Showing Posts For xlion.3065:

Map Completion - Black Lion Keys?

in Guild Wars 2 Discussion

Posted by: xlion.3065

xlion.3065

16 maps is a way too small sample. Combine this with the fact that people probably don’t come here to complain about getting more than 4 keys from 16 maps and you see how fruitless it is to discuss drop rates on the forum.

Then don’t discuss it….

I didn’t. I discussed the discussion. A meta discussion, so to say. haha.

Map Completion - Black Lion Keys?

in Guild Wars 2 Discussion

Posted by: xlion.3065

xlion.3065

16 maps is a way too small sample. Combine this with the fact that people probably don’t come here to complain about getting more than 4 keys from 16 maps and you see how fruitless it is to discuss drop rates on the forum.

Diving Mastery

in Bugs: Game, Forum, Website

Posted by: xlion.3065

xlion.3065

20 jumps today. 18 times shattered on a pipe. I just can’t find a camera setting that allows me to see where I am, before it’s too late. Still, 2 of those blind jumps were actually successful but both didn’t count. I’m still at 37/38.

What’s the intention here apart from the obvious goal to annoy your players and to demonstrate how bad the camera still is?

Mastery points, ugh [Merged]

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Posted by: xlion.3065

xlion.3065

Why don’t we just get a (neutral) mastery point whenever we would level up on a level 80 character and then spend it where ever we like (HoT or Tyria)?
I personally wouldn’t even mind, if masteries would then be character and not account bound.

Obviously this would give a lot more freedom to the players and put pressure on the devs to add more meaningful masteries to spend the exceed mastery points on.

Seeing that a good deal of the current masteries is basically a Reputation Grind (like in WoW) it’s pretty clear where the problem is. Lack of content due to lack of ideas fixed by introducing systems that force players into content they normally wouldn’t do in order to squeeze out as much play time as possible.

(edited by xlion.3065)

In game chat bubbles not working

in Bugs: Game, Forum, Website

Posted by: xlion.3065

xlion.3065

The spaghetti code strikes back.

Patches are like a box of chocolate.
You never know what you’re gonna get.

Are raids good or bad for MMOs

in Guild Wars 2 Discussion

Posted by: xlion.3065

xlion.3065

Challenging open world doesn’t work because it also requires people to coordinate- which doesn’t happen well for a multitude of reasons.
You can’t do serious and challenging content in the open world – because you have no control on how many people join and how good they are. It’s OPEN – so you have to set the bar low – or people will complain (see pre-patch Gerent).

They went with “timer maps” instead of “push maps” because people were surfing through the LFG looking for maps “pushed to 90%” – then joining and completing – and repeating the process.
Look at how SW is done – you join one breach, then another, then another – so they tried to limit that via the timer. Is it a good solution? No.
Do I like the timer maps? No. Do I have a better solution? No.

No, it should be up to the players, how challenging they like the content.
You simply will not be able to survive in a warzone unless you are well organized.
If you are not willing or are not capable to do so then go to an easier instance of the map.
Obviously you need to be a careful, what kind of rewards you put behind those gates. The head armor of the revenant set was a really bad choice.

Joining a 90% complete map for the loot can be discouraged by simply making the loot quality depend on map instance difficulty, event contribution AND map contribution (think “multiply”). Also in my model there isn’t such a thing as a 90% complete map.

In your model there is such a thing – it’s right before the final boss/reward spawns.

Giving player a choice of how challenging they want their map to be implies you give them a choice of overflows- and we don’t have that.

GW1 had both normal and hard mode variants for maps and dungeons. GW2 doesn’t – I suppose they have their reasons for not doing it.

  • Nope, there is no final boss. There doesn’t even need to be a hard upper limit of difficulty.
  • Obviously we currently don’t have what I am suggesting. What’s your point?
  • The big difference between GW1 and GW2 is that apart from city hubs everything was instanced. GW2 is an actual MMO where players meet in open world and then the question arises how much a player should be able to change the world for others. ANet’s answer is/was repeating or rather cyclic events, event chains or meta events. My suggestion is to use (==improve) megaservers and add a map instance browser that allows players to choose the map difficulty and to remove all (event) schedules. The player’s method to push map instance difficulty is simply to succeed in events that get harder over time.

(edited by xlion.3065)

Are raids good or bad for MMOs

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Posted by: xlion.3065

xlion.3065

You got them backward. “DEFCON 5” is peaceful. DEFCON 1 is “NUCLEAR WAR!” But I’d absolutely love a map instance browser to get this sort of thing going. And cross-map chat.

You are right. I need to watch that movie again.

Are raids good or bad for MMOs

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Posted by: xlion.3065

xlion.3065

Challenging open world doesn’t work because it also requires people to coordinate- which doesn’t happen well for a multitude of reasons.
You can’t do serious and challenging content in the open world – because you have no control on how many people join and how good they are. It’s OPEN – so you have to set the bar low – or people will complain (see pre-patch Gerent).

They went with “timer maps” instead of “push maps” because people were surfing through the LFG looking for maps “pushed to 90%” – then joining and completing – and repeating the process.
Look at how SW is done – you join one breach, then another, then another – so they tried to limit that via the timer. Is it a good solution? No.
Do I like the timer maps? No. Do I have a better solution? No.

No, it should be up to the players, how challenging they like the content.
You simply will not be able to survive in a warzone unless you are well organized.
If you are not willing or are not capable to do so then go to an easier instance of the map.
Obviously you need to be a careful, what kind of rewards you put behind those gates. The head armor of the revenant set was a really bad choice.

Joining a 90% complete map for the loot can be discouraged by simply making the loot quality depend on map instance difficulty, event contribution AND map contribution (think “multiply”). Also in my model there isn’t such a thing as a 90% complete map.

(edited by xlion.3065)

Are raids good or bad for MMOs

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Posted by: xlion.3065

xlion.3065

Imagine for a moment we had an instant level 80 raid lobby (similar to HotM) where you would start out in fully ascended gear with whatever stat combination you desire and start your raid progression. Why don’t we have this? Because it would be too obvious how little content raids actually add to the game.

We don’t have your lobby because Raids are a goal in itself – you have to gear up and get ready for them – the process of getting ready to raid is relevant – because it’s a time sink – like most other time sinks Anet likes.

That’s pretty much my point. Raids are — compared to new maps — light on resources. They are used (and have been used, e. g. in WoW) to bridge the gap between expansions.

I don’t know how many people (apart from the core raid team) are actually required to add raid content and I actually wouldn’t mind so much, if we would also get other content, but LW3 won’t come any time soon.

I also think that GW2 missed a chance to set itself (further) apart from traditional MMOs. Neither dungeons, fractals nor raids would have been required to make the event driven open world content more challenging.

Putting (meta) events and world bosses on a timer was one of the worst ideas since launch. Players (or guilds) just need a way to force certain events to happen by just playing the game.

Megaservers could be the solution to having both an open world (MMO) as well as player actions that actually change this world (which usually requires instanced content). All we need is a “map instance browser” (instead of LFG taxi) and map instances that can be pushed from peacefull (defcon 0 = easy = less rewarding) to warzone (defcon 9 = hard = very rewarding), and map contribution (not instance contribution) that increases the reward level.

(edited by xlion.3065)

Are raids good or bad for MMOs

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Posted by: xlion.3065

xlion.3065

it is subjective
it really all depends on the overall game design

In what game design are raids good for games? Curious.

In any game design that want to have interesting mechanics and encounters.

Why should that be specifically for raids though? I don’t disagree with you, just curious why raids need to be the things to bring this to the table.

I am thinking world bosses would be better for that.

I’m not saying only raids specifically can have good mechanics and encounters. They could even make open world maps with more interesting mechanics and mobs but then see what happened with HoT. There are players who find HoT mobs challenging and hard… Can’t even kill a Mordrem Sniper or a Smokescale and ask for nerfs.

We can only imagine what kind of nerfs are coming in the near future of HoT, fortunately I had my fun in HoT open world and once their “nerfs” come and if they are bad enough I’ll stop playing in the open world and just play Raids and Fractals. And now some people want even those nerfed, or taken away…

Raids are “needed” to have interesting mechanics and encounters that won’t be nerfed as easily as any other type of content. Now if they start nerfing even Raids to make them “accessible” then there is no point in having Raids at all.

Please stop derailing the topic and make it a discussion about “HoT ist too hard” and “players are entitled and want everything on a silver platter”

(edited by xlion.3065)

Are raids good or bad for MMOs

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Posted by: xlion.3065

xlion.3065

Raids currently employ 6 of the 300 devs at Anet, or 2% of their work force. They are one of the best investments in the game right now. If you want to talk about waste and bad for the game look at esports or WvW, which consume huge amounts of resources and generate almost nothing in return but wastes of money.

You are the first one in this thread using the word “waste”.
It’s actually a very clever use of resources on ANet’s part when the goal is to produce as much time spend in game with as little new content being added.

Hence I brought up the “raid lobby” idea to illustrates this.

Are raids good or bad for MMOs

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Posted by: xlion.3065

xlion.3065

“Destroy what they created” ? No way. You farmed the pve environment for people who wanted to go higher in fractals, you farmed pve for crafting a legendary, you farmed dungeons for the gear collection. And I am sorry but you get your progression by discovering hot maps and by running the events that take part in these zones. Short answer : Anet has always provided end game content that incentivized you to replay old content and this even more true with precursor crafting. In the end I think you just don’t like that it became “challenging”. And you are not forced to replay content, to gear up, so that you become viable in raids.

  • I never farmed for a legendary and never will. I find farming to be boring and no fun. I prefer to have fun in my spare time.
  • I never farmed dungeons. I did all dungeon stories to unlock the reward tracks in PvP. and I’m doing the PvP dailies which grant decent progress in the reward track so I get my hands on gear/skins that I like. I still have to do a lot dungeon paths and I’m looking forward to it, because they are actually fun.
  • HoT has only 4 (actually only 3 that are freely explorable) maps
  • I took a break from GW2 when I got bored at some point and played something else. I returned shortly before HoT in expectation of a lot of new explorable content.
  • I have characters of all professions at 80 and in exotic gear, though I suck at most classes apart from probably Necromancer, Guardian and Ranger
  • I like challenges. Especially when it means that I have to learn something new.

(edited by xlion.3065)

Are raids good or bad for MMOs

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Posted by: xlion.3065

xlion.3065

The video is by Fevir, right?

It was actually https://www.youtube.com/watch?v=9MNFWhCw8dg
But the message is very similar.

Are raids good or bad for MMOs

in Guild Wars 2 Discussion

Posted by: xlion.3065

xlion.3065

I recently bumped into a video on youtube where someone stated that raids are actually bad for any MMO (including WoW). At first I was quite surprised, but then I got his point.

For the majority of people the actual fun when playing an MMO doesn’t come from end-game. It’s about progression, diving into a world where there is always something new to explore and meaningful things to do. It’s about the journey and not the destination.

Guild Wars 2 got this very right at launch but instead of improving the actual MMO (VR) aspect they listened to a minority of (very vocal) people and went to destroy what they have created.

Imagine for a moment we had an instant level 80 raid lobby (similar to HotM) where you would start out in fully ascended gear with whatever stat combination you desire and start your raid progression. Why don’t we have this? Because it would be too obvious how little content raids actually add to the game.

This game does not need end-game content that forces you to replay old content over and over again to gear up for a specific role in a raid. It needs new content that we are happy to explore without having a particular destination in mind.

Let the journey continue!

Please fix Impaling Lotus Animation for Asura

in Thief

Posted by: xlion.3065

xlion.3065

It looks like your character is rolling on the ground.
BTW, standard (enemy) models only work in ranked (not unranked).

Please fix Impaling Lotus Animation for Asura

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Posted by: xlion.3065

xlion.3065

You can’t be serious!

EU - NA lag

in Account & Technical Support

Posted by: xlion.3065

xlion.3065

Please don’t give advice when you have no clue yourself.

All tools required to trace routes and pings (ICMP echo replies) along routes are available on Windows (and Linux and Mac, …) already. While your (or I) may personally decide to download, install and run a 3rd party tool, it’s a very bad idea to suggest this to other people.

Most don’t even know what the Windows Resource Monitor is capable of.

Ping plotter wouldn’t have provided more information than I already had.
Latency seemed a little higher than usual, but it did not explain the skill lag spikes
of almost 2000ms. Luckily my ISP figured out that there was a problem .

(edited by xlion.3065)

Insane ping

in Account & Technical Support

Posted by: xlion.3065

xlion.3065

Interesting. Latency is suddenly down to 150ms and skill lag spikes are gone.
Without changing anything on my side of course.

4 20 ms 23 ms 23 ms 217.239.45.22

is now

4 15 ms 16 ms 15 ms f-ed5-i.F.DE.NET.DTAG.DE [217.5.95.18]

So this looks very much like a German telecom issue.

(edited by xlion.3065)

EU - NA lag

in Account & Technical Support

Posted by: xlion.3065

xlion.3065

Interesting. Latency is suddenly down to 150ms and skill lag spikes are gone.
Without changing anything on my side of course.

4 20 ms 23 ms 23 ms 217.239.45.22

is now

4 15 ms 16 ms 15 ms f-ed5-i.F.DE.NET.DTAG.DE [217.5.95.18]

So this looks very much like a German telecom issue.

(edited by xlion.3065)

EU - NA lag

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Posted by: xlion.3065

xlion.3065

I usually do some PvP for the daily, but this is a bad idea atm.
It’s probably good for people in the US when fighting others on NA servers, I guess.

Insane ping

in Account & Technical Support

Posted by: xlion.3065

xlion.3065

I can compare between EU (< 30ms) and NA (peaking at over 2000ms).
So it’s definitely not my computer nor my local ISP connection.
It’s either the backbone or ANet server side.

Though the skill lag (spikes) can not be explained by ping (ICMP) latency alone.
Both WinMTR as well as Windows Resource Monitor show a pretty constant latency, but skills have insane lag spikes on NA.

Attachments:

(edited by xlion.3065)

Insane ping

in Account & Technical Support

Posted by: xlion.3065

xlion.3065

Maybe the same issue I have reported for my NA Thief’ I’m trying to play from EU …
https://forum-en.gw2archive.eu/forum/support/support/EU-NA-lag/first#post6018357

EU - NA lag

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Posted by: xlion.3065

xlion.3065

I have an EU and an NA account and live in the EU (ISP = german telecom)
I was playing my thief yesterday on EU and wanted to try out some build changes on my NA thief today.

Average ping shows 200-300ms which is higher than it used to be, but there is some additional and varying skill lag that makes skills like Death Blossom completely unpredictable to land (still no problem on EU).

Are there known problems NA server side or on the NA-EU internet connection?
At the moment NA thief isn’t playable from EU. Even gathering feels laggy …

Edit: Ping is peaking at almost 1000ms atm and the average is almsot 500ms. Clearly there is something wrong.

Edit2: How many steps does your Dagger Thief run after pressing 3? This very much depends, but 5 is my personal record.

(edited by xlion.3065)

Standard Enemy Models in Unranked ...

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Posted by: xlion.3065

xlion.3065

… or disallow Asura Minion Masters.

S2 From a High-Level Player's View

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xlion.3065

I think the season should have started with a set of reference videos illustrating and explaining the required skill for “Amber”, “Emerald”, … game play and then let the players choose their starting position in the range of “Amber” to “Ruby”.

Then a “qualification phase” with a matchmaking similar to what we have now (probably even more harsh) would clean up the false applications and also fill Diamond and Legendary. The idea is that you are getting punished the most when you have applied for the wrong division.

In any case MMR needs to factor in individual performance in some meaningful way. If this isn’t possible then the whole MMR idea is flawed.

Then the actual season can start with hopefully as many close matches as possible and with a matchmaking algorithm that supports this.

TL;DR.:
– Introduce a qualification phase
– Let players choose their starting position for qualification
– Don’t use the same matchmaking algorithm for qualification and for league play

Edit: Oops, this has a lot in common with
https://forum-en.gw2archive.eu/forum/game/pvp/Suggestion-PvP-Preseason-before-Season/first#post6012699

(edited by xlion.3065)

Nice MM

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xlion.3065

Who is Scarlett Brandt?

Camera Collision Sensitivity

in Guild Wars 2 Discussion

Posted by: xlion.3065

xlion.3065

That’s interesting. Unchecking “Adjust Camera to Character Height” improved the situation a lot on my Norn but made it slightly worse on my Asura, i .e. I was able to produce the camera snap/zoom effect.

I’m trying to figure out a “perfect setting” that fits all races and I’m currently running with the following.

- Camera NOT adjusted to Character Height
- Horizontal Position, Vertical Position Near, Vertical Position Far in the middle
- Collision Sensitivity Slider at position 4

I’ve added a few more screenshots to the album for reference. Any tips from developer perspective on this matter?

As a follower of that_shaman I already knew the difference between collision information and art, but thanks for the link to the other post.

I guess that having more “fine-grained” collision data would be too costly on CPU/GPU resources, right?

Also I would be interested, if having a never snapping camera (piercing, as I called it) is something you would consider.

QA = Failure Testing?

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xlion.3065

I’m curious whether any of the people who claim that the number of bugs in GW2 proves they don’t test it have ever used genuinely untested software.

That’s maximum distance to the point I was making. Congratulations!
I wish I had gems to hand out.

Camera Collision Sensitivity

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Posted by: xlion.3065

xlion.3065

My personal experience is that JPs work best with Sylvari or Human characters.
What race is Dulfy’s Mesmer again?

Camera Collision Sensitivity

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Posted by: xlion.3065

xlion.3065

My Norn is not a Wrecking Ball!
https://goo.gl/photos/bdPdKZoHtPdhJqEP9

Camera Collision Sensitivity

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Posted by: xlion.3065

xlion.3065

While doing some thought experiments with a different (piercing) camera that never snaps and uses the cone between camera and character to substract/increase the transparency from/of pierceable objects (walls, but not player characters) in the overlap … it clicked.

How big is the radius of the sphere that is cast? Why is it a sphere and not shaped like the slim Norn Female (Eiska Fee) in the picture?

I brought my little Asura Girl (Bonenka Fee) to the very same place and — guess what — it was impossible to reproduce the snapping/zoom effect no matter how I moved the slider.

From that follows that collision sensitivity/detection definitely depends on the size of the character and it yields the question whether it should or not.

(edited by xlion.3065)

QA = Failure Testing?

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Posted by: xlion.3065

xlion.3065

Shouldn’t it also cover design of branch, merge/re-integration and release processes as well as quality requirements that code needs to meet before it is even tested for failures?

Not every company calls this “QA”.

Well I do and I think the following is true.

You can’t test quality into the product; it must be built in.

Camera Collision Sensitivity

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Posted by: xlion.3065

xlion.3065

The information made my head spin a little because I was looking for the info I wanted, but I might have overseen it. Especially as German, I could grasp the basics yet I still can’t use the information to solve my problem:

Language can be used to pass information or to distract.
Using a lot of abbreviations is especially effective when intending the latter.

Ascended Gear only for Power - CHANGE THAT!

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Posted by: xlion.3065

xlion.3065

Assuming 1500 condition damage total in exotic gear the upgrade of an exotic 2h weapon (with main stat condition damage) to ascended quality increases the total condition damage by 251 – 231 = 20 = 1.333…%

I’ve verified (see above) that weapon strength does not affect condition damage.

Combat summary after a PvP match shows that the direct damage of my Condi Reaper is less than 20% of the condition damage.

So, thank you OP for the heads up. I will never upgrade to ascended weapons on my Condi builds/characters, unless I actually want the infusion slots.

(edited by xlion.3065)

Ascended Gear only for Power - CHANGE THAT!

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Posted by: xlion.3065

xlion.3065

Pretty much all posts do not address OP’s point which basically is that Condi/Heal builds do not benefit as much from “ascended quality” weapons than power builds and therefore have less motivation to go for them.

So we should first discuss, whether this is true or to what degree and then whether this should be changed and then/if how.

Edit: I bought a level 23 and a level 63 Fine Hearty Soft Wood Scepter for my Necromancer and compared the values for condition damage in the tool tip. They are identical. Though we have to factor in that Condi builds also add a bit of direct damage to overall DPS.

(edited by xlion.3065)

QA = Failure Testing?

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xlion.3065

I recently bumped into a readable (see below) version

https://web.archive.org/web/20130209135948/http://www.arena.net/blog/assuring-quality-qa-at-arenanet

of a rather old blog post

https://www.arena.net/blog/assuring-quality-qa-at-arenanet

Page not found
File
C:\ArenaNet\lLiveWeb.327\Web\JsArenaNet\Public\blog\assuring-quality-qa-at-arenanet
JsSrv/301.6011301 Instance/13.474421217

which basically states that QA at ArenaNet is (a lot of) failure testing.

While this is an important and valuable part of QA, is this still the only/main aspect of QA at ArenaNet? Shouldn’t it also cover design of branch, merge/re-integration and release processes as well as quality requirements that code needs to meet before it is even tested for failures?

Camera Collision Sensitivity

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Posted by: xlion.3065

xlion.3065

Thanks for the explanation. The camera still acts weirdly as you can see here
https://goo.gl/photos/bdPdKZoHtPdhJqEP9

The only difference between the two shots is the position of the collision sensitivity slider. Also, when left of position 4 a single step forward, left, backward, … will dramatically change the camera position (zoom).

I fail to see why the camera would feel the need to ever zoom in this scenario.
… unless the camera position that is used to detect whether the character is obscured by an object is not the same as the position used to render the scene.

(edited by xlion.3065)

Update on 4-Stat Amulet Changes

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xlion.3065

There is something wrong when healing power is considered to be a “tanky” stat.
Anyway, why does it take ANet so long to realize that adding more stats and stat combos does not result in more build diversity?

The number of (base) stats should be reduced, e. g. healing power = power = condition damage, and the diversity should come from the type of weapon and from traits.

Simplifying things might help to get balance and scaling right.
Instead of math (formulas) to calculate potential damage output we currently have “waching the meta”, “listening to who cries the loudest” and then fiddle around.

Embarrassing!

LFG Description Bugged [Merged]

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Posted by: xlion.3065

xlion.3065

the post patch patch didnt fix it. instead it added a client crash when refreshing.

Eriol [Cake] | Outnumbered roaming fights

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Posted by: xlion.3065

xlion.3065

Video (music) is blocked in Germany due to legal issues with “GEMA”.

Weapon Kit Stowing ...

in Engineer

Posted by: xlion.3065

xlion.3065

A while ago the weapon kit specific backpacks have been removed to allow players to (always) see their normal backpack. Dunno who has asked for that and clearly an option to decide whether you want that “feature” or not would have been more “urgent” than where you want to place a certain topic in some UI drop down …

Anyway, weapon kits can no longer be stowed and engineers have to use their elixir guns to mine ore … what an oversight.

Do we have to live with that forever or is a dev willing to help us out of the misery?

Malicious patch porting

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Posted by: xlion.3065

xlion.3065

Dear Patches, can you please stop porting me back to some random place in Brisban Wildlands when I enter Dry Top for the first time.

Camera Collision Sensitivity

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Posted by: xlion.3065

xlion.3065

Can we please get a decent explanation of the effect that the slider has.
The wiki — probably for very good reasons — merely quotes the in-game tooltip.

The confusion starts with the parameter being called “Collsion Senisitivity” while the description is talking about ignoring collisions. The exact opposite.
But what is more collision sensitive. Right or left?
The only thing the tool tip clearly states is that right is supposed to have a negative effect on performance, though I haven’t seen any performance impact (FPS) at all.

Anyway. I have been running around for quite a while to find a place where the slider position actually has an impact. So far I have never seen a difference when terrain or big solid objects are between camera and character. Only when board-like objects are in between (character under a wooden bridge/scaffold) and then ONLY when the object has a certain distance from the character.

I would really appreciate a clarification. Especially after suffering my way through the first air ship battle in the Victory or Death story on a Norn character (Has this ever been tested?). Not a single ground targeted spell effect is displayed on the deck of the ship and various parts of the ship have the tendency to obscure the view on the character. The final mission of the original gw2 story and the camera just ruins it.

This is why I started to play around with the slider position, but with zero effect.
Hence my request. Thanks.

Definition of Pay2Win

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Posted by: xlion.3065

xlion.3065

Quality of life while yes is a cash grab its not pay to plz go check up on pay to win before posting unrelated stuff

The PvP related “good stuff” I mentioned in the beginning is clearly more than “quality of life”. I added the second part to show the general principle:

Add attractive content to a F2P game that is only available for cash or a LOT more efficient to get with cash. The question is, where does this stop? Here are 3 examples of where I think greed went too far.

1. Make the more powerful elite specializations not available in F2P, but let the F2P players match up against “paying customers”

2. Require unlock of a number of Runes, Amulets and Sigils that are essential for certain builds and make the unlock significantly more time efficient when using cash.

3. Pretty much all (non-cosmetic) quality of life features that let you play the game more time efficient are only available for gems and — guess what — gems are a LOT more time efficient to get with cash.

At launch your chance to win in PvP did only depend on your skill. Nothing was locked behind a grind or cash wall. ANet could have made the elite specs available in PvP for F2P accounts. They could have refrained from locking certain Runes, Sigils and Amulets, but they decided to go for the cash grab in PvP.

At launch “bank tabs” were pretty much the only thing one “needed” to buy from the shop to get a significant improvement of your game experience. Look where we are today … I don’t want to miss my unlimited harvesting tools, my Salvage-o-Matic and my shared inventory slots,… They could have added more items like the 250 use Mystic Salvage Kit or even make all salvage and harvesting tools unlimited and add shared inventory slots for free. But again they decided to go for the cash grab.

The same principle in all 3 cases. 1+2 are clearly “Pay and/or grind to Win” and in a certain way 3, too. Or do you believe that many of the top PvE players are playing on a “basic account”.

Definition of Pay2Win

in PvP

Posted by: xlion.3065

xlion.3065

There actually isn’t much room for discussion. GW2 sPvP has become “Pay 2 Win”.

To be competitive you need access to all builds. Even if you don’t want to play (main) a specific build, you still need to learn or rather figure out it’s strengths and weaknesses.

Hence a F2P account has a clear disadvantage in sPvP. From which follows you need to buy the HoT expansion for 50 Euro / Dollar.

But even with HoT not every Amulet and Rune is automatically unlocked (like it was at launch). That’s 25 runes at 5g each + 7 amulets at 10g each = 195g ~= 1636 gems ~= 20 Euro / Dollar. Pretty much any IRL job will net you the gold (a LOT) faster than playing the game. Or to put it differently, you can already practice while others are still grinding And now imagine you want to accumulate those 195 gold on a F2P account with all those TP restrictions in place.

More and more of the “good stuff” is either available only from the gem/cash shop or alternatively from the shop for significantly less IRL than in-game time/effort. In-game loot is a burden cluttering up your inventory (no problem, you can buy more bag slots with gems) and is only worth a few copper (don’t confuse the TP as a gold source, it’s a sink).

This used to be different, but ANet has chosen to systematically devalue our in-game time in order to make more money from the shop.

TP not working

in Bugs: Game, Forum, Website

Posted by: xlion.3065

xlion.3065

Can’t buy anything at the moment.
Transaction times out after around 10 seconds with an error message stating that login servers could not be reached.

Yes, I’ve tried to relog.

According to LA map everyone has the same problem.
So it’s not my internet connection, but a server problem.

Edit: Happens on EU.

(edited by xlion.3065)

Stuck in Loading screen [Merged]

in Account & Technical Support

Posted by: xlion.3065

xlion.3065

A really bad joke. Can’t get into personal story due to endless loading screen.

Edit: It took 2 minutes to finally get into it … SO waiting it out might be a workaround.

No EXP Once Masteries Are Capped

in Guild Wars 2: Heart of Thorns

Posted by: xlion.3065

xlion.3065

Wonder why we have all these threads about this now. This change has been in effect for a while now. Since well before HoT, and skillpoint scrolls were replaced with spirit shards. Every time we leveled up for almost a month or more we got nothing from it, not saying that was right, just saying it seems a little late to worry about this now.

With more and more players maxing out the current masteries this becomes an issue again.
In expectation of new masteries added to the game you might want to consider at some point to no longer play level 80 alts which do not have map completion.

No EXP Once Masteries Are Capped

in Guild Wars 2: Heart of Thorns

Posted by: xlion.3065

xlion.3065

So? You ever saw an rpg with still nets xp after capping out? I don’t.

GW1: http://wiki.guildwars.com/wiki/Skill_point
GW2: https://wiki.guildwars2.com/wiki/Skill_point

No EXP Once Masteries Are Capped

in Guild Wars 2: Heart of Thorns

Posted by: xlion.3065

xlion.3065

Gliding in Tyria, while fun, is really of no use other than promoting HoT to the F2P masses.

And preventing deaths from jumping off stuff and forgetting you can’t glide.

There will be plenty of complaints from ppl only trying to make a jump (press space bar) and suddenly will be gliding when not expected in places like JP when one only wants to just get from one elevation to another or open ground. That did happen to me in HoT when I only wanted to get up on a root for a Vista and suddenly I was gliding away which made me gliding down to my death… :-(

I’m predicting the “Zero Glider” skin for 700 gems. A must have for the JP enthusiast once gliding hits core Tyria.?

They’ve already stated Jumping Puzzles will have a strict No Fly Zone. So you probably shouldnt expect this to be an issue.

Not quite. Quoting from the blog post:

These zones have been set up around sensitive areas like the ends of jumping puzzles to prevent skipping content

So there should be room to mess up earlier by accidentally deploying your glider.