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Sevetamryn.2974

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Everything posted by Sevetamryn.2974

  1. The inability to test gear as long as you don't have legendary is an issue imho. And I speak here especially about test / evaluate. And this should not be active in any case in normal game. Therefore making stat change different and add a tool for this is IMHO not a good idea. However, what about the Raid Training cave. If non legendary gear would behave inside like legendary - on demand stat change, reset to to in game stats when you leave the cave. You can optimize in training cave, test stats, runes, sigils like a full legendary owner ... Find what you like to make then a educated decision for what items you will strive in game. ... It is the inability to test and experience on your own (without legendary) that I really dislike (or may be, that's not that big of a deal for a TP Baron 😉 ... but that's not what the majority of the players are.)
  2. Please add a Book Shelf to Home Instance or something similar. I like to collect my Books that are in fact Collections for achievements. But by the other hand, it is a waste of inventory / bank space that is expensive.
  3. Different game options to switch easily: Open world i like best possible graphics and all the nice effects to be on. Instanced content i prefer minimalistic, clutter free, fluidity optimized. And this more than just switching graphics between best performance ans auto detect(or even best graphics). I change a lot of options, including sound, sometimes controls and other things. It would be really nice to have at least 2 different setting to switch easily.
  4. Please listen to the video referenced, especialy at 2:36 "The name of the game is to be in shroud as long as possible and when out of shroud, to go back as fast as possible" - this is not a top DPS build / play, this is a LI build / play! - however, i will check what i can do in this direction / improve my skill usage. Thanks for the hint with assassin trinkets, this should be easy going for me, especially as i have the legendary amulet.
  5. I just mad a quick check, probably not 100% valid and probably there are ways to compensate by changing runes / sigils. I run for a while Mukluk's low intensity reaper build. It is made to stay mostly in shroud and and gain dmg from Death Perceptions. I can't do intense rotations and have the required situational awareness at the same time. With this build i was for instance able to deliver reasonable dmg while executing required mechanics on Boneskinner. Results for me on the Training Area Golem: - solo mode (no extra stats to golem, no extra boons to self) -30% dps - group mode (all stats to golem, all boons to me) -20% dps Maybe i made some mistakes in executing the test, however, this is so easy, i don't believe this. Build referenced: Low Intensity Reaper Guide: Insane Damage Even Solo! - YouTube Any suggestions how to improve dps after patch? - Runes/Sigils/Build
  6. Look at my screenshot and test it yourself. You mean, you know that you have to hover over the icon- or maybe that the "natural way" you behave in such a situation, and that's ok, and everybody else in the game also know this and everybody else hovers only over the icons, just not this idiot in the forum. - right? Well, before I came with this issue to the forum, is asked in the guilds discord. And we have members playing since day one. Guess what the answer there was? "Just move mouse over the icon!" - No - The answer was, "Yeah, this is an old and known problem, it's annoying, just ask the wiki, then you know what to select" ... more or less the same as the 1st answer that I got here. For you doubts about my experience, I work in the industry since mid 90's. And from measuring user behavior we learned back then, there are two distinctive user groups when something is presented with an icon / image and text: users "naturaly" navigating/interacting via the graphical item and and in many cases even ignoring the text as a valid choice for interaction - I assume you fall in this group users "naturaly" navigating/interacting via the text item - that's where I fall in (and the majority of the people from the company I worked back then, including the UI designers) And we even improved our application based on this results. By our preconception from our own behavior (and concluding "everybody does it the same") we designed UI elements with the graphical part as "decoration" / "eye candy" only, without function. Off course, we changed this.
  7. That's exactly the difference I complain about, mouse over item: in vendor menus, TP etc., you get a tool tip anywhere over the item (text, background, icon) for boxes from inventory, where you can select 1 item, there is no tool tip (when mouse over the item as shown) - however, as I learned later, you get tool tip if you move the mouse over the icon This is not a big issue for the box I used in the screenshot, however, there are boxes of this type, where it is a problem, like the one that triggered me to start this post a while ago, 3 different items (light, medium, heavy) with exactly the same text and icon. So, now again my question, if a user is familiar with the behavior from vendors /TP, hovering anywhere over the item area (icon, text or background) shoes item properties as tool tip. then the user encounters such a box, does the same, there is no tool tip. Would the user think: oh, no tool tip here like usual ... or ahh, no tool tip here, maybe there is a tooltip anywhere else in this area, I just need to search long enough ... second question: is this good UI design ... or is this inconsistent, potentially misleading and therefore bad UI design Adenum: This is not only for item select boxes, this is the same for receipe books, extremally annoying when you buy i.e. an expensive ascended armor recipe books with 18 different items to chose from and item names not making exactly clear what it is. - and you don't know that the tool tip is only available at the icon. For vendors you can click anywhere to select the item to buy or double click to instantly buy one item. For this select boxes / recipe books you can't double click, and you can't select the item by clicking the icon (that has tool tip), you have to click the area that does NOT create a tool tip (background or text) to select the item. How does such thing happen in software development? That's (from experience) easy to answer. Two different teams/developers have to create similar UI elements with similar functions, independent from each other, with just roughly specified properties / guidelines.
  8. The problem I talk about here is, and that's why I call it bad UI design, I had such a select box with 3 times same item text and item icon. and this boxes behave different regarding tool tip. and this is inconsistent, therefor bad, UI design. See also linked image in my post from Monday, 5.21 PM.
  9. I repeat easily. Game teached me: UI elements have tool tips about the item I learned this and it is useful much later I encountered UI element in the exact same design, where this did not work this way I declared "this broken" - tool tip missing Someone showed me "it is different, here it works only on the icon, not all the item region I declared "than it is bad (because inconsistent) UI design" What's your problem with this, ask any UI professional and he will tell you the same! (b.t.w. UI specialists are part of my job environment). When a user learned, all the element in such a UI is mouse over sensitive, for what reason should a user expect that on a UI of exact same design that the behavior is different (mouse over sensitivity only on the picture)? There is no reason to expect the behavior changes, if I move my mouse to a different position on the element. It works not the way it usually work, logical conclusion, it is broken!
  10. I probably did this myself ... because, maybe it is something the boss sticked on me and I should go away from the group.
  11. I have to disagree, the 1st thing the game teaches you everywhere, when you have an item with a description text (i.e. every merchant menu, trade post etc.) - the whole item field is mouse sensitive. When you hover anywhere over the item field, you get a tool tip. And I do not mean just the icon or exactly the text, the whole field, check it out. It is only the inventory items giving you a multiple choice when using them, where it is different and the mouse over is only working on the icon. However, the complete style of those select boxes is identical to the item menu at a vendor. https://i.postimg.cc/cLbLvdHS/gw2-items.jpg
  12. Hello, May it be that new players, not familiar wit scourge skills, are often afraid of sand shades - especially when used with Sandstrom Shroud (the exploding ones) - when playing in groups for the1st couple of times? ... Well, sand shade color and a orange boss attack marker are not a lot away from each other in in color ...
  13. Ok, thanks for the screenshot, and it gave me the clue. the tool tip is only on the icon, it worked for me now. However, I still think that's UI design that could be better - total area of the option, including text should be mouse sensitive.
  14. Well, why I think it is still bad UI design if there is a preview option, I just did not find ... well, obviously, I was not able to find it, and I'm not alone with this usually you have mouse over tooltips / preview nearly everywhere in the game, not here usually you can shift-click nearly everything in game to have the item in chat for easy wiki access, not here and well, 3 different items with same name, that's special 😉
  15. preview? how to? You can select an that's it ... if there is a preview, than it is still bad UI design ...
  16. There is no tool tip, no description, no rating in the select box. And yes, you get all 3 skins, but only the Visor (light, med, heavy) you select. And b.t.w. there are many of similar boxes, and the order (light, med, heavy) from top to down is not even consistent in the game. Sometime light is the 1st option, sometimes heavy is the 1st option.
  17. Hi, What I miss is tool tips / stats preview in choice boxes / recipes ... not only once i selected the wrong armor class from a box /recipe book. However, this from S1E2 brings it just to the point - how to make a choice? the choice from the head gear box after finishing the 10 events in Bloodtide Coast is: - Aether Visor - Aether Visor - Aether Visor aehm, yeah, well .... make a educated guess ...
  18. and 95% of the people with a tag do not at all deserver to be called commander ...
  19. Well, you read my word but obviously don't understand the meaning and context, May be my fault.
  20. You totally miss the point here. And probably I have not stated this intention clear enough. I believed it is clear from context. This is exactly not what a new player would or could do and even want's to do. This is a beautiful game with a vast amount of content to explore and understand. I'm 800+ hours in and there is so much I don't understand fully and/or want to explore deeper. Abd b.t.w. "looking for BS telling them I had no kp ..." - that's exactly the gibberish BS (and yes, the traditional meaning of BS) what also holds back new players from using LFG to access instanced content. New players usually will not plan the game time form activities worth at least 30 gold a hour because everything else in not worth the time. A schedule and KPI's I have in my job! Don't take me wrong "there is no wrong way to play a game as long as you enjoy the way you do" - playing for in game wealth only, speed running instanced content etc. - All valid but IMHO not what the main purpose and main target group of MMO is.
  21. You are mostly right here. Mostly because experimenting is super time and resource consuming. You don not just check out half a dozed of gear / upgrade combinations. This game itself and character setup options are so ... endless ... and the learning curve is something to consider.. And off course, people want so shout cut by getting recommendations. And this search for recommendations easily ends up in finding the "Meta builds". And this also reflects on the market - high demand of only a small amount of "meta setups" ...
  22. Yes, same situation for me, some of the left overs are for me incredible hard to impossible (i.e. the "all achievements from story mission X) ... I need 9 more to "finish" Central Tyria. This is already way beyond what you can get from just insights. I got 3 from tier 1 fractals, not really hard to get. Some from just doing open world events. What I have open and consider doable: - Map completion central Tyria (want to do either) - Dive Master (in combination with map completion) - do each dungeon at least once (want to do either) - 3 silvervaste Legendary Mordrem mastery points (2 I have already) - Lion's Arch Exterminator - also gives a nice reward - silvervaste go for gold - need some time to do but possible i think - Tequatl should be doable. just missing 2 points in the list that's already nine, ... Transfer Chaser sounds doable too. Additional from Tripple Trouble too. Maybe I get an additional fractal mastery point too ... Well, nothing you do on one afternoon, but it will come to completion. Everything else that's open for me looks just very hard or time consuming to get. At all, i have 40+ open mastery points in the list. On the other hand, what is open is crafting legendaries "Scholar of secret training". And this is much more in the future then getting 9 Mastery Points.
  23. What would from my point of view be much more interesting, if it makes sense at all - and i think it does, alternatives to the usual XY-gaer+Z-runes, best in slot min-max meta build. - I think i don't need the perfect meta build. But i'm sure, there are viable builds, just short to perfect meta, but still good enough for a fraction of the price. However, even at a fraction of the price i have neither the resources nor the time or skill to make a good decision / recommendation by testing lot different combinations. - Imagine alone the number of extractors needed to check out different, much cheaper, but probably good other runes. Any experience from this side would be very welcome. Two things i found and really appreciate on YouTube that helped me, and we need more of this: Mind over Meta - big focus well performing celestial build Mukluck and the persons supporting this content - Low intensity builds - highly complex rotations are out of dexterity for many players - because new or also because restricted in dexterity at all. Maybe there is more in this direction available and i just do not know it for now. I think, those people understood what the missing information is. We don't need the 100's time "perfect meta build 1% better then the last one if you precast ... bla bla ... rotaion ..." I think, if i can do ... hmm, 85% ... of whata "meta pro" does, reasonable consistently ... I'm probably fine.
  24. Personal experience, having fun, a different view to the world, maybe learn something? That's all i can offer.
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