Me as a person is unable to rage at a the developers of a video game.
But nobody can stop me from making cynical comments about situations like these one.
I know right. I can’t help but poke the thread every once in a while. So fun. Almost like a nicely placed spectral wall on a bridge in edge of the mists. So fun!
^blatant speculation
Nah, pure logic. Everything I write is gold. Heck, I even poop rubies.
But don’t let me stop you telling anet how to write their game and its different systems. You have a rich posting history of knowing their work better than them.
Kittens!
=^_^=
Kinda ironic. On one hand I feel the same about your first part. Software is never free of bugs, and will never be.
But I think its really unfortunately that it’s not a game breaking bug. Because that would make the Devs sweat for the second time because of WvW related stuff. (first time was the OS arena because of the GvG incident)
It could mean Anet would allocate more manpower to WvW for a few weeks to deliver some actual content to play with before the next dreadful season. And I’d consider this as a small victory over the usual approach to WvW related updates.
A game breaking bug would get more attention internally and would potentially be fixed faster. Unfortunately we’d feel it a whole lot more than a vendor who’s wares are “temporarily disabled”.
I’m not saying its a good bug, but it could be worse. One thing is certain though, the quantity of whining and blatant speculation in this thread is unwarranted. In fact, if I may be so bold, I’ll even say I’m glad I don’t work in the gaming industry.. where a bug can get you mountains of hate mail (and possibly even death threats).
I’m sure glad the industry I work in is much more civil.. heck, bugs in my industry don’t waste kids precious time waiting for pixel rewards.. our bugs only waste tens of thousands of dollars a day and potentially cause lose of life for our clients. And we never get hate mail when things go badly. Pretty telling.
I really just can’t wrap my head around what ANet’s WvW Team has been doing this whole time.
Living world season 2?
^______^
There is no way a programmer would take over a week to fix a reward distribution problem when you can code an entire website in 2-3 days.
You have a lot of insight about code you’ve never seen before. So is the problem related to a database issue, or is it related to the client? Or how about the layers in between? Is it just the code that pops the chest that didn’t trig or is it the code that determines who’s in what realm and participated in the event?
Everything is easy when you gloss over details.
I agree its a bug that shouldn’t be in release code. But as a software developer myself for a medium sized company, I know details slip, priorities change and small issues can balloon to be quite large in a distributed system handled by different teams.
They’ll fix it when they fix it. Fortunately its not a game breaking bug. Its just a skin.
Then you need to repeat your understand what you are reading course 101. You have no idea about what you are reading.
Sure I do, its a long string of complains about how Anet invests more time in PvE and how the rewards haven’t worked since season one.
-I’m presuming the majority of the player base is in PvE, and thus it gets more development time scheduled.
-I’m assuming the issue isn’t so easy to fix as we believe.
-I’m also assuming they wont work weekends nor overtime for a bug they can fix any time before season three.
How am I doing? Its not what’s being said the problem.. its the entitled attitude and childish whining that’s deplorable.
Here’s a beautiful gem of maturity right here:
Sry but i am not the kind of person that accepts receiving crap just because it’s free.
I can quote them all day. I don’t know about the rest of the children here, but I WvW for fun, not in game rewards. I love busting zergs and watching ‘em scatter. I love ninja-ing stonemist while the defenders fight off another realm. That’s what WvW is about. .. and if you can’t see that then maybe PvE with its guaranteed loot drops is better suited for your needs.
(edited by Xia.3485)
I see a lot of entitled children crying for a weapon skin in here.
I wasn’t aware WvW was about petty rewards.
Hope this wont delay the start of season 3. Don’t mind waiting days / weeks for the skin honestly.
There are skilled players running full zerker and clearing content. And then there are players emulating what they saw demanding everyone be in zerker. Which is the loudest you think?
Some of us don’t pug. Its much easier to run quick farm instances with people you know and trust.
World bosses, although the schedule has slowed down the rate of acquisition.
Whether you end up with too much Empyreal or too much Dragonite depends on what content you do. The deficit you end up with is Arenanet’s way to force players to do content they wouldn’t otherwise do because it’s not fun in its own right.
That’s highly subjective. I’m drowning in empyreal from the fractals, and drowning in dragonite from my previous temple runs. WvW buries me in both constantly.
All these activities are fun in their own right.
Arenanet , I understand the prize is very artificial , because its…. blah blah blah … congrat on the failure
Well someone is grumpy wumpy today. You’d prefer they didn’t fix it like season 1?
Seems to me the devs have a knee jerk reaction to everything.
- Level 80’s only doing events in cursed shore? Nerf the event spawn time to hell.
- Now they’re in COF P1? Nerf it.
- Orr is empty and the world bosses deserted, lets add a daily reward chest.
- No one doing champion events or events that spawns lots of champions? Add champion bags. Maybe people will go back to ORR and do the temples now?
- They are farming Jormag trash for the champions? Nerf it.
- They’re still in COF P1? Nerf it again by removing shortcuts.
- Now they are farming champs in Queensdale? Nerf all champion bags.
- The train is still toxic in queensdale? convert champs not attached to an event to elites.
- Queensdale train still there? Lets make all champions veterans in starter zones.
Everytime they address something problematic (everyone in orr only, mass farming cof p1, toxic queensdale train) they always implement an overbearing solution that impacts the rest of the game. Seems to me they lack proper analysis and foresight. Heck, look at the price of ascended cloth.. way out of line with other material STILL. The price of silk and linen is ridiculous too.. so predictable as well.
Can’t they do moderate and incremental changes?
.. and how many logs does it take to make a 2×4 again?
Its something I was hoping for since pre-start.
What I love about GW2 is not having to “leave” to try other games too.
It’s typically more cost effective to salvage them for Ectoplasm.
I disagree.. I’ve gotten more than my share of exos, and two precursors, throwing my world boss rare weapons in the mystic toilet.
I salvage the armors though.
Pug arah.
Wow… that’s crazy man…
Tootltips on the buffs tell the story.
Seriously though, why should anet spoon feed everything? Its not so hard to figure out. If they can’t, then they aren’t thinking.. in which case anything you write in map chat isn’t read either. You can’t fix people.
Yes please. All of it. Even the English in the confirmation dialog.
Wish we had an option to re-enable it…
Instanced raids please.
I think the following are necessary now with the mega-server thing..
1) Temple defense should yield the same rewards as temple conquest (i.e. traits, chest, dragonite, karma, loot).
2) temple defense should happen much more frequently (like every 30 mins)
3) The world bosses should spawn more often… less down time between the bosses would help a bunch.
4) Guilds should be able to spawn a “story instance” for teq, worm, karka and guild missions. This instance should have no cost or pre-requisite and it should function like a clean overflow, i.e. groups can taxi players in. The rest of the map can be empty without resource nodes, it doesn’t matter.. Add one NPC that can spawn the event, regardless of time and as many times as the guild requires to get the kill. All chests should be daily, per character (with some per account).
With this the mega-server won’t be detrimental to the larger more coordinated aspects of the game. Personally I like the megaserver for leveling, its great. It only screwed up everything else.. my fun boss train slowed to a crawl and teq / worm is impossible to organize… and my temple runs are a disaster.
I think the following are necessary now with the mega-server thing..
1) Temple defense should yield the same rewards as temple conquest (i.e. traits, chest, dragonite, karma, loot).
2) temple defense should happen much more frequently (like every 30 mins)
3) The world bosses should spawn more often… less down time between the bosses would help a bunch.
4) Guilds should be able to spawn a “story instance” for teq, worm, karka and guild missions. This instance should have no cost or pre-requisite and it should function like a clean overflow, i.e. groups can taxi players in. The rest of the map can be empty without resource nodes, it doesn’t matter.. Add one NPC that can spawn the event, regardless of time and as many times as the guild requires to get the kill. All chests should be daily, per character (with some per account).
With this, the mega-server won’t be detrimental.
This is seriously depressing…. I’m not liking this direction anet chose at all.
Never had a problem leveling, combat in this game is pretty easy in zones. Its the kitten global boss schedule and how they bound traits to them that’s annoying.
But I do agree that adept and master traits should have level appropriate content to lock them to.
Should you really be able to X-Post to a forum that allows people to post/link to cheat/against the ToS programs?
Like DPS meters – HP/Gear Checking programs?
Excuse me? Where in reddit/r/guildwars2 do people post about DPS meters and gear check programs?
I think the game can use some more meaningful changes before thinking of this…
The spread of the minor bosses is.. well lets just say I spend more time waiting than anything else. I’ll skip world bosses for now until the “schedule” can actually make sense. Not going to wait around for hours just to down 8+ simple world bosses.
I’m not fond of the new UI interface for traits. When switching traits around in a dungeon (and not changing points) you have to move the mouse from right (select trait) to left (select which to equip there) and back again constantly.. I much preferred the older UI that used a drop box.
As for the rest I don’t really have a comment.
Yay for mounts, like the witches broom. Want more of those!
Nay for flying mounts or mounts that give a speed boost. Don’t need mounts to travel large distances (waypoints do that) just want mounts for their style.
PAX is 100,000 people and the largest convention on the east coast. I’m not sure I’d qualify that as “small pop.”
Don’t forget about all the youtube streams and content made from the convention. I’ve never been to PAX but I sure do follow it online. PAX reaches far more than just 100k people.
No bobble heads for me…
sadness…
all is vain
I love the broom. Why can’t I ride my little pony too.. it would match my staff
Personally I like the change. I rarely transmuted anything from level 1-70 since we out-level our gear so quickly. And now all those stones I didn’t use will be available for my level 80 characters. I’m fairly confident I’m not the only one loving this change.
I still don’t know enough about it to be concerned. No word on how exactly we can earn the charges in game. And knowing anet, they’ll be rewards from multiple sources.. from map completion to daily completion to monthly completion and from BLTC chests (and we still get keys from story instances and random drops).
And you’re assuming you’d get only one charge per map in the new system.
Any particular reason? Just ’cause?
Dual wielding the same legendary should mean something.
They didn’t start these changes overnight.. they’ve been months if not a year in the making. I doubt a little QQ will revert the most expensive (in dev time) changes.
So Transmutation Crystals aren’t a reward for map completion?
They shouldn’t allow legendaries to be skinned in the wardrobe.
I would troll the person first before giving it back. Because I’m a Kittehn.
Looks legit, and they have several more blog posts before the feature pack ships. So lots of good stuff to look forwards to.
Or? Are we even going to get build templates?
I want to win the lottery. I think we both have the same chances of getting what we want
30 was low, 14 is lower still.
Quoting the Dev because some people don’t follow links:
They still drop because you can still use them. Not everyone has a huge stack of them.
I can understand why they still drop in a PVP chest. This is an achievement point chest though and I don’t PVP.
If Glory is being removed tomorrow why did I get 5 glory boosters in my 10k AP chest?
Seriously.. now those go pouff tomorrow and I get nothing in return >_> What a waste of a drop from the chest’s loot table.
Having varied required roles not only makes the game more interesting but adds significant depth to the overall experience.
I disagree.
The problem:
In the current design you have mobs with very high health pools, slow telegraphed attacks that are very powerful and defiance to limit your control abilities. The way
dodge and block mechanics work you can completely negate their attacks so passive defenses are mostly useless. Because of defiance most control abilities are also useless (except chill). Because of this damage is king (beserker stats, damage based traits) but you still need some control and utilities like stability, reflection and chill… but you don’t need to sacrifice DPS to trait for them. In fact, your self heal is so powerful you shouldn’t feel the need to wear any +healing gear either.
Add open world content and large number of people.. and the rally mechanic, and suddenly the best way to support your fellow players is to deal more damage. Killing an enemy rallies a friend and lowers incoming pressure.
That design is rather poor. (polite)
A different perspective:
Its rather different in PvP and WvW. The fight mechanics work a lot better there and you see more gear and trait variety as well .. Why? Your opponents attack faster than the AI, deal less damage per attack than the AI and generally are smarter too.
Possible solution:
For PvE, the AI should learn how to dodge, counter and block. It should apply pressure with conditions, it should stun and it should push back. The AI should know how hide from ranged players or close the gap to range players. It should kite melee players. At the very least the AI should walk out of hostile fields.
With a proper AI, and an adjustment to their health pools, the combat can get very intense and interesting. You can remove defiance as a mechanic and suddenly control oriented builds become more interesting. Suddenly some passive defenses (like armor) is worthwhile as more hits are being given by the mobs, much like in PvP.
The system at a base has potential. Lots. And unlike the holy trinity it keeps the players on their tows and promotes a more dynamic playstyle. Players can react to issues, while with the holy trinity they aren’t as flexible (think the death of the tank or healer). I’m not saying its stellar. But the holy trinity isn’t the answer.
(edited by Xia.3485)