and the stupidest grown-ups who are the most grown-up.”
- C. S. Lewis
Awesome! Thanks!
But does that include disabling right-click target selection?
I don’t know if it’s a similar issue, but I’ve been encountering a problem with the +1 system, too.
My problem, however, is that when I do click the +1, it doesn’t stay greyed out after reloading the page.
I don’t know if they’re related or not. Just thought I’d mention it.
A couple of weeks ago, I logged in at about 6 a.m. Central Time and had a very unusual (and memorable) experience.
I logged onto my level-80 engineer in the Godslost Swamp. For reasons I cannot fathom, there was nobody there. Nobody. I started the pre-events for the Shadow Behemoth, and the usual crowd was totally absent. It wasn’t just some marvel of the culling system—I mean there wasn’t another soul around! Well, not unless you count the ghost NPCs in the area…
Anyway, I started on the events, and I completed all of the portal events by myself. By the time the Shadow Behemoth appeared, one guy (sub-80) came by to help. My wife also came to join me shortly after that, and after talking about it in map chat for a while, another person joined us.
The battle with the Shadow Behemoth was incredible. It took us at least 15 minutes or so, and we didn’t damage any armor as far as I can remember. That’s far short of the hour the OP recalls from the beta, but then again, we have learned much since then. We had a great time, and we all reminisced about the beta weekends and how much fun it could be when we played the game as it was meant to be played.
After that, three of us (the one guy’s level was too low) went to the Blazeridge Steppes and did the same thing with the Shatterer.
All in all, it was a very fun experience, and while I have no idea where everybody was that morning, I really enjoyed their absence.
Any news about which patch this will be in?
I’m guessing it will be the June 11 patch.
There have been several updates since the comment was made, but I think those count as “hotfixes.” The next “patch” will be the big one on June 11.
I’ve had this happen to me intermittently at the Altar Brook Trading Post in Queensdale (Borlis Pass). I don’t know why, but there are times when it doesn’t matter where I stand or whom I target, the Trading Post NPC won’t speak to me and the merchant next to him will. At other times, it functions just fine.
I have noticed that when he’s unresponsive, the Trading Post symbol is missing from the map. I don’t have screenshots.
mobility
– any class with a run signet (ranger/thief/ele/necro) or high swiftness up time ( so… basically; anything but mesmer)
channel uninterrupted
- ranger – pet distraction
- guardian – aegis and sanctuary
- ele – mist form and arcane shield
- thief – stealthim going for map completion on my ranger and ele atm (but i find it hard to motivate myself to go and do the sub70 areas)
But the sub-70 areas are the most fun!
I agree with the rest of the post, though. Good advice here.
Gold should never be the go to currency to buy player derived goods, however its quickly becoming such a required element since everybody uses gold.
Every single game always starts with the in-game currency being the one that players make their trades in.
There are reasons why people end up trading in alternatives. In singular cases, it can be because you happen to have some item that is worth currency and someone who has something you want is willing to accept that item as a payment instead of the currency.
On a wider level, trading in in-game goods usually means that the in-game currency has been devalued over time to an extent where the priciest of items are valued at more than the cap amount of in-game currency, forcing people to trade in other manners.
Of course, nowadays it’s not nearly as common for people to trade in goods rather than currency simply because we have the internet. With the internet come patches and it’s not exactly difficult for the developers to add in tickets that can directly be exchanged for currency or simply changing the currency cap.
The biggest downside of trades done in goods rather than currency is that the goods don’t necessarily have an exact price in the currency that they are representing.
And of course, the reason the currency itself exists is simply because everyone accepts it as an item of value, whereas the same is not true for goods. For someone, a certain good might be worth a lot whereas the very same item could be worthless to another person.
No, I disagree. Well, in this case, that is. In general, you’re probably right.
In the case of Guild Wars 2, however, the economy will always be gold-based. Why? Because the Trading Post only accepts gold, silver, and copper. And because we have such an extraordinary thing as the Trading Post, we have no other safe, reliable means of (or need for) player-to-player transactions.
Honestly, when I try to pay for my items with other items, it just doesn’t work (except in the case of dungeon tokens and other account-bound “currencies,” but that’s a different topic).
I think we’re approaching that “Guild Wars 2 isn’t other games!” theme again. There was a reason why players traded in ectoplasm in the original Guild Wars: characters were limited to 100,000g (100 platinum) in their inventory at a time. Anything worth more than that had to be traded with some other currency, and globs of ectoplasm filled that role. As a result, prices were advertised (spammed) as “100k+23e” or something similar.
Guild Wars 2 is a different beast entirely. Because of the Trading Post, there is no need for additional currency. I think it was John Smith who has mentioned that they want gold to have a “buying power,” and they have multiple items in the game against which they measure the value of gold. As I understand it, they feel that the amount of gold required to buy certain things should be proportional. I think this is as close as we’re going to get to having non-gold currencies, because while those things cannot be directly traded (not wisely, at least), their values do reflect the current economic conditions. But again, they can’t really be traded directly; they’re not currencies.
Whichever class you choose, if you have trouble hitting all the skill buttons, I highly recommend the Logitech G600. I don’t have a physical handicap, but since I have a lapdog who likes to accompany me on my adventures, I spend a lot of my time in GW2 playing one-handed. I can do almost anything with the buttons on the mouse, though I could do even more with it if I could retrain myself to hold the mouse differently and remap more of the buttons.
Also worth noting, the elementalist (with the possible exception of the engineer) is the most attunement-swappy of the classes. Probably the one class that would exacerbate your problems the most.
Hmm. Okay, that answers my question, though it certainly raises other concerns…
But I won’t derail the thread with it. At least not right now.
^Thx – I figured this was the case. Ofc I’d happily upgrade the rings/backpack prior to adding the simple infusion, but my luck getting vials/globs/shards has been pretty horrible as I don’t yet have enough to upgrade a single item.
Oh well – at least simple infusions only cost 75 fractal relics…
Yeah, it’s still totally worth it just to grab the versatile simple infusions now and upgrade as you acquire the materials. I have 20 AR just from versatile infusions, but when I get the materials to “infuse” my items, I won’t bemoan the 75 fractal relics lost; they did help me earn those materials, after all. It’s hard to do 20+ fractals with no AR.
I got to 23 before getting any AR. You can survive everything except the Jade Maw transformation sequences.
It’s possible, yes, but I would still recommend paying the 300 fractal relics for 20 AR. I mean, I have almost 600 of them now. It’s not like they’re so hard to get.
The goal of the game developers is to have a balanced game, and the goal of the players is to get the most possible loot per time.
Last night, my goal was to get my Daily Achievement reward. I went to Ascalon because Step 1 in achieving my goal was Ascalonian Events. I found myself in the Degun Shun area, where I had a great time just playing the game. I didn’t even care what dropped from the mobs, and before long, I didn’t even care about the events. My goal had changed, and while I did want to finish the Daily to get my laurel, it wasn’t pressing. My new goal was saving the friendly ogres of Degun Shun (and their pets) from their bullying neighbors (or neighboring bullies).
It was a very close thing, too! I was the only player there, fighting alongside about half a dozen ogre NPCs. I was defeated once or twice (waypoint was close), downed about four times, and saved more than once by an ogre— with help from the pet that I had helped him tame (and whose house I had built). Together, the ogres and I successfully defended their kennels, and it was a glorious battle. The ogres and their pets learned to fight as a team, and I learned that sometimes— if you’re lucky— you really can have fun while playing a video game. I had stopped making progress toward a quasi-material goal to help my virtual allies, and it didn’t even feel like a chore! It was enjoyable, even.
I’m thinking about trying it again later this evening. Take heart, Sentinels! The Branded won’t get you tonight!
^Thx – I figured this was the case. Ofc I’d happily upgrade the rings/backpack prior to adding the simple infusion, but my luck getting vials/globs/shards has been pretty horrible as I don’t yet have enough to upgrade a single item.
Oh well – at least simple infusions only cost 75 fractal relics…
Yeah, it’s still totally worth it just to grab the versatile simple infusions now and upgrade as you acquire the materials. I have 20 AR just from versatile infusions, but when I get the materials to “infuse” my items, I won’t bemoan the 75 fractal relics lost; they did help me earn those materials, after all. It’s hard to do 20+ fractals with no AR.
play for fun, for a change?
I think he said “legendary.” He’s tired of having fun. Playtime is over, this is serious business!
Hey, that’s an idea… Earn money IRL and buy gems. Those convert to a fair chunk of gold.
Working a second job will cut into your T6 farming schedule, but if you consider that minimum wage in the U.S. is $7.25/hour, that’s 580 gems/hour. So even at a minimum-wage job, you could be earning (at the current conversion rate) 13.25 gold/hour (before RL taxes)!
Then the question becomes, “Which do you find less mundane: a minimum-wage job, or Citadel of Flames Path 1?”
Just out of curiosity, why do you want to do this?
In GW1, I had an extra account (or two… Okay, maybe three) that I mostly used for storage, extra heroes prior to full-hero parties, etc. Due to the nature of the trading mechanism, the only way to transfer items was for both characters to be present simultaneously. Therefore, programs like GW Multi Launch were useful because they allowed multiple instances of GW running simultaneously.
In GW2, however, I can’t see the benefits of running two instances of the client on the same machine. If you want to send items from one account to another, just mail them.
I guess the only other advantage of running multiple instances on one computer would be getting more Red Gift Bags across multiple accounts when the Celestial shows up to its feast, or whatever the equivalent holiday be-there-or-be-square items may be.
So, back to my question: What’s the point? I’m genuinely curious, because I feel like I must be missing something here.
I woke up this morning with that sense of dread one feels after waking from a particularly good dream, realizing that it was just a dream. I thought, “Oh, no! It was all just a dream!”
But then I remembered that no, it wasn’t a dream. We really are getting a toggle for right-click targeting!
Of course, then I came back to this thread to confirm it, and I saw this:
Looks to me as if the toggle will only let you choose between automatically attacking the new target, or only selecting that target without attacking it. You can choose to have the right click targeting behave the same as left click, or choose to have it attack immediately after you select a target. That’s all.
Thanks, Iorazcyk. You’re a ray of sunshine on a cloudy day, you know that? I don’t know where we’d be without your glad tidings of good cheer.
I hope when he says “next patch” he means the one today. I was impatient before, but now I’m doubly so.
Got an update for you guys! Thanks to everyone for dissecting the current state of targeting!
There is certainly a bug with prolonged mouse-presses and not moving the cursor. I am fixing this. However, this is certainly an extreme case and fixing this will not solve all issues players are experiencing.
The current click timing threshold is 250ms. We are playing with a lower number internally to see if it causes problems like people perceiving clicks as not registering.
There is also window of error when clicking that could cause your mouse-release to select something different from what was hovered during the mouse-press. While this should also very rarely happen with the timing and distance thresholds, it is still a potential problem that will be fixed.
On top of all this is still player preference. Not everyone wants a single right-click to perform default actions. This is why we’re adding a toggle for it in the next patch.
There are still questions left to be answered for how targeting in Guild Wars 2 should work, and I’m sure these will be answered as we continue to iterate.
Thank you!
Thank you SO much.
I… I don’t know what to say. “Thank you” doesn’t seem to be working, because I’m still feeling more gratitude than I can express.
I honestly just teared up for a second… and counting. Seriously.
Thanks, Evan!
So what happens if, having targeted an enemy (“Enemy A”), you press right-click with the cursor over another enemy (“Enemy B”), then quickly (<0.3 seconds elapsed) move the camera so that Enemy B is no longer on the screen, and release the mouse button while the cursor (now invisible, of course) is not on an enemy? Do you lose target on Enemy A?
…
- Interesting villain. I love how it’s not black/white, Canach just tried to help the settlers, so I can’t see him as evil creature. I like this character.
…
I’m not so sure he is just trying to help the settlers. I think that’s just how he justifies it.
Remember, Canach has a beef with the Consortium. He wants his revenge for the way they used him as a scapegoat. He wants to ruin their little fixer-upper island paradise, and that means getting rid of the workers who keep it going. If he can “free” them from their contracts, he can get them off of the island and blacken the Consortium’s eye.
You might say, “That’s not evil, just self-serving.” And you’d be right… Except for his utter disregard for the settlers and others killed by the creatures he’s stirred up. It’s not just carelessness, though it’s true that he doesn’t care. It’s complete lack of any respect for life. He feels no remorse for their deaths, and it seems clear that he’s cooking up another round of it.
To Canach, those settlers’ lives are a small price to pay for his petty revenge. He’s changed much since the Lost Shores… He’s not the sample-collecting naturalist we saw in November. Now he’s more like a bioterrorist. Actually, that’s exactly what he is, I guess.
Ideally, the in-game story should tell you everything you need to know about the current Living World plot, context, and character motivation through a combination of scenes, clues, and gameplay. Blog posts, interviews, novels, etc. are supplementary.
You know what I think?
I think some of these blog posts should be duplicated in-game as books. Like “The Founding” in Ebonhawke, but not split into way too many volumes. Or if they had to be split for technical reasons, they could all be in the same room in some character’s makeshift library or something. A journal format might work best.
As for novels, perhaps they could be discussed more directly. Maybe someone like Dougal or Gullik could casually mention a scribe who documented their tale… (“But if you want that account, you’ll have to look elsewhere. I don’t have a copy, though I think he was going to call it Ghosts of Ascalon. If you want to look for it, that might be a good place to start.”) At the very least, it could be enough to make the player wonder about it and, possibly expecting an in-game item, look it up on the Internet for hints. Then they’d see that it was actually a real-life novel (with paper and everything!) and they’d probably want to find out more.
Edge of Destiny could be mentioned by any of the Destiny’s Edge NPCs (especially Caithe), it might be better to have another NPC in Lion’s Arch mention it. Those kids who hang out in the cave in Shaemoor should explicitly state that they read all about their favorite characters in Edge of Destiny. They even saved up their coins and bought a copy of the book, but they’re way too smart to let an adventurer like you borrow it— it could very well get stabbed while you’re fighting bandits or something. Plus, you’re a grown-up, so you just wouldn’t “get it.”
As for the interviews… I don’t really think there should be any interesting lore that’s found exclusively in interviews. If it’s canon, someone in-game should at least allude to it as described above. More blog posts would be cool— though I understand that it takes weeks to translate it into all 4 of the languages supported by Guild Wars 2— but those should also be found somewhere in the game as interactive objects. Maybe a bard or something. This could even be a chance for the Heralds to make themselves useful…
Wow. Yeah, that’s messed up.
I’m curious to see how this one plays out. I wouldn’t be surprised if you end up with a compulsory renaming, but there can be little doubt that it’s glitched.
Perhaps this could be an opportunity to replay the story with alternate choices?
Disabling right-click to attack/interact is certainly the safest first approach to this issue. … However, completely splitting those is not something we’re prepared to work on at the moment as it is a much broader-reaching change. I hope this helps clear up what’s happening and what steps we’ll take to change it. Thank you again for all the feedback!
I think what he means is, “This could take anywhere from 5 minutes to 6 hours to code, and another 3 months or so to troubleshoot with the QA team. Before we decide to commit to a 3-month project, we have to hold a meeting or three so we can debate whether or not it’s worth the time and effort, try to think of a better way to do it, figure out which is our best option, etc.”
It seems simple to us, and it may very well be simple. But maybe it isn’t. Maybe this “smart camera” is so inextricably entwined with the UI coding thakittens removal would break the game in a literal sense. Maybe giving the option to “disable right click targeting” would actually disable all click targeting. Since the main difference between the right and left clicks seems to be the “execute default action” function (autoattack, F-key, etc.) and the main difference between the two click-and-drag cameras appears to be character rotation, maybe the hotly-debated target selection functionality is tied together for both mouse buttons. Perhaps disabling the one would disable the other. I clearly don’t know what happened with the sPvP bug codewise, and I didn’t even encounter it myself, but maybe it’s not so closely related as you would think.
Still, I agree that the “smart camera” was better in theory than in practice. Windows Vista has received enough criticism by now, so I’ll avoid that analogy…
Instead, it’s like trying to teach your 6-year-old to cook his own meals. If it works, maybe it could save you some hassle. If it doesn’t, you’ve got a big problem on your hands.
It’s probably best not to complicate things unnecessarily. Everyone here (as of this post) seems to agree that these functionalities should never have been bound to the same input. I can only assume it wasn’t a programmer who came up with (and approved) the idea, and the current implementation was written by someone who was just trying to impress the boss by tackling a complicated task. I don’t know why or how it originated, but it should be clear by now that this isn’t the shiny feature that it was intended to be. Instead, it’s like early implementations of User Account Controls— annoying to the user and not a real obstacle to a malware writer. We’re just asking for an option to disable it… Blast, I did it anyway! Sorry, Vista.
The primary goal should be to remove right selection altogether. There is no good reason why GuildWars 2 should be a special snowflake and try to overload the camera movement with selection – an action that for the past decades has been customary done by left clicking.
However, there also appears to be a bug in the way that the input handling code tries to differentiate between clicks and drags. You can see it by executing the following two tests:
1) stand in front of a (green) mob. Move the mouse cursor on top of the mob. Press the mouse button and move slowly left/right/up/down.
Observed behavior: at first the camera does not move and the mob is not selected. At some point the camera starts moving, namely when we cross the click – drag threshold. Releasing the mouse button as long as the camera hasn’t moved yet selects the mob. Releasing the mouse button once the camera has started moving does not select the mob.
All this is as expected.
2) Repeat test (1) but this time move the mouse very fast/flick it.
Observed behavior: there’s a 50% chance that the mob will be selected or not selected after the mouse up. If the mob is selected then the selection has occurred regardless whether the camera has moved or hasn’t moved.
This inconsistent behavior in the differentiation between clicks and drags is the most irritating part about this right-click “feature”.
Perfect example of why it’s not always a good idea to complicate things in order to make them “do more.” The more complicated the feature, the more bugs it will have. (That’s probably a quote from a textbook somewhere…)
TL;DR: When you have the big meetings in which you discuss this issue, please brainstorm some ways to “completely split” those functions, as we all seem to think it would be worthwhile. We would rejoice with much rejoicing and… um… rejoiciation.
- MAGIC! DO NOT TOUCH!
I get the reference. Nicely done.
Wow, never heard of anyone using both buttons to move, seems bizarre to me, but as an option that`d be best for all
You don’t always have both your hands on the desk. Moving with both buttons can sometimes be pretty handy when you’re lazily going from the TP to the bank in LA, or when you’re drinking a cup of tea with your left hand
Yeah, I usually have a dog in my lap and pet him while I play, since my G600 lets me perform most functions with one hand. The 2-button-hold is pretty handy (no pun intended).
If your story steps are synced up, then you should see a message box after each instance asking if you want to advance your story or stay on that step.
Have you been seeing that message?
If you haven’t been seeing it, were you the one who started the instances?
There is a small threshold that determines whether your tiny movement should actually be a target selection.
One of the issues is that the threshold is a movement threshold only.
I can right click, keep the button pressed for a long time with only tiny camera movements, and when I release it’ll still count as a click. Since I usually just keep the right button pressed during combat, that happens fairly often.
Adding a time threshold would greatly improve the situation without any requirements for additional settings, UI changes or localisations, i.e. the stuff that always takes much longer than any sane person would believe.
My “+1” button doesn’t seem to be working (it appears to forget itself when I refresh the page), but I agree with this guy and support his suggestion.
Disabling right-click to attack/interact is certainly the safest approach to this issue. Anytime you have camera-look and targeting on the same input, you will have conflicting behavior. There isn’t a bug that targets are randomly selected, but rather the game trying to be smart at recognizing clicks versus camera movement. Even when you think you’re perfectly clicking on a target, most of the time you’re also moving the camera a tiny, tiny bit. There is a small threshold that determines whether your tiny movement should actually be a target selection. Lowering this threshold will reduce the chances of this happening, but is one of those numbers where we need to sit on it for a while to see if it ‘feels right’. The problem could also be solved by completely separating the different functionality of selection, auto-attacking, and camera movement. However, this is not something we’re prepared to work on at the moment as it is a much broader-reaching change. I hope this helps clear up what’s happening and what steps we’ll take to change it. Thank you again for all the feedback!
Thank you for looking into this!
I would encourage you to be liberal in the reduction of the right-click selection window. If it’s too small, we won’t notice, because we (the people posting here) don’t use right-click for target selection (not intentionally, at least). If you go too far, most of us will be pretty happy.
If you don’t go far enough, on the other hand, we’ll probably start complaining again. We’ll still have the targeting problem, but we’ll be worried that you think you’ve fixed the problem and won’t feel the need to make further adjustments, so we’ll just keep complaining out of fear and desperation. So if there’s any doubt, please remember to communicate with us much more openly on this issue than you have in the 8 months prior to this week.
It’s nothing personal, it’s just an issue that many of us obviously feel pretty passionate about.
i think this would create third party timer that just say to people how much time that boss has been up, actually it could lead to not killing some mob just so they can give more exp and loot.
no problem with more exp since you are getting exp for everything but chatting, but when mobs increase loot… well it would be a matter of timer for harvesting purposessorry if i rained on this parade but unless we grow some common sense in the community we can’t have nice things i guess
I would say that’s outside the scope of the proposal, except, well, it’s like looking at the forest and saying, “But then people will just look for the biggest trees. It’ll never work.”
The idea isn’t just for bosses. Those rarely live long enough to qualify. Have you ever received bonus XP (not event XP) from, say, the Shadow Behemoth?
The proposed system would apply to all the random creatures of the world, just like bonus XP.
80’s continue to level, accumulated skill points have many uses.
If you’re not going for a legendary weapon, they eventually become inconsequential. I have 292 unused skill points on my guardian and a few more spread amongst my other four level-80 characters.
I was also considering that fact. It might require a lot more server resources if it’s tracking the lifespan of every mob IF there are mobs spawned while no PC is within spawn range.
They wouldn’t have to track anything that they’re not already tracking to calculate bonus XP.
Fix this, please, I keep targeting players instead of the boss. You can imagine how frustrating is this when you’re ranged character in a zerg.
For that we need to make “Show enemies” hide ally names and prevent selecting them, and “show allies” hide enemy names and prevent selecting them, so you can press the button and show what you want wile keeping the rest out of the way.
Currently, when you press Ctrl/Alt to show enemies/allies, hovering over an ally/enemy will still show them.
That is annoying as hell.Also, Ctrl and Alt should be a toggle or have an option to be toggleable instead having to keep them pressed.
Because most people have hands made out of living flesh, not everlasting and indefatigable cyborg claws able to stay in the same position all the time without hurting.
While I’m not against your suggestion, I think fixing the right-click problem would go a long way toward fixing that particular issue.
As long as you can find the target once (whether by clicking or by pressing Tab to cycle through enemies visible on your screen), you should be fine… In theory. In practice, you’re only fine until you turn your camera. If that’s fixed, it should be far less of an issue.
And maybe reconsider the whole “Walked off the screen = Not a target anymore!” policy.
We have not forgotten about this. Sometimes as certain features get used by more of the game, it reveals issues that lead to a redesign. For instance, now that you can right click on people in PvP while spectating to switch follow cameras, accidental right-clicks can be far more disorienting than selecting a new target.
Accidentally changing your point of view while spectating is significantly less detrimental to your game play experience than actually playing the game and losing your target because you’re attempting to use right-click to maintain battlefield awareness or turn quickly. Especially considering two of the most important aspects of playing MMO PvP are hot-keys and mouse-turning (thus the stereotypical jokes about ‘clickers’ and ’keyboard turners).
I see why this adds to the issue, but I don’t see why just now it has become apparent that a change will be necessary when a significantly more detrimental side-effect of this ‘feature’ has plagued players since launch.
While I find it encouraging that sPvP has unintentionally “revealed issues that lead to a redesign” and I’m certainly grateful that you’ve finally responded to our concerns to some degree, I’m also in agreement with Dastion on this one. Since I get nauseous when I attempt spectator mode, I’ve never encountered the scenario you described, Mr. Lesh, but I experience all of these other complaints on a daily basis. A several-times-daily basis… And I only play for a couple of hours in the evening. To call it “frustrating” would be an understatement.
If you haven’t forgotten about this, then you’re aware of it and (presumably) what a problem it presents to a large number (if not percentage) of your players.
Despite our pleas, complaints, grumblings, occasional hopes, wishful thinking, and begging— eight (8) months of it, in fact!— it wasn’t revealed as an issue for redesign until that “feature” was used by more of the game. In this case, it wasn’t noteworthy until it was used by spectator mode.
Therefore, it would seem that spectator mode is far more important than the ability to target consistently. Is this an accurate assessment?
I can only imagine some stubborn dev responsible for implementing right-click function with a strong opinion still thinks right-click-should-do-all-kind-of-stuffs is a perfect solution.
Right-click does:
- Select a target
- Interact with a targeted object
- Attack selected enemy
- Loot from nearest dead mob
- Pickup selected bundle
- Deselect target when targeting nothing
- Rotate the camera
- Open context-menu
- Works as an ‘F’ key on a selected game objectBut in reality, it gives more harm than good, gameplay-wise:
- Prematurely activate an important-event-game-object (ie., fractal lava bucket) which makes the rest of the team go wtf! you noob! on you
- Stupidly run head straight to mobs with a skill when you just wanted to escape (ie., Ele’s Ride-The-Lightning away from enemy with Autotargetting set to OFF)
- Do stuffs you don’t intend to do (attack selected enemy, release target, target an ally, interact on an object, pick up useless object)
- Accidentally attack a distant enemy if it is already selected (if you are using a range weapon). Major annoyance when you are surveying the surroundings with right-click.
- Intermittently unintentionally target another npc/object which leads to wasted non-melee attacks if Auto-targetting is set to OFF. Major annoyance if you use range weapons a lot and your Autotargetting is set to OFFAnd all that issues because all you just wanted is to rotate the camera properly.
You know, after reading your post, I’m convinced that this shouldn’t be in the “Suggestions” subforum at all. It should be in the “Bugs” section.
And perhaps I’ll file a support ticket…
Is it in today’s patch, by any chance?
Sometimes things get left out of the patch notes…
Also remember that some values of conditions round up or down on a second/few seconds.
I’m not sure we’ve established this as fact. Damaging conditions deal damage on each tick. Non-damaging conditions last for the exact duration (I remember seeing this one in a developer’s post before I noticed it in-game).
FYI, I’m speaking here as a guardian. My conditions are mostly limited to burning (generally short-term anyway) and blindness (only lasts until they take a swing). Occasional immobilize, yes, but it’s rarely my staple. I don’t deal a lot of condition damage, but with the burning, it is kind of nice. I don’t suffer a ton of it, either, because I have plenty of removal abilities.
When it comes to ZvZ, it’s the knockdowns that get me. Not immobilize (though that does usually hold me still long enough to get knocked down if I’m not ready for it). Not cripple. Not even chilled (though it does make me feel cooler). I guess I don’t see the problem because I don’t play a class with no condition removal… Wait. Is there a class without condition removal?
Do we know for sure that the -40% is added directly to the percentages of runes and traits? I find it hard to believe that one could actually achieve a 98% reduction in condition duration.
I would like to see some actual math before I believe these allegations.
Remember, 33%25%40% doesn’t always equal 98%.
Sometimes, it’s more like this:
(1-0.33)(1-0.25)(1-0.40)= 0.3015
So, even if you used all Melandru runes, lemongrass, and the 33% warrior trait… That would still only bring it down by a grand total of 70%, not 98%. And that’s assuming it all stacks, and that there isn’t some cap at 50% or something.
So, would reducing a hypothetical 10s cripple down to 3s be broken? That’s not quite the same as reducing that 10s cripple down to 0.2 seconds… And remember, this is only for warriors, since they have the -33% trait. And that only works for immobilize, chill, and cripple. Burn, bleed, poison, and the rest would be limited to a total theoretical reduction of 0.67*0.75=0.45-- so, reduced by 55%.
So, honestly, I think we have to ask ourselves at this point: “Do I really have nothing better to do with my time than argue with people on the Internet about something so pointless as this?” And on that note, I’m going to bed.
Why?
Why do you want a nerf?
I don’t think I understand this at all. In what way would it be better?
Its to powerful atm. Lemongrass + Runes + Traits = Immune to some conditions, food should not be that powerful.
But then what do you do when you work up a powerful hunger?
I mean, in what way does it hurt you? Do you not have any lemongrass and therefore you feel less powerful compared to your lemongrass-eating peers?
I think it’s probably on par with most of the other high-level foods. I love my omnomberry creams or Orrian meat stew on my guardian, or my veggie pizzas on my ranger. I can’t really say I’ve ever seen anyone with the lemongrass buff and thought, “Man, that lemongrass is WAY overpowered. I can’t believe they let people use it.”
Nor have I ever been kicked out of a dungeon group because I couldn’t provide my own lemongrass. Nor has anyone ever asked. Or used it themselves. Like, ever, as far as I’ve noticed.
2. Lack of skills
- I read a commentary once stating that GW2 has quality over quantity, but there are a lot of skills in this game that no one in their right mind would use out of efficiency.
- My main problem, though, is that I can’t change my weapon’s skills. The combat grows stale for me, then. I can play on a character for only so long before it grows stale and I want something new. And I can of course shift to a different weapon set, but I like to use a Greatsword, and why may I not choose to wield a greatsword AND choose the abilities I like with said weapon. I don’t like the “Lol, whirlwind” attack, because nobody who ever used a Greatsword in battle did anything like that. Didn’t like it in WoW, and I don’t like it in GW2 either.- So to sum it up. My character grows stale with a limited amount of weapon skills to use for one particular preferred weapon, and he/she lacks personality.
- I’m not emotionally immersed in GW2 yet… I was in its predecessor, so I know that ANet can do better than this.
- Get to work, ANet! (And I mean that in a positive way. Try to think for yourselves rather than the mindless banter of people on the forum. I find many people to be destructive to the game’s development instead of helping it. Every new idea gets thrown to the ground instead of tweaking it to fit the game design).
I don’t think I agree with you on the weapon skills. I understand that you want to use a greatsword, apparently as a guardian (“Lol, whirlwind”), but you don’t like the skills.
I guess this comes down to the question of why you want to wield a greatsword. Is it because you like big swords in real life? Because you like their historical usage (“…nobody who ever used a Greatsword in battle…”)?
In Guild Wars 2, your weapon determines two aspects of your character:
From what I understand, you appear to be having issues with #1 at least as much as with #2. If you want different skills, use a different weapon. The one-handed sword might be more like what you’d like. Try it with a shield, perhaps. If you don’t like the skills of any weapon, then perhaps you should try a different class.
Warriors and mesmers also use greatswords; I would recommend the warrior, as it sounds more akin to your idea of actual greatsword battle usage. Remember, “nobody who ever used a Greatsword in battle” spun around in a circle and hit multiple foes at once, perhaps— but then again, they likely didn’t have powerful protective magics, either. The warrior swings his sword effectively, but mundanely. He can block and parry with it, he can charge into battle while swinging it, and he can unleash quite a flurry of blows with it. Most of the skills could—in theory— be moves that you could learn on your own. You could even provide a considerable amount of group support with banners, shouts, and combo finishers.
Why?
Why do you want a nerf?
I don’t think I understand this at all. In what way would it be better?
Lord Faren is hilarious. I mean… Panache and aplomb. How can you beat that?
And Kasmeer knows it. Have you seen their dialogue in Southsun Cove?
There was one where he talked about his heroic fighting skills, and she mentioned something along the lines of, “Oh, yes. You were Bongo the One-Eyed’s ‘star pupil.’ I remember your parents had to pay extra for the title.”
Faren: “What are you talking about?”
Kasmeer: “Oh, training. I meant training. Your parents had to pay extra for all that training.”
Paraphrased, of course, but still… They’re great.
We think that Warriors need more sustain in sPvP. You’ll see this reflected in upcoming balance changes.
Traits are huge in this, and just like you saw trait reworks recently for Warrior, we’ll be doing more trait changes to help to this end.
It’s Sunday, but I still wanted to jump in here to let you guys know we’re not ignoring you!
Finally an answer That may be the start of the Warrior “new era” :P
Everyone here hope for some nice improvements in next 2 patches.
And if you need ideas, GW2 forums are full of themWe read the forums a lot more than you know. Karl/Peters and I actually print out threads sometimes and bring them to balance meetings.
We’re not ignoring any of the classes, I’m sorry if people feel that way. We simply don’t have time to personally post in all threads, on all our sub-forums.
That’s why I suggested this:
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-with-4000-views-vs-responses/1963910
I think even players who use a console-type controller are affected by this issue.
I was watching the video in this post and noticed that from the 0:57 to 1:00 mark, the player accidentally switched targets from Svanir to the Sword of Justice.
This may or may not be the same issue, especially given that they were using a controller, but it seems likely that it’s related.
I have a couple of serious questions.
1. Did the person that came up with the math for this graduate from high school.
2. To prove it, please upload a copy of your high school diploma.How about just a copy of their resume. I don’t see his high school experience on there. Hopefully the other stuff can count as relevant experience for your assessment.
When I saw “cv.html” I thought it was going to talk about coefficients of variance. And as I was viewing this in an Outlook RSS feed, I assumed you were making a joke. Resume… CV… Yeah.
This rocks! I was trying to do something like this, but since nearly all of my programming has been VB.NET or VBA, it meant trying to learn at least one new language. Thanks!
The following Events are listed on the page but are not in the API-list:
- Deal with invading karka and collect samples for Research Assistant Bardus
- Defeat Baron Wycker
- Defeat the ancient karka
- Drive the invading karka out of Morgan’s Spiral
- Eliminate the overgrown grub
- Eliminate the rebels guarding the barrier power source
- Protect the barrier power source from rebel lunatics
- Protect the dolyaks from the malfunctioning toys
- Protect the Lionguard demolition squad
- Retrieve the Orb of Power for our world
- Secure the beach between landing points Lion and Pride
- Silence the raging arboreal spirit
- Stop the rebel reinforcements from reaching the site
- Maneuver the ancient karka back toward its nesting grounds
- Place the orb
If you find any missing Events (or Errors in the list), please post their IDs.
Feel free to use this list in your Projects.
Many of those were from the Lost Shores one-time event. Some others (the rebel lunatics, for instance) were from the Halloween event. The “Orb” events were probably removed when the Orbs were removed.
The only ones I’ve seen recently were the “overgrown grub” and “arboreal spirit” events from World vs. World, and from what I’ve read about the WvW objectives API, this omission doesn’t surprise me. Perhaps it’ll be included in the next patch.
As a bonus, the perf fixes next week should also help any location with lots of players and very few mobs, hello WvW.
You mean, “hello Lion’s Arch”?
I saw several in Diessa Plateau on Borlis Pass. I think there were some in the Plains of Ashford, too, as well as Snowden Drifts, but I can’t remember for sure.
Mostly, I’m wondering: will we be able to turn in any of these audio logs?
I apologize for the double-post, but it just happened again.
I was fighting some Jackdaw pirates just now, and I was downed after eliminating the first three. There were only two left, and each of them was at about 1/3 health.
I kept smacking one of them with a rock, and though I was almost defeated, only one more hit would finish off the pirate and I’d be up again. I would probably defeat the last remaining pirate easily.
Unfortunately, I missed. That is, instead of chucking my rock at the pirate with too little remaining health to be visible in the health bar, my character decided to change up his tactics and target the other one (the one with about 30% health). I was defeated, and both pirates walked away to regenerate their health back to full.
I know it wasn’t the right-click targeting this time, however, because I wasn’t clicking anything. As I described in a post above, my hand wasn’t on the mouse, and I was tapping away at the 1 key.
I hate autotarget. But I also hate that it’s the only way I can play the game and actually hit anything, even if it’s not usually the thing I wanted to hit.
(edited by RoyHarmon.5398)
I’d also like an option to disable auto-target and auto-attack against animals.
The amount of times I’ve been using guardian greatsword attack to go a little faster, and wound up jumping off a cliff (in a very epic way >.<) because of an animal nearby is ridiculous.
It also makes me go slower (irony) because then my skills bar lights up, making me as slow as a tortoise.
Yeah, that’s the kind of quirk I’ve come to expect from the targeting system.
In no case should autotarget ever choose a neutral creature. Like, ever.
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