(edited by Starfleck.8392)
People can get an edge in end-game content with the consumables that come from black lion chests and other consumables, some of which do already stack (such as sharpening stones with food). People can get an edge by playing better builds, and playing them better. Engineers are constantly screwed by any vertical gear changes, because neither turrets nor weapon kits get that “extra edge”. Why, then, do we need to add more gear stats to achieve more??? All this is inviting is more balancing nightmares, more build changes, and more power creep.
NO ITEM PROGRESSION PLEASE
Challenging content is awesome, so yeah do more of that. Just say no to gear progression, period. That was the best thing you ever did with GW1, and I’m tempted to just go back to playing that.
Just read the post by Linsey, and am completely baffled by this. It just doesn’t make any sense.
Why? oh. why? …after all the promises
I’m afraid of tradespam as well, but I would have to agree than infinite duration on a listing is ludicrous.
One alternate solution is extremely simple, though: maximum number of listings. If you fill 2-3 pages with Sell orders, give the player a message instead of letting them list anything else.
This would also make it much harder for market manipulation by players that buy up mass quantities to raise the price on a good just to resell at that higher price, simply because there’s a limit to how many they can sell or buy at once.
Congrats Devonna’s Rest!!!
and everybody completely missed the point…
Using a Gift in a weapon craft (correct me if you have an example) is guaranteed soulbound or account bound as soon as you make the final product. So basically you make it yourself. The recipe is all you can buy on the TP and that’s less than a tenth of the price to actually use that recipe to craft. So basically, this thread is useless.
The shoulders, however, are a cheap consumable used to re-skin existing pads permanently. You can find those anytime on the trading post if you search for “skin” (quickest shortest word I could think of).
You know what would really help players to be able to push back from their spawn locations:
Arrowcarts and cannons (official, permanent ones, not the kind that disappear), placed inside the invulnerable zone. That way, even though we can’t set up an untouchable trebuchet to capture the nearest tower, we can at least just wipe whoever is harassing the spawn zone
Take Root is worth it. The other probably not as much.
Of course, it probably just seems that way to me, because I happen to be a green-leafy Engineer, thank you very much (&sets skin on fire accidentally&)… No but really, 3 seconds of Invulnerability followed by turrets akin to an SoS rit from gw1, is some real cool flower power.
Most of my possible suggestions have already been made, but I have to echo this one problem in particular (and offer a possible solution):
Invisible enemies:
This re-occurring problem is just the fact that enemies, and even enemy names, are not displayed if they are further away and there are too many standing near you. I understand the need for optimization in rendering, so I propose this solution:
“Vanilla” character models instead of invisible models (and perhaps a toggle under Options).
I believe this would be pretty simple to implement, and for the broader good of gameplay, when it comes to large-scale engagements. You already have a massive draw distance for terrain, so why would it be so hard to draw characters?
The basic idea: it’s been long known that using a cookie cutter saves time. Your graphics processor is the same way. If you have to render completely individualized models for every unique character, that’s a whole lot of time your processor spends trying to animate, on the fly, all of these VERY different models, because it simply doesn’t have the option to do it any other way. The game is using exactly what the players have created… unique characters.
The basic solution: 5 basic character models, one for each race, to use to render anyone that is not within a certain draw distance. Previously invisible enemies would appear as one of these base models (the cookie cutter models) up until a certain point when your computer can actually handle drawing their unique shapes. Heavy, meduim, and light characters… since we get mostly the same character creation options, should still be relatively easy to parse down to one basic “vanilla” shape. When it comes to animating unique skins/models, I assume it will still be seamless the way it draws things up close, skill effects and all, but for gameplay, we’d actually be able to make out the fact that there is a large enemy force behind what you’re currently looking at, instead of just an empty field. At a certain point, most likely closer than it is currently, players would be drawn in their unique models (and subsequently dropped back to vanilla if they move out of range), to achieve the artistic feeling of fighting a unique combined force. Similar to atmospheric perspective, characters would be somewhat obscured due to distance anyways, so why in the world would we care that someone has brown fur instead of white, or is 3 feet taller than the average norn???
I hereby respectfully submit my suggestion to actually draw enemies in the distance, in a basic way, rather than allowing them to be invisible (not scheduled to be drawn at all). In other games it’s more than possible, you just have to start thinking about “is this important” when it comes to rendering all of the very different characters out there, and start thinking along the lines of “When does detail become important”? A link to what I’m talking about here: http://en.wikipedia.org/wiki/Level_of_detail_%28programming%29
I’ve experienced problems with Shadow Refuge as well lately, but mostly because it’s duration of stealth seems to be sporadic, or variable…
I’m having a problem possibly with becoming revealed after dodging (might be a side effect of having picked Power of Inertia, I’m still trying to decide), or with becoming revealed if leaving combat.
I’m also very annoyed by Meld with Shadows not working properly with SR, even though I know it would give you a very high stealth uptime if it did. Seems like a no-brainer that it really should work.
*Edit: Somebody has noted this on Wiki, I just found out!
“Moving outside the area of the refuge triggers revealed. The area it was cast on retains this property for about 10 seconds after the spell was cast, or 6 seconds after the refuge appears to have expired. You will be revealed even if you were stealthed by another skill and didn’t enter the refuge while it was pulsing.”
That sounds like a very likely explanation for your troubles and mine.
Nerf in pvp I’d have to agree, but that is coming on the heels of the buff it received after having been a 3-second channeled cast before (correct me if I’m wrong, but imo almost completely unusable).
If it weren’t for the fact it can stun the unstunnable (yes, shameless Whispers reference), it’d be useless in PvE, for all it’s PvP goodness.
I posted a similar arguement in another thread, but here goes.
I think it’s dumb in PvE. I’d rather it retain it’s current strengths, except for one thing, recharge time, and instead gain the ability to cast instantly. Yes this puts it into a category of awesomeness that is Moa Morph, but with a much shorter duration, it REALLY ought to be instantly cast!
But as for the fact one stun overwrites the other, that’s fine in my opinion. If it were set to increase the duration of the condition it would, unfortunately, turn into a speed-clear player’s dream, to keep that dungeon boss stunned for 15 seconds per thief in the group (15×5 = 75 seconds with a group of 5 thieves… otherwise known as permanent stun, otherwise known as invulnerability party, aka Shadowform in GW1). That would definitely not be cool. Instead, simply have the skill recharge changed to reflect it’s usefulness, so that it’s still a useful spike skill, but one that you can only pull off once in awhile, rather than once every capture point in PvP.
Rune of Lyssa, that’s the only pro- Basilisk arguement…. in my experience.
Kind of sucks to be honest. I wish it had a longer recharge so that there was more of a reason to make it a good skill. When the cast time was longer (3 seconds, correct me if I’m wrong) it sucked even more, due to the number of times it would be interrupted and time spent preparing for a critical spike. For it’s actual effects right now, it would be far more appropriate as an instant cast, same as the utility skills…. but I wish it were just different in general.
I say… instant cast, or it shouldn’t even be considered a Venom anymore. Make that change for the betterment of life, then maybe the 1 or 1.5 second effect is warranted, and maybe 60 second minimum recharge would be much more appropriate. Otherwise, it’s just bad, as is currently. It’s a shame, because I really liked the skill and had a few awesome uses in mind for it, pre and post-“nerf” Hardly any build that can make use of this skill in-combat, and instead they all require pre-casting it while out of combat (subsequently making the rune of lyssa irrelevant). Not to mention, pre-casting it, and then getting into a group fight when you were expecting a 1v1, well… kiss your elite skill goodbye, useless…
Instant cast pleeeeeease? (begging voice) No-matter the cost, as I know that every skill needs to have a drawback. Maybe even cause it to drain a part of your Initiative, so that you could limit the potential for mid-spike abuse like the pistolwhip problem.
Sorry I didn’t report this sooner, but I saw a map exploit on Friday/Saturday when defending our borderlands’ Garrison keep, where a mixed group of players managed to pass by the gate on the Southeast side directly behind where I was standing.
It happened so fast I couldn’t get any screenshots, but suffice to say I had my back turned toward the water, with sheer cliffs and the wall supposedly blocking any passage, and a group of what appeared to be a mixture of professions (possibly wrong, as again it happened so fast) came out of nowhere behind me.
Two possible explanations I can think of, which might help when debugging:
- Map exploit where somehow they climbed up the various rocks between gate and water.
- They had a dead body still there from a previous attempt (gate had been fully repaired shortly afterwards) which they might have somehow been able to teleport to (I have no clue how… perhaps a consumable?). This seems much less likely, since I was actually facing that dead body of theirs, and they came from behind me.
I’m dead certain they hadn’t broken the gate, they were not invisible, and in fact I was defending from a small attack which I was facing, but that it seemed a different group snuck up from the water/cliff side. Is it possible they might have teleported directly up from under, like the elementalist’s air bubble glitch?
Sanctum of Rall vs Northern Shiverpeaks vs Yak's Bend - WvWvW 10/5/12
in WvW
Posted by: Starfleck.8392
-snip-
Pics incoming as soon as I get them.
Sincerely,
Yaks.i dont know if you notice but we are trying to report the hackers, if i remember well SoR had hacker and the same goes to your server.
I sincerely hates hackers and i think all of us hate them and like someone else saids, don’t blame the whole server for only 1 idiot
I’ve heard of one single SoR player getting reported by teammates, what you say is, I believe, true. I distinctly recall several conversations where our guys echo your concerns here. We detest hacking, and turncoats (recently a big guild transferred here from Darkhaven that has been annoying/frustrating).
We’ve been dying for a good match like this. I personally think we’re a little outmatched to be honest (mad props to you, NS is doing fantastic). I do get quite ticked when something bugs out like graphics, or a rogue group somehow climbs a sheer cliff right behind me at the water gate of garrison (No kidding, I’m still trying to figure that one out, because it was literally 10 ingame-feet behind me)… BUT, overall, this match is absolutely sickeningly awesome. Back! and forth! …save the garrison, no save the orb, no lose BOTH!
-_- <-gameface on
I would use this method, however, for 250 silk scrap you only get 5-10 gossamer. The exchange rate is terrible!! And I know that’s intentional, but its still…poor. Very very poor. With this method, I would only get 15-30 gossamer scraps, which is roughly 15 bolts, which makes 1 piece of armor.
You get 10-50 gossamer for 250 silk scraps. Average is around 20.
Nope, it’s more like 10-30 for basic (non-Fine) tier 6 crafting materials, according to testing metadata.
Admittedly I was considering mainly gathering vs killing, and I forgot to take leather sections into account.
Here’s the thing… look at the price of leather, which is not gathered, and it actually proves my point. Gossamer, which is used way more in crafting disciplines, is still up there in price. Orichalcum, which is not as often gathered, drops less frequently from mobs (looking at your ratio of 6 moldy bags to 1 salvage piece again proves this) but contrary to leather IS used a lot by crafting disciplines (Armors, Jewelry, Weapons), is the clear winner. You may stay in Orr all day and kill 1,000 undead, and still the gathering nodes wouldn’t respawn until tomorrow (and contrary to casuals’ belief, there really are people farming Orr like this already, nearly every day), but the leather and gossamer adds up, and the only difference is how commonly those two are used. (Side note: Logs are used as little as leather, and you see that in the fact that they had to raise the requirement per Plank up to 3 or 4 logs apiece)
Go ahead and buy a full stack of Moldy/Thorned/Frosty/Loot Bags to prove your point, that leather really adds up faster, because in my experience, and I have bought a fair number of bags like that, they’re not far off from each other.
I think that at the core of the problem here in your original statement, is that you are taking your crafting discipline, Tailoring, into account more than anything else. There are scores of dedicated crafters in this game (if you don’t believe me just try and craft purely to turn a profit, it’s impossible). Use the real data, market data, to tell the story:
http://www.gw2spidy.com/item/19745
http://www.gw2spidy.com/item/19701
http://www.gw2spidy.com/item/19732
http://www.gw2spidy.com/item/19725
…..and the only REAL problem here, honestly, is Leather, being too INexpensive!
The game is built for higher levels to be killing stuff, not just running from gathering node to gathering node.
I’m sorry to say, but you’re way off base if you think that at level 80 you’re going to be hunting down Orich nodes and completely ignoring the dozens (or hundreds) of mobs in between that are more likely to drop containers (which do give Gossamer but neither logs nor ore), salvage trophies, or straight up white useless loot which you can easily salvage into cloth. If for no other reason than the fact you can’t get an exotic greatsword from a gathering node, what you say… doesn’t make sense.
True, some time down the road people will be hunting down those nodes as often as they can, but since they’re often unpredictable and mutable (seems to change node placements every day now), but even MORE people will be ignoring the piddly little nodes and running to the nearest exciting/rewarding content… a fight.
If anything, I would say the tendency to get cloth from mobs is slightly more than getting wood or ore from them, and that the overall balance will be almost opposite of what you’re saying..
(On a side note, Armorsmiths and Leatherworkers use gossamer too)
Grandmaster Toughness trait: rifled turret barrels…. = survivability.
Why? because you’ve now just spent 30 points on toughness, your own personal armor can withstand a lot more beating, meaning you can easily take some hits instead of letting them hit your turrets. Plus, you can put them in the back row more easily (the squishy ones). Otherwise, use the Thumper turret for more of a shield. Also remember you can lay turrets down on the move, so it’s relatively easy to spread them out so that an AoE doesn’t one-shot all of them (maybe one gets destroyed, but it leaves the other 3 alive).
I actually like your ideas, especially B, except there are a few catches. First of all, I have found that even on the dullest, most mobile of events (escort quest), you have ample time between fights along the road to be able to pick up your turrets when one fight ends and be ready to lay at least two down for the next fight (especially healing + rifle). Secondly, you are at a major advantage in any defending event, where you know that they will reliably come to you. This is plainly obvious in the charr iron legion story step where you and the ash legion are setting up the Ghostbore turrets to annihilate a rush of ghosts (similar to a tower-defense game).
Anyways, what the core of the issue here is, we do NOT want to see a repeat of the SoS ritualist from GW1… that is to say, you become nearly invulnerable and dole out massive amounts of single-target damage simply by hiding behind your personal minion army (side note: Necromancers are not able to heal their minions either, so they are also in this boat of not being able to permanently hide behind adds). The core mechanic of the SoS rit was to be able to heal and simultaneously move your spirits around to kite attackers, keeping them alive and, in turn, you. Hardmode encounters were in many cases solo-able, when it was designed for 8-person parties.
What I would like to see, perhaps more than any of the others, is a more viable toolkit that works more like the TF2 Engineer’s wrench, being able to heal the (admittedly very squishy) single turret you get, very quickly. I can’t imagine that even traiting the toolkit skills would be able to keep any turret alive, currently. I say leave the turret skills all as they are currently, but make the Smack on the wrench heal just ONE turret, but at the rate of 20-40% of it’s health per second (about as fast as any powerful AoE can damage it). When given the choice, which one turret out of the 4 you’re going to keep alive, I would imagine a much more fun TF2-style engineer, whacking things left and right in the middle of a chaotic battle, as likely to lose a turret as he is to get himself killed! I like it when the turret dies, sometimes, in that build, giving you that nice explosion (traited) that knocks back the enemy so they’re on their back for a little respite.
@Anymras: Sorry I haven’t tested anything myself, but are you sure that the damage which a turret deals per shot isn’t dependent on your own Power at the time? I could give it a relatively easy test in the pvp zone today, and confirm.
This is actually noteworthy
Players, taking the initiative to write content ideas, to make up for lack of content.
(I read somewhere, whether it was tinfoil-hat rumor or truth, that Orr, among other areas, were actually not polished up and finished as they wanted them to be for launch, because with all of the bugs and stuff they were banking on the fact that it would be a couple of weeks before a significant number of players would get to higher level content. It still, in my honest opinion, lacks content)
I personally have become disgruntled with the Cursed Shore after a day or two, upon noticing that players have taken to farming certain events over and over because it’s too predictable. Defend point A, defend point B, attack point C, repeat.
The distinct lack of content is unfortunately obvious. Without heart events, I would be fine, if we simply had more events constantly going on, perhaps at completely random time intervals, to make for more densely packed events. I liked when a dynamic event would overlap a heart, so that you were killing two birds with one stone. That was fun. Bring that back, but in a different way, sort of. (Overlapping events, is what I’m talking about. Make it so that defeating a champion is right next door to a defend or gather event, or make sure that an escort quest runs right past one of the above… it makes for very interesting combinations!)
We’re not playing in a vacuum, Mara. The thing is, if one person starts to exploit something, you can bet that they’re not the only one to have found it, and it’s going to spread somehow.
Once it spreads to your server, your guild, your teammates, then do the right thing and report how it’s happening, for the betterment of the whole community
Feel free to ask all your friends how to fly-hack, seeing as how you plan to report it instead of joining the exploitation. Maybe then we can get to the bottom of this.
I have no idea how this goes, as I have only seen normal, non-hacking, fair play so far (with plenty of strongarm tactics that move through walls/gates like a hot knife through butter, but still, legit).
Complete speculation—> My best guess: there’s probably a way to fool the game into thinking you’re underwater while still above it, so they “swim” through the air.
The base of the issue is that Outmanned does not equal any buff at all, because you’re already unable to kill anything, being greatly overpowered and outnumbered (outnumbered means that each time you try to focus fire on something all they have to do is take a few steps back and 5 people walk forward to shield them, resulting in 0 experience, 0 drops, 0 Outmanned effect at all).
I agree the Orb effect is an actual helping factor….. but when you’re already in the lead???
Contrary to what you’re saying, Dutchman, nobody is currently being drawn in by the Outmanned buff, because of two factors:
- You don’t know that you’re Outmanned until you walk into the area. This effectively negates the “draw” of it because it gets no attention.
- Fun trumps loot/exp, and you’re having no fun dying. Besides, the MF/exp/Karma is a moot point once you factor in the cost of extra armor repairs that invariably is a part of PvP (invariably die more often in PvP than in PvE, for both experienced and casual players alike)
Build your own catapult, this time aimed at the outside of their wall.
Have your zerg stand by to defend the catapult from an all-out assault once they figure out your strategy.
Catapult beats catapult. Don’t waste resources on flame rams.
I would agree fully if not for the fact you get coin for completing or failing events at the objectives, plus a whole new kind of currency, Badges of Honor, which you can’t get any other way.
I’d say wait and see how it pans out a month from now, and whether people are still wasting their money on armor repairs after repeatedly throwing themselves into a fiery inferno of disregard for their own safety.
That said…. it needs to be acknowledged that unskilled players die a LOT more in WvW than in PvE, and that even highly skilled players die more in WvW than in PvE. They shouldn’t, however, be separated from each other in this manner with the cost of armor repairs, because dying is such a natural part of any PvP (dying is not particularly natural or unavoidable in PvE).
./signed,
because there exists a large disparity right now in the overall enjoyment, participation, and desire to continue to learn (aka morale) between these two types of players, due to their profit potential.
The unskilled are not to be punished, just because the skilled need to be rewarded. That’s just common-sense in PvP. Remove the armor damaging at the same time you remove part of the profitability for the winners, and then the newer players can start to learn how to play without becoming bitter in the process.
(edited by Starfleck.8392)
This is still a problem, I would agree, because after the free instant transfer period expires it will be a problem for people.
That said, however, the game hasn’t even been out for a month and people have rushed to map completion….. that to me smells rotten (and no I don’t mean unethical, I just mean it’s asking for a nerf to an achievement which is made over a lifetime, but which you haven’t been able to complete in a month… craziness).
An achievement of a certain magnitude (say, full world completion) shouldn’t be done “easily” in less than a month, in my opinion.
I like them being such long range, because it sets a nice tactical flavor to certain things. Remember, catapults exist too, with less cost of silver and Supply, but with a shorter range. Players are rewarded with spending more money on something with more strategic importance.
Speed boosts and teleportations are limited-range, and no it’s not an exploit to be able to spot your enemy and chase them down, cripple/chill/immobilize them, and kill them. That’s just your own ignorance (ignorance is not stupidity, so this is not an insult) of the game hampering you. You should stay further back if you plan to retreat (and bring a speed buff of your own, like Swiftness, which almost all professions can get easily).
Unfortunately the only fix for servers “severely” outmanned on all 4 maps at all times is server merging (that is, if they have been matched and re-matched already)
It only takes a team of 5 people or less to sneak out a back route and ninja some undefended supply camps, which would severely relieve pressure from the spawncamping. It takes a bit of luck, true, but just a bit of proper knowledge would suggest that as the right course of action. In all events, you can simply go to one of the three other maps for your Supply, if you really need it. From my own experience, down at the bottom of the ladder servers leave a whole lot of places undefended.
Most likely, though, the enemy wouldn’t waste their resources on fortifying every single objective (or even one objective) against a severely outmanned opponent. That’s just bad PvP, or being a complete kitten. Plenty of other ways to have fun with the game outside of WvW if your team is too incompetent to defeat a spawncamp, though.
p.s. That’s why you’re invulnerable in your own camp, by the way.
orbs and undermanned buffs should be switched around, they are just some kind of sadistic pun (the side already winning get a power bonus, the side that cant win because is undermanned get a gold/xp bonus to what they cant win).
this said, why the side with less and worse players should win?I agree with this, that actually makes more sense than a lot of the drivel I’ve seen on here. Orbs would be a nice little perk for those winning, while the outmanned buff would actually be useful for once lol. It could scale with the amount you are outnumbered and such, and you could get like 10% MF per orb or something like that.
That makes a lot of sense. I would very much like it to be the MF/Exp/Karma buffs altogether though, (but maybe scale back to 10 or 5% MF given that it’s controllable, though Outmanned is not controllable).
The biggest problem is the snowball effect… where owning one orb lends you the power needed to take another, then a third.
However, you’re actually missing one crucial point: Orb bonuses are server-wide, meaning your friends playing in PvE get the power bonuses reflecting your server’s success. What you’d need to do, now, is argue to have it detached: Orb bonuses in PvE stay the same, Orb bonuses specifically when in WvW get switched with Outmanned (otherwise the economy would be impacted somewhat with the “very attractive” MF and Karma buffs that you can now control and give to the whole server, potentially thousands). I can’t imagine the current stat increases are gamebreaking in PvE, so I wouldn’t mind if they just stayed the same there.
That glitch has been reported on these forums before, I’m just not sure exactly where so I can’t link.
I know the guild in question, actually, and I can assure you they seem to be on-the-whole level headed, so I can’t imagine this is a guildwide thing for them.
There was a report somewhere that a person was able to “fly” and grab the orb out from behind closed walls, possibly using a specific consumable or something. Evidence of the buffs on them would be the way to go, in this case, since you seem to have seen it in action.
Otherwise, I happen to know one particular strategy used by a different guild on SoR that is nowhere near cheating, but was used to quickly capture an Orb through regular means (but would look to the untrained eye to be a ninja tactic).
@Charlie: calm down, that’s the exact opposite of what Mike is saying.
“If I understand the situation correctly, this should not be happening.” -Mike
I’ll take a wild guess and say that most of you have not played in the beta weekend events, where the problem was first identified, and subsequently fixed. Apparently the problem has re-emerged somehow, along with the issue they’ve seen, also since beta, of people skipping in the queue line somehow. It’s a mystery to me how these will be solved, but I assure you it’s not intended and meant to be fixed.
This is griefing another server, not your own. Count yourself lucky that it wasn’t your own guys up there releasing the beasts.
That said, line of sight needs to be fixed on arrow carts, that is all. Wonder why they didn’t use ballistas? That’s why.
In this case, and this is entirely my opinion, they are exploiting a bug whereby you don’t have to leave your arrowcart in a position that is counterable (read: able to be attacked/killed). I think that at this point in the puzzle, if you could find a way to hit their AC with an AC that you built (the range of the AoE might just reach it), that’s about the only thing you could try, before giving up.
Now, if they fixed it to require LoS for arrowcarts, I’d imagine a lot of complaining would go around while trying to defend a keep or tower, not being able to use your defensive walls to shield your precious siege… to this I’d say, get over it. Learn to respect the siege equipment enough to place it well and defend it, not haphazardly placing it last-second in your last ditch attempt to save a tower that’s being sieged by dozens of attackers with your little 5-man team. Get real. Place the equipment prior to the point being attacked, defend it, repair it, etc. Most importantly, stick around to see that the objective, and any precious arrowcarts placed close to the edge, are saved, and used early to thin their numbers. Supply camps are the points that go back & forth quickly, not keeps (and to a degree towers). How many times have you seen important walls guarding orbs of power completely unmanned and neglected, while the fight raged elsewhere as a zerg? That behavior would diminish a lot if your ACs, like your ballista, had to be built on the edge to have LoS, because then you’d actually have to put forth a little effort to not ignore them (on the flipside, the zerg would get through quicker not having to deal with untouchable ACs).
Basically, though, my argument is that this lack of LoS is what they were banking on, in the jumping puzzle, and that’s the base cause, but I do agree it would be better off locked like it is in Citadels (which was the fix for untouchable trebuchets that people had built earlier in beta).
p.s. I need to echo the need for more Mystic Fountains, especially right after the dark room where you can’t use it. I don’t expect it, but it sure would be hell-a-nice to have invisibility at the very least available, even if you weren’t keen enough to use it at the time. Live & learn, and learn to counter these tactics.
Posting server rankings while transfers were still open was the worse thing a-net could have done.
in WvW
Posted by: Starfleck.8392
I think the discrepancy between people that want to just dominate their opposition with numbers (and strangers) and the the people that want to fight to earn their points among friends, is a litmus test.
I like, personally, this weeding out period where the people who are happy with queues all mash themselves together into crowded servers and leave the majority of them, even if they’ve been doing really well on their own merit in the middle brackets, behind. Playing with my friends, rather than strangers intent on domination, shouldn’t involve long waits and guesswork (and yes I know full well all the various things you can do on less-populated borderlands with friends, but often there’s still just as long of a queue on those during peak periods in lower-half servers).
I don’t think that the servers in the lower-half much cared that they were not even close to beating the top server, just like I don’t think servers in the top 1/4 cared if they had an hour or two, or six, to queue and play with their friends (just so long as they’re winning, that’s all they care about). The thing is, now that we know the rankings, there isn’t a veil covering their visions to misconstrue their domination of fellow lower-half-ers to be actual world domination. Those near the bottom thinking “we’re winning because our server is the best” will simply disappear into the upper-tier queueline.
Its fine as it is. And no I dont have the wvw maps complete yet. Also for legendary weapons you need Gift of Battle for 500 honor badges. So you need to do wvwvw anyway.
Two separate parts of the game. Completing the world map… doesn’t really make sense if parts of it are outside of the world (i.e. in The Mists, a sort of in-between worlds area). Crafting legendary weapons… literally has nothing to do with map completion.
True there is no “need” to do either one of these activities, and for people that really like to do PvE they’ll try for both, but they’re unrelated otherwise.
100% support this suggestion. I hadn’t known until now that it was even counted into Worldmap completion.
I believe the most annoying little thing I’ve experienced so far (apart from gold-sellers) is the apparent lack of being able to re-bind the two most important mouse buttons. Of course in most cases players will probably leave it as is, but in three instances I can think of, gameplay is interrupted by this little nuisance:
- Left-click-drag to hastily move your camera, but you end up targeting the thing you clicked on, even though you have held the button the whole time while rotating. The targeting trigger needs to be on button release, and I think it ought to be only if the button was held for a short amount of time (or better yet, only if the click was performed without any dragging whatsoever).
- Left-click ground-targeted skills. I find that trying to spam my thief’s Clusterbomb often results in me losing my target because once I click to shoot, there’s another player or something else at that spot. While trying to aim these, the target should really be locked until after the click/activation.
- Right-click-drag, for me, is nearly all I use to move my camera normally, and it constantly results in misfiring on random enemies because of the autoattack associated with right-clicking to attack/interact. There should be an option to disable this altogether, just like how it was in GW1 where right-click didn’t do anything besides rotating the camera.
Number 3 has been the biggest adjustment for me personally. I would prefer the right mouse button be absolutely nothing more than camera rotation, as the rest of it’s current functions are replaceable with more precise keyboard commands. The same could be said of targeting with left-click in theory, although click-targeting is something that should definitely be preserved.
(Oh, and by the way, the option to doubleclick to attack/interact is currently fully redundant to the rightclick)
Signet of Shadows is nearly a necessity for convenience and survival (you can dodge lots of mobs attacks by backing up/strafing, without wasting a dodge). It definitely gives you that thief-ey edge that’s characteristic of a profession that’s designed to be harder to trap than a greased pig. Other than that it’s up to you, but it really depends on the situation.
- Scorpion Wire for WvW, always. (oh and shortbow, but that’s weapon, not utility)
- Signets for spamming weapon attacks as you learn at first to control Init (kept on passive, and ignored, they do a lot of good for you).
- Traps (especially Ambush) as you get better, lending you more frontloaded potential.
- Venoms for utility and control (or for support if you trait 30 into Shadow Arts).
- Refuge, smokescreen, etc. if you go crazy for support (in my opinion thief isn’t a good backline character, compared to others).
(edited by Starfleck.8392)
Attitudes.. (small-target guerrilla WvW) -humbly seeking same (Sanctum of Rall)
in Guilds
Posted by: Starfleck.8392
Attitudes Checked At The Door [egos]
A small guild of personal achievement, with a humble attitude
Home World: Sanctum of Rall
Guild Website: http://egos.shivtr.com/
Leader: Starfleck
In-Game Contacts: Starfleck / Nights Dark Angel / Mr Jokee (please send an in-game mail message or whisper, and after that I’ll be looking for you on Teamspeak asap)
Focus: Small-target guerrilla WvW
Quick Notes:
- Teamspeak 3 is a central part. I will personally help you to get set up if you want any help with that.
- We’re gradually gearing up to a point 1-2 months post-launch, where we’ll be a small guild, roughly 20-30 people (or however many is necessary to field 4-8 people at a time), working closely together.
- In the meantime, we’re getting to know each other a little better, sporadically playing different parts of the game while we work to rightfully earn a commander tome.
- If you like to spend your time behind enemy lines, making lightning-quick stabs at supply camps, this is the sort of guild for you. We’ll gradually refine our builds and strategies as time progresses.
- Currently officers and/or co-leaders promotions are available, but given the nature of our guild, these will be carried out on a case-by-case basis. Leadership ability is pretty relevant, but the attitude with which you approach the game is most important.
(edited by Starfleck.8392)
Home World: Sanctum Of Rall
Guild Name: Attitudes Checked At The Door [egos]
Guild Website: http://egos.shivtr.com/
In-Game Contact: Starfleck / Nights Dark Angel / Mr Jokee
Focus: Small-target guerrilla WvW
Quick Notes:
- Teamspeak 3 is a central part. I will personally help you to get set up if you want any help with that.
- We’re gradually gearing up to a point 1-2 months post-launch, where we’ll be a small guild, roughly 20-30 people (or however many is necessary to field 4-8 people at a time), working closely together.
- If you like to spend your time behind enemy lines, making lightning-quick stabs at supply camps, this is the sort of guild for you. We’ll gradually refine our builds and strategies as time progresses.
(edited by Starfleck.8392)
Not quite getting the idea behind this thing. I bought one thinking I could upgrade the useless battering ram I got from one of the WvW jumping puzzles, figuring that was it’s purpose, to upgrade the random soulbound rewards that you got from those puzzles into something which you would find more useful.
Am I missing something? It doesn’t seem to work with any recipe.
I just lost about 1 gold today on placing a buy order. Long story short: type in the numbers and click Place order, nothing happens…. click it again, nothing happens….. Change tabs on the trading post only to find out that all of those buy orders were half-way done, taking your money without placing any order at all.
No error message, no record of anything, just money that straight-up disappeared! rageface
This happened to me at about 8:20 AM Central time (a little over an hour ago), attempting to buy some Charged Shards to craft runes. Still no trace of the transaction, and now I’m completely stalled because I’ve lost about 75% of the money I was working with at the time.
Now, the strangest part of this story is, that in-between Buy Order attempts, I also successfully placed a Buy Order on Charged Cores, and that transaction was still in my history, which I subsequently had to cancel just to have any silver at all. That unrelated transaction that seemed to work, in between orders that did not work, has been the most frustrating piece of the puzzle. I also saw a few minutes after I tried to place my failed order, that someone else had placed an order a bit higher in price than what I was trying to do (another mystery to solve, why someone else could place an order at the exact same time that I could not).
edit: After I wrote this, the trading post was taken offline, and I have gone to a trading post NPC and recovered my money. Thanks Anet!
(edited by Starfleck.8392)