Double vulnerability effect (2% per stack), cap it at 15 stacks, problem solved.
No, DO make more maps. More maps and lower the map cap.
Well that would definitely solve the skill lag problem. Less epic than what it COULD be, but more epic than the lagged solution we have now.
I’d still rather have both. Reduced skill lag so that the current maps would run well even with 200 players clashing, and new maps (preferably the borderlands made unique each).
You may thank ANet for that. The invasions have made all other group content in the game undoable.
The reason is to save the MMO junkies from themselves.
Or to make sure those who have jobs and families can somewhat keep up with the junkies.
What I hope is that this time the best loot comes from successfully beating the event and not stalling it to farm champs…
And hopefully it will be also punishing to those who come to the event, jam their 1 key down and go AFK.
1 minute to run back from nearest WP? That sounds like the same issue in the Queen’s Gauntlet that everyone complained about (justifiably, imo). This encourages you to not die, but is it fun? No.
Requiring 80 players sounds like an epic fight. But for many that will mean epically low fps. Even worse, with 80 players, won’t we see skill lag similar to the biggest zerg battles in WvW?
As for the 15 minutes, does he just leave after 15 minutes? Haven’t a lot of people complained that the invasions have no impact on the world, and winning or losing makes no difference? Sounds very similar to what we’re gonna have with Tequatl.
I agree that the fight needs to be more difficult. But are these the right way to do it?
Skill lag should not be an issue unless there are dozens of mobs tightly packed with those 80 players attacking them simultaneously.
I would hope that if the event fails, all players in the area will be instakilled and all waypoints stay contested until the next time the event starts. Would suck for the world completers though, but they’re kittened anyway these days with Orr being hell to explore alone.
If you don’t look forward to what they are going to put out, you’re whole life is just going to be disappointment. Get happy about what’s coming not down about how it isn’t exactly what you would like just yet. Very few times will anything ever be exactly how you would like it to be fellers, come to terms with that and you’ll do just fine little butterflies.
I am looking forward to at least the two next updates, although I am already afraid how the Tequatl fight revamp will turn out and how they will handle overflows with that. Hopefully this time the best way to get loot is to actually beat the event as quickly as possible.
I hope Tequatl will also punish 1,1,1 spammers by one-shotting them with a dodgeable AoE.
But that’s my point exactly. They make the game to require grinding for gold and then they introduce half-baked boring events to grind gold with.
It looks like maybe they’ve learning, though. On the 17th they will be revamping Tequatl to actually require people to cooperate. We’ll see…
Well played, ANet, well played.
So let me get this straight. ANet decided to make the Ascended weapons grindy as hell to get and then decided to make two events back to back which helped a bit in the grinding.
You know, instead of making the Ascended weapons less grindy and the two last events more interesting and less grindy.
What does that tell of them, as developers? And what does that tell of us, as players, when we follow them like lambs to the slaughter?
…for kittening up their game for two weeks (or four, rather) with these farming events. As you have in your great wisdom created events that anyone can farm regardless of skill, dedication or grouping, you have effectively killed off all other aspects of your game.
Let’s liberate a Temple in Orr! Nope, sorry, invasion up.
Let’s go to a Dungeon! Nope, sorry, farming Aetherblades.
Let’s kill the Claw of Jormag! Nope, gotta farm as long as the invasions are still happening EVERY kittenING HOUR!
I think you’ve by now got the picture that I absolutely hate the invasions (and hated the pavillion farming before them). They are by far the worst Living World content you have introduced since you decided to go with your two-week release schedule. They are unimaginative, repetitive and simply, boring. The only reason people are doing them in such great masses is that they are by far the easiest and fastest way to get loot while putting in practically zero effort. Which is sad, really, as it shows that the great majority of the players are only interested in increasing the numbers in their virtual wallet and are willing to sacrifice fun gameplay in lieu of “moar shinies”.
So congratulations again! Keep doing this and I predict you will burn out your players before Christmas. One day all those farmers, staring blankly at the colourful flashing explosions all over their screen, stop and ask themselves: “Why am I doing this again?”
At least next week we get SAB, which AFAIK is nowhere near the “most efficient” way to grind shinies.
This would create a problem where on some overflow maps there would be only people from one server.
Better solution would be to dramatically increase the land area of the WvW maps and remove all except starting waypoints.
They’ve been listed several times on the forums in the last week. The fact that the OP didn’t bother to check those lists makes me believe he wants GW2 development look bad.
True, I’d also like to see less temporary content and more permanent stuff. Incidentally, I think that’s exactly what the devs have said they want too.
I’m so incredibly saddened about this comparison that I think I’ve lost the little faith I had left for GW2’s future.
But as the devs have said: If you want GW1, go play GW1.
You should realize the OP didn’t even list most of the stuff we’ve got for GW2 within the last year.
You have to realize people making content such as new maps are totally different people from the ones doing the backend server architechture.
You included new PvP arenas for GW1 but didn’t bother listing them for GW2?
Could be just like the item scaling is. If you fight a lvl 10 mob as a lvl 80 character, you can get an item from anywhere between lvl 10 and 80, with heavy emphasis on the high end.
Bad luck I guess.
Oh while we are at it, support my idea of “hardmode” jumping puzzles, aka time attack mode:
https://forum-en.gw2archive.eu/forum/game/suggestions/Time-Attack-Modes-for-Jumping-Puzzles/
Pfft, the last thing this game needs is more jumping puzzles.
Your opinion is wrong.
It is an opinion it cannot be wrong no matter how much you don’t like it.
That was the whole joke of my post. Thank you for explaining it to everybody.
For some reason, Anet is afraid to tell us the total amount of active players.
Since GW2 does not have a subscription, they would first have to define what is an “active” player. Anyone who has logged in within the last week? The last month?
Concurrence is a much better measure in a non sub-based game like GW2.
So let them define it – it’s not that hard. Even if it’s “player has logged in once per month.” Blizzard always took time to even define subscribers, as obvious as it seems.
Concurrence is terrible because it exists as a peak, and it happened 1 time… does not show at all how many people are playing. Its a terrible way to measure anything, the LEAST of which is a game like GW2.
Funny thing you should mention Blizzard, as a signifigant portion of WoW’s “subscriber” number they like to wave around comes from China, where there are no subscriptions. Practically Blizzard has defined a Chinese “subscriber” to some arbitraty time spent per month to make their number look higher than it should.
I will of course agree that an EVE-like real-time indication would be the best way to show the number of active players, but I don’t think that’s going to happen.
Blizzard made it very clear that everyone they were counting as a subscriber was paying at least SOME money to play their game each month. That’s a fact.
ArenaNet could do the very same thing… tell us the number of individual players who have paid something in a given month.
Simple, but they won’t do it. Why?
Both F2P and B2P games also need the “free” players who buy nothing from the store each month. Without them, the game feels empty and the paying players will leave too.
I’m quite happy with my permanent cow finisher.
Actually the loot bags you get never scale with your own level, only the items. Also, scaling for item levels is not always 100%. If I kill a level 32 mob with my level 80 I can get an item ranging from level 32 (ish) to level 80.
Don’t see any reason it should work differently in WvW. Those upscaled players are as much speedbumps as those 32 level mobs are with your (downscaled) level 80.
Pfft, the last thing this game needs is more jumping puzzles.
Your opinion is wrong.
For some reason, Anet is afraid to tell us the total amount of active players.
Since GW2 does not have a subscription, they would first have to define what is an “active” player. Anyone who has logged in within the last week? The last month?
Concurrence is a much better measure in a non sub-based game like GW2.
So let them define it – it’s not that hard. Even if it’s “player has logged in once per month.” Blizzard always took time to even define subscribers, as obvious as it seems.
Concurrence is terrible because it exists as a peak, and it happened 1 time… does not show at all how many people are playing. Its a terrible way to measure anything, the LEAST of which is a game like GW2.
Funny thing you should mention Blizzard, as a signifigant portion of WoW’s “subscriber” number they like to wave around comes from China, where there are no subscriptions. Practically Blizzard has defined a Chinese “subscriber” to some arbitraty time spent per month to make their number look higher than it should.
I will of course agree that an EVE-like real-time indication would be the best way to show the number of active players, but I don’t think that’s going to happen.
For some reason, Anet is afraid to tell us the total amount of active players.
Since GW2 does not have a subscription, they would first have to define what is an “active” player. Anyone who has logged in within the last week? The last month?
Concurrence is a much better measure in a non sub-based game like GW2.
Charged Quartz better not be an ingredient
in Super Adventure Box: Back to School
Posted by: Tom Gore.4035
I think most of the ones complaining about time gated progression are those with hours and hours of free time they choose to spend on games. They hate the fact that for all the “work” they put into the game, they still cannot progress any faster than the people who only play an hour a day.
But there are also those to consider who can only play on weekend and not at all on weekdays (for example). Time gated progression hurts them badly, even if they could in total spend as many hours in game as the ones playing one hour every day.
In the end it comes to the developer point of view. Time gated progression ensures they will have a healthy number of players logging in every day, keeping the game “alive”.
There are cons and pros to each approach.
As a middle ground, developers could move away from dailies and towards weeklies/monthlies. We already got the latter, but changing the dailies to weeklies would allow people to spend their playtime more flexibly.
I take that you haven’t done any guild missions? They are possibly the best small-medium group content in the game.
I’d also triple the map sizes and remove waypoints in conjunction with these changes.
Listing fee is 5% and it is not refunded if you take the item off the TP.
Or maybe they could add a texture instead of a solid color: flannel, checker print, zebra stripes, tie-dye, etc.
That’s actually a kitten good idea. Would probably make some silly looking combos, but we have no shorts of those already, so who cares.
Possibly the first version was too much a spoiler for the book?
Isn’t “not existing” kind of the definition of an illusion?
I support this as soon as
a) we get WvW maps three times the size of the current ones
b) waypoints are removed
c) mounts in WvW can be killed and they cost supply/gold to replace
You do know if the PvE players are brought to WvW all this population problem will stop? I don’t blame those PvE for staying there since they can farm 50g/hour with Living Gold event. So yeah, you know my point.
Living Gold events… I like that
Even WoW had more world-changing events in it when a dragon landed in a field and put fissures in the ground forever. I’ll continue to wait for better content, but I won’t hold my breath.
Yeah that happened in Cataclysm, an expansion that cost 40 bucks and was released 6 years after the game’s launch. In this expansion, the revamping of Vanilla zones was pretty much all it had. 2 new races and 5 new zones on top of that.
Are you seriously comparing Cataclysm and what GW2 has gotten within the first year of its existence?
Southsun Cove is its own zone. The Karka are confined there. I guess you can call it “world changing”, but who even goes there nowadays?
tbh you’re going to be changing gear so often as you level that it really isn’t worth agonising over and it’s probably a waste of gold to keep sigils optimised.
They don’t add a great deal.
Well considering everyone doing leveling and area completion will be sitting on a near-useless stack of transmutation stones…
Charged Quartz better not be an ingredient
in Super Adventure Box: Back to School
Posted by: Tom Gore.4035
Well personally I’m coming to a point where my usual daily gaming time can easily be covered by ticking the current daily boxes, so I wouldn’t mind more time gated stuff, as it would mean I would probably get them faster than putting it on a hideous grind.
Seasons
Better Weather Effects
Dark Nights (no, not Christian Bale)
Purchasable Real Estate
Player Owned Shops
Player Owned Farms (for Livestock and Produce)
Fishing, Hunting & Farming Professions
Player-Generated Dynamic EventsAside from the last one, check FFXIV lol.
FFXIV has a nice feature list, but the combat is so last decade and boring I just can’t take it. Also, sub-games, no thanks.
Seasons
Better Weather Effects
Dark Nights (no, not Christian Bale)
Purchasable Real Estate
Player Owned Shops
Player Owned Farms (for Livestock and Produce)
Fishing, Hunting & Farming Professions
Player-Generated Dynamic Events
As much as I’d love to see these, I think you and I got the wrong game.
Yep the Flame Legion walls are not very well built… hint hint
Someone hoping that they can buy more gems with his gold? Not gonna happen
It’s actually quite probable that we all are just part of a computer simulation, probably several iterations deep within another simulation, that is within another simulation, etc.
Also, who are you to say the price of precursors will drop when they become craftable? By all we know they could require 750 lodestones and 1000 T6 mats to create.
more expensive than legendary? lol you gotta be kidding me
Last time I checked every legendary requires at least 2000 T6 mats, obviously lodestones are not required for most of them, but check the non-legendary Mjölnir and you can see the craftable precursors might end up costing a lot more than what some of them are going for today.
Not in this game, probably. Future games will have cloth/armor physics so this problem will cease to exist.
Simpler solution would just to make defeated players screen black in WvW. Map screen and menus would work, but other than that it would be just the shadow of death for you, pal.
I honestly see dueling as one of the worst things that can happen to good RP. Using in-game mechanics to declare what our RP charas are capable of is just a bad idea. RP combat is capable of much greater, and deep, combat if done right. Also certain classes would massively dominate in combat, and the class you play should not dictate whether or not you should ‘win’ because, again, this is RP we’re talking about, not PvE.
The 1v1 in the game is actually quite balanced, although of course some classes are strong against other classes. There is no one single class that destroys all other classes though.
I just hate “RPers” who think their characters should be tough but can’t PvP worth kitten. If you want your character to be a tough guy, make him tough and learn to fight.
Dice rolls are just for baddies who feel their character should be entitled to something they are not.
In Ultima Online we didn’t need no arbitraty dice rolls, as we had tools to resolve disputes with in-game methods. Incidentally, nothing beats UO when it comes to MMO roleplaying in my books.
You want to completely kill all condition builds in PvP?
The consensus seems to be the ultra-wide monitors are just not worth it. You’re better off buying the Dell 27" 16:10 monitor.