Ehmry Bay Guardian
Ehmry Bay Guardian
I’ve attached a map that shows the difference in span between GW1 and GW2 (and further, the amount of exploration we could do if given revamped GW1 maps). Note that this is only Tyria. If we have access to Elona and Cantha in the future… the exploration would be nearly endless!
Ehmry Bay Guardian
Yup – check out this thread as well. Lot of discussion has happened regarding the design issues with sustainability. =/
https://forum-en.gw2archive.eu/forum/game/hot/Unsustainable-map-design/first#post5778795
Ehmry Bay Guardian
And neither does an MMO imply that everything should be able to be completed solo/co-op. Fractals/dungeons/raids force you to play with other people, and you hardly see anyone complaining about them.
Uh… I’ve seen quite a lot of people who are annoyed at dungeons/fractals because they get kicked out by groups that only want players experienced at the specific run. It’s possible that they don’t complain much these days because they’ve simply given up on that content.
And it’s funny that you mentioned raids, because there have been nonstop complaints about how raids were only for “elite” players and how most people wouldn’t be able to play them because “only guilds and specific builds will be accepted”. I’ve yet to hear how that’s turned out, but there were definitely enough complaints about it.
Ehmry Bay Guardian
Alpine map thematically, but think more Spain than Germany.
When I say equidistant what I mean is home in the far north, red SE corner, and blue SW corner. No home keep at all. One keep per BL that’s it. This serves a couple of purposes. One, it makes the towers far more important, especially the “inner” towers. Two it makes whoever takes the keep need to control the keep. It also promotes more of a three-way battle rather than the old; “You take that side, we take this side, and try to keep the home team in the top third.”
Ideally there would be plenty of open field action going on as well, since in my vision PPK is a real thing again. Also unlike the current EBG model home towers would be a bit more spread allowing more “used” space rather than all the unused space in the corners of the map. The moat should act like a real barrier. Not many places to get out once you are in. Control of the inner towers would be a huge boon for people trying to cross the moat, or to exit the moat.
Terrain would be flatter than the old Alpine maps, but not flat. There could easily be ravines, river beds, and other low spots that would allow a force to move relatively stealthily without the amount of terrain disadvantages that were present in the Alpine maps, and are even more present in the Desert maps.
Believe me those PvE options were completely spur of the moment thoughts. We all know Anet wouldn’t design a map without some kind of PvE elements, and so I tried to think like a dev for a moment.
Hmm… no home keep, and the other keeps positioned for other servers’ convenience? I mean, it is our server’s borderlands we’re fighting for, not some ambiguous battleground like EBG. There needs to be strategic defensive reason behind the placement of homeland keeps. (They weren’t built by each server, but rather by the server whose borderland it is.) I really liked the feeling of homeland that the alpine maps conveyed. The map you’re describing probably belongs in PvP as a 10v10v10 (or something like that) game mode (although somewhat smaller and without upgrades or gates that require siege weapons).
Ehmry Bay Guardian
(edited by Swift.1930)
Well… out of sympathy for smaller/less impressive titles, Guild Wars 2 has left UI customizability for them as marketing points.
Right?
Ehmry Bay Guardian
Gliders in Tyria .. will it ever happen ? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Swift.1930
I’m thinking ahead: Glider Wars 3
This time we’re fighting an elder dragon in the air! (And it’s personal. Cause it always is.)
Haha yeah, the trailer: “And this time, like every other time, it’s personal.”
Ehmry Bay Guardian
9,000? Compare it to League of Legends 32,000,000
You would think it would give ArenaNet the hint they should fix and improve PvPCompare it to the Super Bowl and GW2 is pathetic. What’s your point? The money rewards and viewership keep climbing exponentially. It’s not hurting anyone for them to say the match is going on, and it’s helping a lot of people. What’s the problem here? Should they stop helping people?
Why are people wetting their pants because anet is telling us that something is happening that we want to watch? Because a handful of PvE players are offended by it for no reason, and it’s disturbing their loading screen? No.
No no, the text on loading screens is obviously hurting these people.
Wait, there’s text on the loading screens? I haven’t seen that. Huh. When did that start?
Ehmry Bay Guardian
Gliders in Tyria .. will it ever happen ? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Swift.1930
https://forum-en.gw2archive.eu/forum/game/hot/Suggestion-gliding-on-all-pve-maps/first#post5678032
https://forum-en.gw2archive.eu/forum/game/hot/Question-on-Gliders/first#post4879238
https://forum-en.gw2archive.eu/forum/game/hot/possible-Gliding-areas/first#post5251305
https://forum-en.gw2archive.eu/forum/game/hot/Gliders-just-a-worse-version-of-flying-mount/first#post4779221
https://forum-en.gw2archive.eu/forum/game/hot/Gliders-Awesome-or-a-joke/first#post5225519
https://forum-en.gw2archive.eu/forum/game/gw2/Add-gliding-to-vanilla-maps-please/first#content
https://forum-en.gw2archive.eu/forum/game/hot/Gliders-in-Tyria/first#post5477243
https://forum-en.gw2archive.eu/forum/game/hot/what-about-outside-the-jungle/first#contentAll from page one of a Google search on the subject.
Gliding will not work in the old maps unless they rebuild them with the same amount of effort it took to build them in the first place, using resources that then will not go to giving us anything new for a year or two.
Can we get a merged old-maps-gliding thread yet? Please? Then people can make their points once and move on.
Uh… not so. The gliding mechanic is simply a subprocess linked to the jumping process, and is part of the game engine. I’m not suggesting that updrafts and other things be added to the old maps – that would be an unpleasant graphical change to the landscapes and layouts – I’m simply suggesting that we be able to climb mountains and glide down into valleys (or stop ourselves dying from jumps). There are a lot of places where this would be both viable and pleasant.
Ehmry Bay Guardian
Funniest thing is that mini-games are now called adventures. Used to be a time when we simply called them annoyances…
Ehmry Bay Guardian
So many agenda-specific definitions of ‘MMO’ around here, so many people playing semantic games to try to support their own view about what an MMO is and isn’t.
The words mean one thing, and one thing only .. MASSIVELY simply means large-scale, MULTIPLAYER means more than one person is in the world at the same time ONLINE is frankly redundant since for two players to co-exist some form on ‘networking’ in the general sense has to exist.
One last thing .. the G in MMORPG, DOESN’T stand for GROUP, some people in this thread need to learn that. World events are entirely what an MMORPG is, entirely doable without being forced to ‘group up’.
Curiously, not quite. “Massively” is an adverb and is only a modifier for “multiplayer”, which means it is “very multiplayer” (in other words, it is easy and/or common to join up with someone else playing the game). Whether or not that is how it is meant or used, that’s what it means. “Online” itself isn’t redundant, as you could be hosting a game over LAN if you are playing multiplayer. You can even play some multiplayer games on the same device/console/computer.
I’m not really sure what you are saying in your last paragraph. You indicate that grouping isn’t necessary, and then mention world events (which generally indicates events that many people will need to participate in)… what exactly do you mean?
If you’re simply stating that people shouldn’t have to group up to play an MMO, I agree to a certain extent. It’s still good to have events and bosses that require the strength of a group to overcome. But it’s generally tricky to collect a group of people who will always want to travel in a pack with singular purpose, so a lot of the core gameplay needs to be soloable. This was dealt with using a different method for Guild Wars 2 than in Guild Wars 1; in GW1 you were able to put together a squad of NPCs to follow you around, but in GW2, mobs were scaled down to ones, and events scale depending on the number of people in the area.
But I believe I digress… it’s true that a lot of people construct their own ideas of what MMOs are, but at the same time, it’s entirely possible that developers are feeding them those ideas. The problem is that while the term exists, development may not necessarily adhere to terminology. Sometimes, terminology is simply marketing.
Ehmry Bay Guardian
Obviously no one understands that NO guild was meant to unlock everything in the Guild Hall within the first week or even first 3 weeks. The Guild Hall is a LONG TERM investment, which means small guilds NEED to spread the cost out over MONTHS and not look at weeks. That is how it’s set up currently and I highly doubt it will change.
This would be more OK if they didn’t take away our earned guild buffs and make us re-earn every single one of them via a huge grind along with trying to get the other unlocks.
Exactly. Some guilds spent hundreds of hours farming up banners and boosts and guild pieces before the update. Adding new content is fine; confiscating unlocked content isn’t. That’d be like taking ascended armor from people who previously received it from fractals.
Ehmry Bay Guardian
This is an interesting concept to allow players to return to previous maps from the past. If minimal coding to allow spawning of the map is done…that dropped all players into these maps in an “explorer” mode for interaction.
+1 for suggesting an idea to re-use old content.
I would definitely go off on pretty long adventures revisiting old places if they added the Guild Wars 1 maps… that’d be a pretty long stretch of hours just reminiscing and wandering. That’s without considering the time spent engaged with mobs/lore items.
Ehmry Bay Guardian
Gliders in Tyria .. will it ever happen ? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Swift.1930
Jumping puzzles themselves could have glider restrictions, but general locations really shouldn’t be unglideable. My character mastered glider use and can only use it in a rather dull jungle… on exactly four maps. So here’s hoping Anet eventually does include them elsewhere. It’s one thing to add long-term horizontal progression for characters – it’s another thing entirely if 400 hours of progression turns out to be ultimately of no use outside one or two maps.
Ehmry Bay Guardian
Okay, so this is my opinion and should only be construed as such.
A good BL map for this game should have:
1. Three equidistant spawn points
2. A central keep with a moat(think SMC but larger), and a waypoint.
3. Two towers near each spawn point(home towers)
4. 4 towers nearer the central keep(preferably within treb range)
4a. These towers would “guard” bridges over the moat.
5. 1 supply camp feeding each tower with all supply camps ending at the central keep
6. Plenty of open space for open field near the towers/supply camps(think rolling hills)This is all that would be needed to supply any and all WvW players with their chosen form of excitement. Now we all know that Anet would want to throw in some PvE mechanics as well even if not needed. I propose that they be minimized to the following.
1. A jumping puzzle that would be within range to shoot treb shots at the keep
2. A “Gigacannon” that could be captured(like the EotM statue cannon) by beating 3 Champion rabid Charr
3. A wyvern lair that was capturable, and the server that owned it could call the wyvern once per tick to drop wyvern breath on an area(area denial attack with lots of burning damage)
Some very curious ideas. The jumping puzzle would have to be quite tricky, or… perhaps there could be a few parts that can be destroyed (by defenders) and require supply to repair before trebbers can get to the top. Not overly sure about the cannon or wyvern, but they might work. Not a big fan of wedging PvE in, myself.
When you say equidistant spawn points, do you mean primary points or keep waypoints? And further; if you mean keep waypoints, do you mean one per server or the way it used to be – the owner of the keep decided the owner of the WP?
The rest of your suggestions sound a lot like the alpine map (except the moat on the central keep). That’s a plus in my books, haha. xD
Ehmry Bay Guardian
@Yuffi Would you say the alpine map was a great map or an okay map? Just trying to measure up the main aim of the post. (Are you hoping to revert to the old map or iron out the new one?)
It looks like you’re hoping to have the old borderlands back, and if so I’m behind you all the way. That place really felt like home (though it couldn’t have hurt to update it a little).
I also agree with your Other features section. For one, it would make a lot of sense if yaks dropped, say… crates that players could pick up and run to their garrison/keep/tower with (this encourages a lot more proactive gameplay around supply lines and even offers alternatives for siege defenders). I don’t think I’ve personally seen this suggested before.
Edit: I just saw that you had clarified the meaning of your post in a reply, so you can ignore the first two paragraphs of this reply if you wish.
Ehmry Bay Guardian
(edited by Swift.1930)
Map must close in 5 minutes? Not quite sure what it means, but what if your friend got in there ten minutes ago and you want to join them?
I’m not sure what your reasoning behind closing for taxiing is… (What is it?)
60 seconds is tiny for reconnection… this should be 5 minutes.
I’ll agree with maddoctor, though; Guild Wars 2 should have a system similar to Guild Wars 1 for choosing the session you want to join. Names of instances could be colored blue if you have party/squad members there, and gold if you have guild members there.
@ReaverKane and @Celtic Lady, yeah… probably the funniest feature of the game so far. “Want to move into a more populated map? Here, this one looks empty – have fun! =)”
Ehmry Bay Guardian
(edited by Swift.1930)
Not going to disagree with your observations, but the solution is not to put so much focus on the Gall Halls. Think about it. Guild Halls and the new Legendaries are where this gold sink is. As you pointed out the end result of all the hard work for these upgrades isn’t really of great value. Obtaining the Hall is still not that difficult, the upgrades are clearly a gold sink.
All F2P games funnel players to the cash shop. Do you really believe the only fun/value in the game comes from Guild Hall amenities and new Legendary Crafting? Be rational. I evaulted long ago that Legendarily weapons in general are not worth the effort given their nominal stat increase. Legendary armor is going to be for the top 10% of PvE players who focus on Raids during their time in game. If you must have these things to find any fun in the game and you don’t want to grind then I would agree it’s time to move on from GW2.
I think they provide plenty of content for the asking price of the expansion but for the end-game (Guild Hall upgrades [time gated so I do classify this as end-game], Raids and of course Legendarily) if you want to delve into the end-game content it absolutely has been designed to send you to the gem store with mastercard in hand often or to spend a lotof time in game grinding. This is a sustainable business model.
Absolutely incorrect. The dramatic damage the Guild Hall changes have done to WvW guild abilities is devastating. Guilds that focus on WvW and don’t touch PvE are now completely screwed.
Agreed. People who say guild halls/guild upgrades are not a focus and not something small guilds (deserve?) aren’t playing WvW. If you’re PvE, all’s good. Guilds can get along without upgrades for the most part. WvW guilds had already previously unlocked a huge bunch of boosts/buffs for their servers and regularly used them. Now those upgrades are far out of reach, and those guilds are going to have to put years into upgrading to reach the stage they had reached pre-HoT. It’s simply another thing that is killing WvW (check the WvW discussion board for all the other things).
Ehmry Bay Guardian
Sounds like a neat idea. What comes to mind for me is how in another game at one point there was this new map that was going to be coming out in the future, but no one was really supposed to be able to reach it yet. But a few people were able to reach it anyway.
It would be interesting if they did a thing where they added some in-progress maps early for exploration, before the maps are fully populated with NPCs and events and whatnot (but rather than the example from the other game I mentioned, you’re allowed to reach these maps). This could have two benefits: 1) Giving exploration-oriented folks more to look at and 2) Having guinea pigs to catch map bugs before the majority of players are using them.
Since there would be no rewards yet on these maps, it would be completely optional to visit them in the pre-fleshed-out stage – no pressure to do it. And if they wanted to encourage those into lore, I don’t think it’d be that hard to write up some exposition and slap it on some clickable items throughout the map.
You make a very good point that I hadn’t taken fully into account: bug-testing. Quite a good catch; I’d thought of (mostly) empty maps, but not the idea of actually testing the maps for Anet. That element would benefit both Anet and (exploration-focused) players. Cheers for the feedback! =)
Ehmry Bay Guardian
Personally, I don’t think the critters need to be more powerful. Power could be one variant, but (since we’re imagining) there are other ways to make the experience interesting. Imagine a critter that skulks in the shadows, flittering just out of the corner of your eye, and making skittering noises that set your teeth on edge. Imagine another that aggros a nearby enemy and draws them to you. Or one that simulates a downed player and when you attempt to res it attacks you.
Those ones sound fantastic, not to mention plausible. I can already feel the skulking, skittering creature… shudder.
Ehmry Bay Guardian
The game doesn’t respect people’s time anymore. Anyone paying attention can see that. It isn’t just the same old complaint about poor rewards or whether or not the game is grindy. It is the nature of the HoT maps, events and related systems themselves.
Certainly aims at the full-timers more than casual gamers now. Two-hour-long meta chains? Yeah… and all the new maps are like that. =/
It’s one thing that inspired me to post a suggestion on the forum. (https://forum-en.gw2archive.eu/forum/game/hot/Exploration-Maps-Idea/) I know there are a lot of casual gamers playing Guild Wars 2, and we don’t all enjoy spending our limited time on the huge event chains and leveling masteries!
Ehmry Bay Guardian
if people were having fun, they wouldn’t bother coming to the forums, they come because they hope their input will make a change. Little do they know, anet doesn’t care, they think only apathetic people complain. [backwards anet logic as usual]
What many of you should realize is that most of these purportedly “loud” messages do nothing because they likely do not follow forum etiquette and are largely ignored. The only “input for change” that can be respected is one that’s given in respect. I myself would ignore most of these posts were I in their feet, and if you are honest, so would you.
Rage gets nothing, really. Post intelligently before considering even being considered (not aimed at you, but to everyone in general.) You could make a genuine, intelligent game complaint without sounding like a ranting jerk like many tend to do (“passion” for the game “you love” will probably get you zero results.)
The biggest problem is that it’s sometimes a pretty tiring slog through poor/overzealous/angrily passionate comments to find even a few good pieces of feedback. I’d like to say that that’s why Anet doesn’t interact much with us on the forums, but I could be wrong.
Ehmry Bay Guardian
The reason a guild would have 100% rep now days is much harder to justify then before change.
Before rep gave influence that you used to build now it dont, They do however probabely want to build a community in said guild were people get to know eachother hence the 100% rep.
You can read and respond to guild chat, simultaneously, for all the guilds you’re a member of; whether you are repping them, or not.
So, really, there is absolutely no reason for 100% rep, now, apart from possibly for advertising purposes.
By advertising, I mean people seeing people with the guild name running around, so maybe being more inclined to join it.
Well… when you rep your guild, you can see where all the other (online) people repping the guild are on the world map. Pretty neat change, but still not enough to encourage loyalty everywhere I guess.
Ehmry Bay Guardian
(Edited main post to include some of the info from replies.)
Ehmry Bay Guardian
I want to come back to the old forums!
I want to come back to the old game. HoT ruined them both.
And that’s the thing that astonished me most – rather than simply expanding upon the gameplay, HoT has replaced a lot of things. Traits, for example – you can only equip three specializations, rather than being able to mix and match elements from all the specializations (limited only by the amount of points to share between them).
Ehmry Bay Guardian
Small guilds lost everything they had because HOT makes it nigh on impossible for them to re-earn what they already HAD!
Exactly.
Small guilds never mind working harder and taking longer – we always have had to – but this is a lifetime commitment. Like…to gather all the mats for full restoration 2, it would take me the entire forseeable future.What could be nice is if they added some nice customisation features to the guild headquarters instance in Lion’s Arch for small guilds. The features could be weaker versions of some of the guild hall things that are more attainable for small groups.
^ This, but with small guild halls instead of just utilizing Lion’s Arch. I want a hobbit hole or a little old-Ascalonian keep for my little guild! =P
Ehmry Bay Guardian
One thing I’d like to see added for exploration is the old Guild Wars 1 maps. We already have part of the terrain, and some was locked away by lore (Cantha), but there’s still plenty of space we could revisit. Augury Rock, Eye of the North, Ruins of Surmia, Kessex Peak, Talus Chute, and more… so many beautiful maps that we could explore!
Did anyone else explore the ruins of old Lion’s Arch underwater? That was a nostalgia trip right there. So cool.
Ehmry Bay Guardian
Pretty much this. When an MMO’s forums go silent, it isn’t a sign of happy players not posting.
It’s a sign of people not playing.
They’ve moved on.
Exactly.
Great choice of words, and good call.
Ehmry Bay Guardian
If the complaints were reasonable, this might work. Instead, people are using hyperbolic statements that are easy to ignore due to being demonstrably untrue.
For example, people say that yaks don’t matter anymore. The truth is that yaks make upgrades go 3x faster. Thus, the real complaint, that yaks are no longer essential, goes unheard. Instead, the speaker just looks like an idiot and gets brushed off.
For a real-world example, look up the student protests in France circa 1970. There was a ton of hullabaloo and they accomplished just about nothing because they were brushed off as not to be taken seriously.
We need less shouting and more calm, nuanced analysis. Less protesting and more willingness to try adjusting and report what things are difficult to swallow.
This. And yet again, I think the issue is that ppl logged to the new BLs, played for 10 mins, and then just went crazy that it wasn’t exactly the same.
Got to agree as well. Thing is, if we want Anet to actually look at the forums as places of legitimate discussion and calm analysis, we’re going to have to completely clean out the ragers, fumers, flamers, whiners, etc, etc. After they’re all gone, there might be a chance that Anet would consider the discussion boards worth spending time on.
Ehmry Bay Guardian
“Exploration Maps Idea”
This words sound good for single RPG. But in MMORPG… sorry but it’s just bull s…
Why? It’ easy! Whats means exploration and why man likes it?
Exploration – it’s a serching for SOMETHIN SPECIAL. Usualy serching for treasures. Quest. BUT we cant create such things it MMORPG.
Because here we have 2 options:
1) We create REAL “special treasures” (just for you) – and ppl who found it will gain an advantage. Say bye-bye to balace=bad for MMORPG.
2) We create FAKE “special treasures” (Annet has done just that) – and ppl who found it didnt get any real “special” advantage. In this case all it looks like not “exploration” but like a… stupid farming (best) or just like a stupid joke… fake (worse).[That’s what’s called a ‘false dichotomy’ where two choices are presented as the ONLY choices. It makes for poor arguments and should be avoided. Also, try to avoid strawmen, generalisations and just voicing an opinion as rock solid fact. These all make it difficult to continue the discussion.]
The word “exploration” is just a word. Don’t get hung up on it. We’re just using it to distinguish between the action-oriented maps of HOT and more leisurely maps where exploration, instead of large meta-events, is the focus. The game already has plenty of maps like these. We’re just asking for some new ones.
Further to Zoltar’s points, I’d like to clarify that you are confusing “exploration” with “quest”. They do not mean the same thing at all! There are thousands of players who play the game Elite: Dangerous and simply fly off into the stars. There is no limit to the distance they can fly (unless their ship can’t handle huge jumps later on). There is also no reward for flying out there. Players simply go out there to look at new and cool places in the chill atmosphere of their ship (and stream their findings on Twitch). And yet it’s still an MMO.
The main issue is that games try to promote exploration by adding so many points of interest and rewards that people tend to look to exploration chiefly for achievement/personal gain. The true essence of exploration is taking in the sights of previously untraversed places – or revisiting ancient places in a new game. There doesn’t have to be a physical or tangible reward for exploration.
Ehmry Bay Guardian
(edited by Swift.1930)
+1 for the well thought-out post, Eirdyne.
I also agree with dreadicon in that stronger communication itself would be a massive improvement on Anet’s part. There are certainly some one-way channels for communication (Guild Wars news), but very little information and few responses are given, even when the game receives an update based on forum feedback. I guess mods/devs are probably hesitant to engage with us because there are a lot of flamers who would attack them instead of engage in thoughtful discussion, but there are ways to limit that kind of occurrence. Others here would like to be part of the world that we’re invested in.
Ehmry Bay Guardian
I agree on this idea as a whole, but I don’t think it need be exclusive of play content, especially in the long run.
One of my favorite Living world maps was Dry Top, as it was revealed bit by bit over months. Each new area added more to see, and some new events to do.
ANet has focused on ‘quality over quantity’ massively with this expansion, but I think it went too far. I want more of Tyria to explore now; the quality is already there.
True, I wouldn’t wish it to be exclusively explorable – it would be really cool if we were able to explore one place, say… tomorrow, and it was fresh and peaceful (uneventful in more than one sense of the word), and then in a living world update in a few months that same map temporarily accommodates a war zone meta chain. Or something like that. That actually adds a second layer of exploration. (Just like pre-searing and post-searing maps in Guild Wars 1.)
Ehmry Bay Guardian
I always see the “make the Guild Hall Upgrades scale with the number of members the guild has” FIX. What can stop me from kicking all my guild members,get the mats i need from them,get the upgrade and then invite them again…?!
It might be hard for small guilds to do stuff…but as many people said if you create a guild and you are 2-3 members…let’s be honest,how can you expect to do any content with that guild?
I am a guild leader since 14 november 2013 we had many members now we don’t …let’s say 10-15 daily online members,that is a small guild,yet we don’t complain about the upgrades and we work hard to get our amazing guild hall in a nice shape.
We got all the buildings (tents for now) available and many of the upgrades.
And we are working constantly on it.They could base it on the max guild roster size. You know the guy you gotta pay to increase your guild member cap? That. If your are a first level guild with the lowest member cap your upgrades are cheaper. The higher your member cap the more you pay. Anet can reset all guilds member caps to the lowest possible for their guild and refund the cost to the guild leader as a one time courtesy.
Hm… three things that I foresee this would affect:
1) if the guild’s cap was cut, the guild members would also have to be cut (temporarily). Building up a lost build roster could cause havoc. All those previously happy people would come to the forum and flame us.
2) big guilds who have already farmed everything and worked very hard would suddenly find that their resources were spent on nothing. More flamers.
3) guilds that want to be big wouldn’t want to have to pay tons simply to upgrade things that small guilds can upgrade for cheap. They would keep the roster empty or at the lowest cap until all the upgrades have been bought, and then bring people back. All the stranded members would understand the advantage and would donate to their guild to progress it. The same issue would still stand, because those guilds would have access to so many resources/income streams that smaller guilds don’t.But something that would make sense: adding small guild halls for small guilds. Services could be smaller (except WvW buffs) and more affordable for small guilds. Every guild wants a place to call home! And I personally feel that the guild halls are too insanely massive – unless, of course, they are brimming with members who hang out there regularly. Again, small guilds need smaller places. I want a hobbit hole. Or maybe a little old-Ascalon keep.
(Guild Wars 1 guild hall vendor quote: “Truly, what guild can call itself a guild without an island of its own? Come with me. I can take you on a tour of each island, and you can choose which you like the best.”)
I still just vote that contributions to guilds be based on the individual… if you want guild services you contribute X amount, regardless of guild size. Complete eliminates the complexity and makes everyone accountable. The freeloaders won’t like it… but that shouldn’t be a surprise.
Wait… do you mean handicap the guild until everyone has logged in and contributed? Or that each individual has to pay to access something that already exists in a guild?
If it’s the former, I can’t say that sounds great to me.
If it’s the latter, it feels like a pure resource sink. If the guild already owns something, the only money/resource transfers that should happen (if at all) should be channeled directly to the guild leader or the people who originally unlocked it. Having everyone unlock some random vendor who is standing there anyways is just strange. It’d be like everyone had their own separate guild rather than being part of a single guild. Plus, it encourages people not to work together and to hoard their things – for future updates if nothing else. =/
more like oh you made this tavern that only holds 25 people and your 26 now here is the materials you need to upgrade it to hold up to 50 people before you can use it again.
Most guild would just kick nr26 then i guess
Edit
Oh who am I kidding we would have people start threads like wer 27 people why do we have to pay as much kitten people this is unfair.
Untill anet made it scale in single digits.
And then people would complain what 1 more player is this much materials outrageous Nerf please.Yeah, some things are very tricky to balance…
I know I keep saying it like… everywhere, but I still feel like having different sizes of guild halls, with accordingly-scaled maximum services, would be a viable option. I can tell you that I wouldn’t mind having a tiny guild hobbit hole that simply isn’t big enough to fit a market/tavern/strategy room/arena (well, maybe a little dueling ring).
My personal proposal wasn’t considering scaling… and I was actually thinking of the latter, where each individual gains access to features based on their own contribution. The guild halls are nothing but mat/gold sinks anyway. That is a major intent of their existence, but I understand not wanting it to be blatant.
If you want it to require a certain number of people to contribute to open specific guild features, then it really just reinforces minimal guild size requirements which I feel ruins a major appeal for GW2.
^ Exactly, which is why I wouldn’t hate a smaller hall with (logically) smaller/less features as an option for smaller guilds like mine. Of course, it should still be able to unlock the upgrades that people were able to unlock before the HoT update. We didn’t even need halls for that stuff.
Ehmry Bay Guardian
The original Guild Wars issued a warning when you were playing for 2 hours.
In Guild Wars 2: HoT, it’s suddenly the minimum amount of time you need to play continuously to get anywhere.
What happened?
Ah, I remember the good old “take a break” message. The game used to care about us so much, eh? But yeah, meta events are now designed to snatch up a large chunk of players and make them take very long periods of time without breaks. Take a 5 min break, and all the other people involved are (almost) guaranteed to rant at you!
Ehmry Bay Guardian
+1 for poetic justice. Ouch to the outcome. Maybe that’ll be cleaned up by the time my guild wakes up and gets a guild hall (give it a couple of years)… xP
Ehmry Bay Guardian
I always see the “make the Guild Hall Upgrades scale with the number of members the guild has” FIX. What can stop me from kicking all my guild members,get the mats i need from them,get the upgrade and then invite them again…?!
It might be hard for small guilds to do stuff…but as many people said if you create a guild and you are 2-3 members…let’s be honest,how can you expect to do any content with that guild?
I am a guild leader since 14 november 2013 we had many members now we don’t …let’s say 10-15 daily online members,that is a small guild,yet we don’t complain about the upgrades and we work hard to get our amazing guild hall in a nice shape.
We got all the buildings (tents for now) available and many of the upgrades.
And we are working constantly on it.They could base it on the max guild roster size. You know the guy you gotta pay to increase your guild member cap? That. If your are a first level guild with the lowest member cap your upgrades are cheaper. The higher your member cap the more you pay. Anet can reset all guilds member caps to the lowest possible for their guild and refund the cost to the guild leader as a one time courtesy.
Hm… three things that I foresee this would affect:
1) if the guild’s cap was cut, the guild members would also have to be cut (temporarily). Building up a lost build roster could cause havoc. All those previously happy people would come to the forum and flame us.
2) big guilds who have already farmed everything and worked very hard would suddenly find that their resources were spent on nothing. More flamers.
3) guilds that want to be big wouldn’t want to have to pay tons simply to upgrade things that small guilds can upgrade for cheap. They would keep the roster empty or at the lowest cap until all the upgrades have been bought, and then bring people back. All the stranded members would understand the advantage and would donate to their guild to progress it. The same issue would still stand, because those guilds would have access to so many resources/income streams that smaller guilds don’t.But something that would make sense: adding small guild halls for small guilds. Services could be smaller (except WvW buffs) and more affordable for small guilds. Every guild wants a place to call home! And I personally feel that the guild halls are too insanely massive – unless, of course, they are brimming with members who hang out there regularly. Again, small guilds need smaller places. I want a hobbit hole. Or maybe a little old-Ascalon keep.
(Guild Wars 1 guild hall vendor quote: “Truly, what guild can call itself a guild without an island of its own? Come with me. I can take you on a tour of each island, and you can choose which you like the best.”)
I still just vote that contributions to guilds be based on the individual… if you want guild services you contribute X amount, regardless of guild size. Complete eliminates the complexity and makes everyone accountable. The freeloaders won’t like it… but that shouldn’t be a surprise.
Wait… do you mean handicap the guild until everyone has logged in and contributed? Or that each individual has to pay to access something that already exists in a guild?
If it’s the former, I can’t say that sounds great to me.
If it’s the latter, it feels like a pure resource sink. If the guild already owns something, the only money/resource transfers that should happen (if at all) should be channeled directly to the guild leader or the people who originally unlocked it. Having everyone unlock some random vendor who is standing there anyways is just strange. It’d be like everyone had their own separate guild rather than being part of a single guild. Plus, it encourages people not to work together and to hoard their things – for future updates if nothing else. =/
more like oh you made this tavern that only holds 25 people and your 26 now here is the materials you need to upgrade it to hold up to 50 people before you can use it again.
Most guild would just kick nr26 then i guess
Edit
Oh who am I kidding we would have people start threads like wer 27 people why do we have to pay as much kitten people this is unfair.
Untill anet made it scale in single digits.
And then people would complain what 1 more player is this much materials outrageous Nerf please.
Yeah, some things are very tricky to balance…
I know I keep saying it like… everywhere, but I still feel like having different sizes of guild halls, with accordingly-scaled maximum services, would be a viable option. I can tell you that I wouldn’t mind having a tiny guild hobbit hole that simply isn’t big enough to fit a market/tavern/strategy room/arena (well, maybe a little dueling ring).
Ehmry Bay Guardian
I still just vote that contributions to guilds be based on the individual… if you want guild services you contribute X amount, regardless of guild size. Complete eliminates the complexity and makes everyone accountable. The freeloaders won’t like it… but that shouldn’t be a surprise.
I second this. I’m totally fine with individual responsibility/ownership. It would indeed eliminate my whole problem with their shoddy guild hall execution. The people who really benefit from their new system are indeed the freeloaders. WTG, Anet!
Yeah, big guilds will always have the most freeloaders, haha. But I still think there should be smaller guild halls. =P
Ehmry Bay Guardian
I haven’t heard the term “explorer gamer” before but as soon as you said it, I knew I was one!
Yup, someone linked this to me a while ago and my gaming life suddenly became much, much clearer:
https://en.wikipedia.org/wiki/Bartle_Test
(Maybe I missed something, but I couldn’t find the test itself; it’s more that the information was of interest to me.)
Ehmry Bay Guardian
(edited by Swift.1930)
I love that they’ve added some maps since launch. Southsun was the first, but I was disappointed that there was only a handful of POIs and not much else when it arrived. I’m glad they’ve since added the map completion legend and rewards to Southsun, Dry Top, and the Silverwastes. (I want them back in WvW, too, but that’s another discussion.)
I also would love more maps that allow for gliding, but ones that have less mob density and are less confusing than some of the HoT maps. lol
Ah, Southsun. I was so excited when I saw a new map, and immediately (with my lvl 55 main at the time) jumped in there. Very cool to explore, but I did find myself somewhat overly juggled between events and very aggressive mobs that remained latched onto my face the whole time, hah. Still enjoyed it, because any new map becomes something to explore.
I didn’t find the HoT maps very explorable due to the complexity coupled with the mastery padlocks. That’s not to say I don’t enjoy the maps (that’s another discussion); I just have had so many mixed and confused attempts at everything on them that it’s a big, scrambled jumble.
Ehmry Bay Guardian
I always see the “make the Guild Hall Upgrades scale with the number of members the guild has” FIX. What can stop me from kicking all my guild members,get the mats i need from them,get the upgrade and then invite them again…?!
It might be hard for small guilds to do stuff…but as many people said if you create a guild and you are 2-3 members…let’s be honest,how can you expect to do any content with that guild?
I am a guild leader since 14 november 2013 we had many members now we don’t …let’s say 10-15 daily online members,that is a small guild,yet we don’t complain about the upgrades and we work hard to get our amazing guild hall in a nice shape.
We got all the buildings (tents for now) available and many of the upgrades.
And we are working constantly on it.They could base it on the max guild roster size. You know the guy you gotta pay to increase your guild member cap? That. If your are a first level guild with the lowest member cap your upgrades are cheaper. The higher your member cap the more you pay. Anet can reset all guilds member caps to the lowest possible for their guild and refund the cost to the guild leader as a one time courtesy.
Hm… three things that I foresee this would affect:
1) if the guild’s cap was cut, the guild members would also have to be cut (temporarily). Building up a lost build roster could cause havoc. All those previously happy people would come to the forum and flame us.
2) big guilds who have already farmed everything and worked very hard would suddenly find that their resources were spent on nothing. More flamers.
3) guilds that want to be big wouldn’t want to have to pay tons simply to upgrade things that small guilds can upgrade for cheap. They would keep the roster empty or at the lowest cap until all the upgrades have been bought, and then bring people back. All the stranded members would understand the advantage and would donate to their guild to progress it. The same issue would still stand, because those guilds would have access to so many resources/income streams that smaller guilds don’t.But something that would make sense: adding small guild halls for small guilds. Services could be smaller (except WvW buffs) and more affordable for small guilds. Every guild wants a place to call home! And I personally feel that the guild halls are too insanely massive – unless, of course, they are brimming with members who hang out there regularly. Again, small guilds need smaller places. I want a hobbit hole. Or maybe a little old-Ascalon keep.
(Guild Wars 1 guild hall vendor quote: “Truly, what guild can call itself a guild without an island of its own? Come with me. I can take you on a tour of each island, and you can choose which you like the best.”)
I still just vote that contributions to guilds be based on the individual… if you want guild services you contribute X amount, regardless of guild size. Complete eliminates the complexity and makes everyone accountable. The freeloaders won’t like it… but that shouldn’t be a surprise.
Wait… do you mean handicap the guild until everyone has logged in and contributed? Or that each individual has to pay to access something that already exists in a guild?
If it’s the former, I can’t say that sounds great to me.
If it’s the latter, it feels like a pure resource sink. If the guild already owns something, the only money/resource transfers that should happen (if at all) should be channeled directly to the guild leader or the people who originally unlocked it. Having everyone unlock some random vendor who is standing there anyways is just strange. It’d be like everyone had their own separate guild rather than being part of a single guild. Plus, it encourages people not to work together and to hoard their things – for future updates if nothing else. =/
Ehmry Bay Guardian
I love finding and seeing new places in Guild Wars, and as the expansion seemed a little dry on maps for me, I came up with this idea. It’s completely open to discussion, of course; I’m hoping it’s something that gains momentum and catches developer attention, because – as someone pointed out to me – I’m something of an explorer gamer, and I know that other Guild Wars1 and 2 fans are as well.
Some of us love running around Guild Wars maps. We love exploring the land and the layout and encountering little villages and rivers and waterfalls. So I’d like to put it to you guys – what would you think about Anet putting out a long series of explorable “flat maps”?
The so-called “flat maps” are maps that most of us look upon fondly if we’ve followed Guild Wars all the way through from Prophecies to Heart of Thorns. They contain exploration, land layout, and (well, in Guild Wars 1) collectible skills. It’s fine that HoT maps were developed and contain countless events, but some of us would also like to journey and adventure through picturesque places. We’re invested in the world, the lore, and the land.
So although I don’t know exactly how often developers frequent the forums, here’s what I’d like to suggest: a release of exploration maps. They don’t need to contain many (or any, at first) events. They don’t have to contain skill points/hero challenges. They don’t need to be lined with waypoints (the more challenging the adventure, the more interesting it could be). They don’t even have to contain points of interest! (Although they would contribute to lore very nicely.) They just need to contain mobs, villages/towns, NPCs, and landscape. It would make the world bigger and more open!
To clarify: I don’t mean maps that are purely for exploration. I mean maps that we can explore now that Anet can always use later on if they need room for Living World events or updates. For instance, perhaps we would be able to explore a new map, say… tomorrow, and it was fresh and peaceful (uneventful in more than one sense of the word), and then in a living world update in a few months that same map temporarily accommodates a war zone meta chain. Or something like that. That actually adds a second layer of exploration. (Like pre-searing and post-searing maps in Guild Wars 1.)
I’m happy to expand on this as much as required. I, for one, have a very strong, unquenched wanderlust that was fueled by Guild Wars 1 and has not yet been quenched. In fact, I’d like to actually see at least some of the old Guild Wars 1 maps added for exploration. We already have part of the terrain, and some was locked away by lore (Cantha), but there’s still plenty of space we could revisit. Augury Rock, Eye of the North, Ruins of Surmia, Kessex Peak, Talus Chute, and more… so many beautiful maps that we could explore!
The true essence of exploration is taking in the sights of previously untraversed places – or revisiting ancient places in a new game. There doesn’t have to be a physical or tangible reward for exploration.
Do you love exploring in Guild Wars? Please, contribute and query to your heart’s content. =)
Swift
Ehmry Bay Guardian
(edited by Swift.1930)
I’ve got to agree with the thread title on this. Mini-game does not mean adventure. I’m not sure why they aren’t just called mini-games. Seriously… calling them adventures is one way of Anet telling us “this is what we think qualifies as exploring new places and challenges in inspiring and unusual ways”.
Sure, they’re (partially) unusual. Nothing inspiring though. If I wanted to be jumping on mushrooms and kicking spores around, I’d be playing Mario/Zelda. I was legitimately hoping that adventures were actually adventures. That’s why I created a hero. Why is my character (who is endowed with a long list of titles, including Hero of Lion’s Arch) jumping up and down on mushrooms and calling it an adventure? If Anet had simply called them mini-games I’d not have been disappointed… as it stands, I’m somewhat disgusted. =/
Ehmry Bay Guardian
I always see the “make the Guild Hall Upgrades scale with the number of members the guild has” FIX. What can stop me from kicking all my guild members,get the mats i need from them,get the upgrade and then invite them again…?!
It might be hard for small guilds to do stuff…but as many people said if you create a guild and you are 2-3 members…let’s be honest,how can you expect to do any content with that guild?
I am a guild leader since 14 november 2013 we had many members now we don’t …let’s say 10-15 daily online members,that is a small guild,yet we don’t complain about the upgrades and we work hard to get our amazing guild hall in a nice shape.
We got all the buildings (tents for now) available and many of the upgrades.
And we are working constantly on it.They could base it on the max guild roster size. You know the guy you gotta pay to increase your guild member cap? That. If your are a first level guild with the lowest member cap your upgrades are cheaper. The higher your member cap the more you pay. Anet can reset all guilds member caps to the lowest possible for their guild and refund the cost to the guild leader as a one time courtesy.
Hm… three things that I foresee this would affect:
1) if the guild’s cap was cut, the guild members would also have to be cut (temporarily). Building up a lost build roster could cause havoc. All those previously happy people would come to the forum and flame us.
2) big guilds who have already farmed everything and worked very hard would suddenly find that their resources were spent on nothing. More flamers.
3) guilds that want to be big wouldn’t want to have to pay tons simply to upgrade things that small guilds can upgrade for cheap. They would keep the roster empty or at the lowest cap until all the upgrades have been bought, and then bring people back. All the stranded members would understand the advantage and would donate to their guild to progress it. The same issue would still stand, because those guilds would have access to so many resources/income streams that smaller guilds don’t.
But something that would make sense: adding small guild halls for small guilds. Services could be smaller (except WvW buffs) and more affordable for small guilds. Every guild wants a place to call home! And I personally feel that the guild halls are too insanely massive – unless, of course, they are brimming with members who hang out there regularly. Again, small guilds need smaller places. I want a hobbit hole. Or maybe a little old-Ascalon keep.
(Guild Wars 1 guild hall vendor quote: “Truly, what guild can call itself a guild without an island of its own? Come with me. I can take you on a tour of each island, and you can choose which you like the best.”)
Ehmry Bay Guardian
First, you should refer to your motherboard manual to determine which slots you should be using for optimal performance. You may also want to update the BIOS and manually configure the memory based on what is recommended by the manufacturer.
If you’re using Windows 7 or higher, search the control panel for “memory” and run the memory diagnostics tool. Alternatively, download and boot memtest86.
I’m confused… what are you suggesting this for? I’m not facing a RAM issue. Everything’s working perfectly here. Seriously… if you’re going to reply, please read the post first.
Ehmry Bay Guardian
(edited by Swift.1930)
A map can hold 200 players.
200
- 15 flax farmers
- 3 Patriarch
- 5 Huetzi and Cotoni177 left after that
assuming half of those are doing other random stuff that leaves
88 people for Matriarch, Axemaster, Tetrad or 29 evenly split between those that is more than enough
You forgot the part where they have to actually be competent. A lot of people got so used to their cookie cutter setups from Vanilla and are now getting destroyed in HoT content. I do however agree, people blaming Flax farmers and raiders because they can’t get off their kittens and get things done is a poor excuse at best. Everyone just sits there waiting for someone with a tag to get things started for them.
^ This happens because there are (although Anet hasn’t really seemed to notice) a lot of casual players. If most casual players are like myself, they’d be willing to tag up to rally people, but they’d still be unsure how events pan out. As far as I can tell, only full-timers tag up regularly because they know exactly where to go and when. I’ve completed the full metas quite a few times, but I still have a very limited understanding of what to do in what order… so I only tag up if I’ve found a central event or a boss fight and there isn’t a commander there already.
Ehmry Bay Guardian
The game coding has absolutely no effect on (nor does it care about) the memory configuration on your motherboard. Your issue was hardware related. Sometimes, merely removing RAM and placing it back in the slots solves memory crash related problems.
Try dual channel mode again – this time, use the other two slots instead of the original two.
In that case, all the other games are just happy to work perfectly (and faster) without worrying about the hardware fault. But thanks for the suggestion. My suggestion is for those people who, like me, have gone through all issues and still haven’t found a fix. If re-seating works for them, great, but otherwise they can try what I have.
Cheers for the feedback.
Ehmry Bay Guardian
Re-seating the RAM was what fixed the issue – or your motherboard has a defective slot.
Not sure why people aren’t reading the original post… this is the ONLY game this issue has happened with, and it started with HoT. I’ve played other memory-intense games without error (including during the past few days). But the main issue is that something in GW2 HoT’s coding appears to be conflicting with the dual-channel config.
If you aren’t having crash issues, I’m not exactly sure why you’re reading this.
If you are having crash issues, and this simply hasn’t worked for you, I’m sorry it didn’t help you. You might need to check for other options.
Ehmry Bay Guardian
Shouldn’t it have been in the A2 slot from the beginning? You only use B1 when you have 3 or more RAM sticks to integrate into the system. Anyways, the order to use them in is normally color coded on most motherboards. You start with the same color, and then after you have more than 2, you then use the other color slots.
Nope, not if you’re dual-channeling your RAM and only have two sticks. And as I mentioned in my post, the setup was working beautifully in every game/program except Guild Wars 2. Note that my RAM speed has slowed down now that I’m using A1/A2 instead of A1/B1. CPU-Z also shows me that I’m no longer using a dual-channel config.
If you have color-coded RAM ports, you will notice that A1 and B1 are the same color and A2 and B2 are the same color. I believe the reason behind this logic for dual-channel setups is that A1/2 and B1/2 both have separate connectors for power/data, so if you have only two sticks and put them in A1 and B1, the data has access to more RAM without the choke point of a single connector.
Ehmry Bay Guardian
I’m not sure how many other people are affected by this, but after many issues with both the 32- and 64-bit clients – and after unsuccessfully trying out pretty much every reasonable resolution suggested on the forum – I went with a gut feeling, and so far it appears to have fixed things.
It was after one of the less malignant crashes that I checked out the extra details on the error reporter and noticed that (like some people have suggested) the accessible memory (mine is 16Gb) was doing weird things and not being sufficient, even with the 64-bit client. So I opened up my computer and realigned my RAM. It was in a dual-channel configuration (8Gb in two slots – A1 and B1), so I removed the B1 stick and stuck it in A2. Started the computer back up. Not a single crash since!
Not sure if dual-channel memory setups are known issues by the devs; I haven’t seen any information about it being an issue on the forums. It’s certainly worked so far for me (two days without crashing after three weeks of very frequent and regular crashes).
You might suggest that my B1 RAM slot, or my RAM itself was faulty, but again – this error and these crashes have only happened with Guild Wars 2: Heart of Thorns. Ever.
I sincerely hope that this can help other people who also have the issue. It will slow down your computer’s RAM access slightly, but if it works for you it will save you a thousand hours of restarting GW2 and searching for fixes.
Edit: Seriously, I’m not looking for people to suggest fixes for me. I already tried all the fixes on the forum, including remounting, checking manuals, testing RAM, etc. I’m competent with this, and I know my computer. I spent a month building and customizing the thing and it’s worked perfectly for more than a year. I wouldn’t be posting this fix if I hadn’t tried every other option and found them unhelpful – so if you’re just here to tell me that I’ve done something wrong… this isn’t the thread for you.
Ehmry Bay Guardian
(edited by Swift.1930)
I’ve actually found some kind of temporary solution, for my crashes at least. I was running a dual-channel memory setup, which works for every other game and program just fine. I swapped the sticks into a single-channel setup – and I haven’t had a crash since (and there weren’t any client updates either). Not sure why it worked for me, but hopefully it works for you guys too.
Ehmry Bay Guardian