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Eowin Of Rohan.2619

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Everything posted by Eowin Of Rohan.2619

  1. Exactly. Especially with how the available GF/time ratio just dropped 3.2-fold. New people will get less than veteran people regardless of investing as much time in the game. And I'm definitely not jealous : as I said I'm a veteran myself, my GF is +257% on 2 accounts (and +244% on a 3rd one which, just like @ShadowCatz.8437, I worked a lot on to catch some achievements and gear and so on ... Except I luckily bought the account long ago so it had good GF progress by pure chance ... it's not like I "worked" on it, the account was just idle farming daily rewards ... The same that now require actual gameplay for newer people). @Funky.4861 with the cap in place, veterans would actually have a huge advantage : they'd get to max the stat soon and choose at what rate they buy essence of gold to do so. While new players would still look at years of building up to the cap, just like they do for many other things (MF, AP, daily AP, festival rewards ...) @Linken.6345 yesterday I was wondering why I had to explain things so thoroughly but tbh I regret spending so much time doing it. The reason why you didn't really understand the suggestion is that you play the forums, not the game 😞. I opened a few threads, you're in every single one, 13.1k messages, and openly admit that you're not playing SotO ! Of course at this rate, GF will be a "noob trap even a 5 AA". With prices much lower than 1kAA (maybe my proposed 250aa is still too high), it isn't as bad granted you plan to (actively) play the game for a long time ... Also buying LEoG now makes you progress towards the goal that is maxing an account stat, so it's more than just its pure gold ROI.
  2. My idea has nothing to do with the basis of effect for Gold Find. You're apparently trying to find how my suggestion would give more gold or make the stat overall more impactful. Which is why you don't understand. You will not find anything about getting more gold in my suggestion. A given % total Gold Find would still have the exact same effect. You'll need to make a distinct suggestion if you want to change that aspect. It is a change to the way the stat itself is calculated and obtained, and gives advantages that are explained in my last paragraph. Here is some more context in case you missed news. Gold Find is now quite high for veteran players. My own account's GF is +257%. On the other hand, you have the changes that came with Wizzard's Vault (which I abbreviated WV in OP). Before WV, we got +2% GF every 28 days (which is why after many years, we reached very high numbers). After WV, we can buy at most +2% GF every season (supposedly ~3 months). Before WV, it was free. After WV, you have to pay a lot for it (1000 Astral Acclaim, so the GF boosts -aka Lesser Essence Of Gold- competes with better rewards). The overall playerbase reaction about LEoG is mostly negative : 1000AA isn't worth it (as you said, the +1% will only affect copper from random monsters) and people calculated that using AA on pure gold (or pretty much anything else) is much better. Making the LEoG a very bad purchase, even despite the desire to get limited account upgrades. Meanwhile, you have the case of new players : they start at +0%. And now they're not just 8-9 years behind like before, they also can't hope ever getting the high numbers we veterans have. They can't catch, which is frustrating regardless of how useful MG is. They would need 25 years at 2%/season to stack +200% MF from essences of gold, assuming they buy it all (which they shouldn't, given the very high AA price and the very low return) ! I assume that the current state of LEoG in WV is because the devs don't want us to keep skyrocketing the GF numbers, even if this account stat doesn't do that much. They want to slow this down. But it leads to a frustrating situation for players : new players have to ignore GF altogether (no catch in sight ; advice against buying LEoG anyway), veterans have to actively avoid a permanent account upgrade due to how bad the ROI is. Which is where my suggestion comes. The "global" % (I call it global , not because it would affect everything, but because it's a single % stat that encompasses both sources of account GF : essences of gold and achievements). The "global %" would be split, just like the MF % was split many years ago. If you open the game and put your mouse over your account MF stat (in the achievement tab), you'll see that the game tracks 2 numbers : MF from achievements and MF from essence of luck (for example, I have +329% MF account-wide, including +300% from essences and +29% from achievements). The MF from essence [of luck] is capped at 300%, and the MF from achievements is heavily restrained anyway. The MG doesn't follow this rule : we only have a global number (achiev+essence) and it's not capped at all ... except from the new frustrating method of acquisition of essence [of gold]. The suggestion is to do the exact same thing with MG that was done with MF. Separately track 2 numbers (MG from essence, MG from achievements) and hard cap the MG from essence. Once this hard cap is in place, there is no fear of an ever rising account stat anymore. The reason for the very expensive (1000 AA per %) and very limited (2 per season) essence of gold is gone. Thanks to this cap, the numbers in WV could be brought to something a bit more engaging for players (even if MG is still something that doesn't do much, as you pointed out). Way cheaper price in Astral Acclaim (250 instead of 1000 imho), and way higher seasonal cap (10 instead of 2 imho). It would be good for veterans : we have a given amount of MG currently. Given that it's a permanent account stat, I'm sure that many of us would be happy to work towards maxing it (regardless of how useful it actually is). With the cap in mind, we can choose when and how to spend AA on it and progress towards the goal : the new cap. (vs the current uncapped situation where progress isn't tied to any goal so we just look at the very bad ROI) It would be good for beginners : they get a system where they have a chance to catch the veteran players, both because the latter will be capped, and because the former will be able to progress slightly faster than in the old system (if WV allowed the purchase of 10 LEoG/season, you could get up to 40%/year, vs 8% right now, vs 26% before SotO).
  3. Yes, that's exactly what I'm talking about. What is or isn't affected by the account GF stat isn't the point TBH. (btw the account MF stat doesn't affect everything either)
  4. Hi, I just met a developer ingame (complete with Anet tag :D) who told me that this idea is worth a forum post, so here we go. My suggestion is : make the account's Gold Find statistic work like Magic Find. Which means that instead of a global %, we get GF % from achievement rewards. Uncapped. GF % from Essences of Gold (resp. essences of luck). Capped (300% for MF, TBD for GF). With this in place, there is no real need to prevent endless GF inflation by making Essences of Gold hard to obtain (currently 1000 Astral Acclaim per %, capped at 2% per season, vs 2%/28d in the old system). The EoG could be made cheaper (around 250AA/% ?), and have a higher cap (around 10%/season ?). This would allow veteran players to plan ahead how they want to reach the cap (instead of the current common opinion that "EoG is a bad WV purchase"), and new players to catch over time (both due to the existence of a cap, and better availability as 2%/season won't allow them to get as much GF as veterans have right now).
  5. So there is no kind of bonus (like slightly more different objectives, or slightly higher AA per objective) if we choose the full mix, like for Guilds (IIRC there is a small favor % bonus for not specializing)
  6. You're failing to understand anything I say , and I don't know how I can help at this point 😞 I'm out of English skills.
  7. Obviously. But the beta means that I'll want to play wvw, wheras I originally planned to play the 2v2 pvp season and the new strike CM. I'll do those later. Seems like you're trying to contradict me for the sake of it ...
  8. Yes I'm refering to that. I has no DIRECT link to world restructuring. The 2 indirect links that made me talk about that are (1) the world restructuring beta that is announced right here is announced late so I can't get wood done in time, which is frustrating. (2) If (and that's a big IF) Anet decided to revert that pip to its original design, it would indeed impact world restructuring, as "playing with your current alliance" would have to replace "playing on your current world" for the 3 weeks requirement.
  9. Posted so late. I can't even get the "commitment" bonus for the beta (7 ticks remaining, I'll need 9 at best). Btw this bonus should be reverted to what it was at release : play 3 weeks with your world (or alliance, after restructuring) and get it permanently until you switch again. In the current form, it's paradoxically an anti-incentive (the exact opposite of what you tried to do) to play wvw for all people like me who don't play it exclusively and hop in it for a weekend or a few hours when they feel like it. I think of going wvw and then I remember that I don't have it, so playing wvw would feel like unoptimized the whole time, or even like missing out ... so I just procrastinate to another week, when I might or might not be in wvw mood, not to mention that it'll probably be the same again (no wood, no buff). I literally stayed out of wvw for months at a time simply due to this bad mechanic. At this point I mostly play it only when I plan it a week (or at least a few days) early and purposely get a wood chest in anticipation. And I only plan a week early when call of the mists is announced. You can figure it, I don't play that much wvw in the end (yet I'm mithril on 2 separate accounts so it's not like I'm a pveboy who hates the mode !!). Let's be clear, I don't *aim* to play wvw just for rewards. But the way "commitment" is designed and its psychological effect end up making it that way. And making me play wvw a LOT less than I would otherwise. ... to think I originally carefully obtained the "3 weeks in a row" permanent pip so that I could later play wvw at will. And it was then promptly replaced with the current version 😞
  10. Great news overall. The only source of disappointment is that you're not repairing Catalyst 😞 It would be great to revert the nerfs that just killed the spec, and instead work on Elemental Empowerment and Empowered Empowerment to reduce the dps at skill ceiling that you didn't like (while also making it a realistic thing, not something that only happens in a vacuum or in the hands of the best of the best of the best players). For example reduce max stacks, improve stat buff to compensate, and then you're free to nerf the grandmaster trait.
  11. Contrarily to some people above, I am *not* happy to read "one of the most difficult and demanding experiences the game has to offer". Strikes CMs were supposed to be normal raid level in difficulty. A kinda wing 8 that we'd run every week for fun. Not something you beat once for achievements and never want to touch again (which is the case of most raid cms already btw).
  12. One thing that broke with dx11 windows : if the game is in windowed mode, it will snap to 0-0 coordinates when it starts, regardless of where the window was when the game was last closed. Btw, 0-0 is out of screen for me (as I have a spare monitor on the right that is mounted on an arm, higher than others). Windows 10's shortcuts help (win+shirt+arrow). Iirc, the window related bugs we had in dx9 are still there : - random blinding white screen while the game is starting - (dx9 only, or in dx11 the bug is hidden by the one described at the start of my post) rarer issue where the white screen is followed by the double black rectangle : one rectangle where the gw2 window should go, and another one of the same size at 0-0 coordinates. After a few seconds, gw2 window is opened in place of the 0-0 black rectangle and the other one disappears. I noticed that this bug will happen a lot more if there is a user input (like a click) during the white screen bug phase edit : IIRC those bugs were introduced with the first comeback of 4-winds/pavillion as a festival, and worsened the next year. If that helps finding what line of code broke.
  13. Thanks for the precision ! Well, if it was me, I would have put an (ingame) fee of some sort (*). But I respect this decision and I guess it will make many people happy. (*) either "transmute" legendary rank onto ascended items, or either pay 1 ball of dark Energy to create the legendary copy (so that you retain some kind of value for ascended) or 10 globs of dark matter (so that they finally get some use and slow the value drop of exotics)
  14. In /v2/account/achievements, there are no entries for today's dailies.An ideal /v2/account/achievements/daily doesn't exist.
  15. Happened today in Lyssa tournament (~35 minutes ago). My team was about to get 3rd tournament win (and probably at least top8) easily.And suddenly, we all had a freeze. The game froze, I thought it was a huge fps drop, until Windows told me it was not responding. I waited 30s and then has to force-close it. When I came back, me and my team realized that it happened to all of us. Enemy team used that time to kill our idle characters, capture the whole map and kill beasts ... of course they won (and we got bad top16 reward).At first we thought one of them must have used an exploit against us (like happened in the past with chat codes). After all, maybe we were wrong.Quite frustrating.
  16. Hi,Why not make the fall damage reduction baseline then ? Or even better, make the whole effect (full with profession-specific aoe) baseline.
  17. IMHO, a big point that has been annoying in pvp over the last few years (since HoT), is the dominance of CC. Everyone is loaded with a bunch of CC. It's just not fun. However, it's probably not possible to simply nerf cc access as it would require quite big changes across all specs, seriously limit build options, and badly conflict with pve balance (afaik you don't want skills to have a different behavior in different modes, so simply removing cc from pvp would lower cc access in pve - an area of the game that is now full of breakbars that are balanced around easy cc access - even in most solo content). I think there are 2 ways to make it better in pvp, though I doubt any of them would be consensual First one : bring Stability back, in place of the boon that currently usurps the name and icon of stability.Second one : change cc mechanics slightly so that they behave like they did in gw1 : it was not possible to stun someone who was already stunned. You can chain the cc's but it requires more skill, it requires actually timing your actions instead of spamming it on target until it's out of dodges/stunbreaks. I was disappointed in 2012 when I realized that this clever mechanic was not kept in gw2.
  18. Guys, it's true that it was a security issue, and that obviously not everyone doing it was aware of the risk (just look at the reddit thread, there is literally a guy saying "had no problem for 4 years, therefore it's 100% safe" ... typical guy knowing nothing about IT security). That said, if -like me- you have several alt accounts that don't require max security and that you want to start easily, it's still possible to do it. As Gaile said, you can use the "remember password" check. How to work with several accounts ? type "%APPDATA%" in the address bar of your file explorer (if you launch your alt account with another windows account, change that in the address bar after). Go to Guild Wars 2 folder. You'll find Local.dat. That's the file where the login+password got saved.Copy it and name the copy "local.dat.account1" (for example)Start gw2 again, this time use and save another account's login+password.Now you have local.dat.account1 with the first account saved, local.dat with the second account saved ... copy this one and name the copy "local.dat.account2"Repeat as many times as neededCreate a .bat file that takes an account number as parameter, copies local.dat.accout[number] to local.dat, then starts gw2.exe (with or without runas, depending on what you did before with autologin). I'm not going to post it here, not sure if forum rules allow it. Pretty easy to create.Change all your autologin shortcuts so they just start "yourscript.bat account_number"Done. It takes some time on the first day, but now it's just as before, except with more security !Well, there is a slight difference, you have to click "login" and "play" buttons. Unfortunately, "-nopatchui" doesn't seem to work anymore, even with credentials saved in local.dat.
  19. This is huge. Thoughts : In order to retain the main goal (granularity for match making), Alliances can't be too big and imho shouldn't have their size at more than 20-30% of a world's activity. Knowing that they'll probably be composed of the most active wvw players, that's probably less than 10% of target population. In the end, I don't see it going further than 3-4 guilds with ~50 people, unless you somehow ensure that their raid times are different in the first place (but this should be a matchmaker rule, it's hard to enforce that as an alliance rule). 500-1000 players seems huge : if people form alliances that include basically most prime time guilds of current worlds, no granularity will be gained. This may be an occasion to stop all fights about "wvw styles". See how people can hate each other in /t because they don't have the same goals in wvw, see how every single aspect of wvw and/or feedback thread on forums/reddit since launch showed that big portions of wvw people have totally difference points of view on how wvw should be. Having custom communities through the new guild and alliance options could open for people/guilds to select preferrences. For exemple : big fight priority (incl. open field fights just for the sake of it), full scale strategy game (my own preference - which was played in 2013 very well, where you play for map control, capture and defend, try to move based on guessed enemy positions or lure them one side and capturing other side, have roaming groups, and still have decent amounts of big fights except they're mostly part of attacking/defending objectives, distracting enemy blob, sending them back to faraway spawn, moral and so on ... basically, all part of strategy game for control and not looking for fights just for the sake of it), full KT, mixed. Divide any population that choose each preference option into at least 3 worlds (even if some mean 3 small worlds). Furthermore, it could allow for different rules (only about numbers so it's still a single wvw system to maintain for devs but with number parameters) : 0-1-2 PPK, low-mid-high PPT, number of dolyaks per upgrade ... About languages : please don't determine this on client language like the chat filter thing (this one would need changes imho but I lost hope) and the new horrible auto wiki command. Let us choose wvw language preferrence, preferably with ability to select several of them and set priority. Also, guilds themselves should have language option near the "wvw guild" checkbox (for example my current pretty inactive guild is international, if we decide to call it a wvw guild so we can play together from time to time I wouldn't want the system to put it in a french world just because I'm sometimes more active than other people combined).
  20. After playing the full story, exploration and more PoF open world with my elementalist, all using the new spec weavers, I have a few comments about it. 1) The sustain skills are clearly tuned for PvP, but nearly useless in PvE. They need some boost (and by that I mean at 500-1000% boost ...). Invigorating Strikes and Stone resonance give barriers. It's nice to have personal access to this new mechanic while leaving team support to necro. But the numbers are so low, they don't do anything in PvE. 650 barrier, pulsing or not, will not protect me from anything, not even from a hit in the last second of casting a meteor shower. This is a purely defensive skill and will never have a place in meta dps builds anyway, so I dont't think it will break the game if it gets a big buff that makes it usable in PvE (without having to rely on healing power gear, something nobody will get for solo play purpose). Both the trait and the utility should be buffed to 2-3000 barrier instead of 6-700.Same goes for the heal. I had to replace it after a while with an old heal skill, because I couldn't survive with it. Aquatic Stance is a nice concept, but it's too weak with the 1s ICD. IMHO it could use a much lower icd (or even 0, why not, after all the worst thing that could happen would be a full heal, something that is already achieved by berserker's and herald's heals. And in teams ... well the risk is to see people run content relying on this rather than a druid : I wouldn't be against having more than 1 heal option in the game) 2) The whole weaver concept with the dual attunements and the dual attacks is very cool. Weaving through all elements all the time and create the dual skills or get combos is nice. However, the result is, without a surprise, that meta will still completely rely on those old conjures, weaver only being a small change in the weapon skills rotation. You tried to change the use of conjures recently but the only change in their usage was to make it more difficult for non-top-skill players because the 2nd copy on the ground disappears a lot faster. IMHO it would be cool if weaver could dps by ... weaving, not conjuring. For this, I guess that more work would be needed on conjures (but it would get them out of meta including for core ele, so I don't know what to do), and also buffing the dual attacks including those with Water (current rotation uses 3 elements out of 4, so the weaving is limited : it's a simple circle with 3 elements that grants access to 3 dual attacks ... We'd need all 4 to start the fun because it creates more duals than elements ... that's what I've been doing in story/openworld but will not happen in fractals/raids). I guess the elite could use a buff too in order to be viable in pve over using the conjure for additional dps skills. for example, change the fire buff to affect all damage.
  21. PoF is near perfect expansion, having a great time. Story, maps, landscapes, events, achievements, puzzles, fights, ... all is great. There are only a few things I could complain about : We could use races and adventures that make a better use of some mounts. The adventure near skimmer heart doesn't use it (or forget about gold), the race near jackal heart doesn't have sand portal shortcuts.Still in race/adventures, there is sometimes too much RNG due to the presence of mobs on the path. For example I got my skimmer one-shoted by sand sharks while trying the Vabbi race a minute ago. Disqualified. Frustration. Or entering the brand between 4th and 5th supply at the school adventure : very rng whether you'll be able to swap to bunny, sometimes the brand keeps you in combat for a long time and sometimes you're ooc soon enough (it make more than the difference between gold and fail).AP scales. We got a lot of nice achievements, but the problem (see my walls of text on reddit about this) of AP scale still remains, with a total of barely more than 1k AP for a full expansion when it should be around 5k imho (which is not hard to reach with what we have, if only you reward achievements like you did for Core and LS1).Some bounties could use re-balancing at least (2 of them are nearly impossible due to insane heals : Dhael in highlands, Muckstalker in Desolation - didn't try Vabbi yet). Better, reduce the pool of rng bonus for some of them when they synergize very bad either with the boss' mechanics (examples, "stay in/out of area" for bosses that move extremely fast like the bunny or the bull) or with the spawn point (example, lasers in narrow place).
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