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mindcircus.1506

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Everything posted by mindcircus.1506

  1. > @"Linken.6345" said: > > @"Captain Kuro.8937" said: > > > @"Cyninja.2954" said: > > > > @"MattDu.7123" said: > > > > > @"mindcircus.1506" said: > > > > > > @"MattDu.7123" said: > > > > > > Didn't the raid community want strikes as a way to encourage more people to raid, increase the player base so they could could justify needing more content. Seems that by making it a closed loop it will end up having the opposite effect. > > > > > The raiding community did not ask for Strikes. > > > > > They asked for more raids. > > > > > > > > I'll repeat it because obviously you must of missed it, in your haste to reply. Raids needed a bigger player base and an entry point to help it to grow, so they could could justify needing more content. If you don't have an easy way for new players to join then, your just cutting off your own nose. > > > > > > Raids needed a bigger player base because they were neglected for years at a time. In fact most players who raid disliked strikes from the get go, since those resources even in diminished form could have been used in new raids instead. You enjoy story and open world and are disheartened by the latest Icebrood Saga releases? Imagine having NO released content for over a year, regularly. That's what diminished raids. Raids were fine population wise before that. > > > > > > Some of us actively argued against this type of content (similar to the constant recurring "easy mode raids" demands), knowing that it would not work because having actually experienced the transition from baseline to challenging GW2 content and in some cases actively training the next generation of raiders gave us enough insight. Lo and behold, that turned out to be true. > > > > > > So again, no. Players who enjoy raiding did not "ask" for strikes. We hoped for the continued minimum developer resources be put into raids as in the past. The game got strikes instead. > > > > Ereyone got hurt at those 9 months, while they where making the expansion. > > I don't see raiders in Wow, having the same issue with every expansion. > > . > > The simply do other stuff, than Raids in the meanwhile > > > > > > > > Edit: Maybe we should find a way to boycott the new solo-dungeons, they might put resources back into Strike. And then repeat, with the Goal of Raids :P > > Dubt that since I bet Anet think they are a success if even 25%+ do them daily for the dailies. I can just see the meeting: "So you remember those story missions that we were spending the bulk of our resources on but the players only ran once or twice?" "Sure do!" "Well I have good news and bad news. The good news is we repackaged them as repeatable content, used a bunch of assets that were already in the game and used a combination of existing and new rewards to incent players. Now 25% of the player base runs them every day" "That's really impressive... what's the bad news?" "They are only doing it because they are Dailies" "...."
  2. > @"Obtena.7952" said: > > @"mindcircus.1506" said: > > > @"Solanum.6983" said: > > > I'm surprised they haven't done it already to be honest, Furniture could generate a lot of money in the gemstore as well as add in some interesting drops in game. All the tech is there with guild halls. > > Do you really think the people who pay for gemstore shinies will care about something that cannot be flexed in OW? > > I promise you that even the Pepegasus and that messed up mouse springer are more relevant to the gemstore warriors than a couch you have to go into their house to see. > > This talk about "all the money Anet could make with Player Housing" is never anything but rhetoric by the small group of people who want the feature. > > I used to think this way ... but out of the box thinking suggests Anet doesn't necessarily need to prevent furniture from being placed in OW. Sure, it would look pretty dumb to have a table in the middle of the desert ... but there isn't a game mechanics reason it couldn't be done. The way the developers had to curtail the use of banners after players placed so many of them that it caused severe performance issues at both the client and server levels says otherwise.
  3. > @"Solanum.6983" said: > I'm surprised they haven't done it already to be honest, Furniture could generate a lot of money in the gemstore as well as add in some interesting drops in game. All the tech is there with guild halls. Do you really think the people who pay for gemstore shinies will care about something that cannot be flexed in OW? I promise you that even the Pepegasus and that messed up mouse springer are more relevant to the gemstore warriors than a couch you have to go into their house to see. This talk about "all the money Anet could make with Player Housing" is never anything but rhetoric by the small group of people who want the feature.
  4. > @"MattDu.7123" said: > Didn't the raid community want strikes as a way to encourage more people to raid, increase the player base so they could could justify needing more content. Seems that by making it a closed loop it will end up having the opposite effect. The raiding community did not ask for Strikes. They asked for more raids.
  5. > @"vicky.9751" said: > This gives a mastery point for icebrood saga. I have a druid with ascended healing armour and meta build, waited more than 30min in lfg and nobody joined in the end. > _Something needs to be done about group content in this game._ > Why do people need to join a discord, put an api key, and then get pinged endlessly for mostly **experiencd** groups or stuff that fills too fast? **this is not** a healthy way to get people to play these raids. I wish gw2 had a matched finder like other games, at least you would GET a party. The low-effort "open world pve" population in this game actively rebels against any content that has a fail condition. Doesn't even have to be hard. Just needs to have a reasonable chance at failure. People wouldn't touch Octovine if it failed 2 out of 5 times. Why run WoJ and potentially fail when you can run Tarir for zero effort and give 5 to 6 times the rewards? Why run in a 10 person group where your lack of skill can be exposed by your inability to work the chain mechanic, when you can take your Rabid Longbow Soulbeast into a Drizzlewood zerg and autoattack for 5 times the loot and no one will say a word? > @"Ragazm.6018" said: > I think best bet is to just ignore that game-mode as whole, also i was very disappointed when ALL my personal story consisted of these "strike missions" . There are zero story steps that require Strike participation. At no point did your personal story consist of Strikes. No one's did.
  6. > @"Eraden.8740" said: > I just want to give a BIG hurrah to mindcircus. He helped me finish my storyline. He was absolutely awesome! I finally got to see the aftermath. So many amazing cutscenes! Thanks again, mindcircus! You were great! I was shaking like a leaf halfway through the fight. Had to lean on my left hand to try and steady it. I guess, this game is great not only because of the great content but especially because of the great players that make up the population playing this game! Shaking or not you played fine. My girlfriend no-lifes WvW at times and is a very good player.... she ALWAYS dies during the updrafts where you did. So don't feel bad....seriously... it's not an easy fight. I will as a point of advice say that the zerker staff ele may be part of your problem handling things like that. It's a very brittle build to play and unless it gets a few seconds to set up it's boom, you end up running for your life when you could be hitting the boss. You may look at other Elementalist builds that are a little less finicky like Fresh Air Dagger/Warhorn in Marauder's gear. Anyways... you're a better player than you think. I would have struggled on staff ele too.
  7. > @"Blaeys.3102" said: > Most MMOs make boss fights artificially hard by sticking them in an instance and forcing players into very specific playstyles/patterns. That isnt fighting - it's choreography (which can be fun, but it is hardly what I expect in an MMO now - and really doesnt allow for much variety in gameplay). I love the chaos and epic feel of GW2 boss fights - where it isnt just about using a calculator (or, in most cases, a template website) and memorizing the dance steps to match to the boss you know youre going to fight before you ever get there. Most OW boss fights in GW2 boil down to "stack enough people pressing 1 to pass the DPS check". I'm not sure how this is in any way preferable to the "choreography". It certainly isn't as skilful. Open world events have 5 of 50 doing 90% of the damage while the rest stand around in a mix of hopeless derping, self deluded try-harding, and netflix watching. It is neither chaotic, nor epic.
  8. > @"Astyrah.4015" said: > > @"Linken.6345" said: > > > @"Astyrah.4015" said: > > > > @"mindcircus.1506" said: > > > > > @"titje.2745" said: > > > > > would be nice, i am saving money for permanent hairstyle kit, and i am always out of transmute charges, make me mad that wvw and pvp get them by things they like and very often, and for pve we have to complete a whole map for only ONE 1 transmute charge, the time and reward is not balanced here (between game modes). i like pve but i hate completings maps, it takes hours. even completing city's takes too much time. gaming must be a relax thing near work but don't look like. > > > > > > > > Completing the Grove takes 8 minutes. > > > > > > if you mean farming the grove with a new character and deleting it, remaking it, rinse and repeat. > > > > > > it will take more than 8 minutes each time: you factor in character creation, a cutscene or two you can't skip in the tutorial mission, tutorial itself, teleporting/walking to the grove, with all loading screens compounded it's _probably closer_ to 15minutes more or less depending on how fast one is > > > > You can skip it, if you got a pass like the mistlock sanctuary one for example. > > oh i see, so some passes let you in from level 1 lol! that's good to know. some lounge passes like the lily of elon invite (the one i have) require a level 2 (to finish the tutorial) to use. Fun fact: Using one tome of knowledge in the tutorial instance opens a waypoint outside it that you can use to wp outside the instance.
  9. > @"Eraden.8740" said: > Thanks for your kind offer, mindcircus. I am taking a short 1-2 day brake at the moment as my health is still suffering from my earlier attempt at this battle. I hope to be back in the saddle again, soon, though. I'm on the Ehmry Bay server. Take your time. Just shoot me an ingame message when you feel up to it.
  10. > @"Astyrah.4015" said: > > @"mindcircus.1506" said: > > > @"titje.2745" said: > > > would be nice, i am saving money for permanent hairstyle kit, and i am always out of transmute charges, make me mad that wvw and pvp get them by things they like and very often, and for pve we have to complete a whole map for only ONE 1 transmute charge, the time and reward is not balanced here (between game modes). i like pve but i hate completings maps, it takes hours. even completing city's takes too much time. gaming must be a relax thing near work but don't look like. > > > > Completing the Grove takes 8 minutes. > > if you mean farming the grove with a new character and deleting it, remaking it, rinse and repeat. > > it will take more than 8 minutes each time: you factor in character creation, a cutscene or two you can't skip in the tutorial mission, tutorial itself, teleporting/walking to the grove, with all loading screens compounded it's _probably closer_ to 15minutes more or less depending on how fast one is No I mean completing maps does not take hours.
  11. > @"titje.2745" said: > would be nice, i am saving money for permanent hairstyle kit, and i am always out of transmute charges, make me mad that wvw and pvp get them by things they like and very often, and for pve we have to complete a whole map for only ONE 1 transmute charge, the time and reward is not balanced here (between game modes). i like pve but i hate completings maps, it takes hours. even completing city's takes too much time. gaming must be a relax thing near work but don't look like. Completing the Grove takes 8 minutes.
  12. > @"Eraden.8740" said: > From my experience, boss fights, at least the ones in the storylines, are heavy on endurance. I tried to do the final one for "Path of Thorns". You know, "Heart and Minds" where you fight two evil versions of your companions before fighting Mordremar? I realized I may have finally met my limits. I am 60 years old with a minor case of Parkinsons and this fight is probably too much for me to solo. I tried to solo this fight with my elementalist in berserker gear (the only gear I have right now). Fiddled around a bit with keybinds and aspects to squeeze as much out as I could. The fights were a constant run away, run away, heal myself and hope to get a few strafing shots off while doing so. I finally had to give up after 6 hours as my body was failing and my left side was shaking uncontrollably. I did get as far as phase 4 of the Mordremar fight, but I finally had to give up. This fight has taught me that boss fights in this game are probably a challenge best suited for young folks. I regret not being able to finish my storyline but then again, it is what it is and I really would not want to see this game made easier for someone like me. It would become much too easy for young folks. In my youth I think I would have had a blast with this but now, at this stage of my life, such endurance runs are just too punishing. If you are on NA and want a carry through this, IM me in game, I would be glad to get you to the end of your story.
  13. > @"Zodi.8932" said: > Currently I’m running a condi shortbow renegade for PvE content and it feels really effective and strong. However personally I enjoy power more, specially the sword/sword and hammer combo. > > Is it better to make the expensive changes to Diviner/Berserkers gear for open world, fractals and trials content? Or am I just as effective playing my condi shortbow renegade? Considering you have two gear loadouts and three hot swappable builds and you are only playing one game mode I see no reason not to gear and play both.
  14. > @"Firebeard.1746" said: > I'm not sure this is really all that compelling, but an idea I had was legendary food of some kind, but instead of the legendary being consumable, it generates consumable for you and is customizeable. May it would be limited use. Or consume mats to produce the food and the food would be tradeable. Do you think the game needs this kind of power creep? Between the Legion Waystations and Ascended Food, Mount Engages and SAK Powers, isn't the PvE content being trivialized enough? Do we need to creep yet another source of buffs to ridiculous proportions? > I'm trying to solo DRMs and I'm realizing there's some very specific affixes or capabilities I want to see, but they don't have that combination or it's not tradeable and I can't make it yet. New stat combos would be welcome, but I have to think are pretty much guaranteed. We used to get a new stat combo every living world release. I'd actually expected IBS to have some new ones. If End of Dragons doesnt throw us four or five new stat combos I would be disappointed. > Also i feel like the game needs something that's satisfying as far as progression goes, but is more targeted towards people who don't like crazy things like legendaries. Progression is already earned via the Mastery System. And you cannot deny that the Masteries in Icebrood have crept not only the power level of a player but seriously crept their rewards. The mounts power crept players in untold ways gradually via masteries, Ascended cooking is progression,,,ect ect ect... Are you at mas masteries?
  15. > @"Fueki.4753" said: > Not everyone uses META builds, story bosses should not be balanced around those. I agree... good thing none of them (including the ones you referenced) are. Likewise, I don't believe story instance bosses should be balanced around straight up bad builds, like say the IBS prologue story boss is. > @"Joote.4081" said: > The old vets know every boss tactic in the game, unfortunately they don't want to share. As a vet it's hard to "share" tactics about how to beat things in this game when no one asks. People who struggle with story bosses on this forum rarely ask for people to share strategy/tips on beating content. They come onto the forums in full consumerist outrage presenting every challenge as developer ineptitude or some kind of flaw in design. I've lost count of the number of threads on this forum that painted part of the game's difficulty as some kind of error that needs to be reversed in order to make them happy as a customer. I don't remember the last time I saw I thread that said "I am struggling with X... does anyone have any tips?"
  16. > @"Randulf.7614" said: > > @"mindcircus.1506" said: > > > @"Randulf.7614" said: > > > > @"mindcircus.1506" said: > > > > > @"Randulf.7614" said: > > > > > - The final boss of S4 E1 is a ridiculous amount of fireworks. > > > > The intended mechanic in this fight is to jump off the platform when the "fireworks" start and glide to the stairs then re-engage after they have eased off. > > > > There is no reason to stay on the platform and attempt to mitigate/dodge this. > > > > It's a very simple fight as long as you do this and work the other mechanics. > > > > > > > > > > > > > > I do apologise, wrong boss. I mean Amala - she's Ep 2 right? > > Also Ep1, it has two instances with story bosses. The Amala fight and the Scruffy 2.0 fight. Scruffy is the final boss of the ep. > > > > I've looked up the boss now since I keep typing the wrong one. It's Lonai - the end boss from Ep2. Which mechanically is an OK fight through different backgrounds, but is too heavy on the visual noise I don't even remember this fight. I will have to check it out at some point.
  17. > @"Randulf.7614" said: > > @"mindcircus.1506" said: > > > @"Randulf.7614" said: > > > - The final boss of S4 E1 is a ridiculous amount of fireworks. > > The intended mechanic in this fight is to jump off the platform when the "fireworks" start and glide to the stairs then re-engage after they have eased off. > > There is no reason to stay on the platform and attempt to mitigate/dodge this. > > It's a very simple fight as long as you do this and work the other mechanics. > > > > > > I do apologise, wrong boss. I mean Amala - she's Ep 2 right? Also Ep1, it has two instances with story bosses. The Amala fight and the Scruffy 2.0 fight. Scruffy is the final boss of the ep.
  18. > @"Randulf.7614" said: > - The final boss of S4 E1 is a ridiculous amount of fireworks. The intended mechanic in this fight is to jump off the platform when the "fireworks" start and glide to the stairs then re-engage after they have eased off. There is no reason to stay on the platform and attempt to mitigate/dodge this. It's a very simple fight as long as you do this and work the other mechanics.
  19. > @"Touchme.1097" said: > I find it very annoying when leveling up with friends to slow myself down to let them catch up with me because I am a very fast paced player and I get things done quick. Then the problem here lies with you. You have a few options when presented with this scenario. You could teach them how to play better,, show them the game and help them to understand the combat system. You could bring them up to speed. You could just show patience and prioritize spending time with your friends over your desire to powergame. Or you can get annoyed and pop on to the forums arguing for ways to carry them as if it were somehow more "social" to do everything for them. It's not.
  20. Arc is likely your problem here. Happened to me until disabled it
  21. > @"MokahTGS.7850" said: > Can people please start listing music suggestions for the OP. I think we all need a good laugh. > > Here's mine:
  22. > @"Fenom.9457" said: > But visuals are the main point of legendaries! Maybe for you. I have transmuted the appearance of half my legendary weapons. I have them for the stat/sigil swapping QOL. Those god-awful orbs are the reason I don't make the trinkets and the "slumbering" versions aren't big value when compared to how easy stat selectable trinkets are to get in Bloodstone Fen.
  23. > @"Danikat.8537" said: > And no, the certification process wouldn't prevent the kind of problems Anet typically fixes in follow-up updates like events not starting, enemies having too much health, skins not previewing correctly, or unexpected packs of hyenas appearing. It's pretty basic - the main priority is making sure the game or update is what it says it is, isn't a virus, won't break the console, and follows some basic standards like warning you not to turn it off when it's saving because it could corrupt the data. Things like "events not starting" or "skins not previewing correctly" can absolutely fail a Certification test. Depending on the platform and severity of these occurrences Sony, or Microsoft will absolutely fail a certification submission based on what you might consider some minor things. The process is not just to determine if the software is malicious or unstable. The user experience runs very high on reasons for cert failures as are legal (such as data collection and privacy) and localization (translation). User interface issues such as menus that do not work as expected are a common reason for certification failures. Loading screens have limits on how long they can be, progression blockers will fail certification and even ensuring that the game's content does not violate age ratings are all part of testing. Certification testers will test online titles (such as gw2) under a variety of network conditions to ensure that a title gracefully handles things like disconnection. Even some incorrect verbiage on a disconnection message can absolutely fail an certification submission. For example if a certification tester were to run into the "7:11:3:202:101" error this entire title would likely fail the Certification pass requiring a fix and costly re submission just because of the language used in the error message. A game that offers too many achievements in the Xbox shell or PS Trophys will fail Certification. >That process takes a minimum of 2 weeks This is not accurate.
  24. > @"Lithril Ashwalker.6230" said: > I'm belittled, laughed at > To be bullied based off my preferred class and to be shunned r/thatHappened Here is the reality about thieves in zergs from someone who occasionally pugmands: Nothing wrong with the class. Lots of options to build a solid productive zergling with it... But no one does. Every time I pugmand there are two types of players that are **never** on tag. Rangers and Thieves. If there's someone off tag, giving our position away, squirelling after some useless roamer to chase a shred of wxp it's a Thief or a Ranger. I would gladly welcome a solid pogo thief in my squad but you never see them. A good Deadeye can keep crazy boons up on a line, but again... you never see those either. Never. The Thieves you do get in zergs are low-effort, low-skill players who think that staying on tag refers to everyone but them. Who don't want to run a solid zerging build and think they can just gank in a group. At absolute worst, they show up in your squad and ask for participation as a "scout". The ones with any actual skill tend to move on to solo roaming in order to make their montage videos. Now days when I tag up I put all the players who I think are going to be dead weight into the bottom group until they prove otherwise. There is zero value putting a player on a line that gets stab when they are never there to gt the boon. Longbow Rangers, minionmancer Necros and Theives all go into this party by default. This has ZERO to do with the class. It has nothing to do with balance. It's not on Arenanet in the slightest. You want your class to be accepted into a zerg warmly? Show up on a build that provides some real value and stay on tag. Most Thieves just don't.
  25. The developers have not mentioned anything about a console port of the game.
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