Showing Posts For Siphaed.9235:

Future PVP Laurel Vendor?

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Posted by: Siphaed.9235

Siphaed.9235

The best you’ll probably get is things like finishers and XP boosts, that’s about it. Can’t put in skins, as they’re earned other ways and it ruins those ways. Can’t put anything else in, as that ruins sPvP balance.

Warning! 100 Laurel Cap!

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Posted by: Siphaed.9235

Siphaed.9235

Take a note folks —- Make sure you spend laurels before exceeding 100. Unlike EVERYTHING ELSE IN THE GAME THAT STACKS TO 250, Laurels are the exception. I dont know how long I’ve been losing them for, but today I actually paid attention to the counter and it did not increase from 100 after doing my daily.

ArenaNet —- Why did you design this to cap at 100? How is your player base supposed to know this?

The question is, why did you have 100 to begin with? I mean, everything purchased with Laurals is below 100 save for the Cat Tonic, which is exactly 100. There’s absolutely no need to have more than that at one time.

Maybe they designed it so people weren’t stockpiling them and were actually spending them as intended? Just maybe, maybe they wanted people to use the currency earned.

A few issues with Achievement Leaderboards IMO

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Posted by: Siphaed.9235

Siphaed.9235

Are you joking? For example if someone has played soccer for 20 years, u should be equally skilled as him if u started today?

Should the rankings of a player be determined by the number of games they’ve played? So that a striker that has never scored a goal and has played 100 games would be 100 times better than a striker that has scored 100 times in the 10 games he has played in?

Because that is exactly how it is going to work currently.

Or another way: For each day a person missed of playing the game they would need to kill 40 thousand people in WvW to make up an equivelent amount. Do you think playing for a single day makes you better than someone who has killed 40 thousand people in WvW?

You’re wrong. It’s not just “time based”, it’s actually achievement based. To obtain the dailies or monthly achievements, a player actually has to actively the play the game and do a certain achievable objective. Sure, those that have playing longer have had a greater chance to complete these, but doesn’t mean they actually do. In the past week alone, I’ve missed two dailies…nothing to cry over because I’m down a few Achievement Points.

Should griffing tactics be a banable offense?

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Posted by: Siphaed.9235

Siphaed.9235

Here is what happened. We were following a commander in WvW map. S/He decided it would be a “good” plan to camp our squad of 20 people in front of an enemies home spawning base. The squad was there to kill of enemies one by one.

I was on the attackers side but I feel the enemies were very frustasted by this tactic. For the record I left the squad after a minute once I realised what was going on. The commander and his squad did it for another 5-10 mins.

I see no possible benefit in this “tactic” since you get minimal wEXP for killing people that just spawned so I think it’s just a very desturbing tactic for the enemies to face. I know it’s a WvW format but still only annyoing other people should not be encouraged.

Could/Should I report this commander?

No, please no. I hate to say “Carebear”, but that’s totally what you’re asking here.

A.Net specifically designed Break Out Events to counter this kind of camping. So…it’s allowed because they have their own count against it in the form of using the Break Out Event to plow through your group. Yet also to note is that all spawns have 3 ways to exit, thus they can go other ways besides the main front exit.

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

Siphaed it’s been repeated a dozen times or more that is one of the main reasons people are against this change.

>SNIPPED DUE TO 5001 LIMIT<

But the real reason zerg balls are so powerful here has more to do with poor class design and balance, poorly designed WvW maps, and a poorly implemeneted sieging system than it has to do with AE’s alone.

First off, if you’re going on to dissing the game that much and insulting the programmers of the game so badly, you can either quit or design a game yourself. To say that basically everything is poorly designed is an absurd statement that only pushes your agenda (against the AoE cap) out the window and makes everyone know what you are: a troll.

The zerg-ball is a clustered up group of 20+ players (right now scaling into the 40’s and 50’s numbers) in a tightly formed group that moves through anything in their path [be it gate, Keep Lord, player, wall, whatever]. When it comes to them going into a marked damage area of an AoE, they care not because a fraction of their entire group is going to be hit and overall they can heal through it.

Scenario #1:

>Zerg of 20 goes to tower and smacks on door.

>Defender-A drops an AoE on said Zerg. 5 players are slightly damaged (not even that much).

>Players are getting healed by Attacker-A’s AoE heal.

>Defender-A drops another AoE hitting a completely 5 players of the same 20 man group.

Report: Because the AoE effects different, random players within the same group, it’s not determined that you can hit the same players twice (and that chance decreases the larger the enemy group is). This means that the damage is spread out slowly, artificially across different players which can easily be out healed by the most meager of healing abilities. With the current state of the game, subsequent AoE’s within the same area against the same group of players larger than 6 are rendered weak to the point of near uselessness.

1) Retaliation is basically a reflection skill. So, what you’re saying is that AoE won’t be increased because AoE casters will be killing themselves because the other group will Retaliate the damage? I’m confused on your complaint here. It sounds like a negative, a hindrance on the AoE caster instead of a positive for them. Even so, Retaliation in a moderate cooldown on most classes, last only between 1-5 secs at the most, and is a very noticeable Boon on the enemy target that you can see visibly below their HP bar.
4 classes and 2 races have direct access to this condition; Light Fields can apply it for anyone with a Blast or Leap finisher;

2) Confusion deals damage only each time the attacker uses a skill. If an AoE is only cast once and channeled (like say Meteor Shower) than the caster will only take one hit against them from the Confusion. It’s not based on the damage they do. Again another Condition that only lasts 1-5sec and is clearly visible on the infected by the swirling red icon next to their Boons and Conditions area on their UI. 6 classes and 1 race have access to this Condition; 4 classes can remove it.

3) Barriers block projectiles and physical passage, which many AoE abilities are neither. They are lava pools from the ground, Chaos storms in the air, Meteors from the sky….these things don’t have Line of Sight because logic dictates that they don’t NEED line of site to hit someone just as long as the someone is directly below or above the area of the summoned spell effect. But if a player doesn’t have access to a LoS-breaking spell to reach someone that does, they can rely on their teammates which certainly will have one to use (even have a Mesmer pull or a Necro fear).

4) Exactly what AoE’s are going to be so ‘uber powerful’ after the removal of an AoE cap that they’ll do more damage than 12k hit from a Warrior? Or more so than a 15k hit from a Thief? I mean, every class has AoE abilities, even melee classes do. So, I’d like to know exactly which one will “throw off the class balance” of an already unbalanced system that favors numbers of brainless over strategic gameplay.

5) It’s been said many times again and again that AoE would help SPREAD out the zergs to eventually cull them. Sure, it won’t eliminate the mindless sheep balls, but it certainly will lessen their likelihood to just steamroll everything without recourse. It gives defenders an actual chance to defend against such high numbers. It also helps small groups and guild actually matter in WvWvW instead of only large guilds and super groups mattering (which as I recall was one of A.Net’s goals originally when they’d created WvWvW anyways).

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

The AoE cap is there so that ANet can balance AoE skills and AoE heavy classes the same for small fights than big fights. Remove the cap and the AoE using classes become MUCH stronger in WvW. Remove the cap and rebalance the power of those skills and the classes become very weak in normal small group/solo PvE and PvP.

Just as I thought…the melee fighters, or the single-targeters (i.e. Rangers) are the counters of the removal of the AoE cap. Why? Because from their perspective it would make them less optimal in a fight and they would be out shined by other classes. They don’t want to be out shined, thus don’t want other classes to take advantage of an AoE cap removal. That is selfish.

This game is a team game. It’s not PvPvPvPvPvPvPvP(x200 more times), IT IS WORLDvsWORLDvsWORLD.

The point of having a team is to rely on your allies just as much as them relying on you. Single-target classes such as Thieves and Rangers rely on sniping mechanics to quickly take out priority targets for their team; they are essential in wiping out the enemy’s group hitters or boon builders such as an Elementalist or a Mesmer.

Yet in that same sense, Elementalists should be relied on to set up fields which either damage or disperse enemies (which in the current state of the AoE cap, it doesn’t) and Guardians to boon their allies and Mesmers to confuse the enemy.

Without a cap, don’t expect an Elementalist to do world-destroying damage that will kill everyone in the game instantly; that isn’t happening. However, expect them to apply AoE’s that direct enemy movement by forcing them to dodge it and move around the battlefield (instead of moving right through it unscathed due to an artificial 5-man cap). Expect that the AoE’s apply a moderate amount of damage in which the single-targeters mentioned above can then take advantage of and finish off the enemy for their allies and their team.

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

If any of you have watched TL talk about this on Tales of Tyria you’d know how we stand on this. Organized WvW teams can only go so far against zergs which triple our own numbers, which should not be the case. In my opinion, the AoE limit is the primary reason as to why zerging is so effective compared to legitimate tactics and strategies.

Why not? The side with more people should have an advantage. It’s just a matter of how much more of an advantage, which is entirely subjective.

But it is not subjective at all. The advantage of number is based purely on the skill that makes up said numbers. However, this game gives another ‘artificial’ advantage to the side with more people, and that is the AoE cap. That itself gives them an upper hand that basically lowers the bare-minimum skill requirement to get by in the game and win a fight just by clustering numbers against a predictably capped damage attack.

>Think of Zergs like Scritt: Stupid as individuals, to the point of near brainlessness. However, the more that get together in a single area, the better they perform. Yet unlike the Scritt this isn’t some kind of “hive-mind effect”, but instead it’s where the system actually rewards the cluster of brainless (in fact, this is where people keep saying that “people will always zerg, it’s more rewarding”…that’s just making the point).

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

Dude, how old are you?

You’ve determined what sieges “should be like” by watching one movie?That’s hilarious…

If you want to argue what sieges SHOULD look like, why don’t you present some historical evidence and examples instead of ollywood movie…I was at least expecting a history channel program…tthis just took the cake lol

Also, you yourself seem to ignore the hundreds of archers on both sides getting slaughtered by a rain of arrows, not 3 guys taking out the whole castle…

I think you want more something along the lines of that siege scene in Lotr where Gandalf arrives and massacres the entire orc army with his shiny staff…

I’m not going by actual historical sieges. Because those actually took weeks, months, and years to do. Most the time your enemy’s armies would start to die off from lack of sustenance or disease and plague spreading through the ranks in their tightly packed living quarters with poor hygiene conditions. That’s when sieges were more blockades than not.

But yes, I am thinking it should be more Hollywood style sieges in that there’s epic battles with spread out offensive troops and well standing defensive positions that hold them back. But, as it stands now there’s not that. It’s just a ball smacking on the gate until it’d down and then the ball rolling over the lord.

And don’t be so naive to assume that with an AoE cap removal, “3 guys taking out the whole castle” will be a scenario. That’s absurd. The cap removal would make for better defenses for keeps, towers, and castles as well as a few field choke points. But, it wouldn’t be an end-all defense either as the enemy would also have AoE restrictions lifted and offensive attacks against the defenses would be possible. Thus the use of siege to cull the numbers on either side would be used and advised of.

You’re assumed one-track mind of think that removal of an AoE cap would have single players (or groups of 3) wiping out groups of 50 is just crazy. Please, think logically.

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

The issue is more what do you remove the limit for.

AOE Damage
AOE Conditions
AOE Boons
Healing

If you remove the cap for damage you have to remove the cap for conditions, if you remove the cap for conditions you have to remove the cap for Boons to remove those conditions and balance out the negative

The issue is that means that some skills would be overpowered , Shadows refuge could make an entire zerg invisible and AOE cripple would slow an entire zerg down, mix that with AOE damage and so many players will die instantly.

Timewarp on an entire zerg? Mass healers supporting the DPS meaning a smaller group cant dent anyone?

so many things could go wrong with removing the cap up it to 10 to start with and see how it goes

That’s just it, though…..Stealth isn’t really in any of those things as it is it’s own category. I think that Stealth is fine being left untouched in a change and stays capped at 5 people for usage. Don’t try and say “that’s unfair” or whatever, as it’s a wholly separate mechanic from damage, Boon, Condition, or Heal and is used to skirt players around a battlefield undetected.

I could at the very least meet in the middle with a request of a 10-man cap instead of 5, increasing the effected targets by double. It’s just right now it’s designed to be capped at a “party size”, where in WvW (and even in sPvP) people do not roll just a single small party size, but instead a large group of a minimum of 10, going up to 15-20, and in the cases of larger groups making 30, 40, and 50 man groups. This is ruining WvW for many players who are sick and tired of it not being about skill, but instead about who has the larger number.

French castle sieges were never about numbers, but about who had the better strategy and best siege set up. If an enemy brought trebs to the fight, it would seem to be “all over”, unless you had ways of either hitting those with counter trebs, catapults, or a fire of sorts to burn them down (assuming the enemy wasn’t near a supply of water that could put out he fire quickly).

This is what sieges should be like:

But, instead of this. We have large groups bashing at gates, because they KNOW that the “fire wall” is only going to hit 5 of them, the KNOW that the barrage of arrows will only hit 5 of them, they KNOW that defenses are no match for their numbers because of an artificial system helps them skirt by just by stacking in as many as they can (essentially throwing bodies at the gate until it’s down). This is not siege warfare, this is not fantasy fun. This is oxen dung.

Edit: P.S. To those complaining about “OP Eles” stacking on a wall and destroying your precious zerg, I’d like to say something. Take 3 people from your zerg, which should better kitten well have supply, and have them build a ballista. While one person of the zerg sits back and suppresses the Elementalists off the wall, your precious zerg can enter the keep and then bum rush into melee mode to finish them off. Congratulations, you’ve taken the objective. Siege Tactics 101, people just are too lazy or ignorant to use them.

(edited by Siphaed.9235)

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

Snip

A few changes that would help WvWvW, including removal of the AoE cap would be:

1. To break down a door or wall, siege must be used. Player skills can kill other players on top of walls, but do no damage against keep walls/doors. Rams now have a destructible/repairable roof that protect their operators from AoE damage but not melee attacks. This puts the focus of keep sieges on siege items, and makes protecting supply lines very important, and sending raiding parties to hit supply as part of a keep defense a valuable tactic. No more Wammos banging down gates with Twilight.

2. Siege weapons can be manned by anybody. So its no longer a good idea to leave a trebuchet sitting on a hill once you’ve smashed through a wall/gate, as the defenders could send out a small party to flank, take the weapon and siege the invaders with their own weapon!

3. As part of the above, siege weapons can now be broken down and partially recovered. The person who purchased the blueprint gets the blueprint placed back in their inventory, but the supply used is spent (unless a way can be figured to return a percentage, based on the total health of the siege weapon, of supply back to surrounding camps/players). This allows the use of a lot more siege, which is required as player skills can no longer effect a breach, apart from killing defenders.

I’m sure there are more ideas, but these are just a few I could think of in short order.

1) Doesn’t work well in A.Net’s ideas. They already significantly reduced player damage to doors and walls by 1/10th of what they used to be. However, damage still needs to be done because players still want to fell like they’re contributing, even a very small nearly insignificant amount. With only allowing siege, you’ll see either cases of where only the single ram operator has any role in the siege at all for a length of time, or people dropping multiple prints all over willy-nilly to try to feel important (this causes a domino effect of both chugging down the area with more artifacts within that area as well as supply spread thinly across many incomplete build sites).

2) This one I’ll agree with. It would be good that siege can be manned by anyone…after a certain length of time of abandonment (5 minutes). Because having a stealth Thief come up behind your ballista operator, stunning him to knock him off the thing, then taking control of it and using the Ballista on your entire group of field soldiers is just madness and absurdity.

3) No, cost is cost. I see no need to break down what’s there to recover. That would cause issues with how supply camps work in their current mechanic form. Breakdown is fine if there’s no recovery, so that allies can clear out trash siege for better siege if they so choose within that same area (restrictions of time, ownership, and so on of course).

But that’s completely here no there as it’s related to siege weaponry mostly only. This thread is basically want to to remove AoE cap to help counter massive zerg-ball operations within the game’s WvW content.

Class imbalance is a non-issue, as this is a team game and each team has the same access to the same classes, races, and builds; Elementalists nuking a whole group of 50 people is an absurd assumption that cannot be backed in any way shape or form (especially when it’s coming with the same ability every time which is Meteor Show, a long cast, long cooldown ability that has a random chance to hit people within a defined static red ring that they can move out of).

Notes:

-Everyone has the ability to dodge, the developers want them to learn to use it in combat as a key feature.

-AoE’s are clearly spelled out for people with red or white rings for dangerous or helpful abilities.

-Keeps do not have a single entry point and can be broken into from multiple places at the same time.

-Siege equipment is there to use, not just be ignored due to you having an overwhelmingly large group as a “substitution”.

-Hiding in a large group should not be a method to avoid damage, being in an area set to be damaging should apply the same conditions of damage to everyone who crosses into that area.

Remove the AOE limit.

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Posted by: Siphaed.9235

Siphaed.9235

1) It’s not arguing semantics – 5 of those 10 people will still be hit by AoE. The AoE still damages them. Right now there is no downside for me to use meteor shower on a group of 10 people. It just doesn’t hit 5 of them, but it doesn’t give those people any benefits either. All that is happening is that for some technical or balance reason, I am not allowed to damage every single person inside the circle. If the zerg spreads out, I might hit 5 people. If the zerg clumps up, I will hit 5 people. How does this support a zerg?

2) The effect of a no-limit meteor storm is enormous. So is the effect is a 50 man retaliation buff. The retaliation counters the meteor storm, but this doesn’t make the meteor storm any less overpowered – it just has some form of counter play. Compare this to a hypothetical single-target-only class (sorta like thieves or mesmers). There is NOTHING that that class can now do, that will rival that single meteor storm. That’s overpowered. In actual play, sure it is up to anyone’s guess whether bunching up will still be effective, but that is just up to the relative overpowered-ness of the different area effects.

extra bit: Why should they only remove AoE damage caps, but keep the buffs at a 5-man limit? Seems a bit unfair to me.

3) In lower tier servers I found a lot of spread out zergs facing against each other. Nothing happened, we just had a big messy fight everywhere. In addition, current zerg-balls are not just ‘charge up at each other and spam 1’. Sure it works, but a coordinated guild will still destroy them. Might stacking, water fields, chain veils and all that stuff.

1) Technically, you were arguing semantics. And, the issue is that if a zerg clumps up and it’s 20, right now you’ll only hit 5. If there was no AoE cap, then if they clumped up you’ll hit all 20 (that’s assuming it’s an actual AoE and NOT Meteor Shower, which randomly drops a meteor somewhere in the circle, which may or may not hit someone within…WTF is up with that?!). So, in essence right now punishment, rewards, benefit, negative effect…whatever, we have it at this moment that getting 20 people clumped up beating on a door is good for that zerg because if they’re getting hit by an AOE, only 5 of them are getting hit. If they’re getting hit by 2 AoE, then only 10 of them max are getting hit (assuming no overlap). If they’re getting hit by 3 AoE, then only 15 max get hit (again, assuming no overlap).

2) Explain exactly how a 2-3sec cast, statically located, and CLEARLY MARKED WITH A HUGE RED CIRCLE ability having no limit to the players hit within it is an “enormous effect”? I’m curious to the extent. Oh, and we’re talking about an ability with a huge cooldown too. This is also needed to mention, but as said above Meteor Shower randomly drops the meteors in the Red Ring and can hit someone in there or miss them entirely (or multiple hit them, if they stand still inside of it). Logical thinking dictates that it only becomes super powerful based on the reactions -or lack there of- of the players who are within the effected area of the spell. This game created active Dodge as it’s main key selling point for a reason, people need to stop making excuses not to use it and actually apply it to real situations (like dodging out of the **** *****ing red rings!).

3) Congratulations on the lower Tier ranks actually getting their stuff together. But the people in the top 6 servers (ever changing between Tier 1 and 2 ranked servers) don’t give two spits about the lowest Tier. Zergs are a major issue in this game because they KNOW that they can steamroll through things because they KNOW that only a fraction of their team is going to get hit by an AoE. If 50 people steam through 1 guy’s AoE, only 1/10th will get hit….they don’t care about red circles. This is in effect training them to ignore the red rings and just bunch up to plow through just hoping the dice rolls that you’re not one of the 5 hit. This cap has created IDIOT PLAY. There, you want the truth, YOU CAN’T HANDLE THE TRUTH!~ The truth is that ‘smart play’ is being pushed aside for stupid play because the system rewards stupid lemming clusters rather than real strategic planning, attack, and defense.

P.S. I do mean that they’re lemmings. Following one or two blue pizzas in a giant cluster with no thought of their own, just swinging at things and casting wildly until they cap something or kill someone.

GUILD WARS 2 ZERG MENTALITY:

April Monthly Achievement too easy

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Posted by: Siphaed.9235

Siphaed.9235

I completed the new monthly achievement on April 2nd at 10:44 pm MST. Here’s a screenshot. I think the Monthlies should take longer to get. I wasn’t even tring to complete it, I was just playing.

So what? You played a lot in 2 days, congratulations.

For casual players, doing 10 Fractals might span across 2 weeks, not 2 days.

For casual players, participating in 100 events might very well take the whole month.

For casual players, Veteran NPC’s are already hard enough to kill, let alone 100 of them.

All you’re saying is that they’re easy “for you” but not for the rest of the world. Was this thread even needed?

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

without aoe-limit it would be bright wizard all over again

Not even. The problem with Warhammer Online was the design of their “keeps”, which were small narrow buildings with usually only a single door. Walls were a no-go point, as they weren’t destructible. The only way to reach the Lords within a keep was to go up a narrow platform path in a small trap-door style area.

Bright Wizards were not the problem, concept design of the game’s sieges, keeps, and overall maps were at fault. Even siege equipment could only be set in static locations where it became very easily campy and could deny enemy access to these siege spots (unlike this game where siege can be set almost anywhere…and I do mean anywhere).


With an AOE cap: Group of 40 rushes narrow door they just broke, and over runs 25 defenders acting like they weren’t there.


Without an AOE cap: Group of 40 can either rush the narrow door and risk that the group of 25 has more than a few AoE based classes (Mesmers, Elementalists, Rangers, and Necros), or it can strategically cull the enemy’s numbers using their own AOE, siege equipment, and direct spell attacks. They even have a Plan B option of busting open a wall section so as to make the enemy spread their defenses thinner across multiple entry points.


To the issue with Stactic Field, there really isn’t one. You’re complaining about one ability like it’s the end-all. In this game there’s Fears, Knockbacks, and other stuns. But, every class has at the very least 1-3 breakout abilities that can get them out of a Crowd Control and be able to actively move around the battlefield once more. You can even dodge-roll through to Evade (so long as you don’t end up in the other section of the same red-ring when you’re done).

I’m trying to see a logical argument against the AoE cap removal, but all I’m seeing is single-pathing minded concepts where everyone thinks that players will brainlessly go into narrow areas of death. That’s what we have now already in the game in the zerg vs zerg that currently exits. And the problem with what we have now is that people do this willingly because they KNOW that only 5 people are hit by a single AOE; being a group of 20, you’re chances of getting hit is 1 in 4, a significantly easier thing to risk if walking into that AoE was a 1 in 1 hit chance without a cap.

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

….because all it seems to have is “glass pistols” that aren’t even 6-shooters (they’re 5 max!).

What am I talking about?

Why, I’m talking about none other than the cap for AoE which is restricting creative gameplay in PvP -WvW in particular- and making the game a Zerg vs. Zerg affair.

AoE (Area of Effect):
- A spell or ability that effects certain people within the specific area. This is dependent on whether or not the spell or ability is a beneficial effect for allies or attack against enemies.

Yet, it seems that the AoE effects in Guild Wars 2 are not of normal RPG definition. They only hit a maximum of 5 allies or 5 enemies within the area. By that, they shouldn’t be called AoE at all. Instead, they should be called “Effects Up To 5 Within Area Abilities” [EUTFWAA] Guild Wars 2 may very well be the only game that has these kind of EUTFWAA’s for players to use. Maybe this is their “innovation” that they advertised?

Well, innovative or not I would like to see them removed the EUTFWAA for the traditional AoE of old. Because frankly this is the only game where an AoE would actually fit much better than other games. Why?

DODGE!!!!!!

That’s right, this game gives the players the ability to dodge roll out of things such as AoE, direct attacks, an Ogre’s mallet swing, and other such harsh things. So, if someone cast a raining hell of fiery meteor showers on a single area where your group of 10 where standing, you can roll out of the way to mitigate most of the damage. Those that don’t roll out? This is what Darwinism is all about.

So, ……again, we need Glass Cannons, because this game lacks them. No more “Glass Pistols”, they’re not fun and they break like a cheap hour glass that’s run out of the 5 grains of sand that was in it….

Please Explain the Logic of the AoE Limit

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Posted by: Siphaed.9235

Siphaed.9235

I’d really like to see Arena Net’s comment on this issue and to get it resolved. Right now WvWvW is a zerg vs zerg chug fest that’s getting old fast.

If an AoE cap could be removed for WvWvW (not for PvE…because I can understand it being there to prevent massive mob farming and gold farming/exploiting, that’s a given), the game would be much better off. Defenses at keeps and sieges would be more traditional, same with attacks. As it is right now, as long as the attackers have 1 more guy than the defenders, they’ll get through seeing as how the “cap” will prevent that 1 guy from getting hit as the AoE’s hit all his allies and he gets untouched. Sure players use siege to defend some of the time, but they actually still want to be useful against the enemy besides trying to reload a “slow” arrowcart or ballista.

The races of GW2 -- Elves, dummies!

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Posted by: Siphaed.9235

Siphaed.9235

Tropes are still tropes
Sylvari-Elves
Charr-Orcs
Humans-duh
Asura-Gnomes
Norns are the only ones that actually break the typical fantasy race mold, woulda been more interesting though if they weren’t just bigger human models. Perhaps blue skin, or ice/ frost as part of the make up. More like Ice brood.

No, just no.

Sylvari are “maybe” Elf like, but not really. They’re created from a tree and raised by a tablet from a dead Centaur from a century prior. Their main goal in life that’s been drilled into them by the Pale Tree is an ever-urging lust to defeat the Elder Dragons. Some rumor with speculation that the Pale Tree itself is in fact an Elder Dragon of a “good” kind born into the world to counter the other Dragons and that the Sylvari are it’s minions.

Charr are not Orc like at all. Orcs are dumb brutes that charge into battle with sticks, rocks, and the crudest of things to beat the enemy to a pulp. The Charr, they’re part of a massive war machine; they even create massive war machines. They craft steel and bronze and other metals together to create their style in the world. They have giant metal cities, NOT dirt and stick cities that Orcs live in.

Humans….well crap, you’ve got me there. Can’t really get away from this one without making a completely unique “alien” lore"

Asuran people are above everyone else. Even though they’re smaller than others, they are smarter and all around better. They’re technologically advanced, and over 95% of Tyria rely on their Gate and Waypoint technology (amongst other things). Gnomes in other games are the butt of the joke, not useful at anything and the most untrustworthy creatures around; however in this game there’s always an Asura at the forefront of every invasion, investigation, and war strategy using their superiority to save everyone else (see Mad King invading Lion’s Arch, Karka invading Lion’s Arch, Tixx taking over Wintersday from the bookah Humans, and so on). P.S. Gnomes are Steampunk, Asurans are Techno.

My opinion, the next thing getting nerfed.

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Siphaed.9235

You may not know this, but that was already “tuned” -I hate the term “nerfed”, as it literally means to make useless like near dart guns- in the first month of the game by removing the ability to reflect siege weaponry as well as a few other things (environmental weapons, I think).

New Dances, Permanent?

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Siphaed.9235

https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-February-26-2013

“The celebration mode of Evon Gnashblade’s Box o’ Fun now has a chance to give the Dancing Spirit buff. This buff grants the character temporary access to three short dances. These dances will take up the utility slots on the skill bar, and when they are activated, your character will perform some new dance moves. The Dancing Spirit buff lasts 10 minutes, but entering combat removes the buff.”

Thanks, though must be a very low chance. This is because I’ve used dozens of other player’s boxes and many of my own between then and now; yet haven’t seen the dance(s) at all until just yesterday with the new box instead. Still, I’m wondering if they’ll find a way to make them permanent? Possibly sell the dances in the Gem store by themselves.

New Dances, Permanent?

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Siphaed.9235

There are new, cross-racial dances in Guild Wars 2!!!!! Holy cow, and not announced. They’re buried in the Fun Boxes (the new ones) sold on the Black Lion Trading Post gem store. Well, they can be bought from Moto using Bauble Bubbles too, but mainly from the Gem Store.

Q1: Will these become a permanent edition to the game?

Q2: Will we ever see new dances beyond these?

Q3: Does this bode towards an in-game summer dance party?

Guild Wars 2: Best Aprils Fools for an MMO?

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Siphaed.9235

It wasn’t actually in game, but the WoW forums had a hilarious april fools joke that changed the wording on everyones post to something dramatic and RPish.

http://www.wowpedia.org/Forums_%22ArrPee%22_RP_Styling

Okay, interesting…ly lame. Sorry, but it’s still just text and type, nothing to hype. Guild Wars 2 had frogger frogs and 8-bit bunnies to kill!

Guild Wars 2: Best Aprils Fools for an MMO?

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Siphaed.9235

Let’s start the guesses here as to what other games have and to what’s the top. I mean, for Guild Wars 2 they have an 8-bit Mario-esque jumping puzzle style thing. It even has an “Infantile Mode” somewhat poking fun at those that can’t do jumping puzzles, yet still want to do most of the content (rainbows and laughing clouds included). In fact, I think the whole thing was designed as a joke about those that kept saying that this is an MMORPG and “not Mario”, thinking that Arena Net went overboard with the jumping in this game.

So, guestimates are as follows (all guesses that may be fake or truly happen. Will update if they actually happen or something else happens entirely):

— Blizzard has fake WoW patch notes with short video and “screenshots” of a made up class, new abilities, and their ‘next expansion’. Nothing related to Pandas, seeing as that joke has become reality. [related note: Starcraft II and Diablo III might see similar “pranks” on their associated sites as well]
UPDATE: Prior to posting I already found a rather lame attempted April Fools joke: http://us.battle.net/sc2/en/blog/9369235/Situation_Report_--_April_1_2013-3_31_2013

—NCSoft announces resurrection of Tabula Rasa and the rehire of Richard Garriott

—Planetside 2 changes all guns to wooden slingshots.

—Star Wars: The Old Republic announces it’s shutting down to relaunch Star Wars Galaxies (I wish!)

—Rift turns all it’s players into planar minions and all the planar minions into players.

—Trion announces that Defiance is delayed by 1 month (1 day prior to it’s launch..ha!)

But these are just what I think will happen. Still….unless it’s fully added, integrated content that celebrates goofy jokes with the player base like Guild Wars 2’s Super Adventure Box does, there’s no comparison.

No easter event =(??

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Siphaed.9235

I’ve made my own “Easter” event in Guild Wars 2. Instead of hunting out eggs, I’m going directly for the source: Easter Rabbit Hunt. Going from zone to zone, finding whatever rabbits are around and killing them. It’s fun, bloody, and I’m sure I’ll tick off more than a few PETA members in the process…

Continue Coin / Adventure Box

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But, if it’s not and it is actual keys…how hard is it really to get? There’s 3 jumping puzzles in Lion’s Arch, and all 3 have a chance to get a coin and are easy to accomplish. I’ve done all 3 every day for the past 3 days and have gotten 4 coins from it. Plus 2 rares, and a few trash greens.

I’ve done nearly as many JPs lately, and gotten only one coin. That’s the problem with leaving it up to the random number generator to decide who gets coins and who doesn’t. It’s random, not fair. There needs to be a fair way to get them, as well.

Is it fair that a guildy got a Precursor out of a chest at the end of Arah’s Explorable mode and I didn’t on the same run? No. Is it fair that less than 15sec after capping a supply camp the enemy steam rolls our group of 5 with a group of 40+? No. Is it fair that other people have a Legendary weapon and I do not? No. But, that’s the thing…. This game isn’t fair, and neither is life.

There does NOT need to be a “fair” way to get them. No, instead there’s work, effort, and play. Sure, it’s a bit random, but the more jumping puzzles you do the better odds you have. This is the same for Precursors, boss loot, player drops, and so on. Even the Ascended crafting pieces for the back piece that drop in Fractals is random.

Continue Coin / Adventure Box

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Siphaed.9235

What if…what if…..the “Continue Coin” isn’t really about entrance so much as actually ‘continuing’ on a single life? Like…each chance at the Adventure Box is really only a one-shot die and it’s Game Over thing; however, with a continue coin, you resurrect at the same spot, up to how many ever lives you have left on the coin in a single try?

But, if it’s not and it is actual keys…how hard is it really to get? There’s 3 jumping puzzles in Lion’s Arch, and all 3 have a chance to get a coin and are easy to accomplish. I’ve done all 3 every day for the past 3 days and have gotten 4 coins from it. Plus 2 rares, and a few trash greens.

Still, it’s about fun. If you don’t think jumping puzzles are fun to get the coins, you’re not going to enjoy the new content. It’s a jumping puzzle itself. Sorry, but that’s some people’s enjoyment, doesn’t have to cater to everyone, that’s just lame to cater to everyone.

Angvar's Trove Waypoint Discussion

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Siphaed.9235

There is this new waypoint in Snowden Drifts named Angvar’s Trove Waypoint, which is contested. Behind it is a cave with gates infront. I have managed to get inside but upon doing so you get warped out and placed infront of the gate.

So what do you think this WP and Cave are about? I think it could be for the last part of Living Story because it goes down into the ground. But it has a weird location, it already has 2 WP’s near it.

Hello, “Nicky”, I’m just as curious as you as to what the waypoint is for. Maybe it’s for the last part, maybe it’s for a few patches ahead. After all, there’s still many Asura Gates that are still under construction and changing with each monthly patch (ex. the Asura Gate at the tourist resort on the SouthSun Cove beach to the south).

What time is the April 1st patch?

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Siphaed.9235

We all know there’s going to be an April Fools (1st) patch. It’s obvious. There’s clues, hints, and a giant game-box in Rata Sum that needs opening.

So, the question is: “When?”

Will it happen at 12:01 PST? EST? GMT? YMCA?

I’m just so interested and excited for it, I’d like to know when to expect it.

Please Explain the Logic of the AoE Limit

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Siphaed.9235

Anybody here ever play MAG on the PS3?
After playing that, I find excuses like “to limit lag” laughable.
There you had up to 256 players in an FPS, no limit on the number of targets AoE could hit and all of this on a bloody console.

Remove the AoE limit, then let people figure out their tactics rather than having a knee-jerk reaction and neutering your game.

Make doors weaker, giving people a reason to stay in keeps and towers to defend.

Allow indirect fire, so defenders and attackers alike can lob attacks over walls.

Work on battlement collision detection and how it affects line-of-sight; Defenders shouldn’t have to jump on top of buttresses in order to get a clear shot.

Roofs on rams has been mentioned before, but yeah, this. Give the roof a health pool so that it has to be destroyed before damage can be done to those operating the ram.

Additionally, there should be locations that defenders can attack from where they also have protection above their heads.

Re-add body blocking from GW1, both friendly and enemy, so that it becomes impractical to have too many people squeezed into a small area.

I’d even say add friendly fire, but there’s too many opportunities to grief with FF turned on.

Body blocking was implemented in Warhammer Online and was made as a key selling point too. The reality of that “feature” was that an AFK kitten could just sit at a door and block anyone from passing him/her. It became very much exploited by allies for the enemy, or just for the sake of trolling.

As for doors, they’re already weak beyond reason. Two rams and 15 people can bust a door in under 2 minutes…heck, sometimes under 1.5. This is, of course, normal doors. I’d like to instead see a 3rd tier of door that would be a Metal Braced door that would take 2x as long as Reinforced Door would take to break down.

The problem with zergs right now is that they exploit how easy it is to re-flip something already flipped and just keep going in circle patterns across the map (very similar to how Warhammer Online did it, but in this game there’s actually some fighting that happens too). I’d like the developers to finally seal up the Supply Camps and make the lords there immune to all types of damage, lifesteal included. This way, less exploitation on that end.

You are right in that the people claiming that this would “cause more lag” or have “serious, crippling effects on the server” are kind of wrong. What’s already causing huge amounts of lag on the servers is dozens of rendered players in one small cluster casting abilities at the same time (i.e. the zerg). An AoE cap removal would spread out the zerg, meaning that the rendering of said characters would be spread out and the lag would diminish some. And, if it were really the case of “the hit numbers calculated would cause server distress”, then why is it that siege weapons have no cap and can hit everyone in range of it? Why did they add an unlimited direct conic AOE Spread Shot to the Ballista weapon?

Friendly fire is a bad idea. They had it in the jumping puzzle where you used to be able to use the spikes, boulders, logs, and flames against allies as well as enemies. To admit, I trolled the hell out of allies by preventing them from passing just as much as enemies. They resolved this post-launch….or just before launch (I do recall in the Beta it worked really well, but not sure if post-August).

Please Explain the Logic of the AoE Limit

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Siphaed.9235

It seems reasonable to me that any AOE attack would have a limit of some sort. Assuming that a magical AOE attack was a real thing, it would have limited power spread among everyone in the target area. So either 5 targets get full effect, or 50 targets would receive 1/10th of the same effect.

It’s not like you’re dropping a nuclear bomb on the battlefield. It’s a finely-tuned magical attack.

The limit of spell itself is distance cast, diameter, and damage of each hit. How many hit is artificial.

Please Explain the Logic of the AoE Limit

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Siphaed.9235

I dunno….if they remove the aoe cap (on both offensive and defensive abilities) you would have zergs running around with permanent stability and retaliation from just 2-3 guardians. Any area damage would cause the caster to die instantly. I actually think there would be even more zergs and stacking on each other.

However I doubt they will actually remove the aoe cap. You think lag is bad now?

Retaliation is a Boon that can be removed just like any other boon. The same goes for Stability. The thing is, with a Necromancer, the cap of people hit with a Boon removal AoE is also lifted and thus as long as they’re in the area they’re getting stripped too.

Trust me, zergs will break up. At the very least, they’ll break up at choke points and door entrances to make the zergs spread out their position so that as to not stack in the damage pool zones.

Then we come to the issue that people complain about most with a cap removal: “but, but ….then melee will be useless in sieges! boo, hoo, hoo.”

That’s not the case at all. They’ll be useful, but in different ways. Sieges should NOT be about some 20-30+ melee characters bashing on a door with 1 or 2 rams too. Arena.Net didn’t design this game with just rams in mind for siege. Just the same, they didn’t design a single melee class without the addition of ranged weapon usage (and weapon swapping mid-combat for said classes too).

I foresee that if the cap were removed, sieges would last far longer with a far more epic feel to them. Besides just the use of siege engines like arrow carts, catapults, and trebs, you’ll see a tactical spread of the breach zones as defense is set up in a sort of player-made-oil pot locations with AoE defensive positions. A problem right now is that even with 10 players set up like that, a “zerg” of 25 will still run past easy cake as the RNG usually has all 10 hitting the exact same 5 players….ya, that works well ~rolls eyes*~*.

P.S. Do you melee classes realize that an AoE cap currently effects your sword swings, arching abilities, and just general multi-hit skills? If the cap were to be removed, it wouldn’t just be removed for only Elementalists, or only Necromancers; it would be for everyone in the game.

Please Explain the Logic of the AoE Limit

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Siphaed.9235

Simple. It would make a single character wielding AoE attacks insanely powerful if they can hit everyone in the target region. Get a couple of such characters together and they can recreate the fight in 300 anywhere.

That’s why there’s a cap on number of affected by an AoE attack.

But every class…EVERY CLASS has an AOE ability. In that essence alone, there shouldn’t be a cap. Sure, certain classes have specs that circulate around AoE, but right now in the state of game with caps they’re not even close to being viable.

Top AoE classes:

1) Elementalist

2) Necromancer

3) Engineer

4) Ranger

5) Guardian

Now, to say that ONLY Elementalists would be played and feared because of a cap-removal is absurd. That’s like saying that right now everyone is playing Warrior because they’re OP (well, a large portion is, but… not everyone). At least 3 classes would shine if the restriction was removed, and others would also pick up slack in use of their AoE abilities too. So ya…..just give it a shot, because right now the Zerg-vs-zerg BS is getting old and sucking a lot.

Just bought the game!

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Just picked up my copy and it is installing now. Looking forward to having a lot of fun in this game. I have played WOW, Tera, Rift, Aion, Lord of the Rings Online, Horizons, and Asheron’s Call.

The combat sounds a lot like the combat in Tera with dodging and I’m quite interested in the being able to cast spells while moving that sounds fun!

See you all in game.

Welcome. I’ve been to a many few of those myself, and though they mostly seem like each other with a different skin, this one is a completely different pickle jar. Some think that it’s combat is similar to Tera, but it’s not in that mobility plays a much greater roll here (especially with dodge, but that’s only a fraction of the equation that is GW2’s active combat style).

If there’s room, I recommend joining up on the Jade Quarry server, it’s a great home to make. Find a good guild quickly (or join ours [DA]Decisive Actions wink) and have a blast.

As for the playstyle, there’s much to do what you’d like whatever you’d like to do. World vs World massive server conflicts could use a good sword (or staff, dagger, scepter, whatever you wield so long as you’re not just throwing boulders all day….which you can do, but not recommended). sPvP is there for those that like the more controlled, evenly matched strategic combat. As for the PvE, this game has plenty. Take up your personal story, join in on the current living story, do dungeons, explore, JUMPING PUZZLES (joy!), vistas, dynamic events, and more.

“Thy cup runneth over.”

How to turn off titles?

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I have to agree with the people that don’t want them toggled/removed, and completely disagree with those that do want them toggled/removed.

Here’s my first counter against: “We shouldn’t have to completely remove/toggle names. We should be able to see names without title.”

→ A title is an extension of a character just as their name is. In fact, it’s part of the name just as a formal “Sir”, “Ma’am” or “Mr.” is . So, when someone like me comes running up as “Siphaed, Apprentice Toymaker” that’s who my character is based on what I’ve done in Tyria. It’s a defined part of the player. In essence, if you don’t want to see a title than you don’t really care about that player and shouldn’t care to see their name either.

If you’re playing on a low-res screen, this may be clutter…but that’s your problem. You shouldn’t be asking for the game to be changed to accommodate you. If you like the game so much, change yourself to accommodate the game (i.e. get a better screen with higher resolution and a bit better graphics card).

P.S. In world vs world, we (my guild) find it much easier to target people based on their title. We say stuff like “target the Slayer” and the only guy with a grey slayer title is easily targeted and hit, instead of “target the Norn” in the big pile of some 3-9 Norns there.

New stuff?

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Siphaed.9235

So out of curiosity does anyone know if the developers are planning a new race or profession somewhere down the line?

Nowhere within the first year of the game. The game came out in this past August (2012), so don’t expect anything prior to August 2013.

Q: Why so interested and necessary to have a new class/race when the game is so new, young, and fresh? Have you played all the races, all the personal stories, all the classes?

What's with the obsession with humongous GS?

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Because of this hipster who swings slab of metal taller than himself as sword since 1990 before it is cool. True story.

Not sure if people will be as objective as I am, but your image has a kitten in it and may be censored (i.e. removed). Upper right corner, the bodies in the waves. Is it weird that that’s the first place my eyes went toward? Na….

I <3 LOVE Guild Missions

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Today was the first time I’ve done a Guild Mission with my guild. This mission was to hunt some random lady with a sheriff’s badge above her head somewhere in SparkFly Fen. Went and “killed” her (not really, just pummeled her enough so that a cage appeared around her and she was instead ‘captured’), which wasn’t too difficult with our 20 people participating.

But, it’s what happened after that’s amazing. Someone dropped a Box-O’-Fun and it became a random party in the middle of the swamp. Everyone just goofing off and having a great time being turned colors, petrified, firing fireworks, growing 10ft tall, and even a big old costume brawl too. There was also dancing, lots of dancing for no apparent reason (of which, it got a bit weird when it became strip dancing).

This lead to a massive group run of a bit of WvW followed by some trolling around in the EB jumping puzzle. The lead of a whole night of great guild events lead off with a single guild objective that got us all together in one group. No limits to the participants of it either like some dungeon run, or a random instanced stress filled raid (yuck!).

This was a thing for our guild to get on and do something together that became a night of fun. And this is why I love Guild Missions, because they bring the guild together to do something fresh and fun without being a frustrating affair.

Death isn't a punishment; it's an experience

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Healers in the traditional MMO trinity model act as support in a group. But if you look deeper; what they’re actually doing is erasing the mistakes of their allies by filling up their health bars. The downed state is actually very similar. It allows every player to heal any player.

Wrong. In a traditional mmo, you rarely have the ability to evade the damage as a dps class, because most mobs and bosses have some sort of attacks that do aoe dmg and is way better to take the hit and continue your dps. Also, healers are there mostly for the tank, because he needs to take the hits for the entire party.

On the other hand, in gw2, you can evade and mitigate almost anything is thrown at you.

Hope you see the difference and why there is no need of active and dedicated healers.

You misunderstood my post.

Developers in traditional MMOs have to account for healers and create content that has unavoidable damage. If all damage was avoidable; healers would be unnecessary.

In GW2 you can avoid damage.

Enter the downed state. When a giant monster smacks you in the face and puts you down; I can run up to you and heal you. But get this; my healing is uninterruptable by damage and the rate of healing is usually greater than the incoming damage. This mechanic turns everyone into healers.

You are incorrect on this assumption. See, you can be interrupted by stun, knockback, or whatever else than an enemy -NPC or player- can throw your way when trying to get another player up from the downed state. Another thing to note is that your heal rate when getting them up from downstate or finished state is 50% reduced once you’ve taken damage and have entered combat yourself. This is in there because the developers foreseen your negatives about this being a “nanny mechanic” and try to mitigate the rush to get players back in.

P.S. Arguing against he down state is soooo 9 months ago. That was argued to death prior to the game’s launch, and was buried in shame. Please, kill this topic, it’s never going to change.

Guild Wars 2's Trinity

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Siphaed.9235

@OP:

YOU ARE WRONG

Yesterday my guild and a single pug did a 5-man, level 10 Fractal with 4 Elementalists and 1 Ranger.

That voids your theory, congratulations on being wrong.

There is no trinity.

Mounts [merged]

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Siphaed.9235

I’m pretty sure I’ve read that the developers will not create mounts within Tyria, save for those used for mini-games (Moa racing and Jousting….please come to the game soon!).

The reason is not what you think. See, the developers are being paid by the Rata Sum council to suppress riding mounts. This is to basically force Tyrian travels to make use of the Asura Gates and Asura Waypoints. The gates are free travel between cities and major locations within Tyria, sort of a “good will” gesture to the people of Tyria. But, the Waypoints cost and that’s where they make their money. It costs a lot of coin to rebuild exploding golems that are experimented on.

WXP Divided by # of Players = Anti-Zerg Win?

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Siphaed.9235

zerg can still run around, cap everything for exp points as well as wiping out your smaller 24 man team whenever they run into them, if the zerg is big enough they only need 1-2 sup rams each door and are in in seconds.

Instead of a karma train (remember karma and badges, useful stuff, thought it might be for ascended stuff for wvw’rs one day…..) you will now have a Wexp train running 5 minutes behind each other to maximise returns.

And server organised Wexp fights which I described elsewhere.

Oh, I didn’t think of it until you just now mentioned it. I can see it now: “WAR 2.0”. In Warhammer Online, in it’s first 6 months out of the gate, servers were literally just doing circle trains in the war zone maps. They never really engaged each other in these big two groups, only followed their group to recap back the location that the enemy just capped. Sometimes, if one side was slower at the cap, the other side would literally just sit outside the keep on a hill watching and waiting. It was so obvious that they were exploiting the system it was ridiculous.

This is why I’d like to see a DIMINISHING RETURN based on the player number (as suggested in the original post) so that it would encourage people to drop the larger groups for smaller more reasonable groups spread across the maps. This would cause a domino effect by having so many scattered groups on the map to clash into each other and fight; encouraging actual PvP fighting instead of PvE WXP farming of environmental targets.

ANET is going to be careful because the above vary well increase the amount of people in zergs.

The above, as in my idea? How would that increase the people in the zergs? By decreasing the reward based on the number of people there, it would mentally force them to split up their numbers to try to get the best amount of reward. Why be in a group of 12 killing 3 people when you’re rewarded 25% more WXP if you’re with a group of 8, or 5 and you still are able to kill the same 3 people.

This goes same for camps, sentries, towers, and more. Each of these is undoubtedly a WXP provider, and with that taken into account it’s better to reward smaller groups more taking the same object than the larger zerg; far better than them getting equal rewards for the players, though the work, effort, and skill differs greatly between the two groups.

WXP Divided by # of Players = Anti-Zerg Win?

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Siphaed.9235

This is probably way, WAY too late to get into Tuesday’s patch, but I’m going to make the suggestion anyways.

Yes, I already know that A.Net said that WX kitten hared 100% across the board on all participants. But, they can change their mind.

The way I see it, this would be a great feature that could implement an anti-zerg tactic at great use to the game. There would need to be obvious limitations to it when applied so that it’s not too limiting.

So, here goes:

Anything under 8 players attacked, there’s no spread and it’s 100% across the board for everyone. When going 9-14 players, it becomes a 75% return WXP on the kill spread rather than the full 100%. With 15-19 it becomes 50%, and anything 20+ will be 35%.

Ex. #1
Player A is worth 35wxp
Player A gets attacked by 5 man group.
All 5 players receive 35wxp.

Ex. #2
Player B is worth 50wxp
Player B gets attacked by 10 man group.
Each of the 10 players receive 38wxp (rounded up from 37.5, never rounded down).

Ex. #3
Player A is worth 35wxp (still, again)
Player A gets attacked by 17 man group.
Each of the 17 players will receive 18wxp

NOTE:
There’s some questions as to how to tweak the mechanic. It can either be Players within X range, or the Y amount of Players attacking the single target yielding the WXP.

So, that’s my idea. Actually, it’s not my idea. All credit can go to my guildmates of [DA].

Report Harassment?

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Siphaed.9235

Probably shouldn’t be posting pictures of player’s names on the forums.

Why not? When it’s someone who’s breaking the game’s rules and purposely harassing other players and/or interupting WvW by manipulating it for the enemy, shouldn’t they be publicly blasted, shamed, and banned?

A-Net needs to eye these things, especially on the dawn of the WvW Ranks and other such features coming out next week.

Report Harassment?

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Posted by: Siphaed.9235

Siphaed.9235

I think players should only be able to make 5-10 siege a day per account, obviously commanders could make more..

That would be a nightmare tbh.
As in t1 you can take a tower,then lose it,then take it ect ect.
and if your the one only holding the sieges because ppl are to tight to buy them,you would use up more than ten sieges through out the day.

What would be better would be a handful ppl clicking on the siege and click de-spawn.
if enough ppl do it then the siege disappears.
So commanders can have control over the sieges as well by asking there followers to de-spawn it if needed.

Despawning siege isn’t the issue. Take a look at those screens I took. Our garrison originally has full 100% supply…this griefer, this harasser had used up 2/3rds of our supply before he finally left/disappeared from the map. There were some 20 rams he built just to drain supply. That should be reportable, that should be suspendable. He’s not just griefing one or two people, but our whole server on that map.

Report Harassment?

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Posted by: Siphaed.9235

Siphaed.9235

Harassment is an issue in MMORPG, and this game is no exception. Another term is “to grief” someone. I know that Guild Wars 2 has removed most aspects by getting rid of loot stealing, preventing mob tagging, and just general things that have changed how MMO griefers operated in past games.

Discovered griefs in Guild Wars 2:

-Mob Training > consists of a player kiting many enemy mobs into another player. The kiter then uses an aggro drop ability (usually a stealth/disappearance thing). The mobs will aggro to the other player, who will be over taken and die.

-Siege on vistas > This was more of an early-game issue within the first 6 months that it was biggest in issue. So, it happens when someone builds a siege over a vista point to where they overlap and other players are unable to use the vista to obtain their map completion. ****This sometimes was unintentional by the player in certain areas where the vista was the best defensive spot for catapults and trebs.*

-WvW ram supply draining > A player, whether working as a “spy account” from another server or just a griefer, will take the supply from a full depot and drain it by building as many rams as possible. By doing this, it weakens the entire server’s defenses at that location from preventing workers from doing an upgrade to making it so walls and siege cannot be repaired or built.

So, I’m seeing that we need to get a report Harassment tool into the game. Right now, it’s just not there so the GM’s have no idea what they’re looking for when we report the person for “botting” or “spamming”.

(edited by Moderator)

Developer Livestream Questions

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Posted by: Siphaed.9235

Siphaed.9235

Speaking of “viable builds”, yet there’s a huge change coming to AoE (i.e. nerfing it). This will lower the prospects of Staff Elementalists, which are already not popular build compared to Dagger/Dagger.


Q?: How will you help increased the viability of Staff Elementalist and Grenade Engineer after the AoE nerf occurs? Especially after grenades were already nerfed in December’s patch?


Q?:Why is AoE getting such a huge nerf in the first place, considering that zerging is a large problem in WvW and AoE was a marginal counter against zergs? Will there be a solution to zerging in the near future that’ll make WvW more fun?


Developer Livestream Questions

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Posted by: Siphaed.9235

Siphaed.9235

Where are the mini-games like…


Polymock,


Moa Racing,


Bar Brawl,


Jousting Dolls,


Shooting Gallery,

and the like?

Why have these aspects of the game been sidelined and mostly ignored nearly 6 months into the game? Originally many of these were supposed to be at launched with the game itself. These side-games are what makes people who get burned out on other parts of the game still log in because it’s gameplay variety. I’d just like a direct answer as to when (if ever) we’re going to get these features to the game.

January monthly achievement, are you serious?

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Posted by: Siphaed.9235

Siphaed.9235

why so much hate for the Jps they are fun and easy

Because the core argument in favor of jumping puzzles to date was that they were entirely optional.

Now they’re required as part of the monthly achievements for January.

It’s easy to argue that those achievements are optional, of course, but for more casual players, those achievements are one of the few ways they can keep up with the more regular players in terms of obtaining karma and tokens for forging.

Really, I’m much more bothered by the fact that Fractals is still required. It made sense being there in November, but this is January now. And Fractals was a huge part of the update that made many people quit this game. The devs should know by now that even the people who like Fractals aren’t keen on being forced to keep running it for monthly achievement points, and those who don’t like it probably don’t like being reminded about it every month.

Seriously. Don’t force players to run Fractals if they don’t want to.

There is no “force” at all and they ARE COMPLETELY OPTIONAL! I’m not going to stress that enough, but they are.

I never completed December’s Monthly Achievement. Why? Because I never got around doing the Fractals. I’ve done Fractals when the launched, quite a few…but I’m done with the dungeon scene for now. I love the game’s mini-games, it’s Jumping puzzles, sPvP, and mostly the WvWvW. Because of all this factored in, I just didn’t get the achievement and didn’t get a reward.

~~~ End of the world? No, not even close. Because it’s an optional thing that can or cannot be done. If you don’t want to do it, simply don’t. It’s so simple that even a 45yr old that cannot complete 6th grade can understand (I’m looking at you, Billy Madison).

Minigames, where are they?

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Posted by: Siphaed.9235

Siphaed.9235

Minigames are probably at the bottom of Anet’s priority list of things to do.

If you’re going to compare WoW to GW2 then this will get interesting. At least compare similar games.

I am comparing similar games. As I’ve already said in the original post, WoW already has Pokemon-eque mini pet battles (equivalent of GW2’s missing Polymock arenas) and is on the way of releasing a MOBA style PvP map (equivalent of GW2’s Reaper’s Rumble). Their similarities because as an MMO, it’s those little things to do outside the normal PvE dungeons, outside the WvW, outside the sPvP that gives players a little something extra to do.

P.S. For those mentioning the holiday mini games, I’d like to stress that they are temporary. That’s the problem, is that they’re fun but only for the week to a few weeks that they’re there and then ‘poof!’ they’re gone for the other 50 weeks of the year.

Button: JOIN AS PARTY (Mini-games)

in Suggestions

Posted by: Siphaed.9235

Siphaed.9235

Many times has my guild and friends wants to do Keg Brawl (or the holiday mini games) together. Only…this was prevented because we could not join as a party and play together. I can understand sort of why people don’t want this happening in sPvP for the reason of party stacking (and that’s what tournaments are for anyways). However, for mini-games it would be fun to join as a party of 5-6 and go in together to play.

So, just a suggestion for current and future mini-games: Please give us a “Join as Party” option so that we can have fun times together instead of frustrating times apart.

Minigames, where are they?

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Posted by: Siphaed.9235

Siphaed.9235

Not to rain on your parade but I really want them to fix the big game before adding in little games.

And if you had read the original post, you’d see that I already addressed the “It’s not what I want, work on X” opinion. I really don’t need those opinions, which are completely off-topic, filling up this thread with complaints about bugs, dungeons, or whatever else you see as the most important part of the game to you. This topic is solely about the mini-games. Thank you.

Minigames, where are they?

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Posted by: Siphaed.9235

Siphaed.9235

It’s been 4 months into the game thus far, all we have of the mini-games is two of them (Costume Brawl and Keg Brawl), and there’s no hint at any additions in the next few monthly patches.

So, where are the rest of the mini-games and when can we expect them to show up in the game?

I know people think that they’re not a matter and “in their honest opinion” should take a backseat to things like PvE, WvW, PvP, and whatever is their particular preference. But they aren’t the only ones playing this game and other people who play this game would much enjoy the many mini-games that were said to be included that aren’t.

To make a slight point, World of Warcraft already has a Pokemon-esque mini-pet battle system. They already released/leaked plans for a MOBA style battleground called Defense of the Alehouse. These are things post-Panderia, when Guild Wars 2 has already been out.

The thing about a MOBA style mini-game is that we already had a HUGE foundation for one: Reaper’s Revenge (Halloween 2012). If some of the skins for the map and NPC’s where changed around, this could be made into an excellent permanent addition to Tyria. Yet, it seemed to only be a temporary thing that was tossed aside after the week long festivities ended.

So, here’s a list of the incomplete (yet partially there) mini-games that are lacking in Tyria right now:

Jousting Dolls : Not sure if I got the name of this right, but there’s a jousting game that was set as part of the carnival in Divinity’s Reach. I know some of the Skritt have stolen a few of the dolls and buried them deep in Skrittsburgh. These can either be remade or taken back (quest?) so that the Jousting can commence!

Moa Racing : In Lion’s Arch there is a track that is built, pins set, and birds are waiting. So, what’s keeping this game from being set up? Hmmm…

Shooting Gallery : This one had Caudicus set to ‘reserve’ the gallery for a private party. But, from my understanding he tried to assassinate Queen Jenna and got defeated in the process. So, with that reservation dropped, why cannot other people participate in this little game?

Polymock Arena : This one is the biggest kick in the pants than any of them. The whole zone is set up (Youtube video of players getting out of Rata Sum and over there), the gate is fully built. The only thing missing is a tiny part that the NPC said is missing to get the gate working (and by now someone could have just made a new one instead of keep futilely searching for the old one). But, it seemed like a really fun idea to go to Rata Sum (get traffic away from Lion’s Arch) and fight in mini pet battles.

So when are we going to ever see these features complete? It feels so wrong going to areas of this game and see awesome things….only to have NPC’s say that they’re “incomplete”. It’s like….a giant slap in the face.

(edited by Siphaed.9235)