Party dissolved in SAB, you get kicked, why?!
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
Due to technical issues. There can be no save points for the last time you entered SAB.
The only solution is to make levels shorter.
Also I wish SAB wasn’t best solo’d. It’s a lot more fun with a party. But every one is anti-social now days or doesn’t want to do SAB any more. Needs to be incentives for group play.
I very much agree with this. The risk of disconnects is why levels shouldn’t be too long. Increased length and difficulty also encourages people to solo SAB instead of doing it in groups, which is a real shame because some of my best experiences in SAB came from doing it back in April with groups, showing newbies how to get through tough jumps, or just opening up shortcuts/checkpoints if they got absolutely stuck and pulling them through that way.
Just sell the wigs/dresses/tiaras on the TP. 1c is still 1c.
While I do like the SAB skins, they don’t suit my character aesthetics, so I just converted the TM skins into PvP versions and stored them in the PvP locker.
That said, I’ve always been a big supporter of being able to sell anything on the TP (if Legendaries can be sold, why not anything else?), so I would support the OP’s suggestion of being able to sell TM skins.
My vote would have to go to Not So Secret. It’s long, the Aetherblades make for annoyingly tough (for their level) distractions, and the later portions have numerous danger spots where if you fall, you have to WP out if nobody’s around to res you.
Skipping Stones can be extremely annoying if you have bad latency, but if you’re lucky enough not to be plagued by that, it’s fairly straightforward.
Dark Reverie is another vicious one in that if you die at the Shroom of Doom, not only do you have to waypoint out, but you’re forced to do Morgan’s Leap all over again just to get back in.
I think Teq has the same amount of health no matter how many players show up, but the more people you have at the turrets/batteries, Champs will start spawning. That’s why it’s important to have no more than 10 – 15 defenders at each of the turret sites, because any more than that and Champions will start giving you serious problems. (Especially if a Champion Risen Grub shows up.)
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
I’m quite certain they will return too. And SAB will depart on September 30th, yes.
I actually got TWO BLSK’s from Dailies last week. Surprised the heck out of me considering I haven’t seen one of those drop in months.
Someone on the first page already mentioned this, but I’ll mention it again. It’s possible that someone with enough gold to burn simply amused himself by buying up lots of Platinum Ore and then dumping it back onto the TP for a loss, simply to mess with the TP PvP. We’ve had anecdotes in the past here from various players who do this when they’re bored.
358 (or thereabouts) Laurels here. I haven’t missed a single Daily or Monthly, and I have not spent a single one since they came out.
I’ve set aside some of them to buy Utility Infusions, but I think when the time comes I’ll be converting those Laurels to T6 mats.
Someone have a link to this reddit post?
If they’re all green, that would make sense given the next Living Story update.
Vol’s reasons in his first post are basically why I undercut (and sometimes by a large margin). My rule of thumb when pricing items is to put it at midway between the buy and sell price points for the item (sometimes this will be at 75% if the item is slow moving). The exception to this are fast moving commodities, where I usually price them at a level that I know is the general market rate for them. Due to my playstyle, I sell a lot of salvagable items like hides and metal scrap that I pick up while adventuring, and I’m familiar enough with them that I know at what level to price them at to get quick sales, but also a good return.
(edited by Zaxares.5419)
One thing I’ve always been curious about. Did the Stone Summit undergo the Rite too? It seems to be a fundamental religious goal for all dwarves, but given the deep hatred between the Deldrimor dwarves and the Summit, it seems almost inconceivable that the Stone Summit would have willingly submitted to the Rite to fight forever beside their hated rivals.
The Raptors survived, and apparently even expanded into dozens of new lands, judging by the different species that show up in Maguuma, the Shiverpeaks and Ascalon. Unfortunately it seems the bigger dinosaurs just couldn’t adapt and got hunted to extinction by overzealous GW1 players. :P
http://wiki.guildwars2.com/wiki/Protect_the_Lupikids_as_they_search_for_treasure
The bottom of the page has the trivia which explains it.
For the record, born in the 80’s too, but never watched the movie in question.
I enjoy the Teq fight mechanics, but I think his time limit should be made a bit more generous. Perhaps 20 mins. This allows overflows or servers with less people a bit more breathing room and a better opportunity to take him down, even with smaller numbers.
For those who are not getting the achievement, have you completed the achievement before on that character while it was still bugged? If so, try doing it again on a fresh character that has not attempted the achievement before. I have heard stories before of achievements getting bugged when a particular character has done the achievement before, but it failed to register.
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
It’s not NEEDED, no, but there were a few jumps in W2Z2 TM that were much, much easier to get with a dodge jump.
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
Nice find!
That would make sense though. In the World 1 Bonus Round, if you opted to skip the cart altogether and instead head up the path behind the house, you’d find that it leads to an area reminiscent of World 2.
As with several others here, I concur that harder is fine (although super-hard stuff should be kept to Trib Mode), but longer isn’t. Unless ANet comes up with a way to implement something like reconnects, longer levels just increases the risk of losing all of your progress with a disconnect. I still think that World 1 was perfect in terms of length; World 2 tended to drag on for too long. Somewhere in the middle would be fine.
Good to know I’m not the only one in this situation.
Fingers crossed that Josh Davis can let us know what’s going on.
I think the boss fight itself is quite fun, although the timer might need to be relaxed a little. 20 minutes should be enough to allow the people stuck in Overflows a decent chance to complete it if players are experienced and know what to do, even without Commanders to direct them. That should take some of the resentment out of not being able to get into main servers, since even Overflows should have a fair chance of beating it.
I haven’t been able to get it either. It’s either bugged or is no longer completable, although if the latter I would urge ANet to change their minds as we’re still completing the same general action (firing the Megalaser at Tequatl). All you’d need to do is change it so that once the Megalaser is charged, a player needs to be at the Megalaser and hit “Activate”.
It could even just be an automatic achievement now the first time you fire the Megalaser, since the Burning Light achievement is only obtained if you get to the 25% health phase with all batteries still active (which is also an automatic achievement).
Although it seems that currently the old “That Had to Burn” achievement for firing the Megalaser at Tequatl is either broken or is no longer completable. I’ve asked for feedback from ANet on which is the case, but so far no response.
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
I know the jump you’re talking about, OP.
There might be another way around it (I didn’t go look), but I agree that if a dodge jump is required, that sets a poor precedent. There were a few jumps in TM that I had to learn how to dodge jump for, but TM is a whole different kettle of fish, so I’m willing to overlook that.
Yeah, that’s how it works for me too. I jump early, before the wave is supposed to “hit” me, and I can usually avoid it that way. Or dodge roll into the wave; that works too.
But it’s 10 points! Gotta climb that AP ladder for the sweet, sweeeet lootz!
Hmm… Well, thanks for the answer, Hecatonchir. Hopefully ANet does make it so that we have to manually fire the laser again. It is, as I said, still fundamentally the same action in game, firing the Megalaser at Tequatl. Either that, or you get the achievement automatically the first time you’re in a Tequatl fight and the laser fires. (With the “Burning Light” achievement awarded only if you fire the laser at 25% health.)
I think the idea of SAB was to take a break from all of that farming. To have a fun side activity. Tired of ascended mat grind? Hope into some SAB. Think of it as a completely separate game.
While I generally agree with this sentiment, I do think it would be a good idea to bring back Obsidian/Crystals etc. as rewards one could purchase with Bubbles. While I like the SAB weapon skins, they don’t suit any of my character aesthetics, so I now have 65 Bubbles sitting in my bank that I can’t spend. (Don’t collect minis either.)
Note: This was originally posted in the Bugs forum (https://forum-en.gw2archive.eu/forum/support/bugs/That-Had-to-Burn-broken/first#post2877866), but I’m moving it here to hopefully get more eyes on it.
So, the old Tequatl achievement “That Had to Burn” where you fire the Megalaser at him seems to be broken. Despite taking part in a successful Tequatl kill two days ago, I did not get this achievement when the Megalaser fired.
Is this achievement no longer completable? If so, why not? You’re still firing the Megalaser at Tequatl, aren’t you? Would appreciate some feedback from ANet about whether or not this was an intended change.
Very simple. Rez downed. Waypoint if you are dead, unless the Teq fight is over/failed then you can wait for a kind soul to rez you.
Personally I think that the Genie is a dark reflection of the emotions Moto poured into creating the Super Adventure Box. We don’t really know much about Moto’s state of mind when he made the SAB, but I’m willing to bet there must have been at least a bit of “Kick me out, will they? I’ll show them. I’ll show them all!” going through his head. The genie is attempting to fulfill that subconscious desire by sabotaging his old krewe’s work, even if Moto isn’t willing to consciously support it.
It’d be interesting if Faolain and Caithe teamed up to take down Scarlet. XD Players working WITH the Nightmare Court for a change? Edgy.
Imaging a boss uses the tiniest dagger ever. He casually walks over, stabs you, and you took 30k damage and died. How would you feel?
Tonberrys.
I think they’ve made some positive changes with September’s Living Story. SAB is permanent content that returns from time to time, so players who don’t like it can skip it and do dungeons/WvW/whatever they like to do, and players who do like it don’t need to stress that the achievements will be gone forever once SAB is temporarily retired. (I do think that all of the basic SAB skins should be made available again, but that’s another topic.)
Tequatl Rising was taking existing content and making it bigger and better (although I agree that it still needs fine-tuning to make it fairer for low-med pop servers), and again, all of the new achievements and rewards are here to stay. This is stuff that permanently expands what players can do, which is a good thing.
That said, I do think that the 2 week release schedule is unnecessary. I’m perfectly happy with stuff like this getting added once a month/2 months, have festivals to pad out some quieter parts of the year, and then getting bigger content updates or expansions every 6 months – 1 year.
So, the old Tequatl achievement “That Had to Burn” where you fire the Megalaser at him seems to be broken. Despite taking part in a successful Tequatl kill yesterday, I did not get this achievement when the Megalaser fired.
Is this achievement no longer completable? If so, why not? You’re still firing the Megalaser at Tequatl, aren’t you? Hopefully this is just a bug that you guys can address.
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
As a fellow Oceanic player, I feel your pain.
There was a period two weeks ago where the lag was SO atrocious I could not make any progress at all. I eventually had to give up and wait for the lag to improve.
One suggestion I can make is try doing it during our night time, when most US-based players (if you’re on a US server like me) are in bed and there’s less people on.
Yeah, I noticed it last night too when doing W2Z2 TM. Plus, the arrow traps now have little ridges that make them REALLY stand out. It’s much appreciated.
I still think it’s unnecessary to have them insta-kill though. I’d prefer that the traps do damage, then inflict poison damage on you that ticks for an additional 2 hearts of damage. This makes players have to avoid them because getting hit by multiple traps will kill you (unless you drink potions, but that ties in with making players expend resources to survive), but if you stumble into one due to lag, it’s not an immediate failure.
Did W2Z2 Trib Mode last night. It was horrible… And then I got disconnected just before getting to the maze. -cries-
But I refused to give up. I WANTED to get that stage done. So I did it all again… and spent nearly half an hour trying to get past the trampolines near the end due to my latency. >.< If I didn’t have my Infinite Coin, I would NEVER get past that level.
^ Congrats to Aubree!
She says fanks Zax!
Dawww…
Give her a hug from me. She’s adorable. XD
Did W2Z2 Trib Mode last night. It was horrible… And then I got disconnected just before getting to the maze.
And then I did it all again, and spent nearly half an hour trying to get past the trampolines due to my latency. >.< If I didn’t have my Infinite Coin, I would NEVER get past that level.
5/9 of the Boss Week achievements can be completed easily. The remaining 4 are done by completing Daily requirements for Boss Week. (Two days ago you just had to complete any World Boss encounter, not just Tequatl.)
The Tequatl achievements are a separate category that (presumably) are permanent additions that can be done at any time.
He has found a new job working for me as my Salvage-o-Matic. He seems to enjoy his work.
I kill Polar Bears by using the Whip to stunlock them. Whip, attack once, whip, attack once etc. You can use the same trick on Bananas, but it’s a lot harder to close the distance since Bananas throw their projectile really quickly and are extremely accurate.
^ Congrats to Aubree!
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
Turning the gamma down to the minimum setting worked for me. The final three clouds don’t actually disintegrate immediately; there’s a 3 second timer before they disappear, so stay on each cloud for 2 seconds to play a note or 2 before jumping to the next cloud. You can jump back to the original cloud too if you need more time.
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
Tribulation Mode:
You’re sadistic, Josh. :P But I wouldn’t want it to be nerfed, because that was the whole point. Again though, latency can make some areas needlessly aggravating, so I’d just ask you to keep this in mind when designing future TM levels.
Rewards:
Although I understand why the changes were made to the rewards for SAB, I’d ask you to reconsider them. Dig sites can be left out of Infantile Mode, but I’d like to see dig sites be made once per character so that players who want to collect all the SAB skins can do so in a reasonable amount of time. (The skins purchased from Moto, after all, are account bound and so they don’t run the risk of flooding the economy.)
I would also like it if Obsidian Shards were sold by Moto again. It provided a nice alternative for players who weren’t into the SAB skins to have something to use their Bauble Bubbles for.
On a personal level, I’m keeping my fingers crossed that the original SAB skins will come back again in future releases. While I already have the ones I need, I think it’s only fair that players who are late to the game have the opportunity to acquire them too.
Overall:
Loved the SAB. Still love the SAB. As with anything in life, there are things that could have been done better, but never give up on what is a fantastic and awesome part of GW2, Josh. I appreciate all the hard work you and your team have put into World 2, and I look forward to sproinking through World 3 in the future!
P.S. Boomerang upgrade to the Whip. Make it happen.
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
Alright, now that I’ve finished Back to School, I thought I’d give Josh and the team my thoughts and feedback about the whole experience.
I’ll do my best to break it down into different areas:
World 2 Level Design:
I continue to love the level design that goes into SAB during World 2. Pain Cliffs gave me a real “KungkittenMaster” NES flashback, and Storm Top’s music reminded me a lot of Ninja Gaiden. The Q-Bert puzzle with the jumping goats in Storm Top was also a lot of fun; I was really proud of myself for solving that after observing it for a while.
Kudos to whoever designed that.
As you’re probably aware, World 2 had a poorer reception than World 1. But in my opinion, the biggest problem is not so much the increased difficulty, but the fact that the maps go on for too long. World 1 got it perfectly in letting players do bite-size portions of jumping (about 15 – 30 mins for a new run, and about <5 mins once you were experienced). In contrast, World 2 just seemed to keep going and going until by the end you probably were mumbling, “I’m STILL not done??”
I don’t know if you’re planning to adjust the level lengths for World 2 in future, Josh, but if you are, I’d suggest looking at the following:
W2Z1: I feel that the section with the Assassin bridge and the Rapids Raft, as awesome as it is, feels out of place with the rest of the level. I’d cut those bits out and place them into Zone 2. (The Raft part more, since it’s a unique and memorable experience.) With those 2 sections gone, the rest of the level should be appropriate in terms of length.
W2Z2: Personally I feel that the piranha pagoda section and the push block/dart trap pagoda could be removed. Both feature puzzle mechanics that are already used elsewhere in the level, and the gong run is much more memorable than pushing blocks around. I think it wouldn’t hurt to remove a few more dart traps from the pagoda too, particularly around the ramps to each level, since it really can be frustrating for players with latency like myself (more info below).
W2Z3: I felt that the ice sections were manageable, although the blowing faces can make some sections needlessly tricky for players with higher latency. I enjoyed the bit in the cave where you were jumping up the rock ledges, but if you need to cut somewhere to reduce level length, that’s a place I would consider.
Another section I’d remove would be the last puzzle with the multiple giant ice stalactites. Once again, the puzzle mechanics are used earlier in the level, so there’s really no reason to have it back again.
Visibility could also be improved just a little for the path leading to the secret room with Moto’s Finger. I had to turn down my gamma correction to minimum to be able to see the clouds properly.
W2Bonus: I LOVED this bonus round.
It’s a lot more fun (and easily completed) by a solo player than just whacking a cart (which is doable if you’re in a group, but less so if you’re by yourself).
Boss Design:
Not much to say about the Glove Master. Pretty straightforward, and a good change to the pace for Zone 2.
The Yeti mini-boss could also have been removed completely, in my opinion. I’ve yet to find a good strategy of dealing with him other than rez-rushing him, and getting up the hill alone is a pain since you have to spam jump up there. (Pretty taxing on the thumb!) Not the best example of good boss design, I’m afraid, and one that I fear could lead to perceptions of “They’re doing this to make us buy the Infinite Coin!” Plus, he’s much too close to the Storm Wizard, and facing one boss after another at the end of a long and taxing level can be aggravating for some.
Overall, I liked the Storm Wizard boss battle, although his charge attack in Phase 1 is extremely annoying. I’m not sure if people have found a good strategy to countering it, but he tends to charges you 3 or 4 times in a row, leaving you unable to escape after using your dodges. I’d change him so that he only charges you once (or maybe twice) after you reflect a projectile to him, or that you can break him out of his charge by hitting him with a Whip or a Bomb, for example.
Latency:
You already addressed a lot of this with the patch (THANK YOU for adjusting the flowers and geysers!), but I just want to emphasize that players like myself would REALLY appreciate it if puzzle/jump mechanics that are heavily dependent on lag are kept to a minimum in future SAB releases.
It’s no fun at all to get knocked back (or killed) by rapids, spike traps, lava or jumping rocks because the game thinks you’re somewhere else when your screen shows you in a safe spot. It’s horribly frustrating knowing that you’re failing not because you’re doing things wrong, but because you’re getting false information from the game itself to make your decisions.
in Super Adventure Box: Back to School
Posted by: Zaxares.5419
Yep. The easiest way to avoid the owls on Shortcut Eagle is to stand behind his head, then turn around and look behind you. You’ll be protected from the owls coming from in front by Eagle’s head, so all you need to do is watch for the owls flying in from the rear, then sidestep them when they get closer.
Sep 30th?? Eeep. O.o I’d better hurry up and complete TM for World 2!
I won’t deny that all of those factors played a part in World 2 getting a nastier reception, Josh, but for what it’s worth, I still think it’s great that you guys took steps to fix the more pressing problems, and acknowledged how it could be improved for the future. I’ll probably write a longer post later with my thoughts, opinions and suggestions.
Regardless, I look forward to getting to World 3 in the future!
P.S. I’m sure you’ve seen the posts by now, but there seems to be a bug where Master of Baubles for World 2 isn’t completable. Would love some feedback about this!
When she gets older, and if she’s interested, she will play Dungeons and Dragons with us, too.
You guys play D&D too? kitten . If I lived closer I’d love to join you guys for a game sometime. XD
And you got “schooled” by a 3 year old at SAB?
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