Unfair in every way isn’t fun. Nor is it challenging. It’s cheap, and bad game design. Being absurdly hard is perfectly acceptable, but trial-and-error gameplay is not.
I find it fun to puzzle through the levels, to do my best to avoid the traps by taking the less obvious path, and the immense satisfaction at the end when you’ve completed it.
That is fun.
That’s nice, but that doesn’t make ‘unfair’ fun. Fun is subjective as it is, and you do realize that I’m talking about tribulation mode, right?
It’s really, really, pay to win. You can’t do tribulation mode without it since the entire basis is trial-and-error gameplay that hardly involves anything else. They’re pushing it much too far and I hope that people get a refund if they spent actual money on it.
Unfair in every way isn’t fun. Nor is it challenging. It’s cheap, and bad game design. Being absurdly hard is perfectly acceptable, but trial-and-error gameplay is not.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: raahk.2786
Am I the only one that feels as if tribulation mode, in combination with the infinite continue coin, is just a blatant cash grab? I’ve died at least seventy times in world 1-1 alone, so far. My skill is average-above average at best, but this is just trial-and-error gameplay, and is not skill based at all. A large amount of grinding baubles would be required to get the amount of continue coins to proceed through these levels, at least without using a guide. I had to transfer 31g into gems to purchase a coin after suffering from the ridiculousness of it first hand.
I was hoping for legitimately challenging gameplay, not this. Liadri was -almost- a step in the right direction, but this is way off center.
I have yet to try world 2 in tribulation mode, but the normal mode is rather unforgiving, as well. It’s at least something that’s actually difficult, though.
The six skill for the superior rune of vampirism isn’t working either. I think it’d be best to check multiple runes as there seems to be more than one of them not functioning properly.
Wow…I’m seeing a ton of issues with the Rune of Vampirism set and many threads on it since at least last November. I’ll see if I can get through them all to see which issues are still around and write in a good and detailed post on the broken bits to add here. Thanks!
It’s been bugged for a while, which is sad because it’d be rather useful. It seems like most of the superior runes are bugged but nobody has really paid attention since everyone just sticks to eagle/scholar/doylak etc.
The six skill for the superior rune of vampirism isn’t working either. I think it’d be best to check multiple runes as there seems to be more than one of them not functioning properly.
The thief trait ‘Improvisation" doesn’t grant a bonus damage increase as the trait suggests.
steal is not a bundle; it works with items that you pick up—items that replace your weapon skills, like banners and elementalist conjured weapons
I’m aware, as steal used to grant bundle items in the beta. I suppose it’s less of a bug, more of yet another thing that needs to be reworked.
Bumping this since some of these have been around near or even at launch.
The superior runes of vampirism don’t function correctly. The last function that states that you will turn into mist at 10% health never activates.
In Crucible of Eternity, when Subject alpha uses the crystal prison, if the prison is destroyed too quickly, then the person that was encased in crystal will remain frozen for around twenty seconds, or until downed.
In the Crucible of Eternity, the Champion Ice Wolf at the very start of the dungeon will use his leap ability and another without any animations. This leads to players being instantly downed without warning.
In The Ruined City of Arah, path two, after fighting Agent Belka, sometimes the door leading to the next area of the dungeon will not open and you will be forced to restart.
Nearly every miniature cannot be used underwater, except for the miniature black moa, and a few others that I have only been told of working.
After the latest living story update, the medium boots from the honor of the waves has had adjustments to how dye applies to it. I have heard others complaining of similar issues with other armor but cannot name the specific other pieces outside of the boots I mentioned.
The Incinerator only receives certain effects based upon whether or not you’re holding it on the mainhand or the offhand. This is probably not a bug, but I’m writing this here anyways because it’s sort of a gyp to not receive all of the effects of a weapon that can take weeks or months to create. In addition, when using the thief skill ‘Shadow Shot’ while wielding the incinerator in the offhand, you will fire an incinerator dagger instead of a bullet. Again, most likely not a bug, but it makes the weapon less legendary, and more of a joke.
The thief trait ‘Improvisation" doesn’t grant a bonus damage increase as the trait suggests.
The thief trait “Fleet Shadow” doesn’t appear to go to the 50% movement speed that it states it does, instead only going to 33%, or possibly 30, after testing this trait out myself and having been able to only go as fast as those with swiftness or sometimes less.
When swapping weapons with other ones in a invisible bag, the weapon that was swapped out will not be placed in the bag that the original one was in, instead being placed either in the first bag slot that the character has or, if using a fractal box, whatever rarity the weapon it is will be sorted to a box that is of that rarity.
Example, I have an exotic fused dagger in my invisible bag. I replace my aetherblade sword with the fused dagger that was in the invisible bag, however, instead of the sword being placed in the invisible bag, it instead is placed in my exotic fractal box.
(edited by raahk.2786)
Rambodacious.7495 – whoa! Talk about some awesome feedback! Really appreciate the time you put into your post and it’s constructive manner. Definitely not a waste of my time.
Phaeton.9582, thanks for the encouragement!
Rambo pretty much covered all the bases.
Please, take what he/she said to heart. I’d like to add that a lot of the fans that supported the original guild wars were in it for the PvP portion. The ones that I know have long since left, while some have grinded their way to rank 40-50, but adding more gametypes, less grind, and more rewards would not only encourage new people to try out guild wars 2, but also encourage those who dropped it to come back.
I was actually hoping these count towards the Miniature collector title… not too happy about finding out that theres an additional tab for them..
I’m not sure if these will be more expensive or not considering there’s pretty much no incentive to actually buy them. I think the only people that will are the ones going after miniature collector.
They could’ve made a lot more money if they used better characters then just generic mobs and enemies. I know people would pay a fortune for a shot at a miniature Tybalt Leftpaw, or any of the other order reps. Make those rare and make miniature world bosses exotic, and bam, loads of money.
Though I’d rather see those last ones actually drop from world bosses, but still.
Yeah, login server’s down after kicking a bunch of people. Fun.
The title, pretty much. Why so much redundancy? There’s three of each from the same type. I can get a mini peacemaker with a hammer, or a gun. It’s all just mob types, and to top it all off, this is when in the original game most of us would be getting a selection of birthday miniatures to choose from. Hell, one of the exotics is just an ‘enraged’ version of a green miniature, the new enemy nightmare things.
Hell, at least the previous set didn’t give us three different colored drakes. It’s lazy, is basically what I’m saying, and this is after most players hopes and dreams of having at least some different miniatures for a one-year birthday, instead of just the Queen Jennah mini.
Myself and others in the guild are also experiencing this and it is making it extremely hard to play the game. This has been going on for hours and there has been no explanation as to why.
On the topic of ‘cleansing orr’ wouldn’t it be possible to have a different map depending on whether or not you completed the personal story? They did something similar with winds of change, so it should be possible since it’s all instanced.
Getting access to a ‘Cleansed’ version of Orr. Even if it just has reskinned mobs and looks prettier, it would at least make a bit of sense.
And plus, it’d give more people motivation to finish the personal story, at least on multiple characters, if someone were to put some of those new materials they mentioned there…
I picked Kiel because the WP money saved, however unimportant, is still massively more useful BLC keys. The only thing I will ever purchase from the gemstore is character slots, and I’ll do it with in game gold.
And fractals, well, I don’ care at all about those. Most people who do fractals all day are farmers anyway, so I know they aren’t worried about repeating the same areas over and over again.
Its for a month, the reduced waypoint costs. Maybe if was permanent then voting for kiel would’ve been justified. Most people who do fractals are trying their hardest to get a skin that they want, which is a near impossibility. I have friends that have gotten to frogs 50, and they really don’t enjoy how much time they’ve spent trying to get those skins.
So if evon was more likable, then you would’ve voted for him? And even though he’s been running a massive company for years, you think that kiel, just being a guard, is more qualified? Or ‘fittest’ as you put it? Well that’s weird, it sounds like the developers might’ve influenced your vote, a little bit.
And for the record, the fractal would’ve been about the fall of abaddon; not the guild wars one mission. I feel like if that was clarified better then Evon would’ve won.
Would it be possible to have him in LA for a little while to replace the unused projector
In a set of medieval stocks so we can throw tomatoes or rocks at him
It’s almost like he reads button inputs. I’ve tried this about ten times now to test this, just starting off with water and he belches every time.
Might just be my unluckiness, but in all seriousness this guy is nothing more then a RNG based cheat. He’s not fun, he’s not entertaining, he’s not a challenge, he’s just a randomized, asuran-sounding smug annoyance. The only type of minigames that are allowed to involve any sort of luck factor is gambling and nothing more then that.
What’s sad is that he takes more time and effort to complete then any other boss or similar challenge in the game.
(edited by raahk.2786)
Oh, okay, thank you.
Guess I burned twelve hours after logging off last night.
Hi there. I just had my account suspended for ‘inappropriate language’, however as far as I can recall this is the first time that I’ve had something like this happen, however, the time that I have left until I can re-access the game is 58 hours, originally starting at sixty. Is that normal for a first time offense, or did I have a previous point in time where I was suspended but never realized it?
I’m not debating about whether or not I should be suspended, either, I’m just wondering how many offenses it would take to be suspended for such a long time, as I can’t recall a single time where my account has been suspended before this.
I just hope that we don’t have to search through multiple rng boxes for them. They could just make the new dungeon permanent and add the skins to the end chest, which would give some extra incentive upon running the dungeon. Retcon it staying by having a “Blast-from-the-past” Npc that could also possibly let people access the MWF and future dungeons that will most likely be originally temporary content.
Or just you know, they can keep doing what they’ve been doing and continue to lose more and more of their playerbase, that’s fine too. Hasn’t even been a year and the game already feels dead.
Now, I recently obtained a medium set of the new aetherblade armor. In all honesty, it’s okay, at best, but I was really after just the pair of shoulders. Low and behold, the one part of the armor that I wanted to dye, the tubes, happens to be the only part of the armor that I -can’t- dye.
So, I glance at the little bars indicating how many different dye patterns I can have, and low and behold, it’s set again at three. Why is there only three options on a piece of armor that can easily have the fourth? And why is this the case with so many different other sets of armor, especially when it comes to medium?
I feel as if there should be more dye options on AT LEAST the gemstore acquired armor; after all, people are giving up their hard-earned cash, shouldn’t there be more options for customization in a game that is all about style?
So a few weeks ago people found the aetherblade weapons in the .dat files.
Will these become available at some point? Are they already in game as a reward from the new dungeon? Or will they become another gem shop RNG box sort of deal? Here’s hoping they’re in the new dungeon, if they are in game at all at the moment.
The fact that this forum is so dead is just further evidence of how little people care about the game anymore. People quit more and more often by the day. Normally a dev post with any other game would receive a mass of more posts, but when the official forums of a game have so few posts and so much time in between replies.
Well, bottom line is, permanent, meaningful content needs to be added. Bugs need fixing, dungeons need to be more fun and rewarding (The ascalon revamp is neither) and there needs to be more game types then just domination. Wub has been shown enough love, pay attention to the people that somehow still manage to play a single gametype daily.
I’m quite happy with the amount of updates in GW2, but I wish more of it was permanent.
We’ve been playing around so far this year with a lot of different concepts to see what works for a living world game, and see what players liked and didn’t like. Based on all of your feedback, you’ll be seeing a greater degree of permanent content built into future living world releases in 2013. And of course, some things you’ve seen before may return again, in its current form but updated like SAB or holiday festivals, or in a new form entirely….
We’ve got a few more updates coming more along the lines of what we’ve done so far in the vein of holiday festivals, but as the year progresses we’re going to layer more permanent changes and content as well with each living world release. I’ll toss a blog post up in a couple of weeks that outlines high level, where we’re taking our living world style updates specifically in the future for more clear transparency once we’ve got it all ironed out.
As always all of your feedback and comments are greatly appreciated, we’ll continue to adapt and grow this strategy and concept as we go. As we’ve said before, we’re trying something very new and different here, and in some ways we’re learning along with all of you how we make a living world style game work.
How long will it take to get PvP updated? Judging by all of the ‘content’ that has been released so far, PvP is essentially a forgotten item in favor of temporary content, RNG boxes and meaningless gem store updates. New armor types are being added with every update, but PvP still only has the very basics, and suffers from a complete lack of variety in terms of the builds that people are using, in addition to the obvious lack of variety in terms of Spvp itself, since there’s still only one game mode for the sequel to a game that was a PvP powerhouse. And what about the endless grind, the ridiculous amount of hours that it takes to achieve each new rank in Spvp? I personally have only gotten to rank fifteen, but comparing that to grinding out a legendary, well, I’m on my second legendary now, so I’m sure you understand my point, if you’re actually taking the time to read this short rant.
A friend of mine noticed this the other day, and after checking I myself noticed this as well, but when going underwater the benefits of the runes/orbs on your armor seem to disappear from the hero panel. Whether or not this is just a graphical glitch or if the runes actually stop functioning underwater is unbeknownst to me, however some clarification would be useful.
I’ve got a question involving the various kits and drops; I’ve recently been farming in southsun thanks to the 200% magic find boost. Now, with my thief, I manage to bring in about 20 armored scales an hour, however, with my engineer, I only tend to bring in three. The difference in drops is incredibly apparent as with the thief I’ll also bring in a small amount of rare weapons, while the engineer will only recieve things like tail fins, and only rarely.
Does using kits prevent you from getting drops, at least underwater?
I reinstalled the game. It took about six hours to download everything again.
The issue still exists.
Arenanet, fix your kitten. I’m sick to death of not being able to play with people I consider friends because you can’t fix bugs that have been plaguing players for MONTHS.
For me you just right click the game, go into properities, click on the shortcut tab, and add “-repair” without quotation marks to the end of the target line, after the quotation marks.
So it would look like “gw2whateveristhis” -repair
However, I did this again earlier when I decided to play, and this time around it did not fix it. I just reinstalled the game…and…it managed to fix it. Will it rebug upon relaunching the game? I guess I’ll find out later.
After attempting to study for finals, -repair only works once. Once you close the client and relaunch, the ui bug reoccurs.
Great job, Arenanet. This bug’s only been here for four months, and considering it took three to fix bjarl (a simple graphics glitch, of all things) I’m sure I’ll still be having to -repair upon every launch for at least another three.
I just tested, it appears that the -repair function works, at least to fix the guilds and UI, for now.
Alright, to start off with this issue has been happening for the past three or so months. I am an American player who plays on EU servers to stay in the guild that I’m currently in. The issue that I’ve been having is one that involves party UI; most of the time, when someone leaves, joins, or logs off, the party UI will not reflect the change, and instead stay the way it is.
Now, after somebody decided to trip the power wire to the server or whatever was messed up this time, I can’t even see the party UI….And my guild chat. And to top it all of, I get randomly kicked from the parties I’m in for absolutely no reason whatsoever.
I just managed to run SE parts 1/3 after I was kicked four times total from the dungeon. And no, my friends weren’t playing a prank on me.
When is this going to be fixed? I’m not the only one who suffers UI issues, and it’s one of the most annoying bugs in the game.
Bugged on Seafarer’s Rest, too. Good job arenanet.
Various daggers clip through the medium armor duelist coat when in a combat stance, provided that they are offhanded. This of course includes the legendary dagger, the incinerator, which is something very disappointing to me when I finally acquired it.
In addition, the incinerator itself only gets certain effects based on what hand one is holding it in; if offhanded, you’ll be able to throw the dagger as a thief using “dancing dagger”, but you will not get the flame spiral that you would normally get upon wielding it mainhanded.
For clarity’s sake, incinerator in this screenshot is being mainhanded specifically because of the clipping issue with the duelist coat.
Oh, and my character is a max height/max bulk human male, if that helps any. It seems that there’s a lot of problems with the duelist coat in terms of clipping.
(edited by raahk.2786)
As the title states, this thread has to do with the current effects of the legendary dagger incinerator. After finishing a long, three month grind, I have finally obtained one, and yet, there appears to be a few problems with it depending on how I wield it.
The first problem is that, upon offhanding it (which I had planned to do from the start to go along with my chain sword) the incinerator will actually clip with most coats when in combat. I am not sure if this is because my character is a max height, max bulk human, but finding that a legendary of all things clips with any model is beyond ridiculous considering the sheer amount of work one has to put into it.
The second problem stems from the fact that it’s a dagger and it gets different effects depending on where you wield it; offhand, you’ll be able to throw the incinerator with dancing dagger, but you will not get the swirling flames animation that would normally appear if you draw it while main-handing it. In addition, sometimes the flames around one’s hand will not appear; this only seems to happen when off-handing the dagger. I am not sure if these are ever intended to be fixed so that you can get both the incinerator throw and the animation whether or not you’ve got it main-handed or off-handed, but if they aren’t, then it’s a huge disappointment…but still not as much as how it clips with a large amount of coats when offhanded.
The solution that normally works is a simple re-log, however, if that doesn’t work, then you’ve got to be hit by the giant headcage thing’s laser at the end of worlds 1-2 or 1-1. I accidentally discovered that it seems to reset the camera the other day. I hope this helps.
For the record, these lag spikes only started to begin after the whip-exploit patch, not the first march patch. The whip-exploit patch also made it impossible to visit queensdale on seafarer’s rest for a short while. How arenanet made such a huge kittening error by fixing an exploit that effected 1% of the game is beyond me, but it’s completely unreasonable that players are unable to play the game they’ve spent money on because of the incompetency of whomever was in charge of fixing that exploit in the first place.
So if any developers are reading this, look over what was changed during that specific patch. I’d really like to be able to play the game with my guildies without experiencing major lag that was been so far nonexistent up until the whipfix patch.
And as a further note, the lag appears to begin at about 3pm pst, at least for myself. Peak server hours, however, have never effected my connection.
(edited by raahk.2786)
I’m assuming that I’m not the only one that can’t log in, then. This needs to fixed ASAP.
I am also an American playing on a Euro server.
(edited by raahk.2786)
Server: Seafarer’s Rest. The other day queensdale didn’t even work. Now I’m experiencing random bouts of lag, and since I went to relog to see if it would fix the problem, I am instead greeted by endless loading screens on all of my characters. So now I can’t even play the game.
Yeah, I was hoping this would be something that would be solved by just waiting like how it normally is with the bug involving crucible of eternity (if the place uncontests at the same time you leave the dungeon, then your character gets stuck there and you can’t access him for a few hours) but it’s been a bit more then a few hours.
I’m having the same problem, and I’m in the same server. Other characters work, but I can’t access Queensdale.
People are thinking that thief underwater is weak. Are you kidding me? We’ve got one of the best underwater sets in the game, especially with spear. In between the endless block or evades with 3 or 5, or the constant vulnerability and yet another evade with two, or even a pull with four…Well, I’m sort of confused at how one could be complaining about what is practically the best underwater class in the game, especially when you factor the various utilities that thieves have access to.
It seems rather sad that engineers and rangers were more viable in the beta version of the game then they are now.
You can tell that they really want to avoid doing anything with the engineer when one of the very first traits has a grammar error, of all things. Six months in, with all the nerfs to both the engineer and ranger, and the bugs that have been attached the engineer since launch..completely unacceptable.
Is this first time pets has ever been discussed? If not could we get a list of things been there done that at meetings.
We talk about anything pertaining to game balance. Yes pets have been brought up before many times.
I don’t imagine we’ll post a transcript of topics. The things we talk about are best reflected by patch notes.
Actually, I think it would be a very good idea to post a transcript, considering the patch notes don’t cover everything in the update, and haven’t since launch. There are those of us wondering if our classes are even being paid attention to, especially when it comes to the engineer and the ranger; the mixed traits, weapon skills, and in the case of the engineer, the sheer amount of bugged traitlines are a major cause of concern.
Posting a transcript would at least let us know where exactly the development team is going with each specific class, instead of relying on patch notes that come up once or twice a month.
On topic, I’m finding myself agreeing with a few individuals. The idea to turn pets into what heroes were in the original game by giving them species specific skills, along with a large pool of various general animal abilities, would be a great one alongside some form of AOE resistance; Rangers cannot function as a contributing member of a dungeon team as they are now due to these pet issues; allowing a more customizable skill pool and aoe resistance to make up for poor AI would be a slightly better trade-off then what rangers currently have.
jeffrey, you must also be informed that this bug can also cause game crashes when achieving the daily’s requirements while not actually showing any progress. I’ve had the game crash on me three times, all three listing the daily as the cause of the crash. Meanwhile, I still have zero progress on any of my dailies.
However I did get the reward for yesterday’s after having my game crash. It seems like it’s trying to show the pop-up on the daily progress, but fails and crashes the game.
(edited by raahk.2786)
crouch jumping is a habit that has followed me from other games I play, so uh, why not.
Oh wait, tea-bagging, right. This suggestion is silly.
Also, when used with a combo field, unload and other similar skills will only apply a condition/regeneration/burning at the end of the channel, despite the words “confusion confusion confusion” appearing multiple times for say when you throw gunk at a target then use unload. Essentially, instead of providing multiple stacks of confusion, or regeneration, or blind, it will only apply those effects on the final hit of the channeled ability.
That’s most likely because Unload only has a 20% chance of proccing a finisher but for some reason the UI will show the text even for other the 80% of the attacks (it happens for every attack that has a % of proccing)
So it’s a simple bug with text, not with the actual skill. Good to know.
It would make pistol/pistol at least semi-viable if it did, though.
So far we have:
Buff Sword/Pistol’s slot three skill, pistol whip
Pistol/Pistol Needs a rework. Headshot will only apply daze the first time it’s fired at a champion leveled boss. I have yet to test this outside of dungeons, but a champion (like The Ghost Eater) will only be dazed and interrupted once before just ignoring the skill altogether. It’s already been pointed out, but bodyshot is a waste of initiative, and black powder’s costs outweigh its benefits; Finally, Pistol/Pistol has no survivability skills, and its main form of damage, unload, is easily evaded or blocked during player versus player combat.
Some other problems, like how signet of agility states it will cure a condition for each nearby ally when activated, is either bugged or wrongly worded, as it will only cure one condition, regardless of how many allies are within the specified range.
Also, when used with a combo field, unload and other similar skills will only apply a condition/regeneration/burning at the end of the channel, despite the words “confusion confusion confusion” appearing multiple times for say when you throw gunk at a target then use unload. Essentially, instead of providing multiple stacks of confusion, or regeneration, or blind, it will only apply those effects on the final hit of the channeled ability.
Player Culling is an issue that makes thieves in world versus world a lot harder to deal with, as they can still either be permanently invisible and continue attacking you, or they will take up to three seconds to be visible after coming out of stealth.
Finally, I feel as if thieves need a range buff on pistols, and a weapon or trait that can allow thieves to fire at up to 1200 range. A possible buff on shortbow’s cluster bomb would also be of benefit, as it is the main form of damage for the shortbow, but the only way to reliably spam that form of damage is to be as close to the enemy as physically possible. It seems that clusterbomb would be more at home on a melee weapon then a ranged one.
I would personally like to see thieves have access to rifles, but I do believe that pistols need a range increase, if not a complete rework altogether.
One last personal thing I’d like to see would be a change in animations; firing both pistols as the autoattack, sort of like a slower unload, instead of just the one pistol firing.
It’s extremely disheartening to hear people defending the current state of the engineer. It is currently the weakest, most bugged profession in the game, and has been since launch.
It might be that the reason why nothing is being fixed with the engineer is because there are still many people who feel as if their profession is still as viable as the others.
It just flat out isn’t.