Why do you need to dodge every 3 seconds? You should not use dodges like they are candy. They should be used only sparingly.
Thats good to know. I am a lot more aggressive than most, so waiting the whole 72 hours thing before submitting is cute. Its probably their protocol but honestly, I don’t care. I’m all about the end goal. I would be still be satisfied if they terminate my account, as long as there is a resolution. And plus, their solution only reflects them as a company.
I’m a firm believer in making sure you are heard and getting things resolved, especially if you are a victim, even if it doesn’t speed up the process.
If there wasn’t a definite time and it was just after a decent amount of time, people would make their ticket, what an hour and then post in the thread. And others would post immediately knowing that the chances are a decent amount of time would have passed by the time Gaile looks at the thread.
The time frame is based on the average wait time for a response and has in the past been increased for some issues if there is a higher than average number of those tickets. That’s not to say 3 days is the average wait time, but the average wait time does factor into when they want people without a response to post for a review.
On one hand great idea on the other…
What if you forget to turn it off when you are in LFG and someone tries to PM you about a group.Or you see someone with an awesome skin and you whisper them about it and you never see their reply.
Or you are in WvW and another Commander wants you to go take a couple points on one side of the map while they take some on the other, and you have no idea because they can’t PM you
Or your Random PvP team turns out to be an actual competitive team looking to fill their recently vacated last spot and they like your style.
see my point?
1. LFG – Maybe make it so you can’t be on friends only status to post to LFG. Since it’s not very likely that you’ll get a friend join your LFG from the LFG screen itself.
2 & 3: So people who get harassed or are just tired of the spam or just don’t want to have one on one conversations with strangers have to suffer because other players forgot to change their status?
And doesn’t 2 & 3 already happen because people don’t have chat open and/or their mail box is full…
Typically 2 or 3 missions defines a chapter, praemedia.
And it only affects the personal story aspect.
Try going up to the Vigil vendors or Order venders and see what happens. Game should still know you’re Vigil.
And maybe not necessarily another warning. The current warning needs to be more visible than it currently is. Or made more apparent that it can cause a person’s order to temporarily change.
Some people do play for the story and missing a chapter can seriously hinder a person’s ability to enjoy the story. While the wiki does a good job of filling in the blanks, it’s not the same as getting it in game.
If you ever feel like lending money out, in real life or in games, never lend out more than you are willing to lose.
They aren’t going to give out specific details about the exact instance that got you banned.
If they did, botters would use that knowledge to make better macros and what not to better avoid detection and subsequent banning.
Maybe make the warning about change of story more prominent?
Inculpatus, that’s what I’m saying. Why can’t the OP just do Vigil chapter 35, or whatever the next equivalent chapter would be to do this, with a vigil character and ensure they swap back to their own storyline. I’m fully aware the next mission wouldne be enough, but two or three would.
Both players have to be on the same story step for it to even offer the option of accepting progress at the end. You’re not going to find another Vigil player on the OOW story step—and if you did, it would default to the next OOW story step in that storyline since that’s the default storyline once you’re on the OOW chain. I’m saying, completing out the current chapter will return the storyline to normal unless they derail it again by grouping up with a player from another Order and choosing to stay on the same storyline as them.
So how did she end up on the OOW story in the first place if the other player has to be on the same story step as you? Wouldn’t an OOW story step be different from a Vigil story step? So why did the pop up occur in the first place? If it’s a bug, why hasn’t it been fixed as I think this one has been around for a while? If it can’t be fixed, why isn’t there a warning about it? Why do people find out about the bug after it happens to them or read about it happening to someone on a forum?
Not quite… Since a player on the Vigil storyline won’t be on the same story step, so it won’t ask you to accept the progress. Also, if you’re the person who started the instance, it will always use your Order/choices for the next step. Things will return to normal next chapter, as long as you don’t complete the end of chapter story step with someone in another Order and accept their progress, since that will (once again) put you on their storyline.
So how did she end up on the Whisper’s storyline then if that doesn’t happen? Couldn’t she just do the same thing she did here to get back onto her story? Hop into the next story step with a Vigil player. Recreate the glitch in order to get the story back onto the Order she wants. So basically just the next couple of missions.
Or are you saying that if she just does the next few steps by herself, the game will correct itself? If so, then maybe a conditional mail needs to be sent out if the game notices the player’s mission does not correlate to their actual Order. “Hey, we noticed you’ve got a Whisper’s mission but you’re a Vigil. Don’t worry, you’re still Vigil. Just make sure you complete this set of missions by yourself as the game will automatically switch you back to the Vigil storyline at the end of this mission provided you don’t accept someone else’s progress.”
Which means you just need to find someone who is still in the Vigil storyline to do the next story part with you as the leader of the instance and you should be able to switch back to the Vigil storyline.
If my Vigil character was still in the Vigil storyline, I would offer to help, but unfortunately, I’ve moved onto the Pact storyline.
…….would be so nice to have some content which is nice to make..so hard that u also think of giving up…cant be farmed..and if u made it gives a unique and really nice reward…so it worth failing 10 times before getting the reward
If it gives really good loot, it will be farmed. There will be a guide on that takes away all of the difficulty. It will be zerged to death. Which means it would have to be a Teq or Wurm like boss.
See Teq and Wurm for what happens when you have challenging content with zergs for not so great rewards. Now imagine what would happen if they gave great rewards…
And no to open world PvP of it is tied to losing in wvw. Open world PvP if it is ever addedshould be something that all players can choose to do or not. Winners in wvw shouldn’t be prohibited from it, losers in wvw shouldn’t be forced to do it.
Especially when a high number of players on all servers just don’t wvw. So their experience becomes tied to what happens in an aspect of the game that do not play. How is that fair?
And now with the megaservers it only really matters for WvW. Everywhere else you are put together with people from various servers.
So they can give you the server but unless you WvW, you likely won’t notice.
The problem is you can’t give each the Mists and Tyria a Gift.
How easy is it for a WvW’er to get 100% map exploration? Hours wise on a good server.
And right now the Gift of Exploration is the ONLY thing that actually requires playing WvW to get as it pertains to the legendary.
Gift of Battle requires Badges of Honor and gold. Currently. You get badges of honor from achievement point chests. It’s how I got mine.
Yes, in the future they will add World Rank to it, but you can buy that with laurels and badges of honor.
What I think they should do is split up the achievement into two parts and add a third. The third is the one that grants the title and gives out the Gifts. The third is like the LS meta achievement. Just a do X achievements from this category. Let the Mists and Tyria achievement give their own titles as well for the ones who are doing it for the title. And give each a star of their own. So there will be 3 map completion titles and stars. One for just the Mists. One for just Tyria. And one for both.
If it was damage dealt then a lot more people would be getting precursors as there would be a guide for how to deal enough damage to the right boss to get a precursor out of it.
That’s probably true. Though why not assume that precursors are a completely seperate thing? They sure have a much lower drop rate than other exotics. I wouldn’t give them the same rarity just because their quality is called ‘exotic’.
But on your system there would have to be a specific damage point to get them.
There are a few precursors specifically tied to certain world bosses. Shadow Behemoth has one if I recall correctly. This would likely have to come in the event specific chest.
And I do imagine they have a flag on them that keeps them out of the general exotic pool. Or at least reduces the chances of getting them. Like if you roll a 1 you get it, if you roll anything up to 1000, you don’t.
But it’s all RNG as to what you get.
Loot is directly indirectly linked to your class.
You will get more loot on a guardian than a mesmer, for example, assuming you are playing properly.
But that pretty much only applies to farming mobs rather than farming events.
In terms of metaevents, the damage you do will influence if you should be considered part of the loot threshold.
For example, an elementals attuned to water will more than likely have more lootless encounters than a GS/AXE warrior.
I should also note that these rules only apply to Mloot from MOBS. Tequatl is not defined as a mob, as his corpse (technically there is no corpse) does not drop loot, but his loot comes from a chest. The credit for a chest has no bearing on class but as long as you participated in some way in the event.
Karka Queen is a mob, and you may miss out on it’s corpse loot. However, you should be getting a big physical chest and a daily chest.
If you miss out on loot for tequatl, then you either didn’t participate properly, you reached your daily limit, or it’s bugged (though that has never happened to me)
Same with Karka
But any insinuation that specifically classes get specific loot I think is unfounded
Thanks for your viewpoint. Maybe there is some kind of damage threshold that gives you specific loot, like:
5 000 damage dealt&less – nothing
20 000 damage deatl&less – inscriptions
50 000 damage dealt&less – exotics
100 000 damage dealt&less – ascended
etc.This is an assumption, but it makes sense to me. After all this game is based around damage dealt.
It’s do X damage and get a reward. RNG tables take over from there.
There are no damage thresholds for better loot.
My elementalist on a build more designed for healing than dealing DPS still gets exotics from group events. My DPS is laughably low.
It follows this:
Was X damage done? No? Sorry, no loot.
Yes? Well, generate a number between A and Z, Y times. Here’s what each number means. By the way, no more than B exotics, C ascended (fractals only, except for a few specific bosses), etc.
Rares have a higher range of numbers than Exotics do.
RNG is random number generator. The RNG rolled is compared against a table which determines the loot. If it was damage dealt then a lot more people would be getting precursors as there would be a guide for how to deal enough damage to the right boss to get a precursor out of it.
How many times have you done those events on those classes?
If your answer is not in the numbers of at least several hundred for each class and without having the exact drops you got for them, it’s not a large enough sample to prove that RNG is tied to classes.
And your OP didn’t mention the chests specifically. You just said RNG is tied to classes and gave some examples. For all Dusty Moon knew you were referring to the loot that comes from the boss as well as the chest.
And I can flip a coin 100 times and it land on heads 100 times. It would be extremely unlikely, but still possible. So it is possible that you’re just lucking into good streaks on some characters and bad streaks on other characters.
It’s a bit weird to assume I meant loot from the bosses themselves after I clearly said that I dropped things like “Fang of Tequatl” and “Settler’s Inscription” multiple times.
And I’m not trying to prove anything, I’m asking others if they had a similar experience. I already had some RNG adventures before, like dropping exactly the same item 3 times while doing the same event(I think it was tequatl). RNG isn’t this perfect randomization system, that’s why I’m asking.
You were asking it because you felt it was true. Even if 100 people say they have had similar experiences unless they’ve done it several hundred times themselves and documented everything they got from it, it’s not enough to prove anything.
Which is why you asked the question in the first place.
Conversely, there is technically no evidence to prove that it is not the case.
But ANet does attempt to balance things and this would be a very easy thing to balance out. So I can’t imagine there being a difference between classes as it relates to RNG.
And if a player has never really done many group activities it could be hard to know what things only come in chests. I for one have never beaten Teq. I haven’t the desire nor patience to wait around for ages for the event to start.
How many times have you done those events on those classes?
If your answer is not in the numbers of at least several hundred for each class and without having the exact drops you got for them, it’s not a large enough sample to prove that RNG is tied to classes.
And your OP didn’t mention the chests specifically. You just said RNG is tied to classes and gave some examples. For all Dusty Moon knew you were referring to the loot that comes from the boss as well as the chest.
And I can flip a coin 100 times and it land on heads 100 times. It would be extremely unlikely, but still possible. So it is possible that you’re just lucking into good streaks on some characters and bad streaks on other characters.
Based on what diseases are given out? …….Huh?
Anyways… to your point on melee combat. Yes, melee range would be considered “nearby” for sure and could be hit by disease. If of the same race(s) as those already infected. Even if you’re talking about someone’s cleanse skill being on cooldown – not all condition cleansing skills are limited to cleansing self. There are condition clearing skills/spells that hit allies. There are also combo fields.
I don’t know, maybe its asking too much for us to learn how to use them over might stacking?
If Boss A in dungeon 1 path Z gives off Asuran disease, then those doing that dungeon and path will have another requirement in their LFG: No Asura. So that they can continue to stack without worry and don’t have to worry about any DPS loss.
As far as the WoW comment, I can’t speak on it since I haven’t played it. I will say this however. I didn’t say anything about a dungeon finder. I said it would be nice to simply roam into a dungeon on your own and run into stuff to do like you can clearly do in the open world.
There are people out there who do solo dungeons. There are some dungeons that do require multiple people (Crucible of Eternity comes to mind). It’s harder as the content was balanced against a group of five people doing the dungeon, but it’s doable.
You do not have to have a group for most dungeons if you have enough skill.
uh no.
Reduce this to the simplest scenario. Lets just have 2 people standing next to each other.
1) we both get hit by the attack that applies disease
2) I use a condition removal the other guy doesn’t(there could be a number of reasons for this)
3) 1 tick pass now that other guy decides to use a condition removal, now I have the condition and he doesn’t
4) another tick pass now both of us have disease again as if neither of us did anything because I just passed it back to him againThis won’t happen all the time but every additional person will increase the chance of it happening. It would only take 3 ticks to spread to 125 people depending on range.
In a two person situation you could just move away from each other. That is unless you are both melee.
In your simple scenario are you all permanently immobilized? Also melee =/= the inability to scatter.
So the radius it would spread to is small enough that two people with melee weapons can be within melee range of the boss (and therefore high chance of being right on top of each other) and not get hit? Just sounds like something that will make the zerg cover a larger footprint to me.
A lot of melee attacks require you to be pretty close to the boss. Meaning you’re likely to be within the range of the disease spreading if more than one person is melee. So if you and your buddy who happens to be playing on the same race as you are fighting a boss that gives disease gives it out and both of you are melee. You clear yours. His is on cool down. You both jump in to attack at the same time and the condition ticks. You’ve got the disease again. Even though in between attacks you maintain maximum distance between the two of you. So while melee doesn’t mean people can’t scatter. It does mean that a lot of the times they will be right on top of each other due to the fact that they have to be right on top of the boss to actually hit the boss. And typically do go right on top of the boss to do so.
And unless enemies gave disease to everyone (but you can only spread it to those of the same race as you), I’m opposed to race specific diseases. It will only cause further discrimination in the dungeons based on what diseases are given out.
How is 3 disconnects a first time offense? It’d be 3rd offense tbh.
1st: forgiven, maybe a power outage
2nd: forgiven, maybe heat of the moment
3rd: …watOP was troubleshooting computer crashes that happened to occur while OP is playing GW2 and in a match.
Which is why nothing happened the first two times.
Whose fault it was is irrelevant to the other 27 people in those 3 matches.
But she was never warned that if it happened 3 times she would get a three day ban.
And she isn’t saying that the ban in and of itself is bad. Just that lack of warning combined with a FIRST time reaching that point gave her a three day ban. That’s what her problem is. First time reaching 3 disconnects in a 24 hour period and stuck with a 3 day ban without notice.
“We noticed you disconnected the last [time/ 2 times] you were in a match in the last 24 hours. In order to keep the best chances of an even playing field on both sides, if you disconnect [two more times/again], you will be prohibited from joining anymore matches for 72 hours.”
Or even make the first two times a visible “boon” and when you hover over it it explains it. “Dishonorable. If you disconnect while in a pvp match 3 times in 24 hours you get a 72 hour ban.” How many players would ignore a new “boon” on their panel?
If they aren’t going to give any warning, they need to make the FIRST ban (maybe even just the first ban ever) be a one hour ban as a warning. “You were only banned for one hour this time, but if you disconnect 3 times in a day again, you will get a 3 day ban”. And make the one hour ban like the birthday booster boon. It only counts down while you’re in game.
Have every account have an invisible boon that will knock the first ever 3 day ban down to 1 hour and act like the birthday booster. It also generates mail that explains that if 3 disconnects in a 24 hour period happens again the ban will be 72 hours.
Noted thats a decent suggestion but the op is clearly at fault she could of played a few hotjoins matches to see if the issues was resolved. Not continuously joining ranked matches and wasting the time of 27 people 27!! Now that I think about it, the punishment is prob not harsh enough.
Where did I say that it wasn’t her fault?
All I said was that either the punishment itself needed to change (to be less harsh for the first time the 3 disconnects happen with a note that says that was the only time it will be less harsh) OR a warning system needs to be put into place to warn those who are not intentionally trying to waste people’s time.
Though, the best solution would be to maybe send off a mail to everyone the first time they enter the heart of the mists (or the next time they enter the heart of the mists) that explains dishonorable and what causes it and what happens when it happens too much too often. That way those trolls who aren’t paying attention get caught and everyone gets a break from them. If they go for the warning method.
How is 3 disconnects a first time offense? It’d be 3rd offense tbh.
1st: forgiven, maybe a power outage
2nd: forgiven, maybe heat of the moment
3rd: …watOP was troubleshooting computer crashes that happened to occur while OP is playing GW2 and in a match.
Which is why nothing happened the first two times.
Whose fault it was is irrelevant to the other 27 people in those 3 matches.
But she was never warned that if it happened 3 times she would get a three day ban.
And she isn’t saying that the ban in and of itself is bad. Just that lack of warning combined with a FIRST time reaching that point gave her a three day ban. That’s what her problem is. First time reaching 3 disconnects in a 24 hour period and stuck with a 3 day ban without notice.
“We noticed you disconnected the last [time/ 2 times] you were in a match in the last 24 hours. In order to keep the best chances of an even playing field on both sides, if you disconnect [two more times/again], you will be prohibited from joining anymore matches for 72 hours.”
Or even make the first two times a visible “boon” and when you hover over it it explains it. “Dishonorable. If you disconnect while in a pvp match 3 times in 24 hours you get a 72 hour ban.” How many players would ignore a new “boon” on their panel?
If they aren’t going to give any warning, they need to make the FIRST ban (maybe even just the first ban ever) be a one hour ban as a warning. “You were only banned for one hour this time, but if you disconnect 3 times in a day again, you will get a 3 day ban”. And make the one hour ban like the birthday booster boon. It only counts down while you’re in game.
Have every account have an invisible boon that will knock the first ever 3 day ban down to 1 hour and act like the birthday booster. It also generates mail that explains that if 3 disconnects in a 24 hour period happens again the ban will be 72 hours.
How is 3 disconnects a first time offense? It’d be 3rd offense tbh.
1st: forgiven, maybe a power outage
2nd: forgiven, maybe heat of the moment
3rd: …wat
OP was troubleshooting computer crashes that happened to occur while OP is playing GW2 and in a match.
Thats what you get for trying to play bad pvp in a bad game.
How is this constructive?
I’ll second the question.
The OP had a few computer crashes due to BSOD. They weren’t trying to throw a match and or being a sore loser. There isn’t any warning that there is a debuff for too many disconnects in a 24 hour period. As such, OP was shocked and rightfully angry. OP may not have joined more matches before the third one had she known a third disconnect would have given her a ban.
And three days seems a little high for a first time offense. Which is why I suggested a scale up system. That way those who do it a lot get longer punishments, but the new player who isn’t aware of the issue or thinks he’s fixed his problem doesn’t find themselves banned for too long.
ANet just gave you 3 days to fix your crashing issues before joining PvP again. Or did you want to keep joining matches and crashing and ruining the fun for everyone?
Bluescreens are a hardware issue, meaning the error comes from ring 0 code. No video game you own runs code in ring 0, that’s driver code. either your driver has a bug (blame nvidia) or you have a hardware fault (and should follow the advice given to you by others in this thread).
I know this is frustrating for you, but throwing blame where it’s not due isn’t helping. And I know you wish you could play PvP for the next 3 days… but no one wants you on their team, you’ll be a liability until your crashing issues are resolved.
Good luck.
Anet is to blame, I play WoW, Assassins Creed IV, Farcry III and many other games that never crash. My PC is fully up to date and these problems shouldn’t happen.
I agree I’m a liability to teams, the thing is the game should issue warnings that I’m about to be banned (I’m troubleshooting not intentionally leaving games so give people in my situation a heads up). Not just surprise 3 day ban me. The ideas other players gave above go well in making this a less traumatic experience.
What they mean by the game is the game isn’t the direct cause of the BSOD.
Maybe how the game utilitizes your hardware with the drivers that are on it that causes the BSOD. And BSOD’s aren’t exactly healthy for your computer.
It might be worth trying to track down what specific thing in your computer is throwing fits over GW2 about.
One time a video card driver update crashed Sims 2 for everyone. The only solution was to roll back the drivers to the last known working one.
By themselves none was an issue, but when combined there was an issue.
This is likely the case for you. That some combination of GW2 and some component on your computer cause the BSOD. If it is not just coincidence that it BSOD’s while you’re playing GW2. And it could in fact just be coincidence.
And in case it is just coincidence, you really should make sure that there isn’t your computer.
Maybe try contacting support and see what they can do. But until you solve the crashing, I would not PvP.
And the debuff is there to prevent people throwing matches. Or at least give them an incentive not to. What would your proposal be to replace that?
People throwing matches can be punished like in other games. 30 minutes, 1 hour something acceptable. At least it prevents them from leaving and immediately joining another game.
But THREE DAYS?!?!?!?!?!?!?!?!?!?!?
What would probably work better is a system that can track the number of times banned from PvP over x time. First time one hour. Second time one day. Third time 72 hours.
That way the ones who do intend to throw matches face long bans, but those who stumble into crashing aren’t too horribly affected. I do agree that three days for a first offense is harsh given that it could easily happen to players who aren’t leaving intentionally.
And to those saying it was her fault, it does look like she was troubleshooting and you can’t know of something fixed the problem if you don’t jump back in and play again. So her ban might have come up during her attempt to get things fixed.
Maybe try contacting support and see what they can do. But until you solve the crashing, I would not PvP.
And the debuff is there to prevent people throwing matches. Or at least give them an incentive not to. What would your proposal be to replace that?
I agree, I just threw out an arbitrary time. But even if it was such a limit, it doesn’t have to be DoT.Maybe like the way the cold works in the blizzard fractal. You get stacks of cold on you and it slows you down, reduces damage etc. BUT too many stacks and you die type of thing.
Hmmm…
I don’t like the idea of a diseased variant of chill, especially when I want people to scatter with this one. Chill would hamper the ability for zergs to spread out. However the “reduce damage” effect could be worthwhile, if disease weren’t DoT. Or a combo of the two?
Again whether people agree with the need to address passive zerg gameplay or not, I find the idea of forcing people to play actively and in the moment to be an ideal worth striving towards. Even if it isn’t met by my suggestion – I’d like to eventually see improvement in current combat/game mechanics to a point where people can’t be rewarded for mindlessly zerging while doing other things (console gaming, making dinner, watching tv, etc etc).
Again, the chill effect was an example. So maybe instead of chill, it decreases vitality and power, the more stacks the more vitality and power lost. Say at 10 stacks it has a chance to cause daze when using movment skills (to reflect being weakend by the disease.) And then at 25 stacks you die. If killed by disease, players rezzing you have a say 30% chance of catching the disease for say 5 min after death. Also instead of proximity to a diseased person it causes spreading, every time a diseased person uses a group boon skill, or group buffing skill (I.e. warrior shouts, necros well of power, etc.) It causes those effected by the boon/buff to contract the disease.
And maybe reduce healing effectiveness. Reduce the support build WvW players from healing everyone as effectively.
Question: Not that I’m a fan of the idea at all, or sure what the point of it is besides zerg busting, but would you consider making it something that cannot spread in cities? Or griefers could go wreck up on people crafting, banking, TP’ing, or RP’ing.
RP happens not only in cities, however. So how do you protect people who are grouped up to socialize and don’t really need a plague zombie running up to make them scatter out of their scene?
Or those gathering to fight a world boss? There’s limited safe spots near the Tequatl fight thanks to the fish heads.
Well from what I understand, the disease wouldn’t be a long lasting condition. (say, 3 minutes max) But if you diseased, you’d still be considered in combat, and not able to WP. Sure you can run from zone to zone, but having it remove upon leaving instance/zone would be a way to keep it contained. Of course you would be able to infect others in that zone, but it wouldn’t cause many problems because even those RPers/random people just hanging out can just wait until they die, cure it, and respawn.
Teq waiting areas? Just don’t have anything that adds disease in that zone. Problem solved.
What about people running from other zones though? Teq would still be affected by that.
As soon as one person reaches a group waiting for a world boss with disease, it will likely become next to impossible to fully clear it out before the event starts up.
And what would happen if a living world boss popped up in a disease present zone?
And the items are still there, you just can’t access them. So short of a trustworthy friend on the old.server, the only solution right now is to transfer to the old server or play the wait and see game with what ANet will do with guilds now due to the megaserver.
And there is a thread stickied in this forum for tickets that have had any further replies after 3 days.
Unless your ticket is not in the current 6 digit format, you could post there and get someone to look at it.
And it would be able to be used should they not respond to you regarding this issue in three days time.
We can’t help you. Maybe if you contact support today about the issue, they may be willing to work with you to get the sale price. They may not. But you have nothing to lose in the process. But doing nothing yields a 0% chance of getting the sale price. There is a chance you’ll get the sale price if you contact support (even if it is small). And be polite in the conversation with them. They’ll be more likely to help you if you’re not caustic.
EoTM if you want to farm, sPvP reward tracks if you don’t enjoy farming like me :P
also, you probably already have, but in the process of map completion you get 200+ skill points, so if you haven’t done that, there’s no worry
And you need map completion for your legendary so doing it would not be a waste of time.
Don’t forget that the WvW maps are needed for 100% map completion. I highly suggest not putting that off to last just due to the nature of WvW.
To those against duels in GW2:
What is your strong arguments against dueling, which cannot be solved in a satisfying way?
The truth is that there are a lot of people that really want duels to be in the game, and it would bring a lot of positives with it. That, no one can deny.
So, your arguments?i have a better idea, what’s your strong argument to add duels in an area where PvP doesn’t belong, just give a strong good reason beyond “but it’s in every other MMO” or “i want duels”.
I’ve stated arguments for Dueling in two rather long comments on this page and the previous, and how they can be implemented without really affecting those that do not want to take part of Dueling.
That wasn’t his question though and it might not have been directed at you, you just asked the question to those opposing duels. He was asking those who want dueling to spell out their reasons. Since a fair number of them, not necessarily you, were just saying “I want duels” or “Other games have duels”. Or just countered the arguments of those who don’t want dueling without really offering any reasons for dueling.
To add onto the person who said there should be “martial arts studios” for dueling. That would be a possible solution. And ANet could make Martial Art Studio Expresses for players to pop down a Martial Arts studio anywhere. As there are those who don’t necessarily want to do it out in the open. The ones placed in the world have open duel spots for those who wish to have an audience and they have private closed door instanced rings for those who wish to duel in private.
And have them in both the PvE area and the Heart of the Mists. That way it can be used as an effective training ground for both PvP areas (WvW and sPvP).
The Express version also will not be placed within the event ring of a major world boss if they are within 15 minutes of the spawn window (as to not scale up the event or distract from organization for too long).
And the standard ones should be at least one per map, more in the cities (and put them a bit away from the gathering hubs in the cities to reduce lag).
(edited by Seera.5916)
They should at least have translated subtitles for the languages they have officially servers for.
Or at least post a transcript of the video a day or so later.
You’re closing the discussion to those won’t don’t have the same opinion as you, not sure that’s a really healthy way of using a forum.
Several of you don’t seem to be getting what I typed while half-asleep this morning (and apologies for that), so let me try and sum it up a bit differently.
Hey guys! While I loved GW2 at start and still see some great stuff in this game, ANet’s upset me with some of the stuff they’ve done to it. Rather than just giving some feedback and letting it go, I let myself get all worked up about it, and was actually making the game LESS fun for myself because of it. I’ve recently realized this, and am currently trying to chill the feline out. I know I’m not the only one that got all worked up about it, though. Maybe more of us need to rethink and enjoy what parts of the game we still find fun, instead of basically punishing ourselves in the hopes that ANet will notice?
(As you can see, this isn’t about the game so much as it is an attempt at a discussion WITH the unhappy players. Thus, the note saying that it’s not for the happy players.)
But closing it to the happy players prevents the unhappy players and the happy players from coming to middle ground. The solution that will create the most happy players possible.
Because the solution the unhappy players come up with to save the game, might ruin the game for the happy players. But a happy player who is sympathetic to the unhappy players might have an idea that would please the unhappy players while not ruining the game for the happy players. A solution that the unhappy players didn’t think of.
A hey, solution X to legit problem A would really interfere with how I play. What about solution Y?
Just because players are happy with how the game is doesn’t mean we aren’t aware or unsympathetic to the fact that others aren’t happy. Nor does it prevent us from coming up with possible solutions.
ALL classes given the ability to resurrect fallen players in order to promote Team Work.
Fallen
Not defeated players.Fallen
Dead
Downed
DefeatedIt doesn’t matter, the system is intended for players to help each other not force each other to use a waypoint when another player can rezz them.
You are still trying to justify Elitist mentalities.
We aren’t saying that people should ignore the downed players. They don’t take very long to get back up. We’re saying the players who have died and can no longer do anything beyond chat, post to the TP, deal with inventory, and map travel via waypoints need to be dealt with in order to encourage players to start doing it on their own to keep DPS high.
And it wouldn’t matter as much if the World Bosses didn’t have these wonderful things known as timers on them. If you don’t kill them before the timer is up you fail the event. Even if the boss has 1 HP left when the timer hits 0. Therefore the higher the DPS you have the more likely you are to succeed. This is even more critical in the mega-bosses like Teq and three headed wurm.
Dead players have 0 DPS. Downed players can still contribute a little bit to the DPS.
Dead players, especially maxed level characters, take ages to resurrect, especially if those resurrecting them are still considered in combat. And I’ve never done Teq or THW, but I can’t imagine it’s very easy to get out of combat.
And sometimes hiccups happen and emails don’t make it to the recipient for no apparent reason……
There is ALWAYS a reason. I’ve run email administration for 10 years and I’ve never seen an email just “not get there”. Yes, emails sometimes do not make it to a destination, but there is ALWAYS a reason of some sort that can be corrected if the proper authorized administrators care enough to fix it (or established policies allow for it to be fixed).
Like I said, no apparent reason. As in not known. Didn’t mean to make anyone think that there was no reason. I’m knowledgeable enough in tech to know that everything computer related has a reason it occurs. Computers can’t just make stuff up on the fly without any programming telling it to do so.
How about since the design of the game is Team Work and Cooperation that everyone here that wants to make everyone WP instead of helping as intended get suspended for Griefing?
They should make ALL the World Boss events the same as dungeons and lock out the WP feature until everyone wipes to encourage Team Work. Maybe even cause players with more dead players around them to start losing DPS until they start rezzing other players.
Really? So wanting the people who tag die when the boss is at more than 50% health and just lay there dead when the boss health doesn’t scale back down and don’t waypoint away aren’t griefing? When they die in an area that is unsafe for players to run in to rez them… Yes, we realize this won’t scale the boss down, but maybe enough times of them not getting credit for the event will encourage them to just go ahead and waypoint.
Those who just run into a nearby wall and scale up the event because they’re close enough to scale up the event but far enough away that they don’t take damage and therefore don’t die aren’t griefing because those guys are obviously afk or griefing!
People here aren’t complaining about the group who dies who are actively participating but don’t waypoint during the last hurrah of the boss (like 20% health or so).
And I agree with sMihaly, maybe give a speed boost when you waypoint after a death while in PvE. So you can get back to where you were quicker.
(edited by Seera.5916)
And the 1v1 could also be a PvE player running to get to that one place that they need for 100% map completion. Especially if not in an obvious duel area.
I’m not a WvW’er. I’m for all intents and purposes full clerics and was at the time I went into WvW for map completion. I got into a few fights. Lost every single one of them. But I didn’t get angry at any of them. Except one. I was getting a skill point (centaur camp on a BL map) and he didn’t have the courtesy to wait until I was done communing with it. But I waited a while and then came back and got it.
If you could log in invisibly then how would the 100% rep guilds be able to enforce their rules?
I don’t think that should be a concern for ANet. Not when there are legit reasons for logging in invisibly. Such to avoid someone who harasses you in ways that make it next to impossible to report them for griefing. They can’t know where you are or when you get on if you are invisible.
And to me that group trumps the 100% rep guilds.
What about having an /afk tag that you can pop on? going /afk would function the similar to being dead, you can’t move, chat, do anything while /afk. Going /afk also prevents you form upscaling the event. And maybe if going /afk during a boss fight/world event only grants you the EXP/karma and bonus chest, but not the main boss chest. However, you’d have to participate in at least 80-85% of the entire battle to be eligable to recieve the boss chest to prevent people from tagging, then going /afk.
I understand that RL stuff happens. I have a family myself, and sometimes I need to go in the middle of a battle and more often then not, die. I would hate to be automatically wayported out, and miss the battle because my wife needs help with something or the kid knocked over the dog bowl and is eating the dog food. Generally these situations only take a couple of minutes max to take care of, but being punished by lost time during the event, and end up missing it because I was wayported out seems a bit harsh to me. I’d rather just stay dead, and get rezzed at the end and still be able to get the reward for my participation.
Maybe to add on to this, players who stay dead or do not use any skills (this removes just chatting or those who hit r to keep moving) within a major boss’s radius (world bosses, temples, or any place that suffers from too many taggers) get automatically shifted to afk status. But leave a manual one for when real life happens during the waiting period before an event. So you can put your character in a state where it won’t scale the event.
Maybe have it tie into how much HP is left by the boss? Percentage wise of course.
Higher than 75% you’re better off WP’ing. Most people in this group who die and stay dead are likely tagger. If you die within the first 25% if you don’t wp yourself out within X seconds, you will be teleported to the closest uncontested waypoint and alive. This group also includes people who are in the area who are dead when the boss spawns.
Between 25% and 75% you’ll be waypointed after Y seconds. Where Y is larger than X (to give genuine AFK’ers due to real life more time to get back just in case they have a slower connection).
Under 25% and it acts like now.
Of course this is based on when you die. So if you die at 35%, you have 60-75 seconds and you’ll be waypointed even if the boss goes below 25% during that time.
Doing it this way means the boss gives the buff out meaning it won’t affect players out in the world who aren’t near an active boss.
How about dead for more than 60 seconds with no one trying to res you and then you stop scaling the event. Don’t need people tagging and then purposely dying to drop the difficulty way down. Especially if they are close enough to a waypoint to be able to run back for the rewards.
But I fully understand it when people stay dead when the boss is almost dead and there isn’t a nearby waypoint such as jormag.
If there is a rebuff that stops resurrection s, then it should be given by the boss and be removed once the boss is gone. That way it doesn’t affect players with real life needs to ark with no time to go to the character select screen but helps keep boss difficulty from going sky high.
@conncept:
Don’t missunderstand me please, personally I would have no problems with it, if Anet would give Elementalists and Engineers a Weapon Swap Function too.
I woudl have only problems with it, if they just simply would add it to them without any other proper balancing changes, that this addition would require, so that those Classes say also balanced.You say that the amount of Weapon Skills wouldn’t be a big reason why those Classes have no Weapon Swap fuction.
I see that different, its a big reason, because as said, if Anet would just simply add only the function, then we would instantly see Eles spamming through 40 skills in less then a minute. This would be a desastrous change which would ruin the whole game.However, if they would add the Weapon Swap and also would change MASSIVELY the Recharge Times of the Attunements and add to the Attunement Change also a significant Change Time that the Attunement Change needs, so that players MUST THINK MORE TACTICALLY, when they want to change their Elements, then this would lead to the important point that Elementalists would be able to spam through their 40 skills in such a short time.
In my opinion, Elementalists already can now change way too fast and too often within a specific set of tiem through their Elements, to the point, that players have not really to think about tactically, when they should change their Elements, because they seem to be always at the right moment to be there to be activated, when the Ele player needs it to keep on spammign through their Skilsl in an unendless cycle (unless you chill the Ele, which is an Ele’s bane, if you chill them in the right moment with that you can easily outplay them, if they cant quickly get rid of it, so its best to cover the chill as good as possible with other conditions or bring the chill, when the Ele wasted its removal first for other conditions)
So to come back to my point.
Give Eles for example a Weapon Swap that can be used in combat and as a counter balance I would damand, that all ttunement Recharge Times need to be massively increased, that they would need to have the highest recharge time of all classes for the Weapon Swap without any trait options or so to reduce thatOr increase in general the recharge times also of the weapon skills, just do everything that will ensure to break the spam cycle speed of the Elementalist and I’d be fine with Eles gettign a Weapon Swap as long they don’t become able to spam through 40 skilsl in a minute … because you have to admit that, this would be the total overkill.
I’d just make the weapon swap cool down ridiculously long . Don’t need to force players to have to use two weapon sets. Especially before level 7. Unless you’d be fine with eles being able to weapon swap at level one.
But I as an ele would be happy with an out of combat weapon swap. Simply so that I have the same number of weapons sets not in my inventory as a warrior does.
And in combat weapon swapping would definitely be OP.
Out of combat weapon swapping would be nice since other classes can keep two weapon sets out of their inventory space. And for fairness it should cause loss of stacks from any stacking sigils on them. So it would in effect just be a storage feature outside of the inventory.
Sigils that activiate on weapon swap I know activate on attunement switch for elementalists. I don’t know what they activate with on engineers, but they do on some aspect of them, possibly kit switching.
I had a Gem Store purchase vanish from my bank. 10 euro down the drain. I contacted support, filed a ticket, and received no response. Posted in the ticket refresh thread, got referred to a response I never got, and I still don’t have the item back. So I posted a thread in General Discussion, which was moved to Account Issues and then quietly locked.
They seem to like my money just fine, though. Maybe you’ll have more luck with the “support team.” Good luck.
From all my many issues handled by support they have NEVER ignored my request. If you did not receive an almost immediate (with a ten minutes) auto response of “we got your ticket…here’s your number”, then you are having some sort of blocking delivery issue with support. Check your spam / junk mail folder and there is a known issue with yahoo.com blocking certain emails including ones form Anet support.
From all my (over half a dozen) contacts with Support, they do NOT intentionally ignore requests, there is some other explanation for your issues.
And sometimes hiccups happen and emails don’t make it to the recipient for no apparent reason.
Respond to the last ticket you received saying that you did not get the email with the response and ask them if they would resend the email. ANet support is aware that sometimes emails get lost in the web somewhere and should be willing to resend their response. They aren’t intentionally ignoring you. On their end, they sent you a response. They don’t have a system that gives them an alert that you never received it.
I would however check out the link Inculpatus posted just to make sure the reason isn’t due to anything listed there before responding to the ticket.
Then respond back to the ticket asking them to resend their April 25th response as it never made it to your inbox. Sometimes emails just don’t reach the intended target. I work at a Copy & Print center and sometimes people email things from their phone to our email and we never get them, despite the email address being correct. Then they’ll try again it comes in. But the first try never shows up.
There’s not much we can do for you here.