Ehmry Bay Guardian
Ehmry Bay Guardian
You have to remember a party of 5 in WvW with the +5 supply camp buff can build one of the following
Build 2 Superior Rams (100 supply)
Build 2 Catapults (100 supply)
Build 1 Trebuchet (100 supply)
Build 2 Superior AC (100 supply)
Build 3 Ballista (90 supply)
Build 2 Superior Ballista (80 supply)
Build 1 Siege Golem (100 supply)Without resupplying.
This amount of supply lets our groups operate behind the enemy attacking targets and making the enemy defend them or lose them.
Without the buff you have a maximum of 75 supply which is not even enough for 2 regular rams. Being able to quickly build a treb in one go before your enemy can locate and start trebbing you gives you a good head start to any counter trebbing you may do.
Scribing small supply drop is absolutely useless for me. Useless.
Sure, but that is a different discussion. Then the question should be to arrange the upgrades different. No silly talk about making tiers, while there are tiers, or scaling, or as a small guild wanting the same in the same time as a big guild.
So if that are the types of problem small guilds are running into I can understand it. But that’s not what people have been asking for in this thread.
Or the choice of buying a guild that has a focus on one area (which is cheaper) and more expensive other upgrades. Similar to when picking armor/weapon stats.
Ehmry Bay Guardian
Also known as this thread:
And this thread:
https://forum-en.gw2archive.eu/forum/game/hot/ANET-Forced-adventures/page/3#post5801958
Fear not, for a whole lot of other people feel the same way about these mini-games! =)
Ehmry Bay Guardian
this games population is so high that theres dozens of maps open at once, just open lfg and merge because instead of maps filling on their own, it locates you to wheres best for you by guild and such and not by capacity
This is the main problem I’ve had with the Mega-server system, especially since HoT came out. There are way too many maps being opened. Say there are 500 players. The game creates 20 maps for these players and tosses 25 players into each map. People don’t want to play this way so they have to taxi around. Why can’t Anet change it so that instead of 20 empty maps, have 5-6 full maps? People would always log into full maps and won’t have to play the taxi game.
Interesting, so this might all be a Megaserver issue that needs to be adressed and not an issue of no one is playing the maps… Well maybe someday there will be a fix.
There is a fix use LFG like everyone else.
People keep posting the solution but you ignore it , finding a populated organized map in HoT is easy the only meta that is remotely hard to get done is TD.
Well, LFG is great when taxiing is happening… and when the taxi happens to be on a populated map and is not trying to single-handedly fill an empty one. But there need to be better methods than clicking the “move me to a more populated map” button (which tends to send you to an emptier one).
Ehmry Bay Guardian
Official information is posted here, but for personal comments devs seem to like r/Guildwars2 more.
Well, there are still quite a few forum posts from Gaile and the others – you can see where through the Dev Tracker.
https://forum-en.gw2archive.eu/forum/info/devtracker
But yup, a lot of main posts seem to be on Reddit. (Odd.)
Ehmry Bay Guardian
this games population is so high that theres dozens of maps open at once, just open lfg and merge because instead of maps filling on their own, it locates you to wheres best for you by guild and such and not by capacity
This is the main problem I’ve had with the Mega-server system, especially since HoT came out. There are way too many maps being opened. Say there are 500 players. The game creates 20 maps for these players and tosses 25 players into each map. People don’t want to play this way so they have to taxi around. Why can’t Anet change it so that instead of 20 empty maps, have 5-6 full maps? People would always log into full maps and won’t have to play the taxi game.
I agree that it’s an issue too. It’s so much more noticeable on HoT maps because of the group gameplay that is required there.
But what if some people prefer to be on empty maps? It’d be useful if either 1) players could choose whether they prefer high/low population maps in game settings or 2) players could choose which instance they want to go to once in the map. People with slower connections/computers or faster computers/higher ambitions can then choose as they need.
Prefer to be on empty maps? What would that accomplish? You need populated maps to be successful, at least in HoT, there isn’t any other way around that. What they should do it just optimize their game better.
In HoT, sure, but some people (even in HoT) are happy to solo things or enjoy roleplaying. If their computer/ISP is poor, they might prefer empty for other reasons.
Ehmry Bay Guardian
Constantly doing it in the old maps.
We should petition anet to enable gliders everywhere.
Archeage and Aion have gliding everywhere why can’t GW2?Because it would render the 50% less falling damage traits useless (not like that’’s a bad thing though).
Old maps aren’t designed for gliding.
People breaking out of maps, glitching, etc.
Uh… 50% traits are useless in HoT maps if you think that way. I’d actually say they are more useful with gliders, because you can target their utility more effectively (necro fear).
Of course all maps are designed for it! Can’t break out of maps anyways (try swimming out in water maps if you don’t believe me).
Glitching? Gliding is a sub-process attached to jumping that changes the speed/direction of falling slightly. What could go wrong? A surface we aren’t supposed to stand on? We’ll just fall through it and waypoint. It happens. =P
The ways to keep people from breaking out of old maps assume they are on the ground or in the water and can do no better than jump or use a teleport gun. The barriers are unlikely to reach much higher than that. Why should they? This means the barriers that lead up to the map borders or in the water or the invisible walls around hills that keep people from going higher will all need to be re-made. In addition, the tops of those hills might not have a collision set for them. If not, they will need to be re-made also.
Well, it’s just a barrier formed by the engine when a player nears the edge of the rendered/mapped area. The highest peak we can reach to glide from is likely also the top of that barrier, so anything below that has already been adjusted to compensate for any fluke/player luck/etc.
I wonder then, if it’s so easy, why it took WoW a couple of months to add flying to their expansion? They said the reason it was taking so long was because of a lot of barriers and places that needed fixing before flying could be added. And that’s in a game where they originally said flying would be in the expansion at some point.
Flying or gliding? I’ve no clue what system WoW uses. Flying would be different, I guess. Also, does WoW use waypointing for respawning/relocating?
If we’re talking about little places that need blocking up due to players flying up to exploit something, that’s one thing (still, keep in mind that we can only glide). Even if barriers need to be set up, it would take ~2 mins per side of map, since GW2 maps are rectangular (just place a huge flat pane across the edge that repels players upon contact – or even takes them to the adjacent map, if they’ve got access to it). Are WoW maps rectangular?
Does it matter if it’s flying or gliding? It’s still movement above the ground level. (And what does waypointing have to do with the discussion of remodeling maps to make them flying/gliding capable?) What I remember them saying is that there were barriers that needed to be removed, not barriers that needed to be added. (As an aside, our game has a lot of invisible walls inside of maps not related to the exterior borders)
If a game that’s set up for moving through the air and an expansion that they said would have flying, takes them a couple of months of fixing to allow flying in the expansion area, then that means a game made without this mechanism will require much more remodeling of the old maps.
Hmm, but flying and gliding are different – flying can take you anywhere from the ground up, but gliding is just a more elegant form of falling. It’s much, much easier to create a playground for gliders than it is to ensure correct restrictions for flying players.
Ah, they removed barriers, okay.
I’m still waiting to glide across a lake in Harathi Hinterlands. Or across a valley in Timberline Falls.
At a guess they were talking about invisible walls inside of the maps, such as the ones inside of the Tyrian maps around some of the hills and blocking the ends of some tree branches. These might need to be removed and collision added to the features behind the walls to make it possible to glide inside a map without ending up like a bird hitting a window pane.
Although… I can see that being very funny. Just need to implement a four-second stun and a trigger that stops the gliding motion! xD
Ehmry Bay Guardian
I dont think Im incorrect but maybe an expert can confirm or correct me but making a set of armour is multiple degrees harder than making an outfit in game.
For each piece of armour, it has to tested to avoid work and not cause graphic issues with every other piece currently in game which makes it a longer and longer process. An outfit doesn’t have those issues.
I think that’s why the outfits are the profit center for anet in the gemstore and not armour. Whether thats a good or bad thing I dont know as Im too lazy to bother playing with armour looks
Well… considering that there are vanilla armor skins that still don’t fit quite properly with others or that clip, I’d say nope. The arguments about skins and outputs (including the “no capes due to clipping” – even though it could be a cultural back piece) are kinda not convincing. Some people couldn’t even care less about mild clipping (who else downloaded the cape mods for Skyrim as soon as they came out?).
Ehmry Bay Guardian
Visual effect nerfs is something myself and many other players have been asking for since the game’s release. I stick by wanting the effects lessened. I do think a slider would be make things just peachy.
If I had to choose between nerfs or no nerfs without a slider, I would choose the nerfs. World bosses(and sometimes even 5 man bosses) just had too many effects to see the tell of certain attacks.
Too bad these nerfs did nothing for bosses because impact particles are completely unchanged and still scale with mob size.
Hahaha that’s actually a pretty funny pickup. I haven’t been on since yesterday’s update to test that. xD
Ehmry Bay Guardian
Huzzah! Hopefully that means I’ll finally see a successful run! Or my luck might hold out. One or the other. xP
Ehmry Bay Guardian
Even with one head I see constant fails. Collections actually make it better, because who cares if they leave after? They will still have been there versus the alternative- not at all.
Same with Gerent, most of the pugs can’t last 1 phase.
After they leave you are gonna have less people to do it. What are open world meta made for? To let (as many as possible) pug players group together, meta like TT and Chak Gerent made the opposite effort. People are even arguing for the conflict of meta and HP.
Don’t know what PUG’s you have seen, because I’ve never seen a phase one fail. It’s usually the second phase of the lane mechanic that Nuhoch fails, and if they succeed then it’s most likely all down to DPS as they are not likely to fail the third one.
Really? Wow! O.o
I wish I’d had the same experience, hah. I’ve had phase one fails every time I’ve tried… except maybe once, when it got to phase two. That’s with full maps/commanders/everything… =/
Still have yet to personally see one succeed!
Really?? :O Phase one fails? That’s crazy… Compared to what I have see at least.
It’s pretty bad… I’ve seen so many fails. I’ve usually (not always) seen decent progress on my own lane, so I honestly have no idea what makes the others fail so quickly. (But yes, I’ve been in a failed lane once or twice; they both reached the second phase, though.)
I see fails all the time. But if anything it’s always second phase in Nuhoch lane with the spores. Although that issue has just been addressed:
•Fixed a bug that sometimes caused the spores in the Nuhoch lane to not respawn during the chak gerent meta-event.
I’ve seen Nuhoch fail, I’ve seen Ogre fail, I’ve seen SCAR very, very nearly fail (and then Nuhoch did so instead)… maybe I’ve just had really bad luck.
Ehmry Bay Guardian
Constantly doing it in the old maps.
We should petition anet to enable gliders everywhere.
Archeage and Aion have gliding everywhere why can’t GW2?Because it would render the 50% less falling damage traits useless (not like that’’s a bad thing though).
Old maps aren’t designed for gliding.
People breaking out of maps, glitching, etc.
Uh… 50% traits are useless in HoT maps if you think that way. I’d actually say they are more useful with gliders, because you can target their utility more effectively (necro fear).
Of course all maps are designed for it! Can’t break out of maps anyways (try swimming out in water maps if you don’t believe me).
Glitching? Gliding is a sub-process attached to jumping that changes the speed/direction of falling slightly. What could go wrong? A surface we aren’t supposed to stand on? We’ll just fall through it and waypoint. It happens. =P
The ways to keep people from breaking out of old maps assume they are on the ground or in the water and can do no better than jump or use a teleport gun. The barriers are unlikely to reach much higher than that. Why should they? This means the barriers that lead up to the map borders or in the water or the invisible walls around hills that keep people from going higher will all need to be re-made. In addition, the tops of those hills might not have a collision set for them. If not, they will need to be re-made also.
Well, it’s just a barrier formed by the engine when a player nears the edge of the rendered/mapped area. The highest peak we can reach to glide from is likely also the top of that barrier, so anything below that has already been adjusted to compensate for any fluke/player luck/etc.
I wonder then, if it’s so easy, why it took WoW a couple of months to add flying to their expansion? They said the reason it was taking so long was because of a lot of barriers and places that needed fixing before flying could be added. And that’s in a game where they originally said flying would be in the expansion at some point.
Flying or gliding? I’ve no clue what system WoW uses. Flying would be different, I guess. Also, does WoW use waypointing for respawning/relocating?
If we’re talking about little places that need blocking up due to players flying up to exploit something, that’s one thing (still, keep in mind that we can only glide). Even if barriers need to be set up, it would take ~2 mins per side of map, since GW2 maps are rectangular (just place a huge flat pane across the edge that repels players upon contact – or even takes them to the adjacent map, if they’ve got access to it). Are WoW maps rectangular?
Does it matter if it’s flying or gliding? It’s still movement above the ground level. (And what does waypointing have to do with the discussion of remodeling maps to make them flying/gliding capable?) What I remember them saying is that there were barriers that needed to be removed, not barriers that needed to be added. (As an aside, our game has a lot of invisible walls inside of maps not related to the exterior borders)
If a game that’s set up for moving through the air and an expansion that they said would have flying, takes them a couple of months of fixing to allow flying in the expansion area, then that means a game made without this mechanism will require much more remodeling of the old maps.
Hmm, but flying and gliding are different – flying can take you anywhere from the ground up, but gliding is just a more elegant form of falling. It’s much, much easier to create a playground for gliders than it is to ensure correct restrictions for flying players.
Ah, they removed barriers, okay.
I’m still waiting to glide across a lake in Harathi Hinterlands. Or across a valley in Timberline Falls.
Ehmry Bay Guardian
this games population is so high that theres dozens of maps open at once, just open lfg and merge because instead of maps filling on their own, it locates you to wheres best for you by guild and such and not by capacity
This is the main problem I’ve had with the Mega-server system, especially since HoT came out. There are way too many maps being opened. Say there are 500 players. The game creates 20 maps for these players and tosses 25 players into each map. People don’t want to play this way so they have to taxi around. Why can’t Anet change it so that instead of 20 empty maps, have 5-6 full maps? People would always log into full maps and won’t have to play the taxi game.
I agree that it’s an issue too. It’s so much more noticeable on HoT maps because of the group gameplay that is required there.
But what if some people prefer to be on empty maps? It’d be useful if either 1) players could choose whether they prefer high/low population maps in game settings or 2) players could choose which instance they want to go to once in the map. People with slower connections/computers or faster computers/higher ambitions can then choose as they need.
Ehmry Bay Guardian
(edited by Swift.1930)
But this was always a concern; there are several threads about the sustainability of these maps.
For instance:
https://forum-en.gw2archive.eu/forum/game/hot/Unsustainable-map-design/first
It’s all very well for release hype to fill the maps, but (whether they’re empty yet or not) they’re not going to be full forever.
I could speculate that the latest visual nerfs (coupled with all the other legitimate and non-legitimate complaints) have pushed people into playing prettier games, but that’d purely be speculation.
Ehmry Bay Guardian
Constantly doing it in the old maps.
We should petition anet to enable gliders everywhere.
Archeage and Aion have gliding everywhere why can’t GW2?Because it would render the 50% less falling damage traits useless (not like that’’s a bad thing though).
Old maps aren’t designed for gliding.
People breaking out of maps, glitching, etc.
Uh… 50% traits are useless in HoT maps if you think that way. I’d actually say they are more useful with gliders, because you can target their utility more effectively (necro fear).
Of course all maps are designed for it! Can’t break out of maps anyways (try swimming out in water maps if you don’t believe me).
Glitching? Gliding is a sub-process attached to jumping that changes the speed/direction of falling slightly. What could go wrong? A surface we aren’t supposed to stand on? We’ll just fall through it and waypoint. It happens. =P
The ways to keep people from breaking out of old maps assume they are on the ground or in the water and can do no better than jump or use a teleport gun. The barriers are unlikely to reach much higher than that. Why should they? This means the barriers that lead up to the map borders or in the water or the invisible walls around hills that keep people from going higher will all need to be re-made. In addition, the tops of those hills might not have a collision set for them. If not, they will need to be re-made also.
Well, it’s just a barrier formed by the engine when a player nears the edge of the rendered/mapped area. The highest peak we can reach to glide from is likely also the top of that barrier, so anything below that has already been adjusted to compensate for any fluke/player luck/etc.
I wonder then, if it’s so easy, why it took WoW a couple of months to add flying to their expansion? They said the reason it was taking so long was because of a lot of barriers and places that needed fixing before flying could be added. And that’s in a game where they originally said flying would be in the expansion at some point.
Flying or gliding? I’ve no clue what system WoW uses. Flying would be different, I guess. Also, does WoW use waypointing for respawning/relocating?
If we’re talking about little places that need blocking up due to players flying up to exploit something, that’s one thing (still, keep in mind that we can only glide). Even if barriers need to be set up, it would take ~2 mins per side of map, since GW2 maps are rectangular (just place a huge flat pane across the edge that repels players upon contact – or even takes them to the adjacent map, if they’ve got access to it). Are WoW maps rectangular?
Ehmry Bay Guardian
Constantly doing it in the old maps.
We should petition anet to enable gliders everywhere.
Archeage and Aion have gliding everywhere why can’t GW2?Because it would render the 50% less falling damage traits useless (not like that’’s a bad thing though).
Old maps aren’t designed for gliding.
People breaking out of maps, glitching, etc.
Uh… 50% traits are useless in HoT maps if you think that way. I’d actually say they are more useful with gliders, because you can target their utility more effectively (necro fear).
Of course all maps are designed for it! Can’t break out of maps anyways (try swimming out in water maps if you don’t believe me).
Glitching? Gliding is a sub-process attached to jumping that changes the speed/direction of falling slightly. What could go wrong? A surface we aren’t supposed to stand on? We’ll just fall through it and waypoint. It happens. =P
The ways to keep people from breaking out of old maps assume they are on the ground or in the water and can do no better than jump or use a teleport gun. The barriers are unlikely to reach much higher than that. Why should they? This means the barriers that lead up to the map borders or in the water or the invisible walls around hills that keep people from going higher will all need to be re-made. In addition, the tops of those hills might not have a collision set for them. If not, they will need to be re-made also.
Well, it’s just a barrier formed by the engine when a player nears the edge of the rendered/mapped area. The highest peak we can reach to glide from is likely also the top of that barrier, so anything below that has already been adjusted to compensate for any fluke/player luck/etc.
Ehmry Bay Guardian
Even with one head I see constant fails. Collections actually make it better, because who cares if they leave after? They will still have been there versus the alternative- not at all.
Same with Gerent, most of the pugs can’t last 1 phase.
After they leave you are gonna have less people to do it. What are open world meta made for? To let (as many as possible) pug players group together, meta like TT and Chak Gerent made the opposite effort. People are even arguing for the conflict of meta and HP.
Don’t know what PUG’s you have seen, because I’ve never seen a phase one fail. It’s usually the second phase of the lane mechanic that Nuhoch fails, and if they succeed then it’s most likely all down to DPS as they are not likely to fail the third one.
Really? Wow! O.o
I wish I’d had the same experience, hah. I’ve had phase one fails every time I’ve tried… except maybe once, when it got to phase two. That’s with full maps/commanders/everything… =/
Still have yet to personally see one succeed!
Really?? :O Phase one fails? That’s crazy… Compared to what I have see at least.
It’s pretty bad… I’ve seen so many fails. I’ve usually (not always) seen decent progress on my own lane, so I honestly have no idea what makes the others fail so quickly. (But yes, I’ve been in a failed lane once or twice; they both reached the second phase, though.)
Ehmry Bay Guardian
Constantly doing it in the old maps.
We should petition anet to enable gliders everywhere.
Archeage and Aion have gliding everywhere why can’t GW2?Because it would render the 50% less falling damage traits useless (not like that’’s a bad thing though).
Old maps aren’t designed for gliding.
People breaking out of maps, glitching, etc.
Uh… 50% traits are useless in HoT maps if you think that way. I’d actually say they are more useful with gliders, because you can target their utility more effectively (necro fear).
Of course all maps are designed for it! Can’t break out of maps anyways (try swimming out in water maps if you don’t believe me).
Glitching? Gliding is a sub-process attached to jumping that changes the speed/direction of falling slightly. What could go wrong? A surface we aren’t supposed to stand on? We’ll just fall through it and waypoint. It happens. =P
Ehmry Bay Guardian
It boggles my mind that they didn’t just add visual fx options like every other frigging mmo on the planet. The new auras are nearly invisible and put some animation around characters’ feet. OK. Except with all the other effects going on, including ground targeted skills and ground effects you cannot see that either (and lol@giving any revenant with fragments auras and being able to tell). You know what I COULD see (and HEAR) the old auras, so I knew that hitting someone would result in something negative.
Yup – and there’s also no need to take away the old in this situation. That’s the most astonishing thing about many of the latest updates. A lot of things we already had (and a lot of people were happy with) have been removed/replaced rather than expanded upon or made optional.
Ehmry Bay Guardian
I was really sad when i learned that HoT didn’t include any casual/relaxing maps to explore. Exploration when you have to dodge death left and right and to be in constant awareness doesn’t give you much of the option to stop and appreciate the environtment.
And that anet gated lots of exploration elements behind huge xp grind is really frustrates me. Right now i’m done exploring new maps but can’t get map complitions because i lack some of the masteries that i just don’t want to grind doing the same events over and over and over again.
… and over and over and over. Yep, it’s a grind. See, I don’t mind the grind existing in the game, but I’d like casual content to be added as well as the grind. Especially exploration.
Map completion on the HoT maps… haha, I guess I’ll be dreaming about that for a few months. But I think I’m done looking at them for a while, so that’s fine by me.
Ehmry Bay Guardian
New aura animations are TERRIBLE! do you expect me to watch my enemies buff bar the entire time i am fighting them in pvp to notice when they have an aura, we NEED to be able to see when someone has an aura, not be fighting them and suddenly be stunned and have to look at all their 30 buffs to find out if it was shocking aura that we couldn’t see, or why my projectiles are being reflected, or why I am being burned, or chilled when I hit people. BRING BACK OLD AURAS or make it where we can choose what skills are visually nerfed with a new graphics option tab
good pvp players dont watch only the animation but also the buff bar.
Warrior endure pain also have a small visual thing, did you ever saw that? NO
What have you learn against warriors? check there buff bar.Why should it be any difference for ele aura’s.
I get why you people like the visual stuff, but the fact is that there is too much of this going on, too much means you cant even READ anymore whats going on because its not just you but allot more stacking on the small node, wich blocks ALLOT of animations wich you should read but cant because of your fireball auto spam or other visual noise.
Warrior dont have ANY big visual stuff while in stance mode yet Nobody ever had hard time against it because you know how to read it.. you get used to it.
Uh… now could you please explain what you said?
If you mean that status bars should be the only things we see, well… you could play Angband instead of Guild Wars 2, I guess.
People here aren’t complaining about effects that haven’t been added to the game yet – the issue is the amazing effects many people loved that have been removed. And the fact that it could easily be an in-game option as to whether or not the effect displays, because it is a simple GPU option and does not affect gameplay (as evidenced by your example of status bars).
Ehmry Bay Guardian
They aren’t going to change it because they don’t listen to their community. Colin seemed very rude today insinuating that if you don’t support the esports direction they want to take the game in you must not like gw2 and must not want it to succeed. Pretty sure that is a fallacious argument there.
Can you cite that? From what I saw, he wrote: "Combat visibility in general isn’t driven by any sort of “esports” stuff though I realize that’s the easy out that’s cool thing to blame things on this week. Despite some of the insane assumptions I’ve seen lately, the PvP pro league is pretty much entirely a marketing team thing and has almost no impact on the dev team."
Which doesn’t point at all toward an esports focus…
Ehmry Bay Guardian
But maybe the whole idea is for Anet staff to grab popcorn and observe while people try gliding outside HoT!
Yeah, I’ve done it a few times. Well, more than a few. I’m waiting for a blob commander in WvW to suddenly be like “oh… uh… whoops. No gliders here, huh?”
Ehmry Bay Guardian
(edited by Swift.1930)
I think the TD meta sets a good precedent. Not all super tough content should require formal grouping. It is likely intended for guilds to taxi people in taking up the entire map and complete it in an ultra organized fashion.
Given that taxiing is so inefficient it should not be required ever. If they want to go that sort of route they have to allow players to see the instances and change to one they want.
Yep. Some people like empty maps, and others like (or need) full ones. It’s all very nice for the server to choose for us – if it knows who is who.
Ehmry Bay Guardian
First the +5 supply goes, now the waypoints ….
Whatever next? Towers? Keeps? Enemies?!
There are enemies? O.o
Ehmry Bay Guardian
I really hope that if it’s changed it becomes only a WvW change… not a general change… because that skill is very useful in PvE. (Maybe something like a crit nerf in WvW or a delay before damage?)
“You are going to play revenant and you are going to like it, because we say so!”
-Arenanet balance teamSure is a funny coincidence then that revenant’s behind a paywall.
Ah, yes – a little thing called marketing. Same as elite specs like dragonhunter/chronomancer.
Ehmry Bay Guardian
anyone else really scarred when they hear MAYOR WVW OVERHAUL? i am…..
anet probably thinks that they are doing the right things, but honestly just the most recent change of the waypoints not going uncontested anymore shows clearly that they have absolutely 0 clue about what maked wvw fun. i think they have never really been in a real wvw fight for garrison for example where 2 servers have all walls and gates down and the defenders that are outmanned keep rushing in and trying to rez the lord and then boom upgrade finished because 10 people managed to get a dolyak in…now that was fun!!
automated upgrades= dumbing wvw down= boring
little to no waypoints= less ways to defend real fast= less opportunities for zergbusting guilds= less defending and more zerging…also i cant be bothered to walk 2 – 5 minutes every single time i die just so i can go back to the fight and help defend or attack…
waypoints dont go uncontested= promotes perma trolling of thieves and others= saaaaame issues as above, the timer countdown was actually used strategically.
i could go on and on and on with a massive list of things that mad wvw boring lately, but im tired of it. anet turned the mode that used to be a massive battle field and a ton of fun because of the sandbox element this simple maps had into a pve driven circus for dummies cause everything that needed brain and great scouting and all that was dumbed down or completely destroyed .
massive overhaul sounds to me more like more pve, more complex weird elements, no sandbox element, no massive battles anymore , more stupid shirnes and pve buffs and more pve mobs to rally entire zergas and more guildhall upgrades that only massive guilds can accomplish and smaller guilds will be crippled for ever….. yeah no thanks anet. ill pass on that and move on…..
Hmm… but I’d willingly take an overhaul over the current state of things.
Ehmry Bay Guardian
I can’t stand ESO pvp, it’s ridiculously unbalanced.
The cyrodiil map is great though, if only the whole game had maps like that.Unfortunately the only other alternative (i know of) is Planetside 2, which has a lot of problems of it’s own and is an entirely different genre.
It’s really tragic how Anet messed up WvW, imo it was the only decent RvR game in existence at this time, but they didn’t want it.
Unbalanced? I’m curious how; I thought it was quite decent for RvR gameplay. Not to say that I didn’t still prefer GW2 WvW, but I still really liked some of the concepts better, like walls staying down after capture, as well as the crouching stealth, which was amazing for sneak attacks and scouting, and either side could easily implement it.
Ehmry Bay Guardian
Arenanet reads the forums, and from all the complaints i think it is clear that the community wants open world to be easy and relaxed. I guess we shall see in a few major patches if they listen, i am sure they will release new zones entirely too with patches for hot.
Hardcore content should stay in raids/pvp
Hmmm… it’s far from clear that the majority wants everything easy/relaxed. Certainly there’s frowns about content as challenging/coordinated as the TD meta (or as tricky to find as a non-raid VB map), but it’s not the challenge people dislike so much as it’s the reliance on other players to be in the area and to care.
That said, the biggest concern I have about that kind of content is the sustainability. How many people will be there for metas/champion hero points in a few months? People will spread back throughout the world/gamemodes after they’ve finished hardcoring the new maps.
Ehmry Bay Guardian
(edited by Swift.1930)
Hmm… given that you’ve leveled a warrior and a guardian, I’d assume revenant would suit your preference next. If you have an ele too, though, maybe you’d like mesmer more.
Ehmry Bay Guardian
Anet,
Isn’t it about time for a response on this thread? This is affecting the morale of your customers and in the end that affects your profit through customer retention and gem store purchases. To be blunt, avoiding this thread for so long is unprofessional and inexplicable. This is the first place you want to resolve issues like these, before they get out into the wider world via other forums. Ignoring this just doesn’t make any business sense. I, like many others, care about this game. Otherwise I wouldn’t bother to discuss this point time and again, as objectively as I can. There is a clear failure of customer relations in this forum and I cannot believe that you are unaware of this. If there is no-one on staff with the training or time to manage this forum and provide at least the impression that you’re listening, hire somebody – even temporarily. Hire an intern and introduce them with the disclaimer that they’re only learning, that they might make mistakes but at least you’re providing a point of contact. The player base will, I’m sure, accept and appreciate the effort. Your customers just want engagement with you. Again, I can’t believe I’m saying anything you’re not already aware of and I cannot guess at the reasons why you keep silent when it’s detrimental to your business, and when some simple customer expectation management – for which there is ample training and resources out there – would benefit your business. Your players don’t expect you to be omnipotent or infallible. They want to help you grow this game. Sometimes they will disagree on your directions but avoiding that discussion isn’t going to make the problem go away, not here and not in any other avenue of life.
This is another great post Zoltar.
It amazed me that they’d take this road right before the holidays, right after the expansion released. Don’t they want the great word of mouth a satisfied customer base will provide them? Perhaps the gift a happy player might bestow on someone who hasn’t played GW2 before? I can’t imagine recommending the game to a friend, or family member right now, let alone, purchasing it for them as a gift. I feel like the graphics touted with the expansion was a bait and switch. I only came back to GW2 a few weeks before the expansion, after having left not too long after Triple Trouble launched and all of the bugs were ignored, forcing many of us who were in on some of the first kills (ugh, the hours spent) to repeatedly go back and repeat things for achievements or rewards. Once I achieved that, bugs and all, I was done, my whole family left.
We heard of the expansion, looked into it, thought we’d give it a go. Both me and my husband had recently (a few months ago) built new systems, and we were really looking forward to playing with maxed out graphics (a far cry from what we were able to do before, but that was on us and we were fine with playing on low/med settings) like our son does (liquid cooling, sapphire video card, yada yada). The expansion hit and we were thrilled. Everything looked great. The spell animations, etc.. then this. It just feels like they said, “psych!”I wish they’d at least give us option to slide the settings, not just take stuff away.
Ah, Zoltar, how doth thou quoteth the voice of the people.
The thing that confuses me the most is that there are sometimes responses – but pretty much only on Reddit. I never go to Reddit unless looking up a Windows bug fix or something like that… if anything, I only expect to find general-public discussion there, not studio interaction or feedback. Twitter or official forums are the places for those kinds of updates. I really, really, really would like to see Anet staff interacting on these official forums – with the very community they have striven to create through the Guild Wars games! We don’t bite (that much), do we?
Edit: ah, I just found the dev tracker page for the first time. It’s still curious that there aren’t more responses to threads, but Gaile’s still pretty active and supportive (it’s curious that I rarely seem to bump into her replies, though).
Ehmry Bay Guardian
(edited by Swift.1930)
Turning WvW into what many of us were hoping for 3+ years ago is the dream. What WvW ended up being after GW2’s release was very disappointing for most of my guild, they were mainly from DAoC / WarHammer etc. They left this game long before HoT and didn’t come back for the expansion. I didn’t try to make them.
But WvW had it’s charms, and was quite enjoyable at times. The players that stayed adapted and created a pretty good server vs server feel. Especially in the upper tiers. It also attracted casuals, etc. WvW could have been much better but it wasn’t utterly broken. Then HoT came out.
Most of the posters here have a much better grasp of WvW’s mechanics and their problems than I do. Hopefully, the devs take a look at their ideas and give them serious consideration. Not all of them are viable by any means, but it is obvious the devs up until now have not had any better ideas.
.The changes I would like to see are not deep into the mechanics. They will not fix WvW’s basic design issues that need to be addressed. But they are still important and have the benefit of being relatively simple fixes.
1. Increase rewards. Loot is a big incentive to playing most games. In mmo’s it’s almost a requirement. Having loot drop is good way to populate a map even if the design isn’t very good. Casuals care about loot and they make good filler in maps. Besides, many casuals become dedicated WvW players once they get their feet wet.
2. Reduce the PvE requirements to zero, or at least to pre HoT levels. It boggles the mind that someone thought HoT’s fktastic PvE grind requirements for WvW players were a good idea. PvE should be a choice. It’s not fun when it’s forced.
3. Return the guild abilities to small guilds. Don’t force them to redo content they already worked for. Guild Halls are another issue, but gating buffs, etc behind that craptastic grind is truly a game breaker for WvW.
.
WvW needs a lot of work. Work that should have been done 3 years ago.+1
Further, though, since this topic is also about titles… I really wish WvW gave the option for people to equip role titles. Such as:
- Commanders being able to equip a “commander” title (I know it may sound a little redundant, but it would work for those who don’t tag up simply to avoid creating an uncoordinated group). Acquired by buying a commander tag, and equipped by starting a squad (with the additional option of an invisible tag).
- Party leaders being able to equip a “group leader” title (or similar). Acquired by hosting a party in WvW.
- DPS/healers/supports/tanks/etc being able to equip a relevant title, to assist with coordination. Acquired by default.
- Scouts able to equip a “scout” title. Acquired by default.
Just an idea to help with coordination and organization.
Pin sniping is a thing. Let’s not exacerbate it by having party leader sniping be a thing. There’s something called squad chat for veil/water/banner/stab/well calls , if you don’t have a TS/Vent/Mumble/etc.
Pin sniping?
The other titles could be boiled down to “soldier”, really. And it’s not that people have to equip them.
Ohh.. if you mean sniping by the other servers, I didn’t realize that titles were visible to them.
Ehmry Bay Guardian
Most likely it’s a holiday thing; she is listed as the Forum Communications Team Lead, which pretty much means her main responsibility is responding to/consolidating feedback from (or having a team do that for her) hooligans like us who type stuff all the time. Gotta say that she probably earned the break the minute she stepped into the forums, haha. Okay, maybe not all of us are that bad. =P
Probably. She was support team, I believe, prior to getting the forum communications title though, so it’s hard to say for sure what all responsibilities they put on her. Forum communications may be a sometimes role and her role may be shifting over time as well.
Office politics, changing priorities, and all that.
Yeah, there is a lot of negativity to take in. Can’t say I’d jump at the job. Would certainly be a unique kind of challenge though. Part of me would want to try that sort of job, just to see what kind of mood and presentation I could sow among forummers from that kind of position.
Haha, I would immediately (and without restraint) jump on the job if they even pretended to offer it to me. xD
Forum management/communication is a dream job compared to (non-studio) office work. Being part of a creative project… don’t even get me started on how awesome that is!
Ehmry Bay Guardian
(edited by Swift.1930)
Even with one head I see constant fails. Collections actually make it better, because who cares if they leave after? They will still have been there versus the alternative- not at all.
Same with Gerent, most of the pugs can’t last 1 phase.
After they leave you are gonna have less people to do it. What are open world meta made for? To let (as many as possible) pug players group together, meta like TT and Chak Gerent made the opposite effort. People are even arguing for the conflict of meta and HP.
Don’t know what PUG’s you have seen, because I’ve never seen a phase one fail. It’s usually the second phase of the lane mechanic that Nuhoch fails, and if they succeed then it’s most likely all down to DPS as they are not likely to fail the third one.
Really? Wow! O.o
I wish I’d had the same experience, hah. I’ve had phase one fails every time I’ve tried… except maybe once, when it got to phase two. That’s with full maps/commanders/everything… =/
Still have yet to personally see one succeed!
Ehmry Bay Guardian
Exploring?
Sure. Let’s go.
Some people say WvW/HoT maps are endgame… well, exploring is allgame then. =D
Ehmry Bay Guardian
That sounds like what some mastery in the crystal desert will do :X
Speaking of the Crystal Desert… the sound effects of the revenant’s elite channeled skills will suit the place very, very nicely. Eerily nicely. Wandering (semi-aimlessly) through a desert while channeling haunting melodies…
Drooling? Me? Hah! No way. Quit staring!
Ehmry Bay Guardian
Turning WvW into what many of us were hoping for 3+ years ago is the dream. What WvW ended up being after GW2’s release was very disappointing for most of my guild, they were mainly from DAoC / WarHammer etc. They left this game long before HoT and didn’t come back for the expansion. I didn’t try to make them.
But WvW had it’s charms, and was quite enjoyable at times. The players that stayed adapted and created a pretty good server vs server feel. Especially in the upper tiers. It also attracted casuals, etc. WvW could have been much better but it wasn’t utterly broken. Then HoT came out.
Most of the posters here have a much better grasp of WvW’s mechanics and their problems than I do. Hopefully, the devs take a look at their ideas and give them serious consideration. Not all of them are viable by any means, but it is obvious the devs up until now have not had any better ideas.
.The changes I would like to see are not deep into the mechanics. They will not fix WvW’s basic design issues that need to be addressed. But they are still important and have the benefit of being relatively simple fixes.
1. Increase rewards. Loot is a big incentive to playing most games. In mmo’s it’s almost a requirement. Having loot drop is good way to populate a map even if the design isn’t very good. Casuals care about loot and they make good filler in maps. Besides, many casuals become dedicated WvW players once they get their feet wet.
2. Reduce the PvE requirements to zero, or at least to pre HoT levels. It boggles the mind that someone thought HoT’s fktastic PvE grind requirements for WvW players were a good idea. PvE should be a choice. It’s not fun when it’s forced.
3. Return the guild abilities to small guilds. Don’t force them to redo content they already worked for. Guild Halls are another issue, but gating buffs, etc behind that craptastic grind is truly a game breaker for WvW.
.
WvW needs a lot of work. Work that should have been done 3 years ago.
+1
Further, though, since this topic is also about titles… I really wish WvW gave the option for people to equip role titles. Such as:
- Commanders being able to equip a “commander” title (I know it may sound a little redundant, but it would work for those who don’t tag up simply to avoid creating an uncoordinated group). Acquired by buying a commander tag, and equipped by starting a squad (with the additional option of an invisible tag).
- Party leaders being able to equip a “group leader” title (or similar). Acquired by hosting a party in WvW.
- DPS/healers/supports/tanks/etc being able to equip a relevant title, to assist with coordination. Acquired by default.
- Scouts able to equip a “scout” title. Acquired by default.
Just an idea to help with coordination and organization.
Ehmry Bay Guardian
I support that Diku is requesting changes to see if it helps WvW. But a simple fix in my opinion would be since these new maps are so large, why not add “gliding” into it? Only the borderland maps should have gliding. Look at the terrain and the size of these maps and tell me it wouldn’t promote quicker fights? Glide right into battle… Yes, you’ll need “HoT” to be able to glide. It’s not needed to play, but for gliding purposes it will be needed. It’ll maybe help sales of HoT for those who don’t already have it.
Reference post to start this discussion above.
(Didn’t really see your stance on the HoT gliding thing, Diku, so…) Gliding certainly shouldn’t be limited to HoT owners. WvW needs to be reasonably balanced gameplay with fair access to gameplay elements (only player skill/high-tier equipment really ought to depend on the individual). It could be awarded to WvW players as a WvW mastery/trait/skill/thing, but if it comes to marketing, the marketing point could be simply that non-HoT WvW players would have access to only one, basic glider (oh, and no access to gliding outside WvW).
Jealousy marketing (if used at all) should be limited to PvE, where it doesn’t give significant tactical advantages to some players over others.
Ehmry Bay Guardian
@SleepingDragon
I’ve setup a sub-topic thread here to continue this discussion in detail here:
WvW Desert Borderlands Tweaks
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-Desert-Borderlands-Tweaks/first#post5811730Thank you for your feedback.
Diku
@Grim West
Pasted a copy of your post to this thread to keep things organized.
WvW Rewards & Titles
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-Rewards-Titles/first#post5793396
Wishful thinking, but it’s nice to see the WvW Community coming together in positive support. It’s been a rough road to get to this point.
To others still trying to make a difference…I understand the harsh criticism and negative responses that you’ll receive…this thread didn’t just happen overnight.
It took a lot of hard work…and many brutal & harsh remarks from many players…but stay the course…and keep trying.
Thank you,
Diku
Yep, harsh/brutal remarks come outta nowhere sometimes; some of them are completely unfounded, and most of the more brutal ones appear to have been made without forethought. I’ve had some curiously unexplainable ones on my Exploration Maps thread… people who couldn’t care less whether or not they are added still find it in themselves to troll the conversation, hah.
But good to see you’re still pushing forward with enthusiasm. Will be great if Anet takes a look and at least considers elements of your threads.
Ehmry Bay Guardian
I was recently discussing this thread on another thread (it’s becoming something of a meme) and I realised something: maybe anet want to respond to this thread but they just don’t know how.
So I came up with these questions which might help:
1. What was the reasoning for reducing the size of projectiles? My fireball, for example, is only visible between myself and the target, during which time it is pretty much on its own and does not contribute to any visual clutter. Once it arrives at the destination, it is replaced by a different object, usually some kind of fire or explosion animation – and it is the combination of my explosion/fire animation and that of other players which obscures the target. It would seem more efficient to adjust the dimensions of the final animation rather than the projectile.
2. Is there any plan to introduce the visual options/slider idea, proposed in this and other threads, to allow a player to customise their visual experience? The question is not asking for a commitment on when such a feature might be implemented, merely the confirmation of whether such a feature is being considered.
3. If the above idea to customise the visuals is not being considered, what is the reasoning for that? Players have a variety of rigs, monitor sizes and biological differences. Any global solution may resolve the issue for some players, but it will still be too cluttered for others. Clearly, a player must have the means to customise their own experience based on their needs if the most effective solution is desired.
Very good points, since fireball size doesn’t affect damage dealt. I mean it could (I can just imagine some players setting their fireballs to comet size just to watch the damage numbers roll in), but the reality is that it is purely aesthetic. If you want little blobs, you should be able to set setting to low/small/something. If you don’t mind awesome explosions blocking your vision, you can bump the settings all the way up! (That’s where I’d go.)
For myself, if I want little-spitting-gobs-of-chewing-gum fireball animations, I play Runescape.
Edit: I believe Runescape actually updated its fireball animation so that it looks decent now. Haven’t tested this recently though.
Ehmry Bay Guardian
(edited by Swift.1930)
To be fair, some of them may be on holiday/vacation. Big content releases are often stressful and overwork employees, and we’re hitting the Thanksgiving/Christmas cycle.
On top of that, what are they going to say? Most of the complaints I’ve read since HoT’s release (my own included) are about overarching system design and the general direction of the game as a whole. They could say “here’s what we intended” or “sorry it isn’t going the way you thought it would,” but if they have a vision and what they produced is in line with that vision, I don’t see them having much to say about it.
I don’t like some of the things Anet does, as a company (which is a gigantic understatement) but we need to remember that dev does not = god on a AAA game. A dev could be anyone from a guy who writes code off a task list, to a guy who is leading a team of developers.
And historically, Anet’s devs have been kept in silence for the most part, due to Anet’s tight-lip policy about development. I can’t imagine trying to say anything under that kind of watchful eye, especially if you’re a peon.
What we need is more blunt communication from somebody like Colin, of the “this is how it is” and “we have no plans for X at this time” variety. But I don’t know if Colin has that kind of bluntness in his genes, much less would get it approved by the people above him. For a time, we had Gaile stepping in and saying stuff, but the communication from her seems more sparse of late. Not sure if due to holidays or they clamped down even more on communication again.
Or heck, maybe they’re pulling her into other projects, so she doesn’t have as much time for it. Companies are like that sometimes.
Most likely it’s a holiday thing; she is listed as the Forum Communications Team Lead, which pretty much means her main responsibility is responding to/consolidating feedback from (or having a team do that for her) hooligans like us who type stuff all the time. Gotta say that she probably earned the break the minute she stepped into the forums, haha. Okay, maybe not all of us are that bad. =P
Ehmry Bay Guardian
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Swift.1930
GW1 offered expansions, but GW2: tough luck, they will never offer one according to the email I received.
Evidence?
To date I have not seen any comment from Anet stating definitively that they would not produce an expansion for GW2. There is pretty solid evidence that they intend to do so….as it already exists.
There certainly was some kind of message claiming that GW2 was unlikely to have an expansion, but it’s cool by me that there was one. Wish it hadn’t been quite as pricey, but I’m okay with supporting the team. Just gotta cross fingers and beg for more maps, more maps, more maps!
Ehmry Bay Guardian
They’re not ignoring anyone.
cough visual nerfs [merged] cough
They talked to us about visual nerfs. It was in the patch notes. In fact, they nerfed the visuals specifically due to long term complaints about noise in battles and not being able to see what’s going on.
The visual nerf complaints is a tiny minority of posts compared to the noise posts.
The visual nerf thread is now longer than other threads where anet have responded and it’s still growing when just a little communication from anet could soothe the savage beast. Curious, don’t you think?
I think it’s curious that you haven’t bothered to add up the dozens if not hundreds of threads over the years complaining about not being able to see. It’s been a major concern for a long long time.
And how many of the pages in that visual nerf thread are people arguing for it?
You’re missing my point. The subject of the thread is irrelevant. The issue is that a post is fermenting unneccesarily when a little management of customer expectations could guide it to a peaceful conclusion. (And as people have pointed out, the solution to the visual clutter was ham-fisted and arguably didn’t address the issue.)
Totally agree; messages from Anet employees make a huge difference around here. Usually they aren’t met by slander, either (but hey, that could easily be deleted/blocked/banned), and a lot of people sigh in relief when their complaints/concerns are noticed. It can bring big rant threads to calm conclusion.
Ehmry Bay Guardian
(edited by Swift.1930)
Oh boy… people even consider swapping EBG for the new borderlands? Have you guys even noticed that EBG is the only place people go to other than EotM? If people go there instead of the desert borderlands, they certainly don’t want their preferred arena replaced by the map they chose to leave abandoned. If anything, the desert map belongs as an alternative map, like EotM.
But we probably won’t be seeing Alpine for a long time, if Chris Barrett’s post in the WvW forum means anything. Very sad. =(
(Keep voting for Alpine to come back, guys!)
- On the morning of Thursday, October 22nd, WvW will be terminating without completing or updating Glicko ratings as normal. This will be the end of the classic (“Alpine”) Borderlands maps for the foreseeable future.
Ehmry Bay Guardian
+1 I don’t care what it is, I just want old WvW back, fights all the time, borderlands fights, not 500000 queues in EB because it’s so boring to go to bls to spend 25minutes recapping one keep because it’s been autoupgraded and takes so long to get anywhere because of the all this kitten I JSUT WANNA FIGHT
More fights less blobs! Right? Yeah… EB has some really good borderland guilds, but they mostly fight in EBG now. =/
Ehmry Bay Guardian
wtf are you talking about, the 400 ping comes from the distance not the ISP
fwiw I get ~ 230 ping. And this is from NZ so I don’t think it’s just distance that’s the problem here.
Yeah I’m on ~200 ping from Aus too. TPG, not that it really makes a big difference, I think. Lines are all Telstra, and Telstra is… uh… well, let’s just say I’ve had plenty of line issues. Ping hasn’t been one (although one of my friends has some big issues with ping sometimes).
Ehmry Bay Guardian
So before HoT you had no guild hall and you were happy…… now you have a chance of having a guild hall, but can’t get it …. so having no guild hall now makes you unhappy?
why do you suddenly feel the need for a GH if you don’t like people… just find a cool area to meet and call it a hideout!Before HOT a guild earned the ability to get banners etc. which was taken away by HOT and locked behind the guild hall’s front door in the form of SCRIBING.
Small guilds lost everything they had because HOT makes it nigh on impossible for them to re-earn what they already HAD!
Except for that you get to keep all of the banners you made before HoT and is able to craft new ones of the types you had unlocked pre-HoT at the Initiative HQ…
Verified? I haven’t heard of this (and I’m not on right now to try it, even if my little guild can afford it). We can no longer earn influence to buy upgrades by teaming up with guildies, though, right?
Slightly verified… it all costs commendations rather than a currency my guild can actually obtain (or is it easier to obtain commendations now?). We had regular influence streams which meant we could afford a banner/catapult every few days or so. We won’t be getting commendations this century… unless the methods for gaining those have improved significantly.
Ehmry Bay Guardian
@maddoctor – more masteries! Woo! Right? XP farm = survivability in the desert. =) Haha. I’d still pay for a robe outfit if they made that a legit mechanic. Still a neat idea, even though linked to gems.
I love the idea.
Discovering new areas and taking in the scenery is one of my favorite aspects of this sort of game. Anet’s art department has demonstrated time and again that they have what it takes to make finding a new bit of scenery a reward in itself.
Ah, yes… did you kneel at Gwen’s grave for a while when you encountered it? I certainly did. Nostalgia and sentiment can be used so powerfully.
(If you didn’t play GW1, you can pretty much ignore the first two sentences.)
Not only did I sat there and thought about a flute, and red irises, I looked around to find sandfords and yakkington’s graves very close, making my stay even more…. well a return to the past. All my characters have meditated and rested at her grave listening to music from the past….
Gwen was the start of my guild wars experience, and was the end as well…
I finshed up attending her marriage and I felt I accomplished something…
I had a hard time understanding mesmers in gw1, but brought her along often….
I actually had negative feelings towards Charr for a while…. though I recovered from it….I loved the stories of gw1… gw2 migh be more active and mobile and maybe more polished in appearance…. but the story is hollow in comparison… hollow, shallow, unfinished, no direction…
I wouldn’t say the story of Guild Wars 2 has no direction, but certainly compared to GW1 there is more care given to shiny trinkets/baubles than to story. But that’s probably a CORPG/MMORPG difference.
The main characters from GW1 were generally interesting. Graves, shrines, fields of battle where they fell… I would visit them all! As well as the lands I used to frequent with them in my party. (Remember Fort Ranik, anyone? Black Moa Chick scavenger hunt, hah.)
Ehmry Bay Guardian
Aw… that sucks. =/
Ehmry Bay Guardian
Since you say you’ve read the player fixes I’ll just run this one by you briefly – have you tried just holding space from when you jump until the wings come out? (You don’t have to hit space a second time.)
I’ve found that helps me with early-catch issues.
Ehmry Bay Guardian