Why do you keep saying “we”? I don’t think you speak for all of us.
Also, your two points under the edit are basically describing legendaries. You should work toward getting a legendary.
They have a rarity level above ascended. They are not that difficult, anyone can obtain them, but they are especially hard to get in that it takes very long. The stats are the same as ascended, but they have unique visual effects and designs.
Hope this helps.
(edited by drunkenpilot.9837)
I don’t like the idea of disabling the skill if it’s out of range, though. A lot of times if you’re running through a big area (HoT or a long JP for instance) placing safety portals as you go, you will use [Mimic] before [Portal Exeunt] to reset your out-of-range portal and allow you to immediately [Portal Entre] again.
tl;dr – Don’t disallow placement of out-of-range portals. Do give us a method of determining if our portals are within 5k range.
I +1’ed the suggestion in the other recent thread about this and I will +1 the suggestion here too.
Red bar on range finder for portals, please!
Some mats have value because of time-gated crafting, allowing the patient to earn some extra coin from the impatient who are willing to pay extra.
This doesn’t explain why quartz-charging is limited — that seems to have been an experiment. I’d rather see charging changed to crafting only (no more searching for a relevant hero challenge), maybe using some of the less in-demand mats (perhaps e.g. watchwork sprockets + silver ore + gold ore).
Then again, I started making sure I have a bunch of charged quartz ready-to-go, so I don’t have to worry about time gating.
This.
Personally, I think time-gated crafting mats are a good thing, but it’s a decent source of income for me so others may disagree. I do my ecto refinements each day (mithrillium, at the very least) and at some point during the month I go on a node farming run for a few hours to craft them all down and post the fully refined deldrimor or spiritwood on the TP for a tidy profit. As IWN mentioned above, through my patience I profit off the impatience of others.
I do agree that charged quartz is a slightly different story, though I think removing the once-per-day charging restriction would actually increase the cost of quartz crystals on the trading post. Why? Because as it currently stands, average players who are looking for charged quartz or celestial stuff probably only buy about 25 quartz crystals per day on average. If you remove the once-per-day charging restriction, suddenly all those players who have desired celestial gear may decide to mass purchase quartz and charge it all up in one session, and with the limited availability of quartz nodes in the game, supply would run out pretty quickly.
Limiting players to one charged quartz per day means limiting (most) players to buying 25 regular quartz per day. Larger quantities are certainly purchased, of course, but their usage can likely be averaged out to approximately 25 per day over a given period due to the time-gated nature of celestial gear.
The quartz thing is all speculation, of course. It might spike for a few days and normalize to a lower-than-typical price, for all I know. Regardless, I will happily continue to farm my other mats and do my daily ecto refinements and turn a profit from the impatience of others.
+1!! So much this. Even judging your distance based on nearby POIs can lead to failed portals.
You could just use the red “range finder” underneath the skill icon that most weapon skills use.
From the wiki ( https://wiki.guildwars2.com/wiki/Skill_bar ):
“A red bar underneath a skill indicates that the current target is out of range (otherwise, no red bar is displayed).”
Would it be possible to implement this same functionality for mesmer portals?
You could also ask a kind mesmer to port you back up to the goggles. Mesmer portal will reach from the goggles spot to the top of the shipwreck above the waypoint underneath.
Good luck!
I’ve honestly never noticed it. Sound seems fine to me.
To those who have gotten the Random Guaranteed Wardrobe Unlock, is it an item you have to consume before it unlocks something to your account, or does it automatically unlock a random skin the moment you open the chest?
If it’s the former, it would probably be wise to stock up on those items until you are able to manually unlock as many common or easily-unlockable skins as possible so you can shorten the list of possible unlocks.
I think people are misunderstanding what has changed and the fact that BL chests always dropped junk and are always going to drop junk — these are designed to appeal to those who like the thrill of rolling the dice; it’s not for bargain hunters.
Before today, we had a guaranteed chance to get a booster and two rolls to get something else, which included BL scraps & tickets, a ton of stuff that people complained about, and very, very, very low chances of anything meaningful to most of us.
Today, we get a guaranteed low-value seasonal item all year round, the same two chances for junk, and a fourth chance for a guaranteed skin unlock, including a lot of hard-to-find, some impossible-to-find, and some very costly skins.
I’m going to miss the boosters, since I never considered buying any because of all the free ones I got. But I really like the idea of the guaranteed unlocks and I think, in the long run, that’s a much more valuable offering to the vast majority of us.
tl;dr seasonal-replacing-booster is a bad trade-off, so it’s a good thing what we got was seasonal plus a 10% chance of an unlock. (Still not worth the price in gems, of course.)
This is all true, however my main gripe is the removal of many long-running items from the chests which have always been available as very rare drops, in particular the home instance nodes.
These items were a rarity, to be sure, but their drop rate was relatively consistent if you consider that a lot of people open BL chests on a regular basis. With their removal, the supply on these has effectively been dropped to zero, meaning the price on them will steadily rise until the chest’s drop tables are adjusted with the next festival or seasonal patch.
As someone pointed out earlier in this thread (might have even been you, IWN), it’s likely that they are going to be reintroducing the home instance nodes as BL chest drops, based on the season or currently-running festival. This makes sense, but I’m confident that unless they introduce them at higher-than-normal drop rates, supply will not be able to meet demand. Some nodes are already prohibitively expensive, like iron, hard wood, or flax, and those are only going to get even higher now that they are no long acquirable through non-TP means.
Regarding boosters, the only way to get them is through level-up or character birthdays (unless I’m forgetting something) and personally, I burn through my boosters pretty fast so I always appreciated getting what I did from chests. I’m thankful that I own the candy corn gobbler as that will be my main method of getting boosts—I won’t ever spend gems on boosters as I don’t feel they’re worth the high price tag, despite their usefulness.
For the record, I’d rather get a booster than a trick-or-treat bag or Wintersday gift, but the debate of booster vs seasonal item is an endless one and I doubt that both sides will ever come to an agreement on which is more desired.
A friend of mine pointed out that perhaps this is a business decision on Anet’s part to actually disincentivize or discourage buying BL keys entirely. If so, the recent changes make perfect sense.
His theory is that maybe BL keys haven’t been generating as much income from gem sales as Anet would like, so instead of increasing the rewards obtainable from them, they revamped the BL chest system entirely to reduce the amount of loot you can get from them. This will in turn cause loot like nodes to increase in price, and players who are truly interested in filling their home instance will become a more reliable source of income for gem sales as they begin buying gems and trading them for gold to buy the nodes they want. Nodes becoming more expensive will mean more gem sales across the board, provided there are still a lot of people converting $ to gems to gold.
It’s a really round-about theory and seems to be a bit of a gamble, but if this is their intention it may work out in their favor. That said, it doesn’t do the players much good, and as many have pointed out, the seasonal drop replacing an actual slot is more of a slap in the face than anything.
At the end of the day, though, BL Keys have always been more of a lottery or gamble than anything else. I’ve certainly spent my fair share of money on gems to buy keys but I really can’t see myself justifying those purchases any longer
The stupid cheap bird carriers for example, can we still loot them, or are they exclusively “account bound” from now on?
All mail carriers have been removed from the loot table. They’re no longer in the BL chests.
(…)
So I’m just guessing here, but it makes sense if you preview the loot table and look at the name of the chest – it’s called a Halloween Chest – and all of the items currently in the loot table are Halloween themed in some fashion … ghost peppers.
Get it?
The other nodes will likely be available during other seasons, time will tell how they sort them to make sense. On one hand it sucks because it’s going to increase the cost of all nodes during their off season, on the other hand it reduces your chance of getting one you don’t want if you refrain from gambling during their peak season & also lets you buy for cheaper during that time.
That’s my guess, it could be wrong.
You are probably correct. It leaves a really sour taste in my mouth, though…
Now that the BL chests have been effectively reduced from 3 potential drops to 2, and now that the drop table has seen a significant reduction in possible items, I don’t see myself spending money on BL keys again. If I had the extra gold, I would purchase the remaining home instance nodes now before the prices start to spike, but I don’t, so I guess home instance completion is taking a back seat once again.
All home instance nodes have been removed from the loot table for BL chests except for the ghost pepper harvesting node, as someone pointed out. RIP home instance completion, unless these are added back in (or unless this is a mistake and the preview simply isn’t showing them for some reason—if so that should be clarified) most of us will be unable to continue trying to flesh out our home instances because the prices on all TP-tradeable nodes are going to skyrocket.
Please tell us the preview window isn’t accurate and these are still able to drop?
EDIT: Upon further examination, Black Lion Salvage Kits are no longer dropping from BL chests either now.
(edited by drunkenpilot.9837)
I would love to see more interact-able objects in the guild hall! I absolutely love the direction GH’s are being taken in general, with a trend toward larger decorations that began with the SAB stuff and brought us new craftable fractal stuff, also now the big Halloween cauldrons and trees, but as the OP said, sometimes the guild hall can feel a bit devoid of activity if no events are happening.
Belcher’s Bluff. It’d be great to have a way of crafting a stationary, placeable Belcher’s Bluff decoration that is usable for any guild members. If the stopping point for this idea is that the current method of playing Belcher’s Bluff is a gold sink because players must purchase a kit to be able to play, then you could simply require players to pay a fee to use the guild hall version (either through the purchase of tickets sold by an NPC or just through a menu system).
Placeable chests. I know that this idea is typically summarily dismissed simply because players would be able to abuse this system for additional storage, but it would be so wonderful to have even a 1-slot chest that you could place at the end of a jumping puzzle or as reward for solving a puzzle.
Gates that can be opened or closed. Different colored torches you can turn on or off (this already exists within PvP arena, could probably be easily adapted to the general GH).
Readable book decorations that can be placed. They could either be made to have a custom short entry (like the current monuments do) or utilize already existing in-game lore text, like the books in the Priory. Regarding in-game lore, it would be really neat if we could craft copies of “common” Tyrian books. I mean, the crafting profession is Scribe after all! Make a version of the Wide Library Shelf that you can interact with, and make it display a list of books that fills as the guild crafts them, like Zinn’s Study Guide does as you work through the achievement.
The RC golem chess mini-game! Just like Belcher’s Bluff, I would love to be able to play this in the guild hall. It’s still a fun distraction that I miss from the Asuran starter area, and to my knowledge the only corner of Tyria that still holds playable versions of this game is in a hard to reach corner of Auric Basin. Make this a really expensive decoration and let us put one in the guild hall! Or make it another purchaseable upgrade for the Tavern.
Permanently placeable box-of-fun decorations. Make these prohibitively expensive, or simply require each decoration to cost 50 or 100 of its respective box-of-fun type. For example, give us a Super Adventure Box-of-Fun decoration that is usable to anyone but costs 1000 clouds and [50 Super Adventure Boxes-of-Fun] to craft. A regular Box-of-Fun Decoration could cost something similar. By the same token, permanent Creepy Cauldrons, Aviator Boxes, and other crowd/party items like this would be great.
Super Boom Box and Haunted Gramophone Decorations. Make them just as expensive as the aforementioned Box-of-Fun Decoration but make them placeable in a guild hall and allow those with decorator privileges to turn them on/off and change the songs. Music generators like this could be set to only auto-loop 3 or 5 times to keep them in a typical “off state.”
Aside from decorations, I’d love to see some unique NPC’s come to visit more often. It would be cool to see some holiday/festival characters hanging out in your guild hall after some big festival update—maybe a few random Wintersday Revelers come to hang out in the tavern, or some Candy-Corn Elementals (as green mobs, so friendly to the player) duke it out near the arena entrance around Halloween.
Anything like this would be fantastic.
(edited by drunkenpilot.9837)
I just don’t see the logic in removing items from gem store.
There’s a lot of logic in it. One of the logical reasons for cycling items through the gem store is to keep gem to gold conversion rates at a stable level. When the big anniversary sale was going on a few months back and just about every item that’s ever been in the gem store was available, gem to gold conversion rates skyrocketed from around 80-90g per 400 gems to upwards of 170-180g per 400 at its peak. If Anet made every single gem store item immediately available this would likely happen again.
By releasing specific items at specific times of the year and offering sales on items in high demand, Anet can generate more income from impulse buys and also maintain the gem:gold ratio, keeping it around a reasonable level.
The gem shop is their main source of income for this game. I think it’s fair to say they understand the reasoning behind all of their business decisions regarding gem store items and sales. Just because you don’t understand their reasoning doesn’t mean they are making poor decisions.
Also, threatening to spend your money elsewhere will not change anything. I challenge you to walk into Target and threaten a manager there by telling them you’ll spend your money at Walmart instead, and see how quickly you get pushed to the side for someone willing to be reasonable in their requests. Sorry pal, the customer is not always right.
But good luck, regardless.
I bought the outfit last night and played around with it on a few characters. So far I think I like the look of the outfit most on Charr characters. Others look decent with it as well, but I think I’m going to have to make a Charr specifically with the intention of using this outfit on them.
My Norn necro looks decent with it on, but I initially bought it with the hope that it would be affected a bit more by color tonics or the poly-luminescent refractors. They only seem to minorly affect the black smokiness of the helm portion so I’m a bit saddened by that, but I still maintain that the folks at Anet did an awesome job with this one.
Yes, congratulations! I still have yet to complete even a single set, and I’ve played since launch. I tend to spend my gold elsewhere and don’t buy too many BL chests these days. That said, I’m jealous! There are several sets I’d love to complete.
Regarding the Privateer set specifically, I wasn’t too keen on the weapon skins themselves, but I have to admit I do like the idea of account bound sets that never go up in price. Really neat idea for those of us who take ages to get BL weapon skins but want to be able to continue progress on filling out a collection.
Congrats!
I loved the Tower too. Still hoping it makes a return in some fashion, either as a “flashback” instance or a fractal. Would be cool!
I still have a few tri-key fragments, too…
The phrasing may be confusing, but Balthazzarr is correct. The effect is that you take 7% less damage when within 600 units of an enemy.
To me, this is similar to the proposed idea in other threads of disallowing blocked players from being able to get matched with or against you in PvP. That idea, as well as the one proposed in this thread, are both trying to solve a small problem with a big solution.
There are better workarounds for trolls in squad. The best option is to simply block the player in question so they can’t chat spam you and lock the squad temporarily. The troll will either get sick of trying to spam the Join Squad button and give up or simply change to /map or /say chat trolling instead.
You’ll never completely get rid of a person who really wants to troll you. It’s unfortunate, but this is a game that’s played on the internet. They simply come with the territory.
Block and report. I’m not really sure what real damage they can do to your squad aside from spamming chat or map pings, and if they’re doing those things, either set the squad to Closed or Invite Only and you can select who can and cannot join the squad.
I was so excited to be able to feed hungry cats but after feeding just one I am so bummed out it results in dead birds in my home instance. I was hype to feed all cats and now I wish I could undo the one I did feed because it depresses me to keep seeing dead birds.
Don’t be sad! It’s a gift from your feline friend. You fed him when he was hungry, he was just trying to repay the favor by bringing you a tasty snack.
Back at launch they weren’t coming out with a new map every single update. Now they’re trying to. I’d rather have that more often than a new halloween thing that I get to play for 3 weeks out of the year.
+1
Takes about 15 minutes to run from Black Citadel to the far side of Blazeridge. About the same amount of time to run from DR to Verdant Brink. Get a couple of speed boosters and ignore all the mobs on the way, ignore POI’s and only hit the waypoints that are in your immediate path. At most, it would take around 45 minutes to run from Verdant Brink to Blazeridge if you ignore everything along the way… and that wouldn’t even be the most efficient way to travel. As of HoT and the incorporation of F2P accounts, all new characters get the first waypoint of every starting map unlocked upon character creation, so right off the bat you have 4 or 5 centralized starting locations.
As mentioned, there are Teleport to Friend items you could use to expedite all of this. There are also portals scattered throughout Tyria which speed up travel (such as the one in DR which leads to Fields of Ruin). There are portal items you can buy now that are infinite use which take you to every city map in the game (though with starter zone waypoints, this is probably unnecessary). There are portal items that take you to the new maps, Bloodstone Fen and Ember Bay. You can buy gem store scrolls to take you immediately to specific destinations within maps, and the one in VB gives you quick access to HoT maps. I’m probably forgetting a few others.
Personally, I really don’t think it’s necessary to implement more travel options. There’s a lot available.
I don’t mind that nothing is new, but did they really have to nerf the bosses in the Labyrinth? It was a great, easy-access place for newer players to mesh with veterans and learn to play the game. Now, instead of occasionally having to turn your brain on for boss spawns it is 100% mindless and borderline unbearable for it.
To be honest I dont think they nerfed the bosses. As someone in my labyrinth map mentioned, with the power creep from HoT and so many elite specs carrying tons of CC, it’s just much easier to kill them with the skills we have now.
I’m a programmer myself, so I can estimate with a certain accuracy how long something should take to develop. I don’t think I’m grossly underestimating the effort that it takes to do both at the same time.
Anet has previously mentioned that armor sets take about 8 months to develop, and that is very, very suspicious to me. It may be something that’s completely unique to GW2 that makes it difficult to develop items/quests/armor/etc., but it shouldn’t take a massive amount of effort to create new holiday events.
I respect that you’re a programmer and that you have a good understanding of these things, but I feel that unless you actually work at Arenanet on GW2 or have done work on this game specifically, you can’t speak with great accuracy on time tables or speed of development. Every program has different requirements and hurdles to jump through, not to mention intra-company politics to deal with.
If you are a current developer for Guild Wars 2, you probably have a good understanding of why things take the amount of time they do. Without that first-hand experience, it’s really hard to judge the timetables Anet adheres to with any real accuracy.
The infinite use gem store harvesting tools are all the same speed (as far as I know) except for a select few harvesting sickles which have a different animation and harvest quicker. Any of the tools that change the animation are subject to a faster harvest.
Most plant node harvesters give the harvested item after the animation completes. With the Consortium Harvesting Tool, the item is given to you before the animation finishes, thus you’re able to move to the next node before the animation is even done and harvest times are faster.
The animation times themselves take about the same length of time regardless of the tool you’re using, but the “speed of harvest” is more tied to how quickly the tool gives you the item. You can speed up just about any node harvest really, even with standard ore mining picks you can back off of the node just before the animation completes. Basically, as soon as you see the last ore pop up in the lower right corner of your screen, you can press S to back off the node and it breaks the animation a little early. With most tools this is only a fraction of a second or so, but with the Consortium sickle (and a couple others) it’s about a second and a half.
I spend way too much time harvesting nodes. -_-
So many great dyes in this game. I love the ones that look closest to what you might consider a primary or secondary color. I have my main asura mesmer “cosplayed” to look like the SAB ninja guy, so he’s using strictly primary colors— Crimson Lion for red, Sapphire for blue and Electro Lemon for yellow. The colors are really vibrant and work well together especially for that cosplay attempt.
There are a ton of other dyes I use on alts, of course, but they’ve all been listed here already. I would like to specifically call out Celestial again though, because I use that dye on a lot of alts.
I know I’m being salty, but this is pretty disappointing to me. Rather than try to accommodate both PvP teams and PvP solo queue players, the community would instead choose to kick teams to the curb.
Removing teamQ is a “solution” that literally nobody asked for, as far as I know. I wouldn’t blame this on the community.
This is a fair assessment, absolutely. I’m not really trying to place blame on any specific group of players, but in my previous post when I referenced “the community” I was referencing the current vote results, which are coming directly from the Guild Wars 2 community. When I voted a couple hours ago, it was about 77% in favor of solo/duo queue only. I’m sorry that I wasn’t as clear as I should have been, that’s my mistake.
Another recent responder said that the best solution would be to simply bring back solo queue. Leave ranked/league queue as it is and bring back solo queue. I’m absolutely in support of this.
Someone else on a Reddit thread had, in my opinion, a fantastic response to this poll:
It doesnt only eliminate Guild Team leaderboards.
It also eliminates teamplay and will prevent pvp teams that are playing since 4 years together from playing together at all. Making any upcoming Gw2 tournament ridiculous. I mean, where are even 5 man teams supposed to train and get better? Preparing for these tournaments? Farming beginners in unranked? This poll seems to make any tournament and even the world championship completely pointless.
Seeing this Reddit cheering for literally tearing apart groups like my pvp team is somewhat heartbreaking and really sad.
The problem is the matchmaking…. Not the >3 man queues…..
https://www.reddit.com/r/Guildwars2/comments/575uol/player_vs_player_poll_soloduo_queue/d8pupom
^ 100% agree with this.
This poll is pretty disappointing to me.
(…)My self and many other solo queuer’s who didn’t play Season 4 warned yall back in Seasons 2 and 3. That the system was just a farm fest for pre made teams against solo queued team. Yall pre mades wouldn’t even reason with us. We told yall that if ANet and yall didn’t reason with us, the sPvP population would go critically low. Because no one wants to lose by default of not being on a pre made team. Yall laughed at us and told us to “L2P scrubs” “Less QQing, more Pewing” and the such.
Here we are AT THAT POINT where the sPvP community has gone so critically low that ANet is now forced to do this. In order to try to maintain what’s left of it. Maybe give it the kick start it needs to start beating again and even grow. Yall lobbied soo hard for pre mades to keep their blatantly unfair advantage. And now you are salty?? LOL well this is what happens when yall close your doors to anyone on the outside to make sure competition is kept to a bare minimal. The masses get so fed up that in the end the predator becomes the prey, and eventually neutralized on so many levels.
Reaper, you misunderstand. I mostly run solo queue, or duo queue with a close friend, but every few days we like to queue up as a team with other players or guildmates we’ve played with in the past and see how well we fare. We are in no way, shape, or form part of a ‘professional’ premade or even remotely close to it. We aren’t predatory, and never once have myself or my guildmates behaved in the way you describe. I’m sorry you’ve had that experience, and I agree that the people who casually dismiss solo queue players as being ‘scrubs’ are toxic to the PvP community as a whole.
Just felt I should clarify my stance. I’m typically a solo queue player who likes to team up every couple of days in an ever changing group of 3-5 friends to see how we fare..not because we’re facerolling through solo queue players but because we have fun earning pips together. What’s wrong with that?
This poll is pretty disappointing to me. It’s clear that team queues will no longer be a thing, so anytime you have more than one friend or guild member online that you’d like to party with for ranked queue, you simply won’t have that option.
If the overwhelming majority of players are solo queuing, then I ask: what’s the problem with allowing team queue? You will inevitably lose the occasional match. It’s pretty rare to get matched up against the exact same 5-player premade group repeatedly. You face a premade that’s better than your team of solo q’s, and they win, well shucks. You lost a match. Queue up again and win the next one, and certainly don’t party with the people you just lost with.
Similarly, more often than not when I’m queueing ranked, if I wind up on a full team of solo q’s and we are matched against a guild premade, we win the match. Why does this happen? If you follow the logic in most of the responses to this thread, this shouldn’t be possible. 5-man guild premade teams on VOIP comms will always win against a team of solo q’s, right? Right?
I know I’m being salty, but this is pretty disappointing to me. Rather than try to accommodate both PvP teams and PvP solo queue players, the community would instead choose to kick teams to the curb. You want to play as a group with complementary builds in an attempt to work on long-term (across multiple matches) strategies? Too bad. Go play unranked. If you want to try to work through your league progress, well, you’ll have to do that another time.
Ridiculous.
Blink, and other teleport skills, can often be used to get up to higher platforms or cliffs where you would otherwise have to run a much longer path to reach. Don’t be dismayed when you first attempt and get the message “No valid path to target” — often if you continue trying, the game will eventually find a ‘valid path’ and port you to your desired destination.
There are a bunch of consumables you can purchase from renown heart vendors and event merchants which give you impressive leap skills, extra stealth options, instant-use CC skills (very useful for killing champions or other bosses with small groups), or a wide assortment of other things. There’s a dulfy page that goes into pretty great detail on some of the things available.
This isn’t necessarily skill-related, but you can save a lot of the collection event items for a future event cycle. This is useful when you have an event you want to complete as fast as possible—a good example of this is the beetle event in Dry Top. If you’re on a map that’s trying to get to tier 6, it’s best to complete every event as soon as you can, and that particular event scales up as more players participate, meaning it requires more Beetle Remains to complete with 20 people than it does with 1. One trick is to save a small amount of Beetle Remains instead of turning them in, so that when the event pops up again, if you’re the only one nearby you can turn them in and complete it immediately. I believe this specific event requires 7 or 8 remains to insta-complete, but other events around Tyria will vary.
This tactic can also work for the new map, Ember Bay, where there is a renown heart that you complete by turning in eggs. Collect a large stack of the eggs to store in your bank, then pull out a small stack each day before you visit EB and you don’t have to spend time collecting (I believe it requires 12-14 to insta-complete the heart).
Nothing much else is coming to mind at the moment, but I’m sure there are many more “outside the box” strategies which people use regularly.
Marko, for future reference: If you want Anet to listen to your feedback and suggestions and incorporate them into the game, getting more players to agree with your ideas and perhaps elaborate on them increases the chances of that happening. The more posts and activity a thread has, the more likely Anet is to see it and possibly take those suggestions into consideration when implementing content.
Similarly, the best way for you to ostracize yourself (and therefore, your ideas) is to attack other players responding with good feedback. It’s a really great way to get your thread ignored—players are less likely to want to respond if they expect to be attacked, and therefore when your suggestions thread is ignored it will very quickly drop from the front page and out of view of developers who might listen to your ideas.
But you do you, boo.
As usual, something is wrong on either Anet’s or Digital River Ireland’s end (the company that handles the online purchases for them). I submitted a ticket, and while I can now at least see the gem purchase screen, the gem amount and payment sections are completely blank, with nothing available to select or input info. As a result, none of my previously entered info is shown nor prepopulated.
Get your stuff together, Anet. This happens far too many times, unreal.
You’d think a company that needs money to survive would put all available hands on deck in case of a money emergency, but I don’t know anything about business so I guess this is an uneducated opinion.
Redirect yer outrage, folks. As Inculpatus cedo said, this was a maintenance thing, and gem purchases weren’t down for long.
You may be better off contacting support and requesting this information. I checked through the game files on my local computer and didn’t see anything referring to software version, and online the only thing I can find is the current build, as referenced above.
Good luck :\
Yes, please! I have piles of consumables on just about all of my characters, usually a lot of random stuff like planks or harpy feathers or tonics or whatever other fun things I can find, and a lot of times they go unused because it’s difficult to keep the inventory window up without it being in the way of game action.
If there were a gem store upgrade that gave us a small quick-access bar (with hotkey functionality), I would buy it in a heartbeat. Even if it were on a per character basis.
Upvote forever!
You can. Head to your personal bank, open the Wardrobe tab, find the weapon skin you want to preview and right click the skin in wardrobe. Select “Preview” and it will pop up a separate window called “Equipment Preview”
In the bottom left of this window there are three options with check-boxes next to them. The first (and default) is “Stowed,” but you can also select “Wielded” or “Weapon Only”
Sorry. I’m not seeing any preview in Wardrobe. In wardrobe, I Rclick on the weapon in the right hand panel, and I get equip / unequip choices, no preview. And in the wardrobe panel on the left, Rclick does nothing. Asura / Mesmer.
This makes me think you’re trying to preview things from the Equipment tab under your Hero panel. It’s not possible to preview actual equipment your character is carrying, at least not in this manner. Head to a personal banker in a city map to see the full wardrobe and all preview options, then search for the skin you’d like to preview and it should come up.
EDIT: I see what you’re referring to now. The Wardrobe tab in the Hero panel is different from the Wardrobe tab at your personal bank. It’s not possible to do a “Wielded” or “Weapon Only” preview from the Wardrobe tab in Hero panel. You need to go to a bank to do that.
Hope this helps!
(edited by drunkenpilot.9837)
Some weapon sounds could maybe use a little updating, for sure. However, I generally disagree that weapon strike sound design is bad. I have a moderately decent sound system set up, but even when I’m wearing some fairly simple headphones, weapon sounds come through pretty cleanly for me. Maces have a clear bashing sound that is, rightly so, toned down from the two-handed hammer sounds. Sword and GS strikes have a satisfying slicing or stabbing sound depending on the class and usage, and pistols and rifles sound pretty clearly like gunshots to me.
One thing you might try is adjusting your audio levels to get the balance that you personally enjoy. I keep my music at around 40-50%, dialog volume at 85% (so player shouts are still able to be heard but are less obnoxious when in a big zerg), and everything else at 100%. When I have my subwoofer hooked up, even at minimum bass levels the weapon effect sounds can almost become too loud and dominate the audio landscape… in these cases I usually drop effects to ~85% too.
Warhorn sounds, on the other hand, could use a lot of work in my opinion. I feel for those who have Howler especially—for a legendary weapon with a grand total of two skills, the Howler always seems to sound lackluster when I see someone using it and try to listen in.
@OP:
There’s a whole big new map for you to explore and you’re angry at Anet, posting sarcastic remarks on the official forums, because you don’t get one extra node to strike a couple times every day?
Home instance petrified node would be neat, certainly. But is it really worth getting outraged over? o_O
Here, take my +1!
They all sound like fun ideas. I’m all for more holiday themed skins and toys, we have a bunch already but the more the merrier, in my opinion
Yeah, just ignore it. Some of these replies are phrased as if this is a game-breaking problem, but it’s really not. You can continue along happily in your current map IP for 60 minutes before you are forced to switch. 60 minutes is more than enough time to finish up any events or bosses you were previously engaged in. And when you finish what you were doing, you can either click the volunteer icon to move to a new IP or continue to hang out in your current map until it force closes.
Either way, you’re playing the game and doing things you want to do. I understand that it can be frustrating getting sent to a second map IP that’s also closing, but again, you’re given a fresh 60 minute timer, and you can once more choose to stay or go.
The previously suggested idea of a 10 minute map closing timer isn’t a great idea, in my opinion. 10 minutes really isn’t much time. IIRC the original map close timer was 15 or 20 minutes, and a lot of people were really upset by this because they were getting kicked from the map instance just before a world boss or map meta finished. 60 minutes is enough of a buffer to prevent most of those occurrences from happening, while 10 minutes would see it happen way more often.
Similarly, having the ability to select which map IP you want to hotswap to on the fly sounds like a great idea on the surface, but I think there are a lot of other problems that will pop up if that feature is implemented. A lot of players think AB multimap looting is a “shady” practice that needs to be nerfed, but imagine if you had the ability to hotswap to every possible map IP, in any map, at any time. As someone else in this thread pointed out, you can often harvest rich ore veins multiple times if you find yourself kicked from a closing map. Imagine if you then had the ability to jump from IP to IP, freely harvesting nodes in a small area within a fraction of the time it would otherwise take. Think about AB multimapping, and then extrapolate that strategy to other maps—how many other chests or event rewards would you be able to repeat simply by clicking the next IP from a dropdown box?
I think I’m probably in the minority here, but I really do think Anet has the map IP/instance system working pretty effectively. It could certainly use some tweaks, I agree, but I think a huge overhaul would be a bad idea.
I would pay 400 gems for that!
Downvote into obscurity. There are so many reasons for which this is a bad idea, and I honestly can’t think of one positive reason in support of it. There is already a legitimate way to handle AFK farmers (report and move on).
I’d also like to remind OP that the game bases a user’s inactivity on whether they have moved or used a skill in a set period of time. Therefore, if you are standing still in LA and having an in-depth conversation with others on map chat or guild chat, or both, at a certain point the game will tell you that you will be kicked for inactivity unless you move or use a skill. So by your suggestion, players who are actively engaging with the game would be considered AFK and thus get their accounts suspended simply because they weren’t fighting mobs or running around aimlessly.
Again, downvote into obscurity.
What we need is some sort of “Aura Stone” An object that projects an ambient zone in an area.
For instance a decoration that’s rather small about basketball in size or smaller) that when placed causes a about 5k game units around it to change ambient lighting.
There may be a technical issue of baking textures, depending on how gw2 does lighting. I’ve seen a lot of lighting transitions such as entering caves, so it “should” be able to do it.
I like this idea. Limit the number of aura stones that can be placed in an area, separate from the standard decoration limit. One per 5k game unit area. This should help alleviate lag and crashing issues that previous posters have highlighted.
Perhaps even limit the total number of aura stones in a guild hall to some really low number at the start of their introduction to ensure crashes don’t occur. Maybe start with 3 aura stones per GH? Not sure, just pulling a number out of a hat.
I guess its just an overall feeling of sluggishness in movement for me. Some dont mind it, some do i guess. Maybe i just feel it more comming from different mmo’s in the past. Perhaps a very slight movement speed increase in everything would do the trick. In any case i still enjoy it as is but i think its something that would improve the overall game experience. Purely preference.
I feel it’s necessary to ask, what race are you playing? If your character is as tall as you can make them and you’re playing Norn or Charr, you are going to feel much slower compared to other smaller players, especially in combat.
If this is the case, try playing a tiny Asura. Your actual speed will be the same as a huge Norn, but due to the smaller size of your character you’ll feel like you’re moving significantly faster than larger players.
This is strictly a perception thing and not a mechanics thing, but if you tend to play a lot of really large characters, you’ll find that your characters feel sluggish and snail-like in their running pace…especially in combat.
“Anet.. Your Legendary Weapon system sucks”
See attachment.
Sorry, but I just completely disagree. I love the legendary system, it requires participation in all sectors of the game to acquire some of the most sought after weapon skins available.
Legendaries should take a lot of time and/or gold to acquire. This is working as intended.
Sovereign weapon skins are what you seek.
https://wiki.guildwars2.com/images/1/13/Sovereign_Protector_Skin.jpg
https://wiki.guildwars2.com/images/9/91/Sovereign_Crusader_Skin.jpg
Yes please! +1
15char
“I broke my mouse and it’s your fault”
Blame aside, I do support the heavily requested idea of an “Open All” feature.
I’d like to recommend that the OP buy an Endless Mystery Quaggan Tonic, or just an Endless Quaggan Tonic of the color quaggan they prefer to play as, and carry a large assortment of consumable weapons.
This might sound like a silly workaround, and it totally is, but some guildies and I have had countless hours of fun playing as warrior quaggans (or warrior kitties with Endless Cat Tonics) roaming the Tyrian countryside, fighting world bosses or completing events or just generally wreaking silly havoc while armed with a plethora of different oddities.
It can be highly entertaining to have a group of tiny kittens running through and completing a map while equipped with charrzookas or bandit bombs or, heck, planks. Sure, the damage those things do is significantly less than you’d be capable of doing with your actual class build, but it’s still possible to complete a lot of content with a small group of 3 or 4 guildies using consumable weapons while in tonic form… and realistically, most quaggan aren’t that tough anyway, so it makes reasonable sense in terms of lore.
One downside, however, is that a lot of content is unable to be played in this manner, as many tonics and consumables don’t work within instances. So no killing Zhaitan in Arah story as quaggans, unfortunately.