Showing Posts For Replect.3407:

Respawn rates

in Suggestions

Posted by: Replect.3407

Replect.3407

I already commented on that here and other threads, but I really wish one of the devs would give us something concerning that… Or are they working on that and they don’t talk to us before they are almost done with something great here? To be honest, I don’t think so, it’s probably just the desperate try of me to find a “good” reason for the silence! :-/

There is a 4th enemy in WvW - Lag

in WvW

Posted by: Replect.3407

Replect.3407

Well, I’m sure that my lag issues I’m experiencing from time to time aren’t client performance nor network issues…
It’s quite annoying to hear that the dev comment let us interpret that these lags will be present for as long as we play the game with more players around… With a combat system like in this game, having a delay when using skills and stuff is actually a no-go!
And I actually experienced lags in times where I was alone in story missions without much going on around me, but my skills took 3-5 seconds before they triggered, so it doesn’t necessarily need a lot of players. And I actually always heart of other players with these lags at the same time…

You can’t run away from lags, and that’s why they are the most annoying part in the (or actually every) game! No bug or missing feature can be that annoying like lags, just because of that fact!

And the absolutely most annyoing thing is if such things happens to a game that you actually really, really (want to) enjoy!!

(edited by Replect.3407)

Why can other people use MY golem?

in WvW

Posted by: Replect.3407

Replect.3407

Yeah, that can be quite annoying if the golem you’ve paid the gold can’t be used by yourself because someone took it… I don’t see the point why you can’t force someone out of it like you can with all the other siege equipment…

I can't even see what's going on!

in Dynamic Events

Posted by: Replect.3407

Replect.3407

It really depends on the server, area and time you are doing the event…

But in generell it’s currently true if you say “more players = less challenge” what shouldn’t be the factor… I really hope (and kind of think) that ArenaNet is aware of that because there has been quite a lot of feedback in that regard… So, the future will tell if the challenge is going to come into those events, at least a little bit.

And I couldn’t believe it initially, but overflow-servers aren’t that present anymore and as said, I don’t have events with akittenlot of players all the time, but it can happen from time to time. It was worse in the first 2 weeks, so I hope for the better in the future.

[Trait] descriptions need to get improved

in Suggestions

Posted by: Replect.3407

Replect.3407

Hi,

I’ll gonna start this directly with an example:

Warrior major trait Shouts heal
So, the only thing you know is that it is going to heal if you use one of your shouts.
Well, how much is it going to heal with your current stats? Who is it going to heal? Just you, your allies or both? if it is going to heal your allies, in what range?

There are a lot of traits which are kind of imprecise like this example and these traits throw up a lot of questions how they are actually going to effect my build if I select them.

You should see all these informations, like you are able to tell at least most of what is going to happen with weapon, heal, utility or elite skills!

Additional to that it would be nice to see what major trait is in what tier (Adept, Master, Grandmaster). Sure, if you look into it more detailed you can see something like, every trait from VI to X(?) is Master… But that isn’t really user-friendly and makes it more difficult to make a choice about how many points you want to spend in a line!
But this is certainly just a minor issue… Different to the first thing about traits descriptions!

That’s it actually,

Rep

(edited by Replect.3407)

Pushing Gw2's Roles

in Suggestions

Posted by: Replect.3407

Replect.3407

I think one problem is actually the PvE world… Everything is a zerg fest, a no-brainer, no challenge with many players, there is no way it prepares you for any dungeon whatsoever!

And you are right with some bosses… Most of them are immune against any kind of CC, so there is no way to handle or control them, you can just try to dodge, block or reduce damage if you are in range of him, and that seems not to work quite well within that long fights and the cooldowns! But I don’t want eliminate the chance that this is still a learning-curve we are all in, so I’m not quite sure…

Get rid of the constant diminishing returns throughout the game!

in Suggestions

Posted by: Replect.3407

Replect.3407

I got what you say OP, but it seems that you can’t have fun without rewards…
I mean, you say everything is wasted time because of the reward, but what the heck is about the actual gaming time till you get (or think should get) the reward? If it isn’t fun, than don’t do it… If it is fun, how can it be wasted time?

Special Slots for Weapons

in Suggestions

Posted by: Replect.3407

Replect.3407

Please, have a look in my thread! You probably gonna like it!

The good things thread

in Guild Wars 2 Discussion

Posted by: Replect.3407

Replect.3407

One thing about criticism:
Most of us aren’t doing that because we hate the game, we actually love it and just want so see how it even gets better for everyone. I really hope ArenaNet keeps that in mind, because I know that criticism can hurt if you put that much effort into something and if you get the feeling it didn’t come out like you hoped for… It’s what you do when you care about something.
If we wouldn’t care, we wouldn’t take the time to criticise, we would just move along!

So, there is so much why I love this game and really enjoy it overall!
But everything I love is something I could imagine that it could be even greater, a lot actually, so therefor I’m one that gives his concerns to you regardless, for the sake of greatness! Because I care about what happens to that game… :-)

So, I love…
… the lack of competition in the PvE world that for now seems to keep the community together, more than it otherwise probably would be
… the immersive world
… to explore the world
… the lack of the holy trinity
… the down scaling
… the dynamic events
… all the details
… the sPvP/WvW overall
… actually the most how all the mechanics work together…

… but as said, even if I really love and enjoy them, I think we should give our concerns to ArenaNet, not for bashing them, instead to help making an even better game, for everyone!

MMOs are the genre that changes the most with the time and I think decent criticism is something that is kind of necessary to help that these changes are for the better, not for the worse!

(edited by Replect.3407)

[Mini-games] Party-join

in Suggestions

Posted by: Replect.3407

Replect.3407

Nobody plays mini-games (with friends)?

Return of the [Aura around targeted encounter] - Instead of the circle

in Suggestions

Posted by: Replect.3407

Replect.3407

Well, the main reason has been the “immersion” thing with that glowing aura, but from a gameplay perspective I think it was the better solution to keep track of your target in the mass… Unfortunately the response here isn’t quite high, so probably nobody really cares… :-(

Let the players manually downscale further below the default downscale.

in Suggestions

Posted by: Replect.3407

Replect.3407

I’ve to agree and already started a thread about this in BWE!

I even talked to one of the devs during BWE and suggested something like that and from what he said, I think there are good chances that this is something to come sooner or later! It seemed that they already discussed this in their office… :-)

Lock dungeon waypoints, during boss fights:

in Suggestions

Posted by: Replect.3407

Replect.3407

I’ve to agree with OP. I complained about that already in BWE and still feel the same way, even though I get mykitten kicked in explorable mode in all my sessions.

It’s ok with using waypoints in story mode, butkitten the explorable mode want’s to be akittenchallenge, and using waypoints while some are still fighting the encounter is just a cheap mechanic.
There are ways to get defeated players up, there are skills that can do that, you can try to make sure that the boss doesn’t care about those 1 or 2 players that try to get that person up again, if someone gets down or is even defeated, your team should try to adapt to the situation and should try to get their party up again instead of just saying “Go, use the waypoint and hurry!”

Teleport To Capitol Cities Should Always Be Free

in Suggestions

Posted by: Replect.3407

Replect.3407

+1

As already said, you are already able to teleport to any main city with the help of the Mists → Lion’s Arch → Portal to other main city

So, teleporting to a waypoint inside a city should be free…

Respawn rates

in Suggestions

Posted by: Replect.3407

Replect.3407

Re-spawn rates and the comfort zone(!) are kind of horrible quite often! So, I’ve to agree!

In general it’s kind of sad that they use the same spawn mechanic like actually the first MMO ever… I thought they could come up with something new, immersive what fits to the concept of a living world! But well, that is another topic.

I wish they would at least consider how many players are around in an area when calculating the re-spawn-rate and would implement something like no respawn within double aggro range of any players or something like that!

Return of the [Aura around targeted encounter] - Instead of the circle

in Suggestions

Posted by: Replect.3407

Replect.3407

Hi,

the ones of you that are keeping track of Guild Wars 2 since the first days of footage probably remember those aura around the target.

Example:
Friendly Player Aura
Enemy Aura

It’s actually still in the game in a less obvious way if you hover the mouse over an character, but that just as a little side information that you could check out.

I’m really missing it, they were really the better solution to keep track of your target in my opinion and that was actually the point why ArenaNet was defending it for quite a long time against players that complained about immersion breaking because of this aura!

After the first screens came out with the circle on the ground I and everyone else that loved the aura thought it would just be an optional thing, but we all know how it came out!

When there are a lot of mobs/players around, there are quite often times where it is hard to keep track of your target, especially if you change it with TAB or so… The circle on the ground doesn’t provide the necessary attention when there are so many effects and foots on the ground!

TL;DR:
Anyway, I really, really would like to see this aura around the targeted encounter back in the game as an optional thing! And I really hope I’m not alone with that!?

That’s it,
Rep

"Run To Target"

in Suggestions

Posted by: Replect.3407

Replect.3407

I’m against such an option! And from what you’ve told your actual problem is finding your target what I can understand, but I don’t think this should be handled by such a thing like “running to target”.

I’m missing the old aura target UI around the encounter that we had before we got those circles on the ground… I think this was way better to keep track of your target in the masses. A circle on the ground is just going to get lost with all the characters on the ground…

[Mini-games] Party-join

in Suggestions

Posted by: Replect.3407

Replect.3407

Hi,

well, currently the game is lacking with mini-games anyway, but after playing Keg Brawl for a couple of rounds and enjoying it a lot…. I’m kind of sad that I was never able to join the same game/team with my party member(s)?

So, is this intended or kind of a bug? No matter what, I would really like to see a working party-join function with those mini-games (whatever will come in the future)!

That’s it…

Thanks for listening,
Rep

Give us raid/warband option as a default.

in WvW

Posted by: Replect.3407

Replect.3407

I have to disagree with the OP concerning the commander. The way of how you accomplish that position is horrible and what you are capable to do with it is actually worse.

Apart from that, I’ve to agree! :-)

Exploitable Bug Caught in Action: Abusing the Character on screen limit.

in WvW

Posted by: Replect.3407

Replect.3407

Really not the first thread about that concern, but as in all of them, I’ve to agree!

Already commented in here!

Remove Culling or Make it optional

in Suggestions

Posted by: Replect.3407

Replect.3407

+1

Comments on this are already posted here!

The Quality of ArenaNet European Servers - Lag

in Suggestions

Posted by: Replect.3407

Replect.3407

There are differences between graphical issues like FPS drops and a frozen screen for seconds and if you can run around smoothly but your skills doesn’t trigger at all or trigger seconds after the activation, or if you move something in your inventory it will take seconds until it is moved….

So, I’ve to agree with Ohoke, just because you don’t have any problems with lags (what is definitely good for you), don’t think that proves that it is a client side problem… Everytime we experience such lags, you can read in chat or often hear in Mumble/TS about someone having the same problems at that moment.
The problem is most likely related to the (overflow)server you are playing on, what causes some players experiencing lags, others don’t.
Sure, sometimes it could probably be an issue on the provider side, but if you have no problem with any other online game, just with Guild Wars 2, especially in prime time hours since release, than I don’t see much chances than that it’s a problem on their side!

Low FPS - [merged]

in Account & Technical Support

Posted by: Replect.3407

Replect.3407

i7 920 @ 3,8Ghz
MSI N580GTX Twin Frozr II/OC
OCZ 3 × 4 GB 1600Mhz-777, Triple Channel
WD1002FBYS 1 TB
Creative X-Fi Titanium PCIe
GigaByte EX58-UD4P
Win7 Home Edition 64bit

I’m ok with my FPS in PvE in general, but Lion’s Arch (about ~25-40 FPS) or at the latest within WvW near the Stonemist Castle the FPS is dropping big (instead of the fixed 60 FPS, about ~15-20 FPS), no matter what is going on around that area!

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

in WvW

Posted by: Replect.3407

Replect.3407

@Hisssatsu
You are right with everything you have said, the combat system of GW2 actually is fast-paced and your success often depends on seeing what your enemy is doing and how (fast) you react to it… If you don’t see your enemy, you can’t react whatsoever…
The same happens with lags, you can’t block an attack with your shield, if your block skill takes 1+ seconds until it eventually triggers… You take the damage, your skill triggers to late and the cooldown kicks in, couldn’t be worse!

So, invisible character models and lags are both game breaking issues with how GW2 combat is built and really should be taken care of! Both are things I and others recognize frequently since launch!

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

in WvW

Posted by: Replect.3407

Replect.3407

It’s good to hear some word from a ArenaNet guy, but I have to agree with Hissatsu!
I have complained about this issue since the BWE and think there shouldn’t be a maximum number of players on your screen. Players that disappear when they reached a specific distance (which should be chooseable in graphic options) is one thing, but if there are 200 players close to me, than godkitten I want to see them. Even if this would be handled by default low quality character placeholders or such things, but keeping players on my screen in the dark, that’s a no-go! If there are specific numbers allowed on a map, than I should be able to see those amount of characters + possible NPCs on my screen!

And this counts for WvW and PvE, because there have been events where I didn’t see players and even event bosses at all until I moved along!

So, how much I enjoy this game (if there are not lags, zerg fests or bugs in the way to enjoyment!) and really hope for it to be a very successful game for years to come…These things has to be taken care of and for this issue here, the solution shouldn’t be less then all players/NPCs are visible on my screen…

(edited by Replect.3407)

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: Replect.3407

Replect.3407

Bringing more mobs in the events won’t help that much to increase the challenge.
The problem is that most mobs just don’t use attacks that hurt many players, instead a single player. If you have 50 players and just mobs with single target attacks, there will be 30-40 players till the end of the event that didn’t take any damage, because they never had the aggro.
Mobs need more multi target attacks, against melee, again ranged… And they have to hurt much more. And these attacks have to hurt to some degree. A stomp that is knocking back players within range, but just making 1-5% damage isn’t anothe to really force the players to react to it, they just stay knocked down for 1-2 seconds, running back to the mob and start spamming skills again.

The Quality of ArenaNet European Servers - Lag

in Suggestions

Posted by: Replect.3407

Replect.3407

Unfortunately I have to agree!

I’m in germany, playing on Desolation (EU) and have no problem whatsoever with anything but Guild Wars 2 lags from time to time.
I have 32Mbit internet, forward all necessary ports (just to be sure) and there is nothing else taking bandwith when I play the game, so…

It wasn’t that bad the last two days (at least for me, heart different things from guild friends), but especially in WvW or big PvE groups there have been times since release where it really started to getkittenannoying and I just did quit the game because I just couldn’t enjoy it anymore. You can actually read about lags from other players in chat or from guild members as well, so it’s not an single user problem.
My biggest lag these days was actually in a story mission where I was alone and it wasn’t really much going on on my screen, but I had lags of 3-4 seconds. My guild experienced similar things in other content areas at the same time.

I love the game, but I have a lot of things that I think have to get fixed or improved (i.e. event difficulty), but for me lags are currently the biggest concern! If you have a bugged event or something like that, leave it alone and it won’t hurt you that much, but lags, you can’t run away from them!
A game that is about combat and reaction, skills that trigger delayed or not at all, that’s just a no-go!

So, whatever is necessary to provide us with a lag-free experience, I’m all for it! But to some degree I think we are alone with that philosophie…

Killing an enemy Dolyak should drop some supply

in Suggestions

Posted by: Replect.3407

Replect.3407

Ehm, I’m not quite sure, gonna check that… But I think I got 5 supply from a dolyak when I killed it and had no supply with me for the moment!

(edited by Replect.3407)

[Weapon set] slots for each weapon combi (out of combat)

in Suggestions

Posted by: Replect.3407

Replect.3407

Yeah, this way you could change your current active weapon set within a second without messing around with the inventory at all! Sure, just if you have your weapons placed in the specific weapon set slot, but this is something that the game can’t (or actually shouldn’t) do for you! :-)
And if it doesn’t take a slot in the inventory anymore, because you placed it in the weapon set slot of your choice, you don’t have to mess around with a probably full inventory and the “what was my weapon, and what was just fresh loot” stuff that happens.
And it would fit well into the overall usability of the UI in general, nothing out of the way with the little arrow on top of the weapon swap icon out of combat…

Reduce mob density and respawn rate

in Suggestions

Posted by: Replect.3407

Replect.3407

I mentioned this already several times (plus some suggestions how to re-design the system, a little more innovative one), plus the really small comfort zone (the radius before they reset)… It can really get annoying! But I never got the attention I think it should have gotten!

So, I have to agree! Not for Orr, in general!

(edited by Replect.3407)

Elementalist Improvements: Add weapon slots, keep swapping in combat disabled

in Suggestions

Posted by: Replect.3407

Replect.3407

Why just these elementalist specific ideas, how about something that would help everyone? Here!

Please add, for the Ele, Out-of-combat weapon switching

in Suggestions

Posted by: Replect.3407

Replect.3407

I’ve seen about 6-7 threads about weapon sets, one in general, a couple just related to elementalists and more…

If you/we want to increase any chance for a implementation of such a system, we should have one clear thread with a suggestion that would help everyone, not just one single class! I think a lot of small threads don’t get the attention like one with more response and views…

If you don’t like my suggestion or want to add something, I appreciate any additional ideas, but in general I haven’t seen a more complete solution then mine so far… Hopefully doesn’t sound arrogant! :-)

I hope you think as well that 1 thread is better then all this with kind of class specific solutions… If, comment please in this thread, give your opinion and ideas and hopefully we get attention!

Elementalist Improvements: Add weapon slots, keep swapping in combat disabled

in Suggestions

Posted by: Replect.3407

Replect.3407

I started a thread these days about additional weapon sets for easier weapon changes out of combat and probably a more clean inventory as a possible side effect! Not just for elementalists, for everyone…

Give it a shot for a more detailed post! You probably gonna like it! :-)

[Suggestion] Income and Upkeep System

in WvW

Posted by: Replect.3407

Replect.3407

Well, even if I like the idea as you can see in my previous post, I kind of have to agree with what Amonde said… But probably even that is something that could be taken into account. I still think the idea is great, but obviously needs more work to make sure these kind of flaws wouldn’t destroy it…

Elementalist Weapon Swap

in Suggestions

Posted by: Replect.3407

Replect.3407

I started a thread these days about additional weapon sets for easier weapon changes out of combat and probably a more clean inventory as a possible side effect!

Give it a shot for a more detailed post! You probably gonna like it! :-)

(edited by Replect.3407)

Swap Weapon for everyone

in Suggestions

Posted by: Replect.3407

Replect.3407

Well i m ok if they even put it for out of combat. I just want a shortcut button to change…

As an elementalist, I just want to be able to weapon swap OUT of combat, and have a shortcut key similar to that of other classes to do it instead of having to dig through my inventory.

I don’t want an incombat weapon swap. This isn’t Aion, and I don’t want to manage 40+ skills. I just want to be able to have a different weapon to use for different situations and not have to fiddle with things to do it or decrease my already limited inventory space.

Shortcut button (and more)? Inventory space messed up with weapons?

Here you go! :-)

About topic: It was already told why elementalists don can swap weapons, you have for attunements and the engineer has his tool-kits…

(edited by Replect.3407)

[Suggestion] Income and Upkeep System

in WvW

Posted by: Replect.3407

Replect.3407

+1

Without having thought about it in that much detail, I really think that could work…

It sounds pretty neat! Actually, it sounds quite awesome! :-)

I probably wouldn’t neutralize a base instantly when the upkeep costs couldn’t be handled anymore, probably damage walls and the gate more and more until they are destroyed and the other servers has a free way to the keeplord, but probably your way is necessary for more balance, not sure!

Probably the numbers and if supplies efficiency should be effected related to the camps you have is something to think about, but in general I hope this thread gets the attention of ArenaNet!

EDIT: This remembers me on economy simulations like ANNO, where you have to make sure that you have anothe ressources to keep your buildings up, before you start to grow more and more…

EDIT2: One problem could be caused by groups that don’t know or don’t care about these potential costs and start to take towers/keeps anyway and cause big cost troubles for the hole server!

(edited by Replect.3407)

[Weapon set] slots for each weapon combi (out of combat)

in Suggestions

Posted by: Replect.3407

Replect.3407

Well, Derpinators words are probably more what build templates would look like, but in general I would really appreciate things that would make it easier to change weapons/traits out of combat!

But to be clear, I don’t want to see that stuff in sPvP, I think the build should be locked there anyway! Whatever, that is another topic…

Please add, for the Ele, Out-of-combat weapon switching

in Suggestions

Posted by: Replect.3407

Replect.3407

I started a thread that would probably be a nice solution… I actually started it because of my warrior and all the weapons he has to keep track of, but probably you elementalists would be happy as well!

Give it a shot!

[Weapon set] slots for each weapon combi (out of combat)

in Suggestions

Posted by: Replect.3407

Replect.3407

EDIT2:
I added an quick mockup version of myself to the text how it could look like!

EDIT:
Rawr Mooseborne have designed a little example how that could look like… So, I didn’t find the time yet to design something by myself, so here is his version, that should give you an idea how it could work!

I would love to see something like this. As an Elementalist I often stick to the same weapon since it’s cumbersome to swap via inventory all the time.

Someone wanted a quick mockup? Anet would obviously come up with something nicer.
Set the weapons from a new tab in the hero panel: http://i.imgur.com/mRpnB.jpg
Choose the sets: http://i.imgur.com/aT6Vm.jpg

One could possibly also have small icons next to swap button near the skill bar, for easy access.

Thank you for that Rawr :-)

Hi,

TL;DR? Just read the bold text! :-)

probably not every class is experiencing issues with too many weapons in the inventory and usability issues when talking about weapon changes out of combat, but at least my warrior would be thankful if he had more usability concerning weapon changes…

Currently you have to watch out for the specific weapon and make sure you put it in the right hand! And if you replace two 1-handed weapons with a 2-handed weapon, at least one of your 1-handed weapons is ending somewhere in your inventory and the next time you need it, you have to search it again or probably sold it at the next vendor by mistake!

So, I’m thinking about specific [weapon set] slots for each possible weapon combination that you could place your weapons in. This could be a own register in the hero menu just for all these weapon combinations (=sets) that your class is able to handle. (like http://i.imgur.com/7mwoo.jpg)
Then make those selectable like you select your utility skills out of combat (the little arrow above those skills). (like http://i.imgur.com/dQTc4.jpg)
Now, if you have placed weapons in (all) your [weapon set] slots, you could just click the little arrow (probably placed on top of the weapon swap icon) when you are out of combat and you get a pop-up with all possible weapon sets as icons (like the skill icons or so), exactly the same way like the utility skill pop-up is working! Select the weapon set of your choice and it replaces the currently activated weapon set…

Additional to that, if we would have those specific weapon sets, it would be great if the weapons wouldn’t take any place in the inventory as long as they are placed in those slots. But that would just be a little bonus! :-)

So, with both of this, you would have a more clean inventory and primary more usability!

Hope that was understandable and reasonable, if not, don’t hesitate to ask :-)

Thanks,
Rep

Side note:
For those that don’t know about what the warrior has to carry around for most flexibility:

2 axes (main-/off-hand)
2 swords (main-/off-hand)
2 maces (main-/off-hand)
1 shield (off-hand)
1 warhorn (off-hand)
1 hammer (2-handed)
1 greatsword (2-handed)
1 rifle (2-handed)
1 longbow (2-handed)
= 12 weapons you have to keep track of between all the other items in your inventory

Anyway, that isn’t the main part here, for me it was more the thing with the weapon changes out of combat and the usability for everyone, not just a single class!

(edited by Replect.3407)

Event Participation Problems In Large Groups

in Dynamic Events

Posted by: Replect.3407

Replect.3407

I think if there are very few players participating in an event, it should give us better rewards like higher chance to obtain rare gear or more silvers.
There are some serious problems in the current system that:
(1) The less people participating, more time consuming and harder to complete.
(2) People tends to focus on easy and crowded events
(3) Almost no one in a specific zone but a lot in other area.

There is absolutely no point moving on in an area where there are few players, thus the vicious circle. Less player -> harder -> less player -> impossible -> now where is everyone?

Very much this! I am one of those people who like to stray off and do my own thing, I single handedly defended a quaggan village under water from a zillion swarms of 5 krait at once.. now I did feel proud of myself, and it took forever, but I could have gone to a busier zone and done 5 times as many events in less time. Been rewarded more for just casting one or 2 AOEs maybe? Zero chance of dying as someone is always there rezzing. I probably won’t be going back to defend that poor village (sorry Quaggans!) because you guys just didn’t pay me enough for all my hard work..
I would love if you’re on your own and the event takes you longer to complete you are awarded nicely for it. Other wise who is going to travel to the remote parts of the world other than for map completion?

I can understand your points here, but actually no!

Players should feel good if other players appear and participate in an event… If you increase rewards for finishing an event with less players, I can already smell the flaming/hating that is going on in the chat like “Dude, go away, I want to do this on my own! That’s my event, **** off!”

Currently the main reason why I and probably a lot of players don’t feel that good if too many players appear are primary that they really give no challenge at all! The same event, (at least) giving (little) challenge when doing it alone, will get a no-brainer in an instant when more players start to participate…

So, changing the rewards won’t fix the problem, the problem is the scaling/balancing and how those events are working and this should be fixed! An event should take kind of the same effort and time with many players like it would with less players… The challenge should be kind of the same, it should just feel more epic with more players!

And this is where ArenaNet should really work on when talking about events!
(And the rendering feature that causes that you don’t see half of the characters on the screen to increase performance!)

(edited by Replect.3407)

Badges need to be awarded for more than just kills.

in WvW

Posted by: Replect.3407

Replect.3407

Agreed!

It’s the same like what is going on with rewards in general… You get the feeling that just DPS is related to the reward in the end!

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: Replect.3407

Replect.3407

I totally agree!

But here are some comments missing the point…
Increasing health won’t help to fix the problem!

Even if every single mob survives 10 minutes, they are mostly just using single target
attacks, so if there are 10+ players around, there is only a few players that get damage because they have aggro for the moment!
So, with every additional player in an event, there are more players that probably never get any aggro and so no damage at all till the end, making it no-brainers for them…

In the most simple solution, mobs need at least to do more AOE attacks instead of single target stuff, so that all the players have at least to react from time to time, not just those that got the aggro! Sure, beside that they need to live that long that they can challenge the players at least a couple of times with those attacks…

But certainly, my solution is a more simple fix, but your suggestion would be way more fun for all players while increasing the challenge as well!

WvW Upgrades & Contributions

in WvW

Posted by: Replect.3407

Replect.3407

I like that, actually I started a thread because of that already some days ago, right here!

The Shatterer - In my opinion.

in Dynamic Events

Posted by: Replect.3407

Replect.3407

Well, I’m really enjoying Guild Wars 2, but the events without not really bringing any challenge to the table in 95 percent of the time, mostly being no-brainers… Beside lags and other smaller issues, this event problem kind of annoys me!

I had the same feeling with the Shatterer and similar feeling with for example Jormag… The presentation is nice, but the mechanics and challenge isn’t there or just don’t work as it should… I stood at the foot of the Shatterer for 15 minutes, spamming skill 1 and 2 of the greatsword (Warrior as well) – as far as lag let me use them -, doing nothing else and got exactly 0 damage till the end! I was shocked!

Events in general need certainly better scaling with more players. It’s nice if some events are just easy to handle for everybody, but currently every event I experienced till 80 was kind of a no-brainer with a lot of players around…

Dragons and other large event difficulty disappointment

in Dynamic Events

Posted by: Replect.3407

Replect.3407

The dragon in frostgorge is the only one that’s interesting or entertaining.

He was the first time, the second time I was able to report bugs between all those veterans, general mobs and Jormag without taking care about the fight anymore!

So, as far as I’ve seen… Actually all events don’t bring any challenge to the table with many players, not at all. They all transform into no-brainers! Sadly! :-(

Network Lag [Merged]

in Account & Technical Support

Posted by: Replect.3407

Replect.3407

Server: Desolation

It’s really annoying. There wasn’t one day since launch where I and others didn’t have to handle lags between 1-3+ seconds!

I’m right now in a story mission by myself and have lags of 2-3 seconds!

Sometimes, I’m not even sure if it is because of lag, my skills don’t trigger at all, I don’t see the icon flashing like with usual lags until it triggers, it just blinks for the moment I push the button, but nothing happens!

This! is really nerve-racking and destroyes the hole experience every single time.
No matter if in PvE, sPvP or WvW… For a game with that combat system, it’s a no go!

There have already been times where I just quitted the game because of that!

I really love the game you have created, and even if their are problems in my opinion like event difficulty with many players or some usability stuff, but these lags are the worst part in general (You can’t run away from them!) and they make me really, really sad! :-(

Do you think events should increase in difficulty?

in Dynamic Events

Posted by: Replect.3407

Replect.3407

Just experienced the fight against Jormag my second time… Apart from serious lags and skills that just didn’t want to trigger (bug? already opened topic about that) it wasn’t really challenging. I wasn’t even really looking what I was doing and started in the middle of all the players, mobs and Jormag to send a Bug report with detailed description about players in the air, probably exploiting something like someone did in WvW… I took some damage, but as far as lag and bug let me do, I was fine with healing me up from time to time, standing still and auto-attacking Jormag.

That’s about my 3-4 post in here and there are more in similar threads, everytime I just experience in the game more and more events that don’t show me that we are wrong with our concern here, they actually prove it to me!

[Skills] often don't trigger after activation! (No general lag issue!)

in WvW

Posted by: Replect.3407

Replect.3407

Well, I said till now that I experienced that just in WvW so far, but after the last minutes with the fight against the dragon Jormag, I’ve to change my word!
Had problems with activating skills in this PvE boss fight as well, just like what I described for WvW before… And we all had serious lags within that fight as well!
No way to enjoy such good presented bosses, with lags, not triggering skills and the sadly also existing easy difficulty in those events! :-(

So, with that knowledge, could a GM please move that thread to the Game bugs sub-forum or where it belongs to, because it doesn’t belongs to the WvW only section anymore!?

[Skills] often don't trigger after activation! (No general lag issue!)

in WvW

Posted by: Replect.3407

Replect.3407

Just was doing the jumping puzzle in Eternal Battlegrounds and using my elite Signet of Rage from time to time… The hole team chat was complaining about lags of 1-2 seconds and I, additional to the lags, experienced the problem I explained here again with that named elite for example.

Activated the signet, nothing happens, I just saw the effect on the skill icon as long as I pushed and hold the button (tested this out) and it was gone immediately after, but it didn’t trigger. With the lag at the same time I could see how a skill that was activated had this flashing effect on the skill icon until the skill finally triggered after 1-2 seconds later. But as said, I saw the flashing icon, different to what I experienced with my signet quite often while doing jumping puzzle!

So, for me that is an additional confirmation that there is something going on with some (random?) skills within WvW, that just don’t want to trigger all the time!