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Astralporing.1957

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Everything posted by Astralporing.1957

  1. Honestly, no such thing. The nerfs i was angry about initially, even if i stopped being angry about some of them, i've never felt later on to be justified. The nerfs i feel were justified, i was originally in favour of, or at worst completely neutral about.
  2. It's probably not so easy as it seems. A lot would depend on the exact wording of the contract between Anet and Soule - it is entirely possible that it originally covered only GW1, so every case of using one of his music scores for GW2 would require a new deal. And if so, knowing Soule's reputation, it's very likely he'd be now asking way too much for them to consider it.
  3. > @"Cuks.8241" said: > Rotations might seem complex when put on paper but are often quite logical and intuitive if you know the class well. The opposite can also be true. A rotation that looks simple on paper might turn out to be way more complex in practice. In fact, those things are not mutually exclusive - a rotation _can_ be both logical and intuitive, while at the same time being very complex and hard to execute properly.
  4. > @"Sobx.1758" said: > e: oh look, you even mention sb build with literally what is written on the site I've linked to. Oh, is shortbow build back on the site? Last time i checked it wasn't there anymore. Looked it up now, and i don't see it, the only condi soulbeast build i see is the Dagger+torch/Axe+dagger one.
  5. > @"Sobx.1758" said: > https://snowcrows.com/raids/ > > Click on classes, check their builds, read the rotations and pick something ;) Usually the description on snowcrows site does _not_ answer OPs question. How easy the rotation is is sometimes mentioned, but usually it isn't, there's also no comparison of "easiness" of different rotations anywhere there. Hint: you can't just look at the number of steps the rotation has, there's a lot of other factors to consider as well, and snowcrows site is not exactly all that helpful in that regard (mostly because it's not something they concern themselves with). > @"Sobx.1758" said: > That's not what I've meant at all. But he's asking about rotations, so according to your point of view, the only correct answer here is: make your own build, test every rotation you can come up with and check what's optimal and easy. Sorry, but that would make no sense and neither does your "smart anti-sheep" answer. But that was exactly what _your_ answer was, because your 'suggestion" was just a different way of saying "find that out on your own". In truth it wasn't any better that the "anti-sheep" one at all. @"weaponwh.9810" If you want to go truly easy, while still having decent dps, i'd suggest condi shortbow soulbeast. It's whole rotation can be easily reduced to "spam all skills off cooldown, remember to attack from flank or behind". And it's ranged, which helps in some encounters. And since it is using shortbow, it has no autoattack chain you have to keep track of (in many builds breaking the aa chain - an issue a lot of players have to deal with - can be responsible for massive dps loss, so not having to worry about it is always a bonus) As far as power dps build goes, i'd probably go with power DH. I'm not sure if it's really the easiest one around, but it's easy enough for a decent dps level, and has a lot of other useful utility available.
  6. > @"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. > > > What you are talking about here is completely irrelevant. > This is relevant because this is how every world-wide game server works. And that's where the problem lies - GW2 **does not** have a worldwide game server. It has _two_ - one for EU zone, one for US zone. And it is designed in a way that makes map instances very dependant on continued connection to said data centers. They tried experimenting with single server during game development, but the delay it caused for EU players was big enough they deemed it unacceptable. That's why we ended up with two distinct (and separate) zones that cannot mix together. It is indeed possible that since that time the quality of internet connections worldwide has improved to make that original idea no longer as unreasonable. Or not - i don't really know about that. It doesn't matter anyway - when they made the decision then, it impacted the way the game was designed, and we're now left with the consequences. What you are asking for is not just a case of adding some map instances in Asia region. You are talking about something that would require _a complete redesign of the whole server architecture_. And the best part is that we don't even know whether it would help at all, because it is also entirely possible that the original problems they ran into with datacenter connection latency being important might actually be still as relevant as they were then. By the way: this approach is very common for MMORPGs. Just look at how it is done in FF XIV, for example.
  7. > @"Hans Yulian.6510" said: > > @"maddoctor.2738" said: > > The game tries to connect you to a server in the datacenter you selected. What's your home world? Is it NA or EU? When you get the offer to change maps it doesn't change your region, you stay in the region of your home world, just go to a different instance of the same map. I've used the ip command multiple times and I've never seen an IP that is not a european one, this means you probably play from a home world that is in the US. > > should be US. > but regardless which region i use, the map server is different instance can be put all over the world. No. In order for you to be able to play with all the _other_ players on the same map instance, the game needs access to those players' data. And since you have only access to players' data from the same datacenter, you can only play on maps assigned to that datacenter. Meaning, it's _not possible_ from players from different login zones to play on the same IP map instance. So, in order to have "Asia maps", an Asian datacenter and an Asian zone would need to be created first. Which would not only require investment, but also bring about some other consequences, like introducing another splintering if the game's population - the players from that new datacenter would be separated from both EU and US. I am not sure if PvE could take such splintering with no visible negative consequences. I am completely sure though that it would be completely disastrous for both WvW and SPvP, that are already suffering from significant problems caused by lack of population.
  8. > @"Hans Yulian.6510" said: > right now my ip is 18.205.170.223 which is again US server. maybe it's possible that they try to connect us to the nearest server/most populated Out of curiosity, are you playing on US or EU server?
  9. > @"Hans Yulian.6510" said: > So account server is only one for global, this means that the account server still in US. Actually, there _is_ a separate account server for EU. It's one of the reasons why originally guesting worked for other worlds within the zone, but not between US and EU. > The proof that they have multiple instance of map server is that we have many instance of map especially when fighting world bosses like tequatl, and if you type /ip in the chat, it will show you the ip address of the server you are connected to. Currently all of this IP address are in US. Incidentally, the map i'm now on shows as 3.121.11.28. Which happens to be a part of Amazon cloud network. The _German_ part, actually. Incidentally, we know that EU cluster is physically located in Germany. Could it be that for you all maps show US IPs, because you are using US zone?
  10. > @"Ayrilana.1396" said: > > @"kamikharzeeh.8016" said: > > > @"Ayrilana.1396" said: > > > > @"Firebeard.1746" said: > > > > I don't expect all of them to teach me. The teaching doesn't happen enough. If I'm wrong the raiding community would grow. And I'm completely fine with being wrong. > > > > > > You’re assuming that the reason that the raiding community isn’t growing is because veteran players are not teaching new players every chance that they get. You’re wrong. > > > > but i think he's partly correct, still. > > > > He’s not. Veterans raiders are often teaching in the training guilds/discords. There’s even a training event going on if you go to Reddit. And that's where it is only _partly_ correct. There are indeed training guilds and discords, and some veterans help new wound-be raiders trhrough those, or through in-guild trainings. It is also equally true that most veterans don't do that, and that the training capacity the community does have doesn't come even close to the actual needs for it. On the other hand, it's not like the lack of enough training options is the main issue here. Even if raiding community as a whole would be far more inclusive than it is now, it would not be enough - that's because it's the _content itself_ that's too exclusive for majority of this game's players. So, partial truth. _Some_ veterans are teaching new players. Those teaching opportunities are still very limited. But even if they weren't, it doesn't mean the community would start growing.
  11. > @"Teratus.2859" said: > There's a big difference between fearless and foolishly reckless though, Dwarves are not mindless drones that would throw their lives away needlessly. > They would fall back if they felt it would give them an advantage or if it was simply the best course of action. Actually, there were strong suggestions even back in GW1, that once they've engaged the enemy, they are no longer capable of "tactical withdrawal". Yes, it does make them dangerously reckless. They've became unyelding like the stone they turned into - and a stone does not retreat.
  12. > @"Teratus.2859" said: > It makes sense for them to come back now since Primordus is waking.. turning the tide on them and driving them up to the surface. That's actually going against the lore. The transformation caused some psychological changes within the dwarven race - specifically stone dwarves are supposed to be completely fearless and unyelding. They would not have allowed themselves to be driven to surface - they would have fought to the last dwarf to stop destroyers from coming back up. In fact, we've been told at some point that more destroyers seem to appear on the surface lately is a sign that the dwarves are probably already close to being extinct (seeing as they've been fighting unceaselessly and dying for the last 250 years, and can't increase their numbers anymore).
  13. > @"sorudo.9054" said: > which is all written AFTER GW2 was released, the only reason why is because Anet wanted to get rid of dwarfs altogether. Actualy, it was all written **before** GW2 was released. That's all the info from the storyline _leading_ to gw2, which was partially already included in Eye of the North. Although, sure, the whole Rite was most likely included into the story exactly because Anet wanted to get rid of the dwarves. Which means it's even _less_ likely any dwarf (deldrimor or not) was able to avoid the effect.
  14. > @"Nephalem.8921" said: > > @"Astralporing.1957" said: > > > @"TrOtskY.5927" said: > > > People used to ask for a full gear ping and if you weren't running full zerk you weren't joining the group. > > I was running the Altruistic Healing bunker guard completely fine then, and noone ever called me on it (even though, as i have learned much later, the dps of that build was next to nil). Sure, some groups asked for gear ping, but there was enough groups doing the very same content equally succesfully that didn't that it was not a problem at all. > > > > You did lvl 50 with such a build? It was dead weight. Actually ive seen lots of players getting kicked for that and kicked a few myself. Oh, _now_ i know this was a dead weight. I didn't know that then - i mean i knew its dps was lower, but was unaware of _how_ lower it was. And my very point is that _it never came up_. Nobody ever commented on it. It took me a looong time to realize something was wrong, and i had to find that out completely on my own. And yes, i _was_ doing level 50's. So, while i do know there _were_ groups like that, i am a bit suspicious about claims that the practice was all that prevalent.
  15. > @"Obtena.7952" said: > Chak Egg Sac is a crafting item It is not. It is a _cosmetic infusion_. It does have a set of _mystic forge_ (not crafting) recipes, but those are only a way to convert old-style cosmetic aura items into newer infusion model. It has absolutely nothing to do with crafting. You might also want to look up the confetti infusion - the other high end item affected. Again, nothing to do with crafting. Those changes seem to aim at a completely different goal than the change to exotic gear and lillies.
  16. > @"Sobx.1758" said: > Yes, I do understand they increased the drop rate, but vaguely decreasing rarity isn't equivalent of decreasing the price to under tp limit. So yes, without more information (or time to see if there will be **any** consequences of this at all) for me it's still a leap. If they noticed there's one drop every x months and DOUBLED the drop rate so now we have 2 drops every x months, it sure "significantly" decreases rarity, but is it enough to decrease the price below the tp limit? Don't really think so. Without more information, it's a leap. Oh, sure, we don't know how much the price is going to be affected after this change. We know however that Anet intended to lower this price at least. Also, the mere action of touching droprates for those high-end items was sure to cause some violent reaction from some players that either feel the need for ultra-rare items to exist, or invested a lot of gold into them already, and Anet is unlikely not to realize that. As such, i doubt they would be willing to adjust those droprates if their intention was to create only a relatively minimal change (especially since, in such a case, they would not need to mention it in the patchnotes at all - with small enough adjustment noone would even notice). > >they made this adjustment with intention of it doing nothing > > Not only that's not what I said, but also it wouldn't be the first time when a change did pretty much nothing. It's not about what they did. It's about what they _intended_. I just doubt they would be willing to even touch such a sensitive issue (and much less inform us about it) if they did not intend to make a _significant_ change.
  17. > @"Blocki.4931" said: > > @"Astralporing.1957" said: > > > @"Blocki.4931" said: > > > > @"Linken.6345" said: > > > > > @"Blocki.4931" said: > > > > > I think it's good enough, at least we know there is some more effort put into the maps this time around. > > > > > > > > We do? > > > > Were did this info get released? > > > > > > The fact that the instance in Lake Doric isn't just the same map, but the water is back and frozen over. It's changed, so definitely more work done than just sectioning the map alone. > > Well, that map was here since the previous subchapter already. The first part of the Champions episode had already 10 DRM instances included - it's just 7 of them were locked. So, if anything, they put way _less_ effort into maps this time around, since they did not make _any_ new one. > > > > I suggest you read the topic at hand again, because that was not the point. > > They put more effort into those frozen instances, because the water and ice did not exist before. How can you argue against that? Makes no sense. Yes, they've indeed put more effort into those instances. My point was that it wasn't "this time" as compared to "previously", because all maps were released at the same time - in the _previous_ part of Champions chapter. _This time_ they had done far less work than that, because they've done no instance at all. They've just unlocked them. As such, there's probably no point in seeing any pattern to the way how effort was divided between all 10 DRM instances, because it doesn't represent any sort of change in their approach to this type of content.
  18. The sigil can be triggered by other things than just weapon swap. Not sure if that's the case for any of Mirage mechanics, but it might be worth looking into.
  19. > @"Sobx.1758" said: > > @"Astralporing.1957" said: > > And they probably didn't like that some items ended up getting priced above the trade cap. > > ...and it took them how many years to realise *they don't like it*? Wouldn't be the first time when dealing with a known problem took them years. > Not sure how you can immediately create your own conclusions when for now nothing changed and we don't know the actual drop rate. We know in which direction the drop rate changed (because they told us that). From this, arriving at a realization they wanted to decrease the rarity (and thus price) does not require a huge leap of logic. But, of course, if you think it was somehow a sign they were okay with the previous rarity, and that they made this adjustment with intention of it doing nothing, you are free to believe so.
  20. > @"DoomNexus.5324" said: > I hope the current Anet team will never touch gw1 PvP tbh and I honestly don't think that they could add much to the PvE either. They might try to update the engine a bit. There _are_ some parts of that game where graphics had become a bit aged. As far as mechanics go, i don't think there would have been a need for any significant changes at all. The whole skill/build/gear system of gw1 was way superior to what we have now, for example. One thing i'd personally like to see implemented from GW2 is the mobile character control - especially the ability to use skills when moving. I'm just afraid that adding that one would run the risk of affecting the skill balance a lot, so i'm not sure how good of an idea would that be.
  21. > @"Blocki.4931" said: > > @"Linken.6345" said: > > > @"Blocki.4931" said: > > > I think it's good enough, at least we know there is some more effort put into the maps this time around. > > > > We do? > > Were did this info get released? > > The fact that the instance in Lake Doric isn't just the same map, but the water is back and frozen over. It's changed, so definitely more work done than just sectioning the map alone. Well, that map was here since the previous subchapter already. The first part of the Champions episode had already 10 DRM instances included - it's just 7 of them were locked. So, if anything, they put way _less_ effort into maps this time around, since they did not make _any_ new one.
  22. And they probably didn't like that some items ended up getting priced above the trade cap.
  23. > @"Astralporing.1957" said: > > I am glad Arenanet understands the situation. > Well, you wanted to remove the cap, and yet it's still there, so this suggests that at least on some points you and Anet are _not_ on the same page. > ...And what has just happened to chak and confetti infusion suggests that even more strongly.
  24. Oh yes, the hope that this cheap substitute for a story chapter will finally end really pleases me. I'm only disappointed that i will have to wait for two more of the parts of it first. Although i would definitely feel better if i could hope that what comes after will be better - and as things are now, i'm not so sure of this at all.
  25. > @"Clyan.1593" said: > What I dont understand is why a mastery point is locked behind the achievement? > As most people already pointed out you dont need it to max the masteries. So why is it there? > Imagine someone grinding all 16 weapons, you surely won't do it for the mastery point. Neither will you spend 1000s of gold for a mastery point. You'll do it to get the skins. > > So again, why is there a mastery point locked behind the achievement? > I tell you why: Because ANet knows some people have an urge to keep the achievement tabs clean. > It's a cheesy way of teasing their players. Which doesn't really work, because the drop rate is so atrocious you not only have no chance of completing the achievement through drops, but also extremely small chance of being able to buy what you lack - the drop rate is so bad that some weapons are missing even from TP still. Which, by the way, puts their rarity well above the level of precursors. In short, this doesn't tease the players. It only _annoys_ them.
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