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Daddicus.6128

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Posts posted by Daddicus.6128

  1. > @"Ashantara.8731" said:

    > > @"Nick.5276" said:

    > > I still think it's dumb and misleading so /thburrrrrrrrrrrrt!

    >

    > What's "dumb" is when people ignore both, the NPC who is shouting orders _and_ their teammates who are desperately trying to provide guidance in chat. ;)

     

    Except it seems the vast majority of players don't use chat at all.

     

    So, ANet, how about forcefully turning on map, say, party, and squad chat in strike missions? Do not allow them to be turned off. Then, restore them to their original values when the character leaves the mission. That would allow all characters to know that their message at least got to the recipient.

  2. > @"Etria.3642" said:

    > > @"Shena Fu.5792" said:

    > > Instructions in-game are grade F. Doesn't tell you that players are supposed to drive the tank, and players alternating. Scant instructions on how to use the tank. They don't tell you how to refill tank ammo. What to do with Dark munitions.

    > >

    > > Harpoon only takes the defiance down to 10-15%. So on its own seems useless.

    > >

    > > Also the keybinds are broken for skill #2 and 3. Have to use the mouse to click the skills. But #2 is AOE, so just end up blowing at the tank.

    >

    > There is an activity at the beginning that explains how to refill ammo. As many players as want to can fit in the tank, there is zero need to alternate and to break the bar you HAVE to have as many inside as possible. It doesn't explain the difference between ammo boxes but since they give a buff on your bar, and you can see that they give different amounts, it never occurred to me anyone would NOT figure out that you just grab them until the red letters across your screen say you can't hold any more.

    >

    > Harpoon should be held down, and depending on how large the group is, depends on how much is broken. For instance, if alone, I can break it myself.

    >

    > For 2, it puts the aoe wherever you choose to place it. It's great for groups, especially at the portals. For 3 you hold it down. I do not have to mouse click either one of these. In fact, for 2, it's better if you don't, so you can mouse where you want the aoe to happen.

    >

    > I did find some of the jumping puzzles to happen too fast for my skills if in a squad, so I just skip those when in a squad, and got the achievements for them when doing it solo. Doing it solo also means you can experience each step to do what needs to be done. I will say the instructions could be clearer, but they aren't grade F, either.

     

    And, what of teams that timed out the initial pieces, and so don't know anything about the harpoon, grenade, or #1 skill?

  3. We did it with two, and the "instructions" from other charr are really hard to hear, and virtually impossible to realize that they're telling you the actions to perform. After 10 or 20 times (judging from the rate they come up) one or two of them actually make sense.

     

    I agree with the OP that this isn't designed well at all. But, I suspect after the first time through (if you make it), it gets better. But, they could have done a MUCH better job of letting players know what they needed to do. Especially after a half hour where you haven't done any damage at all to him. They should then know that the instructions aren't clear.

  4. I've got a gift icon on the corner of my Black Lion Trading Company (BLTC) icon (9th icon in the top-left row of icons). The hover text says "Free Item Available!", but I've searched every tab of the BLTC window and can't find anything. Is there really supposed to be a free item available for pickup? Or, is this a bug?

  5. My guess is you are referring to Heart of Thorns (HoT) and its masteries.

     

    Yes, they are obnoxious. It (and the difficult mobs) almost killed the game when it came out. But, the game survived and they learned a hard lesson. Path of Fire (PoF) masteries are much more in line with the stories. Very little time-gating. (NOTE: They also toned down the mobs slightly. Still hard, but no longer impossible as it was.)

     

    To tolerate the HoT masteries, I recommend taking three characters through it at roughly the same time. You'll get the masteries as they progress, and it's not nearly so boring as blasting random mobs until you get to the next one. I recommend one character of each of the three orders: Priory, Vigil, and Whispers.

  6. > @"Blocki.4931" said:

    > > @"TPMN.1483" said:

    > > Increase the drop rate - both problems solved... now that’s a controversial idea.

    >

    > Never retroactively change the droprate for something that is intentionally rare. Easy way to get people to get really mad because they dropped tens of thousands of gold on something just for other people to get it easier than them.

     

    When hundreds (or more) people every single day attempt to drop an item, and none of them ever does -- for years at a time, that's just wrong. Sorry, but I don't care about hurting the feelings of people who spent their wealth on something that's rare. It never should have been as rare as it is, period.

  7. > @"hugo.4705" said:

    > Well I will give a little explanation/definition.

    > Firstly, we are in a MMORPG a massive multiplayer ROLE PLAYING game.

    >

    > What is role play?

    > To me it's the action of creating, and/or playing a piece of story created or already present in the corresponding game/universe. It can use part of a map as a scenary for the scenes. It has in most cases to be close to the lore of the game by acting like how a person of that race would act. The use of emotes to make it more realistic is also recommanded. Elements of the game like events or npcs can be used.

    > Group size can vary depending on the context: being a warband, two friends etc...

    >

    > We are role playing the commander here, and its stories.

     

    OK, that sounds interesting. I'm not sure I would play that way, but I certainly can see the draw, especially if you have an audio/call program like Discord to use.

     

    Thank you for the explanation!

  8. > @"Rukia.4802" said:

    > > @"Ayrilana.1396" said:

    > > > @"Rukia.4802" said:

    > > > Or just let people trade in game. Crazy concept, I know.

    > >

    > > Anet has already stated why player to player trading wasn’t made available in this game.

    >

    > I'm curious, was it to kill scamming? Because that clearly did not work :)

     

    Actually, killing scamming was the purpose, and it works perfectly. Nobody has been scammed within the trading post system in GW2. That's a what, let me add it up, gosh, a 100% no-scam rate. Yes, it clearly DID work!

  9. > @"Kunzaito.8169" said:

    > > @"Daddicus.6128" said:

    > > Regarding RNG and the economy, it's a fallacy to think that RNG helps (or hurts) the economy. The ONLY impact on the economy of the price of these items is the 15% tax taken when they're sold on the Trading Post.

    >

    > RNG in a very literal sense CREATES the economy. In the context of drops, RNG is just shorthand for the chance of getting something specific. If every item in the game had a creature from which it dropped 100% of the time, that creates a massively different economy than one like this where there is a distribution of rarity. There would be no high value items at all - the TP would be a glorified vendor - unless you completely changed game mechanics (e.g. far far fewer drops, no end-usable things could drop, drastically increasing the cost, scope, and complexity of crafting, etc.)

    >

    > Getting the chance percentages right to create a good distribution where regular play feels rewarding and there are enough rare and ultra-rare items in the game to keep players grinding or rolling the dice is pretty much the whole job of the game economists. When people complain about "RNG" they mean that they think that it either shouldn't be random, or that the rarity is too high. But randomness and rarity are completely indispensible to a healthy game economy.

     

    What I meant was that the random nature doesn't add or subtract gold from the economy. It's a zero-sum game, except for the tax the TP collects.

  10. The price for both Rhendak's signet and Pendant of Arah are not just based on RNG. They're also based upon the difficulty of getting to the place where you can loot the chest.

     

    Regarding RNG and the economy, it's a fallacy to think that RNG helps (or hurts) the economy. The ONLY impact on the economy of the price of these items is the 15% tax taken when they're sold on the Trading Post.

  11. I can get to the home page of the support forums now, but it lost my username and password. I tried my regular game account and my wiki account, but neither worked. I asked for a password reset, but I still haven't received the email.

     

    Does anybody know what the account name is for the support site? Is it my game email? Or, the forum account name? Etc.

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