because those who mind don’t matter
and those who matter don’t mind.” -Dr. Seuss
I had been playing Mass Effect 3 and Monster Hunter before GW2 so dodging was a pretty natural thing.
When I went back to Monster Hunter, I kept expecting my dodge to give me invincibility, which got me killed a few times.
Now I’m playing Torchlight 2. At first I was playing with WASD to move and wanted to dodge all the time. I switched to gamepad and now I don’t feel the need to anymore, maybe because it’s so easy to move around now.
Why would they even allow you to set your turret to autocast if you get banned for doing so?
I assume this entire post has to do with the botted Kessex Hills bridge event.
It’s not a matter of “I just put out my turrets and check them once in awhile”. That’s bullkitten, because turrets even when fully traited go down like tissue paper when focused on and without micro management. The problem is that, especially for this specific event, people put their turrets in a place where the centaurs cannot access them and then they just go AFK.
This actually is exploiting.
That would be a completely different issue which we aren’t discussing in this thread.
If you have 15 gold selling bots, and each of them posted their message once every 5 minutes, that would be an average of 1 message every 20 seconds.
Is that preferable to what we have now?
I don’t see gold spammers because I’ve blocked them all. The chat suppression is already obsolete.
I spend a lot of time in map chat just answering people’s questions, of which there are often quite a lot. I can easily send more than 3 messages in one minute to do this. In games with chat suppression I don’t even bother helping anyone because it’ll cut me off before I can even finish. If I have any questions of my own I can just forget it. There’s no way I’d be able to ask the question, ask for clarification, and then thank everyone who answered.
Chat suppression is a tool used by jank Asian developers who genuinely don’t care about customer satisfaction as long as they have your money.
Nevermind the fact that they were making the event harder. They’re terrible roleplayers. Something is happening in the world! To arms! To arms! Why play in a world if you’re going to pretend the world isn’t there?
I bet they’re the same types that fill in extensive bios describing their characters’ appearances that completely conflict with their in game appearance, and perform every action through custom emotes, including basic functions like walking around a room. (Player walks around you in a circle.)
They’re in the group of players that insist on roleplaying characters than can’t exist in the setting (“I know my character looks like a norn, but I’m actually a half-orc.”), or that describe themselves as having accomplished extraordinary feats in spite of the fact that they’re still level 1.
If you’re going to roleplay in a virtual world, roleplay in that virtual world, not in one you made up yourself.
I bet he even got his name from Reddit.
I was pretty disappointed whenever I first entered Blazeridge and saw “ETA on dragon” spammed in map chat.
It will never be GW2, but some day someone will make a game where a dragon will randomly attack a town, and there will be absolutely no loot from this dragon. People will rush to fight off the dragon, not for the promise of any type of reward, but because they want to protect their home.
1. This is a psychological thing. It’s real and true. Trying to belittle it is pointless. If you payed for a buffet, you wouldn’t eat less than one meal, would you?
2 & 3. There are reasons people feel the need to rush to endgame, and it is absolutely due to the design of the game. The vast majority of gameplay while leveling offers no challenge because any challenge prior to the level cap can be overcome with time. Because of this, you have to get to the endgame if you want any challenge (that is, you want an actual game) unless you want to play content over your level, which is like tying one hand behind your back. If I have to come up with my own ways to have fun, I might as well be playing something else.
I’m tired of this “You’re playing it wrong!” “The problem is with the players!” “There’s nothing wrong with the game!” crap. It applies to WoW, GW2, SWTOR, or any other game in existence.
If someone introduced their friends to a card game they made up, and they all hated it, their dislike is completely valid. He could cry that they just don’t understand it, but that’s still his problem, not theirs.
Even if people are playing a game “wrong”, the problem still lies with the developer. You could make the mokittenn game ever, but if no one can figure out how to play it, it’s a terrible game anyway.
NOTE: I notice that “most AAAA fun” (without the “AAAA”) gets changed to “mokittenn”, regardless of spaces and even periods. Guys, you need to fix this disgusting word filter. If someone wants to break it, ignoring spaces and punctuation isn’t going to stop them. Just block basic words and if someone finds their way around it, then take action on their post. It’s reached the point where it’s disrupting to normal conversation.
Several of my friends had the same problem with Gate of Madness. I told each of them to choose any server and then switch sometime before noon. They all managed to change with no problem.
The charr are atheist because they believe that the beings the humans worship are not gods. They acknowledge them as beings of power but deny that they are gods. “Rely on iron, not false gods.” To a charr all “gods” are false gods.
It’s the same as real life. “This natural disaster is an act of God.” An atheist doesn’t deny that the disaster occurred but would certainly deny that it is the work of any divine entity. You don’t have to deny that pharaohs existed to deny that they were gods. They were false gods.
There is no such thing as a “community issue”. As a developer, it is your job to satisfy your customers. If your customers aren’t satisfied, you can cry all you want and tell them, “But you’re doing it wrong!” It won’t change the reality that you’ve failed to satisfy your customers.
I can’t stand when people say, “The game is perfect! The players are all wrong!” That’s just an ignorant and naive statement.
While you want to satisfy your customers, what you should not do is cave to them. “We want hardcore raids! We want mounts! We want a gear treadmill!” You instead design a solution that will satisfy what it is they enjoy about these things they think they want, without necessarily giving them explicitly what they say they want.
What someone says they want and what they actually want are often two very different things. A person might say, “I enjoy a gear grind.” What they actually enjoy is the sense of progression found in gear grinds that a simple leveling system doesn’t quite offer. It is quite possible to create this exact sense of progression without actually adding a gear grind.
EDIT: I intentionally chose to omit my opinion on whether or not ANet has succeeded or failed in this area.
(edited by Shroom Mage.9410)
I’ve noticed the generic NPCs of each legion have very specific classes. I’ve only noticed Blood warriors, I see a lot of Ash thieves and necros, and there are a lot of Iron engis and (oddly enough) guardians.
I personally am an Iron guardian. I consider my charr an innovator, which is how he fits into each. (He’s also a member of the Priory.)
Blood guardian also works for fairly obvious reasons, but I’m quite fond now of Ash guardian. The idea of a charr witch hunter fits extremely perfectly.
Extending the duration increases the total damage. Condition duration would be a fairly bad stat to take otherwise. You can see on the page for Burning: http://wiki.guildwars2.com/wiki/Burning
Burning damage is determined by the following formula:
4.1 * Level + 0.25 * Condition Damage per second
Increasing the number of seconds will increase the total damage.
I’m not sure what happens if you have “half a tick” left. (If a tick is one second, what happens if the duration is 5 and 1/2 seconds?)
(edited by Shroom Mage.9410)
unfortunately home laptops have the ability to constantly backup changes and AT LEAST hourly backups
ANet’s servers apparently back up every 24 hours, cause thats the amount of time i lost
Go to Walmart, pick up a $50 verson of the Crap Norton and it will do a better job of backing up the Character Databases then whatever they got going
I don’t think you understand the scale here. You can’t back your game servers up on a USB thumb drive. How long do you think it would take to back up your ENTIRE laptop? The whole thing. Their servers are considerably larger than your laptop. It takes more than an hour to back these things up.
For me personally it’s about the storyline…I just want to experience the story. I can’t though because they dropped the ball for players like me who hate exploring because it’s a snoozefest and a chore, yet need to so we can level. I’m not going to bash people either who like to explore, I just thought that this game was going to be like GW1 in that respect that players like me who only wanted the story could experience it. I mean, I beat Prophecies I believe 12 or 13 times, and it certainly wasn’t for the gameplay or the endgame greens, it was because I loved the Prophecies story so much.
You really need to add this to the OP so that people coming into the thread will better understand where you’re coming from. At first it looks like you just want a MapleStory-style grind. If you actually want just the story, that’s a more legitimate complaint. That’s why you’re getting all the “go play WoW” comments.
Pffh. Almost no game has this except WoW and it took like 2 expansion to get it. Just submit a report. In most games they give it back to you and if it becomes an actual issue then they will devote resources to creating an option. But right now they have bigger fish to fry other than an extremely rare mistake.
Their stance on this is actually extremely clear. They won’t refund any in game purchases (gold, karma, or even gems), even if those extra purchases are made due to lag.
They don’t need to make them repeatable at all, but they shouldn’t block you out from doing activities associated with them. Making them repeatable would just turn them into (more of) a grind.
I recall the training heart somewhere in Queensdale that let you practice blocking and firing a rifle. I filled up the heart just blocking because it was kind of fun and filled up pretty quickly, then I saw the rifle training. I never even got to pick up a rifle.
The trouble is that they’d have to modify them on a case by case basis.
I decided crafting was a horrible money sink so I gave up on raising it and started selling every crafting material I get. Best source of money yet.
I can confirm that bots are teleporting. I watched one farming skritt in Ebonhawke. It was a sylvari ele using as many pets and turrets as possible. It would instantly begin shooting any mob that spawned, and would teleport to dead mobs to loot them. If it died it would reappear after a few minutes. I passed through the area later and it was still there, along with another bot that showed up.
They’re pretty rampant now, and it’s a huge problem, especially the ones farming nodes. It’s extremely likely that those ones are logging out so that they can change servers and get an ungodly amount of ore in just a few minutes.
I report all the bots and spammers I see, but I’ve seen no signs of it making a difference.
“Why make an MMO if there’s no trinity?”
“Why make an MMO if there’s no gear grind?”
“Why make an MMO if I can’t faceroll newbs?”
All I’m hearing is “Why make an MMO if it isn’t a copy of WoW?”
Have you considered for even the briefest of moments that none of these features have the vaguest thing to do with being an MMO? Do you even know what makes a game an MMO? I’ll give you a hint: it’s not the RPG elements.
Spooloini, are you suggesting that you’re supposed to wipe as part of the boss fight? That the difficulty is not in whether or not you win but how long it takes? Because that isn’t difficulty. It’s a timesink.
A combo testing area would be nice to have, maybe in the Mists, but in the meantime…
I don’t really care much about the trinkets, but titles in this game are extremely underwhelming. I don’t even bother equipping the few I have because they’re nearly invisible to other players, and I can’t see them at all.
I very much agree. The way you can cheese bosses is just lame. In fact, the system seems to already account for it, judging from the token cost of items. The best players are going to be doing speed runs of dungeons for quick farming of dungeon tokens, and killing the boss without dying at all is the most efficient way to do it. There’s still incentive to play better, but only if you want to be one of those “elite” players.
It sounds like a silly suggestion, but when my armor starts breaking and I have to see my character’s trousers for a while, I have to agree. It’s especially prevalent on asura, with their bright blue and pink underwear, and on female humans, with their yellow underwear.
Yeah, heals should be guaranteed. They shouldn’t be interruptable or require you to time them or anything. If I press my heal, I should be guaranteed to survive.
In fact, they should probably make them heal you to full, too. Maybe shorten the recharge as well. Is 5 seconds too long?
as history shows most of the bot’s as far as gold selling are usualy owned by the dev’s anyways, covering all angles of transactions.
Are you sure that was history showing it and not something you made up?
Not that it doesn’t make perfect sense for ANet to steal people’s accounts and cause them to give up after days of waiting for customer support and demand refunds while spamming the chat logs in cities, causing the remaining players to become frustrated, all the while trying to draw people away from the in game gold-buying option.
While I agree that pets in GW2 are generally underwhelming, all you’ve done is taken bits and pieces from other classes (pet bar from ranger, summons from necro, attunements from ele, turrets from engi) and thrown them together into what looks like exactly what it is: too similar to other classes.
There’s a reason why they made the traditional minion master less important. They aren’t going to simply put it back.
And if you want a class that summons more pets than the necro or mesmer, you’ve never played sPvP.
Necromancy is the magical art of animating the dead with artificial life.
In real life, necromancy is communication with the dead. This obviously isn’t the definition we’re using here.
In fantasy, necromancy is death magic. It often involves animating or summoning the dead, just as a pyromancer sometimes summons fire elementals.
Necromancy: death magic
Pyromancy: fire magic
Geomancy: earth magic
Mycomancy: shroom magic
Animating/summoning isn’t an integral part of any of these.
https://forum-en.gw2archive.eu/forum/game/suggestions/Suggestion-Character-Remake/first
Resetting the story for race changes is unfeasible, but makeovers are probably already in the works.
By the way, you don’t need the search feature to glance at the first page.
Oh, yeah, sure, that’s a fabulous idea.
“Hey, bro, can you spot me a gold?”
“I’m out of space, can you hang onto this bow for me?”
The system already feels arbitrarily restricted as it is.
I think he means the recipe item that you use to learn the recipe on that character. They are all soulbound because most are obtained from karma merchants. For the ones that cost gold, however, there is no reason to bind them.
Absolutely no rewards whatsoever, including titles. That would guarantee skewed results.
The idea isn’t a bad one, but such a thing would have to be more like Steam Greenlight than an actual voting system. On Greenlight, the community isn’t actually voting for the next Steam games. They’re only expressing their interest in games in a way that is convenient for Valve to see what would be popular.
This would also have to function as a simple menu in the game. Requiring players to travel to an actual location in the world would result in less people bothering to vote.
If you show people their DPS, they’re going to attempt to get it as high as possible at the cost of everything else, even basic survival.
When you score someone on anything, they will want the highest score. If there was a leaderboard in Lion’s Arch for “Number of times jumped”, people would be jumping all day. They would jump everywhere they went. They would jump constantly in combat. They would not stop jumping because they want that high score.
With no tanks to keep enemies off of you, you’re responsible for your own survival. Your efficiency is measured by far, far more than simply how much damage you can do in a minute. One guy might have amazing DPS, but against certain bosses he’s useless because he won’t take time out of attacking to do basic things like dodge or heal, as any time spent not attacking will cause his DPS to drop.
A DPS meter will actually cause average players to play worse because they will think getting that it higher is of utmost importance. As a developer whose job is to ensure the satisfaction of your customers, creating a feature that makes the average player have less fun is bad. You don’t create features that allow the elite to excel at the cost of the majority. It’s just bad business.
If you need to measure your damage, do it the old fashioned way.
The problem with that is that it would always be better to wait until 80 before completing a map. People would just leave that one POI unexplored and then go back and get everything at 80, giving you quite a bit of level 80 gear. It’s not very fun when you realize that at a low level you’re wasting a lot by completing maps before reaching 80.
The problem isn’t the scaling. It’s that the items are random and often things you can’t even use.
Searingarrow, what you don’t understand is the way they track your progress. None of us do. You can’t simply claim “IT’S A SIMPLE SOLUTION!” when you don’t know the way variables are handled.
This is almost certainly completely unfeasible at this stage. Had they planned for such a feature from the start, it would be completely possible, even easy, but at this point there is probably too much information scattered around different parts of the database that restarting the personal story and simply “changing out” some of your choices for new ones would require a complete restructuring of the way they store your data, and even then would only function for characters created after the restructure.
For example, your order’s armor. Once you have the armor, it’s very unlikely that the actual item is tracked in any way by the personal story system. If there is no reference to the item, you can’t modify it.
Second, your claim that “If it doesn’t affect you, you can’t oppose it!” is completely flawed. If someone suggested that they add an item to the gem store that gives you instant levels and skill points or added all of the existing legendaries to the gem store, you can bet there would be a great deal of opposition, and rightfully so, as it would cheapen the effort everyone else had put into their accomplishments. In this case, however, the majority of the posters here aren’t opposing such an option as much as they’re telling you that it’s unrealistic.
I was disappointed that they didn’t have something like this at launch.
I just read a mod’s response in another thread asking if using this is allowed. Extremely disappointed (and aggravated) at their blanket response that using this can get you banned.
There is no excuse for the current control method. It is nothing short of disappointing. Not only should this be available in the game, it should be the default setting or even the only setting. The current arrangement leads players to play very badly unless they already know to never let go of right-click.
Implementing this should be a priority for their UI team.
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Posted by: Shroom Mage.9410
I think the conclusion is that it varies by culture. Since ANet made up the cultures in GW2, they can set whatever rules they want.
I’ve only noticed it happen during the charr story, but honestly it makes sense there. It would actually be weird if female officers were not addressed as “sir” in charr society, given their history.
There is absolutely no reason they should explain how their anti-farm code works. Explaining how it works is the exact same thing as explaining how to work around it.
GW1 didn’t have day/night, and nobody seemed to notice. With the way it works (or doesn’t) in GW2, they might as not have it at all. It just feels so sloppy, especially compared to the level of detail the game otherwise has.
I think what happens is that when an instance is created, it sets the time of the instance to the default time (possibly noon). In the case of overflows, using such a system ensures they will always be out of sync. In the case of main server maps, I suspect (since the engine is built off of GW1) that maps only exist when there are players in them. When the first player enters a map, the time on that map is set to the default time.
It seems like a simple fix to me, but then again, typos are also a simple fix, and we know how low on the list of priorities they are. This risks being what’s known to QA as a “known shippable”, which simply means they don’t consider it worth fixing.
Replace “Reduced condition duration by 10%” with “Magic Find +1%” and we’re good.
Another huge problem with the map is the layout. When moving from point to point, players will intuitively follow the path. Unfortunately, the path takes players far out of the way. Players brawl on that stone platform far away from any of the control points. The fastest path from one point to another is directly under the ship. If you make a beeline, the sharks can’t even catch you.
There’s also the cannons. Nothing indicates that you should ever actually go on the ship. I doubt most players even realize you can go on the ship, and I expect even fewer to know that there are usable cannons on board.
There are a lot of problems with the map. The sharks are the least of them.
The sharks are actually extremely easy to kite. I don’t even attack them at all so that they’ll be at full health when they switch to my team. If there’s an enemy around, however, I usually just leave.
A few things, though…
The sharks should neutralize when the point is neutralized. I don’t see any reason to leave the water in control of one team after they’ve lost control of the point.
People are never (ever) properly introduced to underwater combat. You simply begin the game with a breather and all your aquatic weapons. Most regions have extremely few underwater components, and the ones they have are very easy to miss. In Ashford there’s one heart and event chain that involves underwater combat, and it’s quite out of the way. In Wayfarer there’s a tiny bit of water that takes you to a skill point, but there are not even enough enemies in the water along the way and back to unlock all of your weapon skills. There wasn’t any water in my personal story until around level 35-40, and they didn’t even point out that I was to go underwater. The mission was also one of the more difficult ones I’d played. Had I not previous experience with underwater combat (which would have been easily possible), the mission would have been extremely frustrating. Finally, in The Heart of the Mists, the underwater training area is far out of the way and has very few training NPCs. I imagine most people don’t even know it’s there, as it’s also the only area that isn’t visible from the starting area.
All this result in people be plunged (heh) into RotC with absolutely no prior underwater combat experience, not knowing what any of their weapon skills do, and not even having their utilities, healing, and elites set. Even if you wanted to, taking a short time out to set your skills is difficult because the sharks put you into combat as soon as you enter the water.
Once you finally get accustomed to underwater combat, it isn’t nearly as bad, but I won’t pretend that it’s vaguely balanced. You don’t feel likely you’re trying to steer an unarmed submarine anymore, but your build probably doesn’t work very well at all.
I like the downed state, but rallying in PvP is garbage. It constantly creates counter-intuitive situations.
If you’re fighting one player, and there’s another one who’s down near you with very little health, you should be sure to not finish him off but instead wait until you go down, then kill him so that you can rally. This situation is exaggerated when in team fights.
A warrior has used Vengeance and is stacking bleed on you! It looks like you’re going to go down. What should you do? The last thing you should do is actually kill him. Instead, just let him down you, then use your basic downed CC skill. His Vengeance will likely run out so that you rally. Had you killed him before going down, the bleeds would likely send you into downed state, leaving you in a very dangerous situation. As the warrior, this situation is also very counter-intuitive. Should I down him? Not unless you have plenty of time to get that finisher off.
An ally and an enemy are downed and throwing rocks at each other. Don’t waste your time reviving your ally. Just stomp the enemy and your ally gets a free rez. Now imagine that there were three downed players on each team. First team to get a kill wins that fight, but only if the players are downed.
You’re low on health with loads of dots on you and about to go down. Your heal is ready. You can block while healing. Your heal also removes all conditions. You can definitely survive this. An ally is beginning a stomp on an enemy. Your best course of action is to let the dots down you, rally off of the enemy, then use your heal.
Some players might say, “Yeah, well, that’s all part of learning to play,” and I agree. It is. However, I don’t think that requiring the player to learn a way of playing so completely counter-intuitive is good design, at all. Making your game harder to learn just separates new players from those “in the know”. Yeah, we can learn to get used to it, but this is a layer of “skill” that really doesn’t add anything interesting to the game at all, and, honestly, it feels very poorly thought out.
Rank is a reflection of player experience, not character experience. You start at max power so why should you have to rank up each character?
You don’t have to rank up each character in LoL or each race in SC2. You just have your own rank. If you’re rank 20 and you just now switched to thief, you’ll know if you’re good or not. Are you really going to try to trick people into thinking you’re good so you can join their team and lose?
- A hotkey to select enemy that is in front of you, not just nearest, but the one you’re actually looking at
This one, god, this one. There’s currently a way to bind a key to lock onto your current auto target, but for whatever ungodly reason, you have to HOLD IT DOWN the entire time, and when you let go, it will always remove your target.
Why can’t we just have a bind to lock the current target? Press it once. Target locked. That’s all I want. As soon as I have that necro or ranger’s healthbar on my screen, I tap the key and I’m done with it.
No, instead I have to manually click on him past his sea of pets, minions, and rock dogs or hold down a key for the entire duration of the fight. Don’t forget that with no way to adjust the particle effects, clicking is hard enough as it is.
Just go buy the level 35 cultural set. It isn’t very expensive but it looks good enough to transmute to 80.
I think I remember them saying it was in the works but wouldn’t be ready for launch. This makes me think that the first person mode will be more than a simple camera change, including view models and everything. Honestly, a lot of the skills would make seeing pretty difficult if you were up close, so they might be looking for a solution to this.
For now, use /sleep to take screenshots. It’s the best we have at the moment.
That would be a great way to implement a guild instance. They couldn’t really allow you to fly it around the PvE world (it would either be too good or worthless), but airships could have some kind of role in WvW.
in Suggestions
Posted by: Shroom Mage.9410
I second this idea, and would like to add a suggestion:
Create toggles to display/hide head and shoulder gear during dialogue cutscenes. Or perhaps simply bring this in line with the current hide/unhide options.
Honestly, why would a warrior remove his/her helmet when he/she is exchanging taunts and challenges with a major story enemy. And similarly, why would an elementalist remove his/her circlet when talking to Logan Thackeray, Caithe, or Zojja?
Mass Effect 3 did this. You had a few options for your helmet: Always Show, Hide in Dialogue, and Always Hide. There may have even been an option to show in dialoge only. It was very good because, as in GW2, many helmets were visors or masks which look good in cutscenes.
They had an option that was so similar in GW1. I don’t know why this got overlooked.
I agree, although I doubt we’ll ever be getting this, seeing as they want us to cough up 100 gold just for a very simplistic implementation of a raid.
At the very least, let us see the health bars of nearby allies like we can see enemy healthbars. The only way I can see the health of someone not in my party is by mousing over that individual player. As a guardian, this makes it hard (impossible) to get the best use out of AOE healing.
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