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Smoky.5348

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Everything posted by Smoky.5348

  1. You're doing the exact same thing with me as you did with Labjax; getting caught up on one aspect of what I said and misunderstanding the whole rest of it. I set a really low bar, too, so now l know you simply lack reading comprehension and l have no more reason to talk with you. Because I highly doubt that if you are interrupted mid-meta boss for a two minute thing, you will not log off and lose your entire stake in its success. So anyway, what I originally was thinking about was events specific to event dailies. Living World bosses don't count for that, as far as l'm aware. In dailies, events cannot mean anything beyond that daily or a collection cheevo, nor does participating even require much. For base game, you deal the required damage or collect at least one item. In expansion maps, you must only continue to do those things each minute. When that's all that's required and we still have to worry about killstealing mobs, events can't be changed to mean something more. The sting of killstealing in low level areas will only hurt more or crop up more! And, what else can be done without adding to the problem ourselves if we can't get credit for beating the odds and landing a single hit? That's why I at least want to know my participation medal as the event is ongoing so l have some level of consistency to go on.
  2. Um... Are you even serious with this one? Remember when I said accusers think leeching is a sin? That's what you're leaning toward right now. It's as if you think any leeching at all is a problem when not everything is. Now, l'm gonna try and make myself as clear as possible because my earlier post was a bit scrambled: People who intentionally AFK farm the entirety of a high-level event for the sole reason of avoiding putting in the effort are the problem. People who have the gall to do that in instanced content are especially the problem. Not people who take a five minute break for any reason, but still want to get credit for the twenty minutes they were just participating toward and will continue to participate toward when they get back. My stance is about the problem of malicious leechers, not the semantics of its definition. My point is about how difficult it is to know if someone is maliciously lazy or just doesn't want to lose credit for the effort they already put in simply because they went AFK for a few minutes. Ergo, we shouldn't assume the worst of someone every time. And, of course, the threshold of this forgiveness decreases as the difficulty increases. Do you see the difference I'm painting here? Can we agree that those two vastly different degrees are not equally scummy?
  3. Uhhh, first off, let's give a small thank you to the moderator who moved this thread into the correct subforum. I, ah, totes glossed over the bug reporting section at the top. I dunno, l saw "website" and assumed, "Oh, it's for admin announcements." 😅 But, I also come bearing new information on the mount speed up glitch. If you dismount the turtle while running at full speed and hop onto a different mount before touching the ground, your mount will have a permanent boost in speed that lasts until you stand still or walk. This speed boost is how the turtle's acceleration works, but the boost doesn't deactivate until your character touches the ground/water or the mount stands still. Thus, it is absolutely trivial to perform this with a griffon, and probably a skyscale, too, and this even affects gliding speed to a degree; default gliding is faster, but diving down is sped up, too. On the flip side, getting this effect on a land mount is incredibly difficult and seems to require frame-perfect input or maybe very specific terrain. I have only been able to get this speed boost on a raptor and jackal one time for each. But anyway, performing this glitch can also cause the turtle's camera style to persist on the new mount or even on foot. What's weirder is that half the time under the effects of this glitch on a griffon, the camera will zoom in every time you dive. These camera glitches are solved by dismounting and remounting normally, but they are certainly disorienting to encounter.
  4. Oh, this. I managed to encounter this my first time playing blind. I ain't a speedrunner, so there's no way it can be said that l "rushed" it.
  5. That would be even better! This game has a bit of a problem with enemy attack clarity, so seeing health bars appear for low health players would make it much more clear that something big happened. It's hard enough knowing why l, myself, took damage, so it's even more difficult to see when someone else takes a hit.
  6. All this bombardment toward Labjax reminds me why l don't understand people who accuse leechers. They see someone not participating much in one event and feel they have to tell them they're leeching. If the event succeeded, who cares if people leeched? Labjax proposed some insight into the concept of leeching, so why jump down his throat over some poor examples? You're seeing the act of leeching in a PvE game and act like it's a sin to ever commit it. I mean sure, if a lot of people are skimping out on one of those really tough, high level events until the last minute and it fails due to the lack of player presence, you might be in the right to complain. But even then, how can you really know for sure that they were intentionally leeching and not merely late to the party? I'd hope it's because you saw a big handful of them in one spot or in a particular spot known for such action. One of the points Labjax was trying to make is that people assume a leecher did it with intent, when for all they know, the guy had to go AFK to take their dog outside. Pardon the gamer meme, but you can't pause an MMO. So, if someone walks away from a hard fight to a safe spot so they still get credit and can jump back in quickly, try not to assume they're the scum of the earth, yeah? Use your best judgement before you vocalize your complaints. And then, there was another point being made: Why do people intentionally leech certain bosses and events? What can be done to discourage their desire, other than punish them? Can something be done?
  7. Who's leeching in a game like this? People who are doing "serious power-leveling" in Path of Fire? Who even gets hurt by leeching in this, a PvE MMO whose original selling point was the lack of killstealing? If people don't learn how to pull their own weight, the worst they do is mess up instanced content or an open world boss fight. In which case, people already complain about noobs not knowing the mechanics every time a big fight looks iffy, so how much different can it get? l haven't seen the game do region-specific event dailies, so l don't know the specifics of how it'd be, but l feel like that would only spread the problem to more areas. I can say l once went to the wrong map for an event completer and coincidentally had a chance at a low level meta event. The high level people there camped all the escort spawns and l didn't get credit despite landing several hits. If that can happen for a meta event people just happened to be grinding, the killstealing problem can still persist on a region-wide event daily, but then it'd be across several maps. Or at least, as far as l can theorize. On the other hand, it would certainly mean l wouldn't have to do events in Dredgehaunt Cliffs anymore!
  8. This reminds me of when l mount up and move around in an expansion map as soon as l load in. Sometimes my character won't move forward until my mount loads, then l suddenly rubberband forward. Though, that is always an extreme case of the game hanging on loading the world when l first boot up the map, and l have yet to encounter what you describe specifically. Thus, l can't offer much beyond what l've speculated. Unfortunately, you do have a good point. The turtle is most beneficial to those who cannot earn it on their own. And once you can earn it on your own, you don't need it all that much anymore because you just did a bunch of tough metas and a strike mission! Outside of its required uses, it's just a way to soak 60,000 damage while sending out a decent-enough DPS. And also, it looks as if ANET shares your sentiment about not wanting to fix "useless" features. If it weren't for those rare times where they fix a couple bugs in core Tyria every several months, I might have thought they had completely forgotten base game even exists. Heck, it seems they're even moving on from EoD as there are still plenty of obvious non-turtle bugs they've yet to address. Daily Echovald Wilds Spirit Slayer, anyone? I feel your pain, man. There are loads of base game bugs, too, that never get fixed as ANET only seems to have teams working on whatever live content they're focusing on. The reason I made this thread was because, given these circumstances, it seems the most likely to garner official attention since it's part of the newest expansion. Plus, this is specifically focused to the mount. It's not an entire gamemode, it's not a collection of story missions, and it's not a span of oddly region-specific errors. ... Even though, really, ANET should have some kind of dedicated team to fix up the problems of base game and other gamemodes. I mean, the only reason charr got their missing walk animations fixed was because EoD has a crate delivering event that made it too obvious they lacked a walk anim for that. And, that was an issue since the game's very release.
  9. A lot of bugs with the beta Siege Turtle were found to be fixed once EoD launched. That's pretty great, but then ANET seemed to have forgotten it exists as they continued to not fix the myriad of remaining and new glitches until five whole months later. In August, some of those bugs were finally addressed, (ignoring the bug that was introduced in June and fixed a week later) but more still remain. In an effort to attract more attention to the remaining problems, I shall list and document the changes as l notice them. Even if not fixed, you will at least be aware of them after reading. The Floating Slam (now only happens underwater) If you execute the Slam attack while holding a midair jump, you will be suspended in the air until the Slam times out. This is by far the most inhibiting glitch because it disrupts the flow of combat for a solid two seconds and, if you aren't moving at all, you'll be forcibly dismounted as some weird kind of failsafe. But at the same time, this bug can be intentionally used to hover greater distances just before running out of stamina. Since this bug only happens underwater now, its use as an exploit is rather moot. This is very easy to do by accident and on purpose, but it's kinda tricky to describe how it works... I'll give an alternate description: Hold jump for a sec, let go, hold space again to float, and use Slam shortly after while still holding space. You have a lot of leeway to use Slam, the window is very "generous". Update: This glitch on land has returned, but it doesn't lock you up in the air anymore. Now, it lets you continue your hover while you stay in the slam animation. Doesn't look elegant, but it's not physically broken. The water glitch is still debilitating, though. Cannot Jump After Slam Unless You Move (slightly fixed; can now turn to regain control) The "control lag" after using Slam is different between moving and jumping. You can turn and move really soon after landing a Slam, but you cannot jump until the whole getup animation finishes or you interrupt it by moving or turning. This makes lone combat more awkward as you have to hold a direction after using Slam, then let go as soon as you start moving just to continue burning the enemy with Jump Jets. Though, admittedly, it does encourage you to use movement to time when to hold space, but I don't think many people will think to do that. There also appears to be a definite bug related to this cooldown. Apparently, the Slam won't deal damage correctly if the skill's cooldown is shortened through alacrity, as stated here: Update: It would appear the glitched slam attack has been prevented, but instead you just don't perform a slam at all. This means you still need to hold a direction to cancel the animation in order for Alacrity to correctly allow an earlier Slam. This should not be necessary. Slam's Underwater Cooldown Can Persist Outside of Water (No longer a bug since Slam's cooldown mechanics have changed) The Slam's cooldown is lengthened by 1.5 seconds while underwater. Sometimes, however, that extra-long cooldown can forget to remove itself when you exit the water, leaving you with a nerfed Slam until you cleanly enter and exit the water again. This glitch seems to happen when rapidly hovering in and out of the water's surface or just by quickly exiting deep water as soon as the game considers you submerged...or it can just happen because you walked out of the water instead of jumped. It's pretty random. The opposite can also occur: you might have an un-nerfed Slam underwater! Opinion: I don't think Slam should be suffering a cooldown penalty at all. It's already inferior to the Jump Jets' burning underwater, so why nerf it even more at that point? Overdrive Changes Camera Zoom Level (still present) Whenever the passenger skill Overdrive finishes its effect, the camera scrolls forward. This means every time Overdrive is used, you have to manually scroll your camera out to normal levels. This is different from the base game's glitch with cinematic zooms, as this physically alters your zoom level forward. This is an incredibly annoying thing to correct and it happens to me 100% of the time. Opinion: Not related to the bug, but I think Overdrive should be a pilot skill, since there's rarely a time a passenger knows when to use it without sending the pilot careening into a wall, nor have I seen a passenger give a heads up that it's gonna be used. It could be a pilot skill that only appears when a passenger is seated; after all, the Jump Jets get an arbitrary damage boost with a passenger, so not much code to add. Mounts Can Gain a Speed Boost When Dismounting Turtle (not fixed, still present) If you dismount the turtle while running at full speed and hop onto a different mount before touching the ground, your mount will have a significant boost in speed that lasts until you stand still or walk. This speed boost is how the turtle's acceleration works, but the boost doesn't deactivate until your character touches the ground/water or the mount stands still. Thus, it is absolutely trivial to perform this with a griffon, and probably a skyscale, too, and this even affects gliding speed to a degree; default gliding is faster, but diving downward is sped up, too. On the flip side, getting this effect on a land mount is incredibly difficult and seems to require frame-perfect input or maybe very specific terrain. I have only been able to get this speed boost on a raptor and jackal one time for each. But anyway, performing this glitch can also cause the turtle's camera style to persist on the new mount or even on foot. What's weirder is that half the time under the effects of this glitch on a griffon, the camera will zoom in every time you dive. These camera glitches are solved by dismounting and remounting normally, but they are certainly disorienting to encounter. Somehow, this aspect of the glitch seems to have been fixed. Jump Jet Burning Stays Off if Holding on Cooldown (not fixed, still present) This is more of an inconvenient oversight with the way Jump Jet burning cooldown works. If you jump and quickly re-hold jump, the jets will not inflict burning on enemies even after the cooldown is over. It would be best if the continuous burning effect reactivated if jump is currently being held once cooldown is over. Jump Jet Burning Can Stay On When Not Hovering (difficult to test, but still present) This is a rare bug where the Jump Jets burning hitbox can stay active even if you aren't holding space and are firmly on the ground. I have not been able to perform this glitch on purpose, but it seems to happen when using Slam just after Jump Jets are activated for a fraction of a second, maybe? The glitch definitely exists, though, and l never notice it before I cancel the effect with another Slam or jump. Sliding Along the Ground After Turning (not fixed, still present) This is actually a bug with all mounts, but it is most noticeable with the turtle. Ahem... Let's consider a 90-degree turn at running speed, where you move the camera to face the right, while holding W to turn. Now, while the mount is still turning itself, quickly let go of W, hold D for a short bit, then let go of D, and return to holding W. The mount should play a stopping animation while still moving at full speed, gliding along the ground awkwardly. It is a simple visual bug, but it's certainly something that should not happen. Slam's Screen Shake Inconsistent The screen shake from the Slam ability has quite a bit of inconsistency to it. Oftentimes, it will only occur from a certain height, but the weird thing is that height is randomly determined when you launch the game. Whatever height is chosen will stay that way until the game is closed and launched again.
  10. The daily event completer problem can be alleviated easily on ANET's end if they just give players credit for dealing damage to any enemy at all. It's that simple. It's easy to get one, single hit in, but it can be difficult to deal the required amount of credit damage on at least five different mobs, or to deal the full 7% damage to a champ, or to deal the event's minimum damage...or however the current event works, it's different almost every time. It just needs some kind of consistency so players who care to hang back can do so. As is, it's kind of a meta game to do the bare minimum effort to earn bronze in the face of a high DPS mob of players without any indication of our success until the event either shines or vanishes. Oh yeah, and it'd be nice if expansion maps didn't take away your credit even when you're actively trying to participate, but you happened to miss your chance to attack the final wave of enemies. Yeah, that's reeeaaal cool...but, is a different subject. And, l will abstain from the "do another daily" argument because l personally enjoy doing event dailies (when l don't need to worry about giving out The Autoattack PSA or w'ever). Plus, l already know the value of choosing a different daily since l refuse to do Activities that aren't Sanctum Sprint, so l know event dailies fall within my threshold of fun.
  11. I've been thinking about this recently. It'd be a big help so l know who needs healing and when. Really hard to scramble my mouse all over the screen in an attempt to see if there's a low health bar around. The only other way to know if someone needs healing is to hear their dialogue quip, and by then they might die during my casting.
  12. I would really appreciate a small medal icon to denote my current level of participation with an event. Doing event dailies in low level areas is a weird "meta" challenge because l have to try to game the system to guarantee credit for myself while still letting others get theirs. And gaming it is not simple: all events need varying amounts of kill credit, so you can never know how many you need unless you remember the event's specific rules; 75% of events will give you event credit if you heal other participators, but not all will allow this, and not all events will have players to heal; single boss events need 5-10% damage dealt to the boss (or healing participators), but sometimes you get gold for just being there at the start, other times the boss dies quickly and you get bronze despite going all in without having high-end DPS. lf l knew exactly when l medaled, then l could instantly lay off and let the mob of players handle it. Or if l'm in an expansion map, this would help me know if l'm losing participation for whatever reason instead of suddenly seeing the event greyed out. But for now, l have to give myself an absurd safety net that could take credit away from others.
  13. So, l didn't even get to the hard part after three attempts taking 30 minutes each? Haha, wow. I really didn't make it to the river at all...
  14. As someone who's not all that much into doing even metas because of how complex they can get, l honestly enjoyed playing it once l noticed how straightforward it was and how smartly l was combining my skills. Its biggest problem is just how tight the time limit is coupled with how much time the NPCs waste. So many failures are simply because the map is less than ten minutes off the checkpoint. It seems it wouldn't fail as much if it just let us start as soon as the preparations hit high. That way, any bad RNG with bosses or NPC pathing is mitigated. It never felt like the map did poorly, just barely ran out of time because the NPCs have to dawdle around so much. There's just no fun to be had when your failure is due to a time limit that's further clipped by waiting on NPCs. As for forcing people to play a Strike Mission, that's another matter entirely. It's one thing to make players ram their heads into a wall waiting for a win or grinding up the map currency, you just gotta walk into the map. But, some people got into this game because it lets you naturally cooperate with people and move on with no pressure. That goes out the window if you have to join a specific group. It will feel like all the eyes are on you, that you have to hold up your part of the team. You can say it's no pressure all you want, but that won't get rid of the anxiety some of us feel. Me, I'll do it. But, l know for a fact there is a zero percent chance my friend group will ever play a Strike Mission for any reason unless it's four player. So if they get back into this game and think to go for the turtle, that's gonna be a serious stresser or big disappointment for them. If you don't understand, then there's no other way l can explain it. Playing in specific groups with randos is just not for everyone, so something like this shouldn't be locked behind that.
  15. Bumping this because l had this happen to me just two days ago on Wayfarer Foothills. lt didn't happen when l was doing the resource gathering daily in Kryta, so l have no clue how this occurred. It also went away when l brought out the Griffon, so it's definitely the mount gliding mechanics turning on for some reason.
  16. Yeah, charr have a good number of fur patterns and it's in the same Body Features section as the others. That's the root of my issue here, really. I see generic NPCs with outfits l can't wear and l always think, "Why can't l wear that?" Sure, Queen Jennah can keep her custom-made dress; l want those generic outfits and l want to re-color them! Then l see charr with minor roles in the story with unique fur colors, making me feel baffled because they're otherwise unremarkable characters. Korukhan's got quite the voice, but he doesn't have much to do with the story, so why should his suave blue fur be limited to him?
  17. I'm sorry to be so blunt, but that is an incorrect statement. Foofoo is a kind of dark reddish-brown. It does not match the pink of the "Suspicious Charr". I added in an image from the character creator, but it cannot be said it's due to the lighting. The Black Citadel does not have a major color grading filter and the story mission does not take place at an odd time of day. Nothing else in the instance looks off-colored, either. You can even see the "Suspicious Charr" is wearing brown in his outfit and that brown is not tinted red or pink. https://cdn.discordapp.com/attachments/243267327586598912/917597133702590474/Untitled2.png
  18. I'm not talking about fluff, l'm talking about the color all around. That is undeniably a reddish pink that cannot be done in character creation to any degree. Nothing looks even close to that. That kinda reads like a contradicting argument. If crazy hair colors are unnatural alterations one can do, then dyeing the rest of one's fur is only marginally different. To solidify it as a personal choice, then it can be made an option in a Makeover kit. But, should charr be the only ones who get extra options like that? Well, basically yeah... More believable to dye fur than to dye skin as far as l know.
  19. You might possibly be right for Isola, but there is no way this guy's pinkness is a result of lighting:https://cdn.discordapp.com/attachments/243267327586598912/916945891250831370/unknown.png
  20. I'm not talking about bright neon colors. l'm talking about the shades they've already used for a few otherwise unremarkable NPCs. Isola in particular is a very, very subtle tint of pink. "Suspicious Charr" is a dark pink, almost reddish. My point from this is, if the colors are fine for NPCs, why not players?
  21. I want to bring attention to something that's been bothering me for awhile: There is no option to have any kind of pink fur in charr character creation! Yet for some reason, there are NPCs who do have pink fur. They aren't even particularly noteworthy, just seemingly random story NPCs as far as I can tell. An unnamed, "Suspicious Charr" you fight in the Ash Legion story and a scrapper named Isola you interact with in one of the steps from the charr 2nd chapter. While Isola's fur isn't exactly pink, it's got a pink tint and can't be done in player creation as far as l've tried. So I figure, while the devs are adding new face options, why not this, too? Why not give us some shades of pink for charr creation? (As a side note, there's also Korukhan the Blacksmith who has a really nice deep blue coat of fur. That'd be nice to have, as well)
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