Hey peeps, I would like to share a spreadsheet I made in the past few days. It basically lets you equip different prefixes upgrades to preview the final stats.
http://dl.dropbox.com/u/55656532/GW2%20Stat%20Calculator.xlsx
I’m not sure if there are any errors in it but hopefully if there are they can be spotted.
I’ve locked the first 3 sheets with a password so they’re can’t be accidentally changed, there are many other pages which hold prefix data mainly level 80 exotic stats. These pages are not password locked and can be unhidden and expanded.
Feel free to try it.
P.S. There are two sheets, Set1 and Set2, these let you make two builds and compare their resulting stats side by side in the Summary page. The “Rating” is a measure of the builds damage capability.
defrule
(edited by defrule.7236)
I would try scaling the end tokens to the number of mobs and optional objectives done.
Speed runners can get their 60 tokens with bare minimum. The more mobs you clear the higher the token count until you get a maximum of 100 for a full cleared dungeon.
Thank you in advance for all the badges you will give me. Let my farm begin!
I think that AoE should be most rewarding to those who do it melee range, not 1200 metres away.
Mike, please make it possible for owners to deconstruct siege weapons back into Blueprints.
Run few steps… Pull
A few steps again… Pull
And another few steps… Pull
Risen spawning on a uniform grid, just like any other MMO.
Error 42:5:7:878:101 unable to login [merged]
in Account & Technical Support
Posted by: defrule.7236
Error code – 42:5:7:878:101
Server – Piken Square EU
Map – Piken Square Borderlands
Kicked to Lion’s Arch and was stuck on loading screen.
WvW is a mess because it’s an arcade game trying to be a simulation.
This idea basically comes out of frustration seeing Temples go for days contested with not enough people to flip them.
At the moment we have a chain single chain of events to take a temple back. If it fails, it’s still the same chain next time around.
Tiered events are the same events but on different levels. Failing to take a temple once, next time it becomes tier 2 and stronger NPCs will lead the attack. If you fail again, the Pact will send even stronger forces again Tier 3 making it easier to take the temple.
The opposite applies, if Risen keep failing to take a temple, the future attackers will send stronger mobs and such.
Pendant of Life sounds like a game over mechanic.
Seriously, Temple of Melandru is contested 24/7. No one is interested in this event and now I’m stuck unable to get the set.
Please just out some traders in other outposts until you can revamp this event.
On Piken Square we killed the Melandru priest but then the event goes right back to defending the interrupter device.
It’s really annoying because I’m trying to get pieces from the vendor for ages now.
I see what you mean, encourage people to sell for lower prices by giving them incentives to do so.
But there is a problem:
Joe posts an item for 100g but pays 5g posting fee. If it sells, he will get 90g because the TP takes 10%. Joe nets 85g profit.
John undercuts and sells at 99g and in doing so his posting is free. If it sells, he will get 89.1g. John nets 89.1g.
As you can see, it actually more profitable to undercut.
I like the idea but it would need adjusting, not so much as free but reduced fee maybe.
I think gold sinks are necessary but they could probably be placed better in the game.
Just a little opinion I have of the game. I’m really struggling to make any money in the game. I spend less much less time in gaming nowadays so my progress is behind most but I do have a level 80 warrior and spend the hour or two in WvW.
The thing is, back in GW I could get 1.5k armour no issue and although the skins look average they are top stats. I could go for 15k armour or other more exotic sets if I wanted to look better.
Here in GW2, getting the first set of exotics feels like getting 15k armour. I only want to have the Berserker set for the warrior but this set can only be obtained by crafting or through dungeons. The thing I get most readily Karma gives very limited options namely the temple sets.
True enough, you can get armour through different ways but to get armour of a specific spec, there is a specific way to do it.
Do you remember when the game is started and the areas had a lot of player? I want it back!
Posted by: defrule.7236
Well, it was always going to happen and it seems ArenaNet couldn’t avoid it happening either.
At some point I would like to see MMOs simply have one server.
Even matches are nice but it can get a bit boring fighting the same servers week after week for a long time? No?
Gonna try devise a strategy to farm Elona.
The justification I have for breakout events is that it doesn’t get progressively difficult to take keeps deeper into enemy’s corner.
My view is that the system should act like a bowl with a ball in the middle. The ball will roll about but it will always try to go back the equilibrium at the centre.
The problem with WvW is that, roll the ball enough and it falls off the edge of the bowl.
Breakout events are a solution to this, it’s not the best solution but better than nothing.
The only issue I have with portal is the bombing.
Bombing could be solved if putting down the portal exit had a long induction and broke stealth on use.
Ample time for the mesmer to render and kill it before he lays it down.
Just used the breakout event to get back a foothold in Eternal. I think it works quite well, it’s suppose to be heavily favouring the underdog. If you could just zerg in the kill the event in a minute, what use would it be?
Because of this event, a few more people came in to Eternal to reclaim things and it could spark things off. Without the event, you can kiss the night goodbye while you roam an empty map.
1. Latency advantage is largely nullified by time-zones. If servers were in America and I live in South Korea, American’s aren’t awake to take advantage of their better connection when I play. The people I will be competing against will also be connecting over the ocean so it’s a level field.
2. The system is already biased because people in the same country already do have an advantage over others. EU servers being located in Frankfurt means German players have an advantage over someone in the UK say. By this line of thought, why isn’t there a ladder for each country?
You should really be considering that the benefits of WvW merges could significantly outweigh the issue of latency. If the community is behind merges and willing to take a hit to their latency, then it should be given some thought to preserve longevity of WvW.
1. Wrong – there’s plenty of Americans up late. Probably about half my server’s presence during Oceanic primetime is still US-based. Thankfully the ping difference isn’t enough to be a serious problem.
2. Difference between 20ms and 120ms ping is insignificant in GW. The difference between 200ms and 400ms ping is not. London and Frankfurt are just down the road by comparison to Seoul and Dallas.
If you haven’t had to play on a European server with 400-500ms ping minimum, you have no idea what the “issue of latency” is. For the entire east Asian playerbase and most of eastern Europe, server population can not “outweigh” lag because the game is simply unplayable if they have to use different servers.
Of course plenty stay up late but a good chunk don’t. Timezones are smooth and overlap but they do stop everyone play together at the same time. It’s never going to be American/European/Australian/Asian primetime at exactly the same moment.
The thing is I don’t think ping even goes up to 200-400 if I were to connect to America. I still play LOTRO and all their servers are based in the US since they took their European business back. Being in the UK, obviously 400-500 ping doesn’t happen to me but LOTRO is stable around 120-150 ping these days and it’s definitely playable.
Correct me if I’m wrong but Asia don’t have their own servers? If we were to merge servers, they would still be playing on a server overseas no?
Much as I would like some more night players on Gandara merging servers is not the answer. We have an excellent community spirit on our server and there is a large chance that would be destroyed by a sudden influx of 100’s / 1000’s of players.
The situation where you feel burned out due to over playing and such I have faced myself in WoW where I was a raid leader unfortunately there is only 1 solution to this and it involves only you. Walk away from the game and take a break, you may not think its needed but if you have reached the point where you think the servers rise and fall depends on you being there all the time its definately time to step back.
I disagree. WvW merging is one of the best solutions. WvW got off the wrong foot from the very beginning because ArenaNet adopted a structure that segregates the community rather than unites it.
Players in non-24/7 servers have no one else to depend on outside their prime hours. If you staying late or not is the difference between your server holding its ranking or dropping down the ladder then its definitely a big burden. In top tier servers with 24/7 presence this doesn’t happen because when you sleep, there will always been someone to cover the next shift.
Merging servers can give everyone the luxery of having 24/7 presence.
The North American and European data centers are different in one important respect: they are located on different continents. North American players connecting to the NA data center (and European Union players connecting to the EU data center) will generally experience lower latency and a higher likelihood of playing with larger groups of other players, as those in the same data center tend to operate during similar times of the day. So there are real distinctions between the data centers which their EU/NA affiliations make clear and for that reason we will not be removing their continent designations.
We don’t match up worlds from multiple data centers for similar reasons. Ultimately, the server that runs a WvW map must live somewhere in the world and the players who connect from that same continent will have a distinct advantage over those connecting from another continent due to lower latency. In order to keep things as fair as possible to all involved we keep the matchups within each data center.
Of course it is always possible for an EU player to choose to play on an NA server, or vice-versa, but in doing so that player is choosing to take on the burden of additional latency. That situation is vastly different from our matching system placing an entire team at a latency disadvantage without their knowledge or consent.
tl;dr: data centers are on different continents, latency is an issue with inter-continental connections, data center distinctions are here to stay.
I think this is a weak argument because:
1. Latency advantage is largely nullified by time-zones. If servers were in America and I live in South Korea, American’s aren’t awake to take advantage of their better connection when I play. The people I will be competing against will also be connecting over the ocean so it’s a level field.
2. The system is already biased because people in the same country already do have an advantage over others. EU servers being located in Frankfurt means German players have an advantage over someone in the UK say. By this line of thought, why isn’t there a ladder for each country?
You should really be considering that the benefits of WvW merges could significantly outweigh the issue of latency. If the community is behind merges and willing to take a hit to their latency, then it should be given some thought to preserve longevity of WvW.
I’m thinking of Archage. Player-made castles, siege towers and stuff.
WvW is getting stale because its lacking depth it ought to have. Think about Gran Turismo arcade version compared to simulation version. Arcade gives you pre-made cars for you to jump in and race. Simulation puts you in a career where you earn money to buy/upgrade cars, earn licences and more.
The problem with WvW is that it’s an arcade gameplay aspiring to be a simulation game. It isn’t fit for week long battles because it lacks long term depth. This is why I suggested an RTS style gameplay a while ago. Let servers build their own structures, it would give more creative keeps but at the same time, allow people to attack in more creative ways.
Defenders keep killing your trebuchets? No problem, build your own walls around them. Attackers keep coming through a valley to harrass you? Build a barricade to stop them at the valley. See someone about to siege you? Kill their dolyaks pulling the treb to your to the deployment site.
What else is in the upcoming build?
I see. I’m thinking now that a connection to NY isn’t all that bad.
Perhaps making global servers at NY would be a good compromise to open up 24/7 WvW?
I suspect it is a pool of servers too but who knows. If we are all connected to Texas, I am all for WvW merging so we get 24/7 on all servers. Night-capping isn’t an issue if all servers are capable of fighting around the clock.
I think if for example we had 36 global servers, it would probably work. It might actually reduce queues and eliminate night-capping.
Currently, during US prime time the peak load is spread over 24 servers. With the change the peak load would be spread over 36. Of course, Europeans will also be in the same 36 servers but they in general aren’t causing queues to go up because they play when you goto sleep.
Currently a lot of servers have roller-coaster activity cycles with very high and extremely low peaks. It would be great with we can iron out those peaks so that activity is more consistent around the clock.
Ran a location check on the server IP when I was in all three borderlands and Eternal. In all cases the location points to Austin, Texas.
Looks like we might be playing on US server that are simply labelled as EU.
Hi people, in another thread there was a hint that Seafarer’s Rest was not located in Europe when you track the IP so I decided to do some investigating myself.
I’m on Piken Square[EU] and found an address with the command /ip and ran this address through http://whatismyipaddress.com which in turn gave me a location for the address.
Eternal Battleground
IP: 206.127.146.77
Location: Austin, Texas
Piken Square Borderland
IP: 206.127.159.85
Location: Austin, Texas
Ring of Fire Borderland
IP: 206.127.159.123
Location: Austin, Texas
Drakkar Lake Borderland
IP: 206.127.159.74
Location: Austin, Texas
Is there something I’m missing or are we actually playing on servers located in America?
Can others also try this to see what results we get?
(edited by defrule.7236)
To me WvW lacks depth for long battles and it is far too arcade-like to be strategic.
There needs to be more depth to WvW that lets servers devise campaigns lasting days or weeks. I mean look at the Longzhong Plan by Zhuge Liang. This isn’t a plan to take a single castle or city, it is a grand scheme to conquer the North.
You don’t get these plans of this level in WvW. This is why I made a thread while ago about incorporating RTS elements in WvW on a significantly larger map. It means servers need to think about their logistics, their construction and campaign.
(edited by defrule.7236)
There is something I think they ought to have done by now and that is decouple home servers with WvW. They can then create WvW home servers independent of PvE home servers and close those transfers instead.
It would mean they can lock WvW transfers without locking PvE transfers.
This issue is that it isn’t just about breaking even. You need to break even and have money to wage war in the form of blueprints and for the losing side this isn’t always possible.
I think AoE should be changed to hit everyone but then AoE spiking would be very strong.
At this point I would say, ranged AoE should have their circles reduced and PdAoE should have the benefit of larger radius.
My grips with the system is how bad some of the towers are designed to the point that the most effective defence is to wipe the attackers when they break through the gate.
Last stand at the lord is simply more effective than trying to defend a gate that will inevitably go down.
It’s amazing how much the value of gems has gone up, I bought to extra bank slots converting my gold to gems in the early days but now I don’t have enough gold to get the gems to buy more slots.
The problem I see is that even the people buying gems with real money might potentially hold out their conversion until a more favourable rate. After all, why trade in today when next week you might get a little bit more? If too many people adopt this stance then the value of gems is only going to go up to the point that trading in your gold for gems is no longer viable.
The only question then is when will it crash? The value of gems so high that it can’t increase further because players can no longer afford it with in game gold. The time is ripe for gem holders to cash in and you have thousands of players doing their bank runs, all looking to trade in their gems at the awesome rate. The value of gems plummets and players can start buying gems with gold again at a reasonable rate.
It strikes me that our current system might not be stable at all, it might just cycle between rising gem prices and crashes periodically.
My gut instinct is that closing transfers won’t even result better match-ups for everyone.
Even the most similar servers are going to have differences that get magnified.
I wish they made it so dragons wipe the floor with players.
Even with 100 players, it should be a gruelling victory and the dragon should wreck stuff.
The pre-nerf Flame Legion Shaman did a kitten good job of destroying people.
I think the greater picture ArenaNet needs to see is the damage done by their EU-US server division.
Think of WvW throughout the day like a big map with left and right sections. Suppose you jam every player you have on the right side of the map, you’ll win by brute force but lose badly because your left side has no one.
This is what EU-US servers division is doing to WvW. It is limiting EU presence in the US and vice versa, to the point that players have to go out of their way to promote transfers from other continents.
You can’t expect servers made up of players from one continent and timezone to fight a global 24/7 war. You need a cooperative effort from people around the world, but quite simply, the game does not encourage this.
The problem I see with WvW is that it is an arcade game-style trying to become a long warfare game. What I mean by arcade is that you log in and conquer stuff with relatively little preparation. If you consider RTS games, they can last a long time because it puts logistics into the hands of the players and it is a very important aspect of the game.
For WvW to be about long 2 week battles, it needs more than just attack and defend stuff. Add elements that let players stage big campaigns lasting days.
I’m not justifying it for me, I’m spiting those who like puzzle camping but not this.
The issue is 24/7 servers vs prime-time servers and the fault lies with the prime time servers not the 24/7 ones.
Even if you many to butcher the 24/7 servers, the problem will then become who sleeps later.
Even if you force players to play in their own continents, you will still get night capping because server activity varies. One server will sleep a hour later than another and low a behold, the map is theirs. What then, force people to play country specific servers?
If you liked puzzle camping its easy to justify this.
If camping the puzzle to stop the other side getting free blueprints is fine why is this not?
It stops the other side having the supply to build their defence.
Yea and my server now matched up against Drag.
A good matchup comes at the cost of another.
I won’t say directly merge servers.
They should create WvW home worlds that players will need to choose again. It’ll let them merge WvW communities but keep PvE side intact.
I switched to SoS to test waters yesterday. NA presence is staggering let alone Eu presence. I read it is bad but didn’t think it was that bad.
As per my thread, I mentioned siege weapons should need to be transported to their sites.
Anyone who played Age of Empires II, remember how siege weapons were slow moving units but wreck stuff.
It means defenders can intercept siege weapons in route to the front lines too!