Cause and effect: A single decision made by a player cascades out in a chain of events.
Again, untrue. The only choice a player can make concerning certain events is whether to start them or not. There aren’t choices like the ones in the personal story, where you can pick what quest to do, at least none that I have experienced while doing 100% completion.
Mostly true, but there are some exceptions I’ve encountered. Such as dynamic events/areas that have a poll before doing some task (e.g., the Charr gladiator arenas ask you what enemies you want to fight, an Asuran escort quest through a lab in Metrica Province where player actions determines outcome of the event). I agree these are not huge things, but the tools are there that could allow for other dynamic events with player choice.
Also, I find it very satisfying when a decision I’ve made causes an event, especially when it is not marked as a dynamic event and it rather a discovery of my own. Like the troll stone in Queensdale.
(edited by SirMoogie.9263)
I haven’t had a problem with it. I did TA the other day, and while I died in the dungeon, finishing it awarded a ton of XP towards the monthly. I don’t think dungeons are a problem for the achievement even with frequent deaths as the completion reward is huge and enough to get the achievement. WvW does seem problematic as death is assured and I don’t know of many big gains. I like WvW, but haven’t tread there much so I can’t speak with any sense of expertise on this area.
You have assumed they have done nothing, but the diminishing returns (DR) that frustrates players ever so much, is something. You speculate that bots are impacting the economy, but you do not know this as you cannot peek inside their inventories or trading post sales, and see how much they are actually contributing to the economy and how much DR has affected them. I’m wondering how you’ve performed your economic impact study and where the data can be viewed that allows you to make statements like:
“They’ve become just an endless cycle of NPCs come and to feed other NPCs loot which feeds the economy more and more and more items to devalue them even further as the supply keeps growing and growing.”
“Clearly botting is just too easy in Guild Wars 2 and the only people it is hurting are the legit players who will quickly begin to lose interest in the game if ArenaNet does nothing to acknowledge this problem in a bigger, more aggressive way.”
“the economy begins to tank as a result of this influx of over-farmed items”
It’s not unfeasible to have learned the mechanisms of DR through experimentation, done a legitimate analysis of the bot to player ratio, analyzed how much players have contributed to the trading post on average through random survey, and then conclude with a reasonable estimate of bot contribution to the trading post based on the reverse engineered DR mechanics, the ratio of bots to players, and known player behavior when it comes to the trading post. I just doubt you’ve done that.
Edit: Alternatively, to the above a much more simpler experiment would be to just download a bot and try it. Report your results of how much gold your bot gained per hour. Then do a cost analysis based on a good estimate of bot to player ratio.
As another experiment, you can also create a bot and report it on another account and see if something is done about it. Those would be articles I’d like to read from a gaming journalist.
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I’m going to assume he gains stacks of regeneration, thieves can nick that, mesmers can debuff it, guardians can burn it off, and there’s a whole host of other ways to deal with it, if you can also out dps it then it’s just a bug potentially and should be reported. Or at least I would assume that’s the best course of action
Unfortunately there are only two professions that excel at boon removal/conversion. Necros and mesmers. Guardians and thieves can, but it requires specialized trait builds not all guardians use (this guardian included). Specialized things like this need to either find their way into more profession weapons/utilities or encounters shouldn’t be structured around something less than half of the professions have access to, unless of course environmental weapons are provided that fill in any gaps. Dungeons were advertised as being accomplished with any profession composition (the idea here being that every member can run with varying gear/utilities/weapons to meet the needs of the group). I haven’t done this encounter, so I can’t say how feasible it is without boon removal.
I have to add my voice to one particular voice over. Deputy Mira has to go through some quality of life changes. There is a huge battle going on and she speaks with no sense of urgency. I thought I had heard the worst until the last stage of that story event where she suffers a war injury, quite a severe one, and she doesn’t shriek in pain or anything. She addresses it like one would minor inconveniences. I was aghast at how bad her voice direction was at these lines.
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And I have no problem with the orientation either just needs to be subtle becasue we do not know what some of the players age ranges are.
I hope you’re referring to all relationships and not just the same-gendered ones. There is no need to “protect the kids” from knowing about the existence of gay relationships, especially in a fantasy world that has its own rules. Knowing about gay people will not turn kids gay, but if they are gay it will make it easier for them to come out because they see others living their lives happily as gay people. I’ve also heard it claimed that it’s just too early for them to learn about these things? Like what? Sex? I do not need to discuss sexual relationships to discuss relationships from a platonic perspective. Many straight couples discuss their relationships with children without bringing up sex.
yea, want to know the fix we got? Blood Fiend used to say 6.7k heal and heal for 4.3k. Now it says 4.3k and heals for 4.3k. Less health than casting well.
Worst heal in the game by far.
Glad minions are so awesome.
So they fixed a tooltip and you’re complaining? Minion siphons health on attack which is the reason for it’s lower active heal.
And a much lower cooldown.
So, you might not like the look you get, but want to show off your accomplishments. I understand this. There are titles in this game, so perhaps each “great feat” could award a title for you to display. In the future, if/when our home districts get a bit more customization, they could add an award-shelf; much like the Hall of Monuments in Guild Wars. This would allow you to show your social group all of your cool achievements.
The Dungeons are Not Difficult - They are Mechanically Flawed - Here's Why...
Posted by: SirMoogie.9263
4. the “CC skills” should get an alternative dps/function, like, if i can’t slow-stun-knockback-push the mob, at least i’ll do some dmg or dazed or something for a couple secs, so people will feel they aren’t just getting useless buttons on their action bar and instead focus on how to change their strat.
I think they do, sometimes. I play a guardian and focus on control, so that means hammer. One of our skills on the hammer does a huge knockback w/ knockdown (“launch” is the official term ). I haven’t noticed it every time, but sometimes when I use it on an enemy with a defiant charge they still get the interrupt effect, but not the launch effect. This happened on the rampaging troll in Bloodtide Coast. Sometimes he’d launch when not immune, other times an interrupt message would appear. Not sure how effective that is as launching is definitely preferred, so I agree with your suggestion that something needs to be added if the main CC component is blocked.
I’d just like to let those who are reading this discussion and that are frustrated with the CC blocking know that defiant seems to only work on hard CC abilities; like stuns, fears, launches, and knockdowns. Immobilize still works, chill and cripple still work, though they may have a shorter duration.
@Ashlotte
Variations on the dungeons would be nice, and may exist as I haven’t yet done them all. Brangoire is by far the toughest fight in TA, but yes you have that right, you have to circle kite him. It’s actually quite important that everyone does this in the same direction and in roughly the same manner, less you kite spiders into each other.
Ashlotte in TA story all boss encounters occur in fairly open chambers that allow for kiting. Which one’s were you having difficulties with? The respawing plants are annoying, but they are on paths to destinations, and you generally don’t need to kite near them. Even the hound patrols can be grouped nicely on the bridge with wards (if you have a guardian) or other snares if you don’t. I play a guardian and focus on warding/control skills and most trash, when I’m prepared for it, is easily corralled
The wiki seems to be in a state of confusion at the moment, the discussion section is worth visiting:
You’re also designed with several utilities and built in mechanics to avoid dying a lot.
…Really? Where are they? I see none. Ever. You can’t CC anything so that gets rid of blinding/snaring/etc, you can’t drop aggro to avoid getting one-shot by snipers/bosses/whatever else, and in an attempt to stay true to a tab-targeting MMO while still trying to reach for being “actiony”, the stamina recharge on Dodging takes forever.
Can you cut out the histrionics? I’m trying to help you and it makes it seem like you’re here for a theatrical performance and not legitimately interested in receiving help. What is your profession and what are you having difficulties with?
Stop saying I’m overreacting/using histrionics/etc like I’m trying to be a drama queen. You’re not helping your own bloody point either. My profession is irrelevant because the exact same thing is happening to every party member, occasionally barring one-shots since, again—clothie. But, again, no aggro management = tough cookies. Have fun dying, squishy.
What is your profession and what encounters are you having difficulties with?
You’re also designed with several utilities and built in mechanics to avoid dying a lot.
…Really? Where are they? I see none. Ever. You can’t CC anything so that gets rid of blinding/snaring/etc, you can’t drop aggro to avoid getting one-shot by snipers/bosses/whatever else, and in an attempt to stay true to a tab-targeting MMO while still trying to reach for being “actiony”, the stamina recharge on Dodging takes forever.
Can you cut out the histrionics? I’m trying to help you and it makes it seem like you’re here for a theatrical performance and not legitimately interested in receiving help. What is your profession and what are you having difficulties with?
- First and foremost, the lack of the Trinity makes this an utter nightmare. There is no way to pull aggro, there is no way to really keep people alive, CC does little to nothing, the entire dungeon is nothing but a chaotic zergfest.
Lack of trinity does not entail zergfest as alternative. I have yet to hear a convincing reason that having a trinity is necessary. I understand your frustrations and have played with others who were equally as frustrated. It takes time to learn this system, but it isn’t a zergfest, this is the least helpful way of handling the dungeons. There is an aggro system, it’s just different and can vary:
http://wiki.guildwars2.com/wiki/Aggro
- Bosses are a nightmare. The jaded part of me wants to think ANet deliberately designed dungeons to be a gold sink with how much time you’re spending dying, repairing, and zerging right back in again from a waypoint. All of the above points make this impossible as well. With no way to keep aggro, no way to keep people alive beyond some extremely minor, long-CD healing, no CC, every fight is basically a rush to kill them before they can kill you.
You need more specifics. We as players who have completed (some or all) dungeon encounters can help you if you tell us which encounters are giving you difficulties. I’m not saying all are in a good state, but many are in a good place that can be accomplished without zerging.
- Loot is pathetic. You realize the point of dungeons is to get some sweet loot, right?
See numerous blog posts/articles/trailers that indicate there would be multiple avenues to the best stat loot and dungeons are meant for prestige gear. You may disagree with this philosophy, but it shouldn’t be surprising nor elicit demands for a change. Many are satisfied with a system that puts people on equal footing and let’s them choose the activities they enjoy doing, rather than seemingly being forced into one to stay relevant.
- You’re designed to be killed. A lot.
You’re also designed with several utilities and built in mechanics to avoid dying a lot.
But again, maybe I’m missing something on the other end. Maybe if everybody does only what they like to do, and can get the rewards they want it breaks the game somehow?
I’m feeling really dense here to be honest. I know I’m missing something; I just don’t know what…
I agree with you, but I just trying to help you understand why. The dungeon armor is for people… well… people like this:
Giving more tokens or reducing the price is unfair to those people who already played dozens of dungeons and maybe even bought gear for those tokens.
Personally, I think that if you’ve performed some great feat you can advertise it through achievement or just saying so. However, I think I may be in the minority when it comes to this. I think most people want something tangible to show it. Not just a title or achievement, but things that show status or grant special power (like better stats or abilities).
Please help me understand if I’m missing something here..
You are missing a few things… I’m not saying I agree with them, but you asked. Some people do like competition and a sense of achievement over others. The “prestige” gear like legendaries and dungeon armor was put in to address that. They were supposed to show that someone put in great effort to get them, and in particular with dungeons, that they did something challenging. However, you’re right on the grind factor here. If you complete all three paths of a dungeon you should walk away with enough token for a armor set, and maybe a weapon or two. You’ve shown you can do the challenge in my opinion.
The other thing you’re missing is MMOs thrive by having an active population. If people leave the game there is less of a chance they’ll come back. When more people leave developers start asking the question of whether it is worth continuing. Sometimes this is a good thing as it can spur the developer into creating new content, or even a new game with more bells and whistles that couldn’t be achieved under the old engine. To help retain customers MMOs, especially pay for play ones, add grinding content to keep players in game longer. Eve if there were no cash shop or monthly fee there is something to be said about retaining an active population to do things with.
1. Let the players subscribe to notifications of server-wide PVE events. Let us know when the centaurs are acting up in Hirathi Highlands, or when the Splintered Coast is seeing increased activity and that Tequatl’s approach is imminent. Let us know if the Citadel of Flame is under Flame Legion control or that Zojja needs our help at the Crusible of Eternity.
I like this idea, and it would fit well with the idea of pushing the content out of instances and outdoors for the whole server to share in (a general theme of GW 2 that we see with the numerous world bosses). They just need more challenging outdoors content to go with such a theme, but that’s an entirely separate thread:
...
Hang in there Lance. I’m not at 80 either, so I can’t say I’ve experienced what you have. I do know I want the exotics as they are the max stat gear. It is an unfortunate ramification of any linear stat progression game, including Guild Wars 2, that stats will be a means of segregating populations into have and have nots. It just makes certain activities more manageable and for most people they will want to put forth their best effort for something, whether it’s for themselves or for the others they are grouping with. Arena Net knew Guild Wars 2 was going to be a linear stat progression game early on, and they also knew that they wanted "max stat" gear to be achievable by everyone through multiple means. I think they delivered on this aspect as I believe that you can get max stat gear through crafting, dungeon runs, karma vendors, and gold purchases (correct me if I’m wrong or add to this list). However, one or more of these might entail a grind (especially dungeon runs, but they’ve acknowledged this as a problem and are addressing it*).
My qualms with the game have little to do with the endgame philosophy or grind (but I’m not even looking at maxing gear until I hit 80), as I find many of the dynamic events fun and would not mind doing them again or revisiting old zones to see new events. However, it’d be nice if dynamic events scaled in difficulty on servers based on server success to make them more challenging. I’ve killed the Shatterer and enjoyed the beauty and scale of the encounter, but the challenge was not there.
The Dungeons are Not Difficult - They are Mechanically Flawed - Here's Why...
Posted by: SirMoogie.9263
Dungeon mobs don’t behave in ways that encourage anything but tank and spank tactics.
I’ve only done story modes up to Twilight’s Arbor though. I’m a guardian that focuses on control/support using my hammer for control and mace/shield when I’m taking/avoiding hits. From what I’ve seen there are a handful of boss mobs that could be “tanked”. Twilight’s Arbor is most recent from memory, so I’ll discuss that. The spider queen was straight forward and could be “tanked” (that is controlled) relatively easily. Her minions were easy to deal with for the other party members. Sariel of can’t be tanked, she randomly switches targets. She needs control or stability as she has one dangerous attack that can down people. The mutated armor fish can be tanked, but there is no need. It’s rather slow and unimpressive, and just needed to get an item to get to the real boss. Brangoire can’t be tanked and is the hardest boss in Twilight Arbor. He can’t be tanked, because you can’t stand still. If you stand still, you get downed. If someone tries to rescue you they get downed and you die. It’s a rather unforgiving encounter that requires players to move in concert around him to prevent the spiders from exploding on you. if players move of their own accord they can accidentally lead spiders into their allies, which is no fun. Condition removal can help with these mistakes. Cadeyrn isn’t really a tank and spank as there is really no need to do anything but attack him. He was largely unimpressive, but being turned into a kitty was fun. Finally, Faolain requires someone to kite/control the melee helpers, while others take care of the DPS helpers and burn down Faolain before she resses her helpers. It is not a tank and spank.
Boss mobs are near entirely immune to crowd control, rendering half of certain classes weapon sets and abilities completely and totally useless.
I have not encountered one boss that was completely immune to crowd control. Most, except the AC lovers, have resistance to it that you have to burn through. Obviously, having more crowd control will burn through the resistance quicker. Their resistance is shown on them when you target them, so you know when you can fire off the big control effects. Decide ahead of time who will fire off control at this time.
Creatures throw off control effects and knockbacks regularly without any tell, thus nullifying the need for Stability at all.
Which ones? Most I’ve encountered have a tell that is sometimes hard to see in spell effects, but they are not without a tell. The control effect I’ve seen that is difficult to see, but may have something I’m missing, is the fear from ACs necromancers and from the mobs/boss in Twilight’s arbor. Anyone know of a tell for these?
Damage amounts are off the wall, with large duration between auto attack and, once again, no tell; making it extremely difficult if not impossible to time blocks.
Again, which specific mobs. Perhaps someone can help you if you give specifics.
While I personally find the story mode dungeons fun and at an appropriate level of difficulty for me, I know one friend of mine is finding them to be terrible experiences just because he dies so much. I think they should be toned down a bit as they were advertised as an easy mode to get the story. It would be nice if you didn’t need a full team for them either and the Destiny’s Edge members were ramped up a bit to make them more useful (like mercs/heroes from Guild Wars).
Yep. Happened after changing zones for a guildmate and me.
Dynamic event difficulty scaling based on server success/failure.
@Swag,
Reporting player offenses for offensive speech/names is a lot easier for support to handle than bots. They look at the chat log, determine if it was an offense, issue the ban. For bots, they have to check game behavior and other variables. Not every bot report is accurate and each needs review. Even if they were to add some form of automatic detection, a technical hurdle that might affect gameplay processing negatively, many of the reports would still need personal review by Arena Net staff as the botters would just issue a support ticket to review their case as a false positive. In theory they could make a foolproof (meaning no false positives) bot detector, but it would probably be so limited that it would only catch the most egregious offenses. If such a detector only caught 1% of the bots would you say it was a good tool?
These are unfortunately not easy nuts to crack as a developer. I’m sure you have constructed some solution in your mind that you think is perfect and thus because it isn’t implemented Arena Net doesn’t think this is a priority .Your solution isn’t perfect and they do take this seriously (see the numerous responses on the forum). However, if you really do think it is easy as you say here’s a link you should consider checking out:
I find that DR dosen’t help with the bots at all. I think it actually hurts the players much more than helps.
You really can’t make that assessment though. You can see the bots attacking and going from place to place, but you cannot see their inventory and what they’ve earned for their “efforts”. I’m hoping that the DR just becomes so taxing on the pay for money operations that it’s just not seen as worth it any longer, and then they quit. I’d like this to happen sooner, and if stricter DR permit that then I can suffer only getting a handful of scales for the evening, as much as that hinders my crafting. i tried jumping zones after noticing no loot dropping and it seemed to produce drops form creatures, but it rapidly diminished.
I can’t tell if this is just a string of bad luck, or it was actually diminished. But for comparison, I can do a DE in a zone with tons of mobs spawning and the loot just drops in droves. As soon as I do anything approaching farming for a particular fine crafting material, the drops dry up.
Guess what? Guild Wars 2 has very little rewards for what it asks for. Good luck grinding for dungeon armors post patch when your a “casual player”.
What is the game asking us to do? For each activity provide what you think an appropriate reward is and what the current reward is (be specific)? My game has yet to ask me to do anything, but when I’ve chosen to do something I’ve found the experience to be rewarding.
You can answer the question here or there, what you shouldn’t do is spout the same stuff over and over again without demonstrating what you are talking about.
Horrible argument… This game has very little rewards for what it asks players to do.
What is the game asking us to do? For each activity provide what you think an appropriate reward is and what the current reward is (be specific)? My game has yet to ask me to do anything, but when I’ve chosen to do something I’ve found the experience to be rewarding.
The freeze from the sigil isn’t a block of ice, but the chill effect. The only thing I know of that encases things in ice is the elementalist frost bow (environmental weapon). So the warrior could use that.
I like WvW and sPvP, which are competitive. However, in PvE I do not like grinding for gear as I see PvE as the cooperative side of the game where players are meant to band together to overcome the threats to the world. Having linear stat progression ruins games, in my opinion. It creates a system of haves and have nots, and is more of a problem when there is instanced content that encourages people to form exclusionary groups; open world content that lacks mob tagging not so much. Other than that I see it as boring and trite. Reward-centric games give the illusion of fun by playing on your brain’s reward "centers". Rewards are not intrinsically fun activities.* I agree that they can prolong an experience you once found fun as with all things humans get bored and will seek novelty in their fun, having rewards can motivate you to do 500 more WvW matches, than you might otherwise.
If something is to change I don’t think it needs to be with linear stat progression, ability progression, or anything else that might lead to players telling their comrades to bugger off due to having inferior gear, stats, or profession abilities. All players should be seen as potential allies for taking down threats to the world. I do think that we can add more challenging open world activities without sacrificing less skilled players. Dynamic events can ramp up based on server success and the skilled players cna support their less skilled comrades by helping them organize against difficult threats. Having more open world activities that require communities to play together, and organize would help. People organize in WvW successfully, the same can be had in PvE which also supports the commander title.
* - You would not have fun in a game that had you sitting in town and just regularly rewarding you without you having to do anything (leveling you up, giving you skills, giving you gear, etc.). More rewards does not equal more fun.
That’s something you can do at any level
This statement is true, now apply it.
Again, what MMO, or even game, is COMPLETELY PERFECT upon release? You know the answer.
Guild Wars 1
It’s your faith in Dwayna.
When the flames are stronger you’re properly whorshipping her, when they are weak you need to do a malchor’s leap.
Charr need no gods!
Then what is the point of Anet making an MMO? Since this game isnt based around loot rewards, why didnt they just save themselves the money on production and just make an arena based game? Your answer makes no sense. People play MMO’s for LOOT.
How quickly your personal opinion changed to royal decree. I do not play for loot, I play to explore, take on challenging encounters, and have a story told. I do not like grinding for gear and would prefer linear stat progression go away.
I don’t even know if this is where I should post it
It’s not here. It’s at an email address:
https://forum-en.gw2archive.eu/forum/game/gw2/Yum-bots/first#post191238
Moreso, I know I’m not the only one who reports these bots. Why is nothing being done about them?
Not true:
You shouldn’t even need player reports to catch this kind of systematic botting – the data trail should be blatantly obvious. I’m a programmer and deal with data every day. I KNOW this kind of crap can be detected and dealt with.
I understand you’re frustrated, but I get the impression you think creating automatic bot detectors is a simple task for programmers. There are many things you may not have considered though. There are no perfect solutions and there will likely be false positives. How should these be handled? If done through support investigating the issue when a false positive is alleged, have we really saved time if the majority of botters caught will attempt to report their ban as a false positive? Detection code that runs on player behavior will have to run each time a player takes any action, this will add to server processing. It just might not be technically feasible to have detection code running on servers that may already be strained running game code.
I’m sure in your model of how this game runs you have a perfect solution, but then why are you not presenting it to Arena Net in the form of your programming expertise? I’m sure if you had the perfect solution they’d hire you to help implement it.
@SirMoogie: What do you think love means for those couples? They share the same coloring book? They didn’t sell it as paternal or platonic love either.
I’m not saying it’s not those things, but it isn’t depicted. When you claim the game is displaying sexual relationships it’s misleading. They are depicting platonic love, that you’ve filled in the rest of your background knowledge does not entail that they’ve stepped over the line some how and made the game inappropriate, as you seem to be suggesting. I agree if there were depictions of sexual relationships, then it would warrant a higher than teen rating depending on detail (regardless of genders involved).
…
We must be playing different games as I have yet to find the “Hot Coffee” feature. However, if there is sex to be found in the game, please do us all the pleasure of pointing out where we can find it.
Just so it’s clear, there are no sexual relationships visualized in Guild Wars 2.
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I like the idea, but it does have some problems. When problem I see is for meta events that have no chance for failure. (i.e. the dragons). The Shatterer himself has no goal and thus he will never succeeded since he isnt out to do anything. He just stands there while people zerg him to death. They would have to add a counter objective to him (i.e. protect the cannon or something). Even then it would be a problem, because people would complain about the failure and having to wait 3 hours to fight it again. (All dragons are on a three hour timer until the next spawn). The dragons and other world bosses are problem for another topic.
The way they portrayed events like the Shatterer when describing it at the various cons was different. Their example was with Tequatl the Sunless, but it could equally apply to the Shatterer. Anyway, they said if you lost the Tequatl the Sunless event that he would eventually start sending out his minions into the zone taking it over, which would in turn start moving NPCs who would keep insisting on help from the players. I’m not sure what causes failure for Tequatl the Sunless, as I’ve only fought the Shatterer who was quite the disappointment difficulty wise.
I agree with many of your points and have been advocating for dynamic events that scale in difficulty based on how a particular server is doing at them. Meaning if a server succeeds at an event, it gets its difficulty ramped up and this continues until the server fails, and then it drops down in difficulty. I discuss my ideas here:
Other than that, encounters should be a bit more multifaceted requiring players to take on different roles for them. For example, during the shatterer the siege weaponry should be necessary and players should feel obligated to protect it. This way warriors/guardians/thieves aren’t attacking the shatterer’s toes, but doing something more relevant, like fending off minion waves and manning the siege.
I like your dynamic event changes to Orr, I’d just take it further and apply it everywhere (in particular on chaining events and world bosses):
But they don’t make it any more difficult for bots. The DE penalty is based on speed, not persistence. For example, there’s 11 dynamic events in the northwest corner of cursed shore, and it’s very possible to participate in all of them over 25 minutes. But if you do that, you’ll almost certainly hit the dynamic event cap.
There aren’t any bots that run around to every event and farm karma. Bots just sit in one spot and wait for town defense events. The only ones who can possibly be affected by the DE cap are players, not bots.
Sounds like bad code on Arena Net’s part. Let point it out, and hope they tweak it to target single events.
Frustrated with how easy it is for players to train mobs on other players.
Posted by: SirMoogie.9263
Why would a monster prefer killing me over the person stabbing it to death?
Better question. Why would the blood thirsty Branded continue its futile chase and ignore the person picking herbs ?
Frustrated with how easy it is for players to train mobs on other players.
Posted by: SirMoogie.9263
When i accidentally do it I turn around and help. I haven’t encountered anyone that does it to grief yet, and hope I never do. I agree with your concerns in principle, but I’m not sure we have a problem until it is used to do harm.
If you take away the easiest options to make money in this game, all the ones that are left are the difficult ones.
Or it’s put back into line with other avenues for making money allowing for multiple activities for making money, as opposed to only one viable means of making money. I happen to like variety, you may not, fair enough. However, the point is that toning down one means of money making does not entail that the others are difficult, rather it could be that the one toned down was too simple. You haven’t demonstrated it was the case that the CoF runs were actually the norm and the other difficult, and the devs have demonstrated how easy it actually was:
https://forum-en.gw2archive.eu/forum/game/dungeons/The-CoF-Buff-My-opinions/page/2#post158017
Effectively making the game more difficult without ADDING content but rather changing the existing “stuff”.
I’m not sure how difficulty was ramped up in this game. If by difficult you mean specific look acquisition, then yes the game was made more difficult. However, this is not a common sense notion of the term “difficult”. It was well known before this game was released that the prestige armor was to be difficult to obtain, as acknowledge in the dev response above.
With so many money sink integrated in the game already, the only logical conclusion is that we are being steered toward the Gem shop.
There are very few mandatory money sinks. Waypoints (not optional), trading post fees (optional), armor repairs (varies on skill), merchant goods for tradeskill (optional, varies on tradeskill), gathering tools/kits (optional, but a great way of overcoming other monetary sinks by using the trading post), trait point reassignment (optional), trait books (one time purchase). I am incredulous to your suggestion that you are actually blowing more money on these combined than you are taking in, if you are actually playing the game. However, please list on average what your daily expenses are and what your income is.
My income has only grown since playing. I’ve splurged a bit here and there on trading post purchases for gear and the more expensive cooking tradeskill, which caused loss of income, but I’ve never been a position where I had to avoid waypoint travel. I’ve also never done your preferred method of making gold, so I must be doing something right by using all these “difficult” means of making money. Perhaps it’s that I sell some mats on the trading post or gear that I can make a profit on over vendoring? I don’t know, but it’s never been difficult to make coin.
(edited by SirMoogie.9263)
Aurick Soulwarder – Charr Guaridian
Charr surnames are based on their warband name and something related to them. My warband is the Soul warband and “warder” seemed to roll off the tongue better than other defense related terms. Charr first names have hard guttural sounds. Going with the theme as guardians being bringers protection I went with Aurick as it has a hard kay sound and means protecting ruler.
(edited by SirMoogie.9263)
Is sacrificing the quality of the product AFTER a consumer purchases it in order to keep them playing really fair to the consumer?
I don’t accept your question’s assumptions. It presumes quality was lost and that it was done to keep players playing. This thread addresses these changes, perhaps you can offer your response there, as it will be illuminating to say the least:
Yeah, because teleporting around and telepathically killing stuff is very discreet.
Considering most players in this thread don’t know what you’re talking about, nor do I, it may be more discreet than you think. Also, keep in mind that there are 400,000 users on at once and even if Arena Net has 4000 employees monitoring the game (they don’t) they could only feasibly be monitoring a very small portion of the players playing the game at once. That is why you should report and let them sort it out, and stop acting like they aren’t listening. They have no reason to let this behavior continue, they have put features in to help circumvent it. There is no discussion to be had here, really.
after the dungeon nerfs this game has become nothing but a “game on the side” for me. There’s nothing else for me to do atm. There are too many bugs for me to complete everything, and access my own main characters potential as well as other professions.
I haven’t done many dungeons, os I’m not sure what these nerfs are that I keep hearing. From the wiki I can gather that CoF went from being 26s on first completion and 15s on subsequent runs, to 26s on first completion and 5s on subsequent runs. My question is when is it considered a first run? Is it considered a first run every new path you do, or only one path per day counts as the first run? Is there something I’m missing as the nerf only seems to apply to subsequent runs, not the initial reward? How many runs did you normally do in a day?
(edited by SirMoogie.9263)