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[Suggestion] Guild Wars 2 Test Server !!

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Posted by: anzenketh.3759

anzenketh.3759

GW2 needs some kind of test server during feature packs (or better known as the next patch).

I honestly would be fine with a Public Test Server that is only used for Feature Packs. Living World and story patches needs to stay out of the Test Server.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Calm down! Give anet time to salvage the mess

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Posted by: anzenketh.3759

anzenketh.3759

But salvaging isn’t unlocked until level 6!

Please stop spreading mis-information. The hint about salvaging is unlocked at level 6.

https://forum-en.gw2archive.eu/forum/game/gw2/Misconceptions-regarding-Level-gating/first

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Miniature bugged? Auto hidden repeatedly

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Posted by: anzenketh.3759

anzenketh.3759

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Feedback about the leveling system

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Posted by: anzenketh.3759

anzenketh.3759

Wait, dying armors is now level-gated too? What the skritt.

It is note please see. If it is for you it is likely a bug.

https://forum-en.gw2archive.eu/forum/game/gw2/Misconceptions-regarding-Level-gating/first

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Misconceptions regarding Level gating.

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Posted by: anzenketh.3759

anzenketh.3759

The following are level gated items:
. . .

All of that is plenty horrible. Did they not realize that all of these things were unlocking later than they were unlocking before? If anything they should unlock faster, not slower. When has “slower” ever been a desired feature? If people wanted slower, all they’d have to do is take a break after killing each enemy, maybe go get a sandwich.

When slower allows someone to learn the class.

NOTE: I do not like the way things were implemented I like the old weapon skill unlock method.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Misconceptions regarding Level gating.

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Posted by: anzenketh.3759

anzenketh.3759

I just want to quickly add, there are some errors on this chart of how stuff is unlocking, as well as 1st character vs. account unlocks when some of these systems were carried between regions. We’re trying to identify what happened and repair those things assigned the wrong account/character fields, as well as levels.

Can you expand on this please, it’s extremely vague and unclear. Does that mean that the changes to the new leveling system were meant to be for first characters only and things will be reverted for all veteran players as far as the alt experience?

I would take that as anything not in the patch notes related to this system has a likelyhood of being a localization error. Expect a patch sometime.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Misconceptions regarding Level gating.

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Posted by: anzenketh.3759

anzenketh.3759

Why even hide the vista markers until level ten? What’s the point? Isn’t the fun part of being a new player seeing all the markers on the map and going to check them out? I thought it was the coolest thing when I started out; right at level 2 as I wandered out into my starting area as a norn, I was like “whoa, what’s that red thing on the map? Where is it? I should find it!” and then I looked around and did this short little detour to get to it and suddenly I had the most amazing view of the area I was going to be exploring that night.

Why take that out?

Funny thing. It still showed for me early on before level 10. I put it there as I am unsure if that is a bug or not. I plan on confirming later.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Misconceptions regarding Level gating.

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Posted by: anzenketh.3759

anzenketh.3759

Skill challenges are also level-locked + do not appear on the map until reaching a certain level (though I do not know the level off the top of my head). Diving goggles are similarly level-locked.

I confirmed skill challenges last night did not add it as I did not know what level you unlock it at. I will know this likely sometime tonight. Skill points are unlocked sometime between 11 and 23.

Diving goggles are unlocked sometime between Level 1 and 11. If I were to guess I would say around the same time the daily hints are provided. But then this could also be a bug.

Will update the list later tonight.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

CDI- Guilds- Logistics and QOL

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Posted by: anzenketh.3759

anzenketh.3759

Proposal Overview
Guild wide bulletin, sends a mail to every player in the guild, Has its own permission under roles.

Associated Risks
None

This actually does have some risks. A lot of players are member of 5 guilds and depending on freqency of mail being sent it could (or could not depending on implementation) hit a queue limit. In addition to that some players may think of it as “SPAM”.

How would you address possible “SPAM” issues. Would you place restrictions on how much mail could be sent.

Would the announcement of the day simular to how it is in Guild Wars 1 achieve the same goal. This likely is not implemented due to word count issues. It would be nice that it at least notifies of a new/modified announcement.

Associated Risks

Guild Hall: none

Cape: probably make Quaggan suffocates but they’ll survive

GvG: this is hard because there will be lots o’ rage, flame and troll between members of different guilds if it’s getting heat up.

There is actually a associated risk with Guild Halls. The risk is that the population would be less population hanging out in the cities. It is a small risk though. It did not effect Guild Wars 1 vary much.

For Cape the associated risk is cliping issues.

For GvG……. Ya there are quite a few risks there. Population issues in WvW/sPvP, Griefing,Trolling,etc… Perhaps a discussion can be had in regards to how those should be handled.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

So, I shouldnt return?

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Posted by: anzenketh.3759

anzenketh.3759

I was going to reinstall the game later tonight, but there is so much negativity on the forums. Is it bad? Is the game empty? I never got past level 40, but always enjoyed the game. Is it not fun anymore?

It’s not bad at all really, the alt leveling thing is the only thing from this and the previous feature pack that’s a bit wonky and expensive apparently. The post level 40 experience is probably better tho they could do with a reduction in cost of traits.

there’s always somebody who takes this opinion

but honestly, as somebody who is not mentally challenged… yes it is that bad. go elsewhere till this fix this debacle.

Have you tried the system yourself. What don’t you like about it. I find that there are a lot of misconceptions regarding the level gating. See the following post.

https://forum-en.gw2archive.eu/forum/game/gw2/Misconceptions-regarding-Level-gating/first#post4391430

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Misconceptions regarding Level gating.

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Posted by: anzenketh.3759

anzenketh.3759

There are definitely bugs and some external miscommunication with the system and I want to listen some more before discussing.
Chris

This is interesting.

Chris is saying there has been external miscommunication about the new system. Could it be that you guys realize you went too far with the removing of functions and level gating it too extreme, and it was not supposed to dumb down the game quite this much?

Hi Traveller,

No not really. I m referring to some videos etc that aren’t quite factually correct in all areas and thus there are some misconceptions being propagated by those that have not played the through NPE yet.

Chris

Don’t want to de-rail the thread this was in so I thought I would clear this comment up a bit by starting a new topic.

There is some misconception about a lot of things that are level gated videos/some comments don’t tell the entire story. A lot of things that people think is level gated actually is not. This is due to the UI shows a Unlock symbol on some of these items. But in reality just like WvW and sPvP you can still preform the actions at Level 1. You are just unlocking the hint about the items.

The following are level gated items:

  • Weapon skill 2 (Unlocked at level 2)
  • Weapon skill 3 (Unlocked at level 3)
  • Profession skill F1 (Unlocked at level 4)
  • Rally(downstate) (Unlocked at level 5)
  • Off-hand weapon slot (Unlocked at level 7)
  • Weapon skill 4 (Unlocked at level 7)
  • Underwater Combat (Unlocked at level 8 with underwater weapon skills 1 and 2)
  • Personal story (Unlocked at level 10 in chapters every 10 levels)
  • Weapon skill 5 (Unlocked at level 10)
  • Utility Skill 1 (Unlocked at level 13)
  • Underwater skill 3 (Unlocked at level 14)
  • Weapon Swap (Unlocked at level 15)
  • Down Skill 3 (Unlocked at level 19)
  • Profession skill F3 (Unlocked at level 22)
  • Underwater skill 5 (Unlocked at level 23
  • Utility Skill 2 (Unlocked at level 24)
  • Profession skill F4 (Unlocked at level 24)
  • Adapt Tier Traits (Unlocked at level 30)
  • Elite Skill (Unlocked at level 40)
  • Master Traits (Unlocked at level 60)
  • Grandmaster Traits (Unlocked at level 80)

The following items are not locked but do not appear on the minimap until the specified level.

  • Points of Interest (level 7)
  • Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
  • Vista (level 10)

Please note I do not necessarily agree with all of the changes. Specifically the changes to unlocking of weapon skills please see my feedback at the following link.
https://forum-en.gw2archive.eu/forum/game/gw2/Learning-Curve/first#post4389552

All other items that are being reported as level locked are likely not. If you have a question about a particular item feel free to discuss it.

If you think I missed some or my information is incorrect please feel free to tell me so I will research it then inform you the results. I currently have enough characters spaced out on levels enough that I can get to most of the levels in a somewhat timely manner.

The majority of my source is http://wiki.guildwars2.com/wiki/Level_rewards and me playing with the system itself yesterday to level 10.

EDIT: 09/12/2014
Please see the following posts regarding the systems current state.
https://forum-en.gw2archive.eu/forum/game/gw2/Misconceptions-regarding-Level-gating/first#post4392666
https://forum-en.gw2archive.eu/forum/game/gw2/Misconceptions-regarding-Level-gating/page/4#post4396936
https://forum-en.gw2archive.eu/forum/game/gw2/Misconceptions-regarding-Level-gating/page/8#post4398760

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Learning Curve

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Posted by: anzenketh.3759

anzenketh.3759

I just noticed something. When something is level-gated it uses the unlock icon and states XYZ is unlocked. When it is not level-gated but the system is just trying to give you hints it still uses the unlock icon.

I don’t know if it is worth it but perhaps the icon should be something different like a ! if the item you are “unlocking” is just a hint.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Stealth Nerf - Copper-Fed Salvage-o-Matic

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Posted by: anzenketh.3759

anzenketh.3759

When I saw the thread title I thought this was about how the sound effects for the Copper-Fed Salvage-o-Matic were removed this patch. Still hoping that’s a bug.

But more to the topic of the thread, I’ve seen reports that some people were unable to salvage under level 15. I didn’t run into this myself and was able to use crude kits at level 12, but I didn’t try my Copper-Fed, or any higher salvage kit. That would be very interesting if they level-locked the salvage kits.

Interesting I also had no problem with salvage kits under level 12. I wonder if those having problems have any level 80s.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Learning Curve

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Posted by: anzenketh.3759

anzenketh.3759

See, the thing is, when i opened Wayfarers before, I’d start at Issomir then go clockwise around that lower area. It made opening that part real easy and got me to a good level for the personal story. Now there is no reason for a new player to explore into that cave and possibly miss that Vista in there. The bunny one was also ina great spot before because it was out of the way and married nicely with the Jackalope event. Don’t even get me started on the cow feeding and corn groping thing.

They will miss the Vista if the system was working properly Vistas should be hidden until level 10. Oddly they were not for me. Vista is more end game though so…

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

[PROs and CONs] New Trading Post

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Posted by: anzenketh.3759

anzenketh.3759

(eg: I wish I knew if i’m undercutting myself, vs match my lowest needs to be a button.)

I am glad you have already thought of that or was told. Because that would be a problem I could see how you missed it originally.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Learning Curve

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Posted by: anzenketh.3759

anzenketh.3759

anzenketh:

Honest question: Are you sure you could craft before level 12? My test toon last night got to the crafting tables (Level 8 area) and was level 10. I asked to become a leatherworker and then went straight to the table to make a few bags and…I couldn’t see my materials. Nothing was there.

I also was wondering what you thought of certain hearts not being there anymore while others were moved. (For the Norn area for instance the heart with the dredge in the lower part of wayfarers is gone and the rabbit one was moved down to the path leading to Twinspur.)

Yes positive. I talked to the tailor trainer in Metrica Province as I was under leveled for the next heart and wanted to get some levels without waiting for a event to start. When I went to the table I saw a list of recipes. In addition to that the new key-farming trend is to cook to level 10 then do the story.

I think the moving of the hearts was necessary as it was not as well distributed before in a logical path. I find the fact that we can’t feed a cow silly. I also found that some of the hearts (Plant one in Metrica Province) more annoying as you need to go get “Keys” now. But perhaps the system is trying to teach me something there that I am just ignoring as I am not a new player.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

kudos: new player experience changes

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anzenketh.3759

I hope that you are not being sarcastic as it does not translate to text well.

There are a lot of good aspects about the new player experience. It is a little of a two steps forward one step back situation.

My Feedback on the system is in the following link:
https://forum-en.gw2archive.eu/forum/game/gw2/Learning-Curve/first#post4389552

What parts did you think they did rather well? What parts do you think they can improve?

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Learning Curve

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Posted by: anzenketh.3759

anzenketh.3759

Yeah, and the one thing i was kind of hopeful for (the dodging training they talked about) turned out to be the biggest fail in my book.

I literally stood in the red circle and laughed for a good minute at how horribly bad of a lesson it was. Imagine training your dog to use the bathroom in the middle of a highway with no cars coming by and then send him out into the world to do his business in the middle of the day. its the same thing.

I do agree the dodge training could have been better. For example teaching players to look for telegraphs. There were red circles however.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Learning Curve

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Posted by: anzenketh.3759

anzenketh.3759

I decided to start a new character and go through the leveling process. There seems to be a lot of people giving emotional and heated feedback regarding the changes. I am glad that this thread is level headed so that we can talk about the issues instead of just saying. HATE SYSTEM CHANGE BACK. I am going to give my 2 cents of feedback and try not to be emotional or heated as that will not help matters. I will also try to look at things from two perspectives the veteran and the new player.

Revamped Hints:
The revamped hints really teach you a lot about the game that was never covered before. That is mostly due to the fact there are more hints. However the hints only appear if you click for details on the level up screen from what I can tell. It is possible that a new account(No level up characters at all) will show them regardless. If it does not it should. Also it would be nice to have the hints history UI button in the upper left like before so players can review previously unlocked hints.

I think the best thing to do is have the hints display like they did in the old hints system with no text to the level up UI at specified level intervals and remove the unlock messages.

The Compass:
The compass is a great idea I am really enjoying it. It allows me to have a nice guide if I want it. It is good that it can be disabled. However it should keep your level into account and not direct you to areas that you are clearly under-level for.

Gating of Weapon skills.
I do not think that this is the best way to teach a new profession. Adding the skills behind a gate will not obtain the objective of teaching the skills to the new players. It will only teach them that the skill slots exist. It does not teach the skill itself. The old system worked much better for this perhaps some tweaks were needed so that it did not unlock all the skills so fast but it has better potential to teach you the skills.

Gating Utility skills:
I honestly don’t have a strong opinion on this. Nor do I understand the reason for them to be so far out from unlocking other skills.

Veteran players:
Veteran players really hate tutorials as they have already learned the systems. They don’t want to be bombarded with hand holding again. The gating of so many systems behind levels will just annoy them as they want to access all the features they had before.

And for the most part you can. You can craft before level 12 if you wish. You can access Vistas even though they unlock at level 10. You can access the bank and gather before level 9 (Did not test but assuming you can). The level hint rewards are not actively in your face and veteran players can just ignore them.

But yet if I want to go access a skill challenge I can not. I also have to wait until I am the appropriate level to unlock all of my weapon skills. The skill challenges I find no reason besides balance to lock them behind a level gate. Weapon skills I do but I think putting them behind a level gate is the wrong approach anyways. For reasons described above. Utility skills and underwater combat I can see why that was put behind a level gate. Underwater weapon skills please see Gating of Weapon skills.

Also on the note of Veteran players. Veteran gamer like an organic feel to their learning of a new game. But then again Veteran gamers did not need this new learning system in the first place.

Balance of encounters:
This is a age old problem for Guild Wars 2. Again I was found that I was underleveled for encounters. This needs to be fixed by increasing the events in areas that people are constantly under-leveled. Hopefully ArenaNet has data on this matter.

Pacing:
The pacing of the first 10 levels now is extremly slow. A lot of players play for the story. Doing heart after heart after heart can get boring especially when there are not many events going on or you have to wait a long time for them.

Missing Explanation
While a lot more things are explained there are still some things that are not. The one report I have heard that combo fields are not explained. I don’t know of a good way to explain them however.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

I can't possibly recommend this game anymore

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Posted by: anzenketh.3759

anzenketh.3759

I like the new hints system but I think that is because more hints exist about more features in the game. Hints and any text to unlock of these said hints however should only happen once per account so that it does not annoy the veteran player.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Learning Curve

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Posted by: anzenketh.3759

anzenketh.3759

Many if not most of the GW2 weapons contain 1-2 skills that “just” do damage with the rest being a situational skill that does damage and something else (chill, interrupt, PBAoE buff or mitigation, etc.). One observation I’ve made about GW2 is that some players just seem to use their skills whenever they’re off CD, with no thought to whether using the skill right then makes any sense. So, sarcastic or not, Xar is correct that the NPE has taught these people to mash buttons when available with no thought, regardless of weapons slotted.

But that is not the way the game was designed to be played. The old skill unlock system was much better. If the speed that the skills were unlocked at was too fast for new players to learn. Adjusting the speed would work better then the level gated system though skills. It also does not teach you about the skills for the additional weapons you get. You just have those skills unlocked.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

New TRADING POST is terrible

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anzenketh.3759

I can no longer play the market by choosing lowest or highest and that selling system – .

In generally people hate change because they have to learn new systems. Give it some time you may learn that you like it. You also can choose the lowest seller/Highest buyer. The difference is both options are available to you on one screen now. It defaults to lowest seller.

To fill a buy order you would just choose the buy order side the warning text that states your item would be held will disappear.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Trading Post 2.0 (Last Feature pack Arcticle)

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anzenketh.3759

I wonder if external sites, such as GW2Spidy, will be able to interface with the new TP.

it will certainly not work for a good while because you cant access the data in the same way anymore. I am not even sure if you will be able to grab the URL in the same way you could before since it will run on a different ingame browser, so probably not on awesomium. I guess time will tell. this is part of the reason why i was hoping they would finally release the API v2.

Possibly. It depends what they do with the following API to my understanding.

https://forum-en.gw2archive.eu/forum/community/api/Guide-to-the-Black-Lion-Trading-Co-API/first

Images and vendor prices are pulled from the official API so they will not likely be affected to my understanding.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Suggestion: player camera improvements

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Posted by: anzenketh.3759

anzenketh.3759

Firstly I want to thank all of you for very clear and well thought out constructive feedback it is always a pleasure interacting with players.

Secondly I would like to reiterate that me posting on this thread does not mean that changes to the camera will or will not happen either now or in the future of GW2 development. Please assume everything in this post is purely hypothetical.

Thirdly I’d like to focus this thread onto a single possible feature for the camera at a time so we can talk about it, discuss technical limitations, and potential solutions to these limitations. Feel free to silently judge those who post before reading everything else discussed so far. :P

So, for the first feature to discuss let’s start with the ‘smart pivot.’ I have chosen this one first as it is one of the more technically challenging features, and seems like it would interesting to talk about.

Currently when you look up the camera slides along the ground towards your character which gives you a very limited field of view (really noticable when attacking enemies on walls in WvW).

I would like an option to always keep the camera at the same distance, so when the camera touches the ground it starts pivoting on the contact point instead of the character (in other games usually know as “Smart Pivot”).

I made a quick sketch to visualize what I mean:
[img]https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/164988/Pivot.jpg[/img]

So for the first technical challenge, how could we get this to work when the camera doesn’t know what ‘ground’ is.

well since all hitboxes for characters is the same irregardless of size and race, just make camera recognize “bottom of hitbox” as the “bottom of feet/this is the ground” value.

That seems like the easiest solution to me. How you make camera interact/read hitbox measurements i have no idea. However that is your playing field, not mine

Except the bottom of the hitbox is not always ground (Think of a floor of a building or someone walking on a piller) and you may want to look bellow the bottom of a hitbox. For example jumping puzzles.

You first need to define what ground is. Is ground terrain or do you consider the floor of a building ground. Ground in my mind would be the lowest common collision point within the viewing area. But the camera regarding pivot is more concerned with the pivot point on a character. And if the viewing area has a collision. The pivot point knows nothing of ground as what is ground is not always consent nor may be defined.

So basically first you would have to define ground (extremely large task). Then you would have to look for that ground attribute. Then you got hills and ramps and jumping puzzles. I can see why pivot does not care about ground.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Happiest of Birthdays To You GW2!

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Posted by: anzenketh.3759

anzenketh.3759

Happy cake day enjoy your cupcakes from the community. ArenaNet.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

RIP keyfarming [merged]

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Posted by: anzenketh.3759

anzenketh.3759

Considering there really is no good way to obtain keys currently, if this does in fact remove them from story rewards, it’ll feel like an intentional slap in the face.

1. Pull out credit card
2. Open Gem store
3. Buy pack of Black Lion Keys

Keys are supposed to be their main source of RNG revenue… it was never intended for people to get them for free.

Except there have been multiple red posts in that past saying that keyfarming was perfectly okay.

They also said they reserve the right to change the way rewards are done. As they did. I still think the level 10 will reward keys. You will just have to play more then to level 5 to get the key. Level 10 is not that far off if that is where it unlocks. I think level 20 is when the curve levels off.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

New blogpost

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Posted by: anzenketh.3759

anzenketh.3759

I wonder if level 80’s will also get a reward when they “Level Up”

Free precursor for everyone! Or just a blue.

It would not surprise me if this system is related to pre-cursor crafting. They did say last time the rewards structure changed so they were not able to implement it last feature patch. Looking at this feature patch the reward system really did change. I could see a lot of these new systems being useful for pre-cursor crafting.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

China Wars 2?

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Posted by: anzenketh.3759

anzenketh.3759

Well they could be working on other “Big Projects” that they can’t talk about.

They did need to sync a lot of changes with the China client and the NA/EU client so make development in sync for future projects like possibly pre-cursor crafting.

Some of the systems did need new programming work however as there are other features that would not be a complete copy paste.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

New blogpost

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Posted by: anzenketh.3759

anzenketh.3759

I wonder if level 80’s will also get a reward when they “Level Up”

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Simple and Easy change for convenience

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Posted by: anzenketh.3759

anzenketh.3759

It should remember the last state that you left them in if I remember right. I have searched for rare logged out of the character and logged back in and still shows my search field from the last time I was there.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

DO NOT change the dungeon owner system

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Posted by: anzenketh.3759

anzenketh.3759

Hello Ryan,
thanks for this information.

Any tips on how to get name of those trolls that kick you from your own instance quickly?
There usually isn’t time to write anything down or to make any screenshots.

Thanks in advance!

There appears to be some nice debug messages for party join/leave that I’m going to see if I can turn into “LFG Messages” in the chat log which should make this easier…

https://forum-en.gw2archive.eu/forum/game/gw2/Dungeon-Instance-Owner-change-FTW

They are aware it is a issue and looking into possible solutions.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Please add restrictions to kicking.

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anzenketh.3759

Thought I would paste this here for visibility.

Hello Ryan,
thanks for this information.

Any tips on how to get name of those trolls that kick you from your own instance quickly?
There usually isn’t time to write anything down or to make any screenshots.

Thanks in advance!

There appears to be some nice debug messages for party join/leave that I’m going to see if I can turn into “LFG Messages” in the chat log which should make this easier…

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Feedback/Questions: MegaServer

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Posted by: anzenketh.3759

anzenketh.3759

“We are working on further improvements that are focused on larger guilds.”

I hope that this is a implementation of a queue system added to the Join in feature. I think that this would not only help larger guilds but it would help larger community events in general.

That or a option for the larger guilds to trigger “We want a new instance of this map.”

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Very disappointing news for you guys

in Fractals, Dungeons & Raids

Posted by: anzenketh.3759

anzenketh.3759

I can see why they would want to stay away from hard mode. It caused problems in Guild Wars 1 community wise.

The game right now also does not work well for dungeons. Perhaps after that is fixed they would be more willing to make more dungeons.

Remember…. Things can change. Keep in mind they also said at this point. That means don’t rule it out for happening in the future.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

[Discussion] Population problem.

in WvW

Posted by: anzenketh.3759

anzenketh.3759

If Large Server is facing off against Small Server and Medium Server, the population cap will allow the Small Server and Medium Server to field a comfortable amount, whereas Large Server will have queues. If Large Server is fighting two other Large Servers, then the cap will be higher.

Queues are the consequence of being on Large Server. Don’t like queues? Go to Small or Medium server. The devil’s in the details but that’s about it.

This suggestion I think has some merit to it. The biggest downside is the queues that would generate on the larger servers. I also personally agree that if you don’t like queues you should change population. But not everyone thinks that way.

How would you account for coverage differences.

Population can be determined per map and those who enter or leave any map.

Faction vs Faction has a queue problem as there are more players that want to play WvW then can reliably fit in the server. Also it does not solve the stacking issue. See Luxons vs Kurzicks in GW1.

Megaserver.

But then it would be just like the EoTM you have a possibility of not playing with your friends. Nor do you care so much about your instance of winning.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Suggestion: Rank vs Commander in PvE

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

Let me elaborate a little more, rather than just having the commander icon, each rank will have its own icon, as in you may start at a low rank such as Lieutenant and work your way through the ranks to General.

So if I understand correctly you want to solve the problem of. “How to I tell who is a good and who is a bad commander correct?” You want to add a ranking system to the commander system?

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

[Discussion] Population problem.

in WvW

Posted by: anzenketh.3759

anzenketh.3759

Try to stack losing servers
What about some kind of weekly reward: 1st place not so good reward, 2nd good reward, 3rd place best reward.

But then the loosing servers would then become the winning servers in addition people stating that they are just doing it to get us to transfer.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

[Discussion] Population problem.

in WvW

Posted by: anzenketh.3759

anzenketh.3759

WvW population will never be balanced until there is some sort of throttling system in place.

Explain what you mean by a throttling system. How would you implement such a thing.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

[Discussion] Population problem.

in WvW

Posted by: anzenketh.3759

anzenketh.3759

So I was thinking about how to fix this the other day and thought though some of the items that have already been suggested and found some holes in them.

Faction vs Faction has a queue problem as there are more players that want to play WvW then can reliably fit in the server. Also it does not solve the stacking issue. See Luxons vs Kurzicks in GW1.

A signup based system using guilds has issues for the guildless and those in non WvW centric guilds.

Those are the main two that I have seen what are some other ideas or how would you overcome those issues. Because honestly I am at a loss.

These are the ground rules

You need to keep in mind the following.
1.) Not just a 1-2 hour game but something that is about a week long.
2.) People are allowed to come and leave at will and still have the game continue. It also is open 24/7
3.) Something that will not drive the population though the roof.
4.) Allow a maximum of 200-300 players to participate at any given period of time.
5.) Something that will not develop large queues.
6.) Something that will not turn into exactly what you are upset about. Stacking on the winning team.
7.) Something that will get pride in a chosen faction and allow friends to play together.
8.) Something that can use the existing maps.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

World vs. World Fall Tournament 2014

in WvW

Posted by: anzenketh.3759

anzenketh.3759

For those asking for more balanced matches I challenge you to come up with a idea that will 100% work in another thread. This includes keeping in mind the following.

The “fix” to this has already been suggested in many, many posts. A guild group system where each week guilds are put together to fight other guilds based on typical guild play time and duration. Guilds could form alliances and declare war on other guilds adding a layer of politics to the system. The number of matches would expand and contract based on the total number of active WvW players so no one match up gets too many queues. Each week the system would shuffle the guild group deck so nothing gets stale. While this system doesn’t prevent blow outs they would be an anomaly in comparison to the current system.

As I said another thread and there is problems with that suggestion. I started one for people who want to discuss that.

DeadlySynz.3471 yours also has problems also. However the changing the way PPT is calculated does have merit to solving coverage but not population It also has other issues. If you would like to continue the discussion see the other thread.

https://forum-en.gw2archive.eu/forum/wuv/wuv/Discussion-Population-problem/

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

World vs. World Fall Tournament 2014

in WvW

Posted by: anzenketh.3759

anzenketh.3759

For those asking for more balanced matches I challenge you to come up with a idea that will 100% work in another thread. This includes keeping in mind the following.

1.) Not just a 1-2 hour game but something that is about a week long.
2.) Something that will not drive the population though the roof.
3.) Allow a maximum of 200-300 players to participate at any given period of time.
4.) Something that will not develop large queues.
5.) Something that will not turn into exactly what you are upset about. Stacking on the winning team.
6.) Something that will get pride in a chosen faction and allow friends to play together.

I think you will find it is no so easy to do this.

My only concern is how hard the meta will be. A lot of players do not have a extensive period of time to play each week. Already some will be left out due to school/vacation/other.

Rewards based on a ratio of active wvw population to score. Perfect? No but still better than what we have

That is why we have the gold silver and bronze tiers.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Suggestion: Rank vs Commander in PvE

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

Already exists. How would you expand on these two systems.

http://wiki.guildwars2.com/wiki/PvP_Rank
http://wiki.guildwars2.com/wiki/World_Experience

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Download question!!

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

When files are downloaded they are downloaded and compressed into the the gw2.dat file this is done to save space and make it so that you don’t have a bazillion files in the folder.

http://wiki.guildwars2.com/wiki/Gw2.dat

The file size of your Gw2.dat might not be the same as someone else’s. Since the file is created and modified by adding and changing files inside of it dynamically, its size and CRC will vary in different installations of the game. Also, many files are downloaded in a compressed format and will only be decompressed when you encounter them in-game.

The minimum requirements for the game is 25gb so expect the game to be anywhere between 15-25 GB of hard drive space.

The percentage is how many “files” that you have downloaded so far. So if it is 50% you have downloaded 50% of the files. Keep in mind a lot of the files are only a few kilobytes in size. It does include all the updates that are currently live in the game. It would not include anything that is no longer in the game.

In short the % tells you vary little on how long it is going to take to download.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Download question!!

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

The percentage has to due to with the number of files not the % of space.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

World vs. World Fall Tournament 2014

in WvW

Posted by: anzenketh.3759

anzenketh.3759

For those asking for more balanced matches I challenge you to come up with a idea that will 100% work in another thread. This includes keeping in mind the following.

1.) Not just a 1-2 hour game but something that is about a week long.
2.) Something that will not drive the population though the roof.
3.) Allow a maximum of 200-300 players to participate at any given period of time.
4.) Something that will not develop large queues.
5.) Something that will not turn into exactly what you are upset about. Stacking on the winning team.
6.) Something that will get pride in a chosen faction and allow friends to play together.

I think you will find it is no so easy to do this.

My only concern is how hard the meta will be. A lot of players do not have a extensive period of time to play each week. Already some will be left out due to school/vacation/other.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Solution for EBG queue?

in WvW

Posted by: anzenketh.3759

anzenketh.3759

I have generally not seen queues outside of reset and maybe prime time. Even prime time is getting really short.

I honestly think that they should get rid of the borderlands completely and remake EB have only one map that players fight over for a 7 day period.

I honestly think that having the number of the maps there are is splitting the player-base and is part of the problem. Smaller population servers have no chance to defend their borderlands and EB. This makes it so it is extremely hard to get the points you need to win.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Multiple Commander Tags

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

If you have more than 3 tags you’ll be given 100g back for each one beyond 3. Whether you’ll get the option of changing the colours of your existing ones I don’t think so and I don’t expect so

When you purchase your commander tag you unlock all the colors.

https://www.guildwars2.com/en/news/big-changes-are-coming-to-the-commander-system/

As for refunds on tags “watch this space” as things are subject to change.

The community has been updating the wiki as details of the feature patch is given regardless of the source. However keep in mind it is maintained by players and things are subject to change.

http://wiki.guildwars2.com/wiki/September_2014_Feature_Pack

But that might have changed along with the now free ability to change color. And whatever the policy is it’s contacting support after the patch drops, not before.

People in the know say watch this space. One thing for sure is part of the policy did change as you used to request another color if you have 3 or more. Now why would you request something you already have?

If I were to guess I would say watch this weeks Ready-up. But then that is just a guess.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Commander Tag Changes Feedback [merged]

in WvW

Posted by: anzenketh.3759

anzenketh.3759

https://www.guildwars2.com/en/news/big-changes-are-coming-to-the-commander-system/

I can’t see anywhere the fact that we have to buy each color separately. Am I reading wrong or apparently they did change from what was announced in the video interview?

Could we get a Red Tag to clear this up?

Yes they did change their minds due to player feedback.

https://twitter.com/GuildWars2/status/502136525728251904
https://twitter.com/GuildWars2/status/502133727343169538

I can understand the confusion. The marketing wording was rather heavy in that post. As honestly it should be as the blog doubles as marketing.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

please remove rank from spectator mode

in PvP

Posted by: anzenketh.3759

anzenketh.3759

Patch notes from 28 May 2013:

- Spectators now see their target’s rank on the HUD.

Any more questions?

Hum. You are right. It was in the patch notes.

http://wiki.guildwars2.com/wiki/Game_updates/2013-05-28

I could see the purpose of it at the time. But now that ranks really don’t mean as much it should be removed in my opinion. It is detrimental to hot join. Do you know if any shoutcasters mention ranks?

Branden Gee we appreciate your hard work and dedication to your job. We really enjoy the game. You are right we should not expect you to know every minute detail (as ranks showing in spectator mode really is). The only way you would know this is if you yourself played that part of the content specifically, or was the individual or in the small group of individuals that programmed that specific feature. Even if you were a lot of time has passed. I personally did not even know this in the few times that I watched spectator mode. I would not have known unless it was brought up.

Enjoy your personal life. Don’t work too hard then you will not be able to enjoy the finer things in life.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Lack of attainable armor

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

When’s the last time we had attainable armor (other then ascended) added to the game?

The following back pieces were the most recently added.

http://wiki.guildwars2.com/wiki/Cultivated_Vine
http://wiki.guildwars2.com/wiki/Mysterious_Vine
http://wiki.guildwars2.com/wiki/Mawdrey

They will be releasing a new PvP set

https://www.guildwars2.com/en/news/announcing-the-guild-wars-2-global-tournament-series/

Do you have your wardrobe complete. There are a lot of skins there you can mix and match.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto