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Boogiepop Void.6473

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Everything posted by Boogiepop Void.6473

  1. You cannot make a profit from any of the key purchases on average. They exist specifically to get people who don't know any better to spend materials worth par more than the keys are in order to regulate prices for TP traders. They have effectively hidden "pay some gold to get some silver" behind the material icon. It's a trap for those who don't know any better.
  2. The material sink key vendors are downright predatory.
  3. This map has 3 main problems: Repetition: All the camp boss and capture events are identical, and then the boss is 3 identical generic bosses with 4 identical phases across 3 platforms with no significant mechanics. The camps all need to be different and the end boss needs to just be redone entirely or at the very least made so each platform is unique (why are there even multiple platforms if they are all exactly the same?). Haze is pointless: There is no function to this mechanic but to punish afking (which people may have legitimate need to do; don't punish the majority of the player base for a few bad actors) or spawning into the map somewhere other than the entrance (which happens at the end of story instances, so people literally die while doing the story because you cause the to). It adds nothing but tedium. Also, there is no reason to EVER take the either of the two non-free options (not worth research notes given how bad they are AND not worth the lower charge count for the worthless buffs), so having to click through the menu every time makes things feel even worse. Keys: the key mechanics here are horrible. There are far more chests than keys dropping, and the material sink vendors for more are such bad value they are a trap for players (you will lose money on average for the material>key>chest conversions outside the special chests at the end of the meta). Enough keys should be dropping to open at least all the chests that appear in one full meta + a reasonable number of side events (since they also just show up from those too), and the vendors should be removed or made actually economical without actively ripping off players. The major chests (that you can get only once a day) should not use keys at all; if you earn the chest you get the reward. NOTHING feels worse than seeing rewards sitting there you are not allowed to pick up (without losing money in the process) after earning.
  4. The point of notes is inherently broken so just remove them.
  5. Research notes are bad and have been bad since their introduction. They should be removed, not put in more things.
  6. Not account based, not buying. I will buy bags for my account, not for indidvual characters I might not play or might delete. I have not and will not buy character based slots or feature unlocks of any kind with real money ever for any reason. Account bind or bust.
  7. Could we please get weapon swap out of transformations (shroud, celestial avatar, holosmith, etc.) like Firebrand has for tomes?
  8. They announced putting into announcement rotation. No mention of rewards changes. Prior history indicates putting in an announcement and walking away without any other changes.
  9. Any transform (necro, spectre, druid, etc). FB has this but nothing else I can find.
  10. This is not what anyone wanted. It's absolutely horrible and renders the forge more difficult to use WITHOUT ANY MATERIAL BENEFIT. You still have to go the bank due to needing to get things from mat storage and it's such a mess you can't find things to forge with in the huge pile of garbage now shoved in the interface. Most things in the bank are NOT for the Mystic Forge. I should add that people who have lots of bag slots and bank tabs will find this exponentially worse based on how many they have as it makes the list to slog through huge. We want bank and material storage access AS IT IS AT THE CRAFTING STATIONS, not this. Change it back to how it was. This is so bad I am will be actively avoiding the forge as much as possible until this is reverted.
  11. What has been released is NOT what anyone requested. What has been requested is bank and material access LIKE IT IS AT CRAFTING STATIONS, not this mess. That this is both not what was asked for AND hugely bad is the point of this thread.
  12. The mystic forge update just put in today is the worst possible way to answer years long requests for bank access in the forge. The bank items are mixed in with the character inventory (small icon to show in bank) making it hard to find anything, exponentially worsened by having more bags and more bank tabs. And Material storage is not included, so it doesn't even address the request, as you still have to go back to the bank and get things in inventory to forge with. It makes the mystic forge worse to use while providing nearly no benefit. We needed the bank and materials accessible in the same way they are in the crafting screens, as separate and easily navigated tabs. I hope this is either not the change they meant to do, or that this change is reverted, as it has now made the forge worse, not better.
  13. If anyone should be complaining it's the PVE people who have no ring at all or the raiders who can't get a second one, while PVP and WvW players can easily get 2.
  14. There were a lot of references throughout the years of killing the dragons having a negative possibly world ending effect. It just didn't have a name until EoD.
  15. This is especially bad since the Knight of Rot is extremely hard to beat (many players are saying it's impossible currently, while many others are recommending a cheese strat with condis, combat locking and rezzing as the only viable tactic) blocking the achievement for many players, and newer players won't have a way to get to marionette (Assuming they know it exists) since they won't have access to Eye of the North. It's bad enough how often marionette fails (due to not having been adjusted to deal with 50 player instance vs 150+ open world it was designed for originally) but it's basically hidden content as well.
  16. Comment from my guild leaders after we ran a train of it as a test last night: "Aight, so 2 runs of tower, not immsenely well optimized but about as good as I care to get it, and ~100 green, ~60 blue unids ~2 hours of effort. I applaud Anet for bringing back this memorable content, but I think this will simply be content to remember rather than to put on our schedule rotations." The rewards are not sufficient. No one will be running this content. It's already dying. Fix your rewards, and fix the mechanics (we had multiple people not in run one because they showed up 5 min late and couldn't get through the mobs to join the group).
  17. Again that's part of the problem. Instead of getting an new instance people are put into an ongoing one they have no way to participate in. If the players have moved on and the instance is scaled up new entries can't get through the mobs join and do anything. So they have to leave and try again over and over hoping to get a fresh instance. But without coordination in how the instance starts it just happens over and over. Either the instance needs to wait for enough to join then close or it has to be making new instances. Both require sufficient player interest.
  18. The public instance at least does NOT scale down (probably since it allows anyone to enter at any time so has to assume maximum population).
  19. You need to be moving with a large group to clear it (unless you go VERY slowly and VERY carefully) due to enemy density. The instancing system does nothing to ensure you enter the tower with a group. You can enter an instance where it's 90% cleared. Doing so leaves with neither the ability to actually do the content in general, nor the time, as when that first group reaches the end it will start the close timer. Also, without the ability to clear all the bosses you can't get a tricolor key, and so entering an instance that isn't at the beginning is a waste of time. This forced you to constantly reload trying to get a good instance if one exists, which it might not. The tower lacks repeatable achievements and worthwhile loot for time invested to encourage people to run in regularly, which discourages replaying the content. Without a high population of players in the content, though, it will approach unplayability without gathering friends or guilds for organized runs. The existence of a good instance to get in to is not guaranteed with low player numbers under the current setup. Basically, it has not been adjusted to handle there not being a huge continuous stream of players going through it at all times. It's only been a few days and it's already very hard to get a usable instance and rarely does it show up on LFG. As players finish their story and achievement runs, it's possible the tower population will fall to the point where it may be difficult for people to actually do it. For players new to the game and lacking friends/guilds to call on to help, this instance could become a brick wall in the story. EDIT: to be clear since people always insist every slightly critical post is about this, this is not a request to make the content easier. It's a request to take steps to ensure the content has sufficient population to be doable. It may need to be on a timer like DS and Marionette for the public instance, and probably needs a change in the first floor entry to hold for a minimum number of players before allowing it to start for public and locking it at certain point when people wouldn't be able to catch up. Those might help with the system issues, thought the incentive to do the content will also need to be addressed separately.
  20. No one can ever have something nice because someone before them didn't have it. We saw the same arguments from people when the legendary armory was added and people who had made multiples were complaining that now their effort was "wasted".
  21. Every time I try to do them either we can't get needed roles (healers primarily) or we try and can't finish due to the those roles being missing, resulting in almost complete waste of time since the rewards are garbage if you don't finish. The current form of the AR system creates character lock (you can't play things because they don't have AR) and makes it virtually impossible to gather a decent group composition. I literally have everything that could every possibly be needed even to run CM fractals but I can't use any of it because of AR, so I am left begging for scraps in LFG instead of helping my party. You can sit in LFG for literal hours and not be able to assemble a working party. It's not worth the time to try in the current state, and given how profitable completed fractals are, that is saying something. AR needs to be reworked to prevent character locking. (Before anyone brings up buying more AR, I can use that money to get Legionaries that let me engage with every single other part of the game more readily with that money rather than blowing it just to let me play added characters in a single game mode, and also MY having more AR won't fix the issue because whatever role I fill, there won't be other people to fill the other roles because they will still need AR.)
  22. Right now the decade collection is causing serious issues. A lot of people don't want to play PVP and feel forced to "grind" the one achievement for the collection and so are barely trying or just outright afking to get the tick for the collection. So right now PVP is even worse than normal.
  23. Moderation has completely missed the point of resposting and reorganizing a prior post. The one original giant post was getting TLDRed and had errors that were taking over the conversation. The new posts were meant to a) simplify discussion by having only 1 or a few points to talk about rather than a whole laundry list and b) leave off the incorrect points so discussion would not be derailed merely pointing out the errors. Appending all the shorter, more focused, and corrected posts to the original post (that is months old) does not help people to actually see and comment on the intentionally simplified and broken up points. This also discourages people re-framing or make corrections or even coming back to re-discuss anything, because it will just get stuck below the original post and won't be seen as people coming to it will continue to see the original post and respond to that.
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