Showing Posts For doomfodder.2906:

Risk vs Reward [Challenging Content.]

in Tequatl Rising

Posted by: doomfodder.2906

doomfodder.2906

Do the event (non coordinated open world participation is structured to fail), or don’t do the event. But, accept the typcial inv/wallet items/rewards for what they really are: a commodity based trophy for either display or conversion to gold… nothing more. The “big payoff items” are RNG at best and so only serve to provide the “lucky few” with something special that they’ll probably keep forever (thinking acct bound ascended here).

I don’t believe that ANET intent for the Tequatl “reward” was to be solely inventory/wallet items. I strongly suspect that the real “reward” IS the achievement http://wiki.guildwars2.com/wiki/Tequatl & subsequent title! Those inventory/wallet items are (as commented by many in this and other threads) a very SMALL incentive to try the new content more than once. The chance at those RNG items are clearly NOT the motivator to repeat the event multiples times (as is required for all the achievements).

I figure that if ANET wanted everyone to get this achievement (or the title), then it would be structured differently. If everyone actually did these living world events just for the “inventory based rewards” (essentiall skins), then you’d see either higher TP prices (for non-acct bound stuff) or those skins actually USED on players in game. I mean really, how often do U actually see a king toad back pack on someone?

Needs a nerf

in Tequatl Rising

Posted by: doomfodder.2906

doomfodder.2906

…. People that are poorly geared and/or poorly skilled can take the spot of others who would be more of an asset and more coordinated, and the thing is, everybody else shouldn’t be punished for that just because a few lackluster people want to participate and have fun….

poorly geared? you mean like a mix of greens/rares/exotics? For some reason I thought that because this event was taking place in a level 65 area, EVERYONE is scaled down. I can’t afford ascended gear yet, but doesn’t scaling significantly reduce everyone to approximately the same level such that “poorly geared” is much closer to a scaled ascended?

back to what I think is your real point…. There are several ways to fail at this event. Since only 6 turret operators are allowed and they are100% required for event success, they are clearly the weak link in the event chain. Designers were obviously aware of this weak link and felt that everyone at the event should be punished (ie event SHOULD fail) if 6 players at the event didn’t coordinate ALL of their efforts during all aspects of the event duration. All other players at the event are essentially support for turret operators prot/heal/def from foes, dps while teq is stunned , & dps for sub event defend the megalaser.

Tequatl will be a ghost town soon!

in Tequatl Rising

Posted by: doomfodder.2906

doomfodder.2906

I think that it’s possible that posters in this thread (and others “complaining” about the new TEQ) have mis-understood the “reward” for this new content. The reward for ALL the coordinated effort + learning how to fill the designed roles + multiple successes + multiple failures is NOT items that lead to gold/mats/exotics/etc.

The “reward” IS NOT inventory/wallet items. The “reward” IS the achievement http://wiki.guildwars2.com/wiki/Tequatl & subsequent title! Those inventory/wallet items are (as commented by many) a very small incentive to try the new content more than once. Those items are not the motivator to repeat the event multiples times (as is required for all the achievements)

If ANET wanted everyone to get this achievement (or the title), it would be structured differently. Think about all the other temporary content ANET has introduced over the last year – “inventory based rewards” were essentially skins. A very small handfull of players have ALL of those achievements and that handful didn’t do it for the “inventory based rewards”. If they did, kitten would set in & you’d see those skins on players in game.

It’s highly likely that after this content ends, Teq will revert to his previous state & “life will go on” in sparkfly as it has for the last year (high pop servers or not). The content will be over & those that got the achievement will have their “reward”

Badges of Honor from achievements chests?!

in Suggestions

Posted by: doomfodder.2906

doomfodder.2906

Gifts of Battle are effortless for anybody. WvW gives over 100 badges an hour…

wow… I must play the game horribly wrong! I WvW around 2hrs per week. I’m LUCKY to get 10 badges per week. How do I play in order to earn 100 badges per hour?

Also if it only takes an hour to average 100 badges, that means someone only needs to play WvW for 5 hours to get enought badges for the gift of battle. So what’s all the fuss about awarding badges for around 5 hours of content? Let it go everyone…. people that get badges from achivements are only skipping 5 hours of WvW content anyway right?

Auto Remove From Watchlist

in Suggestions

Posted by: doomfodder.2906

doomfodder.2906

/agree. I’ve thought this myself even before the achievement panel update, but never made a suggestion..

Enable utility skill in elite skill slot

in Suggestions

Posted by: doomfodder.2906

doomfodder.2906

Many utility skills (defensive or offensive) can actually compliment a particular build (combination of wep skills + utility skills) considerably more than available elite skills (race or class).

Allowing players to equip a utility skill into an elite skill slot enables more game variety + tactics (either PvE or PvP or WvW).

Most elite skills have such long cool downs that they’re use is effectively situational & in either pvp or wvw rarely “tide turning” (although I precieve elite was probably intended to be used as a “tide turner”).

It would also allow the elite skill slot to benefit from traits. Most (not all) elite skills are not tied to any traits.

If the replacement of 1 elite skill with a utility skill creates imbalance in PvP, those utility skills that create the imbalance can be excluded from the elite slot option.

Some game mechanics would have to be exlcuded from utility skill in an elite slot (ie: Engr equipping 4th kit and no tool belt function key available)

How's matchmaking now?

in PvP

Posted by: doomfodder.2906

doomfodder.2906

If you are in a 1v1 tournament that is a bug or 4 people quit or you are not talking about tournaments but a hotjoin game with only 2 people on the server.

guess I was off topic… soz everyone. I was referring to hotjoin & had assumed that the new matchmaking algorithm covered that as well. Up until 06/11/13 change, I could get hotjoin matched with up to r40’s in a typical of 4v4 + … doesn’t seem to happen any more who knows, maybe my 12 matches since update is too small a sampling

How's matchmaking now?

in PvP

Posted by: doomfodder.2906

doomfodder.2906

Sure, but how much will you wait, 10 minutes, 20, 30 ?
What about a rank 1 that starts playing, will he wait 10 minutes ? Or will he stop queueing and go play something else ?

Who cares how long a Rank 1 waits or doesn’t wait. He should never be queued into the same match as us and the Rank 1 should be playing hotjoin not tourneys anyway. At least to learn the maps and create/understand how to play a build that works in sPvP.

Who cares U ask? clearly NOT you. Everyoe gets that some people don’t want to play with newbs. But the ENTIRE existing player base should care IF they want to sustain/create a growing player base…

I’m just a lowly deer (darn I didn’t start PvP early enough to have high enough rank at this time to compete against you). So with the NEW algorithm , most of my matches now are just 1v1 or 1v2 (not enough newbs like me online apparently). So to your point about “create/understand how to play a build that works” actually STEERS NEWBS into excluding those classes that are less viable soloing & instead favor thief or mes in order to gain ranks to play with non-newbs. Case in point, I’ve now witnessed (more than a few times) that the tactic used to win matches for the other classes (less viable for soloing) in 1v1 matches have deteriorated into just cap & try to outrun…

I absolutely applaud Anet attempt to incorporate aglorithms segregating the PvP community to address EVERYONES concerns. I personnaly don’t want to spend my available liesure gaming time just… waiting/queing. When new players MUST wait, they WILL just leave to do ANYTHING else and therby reduce the available player pool on an ongoing basis.

TL/DR:

An alternate segregation could be to allow players of any rank to CHOOSE whether they’re willing to be be matched with various ranks (high or low). Those selecting the unwilling option will ONLY be matched with close ranks, those selecting the willing option will be matched more broadly. A simple check box in the pvP browser should be sufficient to determine which algorithm gets used for matchmaking…

What can I get for playing sPvP

in PvP

Posted by: doomfodder.2906

doomfodder.2906

….what is the point of sPvP?

For now, it’ all cosmetics in the mists….

Actually, I’m hoping that ANET is gonna make something like Zkeys available that will NOT be acct bound & SELL on TP for more than ecto (just like end-of-life prices in GW1 ). I figure that it created incentive in GW1 for ppl to PvP, maybe it’ll work in GW2 too …

I figure that they could make them purchaseable via glory, so they can make RL $ selling “challice of glory” in GEM store. but who knows, maybe that will just over-inflate gem prices from all the PvE gold in the economy.

As an alternate, maybe ANET could consider bumping the achievement points for PvP. I can’t tell if the guys at the top of the achivement leaderbord are there more because of PvP or PvE?

What can I get for playing sPvP

in PvP

Posted by: doomfodder.2906

doomfodder.2906

… Allow people to level up doing it that would be lovely. We can level on WvW why not sPvP?

/agree

Even assuming U grab a premade build, if your leveling up a toon, then ur probably a noob with THAT toon & will likely be a liability to your team for several matches early on while you LEARN to play the class (skill familiarization & roles/playstyle)

PvP war wearing "a target" on his armor?

in PvP

Posted by: doomfodder.2906

doomfodder.2906

Yea. Everyone goes for warriors first because they die the quickest. They have really no defense at all except for running away with gs/sword+shield…..

I was noticing that (running away as a defense). I’m finding that I can actually make a contribution by running away since the foes at the capture point inevitably just follow/chase me away (for a very long distance) making it easier for my team mates to capture the points. Seems like an odd tactic for a warrior tho…

(edited by doomfodder.2906)

PvP war wearing "a target" on his armor?

in PvP

Posted by: doomfodder.2906

doomfodder.2906

I’m an experienced GW2 PvE (have almost all non-WvW PvE achievement points) and now ready to get some PvP achievement points. So I’m definetly a NEW player to PvP – less than 200 matches so far spread (pretty evenly) across rngr, nec, mes, and war in hot join random team select. So far win % for rngr, nec, & mes is about what I expected as a random noob +/-50%, but for for war it’s less than 30%.

What I’ve found is that as a warrior, I am “hunted” by the other team (no matter what weps I equip). I find when I’m with my team in a battle, my team mates are “low priority” targets compared to me in the frey. For example in a typical 2v2 or 3v3 capture point, more often than not all foes attack me 1’st and just dodge/evade my team mate(s) untill I’m downed. However, I notice this phenomenon of “attack me 1’st” only randomly occurrs when I play ranger, nec, or mes.

I ask myself: why is this phenomenon more frequent as a war and not the other classes I’ve played? Is this because the foes can tell I’m a noob when I play war but not when I play the other clasess? Is the war perceived by the player base to be the greatest threat in the battle and needs to be taken out 1st? Is it just my imagination? Is it really just random phenomenon & I haven’t played enough matches yet to see the real randomness of it? is it my positioning on the battlefield? OR Is it because the war is percieved by the player base as the weakest class & therefor the easiest to take out?

TL/DR
Whatever the reason for my observed phenomenon (target the war 1st), I suspect that playing a war is actually some kind of liability to the PvP team. In any event, with this kind of win % for my war, it’s apparently gonna take A VERY long time for me to earn more than 10-15 Legionaire achievement points….