I miss the old days, after release, before christmas 2012. Where the map chat was full of conversations, people having fun, discussing things. “Things will get worse when the playerbase from the game that shalt not be named will get their hands on this game”, they said. I didn’t want to believe it.
One year later, what has happened? Anet’s promise of no farming, no grinding and no gear-treadmilling has been long since forgotten. Because the influx of players that get into a game, create their first character and immediately go “so, what’s the best class? build? how do I level fastest? how can i get the best gear asap?” seem to make up such a huge amount of the player base that they must be catered to. I understand that, the staff needs to be paid. And even though I probably dumped about 200€ or more in the past year in the cash shop (mostly for fashion and harvesting tools and character slots and bank slots – btw we need more fashion/skins), I guess I’m not the target demographic and my contribution is too little.
These days the map chat only reads “where’s the train at!”, “train at X” or just “zerg at X” and “OMG some idiots are ruining the train!”. Conversations? No. Fun? No. It’s about efficiency. It’s about farming. It’s about making the most gold/h. And the game gets designed around that.
From my guildie I heard that last year’s Halloween was amazing. I missed it because I moved and didn’t have internet for the time being. I was looking forward to it all year. What I got was a grindfest and the statement “It’s certainly nothing like last year”. Yay.
Worst of all, the people that do this mindnumbingly boring stuff that is running in a circle all day long everyday even get rewarded and thus feel entitled to what they’re doing. They yell at you for playing the game it’s intended. You call out the event so others can do it, but all you get is hateful messages how you shouldn’t dare messing with THE ORDER!!11
ANet has created a beautiful world, full or lore, NPCs with funny or interesting dialogue and things to discover, fun things to do. It’s just that they do everything they can to keep people away from it and give them braindead farming because that’s what people want.
Yesterday I was playing with a guildie in the Fields of Ruin, just doing an ogre wars event. A random guy came along and asked “This is for Foulbear Kraal, right?”, to which I said “Yes, but the world boss is bugged atm”. His response: “Lol, why do the event then?”
Obviously, if there is no bonus chest to be had, there’s no point in playing the game. If you can make more gold running in circles all day in Queensdale or Frostgorge, there’s no other point in playing the game except yelling at the people that play it that way since release.
I don’t know if the Devs share my frustration, they made this world after all. But I don’t like the way GW2 is turning into a grindfest. At least make it so that the stupid grinding does not interrupt regular gameplay / can be interrupted by people foolishly playing the game ‘selfishly’, aka not the most efficient.
On topic:
You did the right thing, OP. Noone can force you how to play the game, especially when YOU were the one playing it as it was intended. Don’t listen to all the goldfarmers/progamers/zergrunners, they’re just mad you keep them from gaining more virtual pointless gold in a short amount of time.
Sorry to tell you, but they are in fact account bound and soulbound on use. You made the good old mistake of totally ignoring the flashy red text that says: “Warning: Selecting stats will make the item soulbound and is permanent.”
I do agree that one pair of gloves per account is rather lame, I was hoping to get at least one of each armor class. Not to mention that I can’t get the fitting shoes because apparently they were attainable last year only?
I have enough one-of-a-kind-armor-pieces (Fused Gaunlets, Dragonbash Helmet, Clockwork Shoulders, etc.) that don’t fit anywhere else really because Anet thinks complete armor sets are for ninnies or something. :/
Think about the Jormag fight. There are two phases to Jormag, but does anyone need any reminder about where to stand and what to hit?
Yes. I still see lot of people dying in the second phase due to zerging Claw when he’s not stunned.
Yes, this. People are sometimes incredibly slow when it comes to understanding and processing onscreen information (I don’t get it, personally, it’s not quantum physics) and you see people dying at the Claw all the time because they don’t pay attention or don’t get the massive DoT debuff when it isn’t stunned.
Tequatl requires a lot more coordination and the ability to understand what is happening onscreen, this somehow disqualifies a lot of people from ever doing it, even if you actively tell them what to do.
As jaded as I may sound, it’s fine. I will never beat Tequatl because the required coordination, coupled with the overflow mechanics make it impossible for me. You have to rely too much on ‘those guys’, that can make a whole event fail for everyone because they refuse to learn from mistakes and clog the map / the turrets; and that’s not worth it for me.
But it’s okay, I don’t need to do everything in the game.
I still think the Tequatl boss fight is out of line with all the other world bosses, which can be done with a much higher error margin (even with the addition of the questionable timers).
And if only organized huge guilds with TS can take him down anyway, might as well make it instanced. That would reduce the failure rate immensely. PuGs will probably never beat him that way, but that’s not really a change to now, I guess.
I wouldn’t say dulfy is everything GW2 has, I don’t even understand what that’s supposed to mean.
I did find this scavenger hunt really dull as well, though. I don’t like scavenger hunts much in general, but I loved the one in the Southsun Cove LS event, because you actually had fairly decent clues. It still required some work and a few were hidden rather well, but it was doable on your own and in a good amount of time.
This scavenger hunt has no clues whatsoever (at least none that occured to me), so I didn’t bother. I’m really bad at these things too, because I tend to overlook just the final one I still need and then I spend hours and hours trying to find it. Though I honestly still prefer this to “try to find this huge yellow star on your map to get the next clue!”.
Unless someone is holding a gun to your head and forcing you to read guides, just don’t. Problem solved, you can challenge yourself. Or you don’t want to waste countless hours and read it and finish it with help.
Or just don’t do the event at all.
MMO players are usually lazy and many are surprisingly incompetent. Let them have the guides. You can always just ignore it and challenge yourself. And when you look at your hard-earnt reward, you can feel good about yourself. What do you care that others have the same item, you know YOU worked for yours. I don’t really get the point of this thread.
I’m pretty sure it depends on how much the event is upscaled. I get exotic boxes whenever there’s many people around as well. When I try to close a portal alone or with 2-3 people, I get blue boxes.
Yet another reason this event is basically dividing into mindless zerg farming for a lot of money or actually trying to play the game getting the short end of the deal.
puts on tinfoil hat
Who’s to say Anet isn’t rigging this whole contest anyway. Do we see the amount of votes we did? If we had a counter, could we know it’s the actual amount of votes?
Maybe this whole thing is just to give people the illusion of choice when in fact it’s a huge themepark moneysink with the winner (Evon) being determined before it even began and Anet just posting their desired result when this is all over.
dramatic music
I can confirm this. We just killed her on Underworld. Some people got the achievement, me and many others didn’t. One guy from our party got it, the rest did not. Neither of us was downed during the battle.
I still got the bonus chest and boss chest. So I’m not sure what the issue could be.
Personally, I enjoyed BotFW much more than any other LS content so far (with the exception of the finale of Flame and Frost and how it was actually implemented into the world and not an entirely exclusive zone that would disappear).
I love the Sanctum and how to get around it with the special skills (though it seriously makes me feel annoyed that you can jump across chasms with them but shadowstepping/teleporting doesn’t work, as it shows me this isn’t a game mechanic problem that they glitch so often or don’t work at all). The fact that the scavenger hunt for the Sky Crystals didn’t require you to find every single one but still needed you to keep your eyes open and figure out how to get to places is also really great.
Kite Baskets are alright, every event has a random spawn in the world these days, nothing special, and not awful, either.
Sanctum Sprint is so-so. It’s certainly fun and with some knowledge of the track and skills, you can consistently score first place. Though I don’t wholeheartedly like the Mario Kart-esque nature of the game. You can be first for 3/4 of the game, then get struck by something midair, fall forever and suddenly be 8th. At the same time you can get a Light Travel powerup and get from being 8th to first right before the finishing line (that actually happened to me). But overall, I like the ‘indirect’ PvP nature of the game a LOT more than the PvP Arena minigames before. Especially Crab Toss was full of griefers that would keep a good player from winning or even playing the game by focusing on him the whole game. So for the future I’d love to see more games that embrace this idea of going against other players but not in a direct combat sense of way.
Belcher’s Bluff is a fun minigame, though the norn master is over the top. It may fit the lore, but there wasn’t really fun to be had.
Lastly, I like the notion of upgrading your home instance with the Bluff NPCs and the node. I presume future content will further upgrade it with small bits, though personally I’d prefer some kind of solitary sanctum you can reach with some kind of teleportation crystal rather than the crowdy home instance. Either way, you’re free to invite others or go there on your own. But who knows what the future will bring.
I thoroughly enjoy(ed) BotFW so far and it’s the best LS content to date, with only minor flaws. I’m glad to see Anet is apparently learning from every LS update and getting it better each time. It’s just a shame that most things just vanish forever after 2-4 weeks.
Keep it up.
There must have been suggestions about this before.
Why can the designers work on all-new content areas that only lasts 2-4 weeks at a time, adding quite sophisticated skins that only a handful of players will get anyway, but there is so little variety in hairstyles and faces?
With the addition of self-style hairkits and total makeover kits (that were even on sale a while ago), you’d think they’d want to make most use of that. I can’t imagine it wouldn’t be worth spending a little amount of time on some new hairs and stuff, as many players will probably buy the restyle kits afterwards. Heck, people I know even bought the hairstyle kits just for the new (imo pretty ugly) hair colours. It would surely pay out.
Personally, I’m a huge fashion victim in the game and probably spent 80% of gold I ever made in this game on armors and weapon skins on chars I don’t even really use, just because.
And being able to change my hair/looks once in a while (at the hefty price, I don’t mind) would be great. But as it stands, there is so little variety (even moreso for non-human races) that I don’t really want to bother.
And we’re not talking about time that the people should rather spend on fixing bugs and the likes, designers aren’t programmers. So, please add more stuff “just for looks”. This game is mostly about skins and looks anyway, at some point.
None of you are addressing the original post. The OP simply asked that when you’re stealthed, npc’s act accordingly. That is a pretty fair request. It has nothing to do with the difficulty, it just makes sense.
While it doesn’t make sense logically for a ranger to keep firing arrows at you even though you’re invisible and he shouldn’t be able to know where you are, without any official response I’d claim this is an intentional feature.
People complain there isn’t enough counters to stealth save wild AoE spamming, but the channeled skills are one. And seeing how channeled skills have the downside of rooting/being easily interruptable for full cooldown, I think it’s balanced.
This goes for PvP as well as PvE where going stealth makes most NPC lose track of you immediately and leaves them open for backstabs or to simply run away without any real effort.
And the OP was actually complaining about not being able to do the same thing he always does on every mob ever.
The precision increase does not show on the character sheet at all for me, no matter what I do. The tooltip for the trait seems bugged as well, it still shows as 40 precision per signet for my level 31 warrior, so it doesn’t scale to level either.
The tooltips for all traits that give bonuses are like that. Guardian’s +toughness, Warrior’s +power, Ranger’s +precision traits all just give you the amount they offer at level 80 and not your current level. That doesn’t mean the values aren’t adjusted, though. (Apparently the trait descriptions don’t read the values directly from the database and are handwritten, that’s why there’s no scaled values displayed as of yet.)
As for the OP, try changing maps or relogging to your character after doing that, I believe you talk about staying on the same map. It’s a bug for most things with values that are changed through gear and for a while now. I don’t know if it’s just a display bug or if the values are actually not calculated directly.
Also, i have two beserker daggers that are around level 77 and when used together out damage my beserker dagger(lvl 77) + exotic pistol. Why is this?
I’d guess that’s because melee does more damage than ranged, despite the difference in level / quality of the items in this case. And if the pistol isn’t with the berserker prefix, there’s another difference that makes the dagger potentially stronger.
I’m consistently getting the message when I do skill challenges that require me to channel energy from a spot for a few seconds. I get the skill point, the animation, the completion progress on the map, but also the big fat red text on my screen.
Same for my guildie.
I think in the thread where people talked about incorrect Sigil descriptions, a dev/designer said that the texts for skills, traits, sigils, etc. are independent from the actual values, i.e. they don’t read the values from the database and then show the number but are seperate in the code, so they need to be updated manually and in all languages (which is rarely done, hence so many incorrect descriptions).
It’s supposed to be changed in the (near) future, to read the values directly and avoid this in the future, but who knows how long this’ll remain.
I think this is related to the new AoE Loot option. Did you have it enabled in the options (box ticked) or bound a new key to it?
You could try sending a support ticket ingame and ask for a refund.
But honestly, it even asks you beforehand if you are sure you want to use them for PvE/WvW or PvP and if you deliberately ignore that, it’s your own fault.
I’d think this is very much intended. While one can argue that they shouldn’t hit outside their (visible) weapon range, Abominations are probably the NPC type with the longest attack telegraph, which makes it relatively easy to get behind them while they do that.
Try to get behind them while they collect themselves and think about the world and arts before striking.
When I started playing this game on release, I remember Queensdale. There were events, but not all the time and everywhere. I remember doing the Skritt event chain at the Lumber Mill and thinking “Wow, this is so awesome that we first stop the Skritt and then retaliate!”, it felt like I was part of the world and actually helping. And when the cave collapsed, it stayed like that for a good 40 minutes or so. Now you do an event, you sort out your inventory, and you can do it right again.
Sorry for this extremely long (double) post, I wanted to make a topic just for this but I felt this one already adresses it somehow. Not that it won’t drown in unimportance soon anyway.
1:30 to 2:00 states that the devs wanted no grind and meaningfull events where “the boss” doesn’t respawn every 5 minutes.
[…]
Don’T get me wrong, it’s a great game. But these 2 things really bother me: grinding 24/7 and events having no emotional impact or any other connection to the player.
This is a huge issue for me as well.
I know, it’s an MMO, not a single player game. I know, the idea is to give everyone the chance to play an event and not be unaware of it because it didn’t spawn when one was around.
But the event respawns are out of hand. Queensdale map chat: “Troll up”, “Oak up”, “Troll up”, “Oak up”, “Troll up”, “Oak up” in a matter of 30 minutes or so.
I have been guesting with a guildie on a medium population server, we killed a champion shark in Timberline Falls, it took us maybe 2 minutes.
I went to sell some junk, took me maybe a whole minute, the shark respawned. Why do champions respawn faster than it takes to kill them? For no reward anyway, for that matter.
Personally, I find the Dynamic Events as they are now lacking, for two reasons:
1.) They don’t scale well
And by that I don’t solely mean scale with the amount of players around, though that is just as debatable; why do I need to turn in 10 pieces of item X when I’m alone, but when a second player joins suddenly we need 35, with a third one we’re at 50-60, while the time for the item / NPC that drops the item does not decrease? It drags the event on for much longer than before, so that I’m more inclinded to just finish it myself than tell anyone else about it and wait for them. OR to turn in one or two items and then leave it.
More importantly, the bigger and tougher and more importantly much longer events don’t give more rewards. Sometimes event chains don’t even give the event reward because the stage doesn’t count as an extra one. I think it is on Fireheart Rise where there is an event chain to assault a Flame Legion Base and rescue a Pact member. I did that chain from the beginning to the end, and I think it took me about 30 minutes, give or take. The reward was three event participations and the dead NPCs along the way. But I had to wait for NPCs and on key locations for the next stage to be triggered. So I might just as well go and do other random stuff.
Same goes for World Bosses. Claw of Jormag takes so long compared to others, people don’t even bother to join the fight earlier than 15 minutes in or even at all. The Shatterer and Tequatl die in 3-5 minutes (on Underworld at least), and give the same rewards.
Temple of Lyssa – the priestess scales so harshly, it’s not even funny anymore. Why bother fighting her for 30-40 minutes, with the chance of the event failing along the way as well, when the reward is just the same as for every other world boss (save the Karma armor)?
But hold, you might say, the events are just a way of telling the story of the map / world we’re in!
That’s certainly true. And I like that a lot, too. I love it, in fact. I love going into an area, finding an NPC in disarray and help them, unlock the next event and continue to help them push against enemies and the likes to have them liberate an area or free friends and whatnot.
But that’s my second complaint.
2.) They are way too quick in respawns / feel disconnected from the world
And this is a huge problem, if you think of them as telling the story. Why on earth would I bother with a long event chain to defeat a (seemingly) ancient foe of a faction or finally make the last push to a battle when the event chain resets about 5 minutes later?
“Thank you, [insert hero name here]! Without you, we could have never done this! Now excuse me while we lose our settlement in the next minute to be able to do all this again.”
I get that the events need to reset at some point, but it’s so fast it feels incredibly pointless to do any except for the quick XP grab.
Not to mention that most maps are dead. Seriously, I’m playing on a supposedly Very High population server. But on maps other than the 1-15 starter areas, Orr and the maps on which there are currently world events going on people swarm with the help of timers on homepages, it feels so lonely. The maps from 30-70 in particular. You run around the map and see events half done for hours, unless you decide to finish them. Or you just did them and they pop right back up, as if nothing happened.
So, in essence, events feel like a quick XP / money grab OR aren’t worth the effort due to lack of rewards in both gold/loot/xp and emotional investment/sense of accomplishment/story telling. And the latter is especially true for Orr, in my opinion.
NPCs are fine. Using targeted channels to tag stealthed players is a great way to counter them, and stealth doesn’t need more buffs. Camps are already soloable despite the NPCs conditions; try changing your tactics.
I wish I could give you a minus 5.
So your argument is “I hate stealthing thieves” so anything that defeats it is good.OK…um…
I wish I could give you a minus 10.
So your argument is “I want to have easy fights where I can one-trick-pony myself through everything and not worry about defense or evasion”, so anything that hinders you with that is bad.
Ok, um.
No, really. I’m playing an 80 full zerker thief, I die in three to five hits. But as a thief, I have stealth, backstabs, blinding powder, evaside backrolls, more stealth, cripple, ranged and even more stealth. I can run around and kite. AND I have dodge rolls that negate all damage to top it off.
I die here and there, granted, but that’s because I’m either a) ludicrously outnumbered and lost all my evasion/initiative and/or b) I didn’t play smart or c) I tried to solo a champion / group event and didn’t retreat in time.
The few NPCs that have channeled skills are annoying, yes, but they can be countered / evaded just as well.
So, no, that’s fine. Adapt your playstyle, use different skills. Or go off the full glass cannon build. I also played a more tanky thief with sword/dagger and a lot of vitality and toughness. That works too.
I don’t really see any prestige in the armor itself other than saying the wearer is good at making money or is good at farming.
But that can be said about any skin in the game, can it not? Save for dungeon and cultural armor, you can buy anything on the TP anyway. And unless you go around telling people “Yeah, I totally dropped/crafted this myself!”, people can assume you just bought the stuff anyway. Or farmed a lot for it.
So that’s not an argument, I think.
And I disagree with the OP that the Tier 3 armor is, in my opinion, actually among the ugliest usually. Tier 2 I find much more fashionable 90% of the time.
It may be frustrating to see how much you still need, but see it as motivation. People complain about this game having no ultimate goal or “endgame content” all the time. But you need to make your own goals. And having that armor after a long time of playing should feel much more rewarding.
I don’t want to give the impression of talking down, being a huge fashion victim myself in this game (I probably spent 90% of my gold since release for cultural armors / skins on characters that long since were deleted and probably will be deleted in the future), but I don’t see the point of lowering the cost of the Tier 3 armor, as it would only take yet another goal people can set themselves in the long run.
“Yeah, how dare they make an achievement that’s totally not important in any way except self-glorification and fighting boredom that hard to get. You even have to spend ingame money on the items, which is totally not cool, I mean, the achievement is a MUST.” – Random Entitled People
Or, you know, you can just buy the drinks for karma in the Monastery in Queensdale after you completed the heart, which even add 3-4 drinks per swig.
I also think this has been the best storytelling in Guild Wars 2 so far.
There will always be people who don´t like it, like Xavori in this case…
But the fact that there´s so little negative criticism shows that ANet seems to be on the right way here.
But that’s the thing. It may be a lot more interesting writing than what one’s used to in GW2, especially considering the downer that the Southsun finale was, that doesn’t make it stellar, though.
I did enjoy it, but going around claiming this is the best writing so far only shows how the usual writing is.
Personally, I think Anet is merely experimenting with different things and wrapping in up nicely in Living Story content. Maybe even letting different writers have a go and then see what people liked best and maybe use that for an expansion at some point.
And for clarification, I do like the Living Story arcs in general. I liked the integration of NPCs and story in Flame and Frost, I think the achievements in Southsun really added to the game and the atmosphere, and I liked the tone of Dragon Bash. But they all have their flaws and I hope Anet will learn from feedback and improve on those flaws and keeps progressing and giving us even better and more enjoyable content.
I’m also a bit confused as to why the other thread is praising the writing as the best evarrr and such.
It was certainly more enjoyable than Southsun, but unless they give us the big final twist that leaves everyone agape, I don’t think the writing for Dragon Bash is that oustanding.
Nice list.
Sorry, but I don’t see much point to this complaint as well.
The many “Where is …”, “How can I …” a merely people who have no clue how to read onscreen information or are simply too lazy. It’s the “How can I get all achievements as fast as possible without thinking or reading anything?” crowd.
I remember countless people during the Southsun Cove event who asked about stuff in map chat, actually following the list of achievements. Along the lines of “Hey, where is Kiel?! … okay, thanks! Where is the Consortium guy?! … okay, thanks! Where is Faren?! … okay, thanks!”, honestly, if anything, Anet is giving way too many hints and clues. But somehow it’s beyond most people to actually read the achievement descriptions (that for the most part give you exact locations) or REMEMBER what was being said in conversations.
You are told to meet Marjory at the Crime Scene. Thinking back a whole day, maybe even only a few hours if you did it right before, you could figure out where said Crime Scene would be.
And how disappointed I was when I was looking for said ogre footprints around the plaza, only to then find out, not only can you just let the letter tell you where the ogre was, no, you even get a Living Story map marker right at his location.
Wow, that’s some detective work right there.
So many people have lost any ability to tolerate not being told where to go right away, they have no patience whatsoever. There is EVERYTHING laid out in the game for you, you get markers, letters, hints in different text colour that ALL tell you exactly what to do, but people still can’t be bothered.
The only thing I’d somewhat agree on is the last two suspects. I still think it’s fairly obvious to wait for the next letter, especially considering this content being released in little waves (not that the majority of people would know or notice this, apparently), but the break at that point is a little odd.
/rant
I’m not sure about Champs. Maybe in the higher areas, but for the majority the areas are lower lvl ones. I know, they provide a challenge to higher lvl characters. I understand. However, on the flip side, do we really need another Champion Krait set loose in the lake, like in Caledon Forest? No one will ever go kill that thing, and it terrorizes every single new player on the map trying to get completion. Hundreds of lvl appropriate-80’s are in that area per day (and that’s a conservative estimate) on every server to kill the Jungle Wurm. No One Kills That Thing. So what now, there would be rampant Holo Champs in the 1-15 and 15-25 areas on top of the ones already there?
Oh but the champs get killed relatively often. And the Krait champion in particular is a rather easy one that you can kill solo or with two or three low levels.
The actual problem with those mobs is that they have the same ludicriously low repawn times as other events. Seriously, the event respawn is total nuts. You finish an event or event chain, you literally just need to open your inventory and sort out some items and boom it’s back on.
And it doesn’t even seem to be tied to server population. Yesterday I was guesting with a guildie on a medium population server, we killed the Champion Shark in the lake in Timberline Falls. The fight took us probably 1 or 2 minutes. I then went to the Quaggan heart merchant 10 metres away to sell some junk and my guildie said “The Shark is back up”. So its respawn was faster than the time needed to kill it.
I understand you want many events so everyone can have his fun doing them but this is just out of hand. It also makes all events feel so incredibly pointless. You try to immerse yourself into the world and your character but you are always made aware that what you do is utterly useless. At least make the respawn times lower in higher level areas because you often see events half done for hours before you decide to finish them because there’s so few people actually doing them outside of Queensdale and Orr.
/rant
On topic, I don’t like the holographic emitters for reasons pointed out above as well.
BUT I think it will cool down once people got their achievements. It’s a whole month of the event after all, and the chests drop just as regularly if not more often from regular mobs anyway.
It’s still awful design in my opinion.
(edited by Sourde Noire.5286)
An exploit is an exploit. And in this case you can’t say people did it unintentionally.
Though it sounds that the moa racing bug is even more severe, because you can bet gold and then manipulate the races in your favour.
Just thinking back to what was said when the people were banned for the Karma exploit.
“Today we banned a number of players for exploiting Guild Wars 2. We take our community and the integrity of the game very seriously, and want to be clear that intentionally exploiting the game is unacceptable. The players we banned were certainly intentionally and repeatedly exploiting a bug in the game. We intended to send a very clear message that exploiting the game in this way will not be tolerated, and we believe this message now has been well understood.”
Just saying.
Indeed. While we’re at it, the last achievement panel still says {{{DELETE ME}}}.
Glad to see the update was thoroughly tested before rolling out.
So, since more and more people are starting to use malformed item codes in chat to produce flashy messages, I am wondering if this is something that will be fixed or considered spam.
Yes, you can turn off the map chat but maybe I’d like to see messages that would matter to me as well (i.e. people looking for party members or general info).
It is most popular with guild recruit messages but sometimes people just do that for kicks.
I’m just curious, because I don’t think this is something that was intended in the first place, and since the way to create this messages is one sentence and a click in a search engine away, more and more people will start to use it, creating disco map chat, which could be very irritating.
I loved it the night before the patch. If you got multiple gathers on a single node, the “triple-pick” animation would pick all of them up. If not, you could interrupt and leave. I felt like it was actually a great use of gems – sure, it could have been a bit more efficient than a normal sickle, but if I’m spending $10 on it, a slight increase in efficiency isn’t unwarranted.
Please change it back to pre-patch!
This, so much. I bought the sickle and I was blown away. Being able to harvest multiple times with a single click and animation really felt like the sickle is worth the money. I was loving it and even considered buying 2 or 3 more for my alts.
Then comes the patch and not only is this grand thing of faster harvesting gone, it is also actually slower than using a regular sickle. Now I actually feel penalized and I’m glad I didn’t buy more than one.
People dislike the animation but it was actually fitting with the original ability to harvest with each ‘pick’. Now it’s just weird and slow.
I could somehow understand if people were complaining about the quicker gathering, but it actually justifies the high costs for it and it’s a convenience item after all (unless you plan on harvesting 20000 plants to break even and then 10000 more to have some net profit …), so please, make it convenient again.