- Mike Obrien
- Mike Obrien
Instead of punishing people for playing the way they want to play why not do something like this?
https://forum-en.gw2archive.eu/forum/game/suggestions/Enhance-population-in-under-populated-areas/first#post1378255
- Mike Obrien
In order for you to be able to mail to an alt, the mail system would have to be changed from account based to character based. 5 accounts X 10 mail X 5 items per mail. 250 free slots.
You wouldn’t have to change anything, you send yourself an item and it shows up in your inbox. Then log onto an alt and the mail is still there waiting.
- Mike Obrien
The reason we don’t allow this is to prevent players from having 50 free inventory slots.
Is such a small thing that would be abused by hardly anyone really worth forcing players to run their alts back to town to trade around mini-pets and items? Unless you wanted that to be a gold sink with waypoint costs I suppose.
- Mike Obrien
(edited by Spencer.1386)
hmm nah. makes no sense for them to be account wide.
character bound is ok as it is now.
If I was part of a team of adventurers and one of them knew how to make a sword why would I go buy that recipe from a vendor when I could just copy theirs? My characters have no reason why they wouldn’t share their knowledge with each other. They already share many account bound items and currency.
- Mike Obrien
Seeing as how I’m still forced to play a direct damage role thanks to bleed cap in dungeons I think this thread needs another ride to the top of the list. Some thought needs to go into conditions. When playing solo they work well and are an enjoyable aspect of the game. When used in groups they are worthless as most classes apply bleeds passivly and cap out the stacks causing any player specced for conditions to lose most of their dps and contribute very little to the group.
- Mike Obrien
To be honest I can’t see this happening, plus how is one person suppose to hear someone else that on the map is miles away? Plus all you need to do it go to LA and wait a few minutes to get out of the over flow.
Is it just me, or do I say ‘plus’ a lot of them time?
This is a video game, logic need not apply.
- Mike Obrien
I have the two step authorization set up with my email account. A password on my account isn’t even needed as no one can access my account without access to my email. I don’t like mandatory password changes. My account security is my own business and my own problem.
What if somebody gains access to your mail? I guess you didn’t quite understand the purpose of a two factor authentication.
My only problem with the password change is that you can’t change it to passwords you’ve used in the past.
I’m now on variation c to the square root to the 23rd power of my original password… It’s just kinda frustrating.
That is common practice and and default for corporate environments. Using the same password again would render a change useless.
by forcing you to change your password, Anet have just added a small risk of it being hacked during the change. Isn’t it great when people who don’t understand security get to mandate it to those of us who do?
Humbug.
You can’t access my email unless you have access to my phone. So unless you’ve mugged me of my phone and gained access to both my email and game passwords you still can’t get in. But thanks for being rude.
- Mike Obrien
“SoPP.7034 day/month/year or year/month/day, at no point does month/day/year make sense.”
When people in the state of Washington say the date we say February 8th, 2013. When we write the day we write it 02-08-13. We write it the way we say it, why all the hate?
- Mike Obrien
Please never add mounts to this game.
- Mike Obrien
I have the two step authorization set up with my email account. A password on my account isn’t even needed as no one can access my account without access to my email. I don’t like mandatory password changes. My account security is my own business and my own problem.
- Mike Obrien
Major cities should share chat channels.
- Mike Obrien
I would like to thank the people who made the website for picking up the slack when Arena.net failed to deliver a finished game. I ask that at some point a group finding utility is implemented so a third party website is not the only way to form groups reliably and quickly.
- Mike Obrien
Please do not ever add mounts to this game.
- Mike Obrien
Please do not ever add mounts to this game.
- Mike Obrien
This would have no effect on WvW, it would only affect PvE areas. Though I suppose the server allegiance might become confusing. Could make the towns like Lions Arch have a unique instance for each server and only allow the cross-server instances in PvE areas. The idea is to turn every PvE area into what overflow servers are currently. This way the zones get as many players in them as possible for a richer leveling experience.
- Mike Obrien
(edited by Spencer.1386)
Instead of each server having its own instance of a zone such as Caledon Forest use the overflow technology to fill each instance. Server A has 100 people in Caledon Forest while B and C only have 10 each. Currently players on B and C may never get to complete the zones champion events due to lack of players. Instead place all players regardless of server into the same zone instance until that instance is full. Then create an overflow instance and fill that one next. This maximizes the population in each zone ensuring that players actually get a chance to play alongside other players. Currently it feels very lonely in most of the zones.
- Mike Obrien
Load time is based on your systems ability to render everything around you. So when you are running the game is rendering objects as they enter your vision. When you teleport to a waypoint near you there is no loading screen because you already have all of the environment loaded. Teleporting far away causes the need to load an entire new environment which takes time based on your system’s speed. The seemless world vs instanced world was probably designed that way to cut costs.
- Mike Obrien
Coming from an Asuran this actually doesn’t seem all that out of place.
- Mike Obrien
Bug happens to me everytime I enter an area with a lot of people fighting. WvW, dragon events, and Orr farming being the main offenders.
- Mike Obrien
Make banners an offhand enviromental weapon so I can carry one around with me.
- Mike Obrien
This bug still exists. Attempting to dye Nightmare armor black turns it brown. If unequipped while it is dyed back before closing the character screen causes the game to crash. I have replicated this bug and crash with 100% success rate.
- Mike Obrien
https://forum-en.gw2archive.eu/forum/game/suggestions/Sollution-Condition-Stacking-Boons/first
Please keep it constructive.
Currently, the Conditions that stack intensity have a cap (25), wich makes large scale battles penalize players that like condition builds.
A single player that focuses on 1 type of condition can easily get up to 10-15 stacks of a single condition by himself on an enemy. That’s about half the limit (25).
Increasing the cap to 50 or 100 just strains the server without really fixing the problem.
So I think the Condition mechanics should be changed for Conditions that stack Intensity.
Current Mechanics
- Each stack of boon/condition is monitored individually, both in power and duration.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- Since each stack’s damage and duration are tracked individually, this is the damage you see per second:
Time = Damage
Second 1 = 4 –
Second 2 = 4 –
Second 3 = 4 –
Second 4 = 4 4
Second 5 = 4 4
Second 6 = – 4
Second 7 = – 4
Second 8 = – 4
Both stacks deal damage simultaneously during the 4th and 5th seconds, at wich point the first stack falls, and leaves the second stack dealing damage on the 6th, 7th and 8th seconds.- There is a maximum number of stacks, wich is understandable and probably has something to do with server performance.
- A player can own more than one stack, wich penalizes other players.
This includes poisons and burning.
Several players applying poison or burning are penalizing each other because the effect doesn’t stack, only increases duration, and it simply gets overriden by the player with the best condition damage.- Effects that Cure 1 Condition remove all stacks of 1 condition.
Suggested Mechanics
- Each stack is still monitored individually
- There is still a maximum number of stacks (can stay 25).
- Each player owns 1 stack, wich makes it fair for everyone when there happen to be multiple condition builds
This includes Burning and Poison, making several players applying Burning and Poison no longer penalize each other.
However, each player’s stack of Burning and Poison only gets extended in duration, and it can only be extended by its owner.
The poison’s 33% Heal Reduction does not stack.- Effects that Cure 1 Condition would remove X stacks of 1 condition.
- When applying a new Bleed, Confusion or Regeneration effect, it simply adds the new effect’s damage/healing to the old effect’s remaining damage/healing, and the new duration is a percentage of the new effect’s duration plus a percentage of the old effect’s remaining duration.
These percentages are based on the weight of each effect’s damage comparing to the combined total.
If the old effect’s remaining damage is 40% of the combined damage, then 40% of the old effect’s remaining duration is added to 60% of the new effect’s duration.
The goal is making it so that the resulting damage and duration after the effect is updated has the adequate change in damage per second.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- It will add the remaining 8 damage to the new 20 = 28.
- Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Neither of these would be fair.
- Mike Obrien
Spvp is a boring mess with one game mode that no one enjoys and pve is a boring grindfest in a “grindless” game. wvw is fun for the most part though, Arena.net should scrap their terrible Spvp and focus on wvw.
- Mike Obrien
https://forum-en.gw2archive.eu/forum/game/suggestions/Sollution-Condition-Stacking-Boons/first
Please keep it constructive.
Currently, the Conditions that stack intensity have a cap (25), wich makes large scale battles penalize players that like condition builds.
A single player that focuses on 1 type of condition can easily get up to 10-15 stacks of a single condition by himself on an enemy. That’s about half the limit (25).
Increasing the cap to 50 or 100 just strains the server without really fixing the problem.
So I think the Condition mechanics should be changed for Conditions that stack Intensity.
Current Mechanics
- Each stack of boon/condition is monitored individually, both in power and duration.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- Since each stack’s damage and duration are tracked individually, this is the damage you see per second:
Time = Damage
Second 1 = 4 –
Second 2 = 4 –
Second 3 = 4 –
Second 4 = 4 4
Second 5 = 4 4
Second 6 = – 4
Second 7 = – 4
Second 8 = – 4
Both stacks deal damage simultaneously during the 4th and 5th seconds, at wich point the first stack falls, and leaves the second stack dealing damage on the 6th, 7th and 8th seconds.- There is a maximum number of stacks, wich is understandable and probably has something to do with server performance.
- A player can own more than one stack, wich penalizes other players.
This includes poisons and burning.
Several players applying poison or burning are penalizing each other because the effect doesn’t stack, only increases duration, and it simply gets overriden by the player with the best condition damage.- Effects that Cure 1 Condition remove all stacks of 1 condition.
Suggested Mechanics
- Each stack is still monitored individually
- There is still a maximum number of stacks (can stay 25).
- Each player owns 1 stack, wich makes it fair for everyone when there happen to be multiple condition builds
This includes Burning and Poison, making several players applying Burning and Poison no longer penalize each other.
However, each player’s stack of Burning and Poison only gets extended in duration, and it can only be extended by its owner.
The poison’s 33% Heal Reduction does not stack.- Effects that Cure 1 Condition would remove X stacks of 1 condition.
- When applying a new Bleed, Confusion or Regeneration effect, it simply adds the new effect’s damage/healing to the old effect’s remaining damage/healing, and the new duration is a percentage of the new effect’s duration plus a percentage of the old effect’s remaining duration.
These percentages are based on the weight of each effect’s damage comparing to the combined total.
If the old effect’s remaining damage is 40% of the combined damage, then 40% of the old effect’s remaining duration is added to 60% of the new effect’s duration.
The goal is making it so that the resulting damage and duration after the effect is updated has the adequate change in damage per second.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- It will add the remaining 8 damage to the new 20 = 28.
- Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Neither of these would be fair.
- Mike Obrien
Please keep it constructive.
Currently, the Conditions that stack intensity have a cap (25), wich makes large scale battles penalize players that like condition builds.
A single player that focuses on 1 type of condition can easily get up to 10-15 stacks of a single condition by himself on an enemy. That’s about half the limit (25).
Increasing the cap to 50 or 100 just strains the server without really fixing the problem.
So I think the Condition mechanics should be changed for Conditions that stack Intensity.
Current Mechanics
- Each stack of boon/condition is monitored individually, both in power and duration.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- Since each stack’s damage and duration are tracked individually, this is the damage you see per second:
Time = Damage
Second 1 = 4 –
Second 2 = 4 –
Second 3 = 4 –
Second 4 = 4 4
Second 5 = 4 4
Second 6 = – 4
Second 7 = – 4
Second 8 = – 4
Both stacks deal damage simultaneously during the 4th and 5th seconds, at wich point the first stack falls, and leaves the second stack dealing damage on the 6th, 7th and 8th seconds.- There is a maximum number of stacks, wich is understandable and probably has something to do with server performance.
- A player can own more than one stack, wich penalizes other players.
This includes poisons and burning.
Several players applying poison or burning are penalizing each other because the effect doesn’t stack, only increases duration, and it simply gets overriden by the player with the best condition damage.- Effects that Cure 1 Condition remove all stacks of 1 condition.
Suggested Mechanics
- Each stack is still monitored individually
- There is still a maximum number of stacks (can stay 25).
- Each player owns 1 stack, wich makes it fair for everyone when there happen to be multiple condition builds
This includes Burning and Poison, making several players applying Burning and Poison no longer penalize each other.
However, each player’s stack of Burning and Poison only gets extended in duration, and it can only be extended by its owner.
The poison’s 33% Heal Reduction does not stack.- Effects that Cure 1 Condition would remove X stacks of 1 condition.
- When applying a new Bleed, Confusion or Regeneration effect, it simply adds the new effect’s damage/healing to the old effect’s remaining damage/healing, and the new duration is a percentage of the new effect’s duration plus a percentage of the old effect’s remaining duration.
These percentages are based on the weight of each effect’s damage comparing to the combined total.
If the old effect’s remaining damage is 40% of the combined damage, then 40% of the old effect’s remaining duration is added to 60% of the new effect’s duration.
The goal is making it so that the resulting damage and duration after the effect is updated has the adequate change in damage per second.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- It will add the remaining 8 damage to the new 20 = 28.
- Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Neither of these would be fair.
- Mike Obrien
People invulnerable from their citadel buff at Bluewater Lowlands supply camp.
- Mike Obrien
I really don’t understand why they suddenly made all these changes. They are driving their game into the ground and alienating a lot of loyal players. Breaking their manifesto has broken my trust and I just can’t understand why they chose to betray the community like this. How are these decisions making them money?
- Mike Obrien
Here it is Anet. This is the game you strived so hard to make. Here is the crystal clear vision of people working together in harmony. Always on equal footing, never worrying about arbitrary numbers locking people out of content.
Here is what you have built.
I hope the ends really justified the means.
Such a sad truth you speak…
- Mike Obrien
I do not approve of adding more tiers of gear. We where promised no gear treadmill and it is shameful that this promise is being broken so soon after release.
- Mike Obrien
Nurvus your suggestion is a very good way to fix the current problem with condition stacking. I endorse this idea.
- Mike Obrien
Black Parades from Guild Wars is recruiting on Sea Of Sorrows for World vs World. Groups run from 2:00pm server to 12:00am server. We have commander and use voicechat.
- Mike Obrien
I beat the tower after about an hour of learning the jumps.
Human Warrior with no speed boost took me about an hour to finish
Human Elementalist with no speed boost took me 2 tries
- Mike Obrien
I would like to see recipes made account wide. The recipe would still require the appropriate crafting level to make but you would not need to purchase multiple copies of it.
- Mike Obrien
You can buy a full set of power, toughness, vitality armor in world vs world using karma.
- Mike Obrien
I am also curious about being able to either redo my entire personal story or being able to gain access to the other orders vendors.
- Mike Obrien