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maddoctor.2738

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Everything posted by maddoctor.2738

  1. > @"Hesione.9412" said: > We all get turned into Tengu. That would be cruel
  2. > @"Astralporing.1957" said: > You are again ignoring the fact that people going for other APs would do the dailies as well. Those choices are not in any kind of competition with each other. I'm not really ignoring anything. The fact is 10 AP from dailies is considerably faster than 10 AP from anything else. How much this is going to motivate anyone is up to the player in question, but in my opinion it's gonna play the exact same role as for those players that stop playing the game because they can't earn daily AP anymore. > Why? You keep claiming that but i have not seen you present any argument for that so far. For the same reason you and your friends stopped playing when they introduced the cap. Why did you stop playing when they introduced the cap? > It was however one of the things that did demotivate me in the first place. Well, I don't play a game for the daily AP it provides, so I guess we are different in that regard. > If anything, now you can work less and get the same, because the existence of the daily cap allows you to take it slower - you _will_ reach the cap at some point anyway, by which time you will catch up all those that worked harder than you did. There is an assumption here that there is a cap in achievement rewards. Second, getting to the upper limit of that cap will take years, while the rewards will appear sooner thanks to all those actually playing the game and not being lazy. > What about them? Sure, you would not regain them,but at least you would be able to earn new ones. So you want Arenanet to give their most loyal, veteran players a giant middle finger just because you are lazy... amazing > (and btw, we may disagree on what constitutes "a large amount", because i think that around 5k AP - 5095 according to wiki - would definitely qualify.) Two and a half years of dailies is almost 10k AP that I'm going to "lose" if they remove the cap without compensation :) good suggestion indeed.
  3. > @"Astralporing.1957" said: > It would still be limited - not by cap, but by a timegate. The timegate is irrelevant since in order to get 10 AP without dailies you'd need way more time than earning them from the dailies. > No. The reason why this cap was introduced in the first place was due to thinking about it as if it's a competition. And that's why you are thinking about it as a competition? I never did and never will think AP as a competition. Also, do keep in mind that the limit was introduced before the latest daily changes that made them considerably easier/faster. > Why? Removing the cap would incentivize the veteran players to log in more often than just for holidays and for a week for each story patch. At the same time it would de-incentivize veteran players from staying online anymore after they get their daily fix. > Yes. That is completely fine. Obviously the one that works more _should_ be ahead. Notice also, how this statement of yours is in direct conflict with the one when you claim removal of cap would demotivate players from doing other achieves. What you mention here is a clear argument for why it _wouldn;t_ do that. There is no conflict in my two statements. Removal of the cap will indeed remove a good motivation for doing any achievements outside the daily, due to the higher effort required to earn them compared to the daily. That doesn't mean -everyone- will stop doing the other achievements and even if a single person continues to do both daily and permanent achievements, Arenanet would need to create more rewards for them. > For all of them the moment they reached the daily cap market the point at which their motivation for continued play started to go down. What you are saying here is that the removal of the cap (so extra AP for 5 minutes every day) will motivate you to play more of this game? Plus you do understand that the moment the cap is removed the gap between those that finish permanent achievements and those that don't will start increasing and increasing? You might not want the Radiant/Hellfire sets personally but there are others (including in this thread) that do want to remove the gap so they get access to the achievement rewards. Access will become slower and slower the more time accumulates. By the way, I reached the daily cap about 2 and a half years ago. Suppose that they remove this cap as you propose, how many AP will they give me if that happens? And all other players who reached the cap years ago? You are talking about the "injustice" of some veteran players having access to unavailable AP (which weren't a large amount anyway) so what about all those missing daily AP if the cap is suddenly lifted?
  4. Even better, make the special forces training area work like a PVP gear system (with PVE skills obviously) where you can freely select your gear, weapons, stats, food, runes, sigils and so on. That way developing new builds and theory crafting won't be as expensive as it is now.
  5. > @"Astralporing.1957" said: > So what? It's not like doing dailies when they still gave AP prevented them from doing those other things as well. Then why do they need the cap removed, if they can do the other achievements as well? > Both things together make it so the old veterans can retain their advantage while at the same time putting in far less effort than those chasing them. From my answer to @"Ayrilana.1396" > The better option for unavailable achievements is to provide a new way of acquiring them. An increase of the daily AP limit up to the amount of unavailable AP is one such proposal that appears often on the forums. That takes care of your issue of "injustice". But I doubt the reason many are asking for the removal of the cap is because they can't "compete" otherwise. > Why would it demotivate others? Because there would be a choice: play 5 minutes and earn 10 AP, or play 2 hours and earn 10 AP. Without a cap you can repeat the first as many times as you want, removing motivation from doing the second. > People that would do dailies only would always remain behind those that would do the dailies and _other_ content. It's not exclusively one or the other. You are still thinking of this as if it's about a competition. As for remaining behind, that's another reason why removing the cap is pointless and those asking for it maybe haven't thought about it. A common reason for the removal of the cap is to earn achievement rewards without completing achievements. Let's take 2 players, Player 1 wants the cap removed so they can get the rewards they want by finishing the dailies and Player 2 that plays both dailies and finishes the permanent achievements. If the cap is removed Player 1 will get access to the current achievement rewards, at a slower pace, but they will earn them. But, when they reach the reward they want, Player 2 would already have access to a lot of NEW rewards. And given how Player 1 isn't finishing as many achievements as Player 2, the gap between them with a cap will increase as time goes on. At some point Player 1 will calculate that it would take years to earn the latest rewards available to Player 2. The removal of the cap is a short term solution for those that want Hellfire/Radiant skins, but that assumes nothing they want will be added on the achievement rewards in the future. Without a cap the gap between players who finish permanent achievements, and players who don't, will widen year after year and make situation worse, not better, for those that are asking for a cap removal.
  6. > @"Ayrilana.1396" said: > Along with removing daily AP, all of the AP tied to unavailable achievements should be removed as well. This way those who actually care to compete are on even ground as every AP is obtainable. It'll be an actual achievement system. Given how they never removed achievement points even when they replaced an achievement with another one (remember Drakkar?) it's quite likely that they do not want to mess with achievement point totals in any way. Probably due to the problems it would create with rewards. The better option for unavailable achievements is to provide a new way of acquiring them. An increase of the daily AP limit up to the amount of unavailable AP is one such proposal that appears often on the forums.
  7. > @"Moradorin.6217" said: > I don't think it makes any sense to remove a large motive for people doing daily content to please people who dont actually login daily and like play... What's stopping those who login daily to finish the other achievements available in the game? Why give a motive for players that login once a day for 5 minutes (all it needs to get the 10 daily AP nowadays) and demotivate the players that play for hours in a day to earn the other, much harder to acquire achievements? Daily content is 5 minutes a day. Collections, legendary weapons, story achievements take much more time every day.
  8. > @"Ayrilana.1396" said: > To be honest, they should just remove AP from dailies, as well as retroactively, and then balance the rewards around that. AP has become so watered down because of the dailies. Since we have a cap, there is no reason to remove AP from dailies and mess up the system. Just see dailies as a giant 15k AP pool and be done with it
  9. Kourna has an unfinished meta event. The Moon Fortress (Gandara) was so underwhelming too, invisible walls everywhere, boring enemies (nothing new), indeed one of the worst maps of Season 4 (the worst?) Jahai itself is not a bad map. The incursions are unique, the blending of different areas with the mists is also unique, the map itself is varied. We also got a new world boss in Death Branded Shatterer although it's weird that unlike other meta events, the pre-events for Shatterer aren't needed to progress. Weird but good imo, looking at the mess of Drakar where they combined pre and boss in one timer. The only underwhelming (or perhaps a better word is overhyped) part of Jahai is the Sunspear Sanctuary. At least we got Eye of the North, which is what Sunspear Sanctuary should've been like. Which parts of the map do you find unfinished???? Combining them isn't really an option as they exist on different episodes and they'd need a massive rework. The way living world maps work is that they separate, so certain ideas and mechanics can work. For example, if they are combined, why would we see brandstorms and rifts only in the Jahai part and not Kourna?
  10. > @"Blood Red Arachnid.2493" said: > Sinister: 1,556 condition damage, 0 expertise, 30% total condi duration, 5% increased damage > Viper: 1,348 condition damage, 633 expertise, 72.2% total condi duration, 5% increased damage Do keep in mind that the two sets provide different amounts of Power/Precision so in order to make a complete comparison: Sinister: +961 Power, +961 Precision, total: 1961 Power, 51% critical chance (game rounds up critical chance) Viper: +1173 Power, +633 Precision, total: 2173 Power, 35% critical chance Let's take a simple skill (Crossfire) with a coefficient of 0.4, Shortbows have an average damage of 1000 (950-1050) This gives us the damage for both Sinister and Viper: Damage done = (Weapon strength) * Power * (skill-specific coefficient) Sinister: 1000 * 1961 * 0.4 * (0.49 + 0.51 * 1.5) = 984,422 Viper: 1000 * 2173 * 0.4 * (0.65 + 0.35 * 1.5) = 1,021,310 Viper does -marginally- more damage than Sinister when it comes to Power damage, as well as doing more damage with conditions. > Sinister: 121.13 damage per second for 1.3 seconds, coming to 157.47 damage > Viper: 108.02 damage per second for 1.72 seconds, coming to 185.80 damage The problem I have with Sinister is that it doesn't offer anything good over Viper. Soldier has a lot more health/armor than Berserker, Marauder has more health than Berserker, so they are actual options, they do less damage than Berserker but offer at least something. Sinister is just weaker than Viper, not by a huge amount, but it is in fact objectively weaker, and doesn't make up for that in survivability. In the case of @"Fuchslein.8639" who can't acquire full Viper there is indeed no big difference between the two, but if a player does have access to both Sinister and Viper I see no reason to pick Sinister.
  11. > @"Fuchslein.8639" said: > Sure you don't have to play meta, but some still don't want to lag behind and when I then read on reddit that without Viper you lag 50-80% behind no matter how well you would play, that's just not justifiable in my eyes ... I'd like to see that reddit post claiming that without Viper you lag 50-80% behind. Also, the post might be true, if the comparison is with let's say Nomads (haven't done the math but it's quite possible), but otherwise it looks like misinformation, or misunderstanding. The most important part of damage in this game is Power. ANY set that doesn't include Power will be really far behind in damage compared to the others, regardless of what stats it offers (even on most condition builds). Which is something a lot of theorycrafters and builders fail to understand. For example, Power has a higher impact on your damage than Precision and Ferocity COMBINED. Second important part of damage is being alive, if you are dead you don't do damage.
  12. > @"Yrch.5491" said: > I recently returned as well and while I do like and even love parts of GW2, there are a lot of things that keep it from becoming my main MMO. Why they cannot fix tab targeting I have no clue, but it is easily the worst tab targeting I have ever played in a game. The story fights are waaaaaaaaaaaaaay too long and some of them are stupid hard, but if you just keep dying and then mashing your buttons, eventually you will win, it's stupid. Also the number of bugs and glitches that I keep running into, mastery or hero points not working, but then if you switch maps then all of a sudden they work is too much. Some areas the mobs respawn too fast and it makes some places very hard to solo. At first I was amazed by the trait system, there really seems like a lot of variety when it comes to builds, but so far of the dozen or so I have tried, they all boil down to one or two button mash fests or their rotations are stupidly long, still looking for that one in the middle. Not a fan of the gear system either. There are many other little things that are annoying about the game. Can you provide examples of too long story fights and mastery/hero points that are bugged? Some story fights are excessively long, but they are far from the normal, most of them are really quick and as for bugged mastery points I haven't noticed any of that.
  13. > @"DaFishBob.6518" said: > > @"maddoctor.2738" said: > > You know the worst part about polls like this one? If they actually do something about visual effects in the expansion, it would look like (at least to some) that Anet caved in forum demands and "ultimatums" which will open the can of worms. Forums will get flooded with "let's do an ultimatum over xyz, we won't buy the next expansion/gems until xyz is fixed, it worked for cosmetics effects". Fortunately, it doesn't look like many people voted yes > > I'm afraid that ship has already sailed as the commonly told story of HoT is that players on the forum demanded harder content. You are saying players demanded harder content or they'd leave the game? Publicly, on forum polls? There is one thing to have a discussion over something, providing constructive critisism and concerns, but making actual DEMANDS of the developers on their forums isn't a good idea. I don't think that's an appropriate way to develop a game anyway. By the way I think this game needs an epilepsy warning, the effects are really out of hand and I would love if they fix them. But I won't threaten not to support the game I play/enjoy over something like this.
  14. You know the worst part about polls like this one? If they actually do something about visual effects in the expansion, it would look like (at least to some) that Anet caved in forum demands and "ultimatums" which will open the can of worms. Forums will get flooded with "let's do an ultimatum over xyz, we won't buy the next expansion/gems until xyz is fixed, it worked for cosmetics effects". Fortunately, it doesn't look like many people voted yes
  15. I think a lot of the sets are simply in the game for completeness, to have as many possible combinations as possible. There are some combinations that make no sense, on all tiers of play. 1-stat gear with Toughness provides no meaningful boost to effective health at low levels. 2-stat gear with Power and Ferocity is worthless as critical damage without critical chance is useless 3-stat gear like Nomad which are only for the memes Just some quick examples of gear combinations that are absolutely terrible for new or old players, there are many more bad choices out there. To be honest though, multiple stat combinations (at least in the core game) exist to make good gear more rare. If all the gear drops you ever got where the 2-3 good core sets, then it would make gear even easier/faster (for new players) to acquire than it already is. Or alternatively they'd need to lower the chances of anything good dropping.
  16. The most probable reason is that Guild Wars 2 is using the integrated GPU instead of your dedicated GPU, which causes the problem. It's quite common for laptops to use their igpu on GW2 for one reason or another. You need to find a way to force the game to use the correct GPU
  17. > @"weaponwh.9810" said: > just curious between power soulbeast, dh, holo and other class which one have easier dps rotation, but also get good dps scores?. Dragonhunter has a simple rotation, although it might look complicated on paper (many steps), in reality it's very simplistic once you realize where all those skills are coming from. Furthermore, you don't have to follow the rotation exactly to reach good dps, just remember to have Spear of Justice combined with either of your Symbols (Wrath or Punishment) when you unleash your traps+Whirling Wrath for maximum damage Condition Soulbeast is another one with an easy rotation if you go Shortbow/Shortbow, or the old Shortbow/Dagger+Torch are both easy to play, the first is spam on cooldown, the second can be a bit more complicated but still very easy to use. Power Holosmith looks complicated, but it's not really complicated. If you check the rotation it's all about using all the good skills from grenate/bomb/photon forge and repeat. You can ignore the parts about "waiting and spamming bomb" until one or another skill is ready, it won't lower the dps by any significant amount. Get the rest of the rotation ready (which isn't hard) and once you do that you can start mastering that waiting part.
  18. A pointer about this achievement: it's probably bugged because you do NOT have to destroy 10 weak spots. You can do the achievement solo just fine, you don't need a team. While under Kralk find a weak spot and spam attack on it, do NOT try to hit another weak spot. Once you go to the left wing aim at the purple "horn" like thingy (there is a weak spot there) and spam attack, once Aurene moves to the right wing, find the similar purple horn and spam attack on it. You will get the achievement that way.
  19. > @"BlueJin.4127" said: > > @"maddoctor.2738" said: > > Guild Wars 2 requires an epilepsy warning. > > Are you sure? That last one is epic.
  20. I decided to vote based on the options available, otherwise I'd pick "other" and have to make an extensive list of what I want. But I'll settle with optimization
  21. > @"Hans Yulian.6510" said: > > @"maddoctor.2738" said: > let me get clear to you: i dont care what the data center i am connecting to, which is likely the US, i dont even care if they create new data center in Asia, i wouldn't even play it, i wouldn't want to restart my years of gaming here from 0 again. And i clearly not asking for new data center in asia, i just asking for map server in asia. > Already explained why that's impossible, for technical reasons. Map servers need to be on the same region as the data center as already explained, but I understand the topic is probably too technical and hard to understand. > This is relevant because this is how every world-wide game server works. Not MMORPGs, they don't work that way. > You just try to play the steam CS:GO, DOTA 2, where do you think the data is? most likely US, but nobody in the Asia, EU, will suffer from latency because they host multiple map server in different region. So let's get technical. There is very little, if any, data involved in those games during a match, unlike in an mmorpg where the map server needs to query the data center constantly. What you do during a CS:GO match has no effect on your data, same as DOTA 2. The map server access your data before the match begins, and after the match ends, that's it. During the match, there is no need to access your personal data anymore. On the other hand, in an MMORPG like Guild Wars 2 the map server needs constant access to your account data, your inventory, your guilds, your everything. Even in a sPVP match (Which could potentially work like a CS:GO or DOTA match) you still have access to your inventory, your achievements, your PVE character information and so on. Which is why, as given by the developers themselves, map servers and data center must be on the same area (possibly the same room too)
  22. Excluding a possible hack, which is unlikely, you just experienced the amazing necromancer skill called lag. The player in your video clearly skips frames, now that's either on your end, their end, or the server end. There is special skill used there.
  23. > @"DemonSeed.3528" said: > They should give a choice to tunnel through a localised aws server acting as a middle man to the main servers (option to select sea/ocx/aus/sa/etc servers to be tunneled to the NA/EU server) - it will help with a lot of routing and latency issues (not all but a great deal, and of course not counting problems with the server load itself). The overhead is negligible and in some cases can even lower latency for some. They already do that with Cloudflare. Media files can be anywhere in the world and your client acquires them from the closest possible location, when your client streams anything, it acquires it from the server(s) closest to your location, not the location the game servers are located on. So for example the EU data center is in Germany, but when your client requires data, it can get it from any country that also has an AWS server. This can be very easily seen when you open the Trading Post, when it streams the icons and TP data and if you check your TCP connections, they won't be from the same IP as the actual GW2 server (not even on the same country) What they cannot do is allow players on different instances to play together, and they cannot create map instances away of where the data center is. In the EU example, all actual server instances are in Germany, together with the data center, so it's closer and eliminates latency. Having no latency between data center and map server is much more important (and impactful) than reduced latency between a player and the map server. Edit: It's worth noting that Guild Wars 1 allows a player to change their data center of choice by using the district selection feature. However when you do so, your data does indeed migrate. Guild Wars 1 data was minimal, which is why Anet allowed it, while each account and each character contains much much more data in Guild Wars 2 making an automatic migration impossible. It's why changing region in GW1 is instant, while it can take 30 minutes in GW2.
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