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Guild Wars 2 |OT3| Two Week Updates, One Box, Zero Subscriptions

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Yeah, see I've only seen the count and call outs in mainflow on SBI. And before the nerf even some of the mainflow attempts failed to down the knights, though it wasn't horribly far off.
 

Slightly Live

Dirty tag dodger
Yeah, see I've only seen the count and call outs in mainflow on SBI. And before the nerf even some of the mainflow attempts failed to down the knights, though it wasn't horribly far off.

I've seen some spectacularly bad Knight fights too. Less than 10 people fighting the knight and half of them dying over and over. Painful to watch/participate, even for fun.
 
Just got Knights in a late overflow. Green had nobody, red had 30, blue had 24 or so. Once red and green died about the same time with 6 mins left on the clock, groups from both went to green (which had gathered about 5 by then and was at 75% anyway somehow), and managed to complete both it, and Holo after.

One platform didn't complete Holo however, due to only being 10 or so on the platform, but the other two platforms did complete.

Random screenshot time:

j8gJO3H.jpg


4hC1QaY.jpg
 
SBI trying WURM tonight.

At 8pm server time. Meet in Bloodtide Coast at 7pm (45 minutes from now). Get on TS. Look at guild message for TS info.
 
Here's a question: why don't more Charr use this racial skill.

2g398kP.jpg


This guy. Battle Roar.

Utility slot, instacast:

35BXjMC.jpg


Everyone around you gets two stacks of Might for 15 seconds, Fury for 6 seconds, and the range is 1200 (which is rather generous). Only a 35 second cooldown, which is very short, usable at least twice in most easy fights. It really should count as a Shout on Warriors though, but whatever.

Tool belt skill

it8RXyg.jpg


Long recharge of 50 seconds, but a range of 1200 and grants Vigor to everyone in earshot for 10 seconds, AND removes Weakness and Vulnerability from everyone around you. Vigor isn't that great of a boon, but 100% endurance regeneration does add up to another dodge rather quickly.

If a party of five Charr walk into a room, all slot the skill, they can run into any battle with an instant 10 Might, which will obviously be boosted with fire field combos as the fight progresses, but it removes the need for firefield blasting before each encounter. You'd think more Charr would use this skill, and yet - I've almost never seen another Char slot it during dungeons or fractals, not even for specific fights. Am I just missing something?

Something I'd also really *really* like, is to see an arc drawn over everything for grenade throws (shown only when holding key down, etc), and circles for impact zone drawn *over* things.

Bad artist rendition:

O0wh6Px.jpg
 

LiveSpartan235

Neo Member
Devon Carver on the WvW CDI
https://forum-en.guildwars2.com/for...elopment-Edge-of-the-Mists/page/9#post3748611
There have been far too many proposals here for me to directly comment on each of them, so I’m going to try and take a broader stab at things.

Firstly, something that I’ve seen in more than one proposal and something that we just can’t do in our game, is the idea of consolidating maps or making larger maps. It is a problem on multiple fronts, but the most obvious issue is that we simply can’t fit more players onto a map than we already have, so even if we were to make a larger map, we couldn’t have a corresponding increase in the number of players on that map. Proposals that rely on that idea are simply untenable.

The discussion point, proposal, whatever you want to call it, that I think is the most useful in terms of designing WvW maps and gameplay is the talk about how to build objectives that feel like they make tactical sense. I think that it is something that could definitely be improved in a new map or with a major rework to the current maps. Having logical and tactical objectives, like a tower guarding a canyon, is something that I think would greatly improve WvW in terms of moment to moment gameplay and longer term tactical gameplay.

That somewhat feeds into a larger issue that is outside the bounds of this particular topic which is defending objectives. It is absolutely the case that we have a hard time correctly tracking defense and rewarding players for it. It is something that we’d like to address on a system level and something that we hope to have a solution for across the board before we do any piecemeal changes. It ultimately comes down to a similar issue to that with the dolyaks, which is that the game isn’t able to track who is escorting a dolyak unless they do something like kill another player which doesn’t usually happen. Until we fix that gap in the game’s knowledge of what is going on, we can’t accurately reward players.

Both of the above things are ways to substantially change the necessity of tactics in the game and to make WvW more about well-organized groups. That’s something we still aim for when we make changes to the game.

One final note about the CDI generally, I’ve said it before and will say it again, the purpose of these threads is to discuss design not to create a work order. What we discuss here is not a promise but an avenue for us to discuss our views on aspects of the game with you all. That means we challenge each others assumptions and hopefully come to a better understanding of what will make GW2 better. Some times that manifests in things we talk about being made and sometimes it manifests in us having a better vision for other things we are working on. I hope that correctly sets expectations about things here. Thanks for contributing as it makes us better designers and hopefully means GW2 will be better off in the long run.


Some of the upates notes for March 18th
https://forum-en.guildwars2.com/forum/pvp/pvp/March-18th-Glory-change-FAQ/first#post3750032
Adding some of the update notes for the 3/18 build to hopefully clear up some confusion.

  • We’re adding small, medium, and large rank reward boxes based on rank achieved. This means that ranking up in PvP now gives different types of boxes than previously.
  • We’re adding PvP specific back pieces to the reward glory vendor (guild tabards)
  • We’re switching them from rank vendors to glory vendors, and are keeping rank vendors.
  • We’re moving rank points gained from the win chests from the win chests at the end of Solo and Team arenas. This means no more bounce chests. Rewards will go directly to the scoreboard now and will be rewarded at the end of the match.
  • We removed the PvP armor/weapon chests received when you rank up to replace with the rank boxes mentioned above.
  • Players will still have glory and some of their boosters but not be able to earn any more.
  • All rank glory vendors will be staying in the game until the feature build.

Mesmer Bug fixes coming in the feature build
https://forum-en.guildwars2.com/for...Bugged-Skills-and-Counting/page/3#post3750901
1. Fixed
2. Fixed feature build
3. Complicated, technically terrain related bugs. All classes have this issue to some extent.
4. Working as intended. Good topic for debate on changing in the future.
5. Deceptive evasion clones attack closest target, otherwise no repro.
6. Fixed some while after feature build “logged”
7. Fixed feature build
8. Intended, same reason as los…Counter-play.
9. Intended, follows standardized shadowstepping rules. No repro otherwise.
10. Fixed some while after feature build “logged”
11. Fixed some while after feature build “logged”
12. Intended. Those skills bounce to allies and only grant the POSITIVE effects “boons” its not attached to reflect. (Trick: use your reflect to grant extra bounces:D:D)
13. Fixed in feature build
14. Server-side, can’t fix at this time. “Lag related” Blame living world updates
15. Intended. This is how projectile/missile “tracking” works.
16. Fixed
17. Intended. All ranged and melee skills have a 15% buffer range to take account for tracking.
18. Fixed on feature build if not on live.
19/20 Intended. Shouldn’t be able to utilize both at the same time.
21. Globally intended. Buffer range.
22. Intended. Current trait system swaps to different versions of skills from traits, which can trigger weird recharge issues. Such as that one with glamour CD. I wanna say that bug is fixed in the feature build but it’s a weird repro.
23. Fixed some while after feature build “logged”
24. Some issues regarding this fixed in feature build
25. Intended
26. Fixed in feature build
27. Fixed in feature build

Hope that helps
 
If I was in charge of this game, the expansion wouldn't be Cantha, I would change how the Guildwars universe works, Elona would expansion, for GW3 I would go to Cantha and ignore Tyria altogether, and create another continent not to far away from Cantha this would be my expansion for Cantha...
 

Shiokazu

Member
if i get some free time this weekend, since i'll wont be at home until april 7 i guess, WHO IS UP FOR SOME FRACTALS?

i wanted to make a thread on the gafguild forum but its down.
 

Retro

Member
i wanted to make a thread on the gafguild forum but its down.

Ferny was up late last night working on the registration process. We had 500+ moderation notices over the weekend, which nobody would have seen since the software catches it, but while I was clearing out all these spambot accounts Friday there were 9 more registering. It would have been a losing battle if we didn't do something to stop that. And by we, I mean Ferny, who's been generous as hell with his time considering he hasn't played GW2 in a while.
 

Proven

Member
In all honesty the only things I liked about Bazaar of the Four Winds is that it was a new area (at the time I thought this means, more new areas every LS) and the song about Glint which got me excited about possibly heading to Crystal Desert but non of that happened. The rest of the update was mini-games which are stupid and ANET should never make them again. (keep sanctum sprint though)

I hope when it comes back it expands more on the Glint lore and it isn't just the same song again, with the same crystals to collect. It will get boring really fast.
Sanctum Sprint, which you love.

Bar Brawl or whatever it's called, which I literally had a friend log in to only play that minigame for a month.

Snowball fights, which actually caused me to complete the Daily Activity achievement every once in a while.

Reaper's Rumble, which I dearly want to see come back.

That's half of all the minigames they've put out and those happen to be the ones where I know actual people that enjoy them. If they ever even considered not making anymore minigames we'd have a fight.

Here's a question: why don't more Charr use this racial skill.

2g398kP.jpg


This guy. Battle Roar.

Short answer, because gameplay wise it's a shout but mechanics wise it doesn't benefit from any shout synergies and way it's too similar to For Great Justice!

Something I should have posted in that thread about before, and in this thread too I guess, is that when I went and looked up ESO's open world PvP system I learned about their Scroll system. Scrolls are taken from enemy keeps/castles and brought to your own keeps/castles.

When I think about why the camps, towers, and keeps in the Borderlands aren't strategically useful, it's because they're almost all set up to siege nearby areas that would hold orbs of power. But we don't have those anymore. So now the map design doesn't make as much sense anymore.

Also, you posted the wrong link for the Mesmer changes.

Edit: Found the right link for the Mesmer changes: https://forum-en.guildwars2.com/for...Bugged-Skills-and-Counting/page/3#post3750901
Be sure to look at the first couple of posts in the thread to compare.
 
I had 402 gems, traded 115 gold for 1399gems my friend wants to leave Yaks Bend it's not a dead server but sheeeesh they suck, heading to Tarnish Coast, I left my guild 5 months ago once i switch, won't be a Ronin for long..
 

Retro

Member
Greetings all,

As of March 18th, Alliance Supplies will stop dropping and you will not be able to receive any new Found Belongings or Found Heirlooms. Related to this, you will no longer be able to turn in Found Belongings and Found Heirlooms for items. (source)
.
 

docbon

Member
Devon Carver on the WvW CDI
https://forum-en.guildwars2.com/for...elopment-Edge-of-the-Mists/page/9#post3748611

There have been far too many proposals here for me to directly comment on each of them, so I’m going to try and take a broader stab at things.

Firstly, something that I’ve seen in more than one proposal and something that we just can’t do in our game, is the idea of consolidating maps or making larger maps. It is a problem on multiple fronts, but the most obvious issue is that we simply can’t fit more players onto a map than we already have, so even if we were to make a larger map, we couldn’t have a corresponding increase in the number of players on that map. Proposals that rely on that idea are simply untenable.

The discussion point, proposal, whatever you want to call it, that I think is the most useful in terms of designing WvW maps and gameplay is the talk about how to build objectives that feel like they make tactical sense. I think that it is something that could definitely be improved in a new map or with a major rework to the current maps. Having logical and tactical objectives, like a tower guarding a canyon, is something that I think would greatly improve WvW in terms of moment to moment gameplay and longer term tactical gameplay.

1qMy5xh.png


Without a larger map, or some element that brings an opportunity cost into play, I don't feel WvWvW will ever be enjoyable on a tactical level. The fact that a map blob is mobile enough to reach any point on the map in under 2 minutes is utter garbage, since you can't outplay and catch an enemy keep off guard with anything short of an armada of omega golems. I hope they figure out a solution to the problem, it's just a shame the most obvious one is considered impossible.
 
1qMy5xh.png


Without a larger map, or some element that brings an opportunity cost into play, I don't feel WvWvW will ever be enjoyable on a tactical level. The fact that a map blob is mobile enough to reach any point on the map in under 2 minutes is utter garbage, since you can't outplay and catch an enemy keep off guard with anything short of an armada of omega golems. I hope they figure out a solution to the problem, it's just a shame the most obvious one is considered impossible.
You could introduce a slowing mechanic to make zergs less mobile. Maybe a .6% speed debuff for every allied player nearby beyond 4 (up to 33%). It would make havoc groups relatively mobile and smaller blobs could outrun and major zergs.

This would also put more onus on commanders to organize their blobs.

What I really wish we could have is collision back. It was an integral part of playing gw1 in pve and pvp. Imagine wvw with collision, where you couldn't stack and people could block corridors with their body. People would get in each others way and any melee could become an inescapable deathtrap for squishy characters.
 

docbon

Member
You could introduce a slowing mechanic to make zergs less mobile. Maybe a .6% speed debuff for every allied player nearby beyond 4 (up to 33%). It would make havoc groups relatively mobile and smaller blobs could outrun and major zergs.

This would also put more onus on commanders to organize their blobs.

What I really wish we could have is collision back. It was an integral part of playing gw1 in pve and pvp. Imagine wvw with collision, where you couldn't stack and people could block corridors with their body. People would get in each others way and any melee could become an inescapable deathtrap for squishy characters.

Collision would be god tier for formations, though admittedly it would result in a drop in performance in a game that already suffers from performance issues.

edit: Also a movement debuff would technically help, but at the same time you'd have players moving like snails across a small map, which doesn't sound all that fun from a gameplay perspective. With a larger map, you'd at least have the opportunity to add additional objectives and chokepoints along the way so it doesn't feel barren. The only thing I can really think of is to implement a greater degree of verticality so they can utilize more of the space they already have. Underground dredge strongholds and flying fortresses like the Wizard's Tower in GW1 would be good examples of this.
 
Collions in Warhammer were nice in theory but turned every single seige into a slideshow. Collisions also inevitably force most of the fights to happen inside castles since you can't really choke open ground. It also wouldn't work as well in GW2 since there are no dedicated heals to keep any kind of shield wall up.
 

Proven

Member
There are other ways to cause opportunity costs without some kind of overreaching penalty. I mean you can:

1. Lower the population cap per map.
2. Increase the strength of defensive siege.
3. Restructure the current maps.
4. Change the respawn, resurrection, and/or rallying mechanics.

One thing I do dislike is the tactic of golem rushing. The nuclear option should be a spread of trebs used to either force an open field fight or allow the use of other siege to back them up. More trench warfare, basically.

The other issue, which some people hated in Edge of the Mists, is that you need extremely dangerous flank routes in order to keep zergs away from them. You need them to force the larger armor through the bigger chokepoints that make them easier to scout and manage. In EotM, this usually meant that the flank routes came with a risk of falling to your death (forced respawn). The zergs would then most often run through the middle of the map, where it ended up being easy to run and hide from them thanks to the terrain and would lead them into chokepoints and destructible bridges as they moved to another objective. If they managed to get out through the south or north, you'd force them into an open field fight where you'd have the home field advantage. And of course the longer travel times due to fewer waypoints does have quite the effect on gameplay. I also need to note the fact that the walls of keeps and towers are built more intelligently considering the ability of GW2 players to attack up the wall.

Still, this is my anecdotal point of view. And what might be balanced or necessary for a certain design can seem unfun to many. ANet also has some good map designers but not what I would call great map designers, so there's room for improvement in that front as well.
 

Retro

Member
1qMy5xh.png


Without a larger map, or some element that brings an opportunity cost into play, I don't feel WvWvW will ever be enjoyable on a tactical level. The fact that a map blob is mobile enough to reach any point on the map in under 2 minutes is utter garbage, since you can't outplay and catch an enemy keep off guard with anything short of an armada of omega golems. I hope they figure out a solution to the problem, it's just a shame the most obvious one is considered impossible.

One of the things that's really interesting in Edge of the Mists are the destructible bridges, and I could see a mechanism like that being brought into WvW proper. For example, what if there were various spots around the existing WvW maps where players could drop supply to create full-sized walls that aren't part of a fortification and don't appear on the map. Imagine a zerg pouring into a narrow pass only to find the end is bottled up with a barrier? That would effectively slow down the zerg, put more emphasis on scouting and supply (since there are now supply sinks all over the map), and allow for ambush tactics (imagine the scenario above but with trebs aimed down that pass?).

There could be other structures as well;
- Large minefields that can be triggered or cleared if you dump supply into them. Walking through them could use a mechanic similar to the Synergetic Hologram, where players randomly get an explosive debuff that hits everyone around them.
- Small sections with lots of barriers and pillars that have to be jumped over and through (sort of like really tiny JPs) to make zergs slow down to cross them.
- You could dump more supply in to those little JP sections to spawn cripple traps in the area as well.
- Spots where you can build a structure with NPC guards, like a checkpoint or something. NPCs with lots of control abilities and such that make it hard to just run past.
- Some kind of massive gatehouse with a door that can't be broken, but instead requires a key carried by a nearby NPC (So you can't just use siege to get through, you have to fight).
- Auto Defense turrets. That's all I need to say, right?

Hell, you could even have spots on the map where you use supply to dig down, creating tunnels into forts or past choke points like a sapper. Combined with your idea of underground sections, there could be an entire strategy that neutralizes siege by letting groups dig passages connecting caverns (and the opposite strategy, using supply to fill them back up).

Basically anything to make moving around in WvW as a large group harder, or at least a more difficult prospect. Really solid map design would be required so you could fortify routes, but not completely block them all up, and always allow alternative ways if the enemy is coordinated to do so (i.e. digging under an area loaded with structures and traps instead of going through it). You could even have 'counters' to all of those things above. For example, the minefields could be cleared quickly if you give a Skritt NPC enough shiny supply to send his troops out to clear the area quickly (but it would involve an escort and possibly show up on the enemy's map, unlike just using supply to slowly clear it yourself). More options and more risk / reward-type choices.
 
What I find intriguing about the idea of building walls in the world with supply.. is if a smaller/weaker server could scout effectively enough, they could (in theory) wall off paths to force the two larger servers zergs to path into each other. Which, quite frankly, would be amazing tactical manipulation.
 
Wow that's definitely something. None of my overflow attempts have been close. I hadn't heard of many that had succeeded until your post.

That's been my experience as well. Overflow is not the place to go...for this event anyways.

It's weird to think about, but GW2 was the second highest selling PC game last year, coming in just under Diablo 3.

Those are the two games I play the most right now.
 

Retro

Member
What I find intriguing about the idea of building walls in the world with supply.. is if a smaller/weaker server could scout effectively enough, they could (in theory) wall off paths to force the two larger servers zergs to path into each other. Which, quite frankly, would be amazing tactical manipulation.

Exactly, and I think this is something they might actually be working on because we also had the barrier-building element during the Marionette fight. Basically at points all over the map you'd have building sites just waiting for supply. Any team can use them, so imagine something like sending a havoc squad behind the enemy's lines to build walls that limit mobility in their own territory. You could even effectively use it to keep a dangerous enemy bottled up or slow their advance.

Basically, the supply mechanic should be for more than just siege and repairs. Dump a ton of cool stuff in WvW and suddenly the tactics shift; do you just run up and ram down that door like always, or do you throw up a ton of barriers first to cover your flank? Pay to set up a minefield (I like the idea of hiring Skritt to lay mines and having the enemy have to bribe them with supply to clear them) or hope you can take a position before the enemy is behind you?

Hell, EotM already has crazy stuff like Airships, what if there was a way to dump supply into an airfield which sells a special kind of siege engine that, when built, calls in an airstrike? Or lets people instantly teleport from the airfield to the beacon ala Paratroopers? You could wander up to an enemy's fort with a havoc squad, drop the beacon and suddenly spawn a zerg on top of you, right under the enemy's nose. Which could lead to people playing more defensively for objectives like the airfield, or even spending time and supply to set up anti-aircraft defenses at fortresses and stuff.

Just throwing ideas out there, I know a ton of that is ridiculously overpowered.
 

LiveSpartan235

Neo Member
Anyone heard anything about a trailer being released today for the March 18th update?

Why would they have a trailer its just the epilogue its just probably gonna be a few lines of dialogue telling you what the Biconics are doing after Scarlet's deafeat. March 18th isn't even a proper LS update its the Maintenance build as ArenaNet ahve called it.
 

Vyrance

Member
how much people is required to fight the hydra queen?

It doesn't take THAT many anymore these days. She used to not scale correctly and the fight would go down to the wire even with a large force, but they fixed her a few weeks back. When she's up, I'll always hit her after reset and it takes us maybe 5 minutes to kill her.
 
What server are you on currently? Are you on YB with your friend? Could always come to SBI :p

Moving to TC for WvW, and Retro said SBI WvW community is on a second decline since the game launch, not sure i want to go to a server on the decline, YB WvW is pure shit right now, before season one they were good, we have a ton of guilds leave and every day i keep hearing about other guilds leaving..
 

TrounceX

Member
Moving to TC for WvW, and Retro said SBI WvW community is on a second decline since the game launch, not sure i want to go to a server on the decline, YB WvW is pure shit right now, before season one they were good, we have a ton of guilds leave and every day i keep hearing about other guilds leaving..

Wait until late at night (assuming your in NA) and then check the server capacity. I'm sure you can sneak into TC still as they are just recently full.

Alternatively:

If you're more of a casual player that likes to run with pugs - Sea of Sorrows or Dragonbrand

If you're interested in GvG or like running in small coordinated guild groups - Fort Aspenwood or Maguuma

If you are a noob - SBI
 

LiveSpartan235

Neo Member
If you look at the Book icon it shows that there are 8(9 in total) other stuff that are still locked but I don't think this screenshot was to suppose to go live today hence why when you find this screenshot it isn't unlocked your discoveries book.
 

Hawkian

The Cryptarch's Bane
The fights themselves are really well done, and I love the atmosphere in LA (you can enter whenever you like now and log out and in there, but it's a very hostile, dangerous and lucrative zone). The final cutscene is perhaps the best-produced so far, and I'm very glad that
Scarlet is for real deadsies and we have a new Big Bad for season 2.

I was lucky enough not to run into bugs even my first time trying the content, but some have been totally crippled by them and a number of hotfixes were required. The "starting" event required too many people to feasibly get done every time and had to be nerfed a little bit.

There's not a huge chunk of content, but it's good, and focused. Playing just a little bit every night, I've had a blast with it.
 

Hawkian

The Cryptarch's Bane
Oooh, hey guys- I'll be out of town this weekend for a friend's wedding. Very likely will not be able to make it to any scheduled stuff or run the lottos this time. Sorry for the inconvenience!

Please to be perform guild missions officers quite thank
 

Retro

Member
Can you post the location and image please?
Nvm.
583f456e-a953-11e3-8c5f-e975eee82c3d_half.jpg

It was apparently removed, but Reddit saved it;

If you are a noob - SBI

Lulz.

So what's the general reception to Battle for LA?

Some missteps early on, but it's in good shape now. I would say it's one of their better updates, but no where near their best. I mean, we're not talking Dragon Bash here, but I'm quite comfortable putting both phases of the LA update in with the Nightmare Tower and Flame and Frost chapters.

(As an aside, I toyed with the idea of a "Rank the Updates!" type post, but then I realized there were twenty-five of them, thus turning the thread into a collection of huge lists).

I've done the whole process of knights / Scarlet maybe 10 times or so, it's a pretty fun fight to be honest, as long as people aren't stupid (was in one last night where one pack of morons all tried to zerg down Green instead of slowing down when needed and triggered the multi-hologram phase, but we ended up beating it with time to spare anyways).

Seeing a major MMO developer burn their central hub to the ground was worth the price of any headaches, especially when it is done so well and in such a way that it is obviously not going to be reverted right back any time soon.
 
Hold up. The Sylvari (the ones walking around, I'm guessing) only appeared on Tyria 25 years (now 26) years ago? And nobody in Tyria finds that... worrying? A civilization of creatures barely 30, nevermind they "share" knowledge when they "return to the dream", which I'm assuming is when they die? Or do they have a resync systems?

Yes, I just rolled my first Sylvari, and I can't help but find the race... really evil-sounding

I know that while in the Dream, they learn from a ghost of Ventari, or a representation of his teachings anyway, but that's hardly much comfort.
 

Arkanius

Member
I still think the Hologram fight is one of the best fights the game ever gave us.
And the music

/opens soundcloud

Hold up. The Sylvari (the ones walking around, I'm guessing) only appeared on Tyria 25 years (now 26) years ago? And nobody in Tyria finds that... worrying? A civilization of creatures barely 30, nevermind they "share" knowledge when they "return to the dream", which I'm assuming is when they die? Or do they have a resync systems?

Yes, I just rolled my first Sylvari, and I can't help but find the race... really evil-sounding :p

It's almost like they are Dragon minions!
(When a Sylvary dies, he shares his knowledge with future Sylvari)
 
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