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Fuchslein.8639

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Everything posted by Fuchslein.8639

  1. > @"battledrone.8315" said: > > @"Lily.1935" said: > > > @"Inculpatus cedo.9234" said: > > > I don't know. Do that many new players (or old) visit the Dungeons? > > > I've only visited a couple. Never raided. > > > Is instanced group content that popular with new players? With the population overall? > > > > > > I'm not sure adding tutorial messages to the UI would be considered 'rebalancing'. :confused: > > > > Used to be extremely popular and its usually one of the primary draws for new players once they get to the appropriate level. > > maybe in bizarro world, certainly not in this one. this game has the worst dungeons i have EVER seen . > even wow dungeons are better, and dont even compare to FF14s Makes me wonder why there were always requests and complaints that dungeons were dropped by anet when nobody did like them anyway ...
  2. I have read nothing here because I thought it was about a completely different topic. But on the subject of healing vs dodging. When I was still actively raiding, there were some constelations, not only at Vale Guard, where we healed and should not dodge to be able to make more dmg and save time. This was even meta at the time with many bosses, as most were super easy anyway. I also played in some groups at the time with people who weren't quite as good. They could run a Rota, but at the same time pay attention to the enemy and dodging properly was often not in it in most fractals. There to work with healers / mesmer was often the answer and has us in the end saved time because the people have driven their dps and 1 or 2 people has blocked the dmg and the push's. I really don't understand this discussion of trying to tell others what to do just because it works for oneself. People are different and if the game was still designed in this style they would not have introduced healers and so many ways to support the group with protection. --- Oh wait, i see, its THAT kind of diskussion ... k, nevermind. I don't want to stop anyone from going around in circles because of opinions.
  3. People(besides those who are at home here) come here mainly to complain. That the forum of the LW has fewer posts than, for example, PVP must therefore not necessarily show that no one wants it, but rather that there are much fewer, thousand times fewer complaints than PVP. I just strongly claim that Anet knows what is played most and you can see that in what they put their attention on it. Living World. Whether you like it or not is of course the other thing ^^.
  4. Because it's not just about the bank dude. GW2 explains you as good as nothing when you come to HOT, the same in POF. I understand that not everything should be presented on a silver spoon, but if not even core mechanics are explained ... This then leads to people skipping content and are later even less clear than without already. And even if people do not skip or rush content, many have problems as you can read here in the forum again and again. I know this is hard for you forum veterans to understand, but it would be nice to have a discussion here where people are not discredited for not meeting a certain standard. You can't expect anyone to feel great about being thrown from the mackerel tank into the shark tank. I also see that people are advised to get mounts first (which is understandable, because otherwise you often get behind in core. I have experienced this myself many times with my new start without mounts) and then it is clear that they do not know such simple things? Or this person just bought the mega-package like me and used their passport before they did anything else to get back to this person. And if we are talking about assumptions. I just assume that less people were upset about POF, because many simply rushed or even skipped most of it, since POF offers almost no good loot anyway. What I know is that a lot of people were upset about Bountys. The better loot, albeit random loot. Even if the lag problems should be solved the POF maps will not become fuller. It will only lead to more problems for newcomers who will not everytime join guilds where there are experienced players who can help them with all sorts of things skillwise. It's just wrong to always blame everything on the player. There are reasons why players do what they do and sure there are exceptions like this bank-dude, but most of the time it is less the players fault and more the games fault. I have a friend who is super into the lore of GW2, she loves this game but is not a good player and has now not played for months because she was tortured by the content of POF only. GW2 was once a game for casuals with a great community. The latter is still the case, at least IG. But the former ... Anet just doesn't know where it's going anymore in my eyes. So much neglected or dead content, worse and worse episodes. And the excuse for that is the new expansion.... Of course, all this is just my personal opinion as someone who started from scratch and only got along with many things because I already knew them.
  5. > @"Sobx.1758" said: > > @"ugrakarma.9416" said: > > > @"Sobx.1758" said: > > > Yeah, no. Stop using "*hypothetical new player*" as a support for your feelings regarding the game. If it's not a problem for you, then it's not a problem for you. Meanwhile you say "it's not a problem for me, but it should be changed for new players!" -well, new players don't start in PoF and they have plenty of content on the way there to understand the game and improve on their gameplay. At that point they at least should slowly stop being "new". > > > > Today theres a person in Crystal Desert asking how transfer a exo amulet to another char, shes didnt know how to use the bank. > > I think it's important to remember that the player choosing to skip **the tutorial** isn't the tutorial's fault just as much as a user not reading the manual isn't the creator's/seller's/product's fault. I hope that's pretty understandable and not exactly negotiable? > > > > @"Sobx.1758" said: > > > Literally how can you know that? If you think that's unintended then create a thread reporting the bug in a bug report section of the forum. Same with the mobs near the vistas. But I doubt it's unintended. > >> Also if you know that's what happens and that's an issue for you, then... kill the hydra before starting. > > > > Nope, i didnt need clear "all neighbour mobs" in any map(Core Tyria, Hot) except there. its clearly a design failure or even lazy work. > > You didn't need to, but then at one point you needed to and it stopped being an issue, because you did what you were supposed to do. > What's "lazy" or "failure" about this design? Who said HP is supposed to be some isolated point with no connection to anything external? Anet sure didn't. So by what standards/logic/rules are you proclaiming this exactly? Because it's nothing known to me, that's for sure. > > > > @"Sobx.1758" said:i doubt anyone love the perma-aggro in these maps. > > >If it was really the case that every vista was supposed to be a safe harbor then why do they have the attributes like: > > >-can't be interacted with while in-combat > > >-invulnerable while viewing the cinematic > > > > Vistas in game dont have theses atribbute because the pattern inst have 1500 range aggro mobs positioned near it. Try find one like this even on new maps like Drizzlewood Coast, its doesnt have. > > You got it a bit backwards here. The whole point I made there is that **the vistas DO have these attributes**. Which tutorial? And now please don't say Core Tyria. Whoever calls this a tutorial doesn't know what a tutorial is. And HOT? HOT needs its own tutorial so that players who come from the core game are not super frustrated there. And then they are told here in the forum that in POF everything will be better and poof. Empty maps and even more annoying mobs than in HOT, because often in much larger numbers.
  6. Can I just say that I personally hate the restriction on World Boss boxes? Many of the world bosses are in low level areas and guess who doesn't get a piece of the pie, even if they are there from start to finish? Exactly, low level characters ... Don't know if it depends on the DMG or if it's solved that way in general, but participating in an event and not getting a reward at the end is the worst ~~.
  7. > @"Khamul.9837" said: > The problem are not the people selling raids. The problem are the ppl who actually buy them. Why is this a problem? If there is a possibility that you can buy a Legy Armor or something, why not use it if you have so much gold? (I wish that was available for other things, like GOB). And I really ask out of curiosity. Do not see where that can be negative for the game. Because I think there will be only a few, to none at all use to buy LI's to join then high raid groups. Even gold technically that would be a Sisyphos work and would not even be worth it in the end because he may get into a group but you will notice very quickly that he has only bought. So what is the reason that this is bad? And no, I am neither a buyer nor a seller. I am just curious.
  8. > @"Linken.6345" said: > If you go to the buy page and click the includes icebrood staga line or just hold your mouse over it. > You can then read the fine print that say its only the currently active episode you get. Isn't it funny when the small print isn't even in the small print and is hidden even more?
  9. > @"Galphar.3901" said: > Another option would be to add New events and Achievements to the old Maps. Doing this would pull long time players back to those maps and make finding a group a lot easier. But that would only help for a short time. Anet integrates old events into new achievements every now and then. --- I still remember some Legy collections where you had to make Orr temples or events had to fail specifically. When it came to the tmples, i had to ask Gildies because over LFG or map-chat never came someone (or at most 2-3 people who unfortunately died most times constantly) For the owl event for Nevermore i put in a nightshift because this strangely never wanted to fail when I was there ~~. And I do not even want to imagine how hard it is now for real newcomers on old maps that offer nothing interesting for long-term play. Which affects a lot of maps. As I have noticed, this also includes the POF expansion maps where LFG or mapchat are mostly ignored if it's not just about the Griffin stuff. On the other hand, it's GUILD wars 2, so finding a guild that fits you and doesn't ignore you when you ask for help is an advantage. Not only for group play. But you have to keep in mind that the skill level in GW2 varies greatly and some players even with guild help probably never get some things done even if here in the forum of course all say how easy everything is. Personally, I was never a fan of the constantly new maps. It was predictable that one leads to the other and newcomers by us were advised again and again to play everything as it comes, because otherwise it could be that you get some things no longer so easy.
  10. > @"Wisely.4819" said: > Well, I made the suggestion for anet to see, some folks agreed, that's really all I wanted from this. I would like it, think it would be cool and would buy it. Unless you're an anet employee, you really can't tell whether they will or will not introduce it and how much it would affect their revenue. I have to say some folks are strangely adamant about opposing QoL gimmicks. > > I hope anet will consider this item/idea! If you look at the Endless Contracts, that's a pretty realistic suggestion. I hope someone from Anet sees that.
  11. > @"Lonami.2987" said: > > @"Mike Ditka.2531" said: > > I was a player on day 1 and played daily for 18 months or so before i joined the reserves. I've been home now for 8 months and an old friend brought up GW2. So i decided to buy the PoF expansion, which gives HOT free and supposedly the Icebrood Saga. I've spent the last week or so going through the story and honestly I've been enjoying every minute of it. The problem is, Living world episodes and all but 1 Icebrood Saga episode is locked. It says i need to pay 200 gems each, so that's 4,800 gems, kitten? At the current gold prices i could exchange a little over 1,743 gold for those gems (i have 61), or pay another $60 cash. I've read that if you logged on during the release of those Living world seasons you get them for free, but am i the only one who thinks this is really bad for returning AND new players? Worst part about this is i found a really nice and helpful guild that do different things nightly and 3 times this week i was unable to join them because i don't have access to those zones. Am i the only one who thinks this absolutely sucks? > > I think it's a pretty bad system, and I would even wager it's making them lose customers while barely making any money out of it. I know a lot of new players who felt cheated when they realized what was going on, and few of them quit or didn't buy the expansions at all. > > The Living World should be free for everyone, or no one. Punishing new players is counterproductive for your game's finances. This. My friends don't want to play the game because of this very thing. They find it unfair and especially poorly communicated ... If they didn't know me, they wouldn't even know about it.
  12. > @"Fipmip.7219" said: > > @"Fuchslein.8639" said: > > > @"Fipmip.7219" said: > > > I'm often wondering why Anet sticks to archaic mob placement. > > > > > > Here's my question, what purpose do mobs standing around on bland, open, textured terrain actually serve? I'm talking about the type of terrain that is meant to be sped past on a mount while en route to another destination, for example the area in istan around the fort with a few motionless corsairs standing around, the area around the water in the elon riverlands with armoured mordant crescent standing stock still in the shallows, and so on. > > > This sort of thing lends itself to typical MMO design, and for what? These mobs arent very difficult, they arent supposed to be farmed (there are anti farming mechanics in the game), they dont drop anything significant that cant be found elsewhere in higher densities... so why? It seems like their only interaction with the player is to annoy them when they stop for a second for whatever reason. It's not that mobs have long aggro ranges and hit hard, its that they are ubiquitous and inescapable. trying to leash just ends up running into more of these awkward mobs just standing there in a field seemingly for the sole purpose of stopping you from mounting. I remember archeage was extremely guilty of this, placing heavily armoured dudes in fields that seemed to exist for no other reason than 'MMOs are designed this way' > > > > > > I think anet should make more effort to put enemy NPCs into groups that require a more decisive effort with on the players part to engage with. They should make sense with the environment, for example making it so intelligent mobs are usually only found manning camps and patrolling routes, and wildlife mobs are put into small herds or occupy small nests or occasionally stalk around wide areas, and in general just make it look like NPCs have more to do. > > > > I think this should not be so easy to implement. A big part of an MMO is killing mobs for quests or achievements. And if you reduce the number you would automatically make everything even grindier. > > > > But I share the opinion that there are many mob placements that make little sense in my eyes. I mean, war zone or not. Where is the sense to spread everything you have over every centimeter of the map? > > Maybe there is a sense to it that I don't see? > > you dont reduce mobs, you just put them in places closer together, that make more sense and require more active seeking on the players account to interact with. Ah, okay. Yep, that would make more sense than placing individual mobs everywhere, especially in war zones. Whereby this could lead to increased AFK farms, which is often complained about in the forum. Cause you can't make the mobs too hard because then it's a matter of how much effort you have to invest for a simple heart, for example, which you might have to do 1000 times for a achievement and so on. I think a balanced mixture would be nice. But there are also so many factors ... I think from such a discussion I'm out because I atm can not really grasp how that is implemented in the game then and unfolds its effect in an MMO.
  13. > @"Fipmip.7219" said: > I'm often wondering why Anet sticks to archaic mob placement. > > Here's my question, what purpose do mobs standing around on bland, open, textured terrain actually serve? I'm talking about the type of terrain that is meant to be sped past on a mount while en route to another destination, for example the area in istan around the fort with a few motionless corsairs standing around, the area around the water in the elon riverlands with armoured mordant crescent standing stock still in the shallows, and so on. > This sort of thing lends itself to typical MMO design, and for what? These mobs arent very difficult, they arent supposed to be farmed (there are anti farming mechanics in the game), they dont drop anything significant that cant be found elsewhere in higher densities... so why? It seems like their only interaction with the player is to annoy them when they stop for a second for whatever reason. It's not that mobs have long aggro ranges and hit hard, its that they are ubiquitous and inescapable. trying to leash just ends up running into more of these awkward mobs just standing there in a field seemingly for the sole purpose of stopping you from mounting. I remember archeage was extremely guilty of this, placing heavily armoured dudes in fields that seemed to exist for no other reason than 'MMOs are designed this way' > > I think anet should make more effort to put enemy NPCs into groups that require a more decisive effort with on the players part to engage with. They should make sense with the environment, for example making it so intelligent mobs are usually only found manning camps and patrolling routes, and wildlife mobs are put into small herds or occupy small nests or occasionally stalk around wide areas, and in general just make it look like NPCs have more to do. I think this should not be so easy to implement. A big part of an MMO is killing mobs for quests or achievements. And if you reduce the number you would automatically make everything even grindier. But I share the opinion that there are many mob placements that make little sense in my eyes. I mean, war zone or not. Where is the sense to spread everything you have over every centimeter of the map? Maybe there is a sense to it that I don't see?
  14. > @"Obtena.7952" said: > > @"AliamRationem.5172" said: > > > @"Obtena.7952" said: > > > > @"AliamRationem.5172" said: > > > > > @"Obtena.7952" said: > > > > > > @"AliamRationem.5172" said: > > > > > > > @"Obtena.7952" said: > > > > > > > > @"AliamRationem.5172" said: > > > > > > > > > @"Fuchslein.8639" said: > > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > > > @"AliamRationem.5172" said: > > > > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > > > > > @"AliamRationem.5172" said: > > > > > > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > > > > > > > @"Ashen.2907" said: > > > > > > > > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > > > > > > > > Because I'm not giving my opinion. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > I would argue that the following are opinions. As valid as anyone else's, but opinions even so. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > > > > > > > >but that's not a problem that needs to be fixed. It's just a different approach you have to take to play that part of the game. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Right ... and 'annoying' isn't a reason to get it changed ... > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > You're not following the conversation here. Yes, THAT is an opinion ... but I have presented certain facts that make it evident aggro range doesn't need to change. > > > > > > > > > > > > > > > > > > > > > > > > > > > > Aggro range doesn't prevent people from completing content. > > > > > > > > > > > > > > Players disliking something doesn't mean it's a problem that needs to be fixed. > > > > > > > > > > > > > > Anet set the Aggro range of mobs intentionally in PoF > > > > > > > > > > > > > > > > > > > > > > > > > > > > I'm continually presenting these factual statements as the reason range aggro doesn't need to change; some people think pointing out opinions invalidate those facts ... it doesn't. Hey, if you have some FACTS that shows it should change, let's hear them. Otherwise, telling me things I said that are my opinion is just a big nothing. > > > > > > > > > > > > > > > > > > > > > > > > > It's true that aggro range does not prevent people from completing content. But who chose this as the metric by which we determine whether or not something is problematic or needs to be fixed? ANet does a lot of things. They also change a lot of things. What's your point? > > > > > > > > > > > > > > > > > > > > > > > > The point is simple: the three facts I presented are evidence this doesn't need to change. > > > > > > > > > > > > > > > > > > > > > > As you yourself noted previously, it isn't up to players to determine what "needs" to change. Having said that, one purpose of the forum is to communicate player feedback. So, your opinion is noted (as little or as much as anyone else's!), but has no intrinsic value above that of any other person's opinion on this matter. The metric you've chosen to support your claim is arbitrary and meaningless, just as that of the rest of us, again because it is not up to us to determine what needs to change. We're simply sharing our opinions. > > > > > > > > > > > > > > > > > > > > > > In my opinion, the increased aggro range of PoF is annoying and I would prefer HoT aggro ranges. I am in no way suggesting that it "must" change or that I have the power to facilitate that change beyond providing player feedback. So, here I am doing just that. > > > > > > > > > > > > > > > > > > > > I'm not here to debate people's opinions ... that's a worthless exercise. With the game history and factual information, it's evident that aggro range doesn't need to decrease in PoF. Maybe you believe that 'opinions' matter more than game intent and mechanics in this case ... if that was true, you have to ask yourself why Anet increased aggro range in PoF regardless of 'opinions'. > > > > > > > > > > > > > > > > > > Do you have any facts in the form of statements or statistics to back up your 'facts'? > > > > > > > > > > > > > > > > Obtena's central argument is that only things which prevent players from completing content "need" to change. > > > > > > > > > > > > > > In addition to the fact that Anet _intentionally_ increased the range in PoF and that Anet can't design the game to cater to people's individual feelings. > > > > > > > > > > > > > > > > > > > > > > > > > > Outside of any case-specific context, that is completely meaningless. Every patch changes things. Yet very little of it meet your arbitrary standard of "need". ANet's intent means everything until they change it and it doesn't. There are some facts for you. > > > > > > > > > > Really? So the fact that Anet already decided to_ intentionally_ increase the aggro range in PoF is completely meaningless in a discussion about if Anet needs to reduce the aggro range in PoF? Oh OK ... lol. > > > > > > > > Again, the discussion is not about what ANet "needs" to do. We don't get to decide that. My point was that ANets original intent (which I will also point out is not known to us!) is irrelevant with regard to whether or not they may or may not change something. Obviously, any time they change anything (aside from new content and bug fixes!) they deviate from the design intent. There are numerous reasons why they may do so, but again, that's beyond the scope of this discussion because we have no say in that. > > > > > > > > If you'd like an explanation of my position on PoF aggro range from the perspective of what I presume is at least part of ANet's design intent, here's a copy from several pages ago in this thread: > > > > > > > > _"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?"_ > > > > > > > I don't know how I would feel about it ... probably the same thing I felt about it when I first played PoF and saw it was increased. It's a moot point anyways because Anet isn't going to change the game based on what I (or anyone else) feels because the game isn't catering to me and reducing aggro range in PoF is a low/no value proposition. You say this discussion isn't about what Anet needs to do ... but it is because every time someone complains about a thing on the forum, the underlying reason is to influence change. I mean, if the discussion ISN'T about what Anet needs to do ... then what's the point? Just to make sure everyone know's what everyone else thinks? I don't buy that. > > > > > > > > > > Luckily we have you prowling the forums, ensuring ANet keeps their eye on the ball. Thank you for your service, Cap'n. > > > > Look. It's called player feedback. Are you just here to troll or did you want to discuss any of the points people are actually making? Sheesh! > > There isn't any trolling ... I ALSO gave my feedback and the reasons why I don't think it should change. > > You want me to discuss the point though ... OK here we go. You say you don't think Anet considered the impact on player perception. Well, if everyone would have the _same_ perception and Anet had a way to know exactly what that perception was, you would have a point. The fact is that there will be a large range of perceptions on this change and Anet can't pick a single design point for a feature that will 'consider all the impacts on player perception'. So again, like I said, the game can't cater to individual players (oh there is point #2 again). > > Hey, maybe in the future, we get games that are more 'custom' to the player ... but until then, decisions are made for what these points will be for EVERYONE and there isn't any right or wrong ... they just have to pick a value based on what they intend and go with it. If it doesn't break the game ... then it's not a problem. But this is exactly the crux that you don't seem to understand or don't want to. There have been many changes based on player input. GW2 wouldn't exist for a long time if they didn't listen to their players. There is a reason for all the decisions Anet makes. BUT, these are not decisions that are set in stone and must remain forever. As we have seen thousands of times. And that is FACT. There have been good and bad reasons given here why mobs should not be made weaker. And there were many good and bad reasons why aggro and respawn time should be changed. The only fact here is that Anet decides in the end what is implemented. But Fact is also, everyone has the right to present and discuss his problems. Fact is, your way of repeating the same 3 points over and over again since 3 pages without responding to your opposite and pretending to be the only one here who knows what's going on is extremely to***.
  15. At my active time in GW2 something like that would have been a dream. This would actually be something I would have spent 30€+ on as I loved to reshape my characters over and over again and adapt them to events and areas. I mean what am I farming all these skins for, including really expensive ones, if I only end up using one set? My complaints about this were always dismissed with the fact that I should just play PVP or WVW and that person XY does not care because they have a fixed outfit for each char (by the way, those people I wish no one, who only think of their personal needs). And I'm also not a fan of clothing sets, because I always found the individuality great in GW2. From there, thick thumbs up.Even if I would no longer invest money there. But I would be happy for those who still actively play and grind skins.
  16. > @"maddoctor.2738" said: > > @"Just a flesh wound.3589" said: > > 1) trying to get a hero point that requires defeating a mob. The area was surrounded by multiple mobs, a hydra, sand snakes and a shark. I cleared them out first and start the hero point fight. Right after I started the fight the surrounding mobs start respawning. I end up fighting the hero point while trying to fend off a hydra fireballing the area plus the other miscellaneous mobs putting in their 2 cents. Once I clear an area around a hero point it should stay cleared longer than a minute or two. > > That's the one in Crystal Oasis right? In close proximity to a forged camp, with patrols nearby that might engage at any time and sand sharks on the other side (and a hydra!) I know that place and I know that feeling, something must've been off when they designed that part. > > I can add one of my own experiences, I was in Dragonfall, burning forest area, went to mine a Mithril Node, there was a fire salamander close by, so I thought I'd ignore it, gather the node and leave. Once I started mining though it wasn't just the salamander that engaged but their friend fire hydra too. The hydra wasn't even visible, was behind a rock, but since the fire salamander came to eat me, it decided to call its friend hydra to join in the fun too. Yep, its the Djinn HP. I had the same experience there. Where I have not cleared the environment (because I knew how quickly the parts respawn) but jumped around with my Ele like a crazy rabbit and as soon as the Djinn was dead just as quickly sought the far.
  17. > @"ArktoCZ.5837" said: > Hi, can somebody who is experienced in wvw please explain me the difference in roles and playstyle of thief+specs and mesmer+specs in wvw content? Im not looking for "which one is better", but more of comparison and plus and cons of both classes and for what type of player they are more suited, since from what I have seen they are pretty similar in general playstyle-> high skill cap+floor, high risk/high reward, great 1v1, high burst, but I would like to know more about them. Thanks for help and stay safe I don't know if you still look in here after all the responses. But a little reminder that the forum is not crucial to the online community of GW2 ^^''. For more serious answers I would look on Youtube or even Reddit(Whereby you are also at the mercy of randoms). Have fun in the game and Happy, safe holidays :)
  18. She did not argue. She writes her opinion as a fact. It may be a fact that Anet thought something about the range. I think maddoctor already said that somewhere. But the rest is her opinion which she presents as if it were a fact. Of course I can't win this discussion with her. I can not discuss with someone who does not care about others. I can't win an argument with someone who thinks he knows everything better. (And as someone whose main language is not English, this is even more frustrating ^^''. Since I really try to get my point across with the English I know. And then to be trampled on with "but it's like that, accept it", uff). I'm not even concerned about winning. Everyone has their own views and that's okay. Sorry, I know that your comment was not meant negatively. At least I think so. But I just had to get rid of this thought xD. And I hope **I** don't get warned for off-topic. Already got warnings for less.
  19. > @"Obtena.7952" said: > > @"Fuchslein.8639" said: > > > @"Obtena.7952" said: > > > > @"Fuchslein.8639" said: > > > > > @"Obtena.7952" said: > > > > > > @"kharmin.7683" said: > > > > > > > @"Obtena.7952" said: > > > > > > > > @"Fuchslein.8639" said: > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > > @"Fuchslein.8639" said: > > > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > > > Interesting thread ... I like the part where many people think the game caters specifically to them. PoF map mobs and their distribution are hard/annoying/frustrating or not? Not really relevant. The game isn't designed to be everything to everyone. If we are going to argue PoF is different than HoT or core, there is no debate there ... YES ... and it's intended for whatever reason. > > > > > > > > > > > > > > > > > > > > > > The question is if Anet should change it (otherwise, what's the point of the thread?) Based on the age of the content and the 'challenge' it presents most players ... I would say no. If you don't like it ... well, that's not a problem ... name me a single MMO where you love everything in it ... then tell me why you aren't playing it right now. > > > > > > > > > > > > > > > > > > > > > > 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. > > > > > > > > > > > > > > > > > > > > Here in the thread there are some reasons why this is a problem. Do we need to break it all down again for 'your specifically needs'? > > > > > > > > > > > > > > > > > > Large aggro range has NEVER prevented people from completing content in this game ... so it's not really the problem people want to say it is. Again, what you find annoying/frustrating is simply a matter of personal preference and since the game doesn't cater to individuals, it's irrelevant. If large aggro ranges prevented people from playing the game ... that WOULD be a problem worth discussing ... but they don't. > > > > > > > > > > > > > > > > > > I think it's pretty funny that people don't see the increased aggro range as _intentionally_ preventing people from avoiding trash mobs in OW ... yet somehow those people argue it's a problem that needs to be fixed ... I think Anet already give you the answer to that. > > > > > > > > > > > > > > > > And how do you know it doesn't stop people from playing POF maps? > > > > > > > > > > > > > > Because there is no mechanic that prevents people from playing PoF maps due to aggro range. Just like there is no mechanic ANYWHERE in the game that prevents people from playing ANY map due to aggro range. > > > > > > > > > > > > > > > > > > > True, however, for my valuable play-time, I almost never go into PoF maps because of this annoyance. It's not "preventing" me, but it isn't encouraging me either. > > > > > > > > > > That's fair ... and there are lots of other maps where people don't go into for various other reasons as well. I mean, sure we want Anet to encourage players to go to all the maps ... but they can't possibly do that by catering to subpopulations desires for specific game parameters, especially if there are other options other subpopulations want as well. The game can't be everything to everyone ... that's why we have variety, even in maps. > > > > > > > > And how do you know that only one subgroup has this problem? > > > > > > because clearly some people don't have a problem with aggro range. I don't need to know the statistics because doesn't even matter ... this game isn't designed by players voting. Anet INTENTIONALLY made the aggro range larger in PoF ... and you are ignoring that. > > > > > > > I'm not ignoring this, I'm doing what forums are for in the first place. I share my needs with how the game could be made better for me personally. Just like everyone here does. > > If you think the game is perfect as it is, you have every right to create praising threads. But I as a customer have also the right to voice my problems and discuss them. > > It's not perfect ... I just have a more realistic view that aggro range isn't a problem because it doesn't prevent anyone from completing content in PoF. Just because you dislike it doesn't mean it's a problem that needs to be fixed. Ironically, Anet INCREASED PoF aggro range from HoT/Core ... to FIX a problem. Things that are problems aren't defined by players; it's defined by game mechanics and intent. uff ... is okay. You have your OPINION I have mine. I'm not going to go around in circles with you just because you think you know the entire community.
  20. > @"Obtena.7952" said: > > @"Fuchslein.8639" said: > > > @"Obtena.7952" said: > > > > @"kharmin.7683" said: > > > > > @"Obtena.7952" said: > > > > > > @"Fuchslein.8639" said: > > > > > > > @"Obtena.7952" said: > > > > > > > > @"Fuchslein.8639" said: > > > > > > > > > @"Obtena.7952" said: > > > > > > > > > Interesting thread ... I like the part where many people think the game caters specifically to them. PoF map mobs and their distribution are hard/annoying/frustrating or not? Not really relevant. The game isn't designed to be everything to everyone. If we are going to argue PoF is different than HoT or core, there is no debate there ... YES ... and it's intended for whatever reason. > > > > > > > > > > > > > > > > > > The question is if Anet should change it (otherwise, what's the point of the thread?) Based on the age of the content and the 'challenge' it presents most players ... I would say no. If you don't like it ... well, that's not a problem ... name me a single MMO where you love everything in it ... then tell me why you aren't playing it right now. > > > > > > > > > > > > > > > > > > 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. > > > > > > > > > > > > > > > > Here in the thread there are some reasons why this is a problem. Do we need to break it all down again for 'your specifically needs'? > > > > > > > > > > > > > > Large aggro range has NEVER prevented people from completing content in this game ... so it's not really the problem people want to say it is. Again, what you find annoying/frustrating is simply a matter of personal preference and since the game doesn't cater to individuals, it's irrelevant. If large aggro ranges prevented people from playing the game ... that WOULD be a problem worth discussing ... but they don't. > > > > > > > > > > > > > > I think it's pretty funny that people don't see the increased aggro range as _intentionally_ preventing people from avoiding trash mobs in OW ... yet somehow those people argue it's a problem that needs to be fixed ... I think Anet already give you the answer to that. > > > > > > > > > > > > And how do you know it doesn't stop people from playing POF maps? > > > > > > > > > > Because there is no mechanic that prevents people from playing PoF maps due to aggro range. Just like there is no mechanic ANYWHERE in the game that prevents people from playing ANY map due to aggro range. > > > > > > > > > > > > > True, however, for my valuable play-time, I almost never go into PoF maps because of this annoyance. It's not "preventing" me, but it isn't encouraging me either. > > > > > > That's fair ... and there are lots of other maps where people don't go into for various other reasons as well. I mean, sure we want Anet to encourage players to go to all the maps ... but they can't possibly do that by catering to subpopulations desires for specific game parameters, especially if there are other options other subpopulations want as well. The game can't be everything to everyone ... that's why we have variety, even in maps. > > > > And how do you know that only one subgroup has this problem? > > because clearly some people don't have a problem with aggro range. I don't need to know the statistics because doesn't even matter ... this game isn't designed by players voting. Anet INTENTIONALLY made the aggro range larger in PoF ... and you are ignoring that. > I'm not ignoring this, I'm doing what forums are for in the first place. I share my needs with how the game could be made better for me personally. Just like everyone here does. If you think the game is perfect as it is, you have every right to create praising threads. But I as a customer have also the right to voice my problems and discuss them. And that the game is not designd around Players Votin I doubt strongly. The past has shown too many things that were changed positively or negatively, depending on which side you were on in the discussion.
  21. > @"Obtena.7952" said: > > @"kharmin.7683" said: > > > @"Obtena.7952" said: > > > > @"Fuchslein.8639" said: > > > > > @"Obtena.7952" said: > > > > > > @"Fuchslein.8639" said: > > > > > > > @"Obtena.7952" said: > > > > > > > Interesting thread ... I like the part where many people think the game caters specifically to them. PoF map mobs and their distribution are hard/annoying/frustrating or not? Not really relevant. The game isn't designed to be everything to everyone. If we are going to argue PoF is different than HoT or core, there is no debate there ... YES ... and it's intended for whatever reason. > > > > > > > > > > > > > > The question is if Anet should change it (otherwise, what's the point of the thread?) Based on the age of the content and the 'challenge' it presents most players ... I would say no. If you don't like it ... well, that's not a problem ... name me a single MMO where you love everything in it ... then tell me why you aren't playing it right now. > > > > > > > > > > > > > > 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. > > > > > > > > > > > > Here in the thread there are some reasons why this is a problem. Do we need to break it all down again for 'your specifically needs'? > > > > > > > > > > Large aggro range has NEVER prevented people from completing content in this game ... so it's not really the problem people want to say it is. Again, what you find annoying/frustrating is simply a matter of personal preference and since the game doesn't cater to individuals, it's irrelevant. If large aggro ranges prevented people from playing the game ... that WOULD be a problem worth discussing ... but they don't. > > > > > > > > > > I think it's pretty funny that people don't see the increased aggro range as _intentionally_ preventing people from avoiding trash mobs in OW ... yet somehow those people argue it's a problem that needs to be fixed ... I think Anet already give you the answer to that. > > > > > > > > And how do you know it doesn't stop people from playing POF maps? > > > > > > Because there is no mechanic that prevents people from playing PoF maps due to aggro range. Just like there is no mechanic ANYWHERE in the game that prevents people from playing ANY map due to aggro range. > > > > > > > True, however, for my valuable play-time, I almost never go into PoF maps because of this annoyance. It's not "preventing" me, but it isn't encouraging me either. > > That's fair ... and there are lots of other maps where people don't go into for various other reasons as well. I mean, sure we want Anet to encourage players to go to all the maps ... but they can't possibly do that by catering to subpopulations desires for specific game parameters, especially if there are other options other subpopulations want as well. The game can't be everything to everyone ... that's why we have variety, even in maps. And how do you know that only one subgroup has this problem? Could you please stop pretending that you know all the statistics out there and start talking only for yourself? Thanks ^^.
  22. > @"Obtena.7952" said: > > @"Fuchslein.8639" said: > > > @"Obtena.7952" said: > > > Interesting thread ... I like the part where many people think the game caters specifically to them. PoF map mobs and their distribution are hard/annoying/frustrating or not? Not really relevant. The game isn't designed to be everything to everyone. If we are going to argue PoF is different than HoT or core, there is no debate there ... YES ... and it's intended for whatever reason. > > > > > > The question is if Anet should change it (otherwise, what's the point of the thread?) Based on the age of the content and the 'challenge' it presents most players ... I would say no. If you don't like it ... well, that's not a problem ... name me a single MMO where you love everything in it ... then tell me why you aren't playing it right now. > > > > > > 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. > > > > Here in the thread there are some reasons why this is a problem. Do we need to break it all down again for 'your specifically needs'? > > Large aggro range has NEVER prevented people from completing content in this game ... so it's not really the problem people want to say it is. Again, what you find annoying/frustrating is simply a matter of personal preference and since the game doesn't cater to individuals, it's irrelevant. If large aggro ranges prevented people from playing the game ... that WOULD be a problem worth discussing ... but they don't. > > I think it's pretty funny that people don't see the increased aggro range as _intentionally_ preventing people from avoiding trash mobs in OW ... yet somehow those people argue it's a problem that needs to be fixed ... I think Anet already give you the answer to that. And how do you know it doesn't stop people from playing POF maps? I mean, it's not like the game is programmed around the needs of the players wo play the game? ^^'' And that you yourself put your personal views here and act as if all others were worth nothing ...
  23. > @"Obtena.7952" said: > Interesting thread ... I like the part where many people think the game caters specifically to them. PoF map mobs and their distribution are hard/annoying/frustrating or not? Not really relevant. The game isn't designed to be everything to everyone. If we are going to argue PoF is different than HoT or core, there is no debate there ... YES ... and it's intended for whatever reason. > > The question is if Anet should change it (otherwise, what's the point of the thread?) Based on the age of the content and the 'challenge' it presents most players ... I would say no. If you don't like it ... well, that's not a problem ... name me a single MMO where you love everything in it ... then tell me why you aren't playing it right now. > > 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. Here in the thread there are some reasons why this is a problem. Do we need to break it all down again for 'your specifically needs'?
  24. > @"SunTzu.4513" said: > >But people who don't like that will just avoid these maps and maybe even the whole game. And even if here in the forum the perceived majority are the hardcore players who would prefer a Dark Souls, I strongly argue that the majority who play GW2 are the casuals. > > Come on that's never been said in threads like this even on some kind of subtext. That's the same level of exaggerating like saying people who wants the mobs to be tuned down wants a walking simulator. > > >There is always a subset of players on any forum who claim any critisism is about difficulty and try to derail any and all such threads by shouting it out as many times as it takes. It doesn't matter how many times it's pointed out that it isn't about that. It is what it is. > > The question also is does tuning down the range of aggroing for mobs is part of the overall difficulty skaling of the game? For me it is. Because the game gives the player plenty of mechaniks to work around this. Is it always perfect? I don't think so but mostly it works pretty well. Okay, sorry that's true that I exaggerated there. I was thinking too much about the Dark Souls discussion where people wrote that they wouldn't mind if GW2 came close with some things.
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