Showing Posts For Rikimaru.7890:

So now everyone thinks its Mordremoth

in Battle for Lion’s Arch - Aftermath

Posted by: Rikimaru.7890

Rikimaru.7890

Yet no one seemed to take me seriously when I said that 2 months ago.

https://forum-en.gw2archive.eu/forum/livingworld/lwd/I-think-I-know-what-Scarlet-is-after/first#post3301355

"New Flamekissed armor" cough

in The Edge of the Mists

Posted by: Rikimaru.7890

Rikimaru.7890

Yes first it was Human tier 3 with flame effects.
And now its Feathered armor set with flame effects.

3 Headed Wurm achievement thoughts

in The Origins of Madness

Posted by: Rikimaru.7890

Rikimaru.7890

The so called ‘meta’ achievement for the ancient jungle Wurm has one major problem in my opinion. I agree with every achievement on the list, however, I believe that there needs to be one more achievement for killing all three heads and completely finishing the Wurm boss. This achievement should be needed to get the title. Here is my reason:

. Along with maybe 200+ others, we have all been tirelessly working day and night on Blackgate, suggesting tactics and builds. We have put a lot of effort into this event to try and finish it. We have one single goal in mind. Kill the Wurm. Killing the Wurm is a BIG achievement. The problem comes when groups of people, looking only to get the achievement, interfere with our strategy. Those of you who have faced the Wurm agree that the event needs a lot of coordination (especially in phase 2 (the decapitated heads.)) We need to have enough people on each head to down it within the 1:50 timer since 10s are lost due to the heads being invulnerable. “Achievement Hunters” purposely stack on one of the heads just to get the achievement causing the other groups to have less numbers. We ultimately fail and we get, ‘Yay! I got my title, thanks Blackgate!’ in the map chat. I understand that getting those achievements feels really awesome and I’m okay with people choosing a Wurm to be on for the achievements as long as we can rely on them and have even numbers all round. People need a reason to try and kill all three heads and they should not be given the Jungle Wurm Slayer title if they haven’t actually slain it.

I think a more simple solution is to just replace the achievement for killing each individual head with one that simply requires to kill all 3. Because this achievement is already very hard as all 3 heads need to severed in order to get 1 kill thus the whole fight needs to be repeated at least 3 times. Severing each head is not such a problem as there are runs which focus only 1 head but killing each head is going a bit overboard considering how difficult it is to get to the final phase.
Also I think this is a better solution because even if such an achievement is added then people will just focus on winning once while after that they will go back to focusing the head they want as they no longer need the achievement for winning.

Marionette dodge achievements

in The Origins of Madness

Posted by: Rikimaru.7890

Rikimaru.7890

I have them all so I can provide a few tips from my own observation.
First the thing everyone should know is that you don’t really need to dodge anything.
As long as you don’t get hit by the marionettes attacks during an attempt at breaking a chain you are perfectly fine. And of course the attempt at breaking a chain must be successful.

However there appears to be one more requirement to fulfil – you must not get downed or killed. I noticed this when doing the last achievement missing which was “Marionette Dodger” – sword attack. I noticed there is a safe zone where the sword cannot hit you if you stand there. The safe zone is right at the generator so to fully avoid the sword all that needs to be done is hug the generator.
However first time I did that I got downed by the boss and didn’t get anything but when I tried again I finished the attempt without getting downed and got the achievement. So not getting downed appears to be a requirement too.

Wurm Egg Scrambler bug

in The Origins of Madness

Posted by: Rikimaru.7890

Rikimaru.7890

I may be wrong, but to get credit towards the ach, you need to destroy the eggs before they hatch. So, if you don’t down them quick (i.e., before they spawn adds), then it doesn’t count.

Do you honestly think I didn’t know that? Thats exactly what I was thinking when I couldn’t get that last egg for the whole attempt. But next day I got it on the first eggs encountered on crimson path. So do you really think all of the eggs on cobalts path I took part in destroying hached before even 1 could be destroyed?

Wurm Egg Scrambler bug

in The Origins of Madness

Posted by: Rikimaru.7890

Rikimaru.7890

I don’t know if this was mentioned before but there seems to be a bug with this achievement. The eegs along the path to the cobalt head and the ones that spawn around it don’t count for it. I noticed this when I had 29/30 eggs destroyed.
At my next try I went with the cobalt team and took part in destroying many of the eggs along the path and by the cobalt head but none counted as my 30th egg destroyed.
But when the next day I went with crimson team the very first eggs encountered along the way instantly gave me the achievement.

Severed the chain but the attempt failed.

in The Origins of Madness

Posted by: Rikimaru.7890

Rikimaru.7890

The title say’s it all. How did this happen? Well after the chain was broken it was about 10 sec before the attempt time runs out. And so the animation following the destruction of the chain took longer than the remaining time so the attempt failed anyway. I mean shouldn’t the event succeed before the animation and not after since the chain was broken?

Winter Wonderland High Scores

in A Very Merry Wintersday

Posted by: Rikimaru.7890

Rikimaru.7890

I scored 17 too I had about 40 sec left so in theory 18 could be possible however I doubt that. In order to get 18 each run would have to take no more than 100 sec and it would take more luck than skill meaning not having to wait anywhere i.e. snowflakes or presents to respawn or snowballs to pass. So even if possible in theory one would most likely need to be inside the puzzle alone. Like during halloween I once scored 7 points because I was all alone in the instance.
Also when I scored 17 I had loads of luck as I only had to wait for the snowflakes and presents once or twice.

Attachments:

I think I know what Scarlet is after.

in Living World

Posted by: Rikimaru.7890

Rikimaru.7890

Considering all we know about her love for wrecking havoc and how she went mad after her accident in Omadds machine I found a possible answer on what is her goal.
I think that she is a Dragon Champion of the Jungle Dragon a.k.a. Mordremoth and her goal is to awaken him.
The whole accident sounds vaguely similar to the incident with Svanir back in EotN.
Jora told Svanir to leave Drakkars lake as quickly as possible while he instead decided to examine the place which corrupted him into the “Nornbear.” And as we know now Svanir was in fact a Dragon Champion of Jormag.
So this all sounds very similar – the Pale Tree also warned her not to proceed further but she didnt listen and something happened to her which changed her into the person she is now.
As to why I think she wants to awaken Mordremoth is also due to a hint from EotN.
The main antagonist in EotN was the Great Destroyer which we had to kill in the final mission. And it was stated now that the defeat of the Great Destroyer caused the awakening of Primordus to be delayed. In other words had the Great Destroyer not been defeated Primordus would have awakened sooner.
And we all know now that the Jungle Dragon will be fought too so I think that this whole Living story is simply the prequel to Mordremoths awakening.
Mordremoth also appears to be the source of the Nightmare in the Dream of Dream which is supported by the world boss in the Sylvari tutorial quest. That boss looks much like a plant version of Tequatl. So the fact Scarlet is a sylvari that severed her ties with the Pale tree also supports this.

Solving new infusions problem.

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Now the real problem is that we dont really know how much infusion we need. We dont know how many regular infusions we will have once we have full ascended gear sets. Nor do we know how much resistance we will need once all fractal levels are unlocked.
Hence those that wish to prepare now are likely to waste a lot of time and money.
And as I remember the policy of GW2 was “not to wait to have fun but just get in and have fun.” Now that policy has been broken many times but this time it is broken to a whole new level as we dont even know how far we have to climb the ladder for full resistance. If the infusions had at least a cap like +10 there would be no problem but they supposedly have no cap so we can expect anything. But now even if we have a +10 infusion on our hands we have a choice to increase it more or use it.
And we dont know if we need +10 or +15 or maybe if just +5 is enough.
We had to pay 250 ecto already to get that special slot in the back items but now it turns out it was a warm up to the thing that follows.
And even worse will come for players that will want these infusions on more than 1 character. 3 characters with 3 +10 infusions would require 4608 +1 infusions.

There are several ways to fix it like make higher level infusions drop or have the +1 infusions drop in greater quantity. But even so the requirement is too high and leaving a fractal level with over 100 +1 infusions sounds stupid. Also making +10 infusions drop naturally would make the whole thing pointless.

So I propose to change the mathematical formula. Right not its using exponential growth. Which I mentioned in a different post is 2^(X – 1) where X is the amount of agony resistance. Which means a +5 requires 16 +1 infusions to make, +10 requires 512, +15 requires 16384 and so on. Now this is simply going overboard which is why I propose to use the 1 + 2 + 3 + 4 + ….. divergent series formula which is X(X + 1)/2
Which means that to make a + 5 infusion the required number of +1 infusions would be:

5(5 + 1)/2 = 15 Which isnt far from the current requirement however for a +10 infusion there would be a big difference: 10(10 + 1)/2 = 55 and as for +15 it would be 15(15 + 1)/2 = 120.
Now how would this work – to make a +2 infusion a player would need to mix 3 +1 infusions and 2 thermocatalytic reagents. Next for a +3 infusion the player would have to mix the +2 infusion with 3 +1 infusions and 3 thermocatalytic reagents.
For a +4 mix a +3 with 4 +1 and 4 reagents. For a +10 mix a +9 with 10 +1 and 10 reagents. So yes for ballance the number of reagents should grow too and the formula for them would be similar: (X(X + 1)/2)-1 as a result a +5 infusion would require a total of 14 reagents while a +10 would need 54 etc.
This also means that there would be a solid cap for the infusion which would be 250 as the +250 infusion would require a +249 infusion, 250 +1 infusions and 250 reagents and one cannot add more than 250 of same ingredient in a recipe.
However the total would be 31375 + infusions and 31374 reagents to make it so it would still be a job for a maniac.

I cant think of a more ballanced solution as players that will make +10 infusions wont have such a hard choice at putting them into the slots nor wont be so angry if they have to be replaced in the future with +15 or turn out to be useless in the end.

New infusion requirement formula.

in Fractured

Posted by: Rikimaru.7890

Rikimaru.7890

The formula is simple and at the same time devastating.
If the resistance we want is X then the number of +1 agony infusions we need is:
2^(X-1)

So if we want +10 agony resistance we need: 2^(10-1) = 2^9 = 512
Yes you heard me right to get a +10 infusion we need 512 of the +1 infusions.
Now if that doesnt get to you then here is how many are needed to get +15 and +20:
For +15 its: 2^14 = 16384
And for +20 its: 2^19 = 524288

Yes for a +20 infusion we have to do over half a million fractals. So to get that level of an infusion by doing 1 level i.e. 4 fractals per hour it would take about 15 years playing 24/7 non-stop.

A refund?

in Fractured

Posted by: Rikimaru.7890

Rikimaru.7890

Ok as it is it seems all who decided to give inherent infusions to their rings and back items have wasted their time. Now thats no big deal when it comes to the rings but the back items required 250 globes of ectoplasm. So I do believe a refund is in order.
I mean after Southsun Cove was added Anet made sure everyone got their reward for the event even those that werent present.

CoF path 1 bug

in Bugs: Game, Forum, Website

Posted by: Rikimaru.7890

Rikimaru.7890

I don’t know if anyone else had this but I have a serious bug happening to me when I do CoF path 1. The rolling fire balls do not appear on my screen so it is impossible for me to run through the tunnel.
This doesnt seem to effect everyone as the rest of the team can see them.
The first time I had this was yesterday but it happened again today.

Dealing with favoritism

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Now we all know that despite the best efforts favoritism of some professions will always exist. They can change from one profession to another but they will always be there.
So to solve it to at least a certain extent players need a reason to want to form mixed teams.

My idea is a thing I call “Cooperation Perks.” These perks would be granted by each profession to all other party members but themselves and only if the other party members are of a different profession.
So for example a party composed of 2 players that are Warriors would not grant any perk to one another. However if one player is a Warrior while the other an Elementalist both players will gain a perk from the other i.e. the Elementalist will gain the perk granted by having a Warrior in a party while the Warrior will gain the perk granted by having an Elementalist in the party.
These perks should also only be granted once. What I mean by that is if there is a party of 3 players now in which 2 are Warriors and 1 is a Guardian both Warriors will gain the perk granted by having a Guardian in the party while the Guardian will gain the perk granted by a Warrior but only one. So in other words no stacking of the same perk. That way each party member will have the same number of perks only differing between each member.
So the absolute maximum number of perks each member can gain is 4 if each party member has a different profession.

So in a fully mixed profession party where player 1 grants perk A, player 2 grants B, player 3 grants C, player 4 grants D and player 5 grants E the perks would be granted in the following order:
Payer 1 gains perks B,C,D,E
Player 2 gains A,C,D,E
Player 3 gains A,B,D,E
Player 4 gains A,B,C,E
Player 5 gains A,B,C,D
So each player gains all perks except the one they grant themselves.

Examples of what these perks could be: Warriors could grant increased damage by 10%, Guardians reduced recieved damage by 10%, Necromancers life stealing, Rangers increased range to ranged weapons etc.

This solution would also encourage players to form parties in the open world where they are less often considered to be of any use.

Caithe's secret

in Twilight Assault

Posted by: Rikimaru.7890

Rikimaru.7890

I know what it is now – she actually likes guys. Oh the horror!

Achievement Points should not be visible

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Before the LFG tool was introduced this wasn’t much of a problem because players doing dungeons used the GW2LFG sites to look for a party. And since a lot of players didn’t use them it was much harder to find a team so the only requirement was usually profession and/or level so the points were mostly ignored.
But now when the tool was introduced the demand for a certain number of points has become a new trend. Now most people demand reasonable amounts like +3000.
However I don’t think I had even that much when I achieved the Dungeon Master title nearly a year ago.
But the real problem is people who are going overboard with this and demand numbers like +6000 (I even once saw +7000).
Well I played with quite a lot of random teams and had seen people who had more points than me play poorly and others who had less or even much less play very well.
So this whole points = skill is a joke if you ask me. Which is why I think they should no longer be visible as they are ruining the fun for a lot of people.
I once even joined a team where they invited and kicked the last member at least 6 times because of these points. And at least 2 of those kicked were Warriors and there was at least 1 Guard. And the party didn’t have any other Guard so that’s saying something.

Ascended armour will take time and effort

in Guild Wars 2 Discussion

Posted by: Rikimaru.7890

Rikimaru.7890

First of it might not be as soon as we think as codes for inherently infused amulets were added much earlier and yet we still cant upgrade our amulets like rings.
However even if Ascended armour is added very soon it will take about as much effort to make 1 piece as it takes to make ascended weapons. But there is no reason to worry because if you haven’t noticed yet these armours do not have any infusion slots so there wont be such a big rush to get it. Infusion slots will probably be added later when most people will already have full sets. Another reason for it is probably because light classes are in disfavour here. What I mean is light armour will require much more Damask than medium and heavy. This is a problem as the other 2 types of armour will be made from Deldrimor steel and Elonian leather which we can already produce while Damask will mostly be needed to make the ascended insignia.

Tribulation mode is pseudo hard mode

in Super Adventure Box: Back to School

Posted by: Rikimaru.7890

Rikimaru.7890

If you can tell me how any platformer can be “hard” the second time round, I’ll give you a cookie. All platformers are just a learning experience. Once you know the route, you’re golden. Same process if you want to do speed clears, re-learn it to find the best path.

People need to learn there are different forms of Difficulty. Tequatl isn’t “hard” at all, and I say that as never getting him past 90% (not interested in guesting yet).

You are missing the point here. In an actual hard mode the difficulty is increased with features like more enemies, taking more damage, dealing less damage yourself, more traps and so on. In such a case the game requires us to become better at it to overcome the odds in the end. However if the difficulty is increased by placing invisible traps then it doesn’t require us to get better but instead to learn where we can and cannot stand. A real tough experience is one that is indeed hard but if you are truly skilled at the game you can still overcome it without much difficulty. Here however it is impossible not to die and it actually becomes a requirement in order to finish it.

Tribulation mode is pseudo hard mode

in Super Adventure Box: Back to School

Posted by: Rikimaru.7890

Rikimaru.7890

Those that didn’t finish Tribulation mode are probably wondering why those that did finish it like me say its easy. The reason is that its not really a “hard mode” but actually “trial and error mode.” What I mean is it has fake difficulty by having traps that cannot be detected until you step into them. So everyone that finished it say its easy because we already know where the traps are so its far more easy to reach the end on repeat.
I really think the traps should be visible because there are times when we have to move right on the edge of them so visible or not we can still get killed by them in such a situation.

So in overall Tribulation mode is only hard the first time but after that its easy.
Even I can design a level with that kind of difficulty and in 1 sentence:
Make a level that is one big pit and to cross it players have to jump over 100 invisible platforms with a checkpoint every 10-20 platforms. There you see? Its easy!

Problem with AFK'ers

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Other people are complaining that they are kicked just cause of a little networklag.
I know for sure that 99% off the afk’ers do not do this on purpose, and the hate against them is actually so bad, some people deserve to be reported and suspended.

Besides that, at Tequatl, when we are 8 minutes in and my map didn’t get more then 5% off, then I give up as well and go AFK.

I understand your issue and I understand it is annoying, but kicking people out of a map, where it often takes a constant pressence to stay in the map is ridiculous.

The main issue in my opinion is that they are over promoting Tequatl.

I link the revamp and I like the challenge, but it is too much of a big deal at the moment. They should have a more decent living story with also good rewards running at the same time. They should also not have an achievement where you are required to participate to get your rewards. This way the people who wants to kill Tequatl for the challenge would be able to team up and the people who are only interested in achievementpoints or sensational (living) story’s could go elsewhere.

I think you didn’t understand me I’m not hating anyone here. And I do know that many of them don’t do this on purpose. But even so they annoy a lot of people because during such a difficult event even a person who doesn’t know what to do would be of more use than a person who is AFK and blocking them from entering the map. Plus if you are AFK anyway will you mind if the game logs you out? No I don’t think so.

Problem with AFK'ers

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Now with Tequatl Rising event they had become a real nuisance. And some obviously think its funny as I have seen a person man a turret and then go AFK putting it out of commission. I could go on about it but I think everyone knows what is the problem.

So my solution is simple during world events players who are inactive in the map the event is taking place should be kicked out to the character selection screen after being inactive for 1 min.

Ascended Dungeon Weapons

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

I proposed something similar today only my idea was a 9th dungeon merchant who will sell ascended weapons. But only if one has a certain number of all 8 types of tokens meaning one has to do all 8 dungeons and not just same 1 or 2 all the time.

Alternate way to get Ascended weapons

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

My point was, you already get great rewards for running the dungeons. Probably the best in the game compared to the time spent.

And in fact, by running just 25 dungeon paths you will have 500 empyreal fragments, which happens to be the slowest ascended material to obtain outside of dungeons.

And 1500 gold ore mined in 3 hours? That’s about one node per 20 seconds on average. Sorry but I’ll have to call bs here.

We get it that you like running dungeons, but you’re already reaping the best rewards in the game from doing what you like. You don’t need anything more. Sorry.

Oh I see so just as I thought you aren’t good at running dungeons and envy those that are ok I’m done then.

Alternate way to get Ascended weapons

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Total cost of crafting one ascended weapon, not including the materials and gold required to level to 500 (which is quite a bit, too):

21000 Karma
5 laurels
20 skill points
~10 gold
810 iron ore
360 platinum ore
900 mithril ore
30 orichalcum ore
17 globs of ectoplasm
240 soft wood logs
180 hard wood logs
90 hard wood logs
450 elder wood logs
30 ancient wood logs
20 piles of crystalline dust
500 dragonite ore
500 empyreal fragments
500 bloodstone dust
30 obsidian shards

plus a number of exotic weapons/armor to salvage for 10 globs of dark matter, 5 T6 mats for orich inscription

I agree that Arah P4 should give more tokens than CoF P1, but that’s a whole different discussion. Running 300 dungeon paths sounds a lot, but if you got an ascended from that you’d also be around 450 gold richer.

No that’s not much when I needed 1500 gold ore for making a Triforge I mined it in about 2-3 hours. And mithril is even more common than gold so I don’t see the problem. So your comparison is not valid at least to me.

Alternate way to get Ascended weapons

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Wait a couple months. Also, 400 tokens would be ridiculously low compared to the time it takes to get grind the mats for crafting one.

The actual amount needed would be decided by the developers. 50 of each is what I proposed but it could be 100 of each giving a total of 800 or perhaps even more.
But do I really have to tell you this?

If you are going to give an example, please give an even moderately reasonable one. A reasonable number would be in the ballpark of 20000 tokens to come even close the amount of grinding you have to do to craft one.

20000? You are telling me that getting 2 stacks of the ascended materials which drop quite often is as hard to get as 2500 Shards of Zhaitan?

Alternate way to get Ascended weapons

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Wait a couple months. Also, 400 tokens would be ridiculously low compared to the time it takes to get grind the mats for crafting one.

The actual amount needed would be decided by the developers. 50 of each is what I proposed but it could be 100 of each giving a total of 800 or perhaps even more.
But do I really have to tell you this?

Alternate way to get Ascended weapons

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Before ascended weapons were introduced the most common ways of getting the best gear was crafting, buying on the trading post or buy for dungeon tokens.
The ascended weapons can only be crafted and can drop but good luck with that.
Like most ascended items they cannot be sold so no chance of just buying them from another person.

So I propose that the ascended weapons and possibly also armour in the future should be possible to buy for tokens. However since its not suppose to be so easy to get them then simply adding ascended gear to the dungeon merchants which would only cost more tokens is not the right solution. My idea is to add a 9th dungeon merchant who will sell the ascended chests for all types of tokens – say 50 of each giving a total of 400.
Since we have the wallet now to keep all our tokens for us it no longer is a problem to store every type at the same time. I don’t think Fractal Relics should be included because they are needed to buy infusions anyway.
I think this is a good solution also because some dungeon are ran less often than others like AC and CoF. And this would motivate a lot of players to do all 8 dungeons more often.

Dhuum's Soul Reaper Staff

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

There are already scythe skins for staves. For example:

http://dulfy.net/2012/11/13/gw2-staff-skin-gallery/#17

The thought wouldn’t even enter my head if I didn’t know that. It is the reason why I suggested it. As we already have scythes as stakitten then it would be great to have the best scythe skin from GW1 as a staff.

Dhuum's Soul Reaper Staff

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Yes the title speaks for itself. I dont know if there was a topic on this before. However I think I’m not the only person here who would want Dhuum’s Soul Reaper to return as a staff.

3 problems with the next update

in Guild Wars 2 Discussion

Posted by: Rikimaru.7890

Rikimaru.7890

1) What is going to become of the dungeon weapons when the ascended weapons come out? I suspect fractal weapons will be another means of making ascended weapons since they drop in FotM. But what about the others? I see 2 solutions to that: Either ascended versions will be added or it will be possible to buy empty skins for the tokens from now on. Because otherwise the tokens will lose most of their attractiveness. Especially once ascended armour is added as well.

2) I get the feeling we have been intentionally duped out of our harder. What I mean is what about the Chop-It-All Logging Axe, Consortium Harvesting Sickle and Molten Alliance Mining Pick now that level 500 materials will be introduced? Will they be able to gather them? Because I think not. I think that another set of infinite gathering tools will be introduced like 3 months later that will be able to gather all materials including the new ones. Because I find the fact they are on sale again right now before the update vaguely suspicious. I mean if they are suppose to gather the level 500 materials then it would be a far better idea to put them on sale again after the update as it would make them very attractive. But I think that after the update they will lose most of their attractiveness and we will be forced to pay another 2400 or more gems later.

3) Wont this hurt the economy? I mean we will have to advance our crafting skills to level 500 right? So we will have to craft quite a lot of items from T6 materials. And since they are much less common than the other materials it will cause their price to skyrocket. And some of them are already very expensive. So unless they become as common as T1-5 we are heading for a very rough time soon.

This is absurd

in Fractals, Dungeons & Raids

Posted by: Rikimaru.7890

Rikimaru.7890

OK so before the update we could get 180 tokens with each character we have per day.
But the problem was that the tokens took a lot of space. I mean 1380 tokens are needed to buy a whole armour set so that took 6 slots not including any tokens needed to buy weapons. Now the wallet solved that problem but we can only get 180 per day regardless of how many characters we have.
So in simple words before the update we could get loads of tokens each day but had problems with storing them. And now we can store as many as we want but we can only get a fraction of what we used to.
This is ludicrous its a turn around by a whole 180 degrees. I mean why is token farming wrong in the first place? We cant sell them or the gear we can buy for them. No they are for our use only so what is the problem?
If the problem is salvaging the rare helmets for ecto then this doesn’t solve it anyway because we can still get at least 6 per day. A simple way to solve that issue would be removing the rare armours from the dungeon merchants. They don’t have rare weapons anyway and barely anyone buys those armours to actually wear them.
So the token rewards should really return to the way they used to as they were no harm to the economy at all. I mean what’s next? We will only be able to craft 1 weapon per day?

Easy way to get "Personal Space"

in Sky Pirates of Tyria

Posted by: Rikimaru.7890

Rikimaru.7890

Funny thing is, a GM responded to one of my tickets telling me that this was one of the methods to obtain this. Literally told me to log out and relog to avoid the cannons.

If a GM actually said this then I completely take back what I said (mind posting their response?)

For the record, last night I got through ‘Faster Than Light’ unscathed but wasn’t awarded the achievement. Yes I was peeved but the thought never cross my mind to ‘trick’ the system into giving it to me (i.e. with the logout method).

However if GMs are telling folks it’s ok to do this then that’s another matter entirely.

I realise this is an exploit however there are most likely people out there that achieved one of these or even both due to dumb luck. What I mean is a person can disconnect during the boss battle and then return to the fight right before its over and get the achievement unintentionally due to it.
Plus can any of us prove we earned it legitimately? No even if we do it without exploits it is only for our personal satisfaction. Unless we record the whole thing we cant prove anything.
You should not make such a big deal out of it. For example I am one of the few that achieved in GW1 the Legendary Defender of Ascalon title through death leveling. I took me over 2 months to get it and then in 2011 Vanguard quests were introduced and all my hard work became worthless. Do you have any idea how I felt back then?
Not to mention death leveling was considered an exploit too.
This however is just an achievement which we dont even need and a lot of people wont get it anyway because some will miss the event and some will start playing when its long over. Also many claim it to be bugged which I am ready to believe because when I did the dungeon for the first time I got several achievements for kills which showed me weird numbers. Like one of them said I killed 30/25 aetherblades.

Easy way to get "Personal Space"

in Sky Pirates of Tyria

Posted by: Rikimaru.7890

Rikimaru.7890

To get the achievement you have to avoid the cannon fire done by Horrik during the barrage phases. His shots are the explosive ones not the electric ones. However the problem is that 2 other cannons fire the explosive ones too so its very hard to tell which shots can hit you and which cant. But there is a much more easy way to get the achievement:
After the final barrage you have to finish off Mai so only Horrik remains because he alone is tacticaly no danger at all. Next those that need the achievement have to relog – you DO NOT need to change characters as relogging is enough. Of course not everyone can relog at same time as at least 1 person must remain in the fight.
Those that remain in the room with Horrik MUST NOT KILL HIM until everyone returns to the fight otherwise it will be impossible to do so. Problem is that those that relog have to run the whole way back however after one person talks to Kiel everyone inside the dungeon should be instantly trasported back inside the room.
Once everyone is back inside and ready kill Horrik and you should get the achievement. You do not need to worry about his remaining shots as they dont count against this achievement.

Its probably possible for the whole party to receive this achievement in one go if the relogging is done in 2 sessions i.e. 3 relog and re-enter combat then remaining 2 do the same. However the party leader absolutely cannot change characters as that will surely kick everyone out.

(edited by Rikimaru.7890)

Party system anomolies

in Bugs: Game, Forum, Website

Posted by: Rikimaru.7890

Rikimaru.7890

Yesteday and the day before I had two strange issues with partying with other players.

The first issue, which is a pretty big “wth?” was that I joined a group for fractals and we had 3 members to the team (including me). Subsequently 2 more players joined but they were not added to the party interface on my end. When we did fractals, the two players listed in my party interface were blue named, and the two other players were turqoius named indicating they were not in the party. It certainly made the fractals a LOT harder since I was unable to keep track of what they were doing in any way.

Second issue was that I again joined a party for fractals, and was waiting at the portal for team members to arrive. I was asked to enter the existing fractal while waiting, however I had NO on screen pop-up message asking me to join said fractal. I was required to enter the fractals portal itself before I had a dialogue box for entering the current active fractal instance.

Anyone seen either of these issues before?

Yes I too had the first issue more than once the second one I also had once – my party was doing level 22 and I didnt get window so I entered manualy the strage part was it told me level 1 yet I did enter 22.
It all started after the update with Flame and Frost part 2 it would seem.

Solving the Guild Mission problems

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Ok there are many problems with them which probably most of them you all had already noticed. So I’m not going to make a whole list here as thats not the main point here, however I will point out the main problem – why do we care?
The answer is obvious – the new Ascended Accessories. But do we really want them because they have better stats than exotic gear? No we want them to get higher agony resistance while the higher stats is just a bonus. Lets be honest the 5-10 extra points in stats dont make much of a differance so exotics are good enough. Even if Ascended gear had the exact same stats as level 80 exotics we would still want to get them because of the extra resistance. We managed to survive without them so far and we will in the future, so the only place we cant is high levels of Fractals of the Mists.
So now we have 2 choices on how to get the accessories – either we wait 2 months to acquire enough laurels or pray that we will always be on time for the guild mission even if we have a big enough guild to afford unlocking them.

But I’m blabbering too much so here are my solutions:
Either give us the option to acquire the ascended accessories from where we are suppose to i.e. level 30+ Fractals of the Mists bonus.
Or if it absolutely has to be for the Guild Missions then make it more easy for everyone to get their rewards. What I mean is make something like a “mission log” in LA which will allow players to join in on a mission started by another guild of the same world. And perhaps it could award Influence to the guild that started the mission like 5-10 points for every non-member that joined in.

Whatever the case it cant be the way it is right now because if this keeps up small guilds will bedisbanded and a lot of fractal frequenters annoyed.

Solving 100% completion problem

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

still a great tool for a spy … no.

Maybe but what good is that?

Simple. you send 10 people out with this invulnerability flag, sit by every gate/pathways and watch and report enemy movements, would be impossible for anyone to do any kind of golem rush or surprise attack. May as well just put enemy markers on the maps so we can see where they are 100% of the time.

Yeah nice of you to remove the rest of what I said so I will have to repeat myself.
You can do the same by simply staying dead in the place where you want to spy – no one can remove your dead body so you can still see and report what the enemy is doing. And you can do that for much longer than 10 min and its easy because you can just use enemy NPC’s to die near the enemy world doorstep. And there is no such thing as surprise attack as the moment you hit a door or wall everyone will know you are attacking anyway so unless they dont care they will counter attack.
So stop pretending to be Zhuge Liang because there is no such thing as refined strategy in wvw. Its just run in with all you got and hope for the best.

Solving 100% completion problem

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

still a great tool for a spy … no.

Maybe but what good is that? I mean the only real information you can pass on is how many players are in a keep or sm but the enemy players can see you anyway so will be aware an attack may be imminent. More over when a keep or sm is attacked enemy players will rush in to protect it and/or prepare to protect the 2nd wall.
As for camps and towers those are rarely protected anyway so you dont need a spy to know that. And whenever something is attacked everyone in the map knows about it by just looking on the map to see what structures are marked with 2 crossed swords.
Besides the same thing can be done by just staying dead and not respawning and remember that the banner would only work for 10 min and the wielder wont be able to help with the fight.

Solving 100% completion problem

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

My proposition is a special type of banner like a “white flag” that players would be able to acquire once a day per account. It would only work for 10 minutes and it would do the following things:

- make the wielder fully neutral meaning the player is non-hostile to everything and everything is non-hostile to the player
- the wielder is allowed to enter every keep, tower etc. regardless of the world currently holding it
- disables all the skills of the wielder
- grants constant swiftness
- dropping the banner would result in instant death of the wielder
- starting a skill challenge which requires defeating an enemy will result in discarding the banner without dying
- zoning out would result in losing the banner

Now the instant death on drop is to solve the problem of players attempting to use it for “Trojan horse” tactics. Swiftness should be granted because the only thing the player will be able to do is run and all skills will be disabled. Of course 10 min isnt enough to explore a whole area even with swiftness. However it will allow many players who are missing for a long time 1 or 2 PoI’s to finally finish their exploration.
And the players who’s world is constantly losing and cant explore at all will be able to do it bit by bit every day.
I think its a fair solution as limited time and ability to use it only once a day per account would prevent using it for exploits, like creating and recreating a character to farm badges of honor using the banner.

And for those that are curious – no I dont have this problem I did 100% completion a long while ago on my primary and as for my other characters I dont care as I’m not interested in legendary weapons at all.

(edited by Rikimaru.7890)

Fotm40+ with current max 35ar?

in Fractals, Dungeons & Raids

Posted by: Rikimaru.7890

Rikimaru.7890

As it seems, there is no way to inherently infuse amulets. If this is working as indended then 35ar is the maximum for quite some time. How far exactly are we able to progress without pet ressing or 99%, etc with this? Does the 35ar instagib you at 40+ maw?

I managed to survive the maws agony at 40+ with 35 but I used Death Shroud to take part of the damage. However I ended up downed and nearly dead and a second later got hit by beam so in overall its pretty much the same.

Final Rest - Current Theories

in Guild Wars 2 Discussion

Posted by: Rikimaru.7890

Rikimaru.7890

I think we are looking at it in the wrong way. Its suppose to be a rare specific boss but what does “rare” mean? I dont think that a boss at the end of a meta event or any other event chain can be considered “rare.” What I mean is they spawn all the time regularly so long as someone does the events that start the chain and then we have to wait till the chain restarts again. So I think that “rare” would be a boss that cannot spawn by itself overtime but rather one that has to spawned by special means.
Like opening the tombs with Dwarven Keys in Dredgehaunt Cliffs.
But the only specific boss like this that makes a chest spawn that I can think of is the Champion Steam Ogre for which to get to we need the Matrix Cube Key.
Now as strange as that may seem that boss does fit in as rare, specific and chest spawning. He is kinda like a “bonus” boss and those are most often considered rare in games.

Infused Amulet

in Crafting

Posted by: Rikimaru.7890

Rikimaru.7890

No not yet I believe we will be able to infuse amulets after the February 26th update which will include part 2 of Flame and Frost.
2 reasons why:

1) Triforge cannot be infused atm and there would be no point in giving us the ability to turn it into an ascended amulet if it would be the only one that cannot be turned into an infused version.
2) Is the perfect timing of the update notice that the earliest we can get other amulets is february 16 (20 laurels from daily + 10 from monthly) so exactly on 26th even those that didnt do monthly but only daily so far will be able to buy their first amulet.

Besides if they would instantly give us the option to infuse them the price of Triforge would skyrocket. 35 AR doesnt make much of a differance I know as I have Triforge and I was able to survive the maws agony at level 40+ however I ended up downed and got killed by beam a second later. But with 40 AR I could probably hold it together without getting downed so that would give me an unfair advantage over those that have to wait atm.

Trifoge Amulet and Mystic Forge upgrade.

in Crafting

Posted by: Rikimaru.7890

Rikimaru.7890

Yes I confirm it only needs 1 of each: Glob of Ectoplasm, Mystic Coin and Fractal Relic.
Well I knew Triforge will be possible to create since its the most expensive amulet to make and those who like me created it would be real angry if we had to replace it now.
In any case the good news is we dont have to wait 20 days to get our first ascended amulet.
Yes 20 not 30 due to monthly.

Mystic Forge and Transmutation Stones

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

My thoughts exactly. I see no use for the basic stones as there is no reason to care what non-max armour looks like since you only wear it on new characters that arent level 80 yet. Even more so if you can get Heritage armour from HoM which doesnt need a stone to transmute the looks. Even the fine stones have little use but if someone bought tier 3 cultural armour it would be a shame not to wear it due to the fact its not exotic since you have to pay a lot for it.
So yes there should be a way to turn like 10 basic stones into 1 fine stone – I think that would be a fair deal.

Solution for Dungeon first-timers.

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

“This isnt so people will earn their gear quickly but to motivate experienced players to teach the new players who lack the experience.” Really? So if someone wants gear straight away do you think it’ll be hard for them to say “LF1M for AC Exp must never have done it before”. that’s all you’ll see. Yeah give rewards like karma for doing it with someone who hasn’t done it before, but giving someone half of the dungeon gear within as little as 2 hours? Now seriously you can’t think that’s the right way about it? There is no need to be so drastic to go and tripple the rewards. Increase it abit but not that much, or atleast don’t increase the ammount of tokens you get, just the actual mob drops

Thats just the thing they wont – why? Because first-timers ARE NOT A RENEWABLE SOURCE unlike the daily 60 tokens. Indeed it would be like this at the start but after a month the first-timers would start running out. More over first-timers are people it is their choice to join a run and they dont necessarily have to be first timers for whole dungeon but only for one path. Another thing is that it is impossible to know if someone is or is not a first-timer aside for their word for it.
The real change will be that instead of the usual “LFM experienced only” more people will use the uncommon “LFM first-timers welcome.”
And whats with the half of the dungeon gear talk? 540 tokens is enough to buy a two-hander or a weapon set and only if its main-hand and off-hand because a dual main-hand costs 600. The dungeon gear nor tokens cant be sold anyway so I dont see the problem. Unless the problem is the fact that you like to brag to new players that you have exotic gear and they dont.

Solution for Dungeon first-timers.

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

No. Trippling the rewards is a horrible idea sorry. It’s already way too easy to get dungeon armor we don’t need another reason for content in this game to get boring too soon. 180 tokens for 1 path? Really? That’s 1 part of your armor straight away. Then another part for path 2 then a third for path 3. That means 3/6 dungeon armor within a space of as little as 2 hours for some dungeons?

I think you find it abit hard to find a group and take it too personally. It’s hard for everyone to find exp groups now adays and trippling rewards wont make it any easier. Nor is it impossible to get a group for a exp as a “first timer”. If by first timer you mean the same lvl the dungeons unlocks then maybe alittle harder, but you’ll find only about 1/3 will actually care if you’re lvl 80 or not. I don’t think i’ve ever been told i can’t do a dungeon because of my lvl. The only hard dungeons are lvl 80 anyway.

However, if you class a “first timer” as someone who just has never done it before regardless of lvl, well that makes this idea even worse. A dungeon like Arah where it takes upto 2 hours for exp and you get a fair amount of money anyway, you want to go ahead and tripple those rewards just because it’s someones first time doing it? Or AC where it takes around 60-90 mins to complete all 3 paths which already gives out about 1-2g for doing all 3. if they was trippled that’d be 3-6g and 540 tokens just for spending 1 hour doing AC with a “First timer”.

This idea sounds to me a quicker way of farming dungeons instead of actually trying to help players get a group.

Oh I knew that someone like you will show up. No I dont have that problem I’m already a Dungeon Master however I remember what was it like before.
And yes first-timer means someone that never did the dungeon before but I’m really surprised that there are actually people I have to explain the meaning of it.
Anet did something similar during the betas – awarding karma for helping with someones story.
Maybe I should also explain this – indeed it would be 540 tokens for all 3 paths in a dungeon however only 1 time if the players wanted to get that amount again they would have to find another player that is a first-timer as the previous would no longer be a first-timer.
This isnt so people will earn their gear quickly but to motivate experienced players to teach the new players who lack the experience.

Solution for Dungeon first-timers.

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

The title may be misleading so for starters I’m not speaking of a way to dispose of them but how to help them get their first experience without the need to beg regulars to take them.
One of the problems in MMO’s is the fact that the regulars quickly forget the time when they had to do their first playthrough and now look down on the new players who are in the same situation.
The dungeons in Guild Wars 2 are farmed most commonly for tokens with 60 being earned for completing a path once a day. Since players wish to earn the tokens as fast as possible they generaly will not want first-timers on their team because in most cases they will make the run slower, sometimes even double the usual time needed.
As a result the first-timers must beg to be allowed to join a run or find a guild that will help them. However finding a good guild isnt easy and even after finding the right one it may take time before the guild will finaly help. Of course finding a team for Ascalonian Catacombs is no problem even with non-guild players however for other dungeons like most notably The Ruined City of Arah can be nigh impossible.

So my solution to the problem is very simple – increased rewards.
What I mean is if there is a first-timer in the party the whole party will be awarded a triple reward i.e. gold, karma and tokens. Why triple and not just double?
Well many regular players may still find a double reward not worth the trouble and prolonged run time. However the chance to earn 180 tokens for just one path would always be worthwhile.
As a result first-timers would make token farming faster instead of slower and would be welcome to participate in runs much more easy.