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Ashen.2907

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Everything posted by Ashen.2907

  1. > @"Obtena.7952" said: > One of the strongest points here is aggro range. I really don't get why that's a problem OTHER than the fact that we are accustomed to the relatively low ranges from other maps. Can someone actually describe why bigger aggro ranges are a problem? Of course, absurdly large ones where _unseen_ mobs aggro you ... YES, that's an issue but we aren't talking about THAT far away in PoF. Extended aggro ranges, in m y experience, add annoyance rather than difficulty. If I am working on a series of objectives then mobs aggroing from a distance that prevent me from getting out of combat so that I can move on to the next step is more an annoyance than anything else. Kill the extended aggro range adds and something else spawns and aggros from a distance. It is n ot the end of the world, but comes across more as an effort to slow my progress than to provide me with an interesting challenge to overcome. Were this an occasional thing, perhaps something to be planned for and overcome when facing specific foes or in a specific area, "watch out this ravine is crawling with sand eels," it might feel different (for me).
  2. > @"Seera.5916" said: > > @"Touchme.1097" said: > > > @"Sobx.1758" said: > > > > @"Touchme.1097" said: > > > > > @"Sobx.1758" said: > > > > > > @"Touchme.1097" said: > > > > > > > @"Linken.6345" said: > > > > > > > > @"Touchme.1097" said: > > > > > > > > Dear ArenaNet, I am a Mac OSX user and it's currently impossible for me to install third party programs using the GW2 API since they use the .dll extension. > > > > > > > > It would be a quality improvement if Mac users could get some of the most popular Addons built in the Mac client because Addons are all built around the Windows client. > > > > > > > > Since Mac users are a minority of your customers and my idea wouldn't be a huge impact on the whole community, could you please release a built in dps meter for the Mac client? > > > > > > > > I want to constantly improve my dps but without a meter I am not able to progress any further. > > > > > > > > Regards. > > > > > > > > > > > > > > Good news you can improve your dps useing the raid training golem area. > > > > > > > It gives the dps meter you want. > > > > > > > Then use that muscle memory to replicate it were ever you like. > > > > > > > > > > > > I have to disagree with you because the training Golem doesn't behave like a raid boss, it just stands still and takes all the damage, it doesn't have combat mechanics and it won't be effective in improving my raid damage. It's a way to calculate the damage output but not an accurate way to improve raid performances. > > > > > > > > > > Ok, so you get your dps meter, you see your dps is lower than on a golem or whatever and then... How exactly do you use that information to improve your raid performance? > > > > > > > > That's not exactly how things work, it's more complicated than that. You have to set a certain standard to your DPS in burst phases that can surely help a lot. > > > > > > Notice how you didn't answer my question at all. > > > > > > You don't really need a seperate dps meter as a tool to improve your dps. You might as well just perfect your dps rotations on an immobile golem and then while raiding you'll know when you messed up your rotation, when you've failed at a mechanic or when you missed a phase, so despite not knowing your dps during the raid, you'll know it's not optimal and why it's not optimal. Dps meter during the raids themselves don't change that much about it. > > > > No, it won't help because raid bosses don't stand still taking up the beating like good golems do. Your argument is nonsense, sorry > > It doesn't help with execution in reality. > > But it's a lot better than a plan on paper. > > At least using the raid golem helps commit the rotation to muscle memory rather than ok, this skill is #1, that skill is #8, this other skill is #3, all while in the middle of the raid while your DPS is greatly diminished because you haven't quite got the rotation down at all. > > It helps players build confidence in their build and that confidence can mean the difference in them choking after a mistake or picking back up where they left off. This. There is a reason that we practice endeavors requiring skill or accurate execution even beyond gaming.
  3. > @"Touchme.1097" said: > > @"phokus.8934" said: > > What’s the sense of them releasing a dps meter for macOS when they won’t release one for Windows? > > It makes sense because Windows users can use any addons including DPS meters and Mac users can't because addons are designed for Windows. The only thing that doesn't make sense is Mac users not being able to use addons and a built in DPS meter will ensure compatibility with the game. It's not going to affect the whole community and it's not going to make Mac users feel bad because they are not playing GW2 on Windows. > Why should addons be a privilege of Windows users, it doesn't make sense! Add ons are not a privilege of Windows users, its just a matter of Mac users choosing to NOT develop the same tools that Windows players have. Your decision to use an OS not supported by existing player made tools and the subsequent decision to not develop tools for yourself is not a function of Windows privilege.
  4. > @"AliamRationem.5172" said: > > @"Ashen.2907" said: > > > @"AliamRationem.5172" said: > > > > @"mindcircus.1506" said: > > > > > @"Mungo Zen.9364" said: > > > > > Hahahahaha > > > > > > > > > > Those questions have been asked multiple times in different ways and not a straight answer has been given. > > > > Sure.... but then no straight questions have been given... there's been a ton of rhetoric on both sides. > > > > I'm just curious what people who are issuing the complaints are actually struggling with. > > > > Not the low-effort people complaining that they should be allowed to walk around maps and just enjoy the scenery, and not the people looking for free loot saying they should be able to harvest some of the more lucrative nodes without mitigating aggro... > > > > ..but people who actually enjoy playing video games for an engaging experience and still feel the mobs are overtund. > > > > > > > > It personally took me a couple days when I first hit PoF to learn how to properly handle the difference in AI behaviours. The chain aggro that comes with the increased threat ranges, the veterans that are much more meaningful than core or HoT ones took a little adjustment for sure. > > > > But a couple days later it was cool and it certainly wasn't the kick the the crotch that HoT was after core. > > > > > > It's easy to say no straight answers were given when the questions were never straight to begin with. This discussion is more nuanced than just people who need to git gud claiming the mobs are overtuned. You only had to look at the very first response in the thread to see that: > > > > > > "PoF mob density is no worse than HoT. However, the aggro range on many PoF/LS4 mobs is far longer. The overall effect is that moving around without being harassed by every mob within a square mile of your position is significantly more difficult in these later maps. Personally, I can't stand it. I find it really irritating and wish they'd reduce the aggro range to the way it was in HoT." -Me > > > > > > You might have also missed this, a few posts ago: > > > > > > "Of course posts like "this is too hard please make it easier" don't really work, they are too general and offer very little value for a discussion, only heated debates between the "it's too hard, please make it easier" and the "it is too easy, please make it harder" crowds with some variations between the two. But a question that can be made is, should mobs in Path of Fire+ have their engagement distance reduced?" -maddoctor.2738 > > > > > > In the same post he outlines his own testing which indicates that there was a significant increase in aggro range in going from HoT to PoF, possibly as much as doubling the aggro range. I honestly wasn't aware the difference was quite that huge, but it's always been very noticeable to me. > > > > > > In my opinion, it's annoying and no amount of "gittin' gud" is going to change that because it isn't killing the mobs or surviving them that is the problem. It's that the relative cost between being IC/OOC is much greater now that we have mounts. Previously, if you got stuck in combat it was only the difference between IC/OOC foot speed. Now it's the difference between IC foot speed and leaping away on your raptor! You really feel that! Combined with a greatly increased aggro range, you get to feel that a lot more often than you do in HoT content! > > > > > > > > > > > > > > > > Agreed. How one goes about creating difficulty is as important as the difficulty itself. THe line between engaging/challenging and annoying is very fine. > > I'm sure they were probably thinking... > > Okay, we're giving you mounts. You can get around much easier than before and we don't want all these enemies to become little more than scenery in the game. Why don't we just increase the aggro range so you get hit a little more as you're flying past? > > While that's perfectly sensible, I don't think they considered the impact on player perception. As I said before, there is now a greater difference between movement speed in-combat vs. out-of-combat due to the addition of mounts. Increasing aggro range to a level appropriate to hassle mounted players has the side-effect of locking unmounted players into combat much more frequently and for longer periods of time than in pre-PoF content. So now not only do I really want to get out of combat so I can mount up and get moving again, but I'm also finding myself stuck in combat more often because enemies aggro from further away whether I'm mounted or not. > > While this is not specifically a complaint about difficulty, a reduction in aggro ranges to something more similar to HoT would likely go a long way toward improving quality of life for those who do struggle. So, while I disagree with some of the specific complaints being made here, arguing them back and forth is a waste of time as what I want is likely also what they want. However, to those who disagree that this is a problem requiring a solution, I'd like to hear your thoughts. > > How would you feel about a reduction in aggro range to pre-PoF levels? Would this trivialize navigation in PoF? Has that been the result for you in HoT? A reduction in aggro range would go a long way toward improving things IMO. Ultimately when I am stuck in combat with largely inconsequential adds that keep coming in after I have actually completed the fight I was actually there for my first thought is not, "nice challenge from these sand eels that keep spawning," but rather, "goddammit I want to get out of combat so I can move on with my goals." That said, I do think that a slight up-tune for the mobs, if the aggro range is reduced, would be appreciated (for me).
  5. > @"AliamRationem.5172" said: > > @"mindcircus.1506" said: > > > @"Mungo Zen.9364" said: > > > Hahahahaha > > > > > > Those questions have been asked multiple times in different ways and not a straight answer has been given. > > Sure.... but then no straight questions have been given... there's been a ton of rhetoric on both sides. > > I'm just curious what people who are issuing the complaints are actually struggling with. > > Not the low-effort people complaining that they should be allowed to walk around maps and just enjoy the scenery, and not the people looking for free loot saying they should be able to harvest some of the more lucrative nodes without mitigating aggro... > > ..but people who actually enjoy playing video games for an engaging experience and still feel the mobs are overtund. > > > > It personally took me a couple days when I first hit PoF to learn how to properly handle the difference in AI behaviours. The chain aggro that comes with the increased threat ranges, the veterans that are much more meaningful than core or HoT ones took a little adjustment for sure. > > But a couple days later it was cool and it certainly wasn't the kick the the crotch that HoT was after core. > > It's easy to say no straight answers were given when the questions were never straight to begin with. This discussion is more nuanced than just people who need to git gud claiming the mobs are overtuned. You only had to look at the very first response in the thread to see that: > > "PoF mob density is no worse than HoT. However, the aggro range on many PoF/LS4 mobs is far longer. The overall effect is that moving around without being harassed by every mob within a square mile of your position is significantly more difficult in these later maps. Personally, I can't stand it. I find it really irritating and wish they'd reduce the aggro range to the way it was in HoT." -Me > > You might have also missed this, a few posts ago: > > "Of course posts like "this is too hard please make it easier" don't really work, they are too general and offer very little value for a discussion, only heated debates between the "it's too hard, please make it easier" and the "it is too easy, please make it harder" crowds with some variations between the two. But a question that can be made is, should mobs in Path of Fire+ have their engagement distance reduced?" -maddoctor.2738 > > In the same post he outlines his own testing which indicates that there was a significant increase in aggro range in going from HoT to PoF, possibly as much as doubling the aggro range. I honestly wasn't aware the difference was quite that huge, but it's always been very noticeable to me. > > In my opinion, it's annoying and no amount of "gittin' gud" is going to change that because it isn't killing the mobs or surviving them that is the problem. It's that the relative cost between being IC/OOC is much greater now that we have mounts. Previously, if you got stuck in combat it was only the difference between IC/OOC foot speed. Now it's the difference between IC foot speed and leaping away on your raptor! You really feel that! Combined with a greatly increased aggro range, you get to feel that a lot more often than you do in HoT content! > > > > Agreed. How one goes about creating difficulty is as important as the difficulty itself. THe line between engaging/challenging and annoying is very fine.
  6. I enjoy difficult content and think that PoF mobs could be more powerful. Annoying content is something else entirely. It is all about how you approach making something difficult.
  7. > @"Dantert.1803" said: > they could receive a boost to make them more valuable. This is why I would rather not see the change.
  8. The aggro range can be annoying at times but I think that the mobs could be a bit more difficult otherwise.
  9. People play with those they want to play with. No big deal.
  10. Giving crafting materials and/or recipes as rewards is like giving your wife a vacuum cleaner as a gift in my opinion.
  11. For the same reason that some people say that the earth is flat.
  12. Armor for my main but outfits on a few of my alts.
  13. > @"Strider Pj.2193" said: > > @"Astralporing.1957" said: > > > @"TheGrimm.5624" said: > > > Price went up gradually since March of > > > > Notice, by the way, that while more players indeed should mean an increase in demand, it should also mean an increase in supply Especialy for MCs, that are mostly generated from login rewards. As such, it can't change a general market trend, it can only accelerate it. > > Except that with the age of the game and people having multiple legendaries, new people want things ‘now’ (level 80 boost, skipping story right up to raptor chapter etc) that more and more people are likely not waiting for the log in rewards. > > On a slightly different note, despite the base price being reset by the 300k order that was placed at 1.80 gold. People continue to place higher buy orders both because they want them now, and they can afford them. > > Its been a slow and steady increase. > > Also of note, in GW 1, ectoplasm was the Mystic Coins of that game. It was currency. > > And mystic coins will continue to be used as currency. > Didn't ectos get largely replaced by Armbraces in GW1? Its been years since I last played but I seem to recall having converted a few hundred stacks of ectos when it looked like the bottom was falling out of the ecto.
  14. > @"Mea.5491" said: > I've been following the forums for many years and SOME players ASKED Anet to NOT make a new map with every episode. Fixed that for you.
  15. > @"paShadoWn.5723" said: > Replace daily gold reward with daily gold tax, amount based on highest character/mastery level on account. > If an account goes bankrupt after tax deduction, suspend it but allow gem-to-gold conversion. > To make things even ~~worse~~ more realistic, allow harvesting of nodes on the map only after buying gathering license which lasts until the change of maps with gold, or permanent license with gems, cost of said license calculated dynamically based on average TP worth of all map nodes. This would be less realistic (and I hate using that term for a fantasy game, but you started it : P) Taxes, realistically, would be applied to earnings and purchases.....and for all we know they are. The gold we receive from a mob might be the 'after tax' amount.
  16. I know that in my industry discounts such as this are partially funded by the retail outlet. Is it possible that this promotion exists because of an incentive from Best Buy? If so, I very much doubt that BB would fund discounts on product not purchased through them.
  17. > @"TheGrimm.5624" said: > The question is for the people holding theirs, what is their sell price? Hmm, not so much a price as it is a matter of liking the sight of my crafting storage full.
  18. If there is an actual issue, a bug for example, impacting my ability to play the game then I would like updates to keep me informed of progress in addressing the matter. Otherwise I don't really need the producer of a product I am using to be constantly hyping, updating, spamming me about the product. When the expansion gets closer to release I will examine what it is advertised to contain and make the decision to buy, or not, at that time. If Anet mention that they are working on a feature but have no set ETA then I will ignore the matter until it arrives. No other producer that I buy from is expected to constantly reach out to me about the product or be considered to not care about their customers or product.
  19. > @"Valaraukar.7652" said: > :/ wish you better soon I got two ascended drops, an armor chest and a weapon chest, in WvW the day after I made that post.
  20. Because unequipped weapons do not affect stats. Why does the armor in my bag not add to my stats? Hey, max out bag slots and have dozens of weapons adding to my stats?
  21. > @"Ashen.2907" said: > > @"Ashen.2907" said: > > Two blues and a green. > > Again. Three blues and two greens. Things are looking up.
  22. > @"Astralporing.1957" said: > > @"Ashen.2907" said: > > The owner of the product gets to decide what is, "sufficient revenue." Anet have stated that the method mentioned did not meet that internal metric. > Sure, and like i said, for a business no revenue is sufficient if you have means to earn more. No business will ever willingly pass on an opportunity to earn more money (unless, of course, that would cost them even more in the long run). > A business sets revenue targets for its products. Perhaps some don't, but we are not speaking of a mom and pop hot dog stand here. Sufficient revenue means a return that meets projections. Now, of course a company will be delighted to exceed those numbers, who wouldn't, and might even recalculate future expectations if they discover that they massively underestimated demand for their product initially.
  23. > @"lare.5129" said: > > @"Ashen.2907" said: > > Do you mean that people's existing stock would become account bound or that any earned started in '21 would be account bound? > I don't see any reason make it account bound. But one of way "make price fair" - make it. > Also I don't see reason made it ASAP. Ofc can be some announce, and do conversion after some time, 2 week, 4 weeks, or 10 weeks is the same mostly if target is same. > But the price is already fair.
  24. > @"knite.1542" said: > > @"Nightcore.5621" said: > > Buy 20 gw2 accounts when they on 50%sale. Now u have 100s of mystic coins for free evey 30 Day doin nothing. Thats 440 evey 30 Day just to login in > > I don't understand some people's concept of free. Yeah, sounds like a pretty expensive free to me.
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