, like dollars in real life, while gems are integer. That essentially means you can’t trade 80.6 gems, it’s either 80 or 81. But that’s not the same for gold.
Using that conversion I mentioned on the first post, 1 gem = 13s12c
So if I had 10 dollars to spare, I would buy 80 gems and I could convert them all to gold if I wanted to. The game would give me 10g49s60c.
Now I need to buy a “rounded” number of gold. So 10 gold costs me 77 gems, but 11 gold costs me 84 gems, that’s more than I have.
Now I only have the option to spend 77 gems out of the 80 I bought, and I am left with 3 I can’t do anything with. UNLESS... I buy more gems with dollars or gold. My next 10 dollars purchase would put me at 83 gems which, considering the market fluctuation, could help me buy 11 gold.
So I feel like I am being robbed by ANet. I can’t spend all the gems I bought unless I spend more money on the game. I am not doing a formal accusation, of course, but ANet must have some economists in there working for them and balancing the TP. I can’t help but think that someone in ANet knew about this and approved it for evil purposes. So we would unconsciously spend more money on the game this way.
This is wrong, plainly wrong. I understand real money conversion and fees, Xiahou Mao. I work with this. What ANet is doing is just unfair. Rounding the gems on conversion is absolutely unfair. So I am done with supporting the game, unfortunately.
I just came here to post this. I’ve spent about 500 dollars with this game buying gems and I was glad to support it. Now since this change I will NOT spend any more dollars with the game.
Where is the conversion graph? Have you removed it so you could artificially alter the convertion rates?
Why I can’t buy gold by entering the amount of gems I want to spend (event at the “custom exchange” panel)? Since you went the lengths of changing the whole panel and then re-adding a custom exchange, why not restore the previous behaviour?
This is unfair and this why I am stopping. From today’s convertion:
1 gold = 9 gems
10 gold = 77 gems (what!?? 9*10 = 77?)
100 gold = 762 gems (so 9*100 = 762?)
This is wrong, very wrong. So my support to GW2 was good while it lasted.
Yes, this. Finally!
Rewards and Achievements
In Season 2, we will be moving away from the concept of meta-achievements entirely and modifying how we handle rewards and achievements for Living World content. Completing the storyline of an episode will grant you a reward at the end of the episode, and a variety of new rewards will be available through the open world content added via each of the episodes.
https://www.guildwars2.com/en/news/introducing-the-story-journal/?utm_source=client
Thank you.
So, as instructed here: https://forum-en.gw2archive.eu/forum/game/gw2/Personality-Traits-Missing/ I ask: Where is the personality indicators? They used to be on the hero’s tab, equipment section (that didn’t exist before) right next to the class icon.
Likes:
- The scheduled world events. Personally I think this was very much needed in this game. It was not fun to stay on an area waiting for a boss to activate. Kudos, ANet.
- Guild World Events
- The megaserver concept as a whole. I believe there will be more people doing events in every area in general.
Dislikes:
- Cross-Map World State. As much as the likes above are a step forward, this is a step backwards. I believe we’ll be part of a very splintered, scrappy world. Perhaps it is time for you to consider certain things like completely removing contested waypoints in PvE (move them some place close where they don’t need to be contested). If you really insist on contesting Waypoints, then maybe make same-map travel free of charge like in the cities. Re-do Orr maps, merge the areas so all Gods (and their events) are on the same map. After all, we killed Zhaitan, didn't we?
- Disorganised Orr events. It would be nice if we were somehow alerted that there is a group fighting the Gods’ Temples that we could join on “our megaserver probable instance”. Those events are not only fun but they also bring good rewards. It looks like they will be extremely harmed by the megaserver (well, they weren’t designed with this in mind, so it makes sense).
Question:
- Since the megaserver changes will initially affect only the low level zones in the game (1-15), then will the World Boss schedule table be true just for the light yellow bosses? Or are the rest of the World Bosses also going into the new schedule even if their areas are still not megaserved?
(edited by Rash.6514)
Yeah well, what can I say. I really enjoyed that content. It showed me that not only ANet has what it takes to create a fun and challenging content for the whole community but also that the World Events on Guild Wars 2 were a GREAT design win. I know, people suffered during the first weeks when most players didn’t know what to do, but they learned and things improved. That’s how every challenge in our life is or will be.
I’ve created this small tribute and I’d like share with you.
http://youtu.be/nnhvh0s766U
Thank you ANet!
Humm, Guardian has a lot of burning skills that resembles Dervish a lot. The only cool thing about them, IMHO, was the armor.
You can’t really reproduce the unique encounter mechanics that games like WoW or FFXIV have and that makes every boss feel unique and different if the fights are random and uncontrollable.
I stopped reading right there. World of Warcraft is the best game I have ever played in my life. Yes, GW2 is working its way there for me, but it still has some steps to climb (and it is currently climbing in the right direction, let’s wait and see).
But I will continue to be the forum “troll” or the forum boring guy who will always come here and say: Guild Wars 2 is not WoW, neither Final Fantasy, neither Lineage…". This is it. Creativity. ANet is trying to work something out of the traditional trinity. OUT!
The term is meaningless for an MMO. The game itself is never “finished.”
That’s the correct answer.
What are you guys comparing GW2 with? The 7-year old WoW? The 6(?)-ish-year-old Lineage II? GW2 is improving. It just takes time.
I’ve never seen a developer in game. How are they identified?
No offense, but this topic is a mirror of the current human condition. Yeah, social students love this kind of material.
So, we can see how humanity got selfish and individualist on our modern society. You realize that the voices complaining about the mechanics are more numerous than those who enjoyed it. And why? People don’t want to fail the whole event if the next platform fails, which is reality itself for a lot of us. A company will fail as a whole if a very small group within it fails. Oh yeah, good luck you people trying to help a startup grow. So instead of trying to help the others who failed (as some of you suggested), they just want to do the other guy’s job and be gone with it. Give me my reward!
Oh, but this is a game. A fantasy game. So it should be like we wanted reality to be. I don’t want to learn anything from my gaming experience. I want it to be a completely waste of time on a “land” that will never exist in real life, with experiences that will never help me with anything, ever.
For example; the dreaded overflows, the servers can’t handle having so many people on their servers,
I agree. I guess this is a limitation of “free to play”, unfortunately.
Then there’s the frames per second issue (fps) of having so many people near each other, if you don’t have a high-end pc you are out of luck!
The game looks good and it looks like ANet has designed it to stay for a while. I don’t see that as a problem and neither as their fault. You can change your quality settings and that’s it.
The needed coordination on these events is a nice welcomed addition, but then again, trying to command a lot of strangers that don’t want to cooperate, makes it as easy as herding a stampede!
You’re right, coordinating strangers that simply want to smash buttons is infuriating. But we can’t blame ANet for that, can we? Maybe they could help with a “raid party” exclusive to commanders, and commanders could designate people in certain areas or certain tasks and that would be clear to them (like something on the right side of the screen). But that would be an addition. Unfortunately we can’t blame ANet for creating something awesome that people don’t know how to enjoy.
Please Anet, learn from your past experiences with tequatl, make big major open raid events instanced! Let us coordinate in smaller scale, it has many positive effects, if you design an encounter with X people in mind, it is easier to balance around it, rather than having to guess with open world content.
I think I’ll have to agree with you on that. Not ANet’s fault, though, I like to make it clear so that whichever employee who reads it get the message right. They have the potential. ANet’s challenging content is improving with every new LS chapter (that, to me, is the BEST part of LS). Unfortunately players of this game are not prepared or do not want challenging content, so let those who want it group on an instance.
The important message here is: don’t go back to designing Maw like encounters. GW2 is on the right track and complex bosses must continue to attack Tyria!
I initially was not in favor of having instanced raid content in the beginning, but now that we see the major hindrances open raid content brings up, it is really unbearable.
I’m 100% with you here.
We can still have open world content that anyone can join on a moment’s notice like the Fire Elemental, The Shaman, Maw etc… those are fine, but big content like Teq, marionette/ the new 3 headed wurms that require coordination and alot of people working together, please make them instanced!
Against our will, apparently, but yes, make them instanced.
I love this game, please don’t make me hate it, please, I know you can do this and much more!
+1
Oh no, please, please no NPCs to help us.
Frankly, this is a problem I see on the whole Guild Wars community more than any other MMO. People don’t like playing together and the challenging contents ANet adds make that clearer every time. We’re supposed to play together, win together. I don’t know why that plague lives on Guild Wars. Maybe ANet’s fault because of the henchmen on the first game?
Volkon and Balsa before me said it all. I think people want trinity because that’s what they know and that’s what they’re used to. There is a whole world of creativity out there.
I don’t mean to say ANet has nailed this “whole other world” completely yet. There are flaws in their system today, yes. But the traditional trinity on this game would be bad. GW2 is different and it should continue to be that way.
Funny thing is I don’t really suffer from much lag on this game. Even on zergs.
As much as I like challenging content, taking 2 years to figure out a way to clear a raid wouldn’t work today. Even for WoW. Please refer to the rant topics on this forum about people complaining why they can’t beat a boss on the very first day the boss was released!
(If you’re smart, you would understand I completely agree with you and what I said was not meant for you).
(edited by Rash.6514)
I’m not sure I completely understand what you meant. But instancing the open world is no different from what GW1 was and very anti-MMO, as well as “phasing” parts of the zone. Phasing is an WoW term that describes this precisely, how the world changes after you do something. Even Blizzard is careful with that technology.
I prefer the Living Story way. I just think ANet is “warming up” with it. Arah could be related to a LS, and slowly change Orr for all players. After all, we have killed Zhaitan, haven’t we? So why can’t that be part of the LS as well?
(edited by Rash.6514)
What about the middle term? A 24-man raid, or “a medium-sized instanced content” (in GW2 not-gonna-copy-WoW mentality)?
Oh, absolutely yes! I just didn’t mention it, but I would love to have those too, definitely.
I like the idea of “permanent” cleanse of Orr. But that idea has at least 2 very clear problems.
1. Once you cleared it up and had no mobs to kill, the game would go down really quickly (read, it would become boring really fast)
2. The segmentation of the world and the community, like you wouldn’t be able to play with your friends who haven’t finished Arah yet, is clearly a thought of someone who doesn’t understand/like the MMs on MMO, and prefer loneliness with the henchman of GW1.
Henchman and heroes, by the way, are words that would instantly make me quit GW2 for good.
Personally I think burnout is a product of excessive gaming. I can’t play the game everyday, boy when I log in even killing aquatic mobs for the daily is fun. I just enjoy doing everything. This way, burnout for me really takes a very, very long time.
I remember the days when I could play games everyday and get geared up pretty quickly. I got tired really fast. This is one of the things I just love about GW2, I don’t NEED to play everyday, the game isn’t a kittening boring second job. It’s only fun.
I feel GW2 would be weaker and closer to other MMOs. There’s just other creative ways of dealing with mob control and party healing. I’m not sure what the developers think when they read the weekly topic of trinity, opinions seem very divided. I just think the game should be different from other games and have new creative mechanics for party support. Please don’t change the game ANet.
Yes, I love it. But most importantly, I like variety. I like having content meant for zerging when I feel like zerging, and content for 5-man party when I feel like it.
I feel your pain. And another problem about looking at the floor all the time is that this game’s design is so awesome we miss a lot. How many people have ever looked up on Rata Sum and The Grove? How many people have realized how awesome Stonemist Castle’s top is amongst the clouds?
It’s definitely not an engine limitation because on some world bosses (like Shadow Behemoth) we’re allowed to zoom out further. Even the FOV changes slightly in order to accommodate the boss on the screen. I would also love if the camera was shifted just a little upwards and we were allowed to zoom out a little further (not necessarily as much as on SB’s fight).
Too much wasted potential.
- Awesome world events with no players (Modniir chain, all gods shrine chain – extremely hard to find players to fight on Henge of Denravi, Diessa’s mini-dungeon, and others)
- Great dungeons with wasted potential. Players run to the bosses (meaningless trash). Very bad rewards.
- WvW is great. Now we want more. More maps, more objectives than simply running supplies and capturing sites.
This is basically it. It makes me sad to see such great things on this game empty of players. They are always doing the same events and hanging out always on the same zones.
Players feel the system is broken because they want to have a choice to broaden their options instead of limiting them. Someone (and I’m not sure who right now) related it to “playing the class as the developers want it played” versus playing the class as they want.
I hear you, but I’ve also been reading this conversation and I don’t quite agree with having sub-class paths, which will end up with having players playing “as developers want it with more choices”.
I don’t think naming these sub-classes are important either, but that is not what I meant. I meant that if the sub-classes are too specific, such as Thief sub-spec that can’t stealth, they will end up being named by the community anyway.
What I meant is that having the weapons specialised like we have today is good when you need to have some room for doing what you haven’t planned when you spent your Talent points. So you’re a Mesmer specialised in phantasms, but if you’re in a boss fight where you phantasms simply can’t stay alive, you can at least be useful.
tl;dr I think ANet is on the right path, I would just like to see them doing more of what they are doing instead creating a whole new system involving weapons and talents, just so we could be more “specialised”. Keep the system the way it is, and give us some more “deeper” options within weapons and talents.
That’s what I read into the whole “subclass” bit having been posted by red names. Not “you’re a Druid-Ranger so you can’t do X”, but “you do X primarily, so you can now access Druid abilities if you like”.
Right, but do players really feel this system is broken? What exactly is wrong with it? I mean, I am totally up to having more skills per weapon (in addition to having more weapons), but as long as they fit into the weapon’s purpose. Why does the community feel that having a very well labeled sub-class (e.g, you are a druid, period) is important?