(edited by zerospin.8604)
It’s generic fantasy, why would it have to make any sense? How do you explain how characters can change size and mass, appear tiny or twice as big? Where is the additional mass coming from? I’ll tell you where, from the same place the additional siege costs will come from! :P
Also, does it make sense your catapult can damage people through a gate, without damaging the gate itself?
It really is simple. If this stays, then I want engineers to have a similar siege-changing utility skill, for example – ladders you can deploy so people can climb walls I bet thieves will also want a skill to sneak into keeps, and so will other classes.
I like the increased supply cost, but not the gold cost – people could just stack them at night when they are loosing. Also it shouldn’t be map dependent, because people would then mass jump onto the map where they are loosing, to buy blueprints, and jump back to other maps to use them. So keep the gold cost the same, rather focus on supply cost.
I’d change your idea a bit and make the supply cost dependent from the global situation, not local, specifically from the potential points earned. I believe the maximum possible points per turn are something like ~650 when you own all 4 maps, so taking that into account, one can scale the supply cost of siege machines from say 25% when you own 0% of the 4 maps, to 400% when you get 650 points per turn.
The equation would be something like..
MPP – maximum possible potential points, 650 I believe
PP – potential points per turn, between 0 and MPP
BSSC – base siege supply cost, the amount of supply siege costs now
CSSP – current siege supply cost, amount of supply siege costs after adjustments
CSSP = 25% * BSSC + 375% * BSSC * (1 – ((MPP – PP) / MPP))
If PP = 650, so you own all 4 maps, then CSSP = 400% BSSC, siege costs 4x more
If PP = 0, so you own nothing, then CSSP = 25% BSSC, siege costs 4x less
And it scales smoothly between these extremes, I hope I didn’t make any terrible errors in that simple equation, but I hope the basic idea is visible.
I don’t care how much they cost, since I would never buy one anyway. They do cost way too much supply though, it’s a waste. In all the weeks since release, I usually haven’t seen more than 2 golems being used at once in the mid-tier server fights, and even then they were unnecessary. Well, one time we did put out 8 golems at the end of a match just for the fun of it, and they all got slaughtered anyway without making a dent in the keep door. Way too slow, and way too weak, I could understand a 1g price if you could repair them with supply, but as it is now, they are purely for overkill display. Other siege can do the same, cheaper and better.
I was lagging insanely this morning in WvW. There were only few people on the map so it was weird, not sure if it’s my router or if it’s server based.
Let’s make a topic with funny screenshots showcasing the culling issue in WvW, for posterity and laughs I’ll start!
“Epic” battle in SM few days ago. We were taking SM when the enemy zerg arrived. I never saw any of them. At some point, all my allies vanished into thin air as well. It almost looks like it’s me who’s doing all the fireworks and explosions xD Post your screens!
This trick only works because it relies on glitching the culling issue. It’s funny how some who defend this thief point out how dumb the zerg is – people standing around etc. You do realize that many have 1-2 fps, lag, culling, and other issues, so noticing a thief appearing briefly for 0.5sec or (not at all in some cases) is close to impossible. The thief can see all AoE circles thrown at him, but the zerg can’t see where the thief is, so most of the AoE misses or is evaded. I hope no one here actually believes it’s possible to make a random pug zerg coordinate a complete AoE coverage of the circle.. lol. Sure in an ideal situation, smooth fps, no culling, etc, simple AoE may work on this, but that’s not the case in GW2 currently. In GW2, right now, such stealth is OP.
Considering they can’t repair a broken door in WvW for like second week now, I’m extrapolating the DX11 patch will come somewhere in late 2020, possibly in GW3 There are too many issues and bugs to fix right now for them to spend any time on upgrading graphics.
It’s puzzling why such a basic PvP feature like “you will respawn after 60 seconds” is not implemented here. What possible reason could there be for letting people lay dead indefinetely, keeping slots locked for people who want to fight?
I always AoE thieves with my grenades, it does NOTHING to someone specced like this thief in the video. Only newbie thieves < 80 die from AoE, mainly because they attack too much instead of going back to stealth and vanishing. There is no way to know where to AoE, and since you can’t possibly coordinate a zerg to cover every spot, and the thief sees the circles, he can easily dodge most of it staying alive forever.
This could also be modified by adding scaling factors that take into consideration the total number of people in WvW on each side, diminishing the 5% gain for the leader if the population on that server is significantly greater across all 4 maps than the others, and buffing the max 15% for the last server, if they have very few people on, but still manage to hold all 3 orbs (say up to max 30% buff).
I play Engi only so am biased here but I do think it’s one of the better classes for WvW. Grenades are sweet, you are like mobile artillery clearing walls and making people in the enemy zerg dance all over the place :P Only drawback is the blast area is much lower than AoE from a Ranger or Ele, so you can’t clear carts as easily. Then you have the supply drop, excellent for initiating charge into a camp or enemy zerg, it stuns stuff and drops goodies for your team, as well as rooting enemies and healing allies. You can pick runners with riffle net shot, knock enemies off cliffs, and light the way with your flamethrower should you get lost in the dark room. On the negative, I find we lack ways to escape danger, once they get you, you either kill them or are toast, no stealth-god-mode-with-culling-exploits escape tricks like some classes *cough*thief*cough*.
2000 gems for a wolf elite? That’s like.. 25$ isn’t it? Well it better be able to take Stonemist Castle all by itself! Otherwise it’s so not worth it..
Goldseller: Mr.X, post a stick of butter for 50g on the TP, will you
Mr.X: Done!
Goldseller: Thank you, enjoy your gold, we recommend our services in the future!
Yep that’s pretty basic stuff, if ANet isn’t doing it, means they don’t need the money, more power to them :P
I haven’t seen any bots in WvW on Gandara yet, must be happening in highest server tiers, we are in the middle.
@Recently
Yes I was to thinking about swapping outmanned with orb buffs, but then someone posted a very good contr-argument – if orbs gave only PvE buffs, why would anyone care to get them in a PvP setting at all? It’s the same problem as with the jumping puzzles.
@Daish
So, just like it is now (2 stronger teaming up on the weakest), but the two other teams will have less advantage over the third in my system More importantly, those who need the advantage the most will get it, not like it’s now, where the strongest gets even more advantage. I do not offer a complete fix to all WvW issues here, only suggesting a fix for the orbs itself. For the 2on1 issue see my Server Diplomacy System topic.
@tom
I do not think you completely understood how my system works. Every server will have incentive to get and use orbs, because even if not all orbs give you the buff, you take that buff away from the enemy if you possess the orbs.
Actually, the hilarious thing is, you can run towards the sentry circle, long after others have killed the guard, enter the circle in the last tick, at 95% and get gold
But the contribution system is so broken I’m not laughing anymore. How many times did I participate in taking of a keep or tower, was there from start to finish, sometimes dropping siege and building, and in the end got no credit at all? Right now each time I’m taking a tower or keep I keep wondering – will I get credit or is this all in vain? Do I get credit if I kill stuff on walls while standing outside of the event range (the event range for Anza is ridiculously low)? Will I get credit if I accidentally dodge out of the green circle in the last second, even though I stood in it the whole time? Who knows, seems random. Will I get credit for stopping the enemy reinforcements from getting inside, by killing them 1m outside of the event range? Probably not, but how is that not contributing? And what about reviving? Dropping siege? Building? Running supply?
Was already posted here somewhere, agreed this is crazy. We need ways to break stealth, revealing skills, or something. Damage needs to break stealth, thieves already have way too many ways to get back into hiding. Not to mention the invisibility bug gives them extra seconds of dps-ing enemies who can hardly fight back.
I propose a change to how Orbs of Power work. Currently they provide stat and health bonuses to whoever holds them. How to remove the unfair advantage when the server that dominates, also holds all orbs and becomes even more powerful? It’s simple.
If the server is leading, holding ANY NUMBER of orbs of power will count as having ONLY ONE orb of power. The bonus is counted once only.
If the server is in the middle, ONLY TWO orbs will provide a boost. If you hold 1 orb, its 5%, if you hold 2 orbs it’s 10, and if you hold 3 orbs while on 2nd spot, you still get only 10%.
Finally, if the server is last, the orb bonuses count as they do now, so up to 15% boost.
Now, you may ask, why should the leading server bother to hold more than 1 orb? Simple, because holding more orbs DENIES stat boost to the other servers. Instead of getting more powerful, you prevent your enemies from gathering more power. This is more fair and more balanced than the way things work now.
In this new system, the leading server can not gain more than 5% edge over the others. The second runner can get max 10% edge, and the last place holder can get 15%.
A very simple change, could be done in next patch There is no reason to give even more power to those who already dominate.
Great now thieves get 10 pets in addition to perma-stealth. What’s next, orbital strike? Summoning elder dragons? Portal gun?
Ya salvaging is easiest, just place lot of orders, salvage and sell. You will even make a profit if you pick the correct items
Personal shops are common in many FTP Asian MMOs. Those games typically do not have any other kind of market/auction house. You can click and turn your character into a shop, and go AFK while people passing by can see your wares and buy them. The main issue here is the need to leave your shop AFK while the game is running. Of course you could make the shops persist after you log out, but clearly a global market makes such solutions irrelevant. It’s like trying to compete with a global hypermarket chain.
The 1c undercut is clearly a problem. Trying to argue there exists some fictional “correct price” is ridiculous. It takes no genius to calculate this “correct price” in the case of crafted items. It’s the sum of all the crafting materials used to craft the item + TP fees. In other words it’s the price that brings you exactly 0 profit. If you post an item at ANY higher price, you will be undercut by 1c, and due to crafted items being also produced by the Mystic Forge, the price may fall even lower than the sum of material costs. This is hitting crafters really hard, and only benefiting market players.
That vid demonstrates precisely why Thief is OP and needs to be nerfed into the ground. Show me one class that can survive within a enemy zerg without any danger whatsoever :S Even an OMEGA GOLEM would stand no chance. If one thief can do this, imagine a couple… damage must break stealth, no other way around this.
I love it, it’s perfect time to swap to town clothing and avoid all repair costs. Would really suck without it.
Interesting, I haven’t seen even one bot yet, maybe because I was doing WvW only in past month.
I once stayed behind in a supply camp and defended it with another for an hour or so. I’ve also spent some 20s on upgrades. Although it was nice to do this for a change, I can’t see me doing this often, since 90% of the time this consists of standing still waiting and hoping the enemy sends in only a few people and not a zerg. Of course in the end the camp was wiped with all the upgrades. And it was painfully obvious that if I went with the zerg instead, I’d have constant action AND superior rewards. This may work if you want to be AFK 90% of the time doing something else, but for active play, it just doesn’t pay off to defend.
Guys this question has already been asked and Colin Johanson has already said their current plans are to give new content for free. He even said it on these forums so stop speculating and spreading false information and learn to search:
No need to buy them, Gw2 will feature consistent free content updates and in-game events going forward. Our goal is to make it so you get more from Gw2 for free than you get from a game you pay a subscription for.
On top of a large amount of free bonus content, we will be expanding on offerings in the Black Lion Trading Company going forward, as well as be doing large-scale expansion content down the road.
We’ll cover a lot of the details on the kind of support and plans we have in place over the next month or so on the Gw2 blog and with our press partners.
We do appreciate that you’d like to buy lots of new content, but we’d prefer to give a lot of it to you for free, cause that’s what we think a responsible MMO company does!
https://forum-en.gw2archive.eu/forum/game/gw2/Guild-wars-2-content-update/first#post86706
He was talking about small content updates, not expansions. I think it is obvious that they do not plan to live and support the game solely from base game sales..
I’d like to know too and have already asked whether expansions will be available for gems or not. They should. It does not matter what model GW1 had, since GW1 was a completely different game, with no option to buy gems for gold. So the question stands.
IF all the available gems are in fact created by players spending real money on them, THEN the logical conclusion is yes, you will be able to buy expansions for gems, because all gems were bought by real money from ANet. So if you buy gems for gold, you are merely buying them off another player who spent real money on them, therefore ANet is not loosing anything here. Gems are not created from thin air are they? In other words, if I understand correctly, GW2 is using a system to even out the gap between people with a lot of cash to spend, and people who can’t pay at all, the former will simply sell gems they bought so the latter can spend their gold to buy them. If this works it is a really awesome and fair system, the best ever implemented in any MMO so far. Can we get an official response if this is the case?
I’m assuming you repaired the gate while they were escaping? Yeah that can slow your allies down for a few seconds, but given current awful implementation of the F key and lootbags, it’s pretty much a given it will keep happening whether you want it or not, simply by trying to loot, the game will force you to repair the gate. Happened to me multiple times.
30 vs 5? Call for help and start planning an escape route lol. If there are carts use them, mount the cata to shoot at the gate, attempt to repair the gate, basically anything to slow them down until your zerg arrives. No friendly zerg? Move on, it’s lost.
I’m sick of my character just walking backwards. What’s the point of that? Is running backwards OP? Are people gunna abuse the “s” key? The undead are already faster than any other mob. Mobs already reset of you walk backwards too much.
Apart from the obvious fact you can’t run as fast backward than you can forward IRL, I think it is there to make dealing damage while kiting harder. Of course you can try to strafe-run while attacking. And yeah undead should be nerfed, fast undead are a stupid, modern invention, why can’t we have proper scary SLOW zombies that paralyze you and hit like a truck? Fast undead are not scary, the whole creepy slow ackward movement is what makes them scary.
Make our characters smart enough to auto-attack when idle...
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Posted by: zerospin.8604
All I can say is – parrot FTW I once went AFK in a unsafe spot, and when I came back, my health was at under 50% and there was a dead mob or two nearby. My pirate parrot arrived to save the day! It can kick serious butt on its own.
Yep leveling to 80 and completing the maps on the way will give you enough gold for a full set of exotic gear. Though you would be equally good in rares really. No need to run any dungeons even, or do PvP.
Yep score has to go, it was clearly not thought through. It serves no purpose other than to make people log out.. it certainly does not say anything about the skill of the winning team, rather about night-capping capabilities.
Nice one, I had this idea briefly, to lure the grub to SM but dismissed it assuming it would reset miles from it.. how come it didn’t?
Yep the buff is outright funny. Whoever invented it must have been on some really potent mushrooms found in deepest dredge caves only. We loose 10-1, we get +magic find! Yay, lets kill the grub? I mean this is a buff for bots, clearly, so they can farm the snakes in the lake.
The buff should be simple,
Assuming your server is outnumbered…
Na = number of people on your server
Ne = number of people on enemy server
Enabled only if Na < Ne and Na * Ne != 0 (there are any people playing on each side)
Ad = maximum power of the buff, for example 3, to avoid silly situations when the enemy outmans you 50-1 etc.
Ah = like the above but sets the maximum multiplier for health increase
Damage Increase = + minimum(Ad, Na/Ne) * 100%
This scales the damage from 100% to 300% assuming Ad == 3 based on the amount of enemy advantage. In other words, if the enemy has 1.5 times as many people as you, your damage is increased by 150%. If the enemy has the same number of people as you, your damage is unchanged. If the enemy has 3x or more people as you, the Ad limit fixes your buff at a selected maximum level, in the above example, 300% damage.
Health Increase = + minimum(Ah, Na/Ne) * 100%
Increased health in a similar fashion.
The equations can be more fancy if needed but the basic idea is simple, continuous, smooth scaling of the bonuses to damage and health for the outmanned team. This smooth non-discrete buff style will help against tactics to log out people in order to get the buff. The added power will help greatly against large numbers or weaker enemies, and on top it will make playing in a loosing team FUN, since you will feel like superheroes.
I agree the current Dolyaks aren’t the best implementation. I was once guarding one, when one enemy came, I think he was a guardian (insane survivability and heals). He focused 100% on the Dolyak, ignoring me completely, he did not hit me once, while I kept trying to kill him off with all I had as a engineer, knockbacks, snares etc. He kept healing and coming back until the Dolyak died, and then he finally died too. So yeah, kinda pointless to defend.
However it wouldn’t work wit the supply carried by players. Class balance. Some classes would be designated as carriers instantly such as thieves (near 100% time of invisibility with the culling bug + blink with bow) and elementalist’s (ride the lightning – uncatchable). Many other classes would feel useless. Will also be abused by player logging their Mesmer alts and forming a chain of portals to instantly transport huge amounts of supply to any keep.
Guild is the best source for dragon news. Other than that, I just stand at the dragon spawn, and play WvW all the time, and if I crash or something, I check if the dragon is there.
/conspiracy mode on
They’ve injected new future bugs! Later they will pretend to work and remove them!
/conspiracy mode off
On a more serious note, this is disappointing. No bug fixes? Really? I would expect at least 3 minor patches daily fixing a dozen small bugs, considering the claims that the team size is multiple times larger than in other MMO’s.
This is really awful indeed. I completely support your attempt to get a refund. I guess this is the final test for ANet to prove themselves different and better than most other devs. How will they answer? We shall see.
Raise cap on AOE.
Double damage received when you’re resing someone.
It’s ridiculous to have someone stand in the AOE and just shrug off damage during a res.
Agree with both. Increased damage to the one who revives and removed cap on AoE targets need to be in otherwise there is too much room for exploits, i.e. the infamous singularity zerg where the entire zerg stands and moves as one, rendering everything thrown at them useless and generating lag for everyone on the map.
Spawn camping is not possible in GW2. There are 3 exits. Only those who want to be spawn camped, or just mindlessly run forward are spawn camped.
I know there is at least one when I’m playing. I can’t see the others couse of the invisibility bug xD
Because Legendary was a typo and they meant Luckendary? :P Lost in translation between departments xD
That’s a nice little shader effect yeah but I find the fact your character leaves footprints in snow (not always tho) a lot more impressive.
No no no, the fact that mats cost the same or more than an item crafted from the same mats has nothing whatsoever to do with who can craft what. Not at all. And it would not be fixed by having one profession craft unique, demanded things. In fact it would not change the situation by 1 copper.
The reason why a crafted item costs about the same or less than the mats used to craft it, is a direct result of a global market, the lack of soulbound mats, and the Mystic Forge
In the global market of GW2, ANYONE can buy ANY MATERIAL INSTANTLY and INSTANTLY craft ANY ITEM. It is enough if two crafters start selling and underbidding each other in this system, to have the price drop very fast to the level we see now. It does not matter what they craft, and how demanded it is, and if other crafting professions can’t craft it. And we have tens of thousands of crafters doing this.
In other MMO’s where you can make profit by crafting, you have rare mats, and by rare I mean mats you can rarely buy on the market (mainly because the market is server based and not global). This can be further improved by having one-shot rare recipes. Another layer is adding critical chance to craft items of even higher quality. Combine the rarity of mats, with one shot rare recipes and critical chance, and you will have a system where crafting brings in money (assuming the crafted items are equally good as items obtainable in other ways, like dungeons).
Another issue with the GW2 crafting system and another reason why we see crafted item prices way under the mat cost is perhaps less known. I was surprised to find out about this but here is the “secret”:
By combining items in the Mystic Forge you can obtain crafted items!
Throw in some greens, and you may get a crafted rare item. Of course since you did not spend any mats on it, you may sell it for a significantly lower price. This combined with people matching prices without checking, results in a huge price drop in some cases.
The solution to all the above is simple. Add rare soulbound mats for best recipes, add rare soulbound recipes, add free roaming random spawning mobs that drop necessary soulbound ingredients, and can’t be farmed because they can spawn anywhere at any time. Notice the “soulbound” word popping up often. It is crucial to have soulbound materials in a global market of millions. No other way to have rare mats, any rare mat that is not soulbound will appear in bulk on the TP in no time due to the tens of thousands of farmers. Once you do all that, crafting will bring in money for the crafters.
Yep, undercutting is used to sell items, and “overcutting” is used to post buy orders.