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Why does raiding feel so unfriendly?

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Getting into raiding is sometimes just plain hostile, cuz the pro’s wouldn’t want you to waste their precious time playing a build thats is not from the internet.

And why is that an issue with those “pros”? Either use the appropriate build or find a group of people willing to use your type of builds and raid with them. The choice is still yours.

Play the way you want

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Posted by: maddoctor.2738

maddoctor.2738

Were I a developer, I could see the attraction of putting MP’s behind content I thought large numbers would avoid. I’m not a developer. As a player, I think it kittens.

You need a total of 144 heart of thorns mastery points to unlock everything.
There are 216 heart of thorns mastery points available.

You need a total of 49 central tyria mastery points to unlock everything.
There are 82 central tyria mastery points available.

There lies the player freedom. If you don’t like how you get mastery point A, go get mastery point B

Play the way you want

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Posted by: maddoctor.2738

maddoctor.2738

Nope the NPE restricted where you could go and what you could achieve based on your current level.

With the original system you had to do many skill challenges to unlock your skills OR level up 147 times above 80. In other words pre-NPE you had to level up to level 227 to unlock all your skills. After the NPE you had to simply reach level 80, provided you didn’t finish any challenges with either methods but since the challenges themselves didn’t change it’s a moot point. There is a huge difference in grinding here.

But I see something strange on these forums. Players that prefer endless grinding over doing something specific for 10 minutes to get what they want.

Play the way you want

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

so you are telling me without touching a single hero challenge you can get a fully developed tempest, berserker, etc…. ???

No that is not right. In the at launch game, you could fully develop your character to the most powerful levels without doing mandatory content. The player chose where and how to gain experience which was all that was needed back in the original gw2 game.

Now to get your character to the most powerful levels you HAVE to do mandatory content.

I quote what you typed:

In 2014 the NPE launched and player freedom was diminished
Hero point challenges supplanted skill challenges…. leveling no longer gave you skill points and player freedom was further limited

There were no elite specs in 2014 when the NPE launched.
There was absolutely no limit to player freedom, in fact you could now unlock all your skills and traits without doing a single challenge.

In the 2012 system, before NPE, you needed 223 skill points to fully unlock all your skills. You only got 76 from levels and had to get the rest from skill challenges, or leveling beyond level 80.

The pre-NPE system, the original system was more restricting than the post-NPE system. In fact it was more similar to the HoT system, with the option of excessive grind to skip challenges.

Play the way you want

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Hero point challenges supplanted skill challenges…. leveling no longer gave you skill points and player freedom was further limited

I don’t know where you get your information but this how the game works (post NPE):
You get 398 points simply by leveling.
You need 98 of those to unlock all your skills
You need 60 per specialization track, 5 tracks per character, so 300 points to unlock all traits. Total: 398
Without touching a single hero challenge, you get enough points to unlock all the skills and traits of your character. How did the NPE limit player freedom again?

Play the way you want

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

They could also have tied where you gain XP to specific lines. Want Itzel, gain XP in VB. Want Nuhoch, gain XP in TD. Want Exalted, gain XP in AB. I’d have been happy with much more XP needed, too, as long as I didn’t have to jump through hoops that hold little interest for me.

I don’t like this at all, that would mean you’d have to “farm” your experience in zones you might have no interest in playing at, especially if they increased the amount of xp needed. At least with the current system you get the points by playing for a limited time in varied content, then you can level up the mastery by playing anything you want. Getting the points requires a couple of minutes doing some content you might not find interesting, but you can do the time intensive part anywhere you like.

Why does raiding feel so unfriendly?

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Posted by: maddoctor.2738

maddoctor.2738

How is the game design the problem?
Its content designed for organized groups to deal with, not for random strangers. The only problem with Raids as far as design goes is putting them on the LFG to begin with. And of course players not realizing what putting it on the LFG means.

After many years, they added content in the game that is good for guilds and guild teams, groups of friends, and organized players. Something that requires team work and proper role split between the players.

When you can finish all the content by adding a random stranger you’ve never played with, and succeed, what’s the point of having a guild?

Anet pls stop bully Elementalist

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

So make it complete trash for 6 weeks? Doesn’t strike me as a very bright idea.

You honestly believe that these changes make Ele complete trash? I suspect Ele will still be on the high end of the dps list again despite the changes.

Why does raiding feel so unfriendly?

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Posted by: maddoctor.2738

maddoctor.2738

- Having scaling difficulty or preparation course. I mean, fractals ain’t just the top X on the 150 AR. Either some beginner raid that explains the mechanics thoroughly or some some easy to grasp course for each raid where players can learn the mechanics.

If scaling difficulty was actually useful for training then you could join CM Nightmare after you played T1 Nightmare, yet that’s not the case. Even if you finish fotm 100 Shattered Observatory you will still be excluded from 100 CM, and yet when a scaling difficulty is suggested, the challenge level is proposed to be T1 or T2 fractal level. Which is already proven by fractals to be worthless as a training and accessibility option.

Why does raiding feel so unfriendly?

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Posted by: maddoctor.2738

maddoctor.2738

Because the design and implementation of raiding that Anet chose in antithetical to pretty much every part of the GW2 PVE experience.

The GW2 PVE experience had nothing for guilds to do and outside of Raids there is still nothing for guilds to do in PVE. The major difference between raids and the previous PVE experience is that in Raids you are required to join a guild (to start your journey). Most of the older players who start pugs already did the raids with their guilds, that’s where you learn and practice. A random group is not the place to teach you mechanics, they are there for the rewards. Without guild raid teams there wouldn’t be random groups out there. The core of the raiding experience is guilds and that’s what needs a boost

Why does raiding feel so unfriendly?

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Posted by: maddoctor.2738

maddoctor.2738

It’s difficult to know what mechanics Anet should introduce in order to make a demographic of the population be more accepting or less stringent in requirements. Therein lies the problem.

I’m not sure making the population more accepting is something that can be done, after all it’s their own time and how they spend it is their own choice. It’s only logical when you make a random group to require players to be experienced so you finish it for the rewards. There is nothing wrong with that, that’s what random groups are for. I don’t think random groups are there for training and practice unless explicitly stating so.

Maybe what they need to do is add a better way to find and join guilds with similar interests rather than forcing random groups to take inexperienced players.
For example, an in-game guild browser where guilds can post their recruitment needs could help. There are training guilds for Raids, but they aren’t as visible and not all players browse reddit or these forums to know about them. In a game that allows you to join 5 guilds that can help a great effect on all game modes, finding a Raid training guild, a role playing guild, a WvW guild, a PvP guild. The possibilities are endless.

Important things I miss if I dont buy hot

in Guild Wars 2: Heart of Thorns

Posted by: maddoctor.2738

maddoctor.2738

What about raids and fractals introduced with HoT? Anyway, I think 20€ more is really not much. I really would buy it.

Fractals are core content and will be available to everyone, including those that do not own any of the expansions.

Raids use Heart of Thorns masteries so even if you are able to enter Heart of Thorns raids (which I find unlikely) you wont’ be able to complete all of them without Heart of Thorns. And the opposite will probably be true for the Path of Fire raids.

Easy mode raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

Are there FotM rewards exclusive to highest level fractals plus CM, or is it the same rewards only with a better chance the harder it is designed to be?

Both. You get more of the same rewards at higher levels but there are also unique rewards, exclusive to higher levels.
Nightmare fractal achievements award unique weapon skins
Shattered Observatory CM gives access to the unique Celestial Infusion
Infused rings start dropping from chests at Tier 2 and at the same time you get a chance at rare ascended materials (like Bolt of Damask)
At Tier 3 you start getting Golden Fractal relics, Ascended Accessories and the Endless Fractal Tonic
Tier 4 just makes some of the reward uncommon instead of rare

Easy mode raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

Fractals do not provide training for it because its not the same raid, would you take someone who ran VG for a Deimos run and call them experienced? No

Here is a story about training and accessibility:
I’ve done every single Raid and have all Raid achievements and titles. I don’t have legendary armor because I’m lazy but I’m done with the Raid part of it

Yet I can’t find a fractal 100 cm group. All of them require completion to allow you to join them and since I can’t join a group to complete it in the first place I’m stuck. Nightmare CM was very similar although eventually random groups for it appeared but they were also rare (like training raids?).

If a training mode for Raids would make the normal raids more accessible then why isn’t that happening with Fractals? There are multiple versions of Shattered Observatory, including the regular fotm 100, yet they mean absolutely nothing for accessibility.

Don’t get me wrong, there are multiple merits for having an easier mode for Raids. It does have positive points and is something that could certainly help players. However, on the subject of normal mode accessibility, a training mode wouldn’t work as well as you think it would.

And let’s not get started on what happens if the community moves on to the normal difficulty and it gets harder (if not impossible) to get groups for training anyway. Or how such a training mode would struggle to get players to run it in the first place, if the rewards aren’t worth it.

An easy mode for training purposes alone is a waste of developer time and resources.

Why does raiding feel so unfriendly?

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Posted by: maddoctor.2738

maddoctor.2738

But a group that learns the machanics together could move forward into the true Raids together. Thereby gaining the experience to join the better groups.

If you can find a group then doing the regular Raid isn’t impossible. The problem here is finding that group.

Why does raiding feel so unfriendly?

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Posted by: maddoctor.2738

maddoctor.2738

The problem is a lower tier mode wouldn’t help people like the OP find a group for the actual raid. It would help with more people to check the raids but not with access to the actual raids.

It would provide an alternative though. Players who only want to play the easy mode could just play the easy mode, and player that want the hard mode could play the easy mode until they get good at it, and then shift to the harder mode with a reasonable level of experience under their belt.

And once they get to that reasonable level of experience they’ll be at square one again. The “250 LI” groups won’t stop if an easier mode of the Raid is added. Case in point: Fractal CM entries require you to have done Fractal CM already to join… You’d think that with so many multiple tiers of difficulty, including the regular 100, groups would have enough to prove experience, but they do not.

(edited by maddoctor.2738)

Why does raiding feel so unfriendly?

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Posted by: maddoctor.2738

maddoctor.2738

Personally I think that Anet should provide 2 tier raiding. normal mode that is easier to get in and learn the mechanics

The problem is a lower tier mode wouldn’t help people like the OP find a group for the actual raid. It would help with more people to check the raids but not with access to the actual raids. Unless for some reason you think those groups on LFG won’t continue to ask for LI or kill proof or titles/whatever if you add an easier difficulty, which won’t happen.

Why does raiding feel so unfriendly?

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Everytime I join a raid it’s rude people demanding I prove that I’m a good player.

As a raid veteran you should know that raiding with people you know is the best way to raid, and the only way to avoid random groups. You were in a pro raid guild in wow as you say, try joining one, or making one in gw2 as well.

The main problem with raids in gw2 is that you can do them with random groups. And how can you blame them? In a random group you want to kill the boss and get the loot, random groups are mostly there to farm. You learn and progress in raids with your friends as someone in a top raiding guild in other mmorpgs should very well know.

Why does raiding feel so unfriendly?

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Does that mean there are no new raids coming with PoF in favor of open world content?

https://forum-en.gw2archive.eu/forum/game/dungeons/new-expansion-has-no-raid/first#post6667709

There will be more raids coming. It makes sense not to release raids together with the expansion, give some time to players to get the new elite specs, learn how the new abilities work and so on.

Random groups will always be hit or miss with instanced in instanced content because players, understandably, want experienced people to join them. Outside training guilds, raids are more about socializing and going inside with friends. So either join a training guild or find a group of friends to enter together.

Elite specialization question

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Posted by: maddoctor.2738

maddoctor.2738

Will you be able to use both elite specializations together? I dont think so as some of it conflicts for certain classes but I just want to ask to be sure.

Elite specializations can only be slotted on the bottom trait line so it won’t be possible to run two elites at a time.

Balthazar Rip-Off

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Posted by: maddoctor.2738

maddoctor.2738

Reminds me of the time I was playing Lord of the Rings Online, which is obviously based on the books by Tolkien. During initial release there were many “WoW kids” around calling LotrO a rip-off of WoW because it had Elves, Dwarves and Orcs. Made me laugh. There are many players out there, especially younger ones, who think their first video game was the original.

Tell your friend to educate himself before talking about rip-offs, especially when talking about a company like Blizzard, which has a mastery at rip-offs.

Mastery Segmentation

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Posted by: maddoctor.2738

maddoctor.2738

Does that mean, since you can have PoF without these, that NONE of these will be used in PoF? All these mechanics simply abandoned in order to allow for separate purchasing?

All these mechanics abandoned to allow new ones to appear. If they used all the old mastery abilities on all new maps, combined with new abilities for those new maps, would result in a total mess. I believe in PoF you’d need the proper mount to go to some places and bypassing that by using other abilities from HoT wouldn’t make sense.
It’s the same reason why they didn’t add thermal tubes or oakheart salves in core tyria maps.

Could we get some NEW Dungeon Content Please?

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

and we get like 3 fractals in 2 years…. sick

There has been 1 year since the Fractal team started releasing Fractals.
So in one year we got:
3 entirely new fractals
2 challenge mode versions on 2 of those fractals
1 serious revamp (Swampland)
4 major revamps (Thaumanova, Snowblind, Underground, Cliffside)
updates to the rest of them.
It’s not like the team isn’t working or hasn’t produced more than enough instanced content for the game.

What are your thoughts on this 5 year span of content drought on the dungeon front?

Dungeons are dead an never coming back. Fractals is the 5-man instanced content of the game and it has been like this for a long time.

Raid meta with new elite specs?

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

I think another question about elite specs and raids is how the meta of the Heart of Thorns raids will change after the expansion, and how the Heart of Thorns elite specs will be required for the Path of Fire raids.

Since Heart of Thorns and Path of Fire are standalone, it means we’ll get to the point that players will be excluded from raid runs when they don’t have the “appropriate” expansion. This means that the new elite specs should contain specs similar to the old ones in some professions, otherwise it makes old expansions mandatory for Raids.

Imagine raiding without a Chronomancer or a Druid.

Monetary System NEEDS Fixes

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Posted by: maddoctor.2738

maddoctor.2738

http://www.gw2spidy.com/gem take a look at the gold/gem ratio graphs.
The price has been very stable since June 2016, sure it went up and down with some serious spikes. I don’t have to search for it but I can imagine it’s due to gem store promotions/sales at those points.
Your old thread is from 2 years ago, August 2014 and since then the gem/gold ration has changed a lot. 2 years is a rather long time though, for a game that changes and evolves.

WTF did you do to fractals?

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

So your group wiped 10 times at some content you did for the first time in your life. And then you complain that the content is the problem. Right. And then we don’t know why we can’t have good things in the game.

Wait What? A new Expansion? But But But...

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

They have not even finished delivering on the last expansion? I’m still waiting, yes, STILL WAITING for the full set of second generation legendary weapons that were promised to use back at the start of HoT!

Now I hear they are about to announce a New expansion?!?!?! Do they have any moral compass at all?

I’m sorry but I have been fooled once. they won’t fool me again!

You want them to postpone creating new content for everyone, new maps, new story, new mechanics, new elite specs (probably?) until they finish the generation 2 legendary weapons? Some people have really weird priorities around here.

FPS and CPU

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Did you actually check cpu/gpu usage before posting?
Because in my case my CPU never does anything while playing Guild Wars 2, while the GPU is over-worked.

CPU is i7-6700k that barely gets any use out of Guild Wars 2, nearly idle
GPU is a R9-390 that is almost always at 100% usage in big events and with loads of people around
I also play with everything on max, including player models. It very rarely goes below 60fps and that only happens in rare cases (like the Frozen Maw)

Difficulty

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Posted by: maddoctor.2738

maddoctor.2738

GW2 when it originally launched was received with an outcry of “it’s to hard” because people were not used to active damage avoidance and selfreliance in MMOs. The breakup of the trinity was for many very hard to adapt to.

I believe that was on purpose. Just like the players weren’t used to the mechanics of the game, the developers weren’t either. As the community matures and becomes better at playing the game, doesn’t it make sense to make the encounters more complex as well?

That’s how we get new things, for example breakbars were a new layer of mechanical difficulty added to the game with Heart of Thorns, now every bit of content (or most) uses them in some way. And honestly, although they make encounters more complex/difficult, they do make them better as well. Breakbars on bosses force cooperation, something rarely needed in core tyria. With the core game you learned how to rely on yourself, as part of a group, with HoT you learn how to cooperate with others, while also relying on yourself. It’s an adaptation thing.

I do believe that the game needs to constantly evolve and find new ways to challenge the players, otherwise it gets stale and boring. And those new types of challenges will always be “harder” at least until you adapt to them.

Difficulty

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Posted by: maddoctor.2738

maddoctor.2738

GW2 started as a casual experience.

If by casual you mean a game you can leave and then come back without the burden of getting new gear yes. If by casual you mean a game that doesn’t force you to grind too much in order to get the maximum statistical gear then yes. If by casual you mean a game you can play on your own time without the need to form permanent groups, then also yes.

If by casual you mean “easy”, as in the context of this thread, then you are wrong. The same outcry the game got with Heart of Thorns, we had it back when the game was released. “GW2 has the hardest dungeons!”, was rather common. Even “This personal story part is way too hard!”, or “Elementalists just die too easily!”. That Human Street Rat final personal story step for example was notorious for its difficulty. Or the Fire Elemental in Thaumanova.

And each release since then had its own fair share of “outcries” in terms of difficulty. For example, you should remember the young karka, or the Toy Princess, or the initial version of the Mordrem Wolf. GW2 might’ve been a casual game in far too many aspects, but difficulty wasn’t one of them.

There's NOTHING TO DO

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Posted by: maddoctor.2738

maddoctor.2738

Regarding fishing:

Some Chefs out there may have noticed that there is not a single recipe with fish in it. Nor do fish in the rivers, lakes, and oceans of Tyria drop fish meat. This was all done intentionally.
We aren’t going to have fishing on release and we may not even have it any time soon (initial expansions/Live updates), but there is a place for it when the time comes.

There's NOTHING TO DO

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Aside from things others said, talking with guild members and socializing is a “non-combat” activity.
Joining a guild that does guild events is another way to do non-combat activities. Hide and seek, trivia, tonic races, costume brawling and other such activities are fun with friends and do not involve fighting.
To me it looks like the OP wants something specific and disguised his post in exaggeration. Instead of “there is nothing non-combat to do” you should’ve asked what you really wanted, like add fishing or add housing or whatever you might be after.

Difficulty

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Posted by: maddoctor.2738

maddoctor.2738

I think the game is mechanically sound but the difficulty for an action game is lacking maybe increase damage taken by 10% and monster hp a little higher? Possibly decrease the time your in downstate.

I remember a time in Fractals when the mobs scaled badly in terms of hit points and damage, that wasn’t good. The made many changes to Fractals recently to make them mechanically better, more mechanics, more abilities for mobs.
Remember old Snowblind with a final boss that was just a sack of hit points? They fixed that by making the fight more exciting. Remember when Shadow Behemoth was a giant sack of hit points? Well it still is, but at least now we got the portals part that force players to move around a bit.
Increasing hit points and damage across the board makes things worse, not better. Some abilities with huge tells and a good window for avoidance can certainly be made absolutely deadly, but regular attacks do not.

For open world difficulty removing the ability to revive players that are dead can certainly help. While also helping with all those begging for a revive in the middle of combat (causing further wipes). If they did the same in Fractals / Dungeons cheese tactics of pulling bosses away so you can revive your allies wouldn’t work anymore meaning you either know how to deal with an encounter or you don’t, without a fail safe.

Easy mode raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

So, you want me to believe that if the difficulty was there, but the rewards weren’t (and they really weren’t) that people whose preferred content is raids would have kept doing temple events? Sorry, not buying it, at least not in the amount of that type of player the developer wanted to attract and keep.

I’m talking about priorities. There are people still doing Triple Trouble after all while the rewards are garbage compared to nearly anything you can do during the same time frame (especially if you include planning/jumping too).

Btw, the Temple events already had unique rewards not available elsewhere in the game. The karma armor skins were unique, you could only get obsidian shards after the temple of balthazar event (only way to make a Legendary), and you could only access the dungeon of Arah after you finished the events outside of it.

So what was missing to draw that particular crowd as was advertised? Having actually challenging events that required some thought, proper builds/roles, actual teamwork in other words “raid-like” mechanics. The “epic” temple events were all about getting more people to turn them into a large farm.

Easy mode raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

The above contradicts your assertion that ANet did not consider dungeons to be raid equivalent content.

It depends on which interview you are watching/reading I guess

Frankly, open world content was always going to fail as a raid equivalent. Raiders were never going to accept a “raid equivalent” which anyone could join and which did not result in exclusive, prestigious rewards. If ANet ever thought they would, it was yet another psychology fail on their part.

You are wrong about the reasons raiders wouldn’t accept that content as equivalent to raids. Raiders would never accept content that is brain dead easy, like most open world content is for the majority of the participants. There are roles that require some extra skill to play, for example obviously the commanders, or cannon/world item users, or players responsible for important reflects and other things like that. But those are rare, and the majority of players in the open world don’t really use their actual skill bars, yet everyone gets the same rewards.

Raiders want content that is challenging and requires thought, team work and some amount of prep-work to succeed. If the skill requirement is low, if team work requirement is low and if no prep-work is needed to succeed then it’s not a Raid. And the game failed to deliver any of that type of content. Maybe in those interviews they had the wrong idea of what raiders actually like and what raids are, or they did it on purpose to get the extra sales. Who knows.

I guess the best encounter that mixed the two types of players was the Marionette encounter that featured both casual open world part and a more complicated/challenging low-man part. Unfortunately there were complaints on both sides because there was no clear way to distinct the two.

Mounts [merged]

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Posted by: maddoctor.2738

maddoctor.2738

In their revenue report, they noted the disappointment of HoT’s sales and failing to sell to F2Pers.

There is a thin line between getting new customers and alienating old ones. I guess we’ll have to wait for the expansion and see what it’s all about!

I just like the game world to make sense, realistically.

I don’t think any kind of mount (as they are implemented in video games) would make any sense “realistically”. But we’ll wait and see what they come up with, just don’t get your hopes up for it to be anything “realistic”

Mounts [merged]

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Posted by: maddoctor.2738

maddoctor.2738

In that case, my previously silly idea isnt that silly at all, and they will have stables where you pick up your mount.

How do you envision you will summon the mounts? With a magical whistle that makes them appear in front of you out of thin air? And how do you envision you will “dismount” from your mount? Will the mount become a pet and follow you around, or like most other mmorgps, it will magically disappear the same way it appeared?
If they follow the standard mmorpg patterns of appearing/disappearing out of thin air, then the same way can be used to make them disappear when you are in an area that doesn’t support them. Magically appear, magically disappear. No need for stables or anything of the like to store them.

It does not state that it is impossible however.

The main bottleneck with game performance is the main thread. And adding mounts, means double the characters on screen, meaning more strain on that main thread.
It’s highly unlikely that a mount would use a different thread than the rest of the game, if it was that easy to split it then they would’ve done it by now for other items and not wait for mounts.

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

The ability to use those doesn’t disappear when you move zones. They are just not available in other zones.

And how do you know how these mounts are going to work? How do you know they won’t be summoned from something (like the machine devourers)? How do you know they won’t work like junundu wurms in GW1, summoning them at specific places to let you traverse a part of the map, then let them go? Do you have inside knowledge of how these are going to work, a magic ball or gone to the future?

How would you know what they can and cannot do?

A post about optimization:
https://www.reddit.com/r/Guildwars2/comments/3ajnso/bad_optimalization_in_gw2/csdnn3n/

Doubling the amount of characters on screen (everyone and their mounts) isn’t going to do wonders with optimization. Removing a backpack and/or using default character doesn’t detract from the game, but making a mount invisible? While someone is riding it? How would that character interact with others? Will he use his mounted animations on an invisible mount or something?

Easy mode raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

And the flip side of that was that the content that was hyped to scratch that itch turned out, with the exception of a few paths, to be much more accessible.

Not talking about dungeons btw, although dungeons were also considered really hard for a time. But they weren’t the “supposed” Raids. Orr was supposed to be the content for Raiders, or rather the big open “raids” to retake the Temples were. How did that turn out? Nothing like a Raid at all, and sure not something for a raider to like.

The Living World gave us multiple versions of their “Raids”, Ancient Karka, Marionette, Scarlet’s Hologram. Permanent updates also gave us their version of “Raids”: revamped Tequatl, Triple Trouble and so on. I guess the entire thing didn’t work out for what it was supposed to be, that’s why we never got another encounter like Triple Trouble.

You should take a look at the accessibility of Raids too. Raids in Guild Wars 2 were advertised as hardcore content that only organized Guilds could complete and pugs wouldn’t be able to, with the exception of some bosses. Now pugs clear all the Raid bosses daily. Now we get low-man and joke runs with random builds in Raids.

But even though the accessibility of Raids isn’t the “expected one”, it’s still content for Raiders. On the other hand, the content that was supposed to be “for raiders” at release was never going to work as content “for raiders”. That’s the difference

Easy mode raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

Where would the game be if people who complained about lack of raids had said nothing?

The HUGE difference is that the game was supposed to have content that raiders in other games would love. So those complaining about the lack of Raids had a very good reason to do so. If this supposed content for raiders was actually content for raiders to begin with, we wouldn’t need “traditional” Raids in the game.

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

Surely the entire basis of lfr is a training mode for people to get some experience of the raiding content to then move up to the harder modes

Nobody is doing T1 fractals to “train” for the higher levels. T1 fractals are being run for external rewards, research pages and precursor collections are what is keeping T1 fractals alive and active. And the extra daily recommended of course.
Before those were added to the game Fractals weren’t popular content at all, aside from the groups running T4 daily who were the actual fractal players, few others were running fractals.
Take a look at T3 which has very few people and T2 which has far less players than T1 or T4. You can’t possibly tell me that all those T1 runners are there because they are only comfortable with T1 difficulty. They are there because at T1 they can get their achievements and rewards fast enough.
There is nothing about training in Fractals, it’s quick and easy rewards pure and simple

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Oakheart salves are in Guild Halls. And who knows in the new map. Plus they are a consumable buff. And the Mechanic Devourer is available in the Silverwastes after an event. Bet you forgot that one.

The point was you can’t take them outside the respective zone. Is it weird? No it’s not so why would it be weird to limit mounts only on specific zones?

Those are no arguments, those are physical limitations. If ArenaNet can make it happen then there’s no argument against it.

Only they cannot be solved and ArenaNet cannot make it happen. Mounts are not legendary weapons or legendary armor, they tend to be large things, that both cover more parts of the screen and are more taxing. Also, removing a mini-pet or using a default player model doesn’t change what the character is doing. Removing their mount does. There is a huge difference here

Also, you find it weird that someone on a mount won’t be able to use it outside the new zones, but you are asking for a zone around npcs that mounts cannot be used on? Seriously now?

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

If you add mounts and can only use them in the expansion only then you would also need to add borderpatrol stations that take your mounts while you’re traveling in the lands that forbid the usage of “mounts”. xD

You cannot use Oakheart Salve’s outside Draconis Mons. You can’t take the Mechanic Devourer outside of Edge of the Mists either. Not allowing Mounts outside the expansion is easy, make them disappear when you go out of the zone, problem solved.

Seriously, there’s no argument against not adding them to other maps. Other than pure personal preference.

So increasing lag isn’t an argument? Decreasing game performance is not an argument?
Reducing visibility of npcs (even further) isn’t an argument? I’m sorry but just because you call it “pure personal preference” doesn’t mean it actual is. There are more than enough reasons not to add mounts to the game, at least in old-world zones.

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

For ArenaNet there is. It’s simple advertising and will boost sales.

And that cannot happen by adding mounts only to the new zones and keep them out of the old ones?

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

If raids were as hard as Arah there wouldn’t be a problem

For some people Arah is also impossible to do

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

If they do add mounts into the game, and are available maps outside of that expansion, they must not provide anything other than aesthetics. I would also want an option that allows me to toggle off the visualization of the mounts on my screen so I don’t have to see that screen clusterkitten and have my PC’s performance affected by it.

I really doubt the developers will add mounts everywhere. There is literally nothing good that can come out of adding mounts to the game as it is now. Now, if the new maps support them, they could add them there, but in any case mounts everywhere will never happen, I’m sure our developers are beyond that.

Easy mode raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

“Why does every bit of content and every reward have to be accessible to a particular group’s preferences?”

Probably because the alternative is boring? For lack of a better word. Video game rewards have been like that for ages, you want reward A then you go and play content A. Want that epic sword that can split dimensions with a swing? You’ll need to go and beat that epic dragon that guards it. Putting the greatest rewards behind the greatest foes is the best way to reward players who actually beat your hardest content.

In some games they don’t do that and instead offer the rewards as things you can buy. Basing the reward on currencies is a good, but it doesn’t translate very well in online settings and/or where you can farm and repeat for that reward. The greatest Guild Wars 2 example is generation 1 Legendary weapons.

You saw someone with Sunrise? He
1) Used his credit card
2) Farmed easily-farmed content for weeks
3) Was insanely lucky with a precursor drop and/or material drops
That’s what everyone looking at him would think. It makes the reward cheap and not as epic as it should’ve been. This is mostly because balancing rewards with time and difficulty is impossible in online settings (and offline settings but you don’t care much about it in single player games).

Let’s say that you can buy everything with gold, a universal currency, so everyone can get all rewards by playing any kind of content they love. If gold acquisition was somewhat balanced and the hardest/time consuming content was actually more rewarding in gold, then it could work. But that’s not the case and why, in a Guild Wars 2 example, we get so many new currencies.

Why do we need so many currencies and not base everything on gold? Because otherwise there would be very little incentive to go play on the new maps. Just hoard the gold by farming easy mobs in low level zones, then use the cash to buy Legendary Weapons, Legendary Armor, Living World rewards, dungeon rewards, fractal rewards and anything they can imagine. Or use your credit card to buy gems then convert to gold. Same thing.

There is also the possibility of doing both at the same time. Have very specific/unique rewards behind very specific content, but allow players to also sell those rewards. That’s the Guild Wars 1 system, you want that epic looking sword? Go do that epic dungeon because it’s the end reward. You cannot do that dungeon? Buy it from other players. But here is the greatest drawback of that system: RNG. You might run that dungeon 100 times and not get that sword skin you love, this is another way of making your players angry.

So the best solution? Offer a bit of everything, put rewards behind all the above systems to satisfy all kinds of players.

Daily AP Trading and Historical achievements

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Why exactly do players want these achievements?

If it’s for more AP to get the AP armor, why not just ask for more permanent achievements that award AP?

Because they are no longer available AND some of them were removed due to bugs. Why should someone be locked from bugged achievements?

Daily AP Trading and Historical achievements

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Ok. So, your suggestion is only for those retired APs you listed. All others are unavailable?

Probably won’t satisfy many of those longing for the old APs.

Yes my suggestion is to put only a very limited amount of AP to the system. IF the system is successful then more could be added (baby steps) especially if they finally say they never put LS1 back to the game.

For example, the repeatable holiday activity achievements can also be added, like Snowball Mayhem which resets every year instead of continuing from were it was the previous year (SAB continues).

But in any case, they should NEVER add achievements that offer unique rewards (titles/minis and so on) like the Liadri achievements, those come with titles and “deserve” to be back when their content becomes available again (if it becomes available again), so players can get those extra rewards the same way everyone else did.

Daily AP Trading and Historical achievements

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

I don’t think the Devs will expend the time or energy deciding what rank to give old Achievements, and even if they did, I’m sure there would be an enormous outcry about the selected ranks.

I didn’t grade the achievements, those are the achievements in the “retired” list, I only excluded the pvp ones because they also award titles and I feel like any achievement that awards a title and/or unique item should be made available through the same content in the future and not be acquired by some other method.
I did not put any LS achievements in the list, if for no other reason, because there is a possibility for them to come back in the future (if they re-release LS1 in some form).

Hints Completion was easy, and if it was glitching for players all the more reason not to lose those 10 AP to a bug.
Miniature Collections were bugged and exploited that’s why they were changed. I know there were legit players who got those achievements, but why allow exploiters free 120 AP and not give the chance to others to get those?
Active Guild Member was one of those you couldn’t miss even if you tried.
Skillful, same as above. Impossible not to get these and basically free AP.
As for the jumping puzzles, the Garnet Sanctum is the exact same as the other borderland JPs. As far as difficulty goes finishing one is the same as finishing all of them.

Now Troll’s End is a unique case and is the only unique case in the list.