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DaFishBob.6518

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Everything posted by DaFishBob.6518

  1. My routine for Wintersday dailies and karma: Go through and do the dailies that count for Wintersday cheer except racing, bell choir, orphans, jumping puzzle, and snowball mayhem. Don't open karma chests yet. Wrap gifts for orphans. Stack up on all available karma boosts and then run the race once (either the race or time trial). Open all chests and give gifts to orphans. Do the jumping puzzle 3 times, then do another race and open all chests again. Do the bell choir for at least 3 songs, then do another race and open all chests again.
  2. He's having a very fulfilling discussion with Zojja, Duchess Crysanthea, and possibly Laranthir.
  3. > @"Grand Marshal.4098" said: > But aye, I've come to the realization that ANET doesnt do what we ask cause (obviously they dont listen) but also probs because they cant do it with the money we give them XD > > If we pull out the wallets they may reconsider.. :# That should not be why they still have not considered ways to not have all the cosmetic garbage they have added over the years decking the performance of the game overall. In fact there's something else I wish for regarding guild wars 2. The community comes together and issues a clearly voiced ultimatum: "We will not buy End of Dragons until you add ways to turn off extraneous cosmetic effects."
  4. The LS 3 contract gives me the option to choose Maguuma Waste maps as well, meaning chance for easy geodes and zephyrite lockpicks.
  5. The ability to toggle all cosmetic effects (my own included) and manually cull mini pets.
  6. > @"kharmin.7683" said: > > @"maddoctor.2738" said: > > > @"kharmin.7683" 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. > > > > > > > > > > > > > > And seemingly decreased it in later S4 maps which might be due to complaints about it in PoF maps. /shrug > > > > ... The opposite happened. Flesh wurms in dragonfall and dominion snipers in drizzlewood have EVEN greater range > > I was thinking more about the aggro ranges of mobs throughout entire maps, not one or two individual examples. In my experience, anyway, I found the aggro to be decreased in Istan, Sandswept Isles, Kourna, Jahai and yes Thunderhead and Dragonfall. Perhaps it is merely my perception? I can't say and have neither the time nor desire to measure these out on all of those maps plus the PoF ones. > > And on the point of flesh wurms and snipers -- those are more individuals than mobs. /shrug More important about flesh wurms and snipers, they're immobile. You can just get out of their line of sight to get out of combat.
  7. > @"Mungo Zen.9364" said: > > @"DaFishBob.6518" said: > > > @"Mungo Zen.9364" said: > > > > @"Fuchslein.8639" said: > > > > And here we go again. > > > > More XY pages where everyone will discuss in a circle. > > > > > > If we could quantify annoyance among players it might be an easier conversation to have. What I perceive as totally fine others perceive as annoying. And neither of us are wrong as they are personal opinions. > > > > > > Where some players adapted their play style and expectations to the content, others feel the content should be adapted to their play style and expectations. Again neither is wrong in these approaches, however we know that some approaches are more successful to enjoying the game. > > > > How about we quantify how many times mobs that players intend to fight turn around with the invulnerability buff because they actually came from several thousand units away while the players are getting in position to fight them and every other mob around them, resulting in somehow stepping out of their leash range. I can't recall any other place this happens besides maps with mobs introduced in PoF. Maybe I can purposely cause this on other maps by taking potshots at them from a cliff but not when I am putting my boots on the ground and engaging them close up. > > > > Can anyone claim it's acceptable that mobs will come at you and follow you all the way to the edge of their leash range, hit you, and then proceed to run back to where ever they came from while being completely invulnerable to you because you had to move just a bit farther to fight off one of the other mobs after you? > > If you agro a mob while running past it on a mount, and then stop at or near it’s leash range then what you described is expected. If you don’t attack that mob, you are out of combat (assuming you aren’t in combat with other mobs), if you do combat may take a second to fall off. > > This is a new take on what others have been complaining about. Mobs that enter combat and stay in combat from extensive range. Not mobs that run away! > > Again to the post you quoted, you find this behavior annoying and I don’t. How can we best quantify our experiences in a relevant way in the course of this conversation? Getting back to this, it is a somewhat new take but still related to larger aggro range. Larger aggro range means larger distance to attract mobs from, making it harder for players to keep track of where each mob they have chasing them came from. Also as I understand it, it takes much longer than a second for combat to fall off as the aggro mob with invulnerability might decide to chase you all the way up to close range before turning around, leaving you stuck in combat all that time. Then a scarab spots you and farts in your general direction, you remain in combat.
  8. > @"maddoctor.2738" said: > > @"Haishao.6851" said: > > > @"Eramonster.2718" said: > > > Could this be the reason why there aren't any players afk/parking their characters in expansion maps to "farm"(?). > > > > People afk farm in LS3 and 4 maps with same aggro range as PoF. I think PoF just really has nothing worth farming that can't be found elsewhere. > > Small correction: Season 3 maps do not have higher aggro range. It's PoF maps and onwards that have larger ranges. Which Season 4 map is afk-farmed btw? I think there's a spot in Istan that has some afk farmers, inside that cave. At least that's what I remember someone posting a picture of on the forum.
  9. Stop replying to Obtena, I was actually going to quote and reply how game performance problems from all these shiny cosmetics being released would actually make me aggro mobs that I can't see and then stopped myself due to that turning into an argument over whether performance problems really are from cosmetics and that it's a separate issue that should be dealt with in different ways. Though speaking of facts, after we leave all the desert mobs behind, do the mobs still have the same aggro range as the desert mobs or have those been cut? I thought I read testimony that after the desert, the aggro ranges actually shrank again, except for things like dominion snipers.
  10. > @"Mungo Zen.9364" said: > > @"Fuchslein.8639" said: > > And here we go again. > > More XY pages where everyone will discuss in a circle. > > If we could quantify annoyance among players it might be an easier conversation to have. What I perceive as totally fine others perceive as annoying. And neither of us are wrong as they are personal opinions. > > Where some players adapted their play style and expectations to the content, others feel the content should be adapted to their play style and expectations. Again neither is wrong in these approaches, however we know that some approaches are more successful to enjoying the game. How about we quantify how many times mobs that players intend to fight turn around with the invulnerability buff because they actually came from several thousand units away while the players are getting in position to fight them and every other mob around them, resulting in somehow stepping out of their leash range. I can't recall any other place this happens besides maps with mobs introduced in PoF. Maybe I can purposely cause this on other maps by taking potshots at them from a cliff but not when I am putting my boots on the ground and engaging them close up. Can anyone claim it's acceptable that mobs will come at you and follow you all the way to the edge of their leash range, hit you, and then proceed to run back to where ever they came from while being completely invulnerable to you because you had to move just a bit farther to fight off one of the other mobs after you?
  11. > @"zistenz.1945" said: > > @"battledrone.8315" said: > > having multiple instances with different difficulties of OW maps would be very expensive to make and maintain. i doubt that will ever happen > > i was thinking more of a difficulty selector a la STO, where they buff or nerf your character according to the players choice > > much easier to make, and almost same result > > The system already in the game: the Core Tyria automatic level adjustment could provide a good basis for this. It works even in different areas of a map. I don't think it is instance-based. > > Meanwhile I finished the worst PoF map, the Desolation, (mostly) solo with my condi soulbeast. But while I did the PoF maps in the last week, I found a worrisome trend (in EU): many PoF map instances dies down within tens of minutes, even the Lily clears out fast. Last Saturday I had five emptying map warning within an hour (mostly Deso and Vabbi). That's... not good. Oh that's not really that worrisome, at least it means enough people have gone to the map to cause additional instances to spawn. What's truly worrisome is when a map is clearly underpopulated and broken events show up. Now that's a real problem since you end up with progression blocking bugs that just won't go away until the next version update. Never seen that before? Try doing Ogre Wars in the Field of Ruins on Monday night and you'll probably have a chance to see it. That said don't let this silver lining detract from the fact PoF mobs are incredibly annoying.
  12. I feel like airship could actually get struck off as a possible route due to Cantha being so darn far away compared to any other time an airship has set off without a place to service or refuel it.
  13. The morale booster events for the Metrica Province DRM seem to be considerably more time consuming to complete than the other DRMs so far released. Gendarran Fields: grab 1 bucket and put out fires with it, Brisban Wildlands: grab 1 bucket and put out fires with it while interacting with bulbs to activate plant turrets, Metrica Province: search for a tool for about 2 seconds so that you can activate 1 golem with it and repeat 10 times. Can this be changed so that the search is either instant or so that you can hold on to the tool after activating a golem?
  14. > @"Hesione.9412" said: > > @"kharmin.7683" said: > > > @"Mungo Zen.9364" said: > > > > @"kharmin.7683" said: > > > > > @"Mungo Zen.9364" said: > > > > > --snip -- > > > > For me, it's not a condi-cleanse issue. I can defeat a mob but the game considers me to still be "in combat" so I can't mount, SB can't swap pets, other professions can't swap weapons, etc... Players end up having to travel a significant distance from the encounter before they are no longer locked in combat... but then are subjected to the vast aggro range of other mobs or if they remain in-place and wait for the "timer" to let them out of combat, the mob re-spawns. > > > > > > > > > > If we understand how we interact with the game world, or how it interacts with us, then we can plan for those eventualities. > > > > > > If you are in combat, then there must be a reason. Is there an enemy attacking you? Is there a condi on you? Is there a ground aoe you are in or close? Did you just take fall damage? There are many more questions one can ask about the game state they are in, and exploring those questions will help with understanding the game and having confidence in entering any situation that may arise. > > > > > > Personally, I haven't had the same game experience that some have raised here. Occasionally I get stuck in a situation I can't just escape, but occasionally, not always. If the same sticky situation happens to me reliably, then I have learned to expect it, and adjust my gameplay when applicable. > > > > > > > > > > Nope. The in-combat session just lingers much longer than in other zones. I'm pretty sure I'm not the only one to have experienced it. /shrug > > Yes! > > And: **a lot of the time I can't see which mob is aggro'd so I can kill it.** Also, mobs aggro'ing on a higher level that assumes I would use a mount to get up there. I can't mount to attack (because in combat). Which leaves me to: > 1. jump off the place and glide until I'm out of combat. This assumes I can jump off and glide. Also, using stealth gliding often doesn't remove me out of combat (e.g. DWC and the portal activities) > 2. run on foot to get away, and then aggro another set of mobs because I can't wp as I am in combat. > > I have noticed a time delay between when the debuffs tick off and I can mount/wp again. This is super annoying. It's that one stupid little sand lion cub running away from you with the invulnerable buff on it because you somehow just barely kited out of its aggro range.
  15. I think they're just going let the event run its course as currently implemented and then have the permanent vendor do the conversion just like with the crystal bloom marks. Core only accounts could hold on to the Ebon vanguard marks until they finally purchase the expansion pack and access to the Champions story.
  16. A lot of PoF enemies were made with the sole purpose of annoying players: Jacaranda with their instant knockdowns, Sand lions with their blind spamming shield, Harpy spellbreakers that gain resistance when you hit them with a hard CC, Branded Griffons that float a couple feet off the ground and evade every attack thrown at them, every creature with an aggro range longer than their leash range resulting in them hitting you and then returning to position while invulnerable and keeping you stuck in combat. > @"Pockethole.5031" said: > My "easier" would be less mob density, -5% hp from each mob (yes, wow, **I am not asking to one-shot anything**), at least triple longer respawn rate, less kitten conditions like slow (from joko minions). I just want to point out with the slow from Joko minions, you can remove the slowing tar by dodging with endurance.
  17. There is an extremely PvE heavy path that you could take to get the Gift of Battle without going into WvW at all but it's very much luck driven and time consuming: * **Box of WvW Supplies** - https://wiki.guildwars2.com/wiki/Box_of_WvW_Supplies These items have a chance of providing an instant boost of WvW experience which is useful for completing Daily WvW World Ranker. As mentioned by others, completing WvW dailies provides potions for reward track progress so you can earn Gift of Battle without participating. Getting these items though is tricky, even though they are sourced completely from PvE. * **Karmic Converter** - https://wiki.guildwars2.com/wiki/Karmic_Converter Every day there is a chance this item will have a Box of WvW Supplies for sale for about 5000 karma. To get this item, you have to complete the Exotic Hunter achievement (https://wiki.guildwars2.com/wiki/Exotic_Hunter). You will likely have to purchase some of the weapons to complete the achievement as there are no guarantees any of them will drop. * **Ley-Energy Matter Converter** - https://wiki.guildwars2.com/wiki/Ley-Energy_Matter_Converter Every day there are up to three chances this item will have a Box of WvW Supplies for sale for 25 HoT map currency (depends on the tab). To get this item, you have to complete the Mouth of Mordremoth Master achievement (https://wiki.guildwars2.com/wiki/Dragon%27s_Stand_(achievements)#achievement2496). This involves completing the Dragon's Stand map meta, finishing off the final boss within 20 minutes. After obtaining the object, the tabs need to be unlocked by purchasing it from each HoT mastery vendor. * **Sigurlina Jonsdottir** - https://wiki.guildwars2.com/wiki/Sigurlina_Jonsdottir Every day there are two chances this NPC will have a Box of WvW Supplies for sale for 1 guild commendation. This NPC can be accessed in a guild hall and up to three items can be purchased with the proper upgrades. Will need to either join or form a guild that is upgraded enough and participate in guild missions to obtain the commendations needed.
  18. > @"Konig Des Todes.2086" said: > Caithe, Bangar, and Ryland have 1, 2, 3, and 5, and the lack of 4 is the main plot point of "it's a bond, not corruption". Caithe, Bangar, and Ryland's **only** difference from traditional dragon champions is the free-willed bit. > > The Commander has 2, 3, and 5, and the lack of 1 is, as said, because fashion wars. Thus, the Commander's only differences is the same as Caithe/Bangar/Ryland, but + no physical change (because fashion wars). Why do you keep lumping Bangar in with the other three? Jormag made him the "Voice" and Bangar sure didn't seem too willing to fill that role right after being turned into that. In game quote (let's see how the filter reacts to this): Bangar Ruinbringer: Motherf—AAAGH! Ryland also leaves Bangar out as among the three people who know what it's like to be close to an Elder Dragon.
  19. > @"Delita Silverburg.8632" said: > This thread exists because of inconsistency. In the past, when you bought your 50g node for a living story chapter, you had an expectation. You would get 3 of the respective currencies for the given map per day, plus a little bonus in terms of volatile and unbound magic. No more, no less, exactly 3. This remained true for all of LWS3 and LWS4. That's literal years of precedent in place. > > Now we get to Icebrood Saga and then eternal ice was released. The home instance node for eternal ice is exactly the same as a map node. This means it's not better in any way. So we go from years of buying an item that is always better, to getting something that has no uniqueness to it, for the exact same investment. This was repeated for both the salvage node from DWC and now the Prismaticite node. > Well actually there was a time the home instance Kournan Supply Cache only gave 1 inscribed shard and a common unidentified gear.
  20. I picked up the first tier reward and opened it: 1 thimble of karma, 1 celebration booster, 1 gold banner. Yeah I'm not going to feel terrible if we miss the mark for this.
  21. > @"Daniel Handler.4816" said: > > @"Randulf.7614" said: > > > @"Daniel Handler.4816" said: > > > I wonder if them bringing up the Pale Tree again is a red herring. > > > > It's most likely because people keep complaining we never hear anything about the Pale Tree, so this was about the only way they could squeeze some info in > > That is possible. We did have Ryland say only he, Caithe, and the Commander were champions. And even the wiki doesn't acknowledge the Pale Tree as technically being one. Maybe that storyline will just die out. I gotta nitpick here but the Pale Tree isn't like Ryland, Caithe, and the Commander because her relationship to Mordremoth is largely characterized by being a sapling of Mordremoth. Ryland, Caithe, and the Commander are champions of their respective elder dragon but were not born of the elder dragon in any way and instead were willingly adopted as champions.
  22. > @"Naxos.2503" said: > > @"DaFishBob.6518" said: > > > @"Naxos.2503" said: > > > Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging. > > > > > > Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them > > > > But don't just about all CCs do close to no damage now in competitive modes? > > It isn't meant to. Lock all the golems in place, and the zerg has two choices : > They stay put near their golems > They can get shelled out of existence by a massive amount of AoE damage skills. An elementalist field day. > They move forward while their golems stay put > They just lost their tactical advantage, and are now working with subpar runes compared to everyone else. > > Side benefit : Chaos as some will inevitably choose to opt for one, and the rest will opt for the other, dividing the zerg making it easier to deal with. The tactic is nice in theory, but full of holes. Oh, that's what you were getting at, just locking the golems in place to force a decision of moving or staying with the golems. Not really about turning the golems alone into chunks of metal, more like a subpar turret or banner.
  23. > @"Naxos.2503" said: > Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging. > > Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them But don't just about all CCs do close to no damage now in competitive modes?
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