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Andy.5981

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Everything posted by Andy.5981

  1. My experience from last night. Sandswept Isles (been playing there for a few days now) - totally laggy with lots of players. Everyone and I mean everyone is complaining about the lag. Press a button and wait to see the effect. It is rediculous. This is on the EU servers. I've also been in Bjora Marches - same issues. Ok so there are probably lot of people on the map. I get that. So I head to Hoelbrak, which is as you would expect very busy with the Dragonbash event. Judging from map chat and the amount of players I see around me it is far busier than Sandswept Isles. Lag? What lag? No slowdown whatsoever. So I then go to Dredgehaunt Cliffs. Tons of players all doing the Stampede Event. Commander Squads land on a holographic projector I've just activated, probably 40+ players. No lag. Lornar's Pass - massive zone, much bigger than Sandswept Isles, and dont forget all the normal npc and events are ticking away in this zone too. Again lots of players. No lag. Every zone that had the Stampede event in it, despite having large amounts of players was lag free. There are definitely some issues with the servers.
  2. A while back I posted in a discussion about the voice actors and how they sounded. I mentioned that the award for the worst 'English' accent ever should go to Dick van Dyke in Mary Poppins when he attempted a Cockney accent. Oddly it replaces words in his name but not in the London accent :)
  3. As per the title using Sunspear Paragon Support in the Domain of Istan crashes the map instance and causes all player to be logged out to character select. Not only that but it causes a mini rollback. Myself and my guildmate were completing the Lost to Time achievement to collect Sunspear Caches. We got the last one to complete. Someone appears to have clicked a Sunspear Paragon support and it caused the log out. When we got back in we were at different Waypoints. The achievement hadn't been completed and the last Sunspear Cache was back where it was waiting to be looted again. Obviously a game breaking issue and causing a lot of problems to players. Quite a few people have apparently reported in game too. Edit - apparently using the Sunspear Paragon Support in any zone can do the same - causes everyone to be logged out.
  4. Earlier today I waited for this event to take place at Vloxen Mine. I saw the Intelligence report collector come out of the rear door into the forest and stand a few yards from it. The event NPCs spawned and people were able to hand in the intelligence reports. I have also seen this event spawn repeatedly where the NPC appears on the cliff as per the above screenshot and is invisible. If this happens you cannot turn in any of the intelligence reports. So, it appears that there are two locations that this NPC can appear at Vloxen mine. One where he just appears invisible and on the cliff and one where he appears to walk out of the mine. One is clearly bugged. As a result of this event being bugged more times than working it also stops the follow on event from taking place. Again, it requires some Quality control by a Developer....
  5. Been seeing this a lot. Wreckage nodes ending up inside the front walls of various locations. It requires a Dev to do some quality control and make sure that the possible spawn points aren't inside structures.
  6. Seems a sensible request considering there are achievements for destroying structures at each location on the map. You put the blueprint down, you should control it, you get the achievements. People who cannot be bothered getting the blueprints via purchase or events shouldn't benefit.
  7. Greatsword always sounds like someone is hitting a metal bin (trashcan for our American audience)
  8. Well said. Revealing players undermining the scout and destroy tacticsNerfing damage on the builds and classes that normally roam which then has a knock on effect in that it takes longer to take higher Tier supply campsPacks of mounted players using the tactic of one player remaining mounted to finish off lone roamers with mount skill 1Mounts allowing players to move around quickly and easily defend supply campsImbalance between the nerfs to power builds v condition buildsthese are just a few of the issues that have made roaming awkward and in many cases not much fun for many players. It is little wonder that there has been a reduction in the number of roamers. People are then surprised that Camps are T3 and so are all the surrounding Towers/Keeps? You get what you wish for in this game and we've got what we deserve.
  9. Yeah I mention in my OP that a few adventures were extended, that was back in 2016 & 2018 so now it's 2020 and they are due another look ;)Now I don't want to get gold on an adventure and still have 2 minutes left to go but for some of them, 10 seconds could make all the difference between a fair challenge and near impossible. Like I mention above with Jormag's Fang, a difference of 3 seconds would make the gold reward look a little less arbitrary compared to the silver and bronze rewards for it and whole lot less difficult while still keeping the challenge.We should be able to complete a race with 1 hiccup and still be able to make it to gold, perhaps 2 for those longer courses like in Mt.Maelstrom where your fingers can get locked due to the length of the race. If you have to incorporate shortcuts, perfect timing of speed boosts and other finicky tricks just to cut it close to the timer then it's fair to say that it is too difficult. Was it four years already! Wow that's like nearly Alliance timescales :) Agree with everything you said, some are far too easy to obtain whilst some are really tight on time. One recent adventure that is a bit like that, unless they've changed it, is the skimmer race in Grothmar Valley in the Crystal area.
  10. There was a post, quite a while back now, where another player raised the same issue. If I recall correctly they had even looked up on some achievement tracking site just how many people had managed to get some of the adventure achievements. In some cases the percentage of players was pitifully low. I also recall that a Developer did actually respond in that thread and said that they would take a look at some of them. I think as a result they did add some time to some of the adventures and make them a little more forgiving. There has to be a balance. They need to be rewarding after having a few goes at them. There is no sense in having stupidly easy achievements, just as much as having over the top ones.
  11. Yep Login server is acting strange. I got the couldn't connect to login server message whilst in game (normally I only see that when there are problems with the TP). This was in WvW. When I left WvW zone to go back to normal PVE, the game crashed with a white screen. Left it a while and then when I came back took three attempts before it worked. First attempt reached the character select screen, however the Play button was greyed out. Selecting another character didn't cure this. Second attempt clicked on the Play button on the a launcher. Game icon was briefly displayed on the Task bar then disappeared and the game failed to load. Third attempt worked.
  12. It is an interesting concept and kudos to the Developers for giving us something different. I doubt there will be Player V Player since as others have already alluded to, the mindset of some players is rather different to most and it would be a paradise for those players intent on sabotaging others playing experience. I suspect the areas on the map will have mini missions where we have to assist the NPC's driving the front line and territory held by each side. I hope we can experience the different perspectives of each side and choose who to support. The only thing that causes me concern with a map wide battle is whether or not the map/events will still be able to be completed with relatively low populations as players migrate to newer content in future or out of peak play time hours?
  13. Thank you for the continued suggestions. Much appreciated
  14. Many thanks for the above.
  15. Condition Builds. Its clearly flavour of the month and I'm not that good at build theory/crafting. Can anyone suggest therefore a) a decent PvP condition buildb) a decent WvW roaming condition build with a good balance of damage/survivability Also are there any builds out there that are so toxic that they cause people to fume as much as some of the more toxic thief and necromancer builds? Its a case of if you cannot beat them join them and then hopefully cause chaos.
  16. Well yes, I understand that and having played since just after release I know what you are talking about. However that doesnt explain how directly clicking on the player, or attempting to, didn't work. They could not be targeted. I'll keep an eye of for them tomorrow and attack them again, to see what happens. They were quite a distinctive character so I will be able to remember them when I see them.
  17. Yes I've seen and also experienced the "falling" animation when being dismounted a few times. This was a new one on me. Repeated attempts to target just didn't work, well, they did on the pet via TAB but not on the player. After my death, both the Druid and the new player headed to the sentry and killed it, so clearly they were at that location. Very odd.
  18. About an hour ago now, I was fighting in DBL between McLains supply camp and Parched Outpost. I was on mount heading towards McLains, when I spotted an enemy player heading in the opposite direction. A Druid. So using the dismount harpoon I took them off their mount and proceeding to attack them. I play Soulbeast. Hang on? Couldn't target the player. If I pressed Tab I got their pet, but repeatedly pressing tab to swap targets didn't work. The player was locked in a sort of "falling" animation and skipping across the ground. Direct targeting by clicking on them also didn't work. All of their attacks however were landing. Within a few seconds a second player joined them and before long I died. Now was this lag? Which seems odd since the borderland was fairly quiet and I hadn't encountered any lag previously. To support this the mount dismount skill worked perfectly so their mount location was accurate. Was it a bug? or was something else going on?
  19. This skill has already had one review on 25th February 2020 where its competitive use was increased from 15 seconds to 25 seconds. This is its base refresh - 25 seconds. If you want to have a refresh of 20 seconds in competitive mode you must ruin Beastmastery and select Two-handed training to reduce time on all GS skills. Only one of the four Metabattle recommended PVP builds runs this specialization. The fact that Anet Developers chose to change this skill to what it is now and have also reviewed its use again in competitive modes speaks volumes. They clearly are ok with it as it now is. Are you saying they are wrong? Comparing one class skill against any other class skill, even when on the same weapon type, isn't a wise thing to do. The counter argument could be made that if Class X can do skill Y on the Greatsword, why can't Ranger do it? Apples and Oranges, careful what you wish for, boring similar skills on all classes isn't the way to go.
  20. The idea would be that the Dolyak mount could pick up 15 supply from a camp then transport it to a Keep and if there was space drop it in the supply dump at that Keep. So if Stonemist Castle had 100 supplies left of say 1000 and you picked up 15 from a camp, you could transport it and drop it to boost the supplies to 115. If Stonemist had 1000 of 1000 supplies, the 15 would remain on the Doly and could not be stockpiled. The ability to pick up the supplies would be governed by spending World Experience Points 1st level mount would be able to carry 5 supply2nd level mount would be able to carry 10 supply3rd level mount would be able to carry 15 supply. These supplies being run into keeps would be in addition to normal Dolyaks. Perhaps it would encourage players to actively engage people on mounts more rather than let them simply run past them.
  21. No. There should be no quick way back to spawn for Cowards.
  22. Half the damage of a ram?A ram hits like what? 8,3kA regular gate had 450hp....making 50 people Just use the skills once...drop the gate instantly? Well if that's your only complaint about my suggestion then I didn't do too badly. Ok drop it to say 10%. TBH it really doesnt matter what damage they do, some servers out of prime time will struggle to get 50 coordinated people together. Anything that makes this stale game mode quicker and make people have to react all over the map would in my opinion be a blessing.
  23. It should have been an armoured Dolyiak. It should move at twice the normal unbuffed speed of a player in enemy or friendly territory. It should have a 1 Skill that rams gates and does half the damage of a Ram. If used against players it knocks them over for 2 seconds (maximum number of targets 5). No other damage to players It should have the ability to pick up 15 supplies from a supply camp and drop them off at any Tower/Citadel/Stonemist Supply dump. The supplies carried by the mount do not transfer to a players supplies and therefore cannot be used to build siege whilst out in the open. It should not be able to receive any form of buffs from any class or player either mounted on it or nearby 5K hp. Being dismounted does no damage at all to the rider. Any supplies carried by the Dolyiak (see above suggestion) are lost. Time locked remount of 30 seconds if you are dismounted or are in combat and manage to get out of combat.
  24. Leave stealth and reveals as they are. However.... Allow Thieves and Mesmers the ability to see enemy Thieves and Mesmers after they have been stealthed for 10 seconds.
  25. It’s a sad day when a developer only caters to a subset of its player base. It doesn’t matter if it’s casual or hardcore. Not for existing maps but future maps and content should continue to gradually get more difficult and challenging. That’s typically how most other games operate. Something being difficult and challenging doesn’t necessarily mean that it’s not entertaining. I would agree, concentrating on one at the expense of the other isn't a good idea. GW2 I believe has the right balance. Whilst I have respect your opinion on your second point, in my opinion you are wrong. Future maps should not get more difficult. They should be fun to play and provide a reasonable challenge, but if you raise difficulty at some point someone will not be able to complete the content of that map due to lack of players. It is already happening to some people at quieter times. Not everyone lives in Europe or America. GW2 isn't most other games and has always prided itself on doing things differently. Going the same route as most other games I believe would alienate the vast majority of the player base.
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