Not going to mention the name of the player but I saw someone teleport through a keep wall. I guess that is bad game design.
There were a lot of guilds from other servers I had more respect for than for some people on my own.
I transferred to Vabbi though and I find people here are generally more skilled and honorable than any I have met before. So I guess Vabbi is different from other servers, and proud to be!
Main thing stays guild pride though. No respect for zerglings.
Yay! Everybody transfer to the #1 server and Queue, Queue, Queue!!!
Why play the scored game if you’re getting thrashed? Just go straight to the Edge!
You made my day.
Relax i was not trying to criticise you. You’ve said it yourself they’ve got good guilds and roamers.I just know how it feels when you get rolled over by a zerg and you think:quantity but no quality and then you catch one alone…..and bam you’re dead
Those are the rare cases though. :P
Good bye Drakkar. Will miss farming your countless zerglings.
Levels segregate the game world.
People cant enjoy the full of the game world without leveling first.
if players take their time, they miss out on all the cool things happening all over the place.
So no point not rushing to max level. but that leads to burnout since the skill/trait system doesnt reward well for leveling between 1-30, 30-40, 40-60, 60-80.
Would you like to eliminate levels altogether? Would you like there to be a server where you could instantly be level 80? Would you like to be temporarily leveled up when entering a higher level zone?
You didn’t provide a single solution. All you did was complain, and you didn’t suggest much of anything. Levels are a lot less stressful in this game than in others. This must be your first MMORPG. So go play WoW, Rift, Aion, or Runes of Magic and then try to compare the leveling process. I personally think Anet did a very good job on the level system, even though I hate not being able to one hit things.
I would love that actually. I think once you’ve played through once having the option to make an alt at 80 would rock! I’m burnt out on leveling and my time is limited.
Exactly. I don’t have time nor interest in farming dungeons for 2 weeks so I can buy supplies to get a level 80, while I actually only want to use that level 80 in WvW.
Greetings and salutations.
I come to you today with a comment about the Living Story’s direction, though I know those are in abundance these days. What I’d like to do is hopefully a bit different. I would like to describe what the game would need to do in order to smoothly transition back to the war against the dragons. At present, that is impossible due to an incompatibility between players starting the Personal Story and those who have finished it, and conundrum which can be solved in a single sentence.
To make the Living Story flourish, the Pact must be destroyed.
…Bit of an attention getter, I hope. Allow me to spell on the argument; why the personal story has impersonal problems, what the living story is currently doing wrong, how to fix the two to the benefit of both, and what the results could be for an entire year’s worth of content. I can be a bit overly verbose, so I’ve condensed them into four JPG files for easier reading. Feel free to skip through it if it drags on, but please scroll through the NextYear file to consider what the Living Story could become.
Here we go. The Time Capsule method.
Woah. Awesome.
I’d play living story if it was like this.
Amazing!
But you can’t sneeze without getting exp in this game. I wouldn’t call that grinding at all.
thats not important. its still a grind, because its something that prevents you from doing something. you can sneeze and gain exp for you, but that may not be fun to sneeze for hours on end just to unlock the fun elements of the game, which is exploration, and build making.
Grinding is, by defintion, doing the same thing over and over. There are so many things you can do to level that it simply does not fit the definition of grinding. IF you want to grind, you can, but it is not necessary to grind to level.
That’s wrong. If you have leveled 8 level 80s (like me), speak to me again.
I’ve leveled 8 to 80, as well as deleted a 51 and a 73… and I’d rather level than play the “endgame” herd activities. I don’t find leveling to be grind at all, but I do find repeating meta events, dungeon paths and temples to be tedious as heck.
I don’t do the ‘80 end-game’, because it is pretty much very bad content. Most of it it zerg-farming. Dungeons are better quality, but they get repetitive. The only thing I play in this game is WvW.
We actually sieged Arah’s wooden structure yesterday with rams, trebuchets and arrowcarts after they took Bay. Don’t ask me why, I just felt like doing it. Someone called it a christmas tree being decorated.
Wave to Recycle Bin.
Hello,
The Guild I’m In has recently started going In Wv3, five of us normally roam together, take supply camps and have fun. My problem Is that I’m not sure what profession would be best for me to use In our group.
We have 2x Ele’s; D/D & S/D, 1x Guard and 1x Warrior. I have three level 80 professions, they are Mesmer, Ele and Guardian. My Ele Is my PvE “main” so I’d rather use one of the other two so that I can log on them and their all geared up and ready (rather than reset traits and re-gear, like I’d have to do on my Ele)I was thinking since we don’t have one that maybe Mesmer would be a good Idea. I enjoy the profession and It would allow me to use the character more often. I wouldn’t know a good small roaming build to use though.
If anyone Is willing to give advise, It would be much appreciated.
Hey there, I have been roaming for months, and played ele, thief, warr, guardian, mesmer, engineer there. Out of ele, guardian and mesmer, I’d choose guardian.
Don’t run conventional builds such as GS/staff shouts.
Run something like hammer or sword-shield /greatsword. Take a trait line 0-20-30-20-0 and trait meditations. Use [Prayer to Dwayna] if you’re human, else [Shelter], utilities [Judge’s Intervention], [Smite Condition] and [Contemplation of Purity]. Elite [Renewed Focus].
The gear I run is:
Armour: Knight + Soldier crest
Trinkets: Soldier + Exquisite Ruby Jewel
Weapons:
- GS – Soldier + Sigil of Superior Fire
- Sword – Knight + Sapphire orb
- Focus – Cleric + Sapphire orb
- Hammer – Berserker + Sigil of Superior Rage
You’ll be an elite tank with decent damage, and a large ability at gap closing. Also will allow you to heal through meditations and if you decide to take hammer, you’ll have decent CC for group support.
Wouldn’t that be a way to counter the lack of pre-cursors and the time it takes to craft a legendary.. rob one from the corpse…oooh yeah the QQ will be fun fun fun
They should at the very least make it a very increased chance of getting a precursor if you kill someone with a legendary. I usually target people I see with legendarys anyway, might as well get something out of it.
Hahah yeah. I do the same. Most of them run around as if they own WvW, until they face the dirt. xD
Bull kitten. No class is better than any other. Yday we had a group of 5 people of our guild going: 2 thieves, 1 ele, 1 guardian and 1 engineer. We came upon countless groups of enemies (our size or bigger) and didn’t die once.
One fight was 2 necros, 1 warr, 1 guardian and 1 mesmer. Technically we should have lost, according to all those who are saying warriors, guardians and necros are “OP”. We stomped them all within 1 minute.
It’s ridiculous to come up with “Class x is better than class y.” because no class is better than another. Each has their own strategic elements and advantages, and each has it’s weaknesses.
Thieves have stealth something every group can use to surprise enemies (same goes for mesmers). Elementalists have huge aoe abilities. Guardians are decent as tanks. Warriors have a load of direct damage, but most of it melee. Necro is master of conditions, ranger has tank abilities through pet and so on and so forth.
Good players > Bad players, whatever the classes.
Just think it some kind of mysterious tower appeared somewhere near a populated area in the U.S. Would we immediately nuke it before we knew anything about it?
Maybe, but someone would get inside before two weeks were up…
I really don’t care about this update either. I probably won’t even bother with the next one either since it will be zerg but this time inside a tower. Tri Key for two greens and a blue and a crappy mini.
Same. +1
Depends what server you are in. Vabbi has 0% population in pve zones, but most people play WvW or dungeons, and although we have a lot less population than other servers, we’re still having a blast (small scale fights). So no, as for WvW I don’t think hardcore players there will stop. Nothing has changed since launch, so we don’t expect much.
(edited by Sirendor.1394)
But you can’t sneeze without getting exp in this game. I wouldn’t call that grinding at all.
thats not important. its still a grind, because its something that prevents you from doing something. you can sneeze and gain exp for you, but that may not be fun to sneeze for hours on end just to unlock the fun elements of the game, which is exploration, and build making.
Grinding is, by defintion, doing the same thing over and over. There are so many things you can do to level that it simply does not fit the definition of grinding. IF you want to grind, you can, but it is not necessary to grind to level.
That’s wrong. If you have leveled 8 level 80s (like me), speak to me again.
I’m going to have to disagree. Levels in GW2 are much less important than in most other RPG systems. GW2 does an excellent job with scaling, as well, in most areas.
I’m going to have to disagree to disagreeing. Levels serve no purpose except to stop newbies from getting killed by the first boss they encounter.
Solution: add a tutorial…
Lol at DL. They need 80 people megablob to kill Vabbi’s 15 people in EB. GOOOOOOOOO
challenging content will most likely have a fail rate. And people arn’t happy they can’t get the whatever reward they want like what happened to the last few event.
The PvE is relatively filled with content for those people. As I said, isn’t it likely that there’s a huge amount of players that actually would love some difficulty – A good challenge?
Well yes, some dungeons are quite challenging, but there aren’t enough (//lack of variety) and there isn’t some sort of hard mode (//challenges when you mastered ‘normal modes’).
You point out the 2 ‘grindy’ achievements in the Meta, and there is no mention of the other 12-20 achievements. I feel there is a variety of tasks to complete…something for most everyone. I am sure you could try soloing or using a very small group to kill the Krait Witches…they seem somewhat challenging.
That would be cause I just waypointed out of the zone after reading two random ones.
Most of the others are a laugh too, upon further consideration.
I very much would love it. Though what about ranged classes? Wouldn’t they get OP compared to melee classes?
You forgot 5) Delete servers and make it “Alliances”, cross-server, with overflows, or a sufficient number of maps (that might mean one complete open world server with capture-able pve environments).
I said that I was enumerating the “non-radical solutions” to the problem, meaning those that could be implemented without major structural changes to the game. While this option is interesting, I think it’s fairly radical and would require a lot of effort to implement. I think we are more likely to see ANet implement a non-radical solution than a radical one.
Oh my bad. Sorry.
Well, that’s why I consider the Bazaar to be the best release since summer. Some achievs sent you on a series of jumping puzzles, another forced you to win a really competitive race… And all this with absolutely no zerg to help you out. Had loads of fun back then.
The bazaar was a challenge for me. It was hard, but it was just doable, even without playing all too much, and most of all it was fun. Personally I don’t think they should make any meta-rewards. That only leads to grinding achievements. Doesn’t give incentive for the achievements in se. Most people just pick the easiest ones.
Really wish it was a thief stealthing but the ele was running alone when us (the 4 of the 5 in total around the entire area) were behind him. He vanished and re-appeared a few sec later running in a different direction. Its like he used it to throw us off his tracks.
Guardian stealthed when he went down…only to re-appear a few seconds later at the same spot.
Maybe there was a thief nearby who was already stealthed, so you didn’t see him when he stealthed the ele?
Since I saw a criticism on the Living story achievements, and I thought it very correct, I wanted to see if other people are of an equal mind on the matter of achievements in general.
Most achievements at this time seem to be ‘farm x’, ‘kill y’, etc. They don’t require any skill and are usually extremely easy but very very time-absorbing. For example the obelisks for the krait historian living story achievement. So you want us to go find obelisks. The usual procedure: avoid any mobs, get to the objective, done.
Nothing about this is hard. Everything is repetitive.
My concern is that Anet mistakes ‘time-consuming’ for ‘challenging’. Sure visiting all these obelisks will waste away a few hours. Same goes for the seeds you have to give to Marjory. They aren’t hard to get, but the amount you need is so pathetic that you take a long period to finish it.
Achievements, however, could be fun, if they were challenging (yes they would still be time-consuming), but not repetitive. Instead of letting us kill ~200 mobs, let us solo bosses. For example, I don’t get why so few of the achievements were tied to the initial instance. That instance allowed a lot of personal tests and challenges, which would be found amusing to the general player, maybe frustrating at a certain point, but certainly not boring.
Do you (players and devs alike) think this is indeed a work point or not? Discuss away.
Problem is… anet still didn’t figure out what challenging means. They think challenging is something that takes a lot of time but isn’t hard at all, cause it’s all farm that, kill that, which is just repetitive.
I think challenging means something that is rather hard, but not repetitive, for example, soloing a dungeon for level 80. Or duoing it if you can’t do solo. It doesn’t matter if it takes two times as long, as long as it’s enjoyable and memorable.
I once did a full fractal on a level 2 character, together with a mate. It took us some 3 hours, but we managed it. I’ll never forget it cause I had such a great time, although we were both naked by the end (endless deaths).
Create something that requires skill. Make achievements something to work for, not something to grind till boredom.
Maybe they got stealthed by a thief? o-O That must be hax… totally.
When I stop caring about a game I usually stop reading the forums as well. One would think that it takes a non zero amount of care to log in and post to a thread about not caring. But what do I care?
Lol. Living story isn’t this whole game. I hate LS, I do not hate GW2. But, these patches do lessen my game experience.
1) Physically balance the populations through transfers, either forced or with strong incentives.
2) Capping how many players can enter a map.
3) Buffing the disadvantaged side or nerfing the advantaged side.
4) Adding or buffing NPCs.
You forgot 5) Delete servers and make it “Alliances”, cross-server, with overflows, or a sufficient number of maps (that might mean one complete open world server with capture-able pve environments).
To prevent everyone from stacking: Reward each player individually for:
- Kills done over the week
- Healing done over the week
- Damage done over the week
- Siege usage over the week
- Yak-kills/defends over the week
- Tower defences over the week
Then reward each alliance based on:
- PPT score
- Population in WvW (e.g. alliance A has 100% players logged in, alliance B has only 50%, alliance B has 70%). Reward the outnumbered based on their relative PPT score.
So why playing small scale you asking me? Because we absolutely LOVE the combat mechanics of this game, and obviousely, he IS designed to be played like that, not running with a huge group and spamming one button, fights are simply much more fun and rewarding.
The exact same reason I came to Vabbi. I love it, but they should fix the blobs… you can hardly use tactics when you are getting steamrolled by 2-3-4-…-10 times your number.
And people call this fun?
Replace people by farmers. :P
Please stop making threads.
Now that’s just mean. I understand he has a veteran community on his server, and he’s missing out cause of a random influx of new players.
You should play Aion…
I lol’d :p
I agree with what people said above, it is very tempting to just roll warrior or guardian and be easily one of the ‘best’. But it ultimately depends on what you want from the game and your boredom threshold. I tried a warrior.. and it was pretty amazing.. I just hundred blades everything and it dies. I was like “WOW.. this is amazing..” for like.. the first 14 or so levels.. then I just got bored…
Now I am leveling an elementalist. Sure, they aren’t really THE BEST.. but at least at the end of the day I won’t find myself pressing one button and being bored..
SO YEAH.. basically.. you have to decide if you just want to do damage efficiently and easily or with a bit more.. finesse?
Just so, that’s why I suggested engineer, thief or guard (sure guard is nearly played as much as warrior, but involves a lot more skill if you want to be good).
I don’t quite get it.
Everyone complains that mindless champ farming gave more gold than everything else in the game, so Anet nerfs it to balance the problem. Now everyone complains mindless champ farming doesn’t give enough gold.
Wat.
(before someone pulls the ‘they shouldve buffed everything else’ argument, if they buff everything else, that creates more inflation)
No way. I applaud the nerf. Why should mindless farmers get rewarded for something that takes 0 skill?
That’s in NA.
That doesn’t happen in EU. The train, not the queues … Although the queues EU side seem to be improving. Believe that’s happening NA side as well?
Most of EU is karmatrains all the time too.
Not that I’ve seen and I’ve faced from rank 17ish and up. Every week seeing people fight right down to the last hour of the match. But I’ve only been in EU since May.
You have to understand in NA, two servers actually coordinate tower/keep flipping/location on map, so the enemy will find it vacant —- just to flip for loot like that Queen Jenna Pavillion, or the Orr karma trains.
Ah well there’s no coordinated for map cycling. It’s more like blobs that are totally unorganised that will just PvD and steamroll small groups. Still karmatrains in any case. :P
Elitism indeed. No thanks. This comes from a player who has been playing WvW since september 2012, so I’m not speaking up against this from a personal interest.
Hahaha. More broken scenarios. You guys know they added this cause people complained that immobilized didn’t stack in PvE, do you?
That’s in NA.
That doesn’t happen in EU. The train, not the queues … Although the queues EU side seem to be improving. Believe that’s happening NA side as well?
Most of EU is karmatrains all the time too.
The game could use a revamp of its supply line modeling in the borderlands and EB.
I have attached a picture of what the current supply lines are like, as well as a proposed revamp of those supply likes from the perspective of the Blue force and Green force on the Red Borderlands.
The issue with the current supply lines is that it is very easy for a zerg to dominate all needed supply points and not need to stay and defend them thanks to the recap timers on the camp boss being longer than what it takes for a zerg to obliterate a smaller defense force at nearby towers, plus the camps generating supply out of thin air even when isolated from friendly control points.
This combination makes it difficult for small mobile havok teams to have the impact they should be able to have in cutting enemy supply lines, forcing the enemy to spread out to defend captured locations instead of moving in a singular mass.
Alternate supply modeling should be used to help combat the natural inertia of mass numbers.
The overall goal of such a redesign of the supply route model would be to make it increasingly difficult to assault additional objectives as each side has a static amount of supply being distributed per tick to all available camps, towers, and keeps.
Each portal keep should be the sole supply generator for each side; and caravans should all originate from there and radiate outward in a web pattern that requires a drop off point to be friendly before the caravan can continue on.
There should be no recapture blackout timers at any camp or tower; either defend it or lose it. The timers disproportionately benefit the side with greater numbers as is.
This would allow small groups greater ability to disrupt supply availability to the current front line in each zone by either destroying caravans or capturing undefended objectives. This would force an assault zerg to reallocate a portion of its forces to guarding each successive captured point; allowing defense forces on the other factions much needed breathing room when outnumbered.
Supply camps under this would no longer generate supply; but rather serve as a lightly defended stockpile point with a respawn beacon that consumes supply per person spawned there. This would put greater emphasis on fighting efficiently; as poor tactics focused on brute force can easily drain your side of supply at those camps; which means greater travel time to rejoin the battle as well as making it more difficult to quickly bring siege to bear on remaining enemy objectives.
This is a very in-depth analysis offering a sound and possibly very interesting and tactical mechanism. Should there be some kind of capture points that are held clear of enemies at all times or the likes in order to make sure zergs have to split up?
I would suggest any spawn camp under this system be unusable for respawn or teleporting as long as the camp is contested (enemy in the capture circle).
A small force or even a wily individual could cut supply and reinforcement lines at a critical moment this way unless regular patrols are made, which would force a zerg to slowly fracture as it captured more objectives to defend them or immediately lose them to an even moderately persistent havoc squad.
Edit: and the reason I suggest this is that in order to cut down on “server stack to win”, you also have to address “zerg to win”.
Well it might actually work IF they so much as tried it. Don’t stop hoping hey?
Simple:
1- Add a solo instance that is scaled for one person.
2- Add a group instance that is scaled for multiple.
Solved.
How about making some sort of time machine were you can travel back in the past and do all the events you missed ?
Seems like a good idea. Should also give players the rewards for doing them I think. It’s not like people don’t earn it after all.
I don’t care. Haven’t cared ever after the Crown Pavilion. That was the beginning of the downfall of living story and this game.
PvE … became a grind. WvW… became uncompetitive. Living Story… became a farm.
I’m not sure I entirely understand what the problem is, if someone could elaborate objectively on the argument I would appreciate it.
For anything regarding the currency exchange I will say that the currency exchange is NOT a good indicator of market prices or inflation, it wasn’t designed to be.
The problem, as far as I can see, is that this game requires an unholy amount of farming to afford anything. I think most players agree that the game should be more about character progression through fun (for example a personal quest to create your legendary, without all the horrible farming, amounting to 2000g… yeah farm 1 year more). That’s what really sucks in this game and puts a lot of people off.
good nerf. champ farming is corny but effective. looks like world events might actually get done now
I agree. Farming shouldn’t be the objective in this game.
Rings and trinkets started as only a fractal reward. It eventually expanded to dailies and guild missions. I’m not sure if it was always possible as drops in higher level fractals.
There’s no reason to believe there won’t be other ways to gain weapons and armor… eventually.
And no reason to believe that the methods will be any better than what they did for rings & trinkets. No thanks.
Haha indeed. Forced to do that daily grind… so you can get p2w gear? No thanks.
Same counts for ascended weapons and soon ascended armour. Farm 200g to level your crafting, then farm 60g per armour piece oh and you’ll need to come back daily for a month to actually craft the materials.
i find it amusing that after 9 pages of some rather insightful comments, no forum mod has even touched this topic.
It’s saddening rather than amusing.
Warrior
Best all round. Has most builds. Looks the coolest. Forgiving with high ping.
This. You can enjoy all aspects of the game (WvW, sPvP, PvE), you will always be wanted, especially in PvE and WvW.
And you’ll see 80% of the population running the same class as you. Hooray!
Personally: I like thief, engineer and guardian most.
Engineer is n°1 if you purely want to have fun (no you won’t face-smash people like on warrior). It has a lot of interesting skills and effects. Very original feel.
Thief is lovely cause it involves a lot of sneaking and has stealth.
Guardian is just very cool if you do not follow the mainstream builds. I personally run mace/focus and sword/shield with consecrations!
I’ve been thinking a lot about the complaints I’ve seen on the forums about grind, both gear and achievement grind. And I believe that most people playing would say they’d like less grind. But we also know that Anet has access to various metrics which show what people are playing.
I guess the question is: how many people are actually going to participate in content they don’t enjoy just to get a specific reward and how viable is that situation for the long term health of the game.
For example, I did all the content in Kessex, because I want a skill node in my home instance. I didn’t however, enjoy following the zerg train there, I did it to get it over with.
Now, Anet might look at that and think, wow, that’s great, we have all these people doing this content, we’ve done well. But how many people doing the content actually like or want to do it? And is that part of what Anet is counting when they count how many people are for/against a specific type of content.
I think this is a question worth asking.
Edit: For the record, I think the instance leading into the chapter of the Living World is one of the best yet. It introduces the situation, gives me some perspective and a chance to face the creatures, and a cool new atmosphere in an existing area. That much I really liked.
As a nay-sayer to grind… I don’t do living story, however much ‘goodies’ I will get from it.
The winners have been decided and anyone who can do a bit of arithmetic will figure it out.
Drakkar Lake and Ruins of (pay to win Bandwangoners) Surmia will tie for first place. Dzagonur, the 2nd half of the German national alliance will take 3rd place. The rest, also ran.
Fact. I don’t see why leagues are even supposed to be ‘a competition’. It’s clear the biggest blobbers win. What about this: make a new game for blobbers and put them in there. Leave Vabbi, FoW, WSR and some of the ‘fair’ servers in this game.
