Showing Posts For Robotukas.1673:

After last patch, I have a lot disconetcion

in Account & Technical Support

Posted by: Robotukas.1673

Robotukas.1673

I don’t guys what you done, but after patch, I get disconnection every 5-10 min and is very annoying to play. Before patch it was disconnection if I lose connection with internet and it was one or two times in a month. I can’t anymore play dungeons and game at all.

Code: 7:11:3:189:101

(edited by Robotukas.1673)

That about this dungeon system

in Fractals, Dungeons & Raids

Posted by: Robotukas.1673

Robotukas.1673

The I say, usually where I went to dungeons it was fast run, like farming. It is very bad for and other players, because it takes a lot time when you started to learn what dev means. They usually skipping mobs and champions and bosses and is not enjoying at all.
Now when you complete first time, so you get 60 tokens. And it doesn’t if you stay longer or short.
My ideas are:
First Idea. First run in dungeon. When you kill champion, so you get token (about 4 tokens). It doesn’t straight away goes to you inventory, but it counts in Dungeon tab (this is will be future which you can add next to Achievement tab). Lets if you want get 60 tokens, so you have to kill 6 champions, 5 bosses (about 5). Total we have 24+25= 49.
When you complete dungeon you get bonus 10 tokens. So total is 59. Also you can get more tokens if kill more champions. Also you can give 5 tokens if they killed about 100 (it depend size of dungeon), like always you cleaning mobs on way. After you finish dungeon, you will be reward tokens depend on how much you was collected. So everybody will go clean way, they will encourage to kill more bosses and champions. So I will have chance to learn about dungeon and other players also will have chance to know about dungeon. For second run dungeon, you can reduce champions (gives 2), dungeon completion it will be 5, plus additional tasks.
Another idea. to have challenge in dungeon is good. But make it that challenge to fit that level dungeon. Lets take AC. No one will take 35 lvl player in group, or some who honest he will take. So make two modes for dungeon, Level 35 and Level 80 (Hard mode). Hard mode have a high and different reward system comparing with level 35. Level 35 dungeons can give better 35-40 level items (green and rare), karma and coins, also some tokens. The idea is, when player is approach level 35, so he can enter to challenge and also you introduce dungeon. When he hist level 80, he can back to this dungeon to do hard mode for better reward.
Also some ideas, I would like to hear from other players

Improved Dungeon system

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

The I say, usually where I went to dungeons it was fast run, like farming. It is very bad for and other players, because it takes a lot time when you started to learn what dev means. They usually skipping mobs and champions and bosses and is not enjoying at all.

Now when you complete first time, so you get 60 tokens. And it doesn’t if you stay longer or short.

My ideas are:
First Idea. First run in dungeon. When you kill champion, so you get token (about 4 tokens). It doesn’t straight away goes to you inventory, but it counts in Dungeon tab (this is will be future which you can add next to Achievement tab). Lets if you want get 60 tokens, so you have to kill 6 champions, 5 bosses (about 5). Total we have 24+25= 49.
When you complete dungeon you get bonus 10 tokens. So total is 59. Also you can get more tokens if kill more champions. Also you can give 5 tokens if they killed about 100 (it depend size of dungeon), like always you cleaning mobs on way. After you finish dungeon, you will be reward tokens depend on how much you was collected. So everybody will go clean way, they will encourage to kill more bosses and champions. So I will have chance to learn about dungeon and other players also will have chance to know about dungeon. For second run dungeon, you can reduce champions (gives 2), dungeon completion it will be 5, plus additional tasks.

Another idea. to have challenge in dungeon is good. But make it that challenge to fit that level dungeon. Lets take AC. No one will take 35 lvl player in group, or some who honest he will take. So make two modes for dungeon, Level 35 and Level 80 (Hard mode). Hard mode have a high and different reward system comparing with level 35. Level 35 dungeons can give better 35-40 level items (green and rare), karma and coins, also some tokens. The idea is, when player is approach level 35, so he can enter to challenge and also you introduce dungeon. When he hist level 80, he can back to this dungeon to do hard mode for better reward.

Also some ideas, I would like to hear from other players

That about 4 different sets

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

It comes idea, where You can have 4 sets which is included gear and build together. So 4 sets is will be: PvP gear and build, Dungeons Gear and Build, WvWvW gear and build, PvE gear and Build. You can switch set when you are in city (like Human, Charr, …), when you are near entrance to dungeon, in WvWvW entrance city, and in PvP entrance island. So it will makes easy and fast way change gear and build. Also it will be better organize and collect gear for each set.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

20/0/20/30 is what i use a majority of the time

str tree runes – 5, 9
def tree runes – 1,2 Or whatever is more valuable at the time.
tact tree runes – 6,8.12

Running straight up soliders gear stat wise http://wiki.guildwars2.com/wiki/Item_nomenclature#Triple_attribute

There you wanted to know what build i was running.

Thank you for nice advise and info. I decided to take another chance. I believe that my build and armour wasn’t fit together.

Also can detail explain this paragraph:
str tree runes – 5, 9
def tree runes – 1,2 Or whatever is more valuable at the time.
tact tree runes – 6,8.12

i hardly understand this numbers

I was guild leader and I'm now the lowest ranking member

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

Thanks guys, I’ll keep trying with the support.
I’ve also sent a forum message to the member in question in hope he had email notification enabled for when he gets a message but since I haven’t received any rely from him I guess he hasn’t enabled that option. I also left him an in-game mail in case he comes when i’m not there, but I don’t think he’s been on since Xmas and I have no idea when and if he’ll come on.
I would actually like to know how long he can remain a leader if he’s inactive? It simply don’t make sense the leadership was given to an inactive member as opposed to an active one or even an officer. It all seems wrong somehow.

Did they made lottery for whom give rank? I think this is first game in my MMO history that can be happen like that. Some have to be genies to make guild system like this.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

Second they don’t sort mobs, like for example: how I can know here is veteran or not by name. I always avoiding fire mobs, but is place where you can’t avoid.

. . . you’re serious. Veteran mobs in the open world always have “Veteran” in front of the name and the copper border around the portrait. Champions are labeled “Champion” clearly, with a gold border around the portrait.

But is place in Fire Rise, there is no name in front veteran. It have strange name and this mob do fire. Maybe is skill challenge mob, maybe not. So it looks same like others and You can’t some veterans when you in battle.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

I know that I want to finish this game, bet when I start think about Orr lands, WvWvW and Fire mobs it makes me sick. Second they don’t sort mobs, like for example: how I can know here is veteran or not by name. I always avoiding fire mobs, but is place where you can’t avoid.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

It’s fine. I am very quickly resolved problem. I just uninstalled game and now I am happy. DDO is the best. Just I was very stupid that I supported this AreNet team. I had more problem in this game than fun.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

A warrior, king of pve complaining that pve mobs are hard? wtf. I recommend keybinding instead of clicking.

I do with key biding. Maybe you can post your build? ;-) It will be very helpful ;-)

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

I think you’re probably fighting in the area that has incorrect dynamic leveling, I posted about it in the bugs forum a while ago.

https://forum-en.gw2archive.eu/forum/support/bugs/Incorrect-Dynamic-Leveling-in-Fireheart-Rise/first#post1372310

There are lava elementals and flame legion around there that are level 69, but the game delevels you down to 63, making killing any more than 1 at a time, very difficult.

I think you are right, because they a great damage to me, and I do a little damage to them.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

I just did zone completion there on my warrior. The only time I had any issues was in one area where I was down-leveled to 63, the mobs were 69 and I got jumped by 5 of them. Judicious use of melee circle-strafe, condition removal and healing shouts pulled me through even that. Other than that one fight and an over-aggro at one skill point, I found the zone easy.

OP, what are your traits, utility skills and weapons? Are you using kite/circle strafe when facing multiple foes or do you just rush in and get in mobs’ faces (which I find a warrior can get away with if the mobs don’t have condition damage)?

Can You post your build and weapon and armour set. Yeah, I wanted to reach that vista where I have issues with Fire elemental and Legion Ranger. These two types mobs do most damage. I can compare damage with champion where is appears in CoF. I hardly handle to defeat one mob. And where no place where you can fight 1v1.

Please, can some post build that type of weapons is better to use to defeat this mobs. I need to pass to reach that Vista, but is to many of them.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

Condition Removal.

Fire burns, i thought we all learned this as kids.

You get killed not by conditions, but by hit ;-) Second, condition recovery it’s takes minimum 20 second. If is here two mobs, I am dead. So for every hit you need use condition

My class is warrior.

Overpowered mobs in Fireheart Rise

in Guild Wars 2 Discussion

Posted by: Robotukas.1673

Robotukas.1673

Map is Fireheart Rise. Where i always get very easy killed by Flame legions and Lava elemantal. I don’t have resistant and weapons are very weak. I just get bored always killed in this map by this creatures and they are overpowered. I have all rare Armour and Weapons level 80. But I am still very weak and I do little damage. Also I am warrior. I didn’t have issues in other maps with my build and equipment.

Maybe is some magic weapon or armour to fight against them. Or can you recommend some build for this creatures.

Respawn Timers in Dungeons

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

In my opinion, until I don’t have gear for dungeons , I don’t go at all. For some reasons, I don’t want make trouble to party, and waist other players time. So this is not D&D, which most time I was dungeons and puzzles. I really liked D&D dungeon system.

Respawn Timers in Dungeons

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

In my point of view I saw my guildes and party mates learning how to evade and play better, changing their MF gear for more survavility or GC builds (kill faster, die less). And learned how to effectively helping downed players using some skill or using two people to heal faster.

All that is great in a perfect world. The fact of the matter is that there are are a ton of people putting pub groups together and that is where the problem is. Sure when I play with friends that I know or with groups of people that I typically run with things go great and you really wouldn’t need this.

What I am saying this is for the times where you join a group and your the only person that has done the path with people that don’t have the “correct” build for dungeons and their gear is less than desirable.

Most people typically quit out of the group. I always take what I get and try to help new people with new content to them. We already have enough people looking for specific team builds as it is now we are throwing in limiting a team based on deaths.

Everyone thinks of themselves when it comes to this and how great their team is but what about the people that struggle with things. I think we are severely limiting new people from dungeons because people don’t want to play with inexperienced players. Now throw in those inexperienced players are now staring at the death camera for most the run. What really did they learn when they didn’t have the chance to actually practice their tactics?

Next time you die try sitting at your desk looking at your dead body for 30 minutes and see how much you learn. If you’re out of the game you are not learning much. Prolonged deaths are not the key to teaching people how to play. Its like putting together a sports team not have them practice and expect them to win. We need to help our players not punish them.

This is best opinion in this topic. And a lot players does’t understand that game is about.

I get it....I'm dead. Thanks.

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I think, probably that team was really drunk or very tired when they applied this future in dungeon and especially when you dead otherwise I can’t explain that they had in head. I understand if go for AFK, so it doesn’t matter if camera will spin around or not. So in this case, if you dead so better leave party or go to AFK. I hope that this future is a mistake in dungeons, but is not idea.

Remove cross-region limitation on Guesting

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

If they remove limitations so probably you always be in all servers dragon events. So cross limitations is one of reasons that players do less farming for dragon events.

GW2 profile for Logitech G600

in Account & Technical Support

Posted by: Robotukas.1673

Robotukas.1673

If some have G600 profile, please can You post here.

Thank You.

Heart & Event reward

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

My suggestion is scale Heart and simple events reward to you level. Heart quest you once time, so why I should get just 30 copper for one heart quest. Also like map completion, you get reward to zone level. I don’t ask reward with only excotic items, it can be rare or other items.

Orr events are different from other same zones level, reward player in small zones according your level. If you level 80 and you do in low level event, so you will get reward as you will do in 80 level zone map (except Orr maps).

everyone equal in wvw.

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

Lol, you’re ridiculous… Your size makes no difference. End of story. Its simply personal preference and you are now mad because you’re bored with how you look and cant fix it. Zoom your kitten camera back, not being able to see people? Gimme a break.

I think You didn’t know one thing, that if you don’t have power full computer, so you play on low settings. This is also affect game and strategy. ;-)

Game Breaking Features Design.

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

Solid Gold.

Nearly every day I log in since release, my character is dead inside where I left it out-of-combat. Rep+WP cost for no reason. Even happens inside cities….okay lets move:
WWW culling. Hell yeah. Trallalallala, nobody around, lets pick those mushrooms up BANG BANG thief 2hit killed me, a giant amount of invaders slowly loading in. Oh I was in the middle of a battle? O.o

Trading fees…. They do nothing but increasing the prices.
People found out not to sell things cheap, now they put things on price calculated by item’s worth PLUS THE FEE. Wanted to buy precursor for 500g? Now its 600g. Be happy with that

It is true and is very funny post. I liked it. It is very annoying when in TP show prices items prices with tax, when you look without tax, so you see that price of item is same or 1 coin different.

I realise if you want go to WWW, you need to have gold. For me WWW is just place where you sink gold.

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

Removing/Reducing costs is what really ruins exploration. Exploration means walking through the world, doing quests and events, and taking in the scenery. If you waypoint to a location for an event, then tp somewhere else for another event… Ooo, orr event up, waypoint there; thats not exploration, thats teleporting around the map for the sake of getting money, karma, etc. Learn to enjoy the game; the costs are fine, the game is not called teleport wars 2.

You have to explore to open the waypoints to start. Once you have explored an area, after that isn’t exploration, its travel time. The first time is a journey. The 10th time is a commute. As for the Orr events, if you run to them you will never do them. Most are not complete-able solo and they are over quickly. If the group runs to them you run to them, if the group uses a waypoint, you use a waypoint.

I have gotten used to the costs. With my first character I was leveling, the cost was prohibitive. I never had much coin and just getting the trait manuals and decent armor and weapons, plus leveling crafting left me little to no money for traveling. Now I have two level 80’s and am making money in dungeons and Orr. I can subsidize my alts as they level. Plus I stopped leveling crafting. I decided to view crafting as an expensive hobby that I will take up again once I’m well off.

However, I didn’t waypoint to help random people out back when I couldn’t afford to do it. It became a habit. Now I will use a wp to go where I personally want to do something and I will waypoint to quest with two friends. If I came across someone while running around that needed help I would help. But I couldn’t afford to use a waypoint, especially knowing that by the time I got there they might not need help anymore. Now I can afford to use the waypoints to help out folks when they ask but I’m in the habit of not even noticing it in map chat.

Is that good or bad for the game? I don’t know.

At this point, I don’t care because I can afford to travel. When I was new to the game it was extremely aggravating, annoying, irritating, (add further adjectives).

I think this is most popular playing style in game and because of WP.

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I did a bit of a survey of some of the costs involved:

Example 1:
I used a waypoint from Lion’s Arch to Malchor’s Leap (Pagga’s waypoint), costing 2 s 76 c.
My character wandered around for 6 minutes, harvested, completed one event and then sold all my items to an NPC merchant, yielding 5 s 59 c.

Example 2:
I then waypointed about 100 metres north-east of my character’s position to Waste Hollows Waypoint, costing1 s 40 c.
My character wandered around for 7 minutes, harvested, came across and completed 2 events, then once again sold all my items to an NPC merchant, which yielded in total 7 s 05 c.

Example 3:
Waypointed from Malchor’s Leap to the Snowden Drifts(Snowhawk Landing), costing 2 s 23 c.
My character wandered in roughly a straight line (to mimic travelling to a specific goal/point) for 10 minutes, harvested, didn’t come across any events. Garnered loot and harvested items I sold to an NPC merchant for 3 s 28 c. This time however I made note first of how much coin I would’ve made if selling them to buyers at Black Lion Trade. It would have been 24 s 21 c.

Example 4:
Waypointed from Snowden Drifts to Wayfarer Foothills (Hero’s Moot): 1 s 67c.
Wandered again, harvesting, and completed two event my character came across. After ~8 mins I could sell all items to an NPC merchant for 3 s 35 c, or to buyers on the Black Lion Trader for 4 s 82 c.


In each case between waypointing my character around I endeavoured to play the game the way the developers intended it (e.g. not train through mobs etc). It’s not perfect but I think it clearly shows just how trivial waypoint fees are when done in this way.

If you selling everything and you don’t have time to help for players, so you can make profits. But I am more friendly player and also I do salvage and do missions, and crafting, and I help to players, so I have trouble with coins. Is depending which style and you enjoy in game. That in ten minutes you get 24 silver is a miricale. So don’t find in website that 100 gold for £24.

I sold everything to NPC merchants in my example because that was (in my view) the slowest way of making coin. Selling to the BL Trade will significant increase profits and would offset additional salvaging/collecting. You also miss the point of the time it took to cover the WP cost. The time it takes to cover WP fees is largely almost trivial.

But sure, if you want to salvage everything it will cut somewhat into your profits, but that’s entirely your decision. All that means is that it will take a little longer to cover WP costs, but even a doubling of time only takes it out to ~10-15 minutes. Hardly something worth complaining about. Whether you’re wandering alone or in a group with friends/helping out others, is largely irrelevant in terms of your ability to garner coin/items. I know this because I have extensive experience adventuring both alone and with friends in Malchor’s Leap.

So, no, it does not depend upon your style. As long as you’re not playing well beyond the traditional ideals of the game, you’ll make more than enough coin to cover WP travel in very short time. I thought this suggestion thread might have had some significance, that’s why I did the little survey, but now it’s clear to me that it’s a non-issue. It seems people just want something for nothing and are complaining because they want the game mechanics to be modified due to their out-of-ordinary gameplay style.

But you don’t understand one thing, that I didn’t see any thread in other MMO games about WP which I played. Second, I am using everything that game give: Salvaging, do events and helping, crafting. This is style which I play and all time I played in other MMO games, and I didn’t have any issues with transport.

I believe that most player rarely want to use WP in same map, so it’s means that they less helping, they do less random events if is not close.

The true is, that only in this game WP is trouble. Better think how game will change if they reduce WP cost or if they improve WP system.

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I did a bit of a survey of some of the costs involved:

Example 1:
I used a waypoint from Lion’s Arch to Malchor’s Leap (Pagga’s waypoint), costing 2 s 76 c.
My character wandered around for 6 minutes, harvested, completed one event and then sold all my items to an NPC merchant, yielding 5 s 59 c.

Example 2:
I then waypointed about 100 metres north-east of my character’s position to Waste Hollows Waypoint, costing1 s 40 c.
My character wandered around for 7 minutes, harvested, came across and completed 2 events, then once again sold all my items to an NPC merchant, which yielded in total 7 s 05 c.

Example 3:
Waypointed from Malchor’s Leap to the Snowden Drifts(Snowhawk Landing), costing 2 s 23 c.
My character wandered in roughly a straight line (to mimic travelling to a specific goal/point) for 10 minutes, harvested, didn’t come across any events. Garnered loot and harvested items I sold to an NPC merchant for 3 s 28 c. This time however I made note first of how much coin I would’ve made if selling them to buyers at Black Lion Trade. It would have been 24 s 21 c.

Example 4:
Waypointed from Snowden Drifts to Wayfarer Foothills (Hero’s Moot): 1 s 67c.
Wandered again, harvesting, and completed two event my character came across. After ~8 mins I could sell all items to an NPC merchant for 3 s 35 c, or to buyers on the Black Lion Trader for 4 s 82 c.


In each case between waypointing my character around I endeavoured to play the game the way the developers intended it (e.g. not train through mobs etc). It’s not perfect but I think it clearly shows just how trivial waypoint fees are when done in this way.

If you selling everything and you don’t have time to help for players, so you can make profits. But I am more friendly player and also I do salvage and do missions, and crafting, and I help to players, so I have trouble with coins. Is depending which style and you enjoy in game. That in ten minutes you get 24 silver is a miricale. So don’t find in website that 100 gold for £24.

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

But when you feel very sick, do you pay for ambulance to come? Don’t compare real life with game.

Actually, yes. I’ve got three bills for about $750 a piece for three ambulance rides that my family had the misfortune to need recently. The rides were to hospitals fewer than 2 miles away.

Back on topic, it’s good to have waypoint fees. Without them, I’d be using waypoints far more frequently. With them, I spend more time crossing the open world. I’m sure this is true for a lot of people, which means more toons out there populating the world and aiding in DEs as they come across them.

IMO, the problem, if there is one, is really about rewards. DEs and item drops are pretty wimpy income compared to gathering mats and running dungeons. That means when someone lets everyone know in map chat that a DE is starting or a Champ is up, often it’s not worth it to travel across the map to participate.

WP fees don’t really discourage exploration. As others have pointed out, exploration means moving through the zone on foot. If anything, WP fees are discouraging jumping over to help others, which goes against ANets goal of having a community of players who aid each other frequently. Increase rewards from Champs and DEs, and that could solve the problem.

If you work illegally or self self-employed, or any is bad law in your country, so probably you pay. I am working as employer, so I pay taxes and insurance, so I don’t need to pay for this service. Does any solder pay for equipments? And they don’t pay for travel if is related with mission. So guys don’t compare real life with game. In Tyria we all are solders and we serve for Tyria.

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

Combat has always disabled map travel via waypoints.

In pve that is fair cause “combat” applies to you always
But in dungeons it’s not totally waterproof
While I do like it partly:players need to help each other more and use skill if they want to succeed in dungeons(rather than respawn 100 times to overcome something,…)

The disabled wp in combat-mode can become a curse in dungeons if a rushing party leaves you behind dead while constantly engaging new foes in combat and eventually bosses sometimes(no longer is th wp disable only related to your combat)
Or like for example in the flame-orb tunnels from Cathedral of flames path 3(the one where you get instantly killed if the aoe pops while you are at it)
lets say the group ignores you and continues attacking,pulling mobs and eventually the boss…you just lay there being instantly defeated,feeling all useless…
And angry at the group for abandoning you and being so reckless not to give you a chance to even waypoint and try over at that earlier point were you actually failed
Well,with such a group, with no team spirit, “leave party” is the best thing to do(which I did in that situation)

But you see,its just that you get punished really hard sometimes with this system in place with no chance to contribute nor get drops (for mistakes that are no longer yours)
Because they decided not to wait for you and just continue engaging new combat you are no longer part of,thus keeping you from possible drops for that 1 mistake you made earlier,which is no longer relevant to the combat the groups keeps engaging.(its another battle and you are left out)
Doubt you would get dungeon reward too if you don’t get the chance to contribute at the boss because you got instantly killed at a “puzzle” part in the dungeon earlier.
It would be the same like if in pve you party up with someone on that map,you die at the other side of the map but cant waypoint because the other member is engaging combat somewhere far south for a map event that you are not part of

You just get no chance in some situation with the “disabled waypoint in combat mode while in dungeons” ,and get punished for instant dead/combat you are no longer part of too
That is the main difference with it in pve (you only can waypoint if you are out combat mode(your combat) or you are defeated)and why it needs some adjustments(I dont say its bad to have"unable to wp during combat" in dungeons but you could get punished for other battles your party engages after the actual defeat reason of your own)

Perhaps a system when you are far behind the waypoint will become available again
Or a reckless state on party members leaving someone behind.That the waypoint costs get transfered to them for abandoning a party member.This encourages to leave no one behind like that.And some sort of solace for the abandoned player that gets no reward for the other combat the group keeps engaging

I agree with most opinion. It should some way how to improve dungeon system and is better to make for hardcore players and for casual players.

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

@ Runeblade
You don’t need to repair your armor unless all of it is broken. If you are a character who still levels up or is otherwise not fully outfitted, this is completely irrelevant unless you die A LOT. I have managed to get my newest character to level 42 so far without using a repair vendor once. This means the ONLY fee I pay when I die is the WP fee, meaning my only punishment for dying is in fact the measly copper/silver fee I pay to hit the WP and run back for revenge.

Multiple people have no money issues with WPs. Yes, Dungeons earn you good money, but they also are a devoted task for the 30+ minutes you are in them with a group of people capped at 5 that have a general idea of what they should do. DE are open to everyone in the player threshold limit of that map, making them easier to do, while also allowing you to play however you want while you do them (and be social). Might be me nitpicking, but do compare the time of the DUNGEON to the time of the DE, as opposed to picking a single bad guy in the dungeon against the entire DE.

Let me throw out an example here, and if you would be so kind you can use it to help me understand this better, because you see very devoted and I feel I must be missing something.
-
If I want to go out to town, I use my car. I use my car, I need to pay for gas. I don’t have to drive to town, I could walk (which would be free but cost me more time). I have the choice to spend money to get somewhere faster, or to save some cash but arrive slower. You are asking the equivalent of making it free to drive my car – at which point why would I ever walk?

But when you feel very sick, do you pay for ambulance to come? Don’t compare real life with game.

New dailies Horrible

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

The new dailies are horrible, dodger is near impossible and vet killing dailies has just led to vet spawns being camped and made near impossible to complete. WE WANT OLD DAILIES BACK !! If its not broken don’t fix it

I like this new daily dodger. Because this daily will learn new player how to dodge and why is very good to use all the time.

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

My suggestion is to make dungeons with Difficult mode (Casual, Normal, Hard). So everyone can choose level and go to next level if it was not enough challenge. So problem is resolved. Isn’t?

Tripling the work for whoever’s working on dungeons and fracturing the population of dungeon goers into 3?

Yeah… no.

Easier for the developers and healthier for the players, to simply get everyone in the same mind set. To stop making light of dungeons, and actually try to improve their skills.

So be a hero in game. And show how to do when you go to dungeons with at least one noobs in party all the time. So for us no need Difficult level. Play more D&D and you will see why this system is more better than here about dungeons. I don’t explain deep for you, because you don’t think that you losing and that you can get.

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

It’s got nothing to do with grinding or being ignorant, or whether you’re a ‘casual’ or ‘hardcore’ player, regardless of people think.

The simple fact is if you play the game in the way Anet intended it, way-point costs are not a problem at all. Your small payment is for the convenience of being transported wherever you want to go in a split second. Read what xCrusadentx wrote about, that’s how they (way-points) should be used.

If it’s too much of a cost simply don’t use them. No one is forcing you.

I know that some players still playing game and they are don’t think about game future. When I die, why I should pay twice: For Armour fix and WP? Like in others game you use WP just for travel, but not for resurrect. When you hear in map that some player is shouting: Can some help me? So you have two thing: Pay for WP for travel to him and also back to place where you was. In this WP is event? Usually I am ignoring all message about events (except dragons), why You because it cost to go this event and come back from. And I will tell story. This first game where players have issues with WP. Isn’t strange for you. I didn’t have problem in WoW, in D&D, in L2, PoTC and many others.

Is one small advice for you and for other posters who know about MMO little. My advice go and try other games before you posting, get some experience and knowledge from gameplay, forums and dev team.

Why I should forced use WP when I dead, why WP cost 40% – 80% from event loot. Who want be helpful in game when for help you have to pay twice.

Please guys, think more about games system before you posting and why players have some issues which you don’t find in other games.

To be honest, I never thought that WP can be issues in this game, not like in other MMO games. Is bit fun that people complain, but same problem have me. Especially when you do quests in low level maps and you can’t do some events or always help for players.

I repeat again. WP have more advantages and less disadvantages when if it will be free or set price according to map level, but not character level. And also is a big bug. If I am 6 level in low level map, they I should pay for WP like for 80 lvl. I am just 6 level at the moment, but not 80.

Solutions to the complaints on the forum

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

What you said about dailies is already being worked on.

But monthly isn’t. What I would like see if you scored 40%, so you still get reward like 4 of 10 laurens. 10% = 1 lauren. So everyone will start do also monthly because they will expect that they will get at least some reward. I mean give monthly reward according monthly progress. But count like 10%, 20%, …. , 100%.

Everytime you zone into Lions Arch

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

They need to make a better LFG system so that people don’t need to be standing around in LA looking for a group. Let people be out playing in the open world while they are looking for a group.

They don’t need a reason to visit other cities, they need a reason to be out in the open world while waiting for a group to be made.

As we see that servers isn’t capable to support many players LA, so is better LFG system, so until you look for group, you can do more things in one time and also you will save server resource and player waiting time.

Solutions to the complaints on the forum

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I agree with many of them ;-)

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

This transport cost is more for hardcore players. Casual player will try to save, because he doesn’t want spend so much on transport. For hardcore players it doesn’t make difference how much cost WP, because they are usually farming, staying in dungeons and PvP. But for casual player is a big difference, because it makes him hard to grow or even he doesn’t want to stay 10 min longer, because is not worth to travel to start something like events, like if someone ask help to defeat something. If you look deep from casual and hardcore players side you can find more advantages and less disadvantages if WP will be free.

[Tool] "Build Saving" system: Template

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

If it had to have any restriction, would be enough to make it work only in the big cities such as Rata Sum, The Grove, LA, etc , in the Heart of the Mists and in the WvW bases. That would solve your problem.

Restriction is simple. You can’t swap build in WvWvW or in dungeons. So before you are going to WvWvW or in dungeons you have to chose build. Also you can change in PvP asura gate area, where You can buy items and everything.

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

Time to learn to play. Its not elitism it is common sense. If you’ve truely played 1000 hours and still need to rez rush to finish a dungeon you are definitely doing something wrong.
There is absolutely ZERO skill involved in rez rushing. Do you honestly beleive you’ve done anything to earn a reward if all you do is run in burst DPS, die, rez, rinse and repeat?
Everyone has some healing, everyone has some survivability skills, everyone has a dodge button, learn to find the balance between offense and defense and you will become a better player.

You so funny. I think you have in brains two things: You and Computer. But that about dev? Do you support game every month? Does everyone support game every month? GW2 is F2P and they need to make profit for future. ArenNet can get profit from GW fans, PVP players, PvE players and also even from new or casual players. So better think how we can attract more players even if they don’t understand language, or first time playing GW or even they play when they have time. All this players gives profit. When You have kids I hope they do everything that you want, but not always is happening. Because we are different ;-)

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

In a dungeon, players go in as a team. So I think reviving as a team would be an excellent concept to adopt.

It should not be a string of suicide-kiting like people used to do in CoF Path 1’s before the final fight.

What I love most is how if a good strong member is defeated, the team will slowly try to revive him/her without dying themselves, instead of yelling at them to rally.

The dead member feels guilt, while the living members (who want to revive them) feel a mix of sympathy and urgency. It’s a much more social and emotional experience

This teaches players to try harder to stay alive and makes losing a team member have more impact.
I like that, the idea of losing a team member really meaning something.

Those who can’t tolerate this can play solely with guilds and friends.
Those who die too often are forced to excel or feel guilty whenever they go into a dungeon.

And I haven’t even touched upon how if you’re defeated while fighting a boss…

YOU DON’T GET ANY LOOT

My suggestion is to make dungeons with Difficult mode (Casual, Normal, Hard). So everyone can choose level and go to next level if it was not enough challenge. So problem is resolved. Isn’t?

Level difficult for Dungeons

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I think is another idea, to add mode SOLO. I know that some player they usually like play solo. Solo mode will be the easiest mode. When we have for modes: Solo, Casual, Normal, Hard so everyone will find play game the way they like.
Which mode you will give to these dungeons? How is difficult is these dungeons after patch?

1. Ascalonian Catacombs
2. Caudecus’s Manor
3. Twilight Arbor
4. Sorrow’s Embrace
5. Citadel of Flame
6. Honor of the Waves
7. Crucible of Eternity
8. The Ruined City of Arah
9. Fractals of the Mists

Just write these dungeons which You are played.

For Example.

I done, 1, 3, 5.
1. Hard. = First I done this dunegons before patch. We didn’t finished dungeon and I was first time.
3. Normal = When I don’t have experience, it was challenge but we done.
5. Normal = It was challenge I played with some experience players. We done.

Level difficult for Dungeons

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

My suggestion is very simple, to attract all players to play in dungeons and get to same level and experience. Put some like level difficult. Casual, Normal, Hard and also adjust reward to each level.

Hard. In hard mode there no WP (Waypoints), All traps is deadly, and it has more puzzles, and more harder is boss included boss and enemies, and also dungeon is dynamic, is not same thing every time.

Normal. It has WP and respawn time, It has traps but they are not deadly.

Casual. It had WP and you can respawn during battle, there no traps. And it has less puzzle.

I want to ask for people who want to pest, instead you complain, I prefer to write What You would like see in Each mode and would like to add or remove. So everyone please write about each mode and give some ideas. After that I will make conclusion to each mode by adding from you topic.

Looking forward for new Ideas

Gift from Gods

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I agree that the reward is pretty lackluster, but it goes against the devs philosophy of “play the game how you want” if you HAVE to do the story to get some EPIC reward. You can pretty much play and do whatever you want and be an equal to anyone else so if anything gave “better” or “more epic” rewards than anything else, it’d essentially be forcing people to do whatever it was.

Not that it’s not 100% balanced… like when it comes to fractals and the new laurels system that are (currently) the only way to get ascended gear… but they’re working on adding more ways to get ascended gear so that eventually no matter what you do, you will be able to get all the best gear (besides legendary weapon which isn’t better in stats, just looks, so technically it is not an advantage at all.)

I am not asking to give everything, but at least that weapon will be exotic but not rare with all the time you get. And some title, like Tyria Defender or smth.

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I too disagree with this suggestion. Although the battles have become more difficult, I find it much more enjoyable working together as a team. Suggestions on battle style and teqniques are shared more between players to complete areas, players learn the key mechanics the Guild Wars team has put together of skills working together in a party that really make for dynamic tactics over mindless clicking, and when an area is completed everyone feels they became a better player in some way.

The heart of this game is that we are able to feel accomplished for more then just the gear we can aquire for countless hours of playtime. Isn’t that what gaming is about in the begging?

When in your party is only experienced players. But we are talking about all players and from different country. Better think how you will attract more players to buy this game and stay longer? Because we want that GW will be for long time, not like AoEO. Read about this and look dev mistakes.

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

well surely if you had to watch the battle more than a couple minutes it should have been possible for your team to ress you? if not well either a bad team, or a VERY VERY bad mistake on your part to die at a spot they can even reach you

I dead, because maybe my build was wrong or my gear is bad. What I should do? Can You tell when I can go to dungeons? Guys sometimes your just bullkittenting and you just want post here to show how we a clever. Instead you say some thing, why You don’t look for suggestions. Maybe is party was bad, or spot or gear, or skills builds. Don’t look to reason why it happens, but better give some ideas for more variety players to get this to that stage. Do you take me as noob in party? Answer will be no. I think it should be some introduction to dungeons, like you can chose difficult level. So game will be for casuals and hardcore players.

Gift from Gods

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I played GW1, and after I finished story-line, I get a descent reward. When I finished storyline in GW2, i wasn’t surprise. It was just rare gear and is after all many hours I spend. Storyline was very nice, but reward I prefer expect to get more worth, like You remember battle for Tyria. And also, where is title after you finish Storyline. 97% of items I salvaged and sold to vendor from storyline quest. If it was in real life like was in story-line, you will be a hero, you will have title and monument. But in GW2 you just finished story-line quest and get some crap rare item and you even not using that item, because it doesn’t look cool.

I think if You passed long way to defeat dragon, so Gods should give some decent reward. Story-line is not dungeon (where dungeons you go max for 1 or 2hours.

English Servers please.

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

Hi, I’m having a major issue. The language barrier is ruining my experience in this game, 80% of all the pugs I’m in hardly anyone speaks any English at all. Other than things like “invite” and “ty” when trying to explain a tactic or make a suggestion the party chat is completely silent as no one even understands me. I came here with 4 of my friends all from different parts of the Uk, Sweden, Germany and France and even those people have started to get frustrated.

I see you have made multiple specific language servers for the some of the most common languages but have not made English only servers which I find highly unfair.

I played Guild Wars 1 for 5 years and usually the Europe section was the home of most Germans, french and Spanish speaking players and allot of people from the Uk would join the Us in the Us part of the servers.

Now the option to freely move from different zones has been removed, It’s making it very difficult for us to form a group where everyone understands each other and things go smoothly with no frustration.

I’m asking you to please consider this for the near future. Thank you.

I don’t think so that it resolve problem, are too many immigrants in UK

Magic Find in the Stat List

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I don’t understand why they didn’t add after patch. It always is in some items stats and also is important for players.

New payment system for buying gems >Boku

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

If you add BOKU payment option your income will increase considerably.

At least in europe, we use a lot this cellphone services that you pay a fix amount every month and you get free calls to every cellphone that uses the same service.

The result is that we get a lot of money stuck in our cellphones, thanks to BOKU I’ve spent lots of money on other online games, but I would really love to spend all my 110€ that I have stuck in my cellphone in your wonderfull game gems

I’m sure many share the same desire!

No way, children will spend last money on MMO and they don’t have money to call to parent. Or for parent will come huge bills to pay for phone

add politic to wvw

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

Diplomatic is good for huge world, but WvWvW is just stone in lake. They should extend WvWvW map, is same as PvP, but is with more people and in bigger map

WvW & Map Completion Alternatives [Merged Threads]

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

I am not a PvP kinda guy, but I love exploring WvWvW. It’s the best part of exploratio when you have to sneak around map, trying to avoid enemy players. I just love it.

You guys who want it to be excluded from 100% should probably be more patient. It’s easy to explore wvwvw. At least borderlands, since every single week your server gets different home map. You just have to wait for rotation.

As we now that WvWvW is PvP. So why WvWvW is in map completion, but PvP maps isn’t? I don’t see logic in this game.

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Robotukas.1673

Robotukas.1673

@ Agent Ice – well said.

I would like to point out that really this punishes a good group more than a poor group. If one person dies, and you can’t get to them, they are left out of the fight. Sometimes for a very long time if the group can’t stop to rez them or can’t get to them. You will have to completely finish whatever is going on.

The “bad group of rez rushers” that some of you say is the reason that we need this mechanism are less punished by this because they will all die and then all rez.

I think a compromise would be that after a certain period of time the person be allowed to rez and rejoin the fun.

ehmm not really, the good group would either be able ti finish the boss with a man down, and if not they try again and likely succed.

Now the bad group, would wipe, go in try again, wipe, go in try again wipe etc etc etc, where before they could just rush in and never loose their progress, so tell me again HOW are the less bad group punished less when they likely never be able to complete it versus the good group that at worst is just delayed a little

No where did I say that the group could not finish without the downed player. I said that the downed player would just have to be bored laying there not contributing, not playing, until everything is done. You like the mechanism, I don’t.

I get what you are talking about. You want the encounter to reset so if the group wipes over time they have to start all over again. If they had a timer so that you had to be down for a certain amount of time wouldn’t that accomplish the same thing? If everyone is dying they would not be able to get back fast enough to not lose progress. But if the group is up fighting then the one downed player after a while could come back and re-enter the fight.

I total agree. I remember one time we run with party and it it was last boss. Less when 10 % left for boss, I died. I done mistake because I wanted to be more helpfull. So I watched until they killed boss and also I didn’t have loot. Should I leave dungeon when I die? Because you can’t help for party and you don’t get loot and also is waist of time when you watching battle. I don’t mind to watch battle for couple minutes, because You can learn smth, but not until they finish battle.