Showing Posts For timidobserver.7925:

Stand your Ground and Lemongrass poultry soup

in WvW

Posted by: timidobserver.7925

timidobserver.7925

What the guy above me said. Go to Spvp if you want your build locked down.

Stop with ascended stuff

in WvW

Posted by: timidobserver.7925

timidobserver.7925

I am fine with gear progression. I’ve always liked it in small doses, which is what Anet gives. The only issue I have with Anet gear progression is the amount of time they want people to put into getting the gear.

Repost: making WvW similar to sPvP

in WvW

Posted by: timidobserver.7925

timidobserver.7925

apparently I was disrespectful in my last post about this and before any mod deletes this I have an email from customer support saying I can repost

make WvW more competitive by using the sPvP character customisation system

more people will play, less lag from ugly particle effects, more emphasis on player skill, less feeling like a tool because you’re upleveled and borderline worthless as anything other than a supply mule

I read the new changes with disrepair because I have multiple alts I use for different group combinations and situations, grinding time gated items will be hell

I work out, given the new ascended items follow the same stat gain over exotic, that without ascended I’ll be behind by almost 10% on a given stat. This is bad news for small group roamers.

Instead of posting on the forum level your character and buy some gear.

Liadri alienates a lot of gw2 players

in Queen's Jubilee

Posted by: timidobserver.7925

timidobserver.7925

At first it seem like that insanely impossible clock tower

I think the comparison with the Clock Tower is quite apt.

The Clock Tower was designed to be a solo instance (the puzzle’s designer confirmed this in the forum), and when played as such, it was challenging and fun.

But, for some incomprehensible reason, someone at Arena Net decided to throw (up to) 14 max-size charr and norn on top of you, which made it very hard to see your own character, or anything else, for that matter (it would be trivial to not render the other players, or render them as small halloween spiders), but someone at Arena Net decided that filling your screen with meat and fur made the puzzle better. In reality, it turned it from a fun and challenging jump puzzle into a frustrating mess.

Here (Liadri), we have an encounter that was probably playtested on a different arena (same size, but with a single-layer opaque floor, and without the domed ceiling), and was then transported into the “finished” map, where the geometry causes all sorts of problems with the rendering of the red circles and the game camera. Again, a potentially interesting encounter made frustrating and random by the fact that it wasn’t properly playtested. Simply removing the dome would immediately make it a lot more playable.

Not everyone needs to be able to succeed at everything.

Absolutely. But there’s a difference between skill-based gameplay and biased gambling.

Not everything needs to be fair and balanced.

Good game design does. It’s trivial to make a game challenging by adding a random chance to instantly kill the player, or by making players fight against the camera behaviour instead of the actual AI-controlled enemies.

But that doesn’t test players’ skill, it just tests their patience (or perhaps their level of autism) and their willingness to put up with bad game design. I don’t think it’s a coincidence that this fight gives a mini, and I suspect a lot of players wouldn’t bother with it twice if it didn’t (and won’t set foot there again after they get it). When you have to bribe players with a unique item to get them to play through something, that means that part of the game isn’t very well designed.

It’s fine to give some players a reward based on a random number (like a lottery, or a low % chance of loot dropping), but in that case the game needs to be honest about it. The implication here is that the players who don’t get it “aren’t skilled enough”, which might be true in some cases, but ignores the huge role that the RNG plays in this fight (and also on the Strugar fight, but there it’s mitigated by the fact that you don’t die immediately if / when he throws the meat directly at the hound).

Kholer (in AC) is a good example of an encounter which is both challenging and enjoyable. Liadri’s difficulty relies not on players’ ability to read her actions and react to them, but on the randomness of the spawns / AoE location, and the horrible behaviour of GW2’s camera.

This guy called it right here. If not for the mini and the achievement I would not have tried it a second time. Basically, Anet is releasing crap content and forcing you to do it in order to get the rewards. Fighting the camera should not be a fundamental element in any fight.

Liadri alienates a lot of gw2 players

in Queen's Jubilee

Posted by: timidobserver.7925

timidobserver.7925

I am all for decreasing the difficulty of this boss. It is basically bias against melee/tank types. There should not be anything that oneshots you 4-5 different ways.

Any guardian who actually killed Liadri?

in Guardian

Posted by: timidobserver.7925

timidobserver.7925

Nice Anet gives guardians one ranged weapon and then makes the orb in Liandri immune to it.

T6 material farming

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Hard Wood is probably going to be the most painful material.

Exotic Discovery's Reset

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Well I just spam leveled my weapon smith up to 400 today, so I don’t care about this reset.

Don't make a new map! Solve the skill lags!

in WvW

Posted by: timidobserver.7925

timidobserver.7925

So please do tell..

How is it when, after waiting in queue, do I get in and begin to stack bloodlust, and even though there is a massive ZvZ going on, I don’t experience any lag at all where I’m at?

Am I in a different server than the zerg, despite being on the same map?

Why is it that this lag only happens when I get close enough to the zerg for it to get loaded at which point the computer’s responsiveness bogs down in general? Not only is there a drop in FPS and not only is there a lag in skill use, but even alt-tabbing to desktop is delayed a bit.

I don’t care about your personal fps issue. What I care about is the big issue that effects more people than you and that is skill lag. That issue is server side

Basically, I don’t want to talk about whatever conspiracy theory you have going on. All of my posts are in regard to what has been announced by Anet.

So, yeh again, it is a hardware issue that is causing stuff to get pegged out when there is a ton of people doing stuff rapidly in the same place at the same time. I think that a new map and adding more capture points is a starting point toward addressing that issue.

It won’t help T1 and T2 servers that much, but it will help some on T3 and below I think.

(edited by timidobserver.7925)

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Well the materials can be traded, so I am good.

(edited by timidobserver.7925)

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Well I haven’t seen anything that takes charged quartz in the livestream, so this thread is over.

Don't make a new map! Solve the skill lags!

in WvW

Posted by: timidobserver.7925

timidobserver.7925

It is a hardware problem. The hardware starts to get pegged out when a bunch of people are using a bunch of skills on each other at the same time in the same place. Assuming that spending hundreds of thousands of dollars upgrading their hardware isn’t a viable solution at the moment, making a new map and creating more capture points is probably next best bet.

Upgrading the hardware isn’t really the answer. Thier servers handle it just fine, it’s the clients computers that can’t.

I’ve never had my fps drop below 10. I’ve talked to people in the exact same fight have their fps drop down to 1.

When you load into a map, you don’t load the entire map. This is why, when you enter into a map that has a massive zerg war going on, you don’t automatically bog down even when facing the direction the zerg battle is at.

Only when you get within a certain range do you begin to lag and this is because only at a certain distance is the zergfest finally loaded on your end.

The tricks they were using before with culling and now particle effects culling is to reduce the amount of information being processed client side.

What I think they should do is to kind of create a local overflow. Think of it like culling on steriods. Instead of both ally and enemy players not rendering, after the zerg gets to a certain size, a local overflow occurs and players from all three sides in the immediate area would enter the overflow.

As seen by the client side, it would appear to be culling, but unlike culling, it’s more than just a lack of rendering.

I didn’t really read anything in your post past your statement that it is a client issue. Did you even read the red post before posting? Devon literally states that Server CPU problems are the cause of the issue.

Skill lag is a server issue and that has been stated by the devs. It isn’t a client side fps issue.

Don't make a new map! Solve the skill lags!

in WvW

Posted by: timidobserver.7925

timidobserver.7925

It is a hardware problem.

I completely disagree.

It’s a game design problem. The engineers and designers are supposed to know the limitations of their engines and hardware. Yet they create a playground with a specific set of rules that exceeds its limitations.

Well that is obvious, but unfortunately time machines haven’t been invented yet.

So, assuming that going back in time and undoing mistakes that were made a years ago when the game was designed isn’t an option, I think that the direction they are going in the present does help begin the process of solving the problem. Then again, I guess they could take your approach and do nothing and just lament over the past design decisions that lead to the problem.

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Or they could do a weekly cap, instead of daily.

A monthly cap would be even better.
That way people with really irregular playing times (like say, a student) will be able to get enough materials.
But then again…we aren’t talking about time gating a dungeon or an event…they are time gating transforming a T6 material to a T7…Unlike dailies which can take some amount of time, getting a charged quartz takes less than 5 minutes. This kind of time gating isn’t even asking us to play the game, it’s just incredibly annoying.

Why does a cap make a student more or less able to get enough materials? Without a cap the student should be able to get enough materials. The only difference is that everyone else isn’t relegated to putting in the amount of time/effort that the student puts in.

Don't make a new map! Solve the skill lags!

in WvW

Posted by: timidobserver.7925

timidobserver.7925

It is a hardware problem. The hardware starts to get pegged out when a bunch of people are using a bunch of skills on each other at the same time in the same place. Assuming that spending hundreds of thousands of dollars upgrading their hardware isn’t a viable solution at the moment, making a new map and creating more capture points is probably next best bet.

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Well that was my point, the fastest runners are everyone doing the bare minimum necessary for the reward. It isn’t a race in the traditional sense if everyone is running the same speed – there is no way to be punished unless you choose not to participate, and in that case, who is at fault? Certainly not the developer. Time gating is placed specifically to avoid that gear treadmill.

The main reason I am against time gating is because it’s a very intimidating system for new players and players that play regularly across multiple characters. ANet has the potential of alienating players with many alts and new players once the content is upgraded to meet the needs of the gear. Now of course the possibility exists for these players to play amongst themselves, similar to how low level maps are heavily populated during the time of launch, and progress at a later interval than those keeping up with the time gating on one character, but that is not healthy for an MMO. The mechanics in this game (specifically scaling) are built around allowing all players to play together on a relatively level playing field (I am specifically addressing PvE content).

What ANet has to consider is that new players will be significantly behind. WoW addressed this issue, for example, by offering early quest rewards from new expansions (when the largest number of new/returning players were entering) that immediately outgeared the best gear from the previous expansion. I’m sure GW won’t offer ascended gear for virtually nothing as soon as content that requires it is live.

It most definitely punishes the faster runners, or in other words, players that play the game regularly. There is no getting around that. I don’t really mind excessive activities to accomplish a task in a game. I do mind a lot of empty space being placed in between objectives. It is the lazy approach IMO.

I prefer active over inactive mechanics.
Active = go do x.
Inactive = sit and wait x time in order to make sure all of the slower people have caught up.

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Well the competitive factor of time gating is kind of a strange argument considering it’s a race in which everyone has the potential to go the same speed with no drawbacks. The only way to progress slow than others is to literally do nothing. If you participate in the content, you will benefit the same as anyone else who does so. Players being happy about others not progressing quickly is an issue that has nothing to do with the fact that time gating works as a mechanism to keep people engaged, if done so in an interesting, engaging way. Quartz was not a good way to do it for many reasons, the two most notable ones were A.) the method to acquire charged quartz was not engaging; and B.) celestial gear is not appealing enough a reward to be interested in gated content. Ascended gear, however, is an enticing reward that players actively engaging in current content will be interested in.

What you suggest, and correct me if I’m wrong, is that some players are in favor of time gated gear strictly so others can’t progress faster than they can. To that, I ask what those players have to gain? I would assume that players with this mentality will be the ones that fall behind from the beginning.

My argument is considering the playerbase that engages in the gated content because they genuinely want the gear, and the time gate is not a factor because they planned on playing the game during that time anyway.

The only reason players are against time gating is because they want to be rewarded for their time immediately, but these are also the players that will immediately complain about their being no content in the game.

It’s not a race worth running if you are shooting the fast runners in the knee in order to give the slow runners a chance.

I spend a lot of time on GW2 and I don’t have a single charged quartz because I simply don’t like the timegating system. I find it to be a mind numbing thing to put a person that regularly plays the game through. At least with a legendary you can actively work toward it as much as you want to.

(edited by timidobserver.7925)

Retaliation is a real handicap to our class

in Engineer

Posted by: timidobserver.7925

timidobserver.7925

Yeh, my guild doesn’t even allow Engineers in our WvW group.

Ascended Gear to Kill Builds and Alts?

in Guild Wars 2 Discussion

Posted by: timidobserver.7925

timidobserver.7925

I’m beginning to wonder if Anet has even considered the impact of all of this “vertical progression”(read: time sink). Ascended weapons will no doubt have higher stats than normal weapons, but they will also probably have higher base damage. This has an even greater impact on the differences between someone geared in full exotics vs full ascended gear.

The issue with this is what happens when you want to change your build? What happens if you dual wield 2 sets of weapons so you need 4 for just 1 build? What happens if you play more than 1 character? 2 characters? 3 characters? There have been other changes that haven’t been alt-friendly and that’s fine, but I think this is becoming too much. I can’t keep up with gearing all of the characters or builds that I play.


I realize people are just going to say “you don’t HAVE to get ascended gear”, but I like to play WvW and it’s silly to think that people are running around in gear that is 10-20% more effective than mine just because they play 1 character and I play 7.

I think you have some wrong number there.
Effectively Ascended gear is only 10% better than exotic gear and if you compare an exotic weapon for instance (power, toughness, vitality) + soldier crest with an (upcoming) ascended weapon ^PTV aswell that difference will like +3 power +3 toughness +3 vitality, i can’t see that ruining wvw experience for anyone, unless u think these +3 stats on every piece will make that much of a difference, anyways i get your point and completly understand your side

Anyways just in case you wanna check it out but you have probably already done it
http://wiki.guildwars2.com/wiki/Item

No, he is right particularly with ascended armor also incoming. A player in full ascended armor once it arrives, weapons, and jewellry will likely be a fair bit more powerful than one in exotics.

Though, I like the MMO style of putting on stronger gear. He is right that Anet’s style of making it take weeks/months to get this gear will hurt alts and multi builder runners though.

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

I think time gated gear is a great idea

What’s the weather like in Bizarro World?

Although I am also against, I can see how more casual players can agree with it. In a game that does not promote vertical progression yet trickles it out on rare occasion, it’s important for players to feel like they can engage in content at any time. This is one of the reasons the first Guild Wars was so successful. It’s also a reason that turns people away from traditional MMO models.

Time gating is a method that is respectful to individual players’ time. The downside is that players often feel unrewarded for time invested, which is why the game will offer more immediate rewards of the same quality (ascended gear being offered as drops and rings acquired from fractals). I’m only defending time gating because it seems to be the method we are going to have to live with.

Another thing to keep in mind is the fact that this game is financially dependent on a microtransaction shop. It’s vital to the survival of the game overall for players to log on regularly to perhaps spend money in that shop, and time gating ensures that people actually spend time in the game. I’m grateful that the game doesn’t have a subscription, and I wind up spending significantly more than the standard 15$/mo in the gem shop.

But more on topic, I’m glad to see that people support time gating, even though I and many other players do not. Seeing players in support of time gated content shows that the game has devoted players that plan on being around a long time.

I don’t think it shows anything more than people being happy the other people will be forcibly slowed down to their speed.

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

I am tired of the time gated crap. Why do they keep coming up with ideas that nobody likes….

Cause they have to keep us playing the game for a long time. Some people just want to get the highest level stuff and usually burn themselves out. This way people don’t burn out. So you can always go hit up WvW which is basically my end game.

If time-gating is the way of the future I won’t be playing at all, so there definitely won’t be any burning out. Hopefully it is just a fad that goes away after it gets enough unpopularity.

Starting WvW, not level 80

in Guardian

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timidobserver.7925

Better idea, level to 80 first. Rolling a non 80 guardian is going to be painful.

Guardians and Ascended weapons

in Guardian

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timidobserver.7925

Not particularly excited about it. It’ll probably add what 10 to each stat over an exotic? I don’t see what there is to be excited about, unless the skin on them is awesome or something.

Healway vs Valor+Honor

in Guardian

Posted by: timidobserver.7925

timidobserver.7925

I tend to run in groups that range from 15-40, so I prefer AH builds. Healaway works, but it can’t really take the spike damage that a AH build can.

Will Asc. crafting be time-gated per account?

in Super Adventure Box: Back to School

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timidobserver.7925

….it concerns me that this game could be heading places that discourage having lots of characters on one account.

Your question is a good one, but it is coming from a twisted point of view. I have 8 characters myself but I realize it SHOULD take me 8x longer to outfit them compared to 1 character. Despite what many think, time gating does not exist to punish anyone (it’s there to maintain some level of “rarity” for at least some limited time frame).

Even if you don’t think it’s an intentional punishment (as some here will post…“ANet HATES ALTS PEOPLE!!”), you viewing it as a discouragement is just a point of view that you should re-examine.

No, you should have to do 8 times the work, not be time-gated.

….it concerns me that this game could be heading places that discourage having lots of characters on one account.

Your question is a good one, but it is coming from a twisted point of view. I have 8 characters myself but I realize it SHOULD take me 8x longer to outfit them compared to 1 character. Despite what many think, time gating does not exist to punish anyone (it’s there to maintain some level of “rarity” for at least some limited time frame).

Even if you don’t think it’s an intentional punishment (as some here will post…“ANet HATES ALTS PEOPLE!!”), you viewing it as a discouragement is just a point of view that you should re-examine.

This argument works better if the issue was Soulbound vs Account Bound, but this is time-gating vs just letting us do whatever we have the time to do.

Time-gating, in general, is supposed to bridge the gap between casual players and hardcore players by letting hardcore players not get too far ahead of the casuals… but I don’t think it’s working the way it ought to.

Instead, it is going to make the hardcore players find another game that allows hardcore gameplay…..

(edited by timidobserver.7925)

Content from the Dev livestream

in WvW

Posted by: timidobserver.7925

timidobserver.7925

Surely it wouldn’t break their ongoing plans for WvW to create a few neutral zones around the map that aren’t effected by whatever buff the new orb of power thingy gives.

Charged Quartz better not be an ingredient

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

I am tired of the time gated crap. Why do they keep coming up with ideas that nobody likes….

Wild speculation time!

in WvW

Posted by: timidobserver.7925

timidobserver.7925

WvW item description fixes.

Infinite Watchnight Tonic

in Suggestions

Posted by: timidobserver.7925

timidobserver.7925

Arena Net, I am curious if there is any legitimate reason why the tonic cannot be used in WvW. The achievement to obtain the tonic is very time consuming. It should be usable anywhere.

At the very least, there should be a disclaimer somewhere stating that WvWers need not waste time obtaining this item.

New update 9/3

in WvW

Posted by: timidobserver.7925

timidobserver.7925

The mats will absolutely drop in WvW. In addition, generally speaking, we are putting a heavier emphasis on finding long-term solutions to redressing the reward imbalance between PvE and WvW. I can’t claim they will ever be 100% equal all the time, but we would like it to never be the case that you are choosing between playing WvW and getting good rewards. The two should be one in the same.

Eh, I hearing stuff like this, but WvW remains excluded. For example, there is no reason why the 5+ hour achievement infinite watch tonic should not work in WvW. After spending the ridiculous amount of time required to get it, it should work in WvW any anywhere else.

So the Ascended weapons arrive

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

And all of the exotics turn into pumpkins @ September 3rd.
Surely Ascended weps will cost a nice chunk of gold. And it would be kinda okay if we needed just One weapon, but we have multiple weapons for different purposes/specs, and upgrading them will be very long and grindy.
I can already see many ppl saying “Well, you don’t HAVE to get them, exotics are still exotics”. And there was a similar talk when Ascended tier itself arrived, but these are Weapons, they don’t only have stats, but also weapon damage, so if you want to be good, you Have to upgrade, many times. (And probably forget about specs that need different stat combos)
How is this not a GRIND of all grinds? And as I remember GW2 ‘’manifesto" saying "There won’t be any grind in our game, grinding is not fun and noone likes it", I gotta say that someone has no respect for their promises.

P.s. I Really hope I am mistaken in all of this and this implementation won’t cause more problems than the ‘advantages’ it gives. And I see it only as anoher-carrot-on-a-stick to keep people playing and grinding for something. Uh.

There should be some amount of grinding or stuff to do in the game. GW2 doesn’t use the carrot on a string methodology that games like WoW use. It isn’t a constant gear grind.

I think that should satisfy people.

Crafted Ascended Weapons SoulBound?

in Super Adventure Box: Back to School

Posted by: timidobserver.7925

timidobserver.7925

Will these weapons be soul bound? I assume they will be, but I don’t see it stated one way or another anywhere.

Add a checklist to Invasion Canceler

in Clockwork Chaos

Posted by: timidobserver.7925

timidobserver.7925

Yeh you’d think that they wouldn’t have to be told to do this. It’s pretty basic.

From 50% to top 1000 in a day

in PvP

Posted by: timidobserver.7925

timidobserver.7925

Yeh I am pretty disappointed that spirit rangers are allowed to be so powerful in spvp.

20 recent soloq matches. 16 AFK/leavers

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timidobserver.7925

Yeh I’ve ruined my rating by attempting to solo queue on free weekend. I think I’ll avoid doing anymore until it is over.

This event has brought out the worst of GW2

in Clockwork Chaos

Posted by: timidobserver.7925

timidobserver.7925

Here’s another destructive thing about this update:
http://www.gw2state.com/temples.html

Hope they come back some day, but I doubt it at this rate.

People that zerg want stronger enemies. They want the loot drops. You get better loot running in a zerg, therefore the game supports zerging over not zerging.

You don’t need more than a dozen ppl to spawn a Champion in most events.
Ppl zerg because they know it makes the Champion die a lot faster and hit it’s maximum targets per attack limit too, making it actually a lot Weaker, not stronger

I never said you need more than a dozen people to spawn a champion. Who cares about the act of spawning a champion? What it takes to spawn one is completely beside the point. Apparently the point went entirely over your head. The point was about gathering loot efficiently.

A zerg champion train results in more loot and gold than 8 people. This fact proves that Anet supports zerging. They would change this mechanic so that 5-7 people could be just as effective at mass champion box hunting kitten.

So, linking this back to my original post, Zerging is playing the game as intended. If it were not intended, there wouldn’t be as much benefit to zerging. I have personally made hundreds of gold from casually zerging around without putting a bunch of time in. When I can make hundreds of gold in a small group or solo play, the game won’t be in favor of zerging.

Possibility GW2 Never Gets Full Expansion

in Guild Wars 2 Discussion

Posted by: timidobserver.7925

timidobserver.7925

Anet, the living world is all good, but it doesn’t qualify as expansion content.

I don’t think you read it currently. He was saying he wants to use the Living story to introduce new areas not that they are expansion content. Besides if they keep improving LS content like they did between aetherblade and this invasion, LS could replace the really boring DE we currently have.

As it stands, Living Story doesn’t even come close to the level of content that is expected in an expansion. The quality is fine and pretty impressive for free content that they are adding incrementally. However, no content that is even remotely similar to the stuff that is being added in the living story qualifies as expansion-like content to me.

This event has brought out the worst of GW2

in Clockwork Chaos

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timidobserver.7925

To start off, I’d like to say that I really do appreciate this update. Zones felt like an awesome battlefield and I enjoyed the story cutscenes. A lot of things were done well and I do feel that some parts of the living story have improved over time.

However there are also a lot of problems that this update has brought. My main problem is the issue of zerging champions during invaSions and ignoring the entire goal of the event. While participating in map chat, I was disappointed to see how the community reacted to calls to actually doing the event. Instead, people were opening telling people to just ignore the event and farm. It has really brought out what is to me the worst of the community in this game.

As this is the internet, it is only natural that there are hordes of people that aim only to zerg and get the most profit out of an event rather than playing it how it was intended. This means that the only solution is to develop content in a way that discourages or prevents such behavior. The invasions and champion loots together, while both good ideas, combine to make farming zergfests. As someone who wants to actually play the game and finish events, I feel that such zergfarming behavior being at the core of a huge game update is a step backwards for this game.

While I doubt that much will change as devs are already working on the next living story release, I hope that future releases will find ways to prevent and avoid the behavior that is occurring right now.

You seem to be implying that zerging isn’t playing the game as intended. I disagree given that that the last 3-4 updates have significantly increased the benefit of zerging. If they didn’t like zerging they would introduce updates that discourage it.

Hmm. Yeah, I do see your point.

In any case, I still do stand by my desire to have less zerging. Perhaps Anet does want zerging mechanics, and I don’t want to say that all zerging is bad since I do it at times too when I feel like just following a group, like in WvW. But what I don’t want to see is it becoming the main focus and center of content and gameplay as it has been in the last two releases.

And yes, I’m happy they’ve done something to solve the champion farming problem

False. This game punishes the Zerging, but in a VERY subtle way that requires a long explanation.

Basically, the more people you have, the more enemies, and difficult enemies, spawn. Correct? But enemies will always have a three second delay on spawn. This means that you can bring all the dps and Zerking gear in the game, but you will always loose three seconds BY DEFAULT before you can clear the wave.

Now, if you factor that in with Mob Numbers, Mob Strength and levels, and mob types, you will eventually notice that even though it’s by subtle and small amounts, you have to increasingly spend more time at a single mob. This is at the VERY MINIMUM four and a half minutes. Something hardly anyone will notice. But if you include killing the mobs, WPing from place to place, running from place to place, dying and downing damage reductions and more, this game DOES punish inefficiency, but not in an obvious way. The average person won’t realise that’s what happens to all the time but it does actually effect the game greatly. You have 45 minutes. You can’t afford to loose 10-15 minutes. And many many people do without noticing the subtle time-sinks.

People that zerg want stronger enemies. They want the loot drops. You get better loot running in a zerg, therefore the game supports zerging over not zerging.

New WXP booster is a(nother) slap in the face

in WvW

Posted by: timidobserver.7925

timidobserver.7925

You should be happy it even exists. I consider the boost to be a slap in the face to everybody that earned nice WxP ranks the hard way.

Possibility GW2 Never Gets Full Expansion

in Guild Wars 2 Discussion

Posted by: timidobserver.7925

timidobserver.7925

Anet, the living world is all good, but it doesn’t qualify as expansion content.

Commander Abilities

in WvW

Posted by: timidobserver.7925

timidobserver.7925

No to the support skill. This will cause even more useless commanders to start popping tags just to get access to an extra ability.

This event has brought out the worst of GW2

in Clockwork Chaos

Posted by: timidobserver.7925

timidobserver.7925

To start off, I’d like to say that I really do appreciate this update. Zones felt like an awesome battlefield and I enjoyed the story cutscenes. A lot of things were done well and I do feel that some parts of the living story have improved over time.

However there are also a lot of problems that this update has brought. My main problem is the issue of zerging champions during invaSions and ignoring the entire goal of the event. While participating in map chat, I was disappointed to see how the community reacted to calls to actually doing the event. Instead, people were opening telling people to just ignore the event and farm. It has really brought out what is to me the worst of the community in this game.

As this is the internet, it is only natural that there are hordes of people that aim only to zerg and get the most profit out of an event rather than playing it how it was intended. This means that the only solution is to develop content in a way that discourages or prevents such behavior. The invasions and champion loots together, while both good ideas, combine to make farming zergfests. As someone who wants to actually play the game and finish events, I feel that such zergfarming behavior being at the core of a huge game update is a step backwards for this game.

While I doubt that much will change as devs are already working on the next living story release, I hope that future releases will find ways to prevent and avoid the behavior that is occurring right now.

You seem to be implying that zerging isn’t playing the game as intended. I disagree given that that the last 3-4 updates have significantly increased the benefit of zerging. If they didn’t like zerging they would introduce updates that discourage it.

Better incentives for defending

in WvW

Posted by: timidobserver.7925

timidobserver.7925

This is a good thread. Right now it is much more beneficial to keep swap.

If you thought we were pigeon holed before..

in Guardian

Posted by: timidobserver.7925

timidobserver.7925

What is bugged about pov?

Got badly trolled by a Guardian (need info)

in Guardian

Posted by: timidobserver.7925

timidobserver.7925

Boon Duration cleric geared guardian probably. He probably had protection up when you hit him, which more than likely made your damage insignificant.

Reset nights and Queue times

in WvW

Posted by: timidobserver.7925

timidobserver.7925

A new map would be very good for reset nights across all tiers I think. However, for the rest of the week, it would cause problems for servers that already have coverage issues.

The only viable solution I can think of, that would fly on all tiers, is a map that is only available on the weekend. However, it would be a colossal waste of resources for them to build a whole new map that is only going to be up for a couple of days week.

GW2.NET a .NET wrapper around the GW2 API

in API Development

Posted by: timidobserver.7925

timidobserver.7925

Makes sense. Thank you.

Treb mastery and wxp changes - Aug 20 patch

in WvW

Posted by: timidobserver.7925

timidobserver.7925

GJ Anet…

You’ve now Dumbledore’d the WvW Ranks….

You just can’t get it right….

There is ~ZERO~ prestige in WvW.

You’ve made it soooo bland that now even the coveted WvW stacks will be common to all.

You’re making a very bland WvW game w/ ZERO sense of achievement.

I can agree with this WvW needs more prestige and rewards.

If it is being made easier for PVErs and WvW casuals to get WXP rewards, then it should be made easier for a WvWer to get PVE rewards like Legendaries and rare skins.

(edited by timidobserver.7925)

Undercutting: any solution?

in Black Lion Trading Co

Posted by: timidobserver.7925

timidobserver.7925

If I want to undercut you I should be able to. This should not be “fixed”.

TC's Cursed Shore being choked by Ember farm.

in Guild Wars 2 Discussion

Posted by: timidobserver.7925

timidobserver.7925

Ember farming is exactly what GW2 needed, it promotes getting a group together to do events. What Arenanet need to do now is tweak it so that it’s more beneficial to complete the event.

Co-ordinating an event chain is way better than waypointing from champ to champ, if you removed the incentives for doing events like ember then all you are left with are waypoint farming.

I’d much rather do event chains than farming a champ rotation.

I just want to point out, we agree. The game is more fun and exciting when defeating things and working together with other players is rewarding. Champions have always been an issue in this area, and it’s why we addressed it, we’re continuing to pursue other areas in the game in upcoming releases as well.

That being said: the behavior we want is people join up together to play events, but they want to succeed those events and win them, we never want to be in a state where intentionally failing an event is more rewarding or better for players. We’re not going to take a giant hammer to champion loot, we love it and love seeing people joining together to do events. We do want to make succeeding events what the game is about. We also do want to make some events in the future even more challenging, and in return more rewarding for succeeding.

You will see changes over time to help directly encourage players to always want to try and succeed events, we don’t ever want to create conflict between players who want to progress an event chain, and those who want to fail it. It’s bad for the game and not what Gw2 is all about.

You’ve nailed the issue perfectly. Most of the game content has been made much to easy due to wanting to make it more friendly to casuals. The few things that are hard are not worth doing because they typically have the same reward as something else that is much easier.