Showing Posts For urzen.7096:

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: urzen.7096

urzen.7096

BFT. I and others suggested this before and were told by players “I’m not sure you understand how the servers work.” and other nonsense why it couldn’t be done.

Now those of us on high population servers will actually feel like it.

Sanctum of Rall

So how do we all rate the end of LS season 1

in Battle for Lion’s Arch - Aftermath

Posted by: urzen.7096

urzen.7096

No need for drawn out explanations, there are enough threads out there already to put your views across , just a simple – PASS FAIL or utterly DIRE

I rate it a FAIL personally, which is a shame as I have actually enjoyed LS season 1 for the most part.

I give it a PASS based on innovation. But it failed to be fun for me. Hoepfully they learn and improve, but never stop trying new things.

Sanctum of Rall

What happened to SoR?

in WvW

Posted by: urzen.7096

urzen.7096

Im just happy I don’t have to transfer to a lower server now. My server IS one! Much more fun not being on top.

Sanctum of Rall

Goodbye to helping each other out

in Battle for Lion’s Arch - Aftermath

Posted by: urzen.7096

urzen.7096

Welcome to Loot Wars 2. Enjoy your stay (and your loot).

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I imagine we would end up in a overflow with no one in it. EOTM proves that you can dynamically put everyone on endless layers with no regard to home server, so its time to bring it to the rest of the game.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

Tried to do Teq and Wurm, no one on my server. What a fun game.

Sanctum of Rall

Which guilds transferred off SoR?

in WvW

Posted by: urzen.7096

urzen.7096

The fights have been large scale, and epic. Now, go back to your drawing board and come up with a sound argument that works.

Argument still works and is more than valid: By your own admission SoR can’t hang with the PVdoor/ppt of JQ/BG, instead of “looking for fights” in T1 (IE: your blob can’t blob their blob), you chose to blob up and Float team blob. Still not satisfied with the PPT outlook, you blobbed up once again and went to EoTM and found blobby epic scale blob fights.

Also, related: When people make comments about SoR in EoTM, it is because we recognize the zerg/guild tags friend….It is not just random shots at a particular server…

Now go back to the delusional drawing board friend.

I have a feeling that your definition of “blob” is different than everyone else in T1. 30-40 is NOT a blob to any of SoR’s guilds, which is likely where your rage is coming from. 30-40 is actually a pretty small group in T1.

I’ve been in fights where all sides have had pretty large groups. Attributing all the “blobs” to a few SoR guilds is rather shortsighted on your part.

30-40 might not be a map zerg…But I think most people would consider 30-40 a blob son.

I’d stay out of T1 or T2 then if you truly think that son. Organized guild groups get to that size on a nightly basis.

People blob up on every tier son, does not make it any less ridiculous, your point was essentially what constitutes a “blob”…Like I said most people would consider 30-40 a blob, does not matter if it is made up of a single guild, pugs, princesses, my little ponies, or skritt….I have seen fully queued maps ALL on one single tag, and that was in T8….Stop thinking T1 is the center of the universe lol…

Are you two related?

Sanctum of Rall

Which guilds transferred off SoR?

in WvW

Posted by: urzen.7096

urzen.7096

Maybe people are just bored with wvw. It hasn’t changed in 2 years.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

They need to do some sort of merging, like allowing players to join overflow maps even when their home map is not full. If you enter an event map and find it nearly empty, you shouldn’t have to figure out which servers are doing it and try to guest over there from the log-in screen, you should just be able to press a button somewhere on the minimap or the LFG tool or something that will automatically shift you towards the next open overflow, just as if you’d attempted to log on to your home server and it was full.

Id rather it be done automatically. Anyone on any server who enters a zone all go on to same layer. When it fills up, create a new layer and do the same thing. Allow players to change layers, join their friends, guild, groups in other layers, etc. Same thing as other games already have. Other than WvW, servers are a useless distinction. Market is integrated. Dungeons are integrated, you can guest from layer to layer. Just take the final step and merge PVE altogether.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

Just tried wurm again, 15 people on, barely got through escorts, focused everyone on one wurm, still couldn’t do it. I wonder how many other servers had the exact same problem at the same time, who would have benefited from merging the instances....

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I like your idea urzen, but it just isn’t compatible with the current system. The wvw relies on the servers being setup that way and it breaks if you sink them.

Though like SirMoogie says they’re thinking about basically the same idea just a softer implementation. Hopefully they’ll implement it as i’m hearing more and more new players saying there’s practically no one playing the game.

I don’t think it matters for WvW. You can still pick a team and identify as them. In fact, get rid of server names, and form guild alliances instead, then recruit. Doesn’t matter. Im not concerned with WvW. it has it owns problems.

Sanctum of Rall

Discussion: Downed/dead state and zerging

in WvW

Posted by: urzen.7096

urzen.7096

I think rallying is fine, but stomping should be much more permanent. If you’re fighting a larger force, whether it be 2v3 or 20v30, if you can’t wipe all the enemy they can pick their guys right back up and continue as normal. Once you’re truly defeated you should have to waypoint out. This puts much more emphasis on saving someone while they are downed and can help thin out the zergs as they can be affected by attrition. By killing a few members at a time you’d eventually be able to wipe a zerg, but that’s just not possible when they can just res the 2-3 people you killed.

No offense, but that is idiotic. Next time you are in a fight where you are stomped but your side wins, think about how fun it would be to WP and take another 5 minutes to solo run back to the group of people you were fighting with.

Its not supposed to be fun. That’s why its a deterrent. Don’t die.

Sanctum of Rall

Discussion: Downed/dead state and zerging

in WvW

Posted by: urzen.7096

urzen.7096

If we’re taking a vote, I would vote for auto opening the map to choose a waypoint once you are stomped/dead dead. No more dead spying, zerg rezzing, or loitering.

Sanctum of Rall

Discussion: Downed/dead state and zerging

in WvW

Posted by: urzen.7096

urzen.7096

Yes, downed-state is without doubt a terrible mechanic in PvP. Probably the single worst mechanic I’ve ever seen in an MMO.

But it’s no surprise this thread sunk to the bottom without a response. The editing and layout is terrible and presented as a wall of text. Nobody’s going to read that.

I apologize, I’ll try harder to impress those highly seated in academics next time when submitting my application.

……
It’s also no surprise to me that someone like yourself would take the time to read it only to give a negative response.

To be fair, I skipped to the end as well looking for a summary. You need to be concise.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I’m not sure you understand how the servers work. Each world server can only contain a finite amount of players (say 10,000). If the server is full or close to it, that means it has close to the maximum number of players allowed.

Going on, not all players on your specific server might want to do a particular event. So if there’s 10,000 people living on your server, and they all want to do Queensdale, or SPvP, or even WvW, then you have the following choices:

1) Transfer to another server that has similar interests as you

or

2) Convince people on your server to have similar interests as you

Youre missing the point. Theres no reason to separate players on to different servers in terms of PVE. Overflows are proof of that. Merge the normal channels as well, problem solved.

No. Each server has it’s own map. It makes no sense to have shared maps, because then it causes more problems when you have 100,000 people trying to get into the same map that only holds 150.

If one server decides to PvE less, then you have to make the decision to leave, or gather people to do PvE with you. That’s how you solve your problem.

Why is that a problem? Keep creating layers.

That’s what Overflows are for. I think you don’t realize that the basis of your whole idea is already implemented.

That’s what I said! Its already implemented, so now copy that mechanic onto non overflows. Put everyone from every server onto one map. And when that fills up, create a new map. And when that fills up, create a new map.

No. Each map only has space for a finite amount of players. By having every server go into the same map, you basically have 100,000 people trying to get into a map that holds 150. This creates problems, as players might not ever be able to play with their friends or guildies.

People in groups or guilds would automatically go on the same layer as their group or guild. That’s how other games do it.

Also no. If a map reaches the 150 player maximum, how would their group get in? Kick a solo player out? This idea creates more problems, and fixes none.

Then come up with a solution of your own to deal with 5 servers having 10 people each a normal flow who cant see each other and therefore fail an event independently. All Im seeing is excuses from you.

Merging those 50 people onto one flow so they can help each other seems like common sense.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I like the Underflow idea, but making doing away with world specific maps would create havoc for guilds that like to do PvE together.

People in groups or guilds would automatically go on the same layer as their group or guild. That’s how other games do it.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I’m not sure you understand how the servers work. Each world server can only contain a finite amount of players (say 10,000). If the server is full or close to it, that means it has close to the maximum number of players allowed.

Going on, not all players on your specific server might want to do a particular event. So if there’s 10,000 people living on your server, and they all want to do Queensdale, or SPvP, or even WvW, then you have the following choices:

1) Transfer to another server that has similar interests as you

or

2) Convince people on your server to have similar interests as you

Youre missing the point. Theres no reason to separate players on to different servers in terms of PVE. Overflows are proof of that. Merge the normal channels as well, problem solved.

No. Each server has it’s own map. It makes no sense to have shared maps, because then it causes more problems when you have 100,000 people trying to get into the same map that only holds 150.

If one server decides to PvE less, then you have to make the decision to leave, or gather people to do PvE with you. That’s how you solve your problem.

Why is that a problem? Keep creating layers.

That’s what Overflows are for. I think you don’t realize that the basis of your whole idea is already implemented.

That’s what I said! Its already implemented, so now copy that mechanic onto non overflows. Put everyone from every server onto one map. And when that fills up, create a new map. And when that fills up, create a new map.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I’m not sure you understand how the servers work. Each world server can only contain a finite amount of players (say 10,000). If the server is full or close to it, that means it has close to the maximum number of players allowed.

Going on, not all players on your specific server might want to do a particular event. So if there’s 10,000 people living on your server, and they all want to do Queensdale, or SPvP, or even WvW, then you have the following choices:

1) Transfer to another server that has similar interests as you

or

2) Convince people on your server to have similar interests as you

Youre missing the point. Theres no reason to separate players on to different servers in terms of PVE. Overflows are proof of that. Merge the normal channels as well, problem solved.

No. Each server has it’s own map. It makes no sense to have shared maps, because then it causes more problems when you have 100,000 people trying to get into the same map that only holds 150.

If one server decides to PvE less, then you have to make the decision to leave, or gather people to do PvE with you. That’s how you solve your problem.

Why is that a problem? Keep creating layers. It doesn’t matter what server someone came from. Its all ONE server.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I’m not sure you understand how the servers work. Each world server can only contain a finite amount of players (say 10,000). If the server is full or close to it, that means it has close to the maximum number of players allowed.

Going on, not all players on your specific server might want to do a particular event. So if there’s 10,000 people living on your server, and they all want to do Queensdale, or SPvP, or even WvW, then you have the following choices:

1) Transfer to another server that has similar interests as you

or

2) Convince people on your server to have similar interests as you

Youre missing the point. Theres no reason to separate players on to different servers in terms of PVE. Overflows are proof of that. Merge the normal channels as well, problem solved.

Sanctum of Rall

Population Very High yet Event Empty

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

Which is a perfect reason why we need server merges. Theres probably enough people on every other server who I could play with if they weren’t isolated by this pointless distinction of servers in PVE.

Sanctum of Rall

Well, I defended these new events at first..

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

Part of the problem with Teq and the Wurm is the utter lack of progress if you are not doing well. People who know the battle know that the majority of Teq’s HP’s come off really quickly after you get rid of the 1st 1/4. It is the same with the wurm, once those first bombs (or debuffs) go down, it goes down quickly….but until you get that part done right, it is frustratingly slow…which discourages people.

People with both of those events pointed out that after a week, they can still only get it down to about 95% or 85% of health even after multiple tries…and they called the events “impossible”

For future events like these I think the devs should reverse how they look at damage. Make the first 50% go fast, and then let the baddy develop resistances as the battle goes on so that the fight gets harder and harder, rather than easier and easier…this provides the psychological effect of positive re-enforcement for the fight.

People would have a sense that they are accomplishing something….“We got him down to 50% on our first try!” which would make them try harder the next try “We’ll get him next time.”

Rather than “we barely scratched him after 15 minutes” and the inevitable “this is impossible since we barely hurt him”.

Psychologically, people are more open to trying again if they see actual progress.

In education we call that ensuring early success, and its a good way to get people to keep going.

Sanctum of Rall

Well, I defended these new events at first..

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

Luckily I beat marionette on the first try, but doing it again failed, once because someone failed in the 5 group fights, and once because I was in overflow, and there were only 20 people in.

The second reason is easiest to fix. Don’t start a 100 person event unless theres 100 people to do it. Get rid of stupid timers, and only trigger an event when conditions demand it. That could be 5 people pushing seperate buttons at the same time to indicate readiness, for example.

Sanctum of Rall

No crafting changes? Seriously?

in Crafting

Posted by: urzen.7096

urzen.7096

Im still waiting on them to just fix the interface. Maybe itll be in the 10 year anniversary patch.

Sanctum of Rall

300 Trees Died for Your Ascended Weapon

in Crafting

Posted by: urzen.7096

urzen.7096

Exactly, and that’s before you consider that you can only chop baby trees that are found rarely. Luckily they grow in a day and then stop. But now that Ive chopped down a forest for my inscription, I only need to demolish a mountain, smelt it into 50 bricks, add a little mithrilium, which vaporizes 90% of the ore, leaving one Delrimor ingot. Then melt 2 of those with some fairy dust and magic fire to make a hilt.

And then do it again for the blade.

Sanctum of Rall

300 Trees Died for Your Ascended Weapon

in Crafting

Posted by: urzen.7096

urzen.7096

Seems a bit much. These 1000 logs are mostly going into 3 spiritwood planks, which are made from 50 planks each, which come from 200 logs each, or about 70 trees per spiritwood plank.

So take a copse of trees, turn it into a small house worth of planks, spread a glob of elder spirit residue on it, and I guess it shrinks the pile into one plank. Do it 2 more times. Then carve off 99% of to make one inscription to put on your weapon.

That’s not very ecofriendly.

Attachments:

Sanctum of Rall

(edited by urzen.7096)

Well, I defended these new events at first..

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

-> So you want the boss to be available 24/7, with no respawn timer?

2 hours is a bit much given that you’ll want to be there 30 to 45 minutes early or even more if you are running with a popular group like TTS.

Using overflows and massive respawn timers makes doing the World Bosses way too time consuming, which is why very few even bother with Teq anymore.

All that said, I love the Wurm. I just wish that it wasn’t so time consuming.

No timer. It should be triggered by actions of the players. If you fail, the wurms keeps attacking until you do something about it. If you succeed, its dormant for a while until its able to be triggered again. Simple. The world should reflect what players do in it, not timers and scripts.

Sanctum of Rall

Well, I defended these new events at first..

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

In the never ending quest to improve our design and find ways to please as many people as possible we’re always digging into constructive criticism. We have not perfected the recipe for an open world boss event, probably because we’re pioneering new territory here.

Did you play test this with 80 people? One run in and most of us could tell you whats wrong and how to fix it (idea wise, not technically.) Some of us have to assume that devs don’t play the game like we do or they wouldn’t stand for some of the things that go on.

Sanctum of Rall

Once then done type thing

in The Origins of Madness

Posted by: urzen.7096

urzen.7096

I concur. I just failed Wurm, and don’t really see any need to do it again. 99% chance of failure, and the actual fight is boring. Doubt the loot is worth the time.

Sanctum of Rall

same matchup over and over

in WvW

Posted by: urzen.7096

urzen.7096

I’m on FC and we’ve faced 7 different servers in the last 4 weeks.

But that’s because you were at the bottom and several servers quit after league ended.

Sanctum of Rall

same matchup over and over

in WvW

Posted by: urzen.7096

urzen.7096

Pick your poison; either have a close to a competitive match-up as you can get, or one where your get destroyed or one where your doing the destroying. Those are your only real options, which unfortunately if you want a competitive one, means your playing the same servers all the time.

Pretty much. Either way Anet goes there will be rapid complaining. There just aren’t enough servers.

Theres plenty of servers. In fact there are too many for the WvW population. If everyone would stack on a few servers then there wouldn’t be a population problem, but theres no way to know what the population is, nor a reasonable way to transfer. This is why T1 is the most competitive. They are full.

Sanctum of Rall

same matchup over and over

in WvW

Posted by: urzen.7096

urzen.7096

I vote for random matchups. Match scores don’t really matter, so might as well have some variety in opponents. Its the best way to get better.

Sanctum of Rall

Population and Transfer Costs

in WvW

Posted by: urzen.7096

urzen.7096

Id like to transfer to a lower ranked server, but none of them ever say low pop. So Im stuck in Tier 1 not playing WvW.

Sanctum of Rall

WvW matchup forum being wiped

in WvW

Posted by: urzen.7096

urzen.7096

This makes perfect sense. Better to have this trash talking somewhere unofficial.

Sanctum of Rall

Commanding; I stop talking while fighting

in WvW

Posted by: urzen.7096

urzen.7096

Command from the rear. A dead commander is no help to anyone.

Sanctum of Rall

Gates Oil Cannons Mortars way to squishy

in WvW

Posted by: urzen.7096

urzen.7096

I have been wondering why you can’t damage a wall without siege but you can damage “Metal” Cannons Oil Gates etc

Because keeps and fortresses would be almost impossible to take otherwise unless you have a huge advantage in numbers. Defense is very strong already if the attacked side actually bothers to show up.

Currently they lack incentives to do so, but that’s another issue entirely.

Cannons and oil being vulnerable to siege only would just strengthen the Vizunah-style ( i.e. PvD at night and bunker in the keeps and towers during the day ) even more and I think we can all agree that wouldn’t be a boon to WvW.

Well that was the whole point of building a castle. And you know people would just zerg siege instead. The issue is really whether WVW should be easier or harder. How you accomplish that isn’t really relevant.

Personally I think taking keeps and castles are the most fun fights because of the difficulty. When you fight for a few hours and win, you feel like you actually accomplished something. Unlike zerging a tower.

Sanctum of Rall

Zerging is getting ridiculous

in Tower of Nightmares

Posted by: urzen.7096

urzen.7096

I wouldn’t mind it if the content scaled appropriately and was actually difficult. Like tequatl without the time limit. For example, protect the mortars:

If there are 100 people in the event, have waves of ads including elites and champs attacking the mortars, so it requires constant babysitting by a group of 5 to succeed. Not just 1 normal mob.

Sanctum of Rall

Collaborative Development: World Population

in CDI

Posted by: urzen.7096

urzen.7096

Logically we have to define the problems first

1. too many people on some servers cause long queues
2. too few people on other servers cause imbalance in potential power
3. play times cause imbalance in power at certain times

Unfortunately we don’t really have anything but anecdotal information to show proof of these problems. But, the solution is whatever accomplishes moving people from high population servers to low population servers.

The first solution has been suggested by others. Separate pve from wvw, merge low pop servers, give us accurate stats on population, and then let people transfer for free to lower pop servers. This allows players to solve the problem themselves.

Sanctum of Rall

Do you remember when the game is started and the areas had a lot of player? I want it back!

in Dynamic Events

Posted by: urzen.7096

urzen.7096

Good idea. Im sure AN will get right on this.

Sanctum of Rall

Edge of the Mists FAQ

in WvW

Posted by: urzen.7096

urzen.7096

I like the idea of simply throwing queued up people from any server into this Edge map and making anyone killable, even your own server. Open WVW!

Sanctum of Rall

New Free Transfers: Problems

in WvW

Posted by: urzen.7096

urzen.7096

Its borked. Just give up. There is no solution under the fundamental design of the game. WvW needs a total overhaul.

Sanctum of Rall

New Free Transfers: Problems

in WvW

Posted by: urzen.7096

urzen.7096

The obvious problem is there are no medium servers.

Sanctum of Rall

Do you agree w/ FREE Transfers to med servers?

in WvW

Posted by: urzen.7096

urzen.7096

I agree with free transfers limited to once a month, to anywhere you want. I have been trying to transfer to a lower tier server for months, but im not paying $30 or my hard earned gold for a minor change.

Sanctum of Rall

Who gave up on the reptile already?

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

Just want to see how many people do not see the point in doing this event anymore. I am certainly done with it, without even trying too much. For me it’s just another zergfest, but with a twist, a teamspeak twist.
Yeah, it’s (probably) great that an event of this kind has been implemented, I get it that some people love this kind of stuff, but I see that these people are loudly demanding more such content (being a minority, according to the surveys) and I’d hate to see more and more of this game turning into a massive, coordinated raid-like events.
Some of us really prefer small-to-moderately sized groups and just do not feel well running around with a huge bunch of people, spamming the same combinations of keys for over 10 minutes and waiting for a bar to go down. Some most likely do not even have the machines for zerging. Others hate VOIP communication. I just want to make sure that Tequatl won’t set a trend for a game that has a perfectly balanced, relaxed gameplay for a non-hardcore player like me.

Just to be clear – I don’t want it nerfed, the event will never be a thing for me. I just hope that Splintered Coast will be the last area that I have to avoid ’til Kingdom Come.

Me. Theres no real point in doing it after the first few times, just to see what it is.

Sanctum of Rall

Tequatl the Funless

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

I agree 100% with the OP.

I’m all for content being challenging, but mass encounters necessarily need to be simple. With no real leader (and no method for conferring leadership authority), expecting complex collaboration is unrealistic.

As it stands this encounter is so tedious that I will not be attempting it any further. Interrupting my normal play to go somewhere to be bored and frustrated is not worthwhile.

It’s desirable that content is challenging, but it is essential that it is fun.

It IS easy, just not in 15 mins.

Sanctum of Rall

Needs a nerf

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

All they have to do is remove the timer. Problem solved.

Sanctum of Rall

Tequatl the Funless

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

Simply put, maybe this content is not for you. This is hard content and people have been asking for stuff like this for a while.

A world boss, in a level 60 zone is not for me? If that isn’t for everyone, then what is the point of playing GW2? Should I just stick to level 15 Skritt where I belong, and not get in the way of the big shots?

No but it does not seem like the kind of fight that is fun for you, so why do it?
There are many things in the game that I do not like and I just don’t do them.
I don’t care what people think- it is a game I play for fun

I imagine many people are giving up doing it. If nothing changes, there will be no one left as the reward (fun or loot) wont match the grind. People who win it wont do it again. People who cant win it, will go do something else. So much like most of the game, it will be empty.

Path of least resistance.

How is Tequatl a grind though?
You are talking about rewards so clearly you do not think that it is worth it right? In terms of reward for time spent?
How do you explain that people are doing it multiple times even after they have won?
Clearly for them it is a fun fight. I think it is fun, that is why I do it.
People will still do the fight after the people who do not like it give up.

That was my point- do content you enjoy, because you enjoy it.
Why else would you do it?

Its a grind because its scripted and youre doing the same thing over and over. How is that fun?

Sanctum of Rall

Tequatl the Funless

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

Simply put, maybe this content is not for you. This is hard content and people have been asking for stuff like this for a while.

A world boss, in a level 60 zone is not for me? If that isn’t for everyone, then what is the point of playing GW2? Should I just stick to level 15 Skritt where I belong, and not get in the way of the big shots?

No but it does not seem like the kind of fight that is fun for you, so why do it?
There are many things in the game that I do not like and I just don’t do them.
I don’t care what people think- it is a game I play for fun

I imagine many people are giving up doing it. If nothing changes, there will be no one left as the reward (fun or loot) wont match the grind. People who win it wont do it again. People who cant win it, will go do something else. So much like most of the game, it will be empty.

Path of least resistance.

Sanctum of Rall

Tequatl the Funless

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

3. Timers and Persistance

Lets be honest here. This boss fight plays out like a sitcom episode. Player are now understanding that if the timer is at a certain point, and the dragon health is at a certain point…it’s a total bust.

Players stop caring, they stop trying, and they start leaving.

When players band together to beat a world boss, they want to feel like at any time the tide will turn and something will start going right. They want to feel like if they can get a few players to cooperate, it may sway things in their favour.

Teq 2.0 has none of that. You know in the first 5 minutes if it’s worth trying or not. The only reason many are even sticking around is because there is a “boss daily” that they need.

Timers do not encourage players to push on and get er dun!

This. Timers are not fun. Only death should be the end. We should be able to keep fighting Tequila until we are all dead, give up, or rally for the win.

Sanctum of Rall

lfg-Tool

in Suggestions

Posted by: urzen.7096

urzen.7096

They also need to add SAB to it. And you cant still browse for other groups, once you advertise your own.

Sanctum of Rall

How low have YOU gotten Tequatl?

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

How many attempts have you made?
What is your lowest percentage?
Were you on home server or overflow?

For me, about 8 attempts, lowest was 70%, on Sanctum of Rall.

Sanctum of Rall