Showing Posts For Zok.4956:

How long will it take to craft Warbringer?

in WvW

Posted by: Zok.4956

Zok.4956

WvW is going to be hell in the foreseeable future for those that actually just want to play. Here’s hoping to people giving up at a rapid pace, or we just witnessed the death of WvW as we know it.

From what I have seen in the last few days there was not much of WvW as we know it. It was more often like EOTM.

Maybe it goes back to (kind of) normal after most of the PVElers left WvW and some of the PVElers became new WvWlers.

Too Much?

in WvW

Posted by: Zok.4956

Zok.4956

Why should it be easy?

You seem to be confused between “time gated” and “hard”.

It should not be easy. But it actually is. It is totally easy. You can do it brain-afk. No skill required. You just have to spend a lot of time.

But they “overtuned” the time gating.

How long will it take to craft Warbringer?

in WvW

Posted by: Zok.4956

Zok.4956

Data is taken from here;
https://wiki.guildwars2.com/wiki/Warbringer

Assuming that the data is accurate and that the WvW Skirmish ticket is the longest to obtain (due to the cap of maximum tickets earned), how long will it take for a new WvW player before you can craft the WvW Legendary Backpack? (This is assuming you already have Gift Of Fortune and you just need the precursor before you can have your SHINIES)

So in total, for the precursor alone, you would need;
- 350 + 525 + 700 + 875 (still need to be verified according to site) WvW Skirmish tickets.
For the Essence Of Annihilation, you would need;
- 350 WvW Skirmish tickets.
So in total, you would need 2,800 tickets.

Total WvW Skirmish tickets you can get per week;
Wood 10, Bronze 15, Silver 20, Gold 25, Platinum 30, Mithril 35, Diamond 40
Making that a total of 175 tickets.

(Please correct me if my calculations and facts are off)

Assuming you play every week farming those pips up ‘till end chest Diamond regardless of your WvW Rank and world’s performance, you’d need about 16 weeks! Which is 4 months in total! Is that about right?

Your calculation seems correct. Maybe you can add around 1-3 weeks for the loyalty-penalty to a bandwagon-Server thats alway at 1. position.

A new player will have a low rank at first. So he will get (after his loyalty bonus kicks in) in average around 4 pips per Tick (on the 1. position winnig server) and 2 pips per tick (on the lowest server).

According to
https://docs.google.com/spreadsheets/d/1kFCBNmDwBcNInGJFXSRB731hccwHn28traRxevdcGN4/edit#gid=0
that new player has to play/work/grind for every of those 16 weeks (or more) around 31 hours up to 61 hours per week which results in total of 496 hours up to 976 hours of play/grind time.

Of course a lot of details are not included in this overview: For example the time a new player has to wait in a queue before he can start playing and earning pips.

sarcasm on
But on the positive side : A new player does not need any skill for doing this. He only needs to play/grind the time brain-afk in WvW.
sarcasm off

WvW Skirmish Claim Tickets are time gated...

in WvW

Posted by: Zok.4956

Zok.4956

That is what I actually like about it. What it does is filter out people from PvE, who have no idea how to wvw and not willing to learn, out of wvw.

The “time gate” system does not filter them out. People do not need to know how to WvW for “playing the reward system”. They just have to know how the reward system works and how long they can afk before they have to refresh their activity/participation and the fastest way to increase rank (if they did not already maxed it in Eotm or the obsidium-farm)

Thats what I do not like about it.

Upset with the WvW update

in WvW

Posted by: Zok.4956

Zok.4956

If Anet cannot de-rank the EoTM farmers, the least they should do is remove reward based on level to make it fair for everyone.

And base the reward you’re talking about on what instead?

Just remove pips based on rank, simple! But it needs to be done fast because if they wait 10 years to fix it then it will be too late.

But what about those players who earned their rank fairly by playing regular WvW? Is it fair to them to not have that playtime count at all with the new rewards?

It was fair before the patch that “playtime of the past (rank)” did not affect new rewards and it would be fair in the future if “playtime of the past” (rank) does not affect new rewards.

But on the other hand: Rewards based on time, so you can go AFK (after you reached the required participation level as long as you referesh participation soon enough) is flawed and WvWvW was never a fair game mode.

My solution:
Remove the pips from rank or at least reduce them and add more pips (3 weeks on a server, 6 weeks, on a server, 9, 12, 15 …) for server loyalty. As a side effect, this maybe reduces bandwagoning better, only 3 weeks seems to short.

No Loyalty Bonus

in WvW

Posted by: Zok.4956

Zok.4956

We need to update the loyalty pip description.

You need to earn at least 75 pips for 3 weeks in a row to earn the loyalty bonus. We wanted players to have to participate in skirmishes to be considered loyal.

Hello, I’m not quite clear on this.

So you need to get
75+ pips on week 1
75+ pips on week 2
75+ pips on week 3

And then so long as you remain on the server, you will get the loyalty bonus?
Or will the streak reset if you miss a week, and you need to do all 3 again?

Needing to earn 75+ pips weeks 1, 2 and 3 is correct. If you miss a week you will need to do all 3 again.

Given that some PIPS are based on rank why is that lower ranked players need to show more loyalty (in terms of time in WvW) than higher ranked players? Surely loyalty should be the same for everyone irrelevant of rank?

You bring up an excellent point. Someone at diamond rank is earning 4+ more pips per tick than someone who is below rank 1,395. That’s a significant amount of pips, especially considering that someone below rank 1,395 could be earning at max 10 pips per tick, and that’s assuming their server is winning the skirmish and that they have the loyalty bonus, are commanding a 5+ man squad and are also outnumbered.

Also, I agree with Azukas, simply not transferring off the server for 3 weeks should be enough to grant you a bonus pip. Maybe we could have another bonus pip for active loyalty, where you earned at least 100 pips for 3 weeks, and maybe that one could even stack up to 5 or 10 bonus pips?

I think 3 weeks is too short to decrease the bandwagoning to another server.

The loyalty-bonus pips should be in several stages:

3 weeks on the same server -> 1 pip
6 weeks on the same server -> 2 pips
9 weeks on the same server -> 3 pips
12 weeks on the same server -> 4 pips
15 weeks on the same server -> 5 pips

API achievement points differ to ingame value

in API Development

Posted by: Zok.4956

Zok.4956

The Hint-Completion bug seems fixed. Thanks a lot.
I have checked it with a few accounts and now the AP are the same in the api-data and in-game.

But there seems to be another bug, somewhere with the AP.

An older account (created in April 2013) has in-game 8019 permanent-AP, but when I count the permanent AP from the API data the sum is 8039 AP, the difference is exactly 20 AP.

Any ideas which achievements could may be involved? Checking all achievements in-game and compare them with api data could take some time.

Thanks.

LW Season 1 had the best story

in Living World

Posted by: Zok.4956

Zok.4956

It is clear that ArenaNet has become like all the other companies these days. It is no longer important (as in “the #1 priority”) to produce content of high quality (and I am not talking about the technical aspects of the game, although those often suffer too due to tight schedules). It is more important now to produce quantity, because it is falsely believed that this will bring in the big money. However, a lack of love for all the details that make a game great in the long run, for its story and continuity, quality in dialogue, excitement, and a proper pace of events, make players more likely (and rather sooner than later) move on to something else.

Are you talking about GW2 or another game?

Yes, storytelling could be much better. But the biggest differences of GW2 to all the other games (I have played) is the high artistic quality and the love for details in GW2 in the world and maps.

LW Season 1 had the best story

in Living World

Posted by: Zok.4956

Zok.4956

I just finished watching the 3-hour movie and have to ask the same question as many before me did:

Why in the name of the Six isn’t Season One available for purchase?

All events were instanced, so how hard can it be to make it an obtainable content?

So, what’s the problem, Anet? Don’t want more of my money?

Watching a three hour movie maybe has given you a false impression of the storytelling back in the days, because Season 1 took place in two years. Storytelling in Season 1 was (especially in the beginnig) not very good. But there are also episodes in Season 1 that were epic.

Most of it was not instanced, but open-world. Some things, like the marionette-fight, could become an open world boss, but I doubt that a lot of open-world events of Season 1 would work very good when they become instanced.

And a resurrection of a changed and modified Season 1 would of course not be the same as it was originally.

BTW: You can play parts of Season 1 already because they exist as dungeon/fractal.

Which LS 3 Map Do YOU like the best?

in Living World

Posted by: Zok.4956

Zok.4956

Draconis Mons, because the map is designed to have fun with the Spiderman-skill.

Request more communications [merged]

in WvW

Posted by: Zok.4956

Zok.4956

When that happens, I think Anet will then realize where the majority of their income came from.

A-Net actually has the metrics and numbers and knows exactly where the majority of their income is coming from and that is probably the reason why we have so much glider skins and why they are working on a second expansion.

(edited by Zok.4956)

Gathering tools shared slots

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

Please let it be available by default, with mastery or 1000 gems per each in the gem store, i dont honestly care, i will buy it straight away.

Yes, would be a nice. But I would not pay 3000 gems for it.

Shared inventory slots are already available in the gem store and gathering tools already can be placed in them.

It would be more convenient if they could be used when they are in a shared-slot.

Draconis Mons merc event

in Bugs: Game, Forum, Website

Posted by: Zok.4956

Zok.4956

I have killed the boss several times since tuesday, but since yesterday the pre event does not finish on alle the maps I was in. I have tried it on several maps. There are no Mercs (with crosses) around that need to be killed. We searched the whole event area.

It seems: The faster the Mercs get killed, the faster it is stuck.

I have seen (on different maps) the progress bar stuck at 5-10%, 50% and around 80% (at 80% we killed them really fast when the event started).

Official Episode 5 Feedback Thread

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

My comments about Ep. 5:

  • the map is amazing
  • the spiderman-skill (vine grapple hook) is soooo much fun, I love it.
  • the story-part is too short
  • it is nice that the map-currencies are now in material-storage and not in inventory, but better would be to make them currency in the wallet
  • I like the “rock star” title and how you have to use the spiderman-skill to complete the collection for it
  • I don’t like the german translation of the “rock star” title. It is “Meister der Steine” (master of stones) which has a different meaning. It should be “rock star” also in the german version.

(edited by Zok.4956)

Sawgill Mushroom price spike

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

Yesterday someone put out some posting out somewhere on a website (I do not want to distribute that posting) and claims that it was leaked Informationen about the next episodes.

I dont care if that is true or not. Some people suspect it is only to manipulate the AH market, even it is not leaked information. Because he/she claims, that Sawgill Mushroom will be part of a receipe for something that a lot of players want to have and which is coming with the patch for the next Episode.

The price of Sawgill Mushroom already spiked since yesterday.
https://www.gw2tp.com/item/73504-sawgill-mushroom

I understand that A-Net can change receipes at the last moment before a patch goes live as a countermeasure to leaked information. Maybe it would be a good idea to do so, if that leaked Information is correct.

Is there a list of "addons" that are allowed?

in Fractals, Dungeons & Raids

Posted by: Zok.4956

Zok.4956

From the sticky,

- “Does this program allow someone to play faster, better, longer, or more accurately than someone who doesn’t use it?”

If it breaks any of those three basic rules it won’t be okay.

Then, strictly speaking, any DPS meter would not be OK, because a DPS meter could help to improve someones play/rotation and without it, he/she would have not become this better.

And a tool like YoloMouse could also fall under this rule. Because in the sometimes hefty visual-clutter of GW2 sometimes the mouse-cursor is lost / not visible and a better visible mouse-cursors helps (some) people to play better in this situations.

P.S. I do believe that YoloMouse does not violate Anets rules.

Cursed Account

in Fractals, Dungeons & Raids

Posted by: Zok.4956

Zok.4956

Funny story, or is it possible to actually have a cursed account?.

Maybe it is not your account that is cursed, maybe it is you. Or your Keyboard. Or your mouse.

Have you ever tried to remove the curse with dancing naked at midnight in the moonlight when it is full moon?

HEADS UP: rate limiting is coming

in API Development

Posted by: Zok.4956

Zok.4956

This isn’t set in stone yet, so let me know if you have feedback/concerns/questions. Rate limiting does need to be implemented before the API can be turned back on, though, otherwise the API will just continue falling over. I would like to get everything back up and running on Monday, but the schedule might slip a bit if something unexpected happens.

For gw2gh.com I implemented rate limiting. Before every new api request the API client checks if it should wait a few secs or microsecs before sending the next API request.

I think this is a fine-grade rate limit from the client side and it is better than burst-api-calls (send 300 api calls … wait 30-50 secs, send 300 api-calls, wait 30-50 secs) and it hopefully reduces the burden on the server side.

However, to check if it works as expected, the API has to be turned on again.

I understand, that at first the rate limit counting is per IP-address because it is easiest to implement on the server side.

But this puts backend-server-based-api-calls (where all API-calls for all users of the website come from i.e. PHP with the same server-ip) at a disadvantage in comparison to client-side-api-calls (where the API-calls come from i.e. JavaScript with the IP of the browser of each user ).

So a website that does do client-side/Javascript API calls requests can make parallel requests for i.e. 10.000 users at the same time (10.000 IPs) where a website that does backend-server/PHP API calls has to do the requests for the 10.000 users sequential, one after the other (only 1 IP), which will take a lot longer.

But the same use case (requesting API data for 10.000 users) should in general have the same rate-limit constrains.

Hopefully, in the future, there will be an “api-app-key” for every app/website and the rate-limit will be evenly counted per app/website and not per ip?

Best Beginner Raid Bosses/Wings?

in Fractals, Dungeons & Raids

Posted by: Zok.4956

Zok.4956

Hi,

10 people that do not raid very often because of RL, but have raid gear, raid classes, raid team composition (according to guides) have tried several times Vale Guardian as a group but never with succes.

So these people ask themselves: Is Vale Guardian the best (or easiest) choice for a group of 10 people that are inexperienced with raids and had never killed a raid boss?

What do you think?

What other bosses/wings would be easier or better?

Thanks.

Blocking dps meters

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

simple question anyone know if theres a way to stop players from useing dps meters on me as i am fundamentaly against them so much so that im seriously thnking of quiting the game because i dont like being policed like this in my recreation time

If you do not have a dps-meter yourself, that shares ist data with other users of the same dps-meter, there is no allowed-way that other players could see your dps (with the expection of the test golem).

So, if someone kicks you because of your dps-numbers in his dps-meter: → Report him for botting

Ways to increase dev resources quickly

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

That’s a good start I think, but what are your ideas to help the devs increase their resources quickly so they have the resources to do more “stuff”?

It seems, you are under the false impression, that more revenue/earnings increase dev resources to do more “stuff”.

How the revenue/money will be spent is decided by shareholders/management of the company. We (customers/players) have no insight into this.

Proposal: New optional parameter ?langs=

in API Development

Posted by: Zok.4956

Zok.4956

Your proposal is good as it has been described, but I don’t understand why to work with more than one language simultaneously.

I put the API-data (i.e. items) in a local database that serves the webrequests of local users (that could use the system in more than language), so I have to store the several languages in the database.

Storing the data in a local database (and regularly check the API for updates/changes) gives additional information, i.e. I have “first seen” and “last changed” database-timestamp fields for items and other API-data.

Another advantage to serve the requests of web-users from a local database is: The website still works even when the API is down.

Achievements 3282 and 3323 are missing

in API Development

Posted by: Zok.4956

Zok.4956

thanks a lot.

Proposal: New optional parameter ?langs=

in API Development

Posted by: Zok.4956

Zok.4956

It’s not a bad idea but it would require more refactoring than I have spare time for, I think.

OK, I understand that. As long as the API-server has enough free ressources, this optimization is only kind of “nice to have” from my point of view.

Proposal: New optional parameter ?langs=

in API Development

Posted by: Zok.4956

Zok.4956

Your proposal is good as it has been described, but I don’t understand why to work with more than one language simultaneously.

I put the API-data (i.e. items) in a local database that serves the webrequests of local users (that could use the system in more than language), so I have to store the several languages in the database.

Storing the data in a local database (and regularly check the API for updates/changes) gives additional information, i.e. I have “first seen” and “last changed” database-timestamp fields for items and other API-data.

API achievement points differ to ingame value

in API Development

Posted by: Zok.4956

Zok.4956

For my secondary account the historical achievement “Hint Completion”, worth 10 points, was automatically achieved on creation. Check if you have it.

Yes, thats it.

I created today a new F2P-Account and this account has 18 AP, but the API shows only achievemens for 8 AP.

Ingame the account has completed “hint completion”.
https://api.guildwars2.com/v2/achievements/152

Then I checked the API data of other accounts for this achievementid 152 and I found, that some accounts have the achievementid 152 and some have not.

This looks like a bug. Any chances, this could be fixed in the API-server?

thanks.

Attachments:

Achievements 3282 and 3323 are missing

in API Development

Posted by: Zok.4956

Zok.4956

as an aditional info: id 3282 seems to be the “tree-hugger hugger”.

Attachments:

API:2/account/masteries. is level one off?

in API Development

Posted by: Zok.4956

Zok.4956

Ok, thanks for the response.

Achievements 3282 and 3323 are missing

in API Development

Posted by: Zok.4956

Zok.4956

Hi,

v2/account/achievements gave me for some accounts in the id-list also the ids
3282 and 3323. (one account has 3282 finished). But when I query

https://api.guildwars2.com/v2/achievements/3282
https://api.guildwars2.com/v2/achievements/3323

I get the response “no such id”.

Please fix. ^^

Thanks.

Attachments:

API:2/account/masteries. is level one off?

in API Development

Posted by: Zok.4956

Zok.4956

The Wiki in https://wiki.guildwars2.com/wiki/API:2/account/masteries says:

“level (integer) (default/null value: 0) – Indicates the level at which the mastery is on the account.”

So I would expect that the value level=0 means “no level”.

But that seems not to be true. Level=0 seems to mean “the first mastery level”.
Because on a maxed mastery-line that has five levels, the /account/masteries gives for the account level:4

Maybe /v2/accounts could also include the level as a number to make things clearer.

Will the API data change and level will start with “1” in the future or should the wiki-article be changed?

Sorry to tell you this (new dyes)

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

If you want an “all black” character you can buy a Poly-luminescent Undulating Refractor (Black). It is much cheaper than Shadow Abyss Dye.

Proposal: New optional parameter ?langs=

in API Development

Posted by: Zok.4956

Zok.4956

When I want to get the Name of an item (as an example) in different languages, I have to make an extra API request for every language in the same request.

Example:
https://api.guildwars2.com/v2/items/28445?lang=en
https://api.guildwars2.com/v2/items/28445?lang=de
https://api.guildwars2.com/v2/items/28445?lang=fr
https://api.guildwars2.com/v2/items/28445?lang=es

To make 4 requests and get all the data 4-times just for the different names seems inefficient for me.

My proposal: We introduce a new optional parameter “langs” that asks for different languages in one data-record/request. If “langs” is not set everything will be like it is now. But if “langs” is set the language dependent fields will be put in an sub-array.

Example:
https://api.guildwars2.com/v2/items/28445?langs=en,de,fr,es

Gives something like (not all fields included …):



    [id] = 28455
    [lang] = Array
        (
            [en] = Array
                (
                    [name] = Strong Soft Wood Longbow of Fire
                    [description] = 
                )

            [de] = Array
                (
                    [name] = Starker Geschmeidiger Holz-Langbogen des Feuers
                    [description] = 
                )

            [fr] = Array
                (
                    [name] = Arc long en bois tendre solide de feu
                    [description] =
                )

            [es] = Array
                (
                    [name] = Arco largo de madera blanda  de fuego fuerte
                    [description] =
                )

        )

    [type] = weapon


What do you think?

(edited by Zok.4956)

API achievement points differ to ingame value

in API Development

Posted by: Zok.4956

Zok.4956

Are you adding the daily_ap and monthly_ap from /v2/account as well? That might cause the difference.

daily_ap and monthly_ap are both 0 in /v2/account and in-game. I have attached screenshots of both.

There definitely is a bug somewhere in the AP calculation, but IIRC it’s a difference of 1AP that we haven’t been able to puzzle out.

The account above has only 10 achievements finished/started, so maybe, because he has not so much data, it could be easier to find the bug (in the gw2 data or in my calculation) with this than with other accounts.

Attachments:

API achievement points differ to ingame value

in API Development

Posted by: Zok.4956

Zok.4956

Hi,

when I count the permanent achievements points from the API data they differ from the in-game value in the game client.

At first I thought i did something wrong but I verified it with a character that does not have many achievements (/v2/account/achievements gives only 10 records). See the attached screenshot.

From these 10 achievements I calculated 8 permanent AP, but the in-game panel shows in the sum 18 permanent points.

But when I go through all the achievements in the hero panel, I count also only 8 AP, which matches the api data.

So it seems, that the permanent AP sum in-game is off/wrong.

Has anyone an idea or solution for this?

Thanks.

Attachments:

(edited by Zok.4956)

Cost of shared inventory slots

in Guild Wars 2 Discussion

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Zok.4956

Don’t get me wrong, I love this feature, but I think the only reason it is priced that high is because anet knows you will buy it at that price – not because it’s worth it in any logical way.

Welcome to marketing.

These items have a customer-perceived value but they have no “real” value. They are only virtual items within an online-gaming-service. You do not even own anything if you “buy” them. You only pay for unlocking some blocked feature in an online-service.

(edited by Zok.4956)

2 Missing Systems = Fishing & Housing

in Guild Wars 2 Discussion

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Zok.4956

But, I already have Minecraft… why would I want to play an inferior Minecraft in any game when I could just play Minecraft?

A lot of players have platform games but that has not prevented A-Net from implementing those mini-games that are called “Adventures” and that are inferior to a real platform game.

Players need to learn what "DPS" means

in Guild Wars 2 Discussion

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Zok.4956

Some words evolve, yes, because they’re used very subjectively, abstractively or loosely. But words that stand for scientific measures don’t evolve, because a second will always be a second and a meter will always be a meter.

Everytime someone says “wait a second” I experience that time (and space) is not fixed but relative and that “a second” can also just mean “a moment”.

Words change their meaning according to the context they are used in and language itself is (in a way) a living thing that evolves and changes every day.

Players need to learn what "DPS" means

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

It’s almost as if words evolve to gain new meanings or are used in different ways.

Emergent wordplay!

But seriously, this is an interesting quick read on the subject. English is like a quickly-mutating virus.

/mutant

“Language is a virus from outer space” – William S. Burroughs

Somebody uploaded a LW S1 movie

in Living World

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Zok.4956

Wow. That is the best movie so far I have seen about Season 1 and it made me aware of a lot of things I missed in the story of Season 1.

Hopes n Dreams about Expac 2

in Guild Wars 2 Discussion

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Zok.4956

The one single thing/feature that made me (in a way) addicted to it when the HoT-expac came out was : Gliding

Gliding is A-Nets better version of flying in other MMOs. I was blown away by it.

I want this kind of spectacular experience in the next Expac with another thing/feature, that is missing in GW2 but is wished for and in other MMOs.

But because I do not want to flog a dead horse, I do not say which feature/thing this may could be. Its up to the developers to decide.

This is the worst I've seen WvW in 4 years

in WvW

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Zok.4956

It doesn’t take alot to fix WvW

The population imbalance problem apparently does take a lot. Not many RvR games have found a successful 24/7 “even numbers” formula.

Which RvR games have found a successful 24/7 “even numbers” formula?
I am wondering how they did it.

This is the worst I've seen WvW in 4 years

in WvW

Posted by: Zok.4956

Zok.4956

The core problems have never been fixed. Score, population, and rewards. Its a mode that has been flawed from its inception because there has never been any incentive to win a match, because population dictates match. That also means you cant reward winners of the match.

If that could be fixed it would also be good.

In a competitive game, even in real world sport, the player count is important and that is why the number of players is fixed in a sports team and reducing the player count of one team is used as a penalty.

But WvWvW ist a 24/7 game mode where the player count is not fixed. It has only a maximum player cap per map (which is between 60 and 100 maybe). So “equal numbers of players” happens only at times, where a map has reached its maximum players/cap.

That is a problem that can not be fixed for WvWvW and as a result, WvWvW will never be a competetive game mode like a 5v5 or maybe a 10v10. And it will never be “fair”. It was never intended to be “fair”. Because it is not WvW but WvWvW.

I think A-net should not try to make the game mode or matches more “fair” but should find other ways to make it more fun for (most of the) players. That is also not easy because “fun” is different for different players.

Feedback: Heart of Thorns (1-Year Follow-Up)

in Guild Wars 2: Heart of Thorns

Posted by: Zok.4956

Zok.4956

Why are people still uptight about adventures? With the new maps you do not need the points for these. I have gold in 3 adventures, the easiest ones and frankly have not even entered 2 or 3 and I have every mastery capped. Leave them, let it go and get some enjoyment back instead of fixating on them.

The new living-story maps give new mastery points and introduced new masteries. Until now there are more new mastery points given in the two new maps than you can spend for the new masteries. But it is unclear if this continues and some people think that this changes during LS and future new masteries need much more mastery points.

Drytop diving goggles and the rift.

in Living World

Posted by: Zok.4956

Zok.4956

If only they’d make one of the rifts go to the Not So Secret JP goggles…

I’ll put in my vote for this too.

Now we have three votes for that.

Ember Bay Insight: Caliph’s Steps - Issue

in Living World

Posted by: Zok.4956

Zok.4956

Maybe another way of getting this MP: Do the story until you have the mursaat-armor. Then the lava does not hurt you and you can stand in it right at that mastery point.

Flagging for open world pvp with outfits

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

This opens up open world pvp
(…)
By this you have the possibility to duel people wherever you are.
You can have guild battles with many different gamemodes wherever you want. Try to clear jumping puzzles first, with pvp. Kill the worldboss. Ordinary battle to destroy eachother. Etc.
It gives roleplayers the possibility to roleplay as enemies and have real battles as part of the roleplay.

In GW2 this is called “WvW”. It even has dedicated open-world maps. You can play it right now.

[FEEDBACK] Rising Flames

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

Im a little put off by the circus as well. …

They are a group of circus performers that have been shipwrecked for a very long time. They are trying to maintain a connection with normalcy in the only way they know – by staging a circus. Also… they may have been stuck so long that a touch of group insanity has crept in.

Makes sense to me…

When you are shipwrecked on a hostile Island you don’t play circus anymore, you fight for your survival.

https://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs

Bloodstone Visage

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

yes, please fix it.

The real "expansion" Guild Wars 2 needs.

in Guild Wars 2 Discussion

Posted by: Zok.4956

Zok.4956

here’s a dev reply from last year about dx9, bad optimization etc.
http://www.reddit.com/r/Guildwars2/comments/3ajnso/bad_optimalization_in_gw2/csdnn3n

also 6 months ago someone asked about updating things to dx12 on the AMA
Jon Olson said “There are currently no plans.”

as to what’s taking so long…. well it could be because they aren’t actually working on anything to do with this, and have never promised to do so, and have no plans to at the moment.

So Anet knows there’s a problem with their game, and won’t address it? Alright, well guess i’ll have to intentionally not purchase any expansions or gems.

That is not what they said at all. I would suggest reading that link, since it does explain why moving beyond DX9 wont gain much benefit overall.

Well, the dev said that there is a bottleneck in the “main thread” and that they tried from time to time to reduce this bottleneck (which is complicated for him/them) and that the game has one “graphics-thread” (which is not the “main thread”) that handles all DX9 things, so optimizing the “main thread” does not boost the “graphics thread”.

So there is a bottleneck/performance problem, but the existing devs can’t really fix this.

However, if you see the big picture, a real switch to utilize the features of DX12 would require a lot of changes and optimizations in the game client that by themselves would result in a much better client performance/speed. But A-net as a company does not want to put effort and ressources into this.

Regurgicidal Achievement in TD

in Guild Wars 2: Heart of Thorns

Posted by: Zok.4956

Zok.4956

Thanks all, with that information it worked and we killed him.