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hugeboss.5432

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Everything posted by hugeboss.5432

  1. What you need is already in game.. they're called transformation tonics! :D But yeah, we need more combat tonics, perhaps even for the main player races (plus able to use siege + mounts). But there may be a reason why they didn't implement them already, they must have talked about it... if you think about it.
  2. They don't all have to be stunned during the same run, the achievement should track the count (Trip the Quantum Fantastic). But, if the counter resets after each run, then it needs bug reporting (on very rare occasions, certain achievements track correctly but display the wrong number on your hero panel, but u will still get the achievement rewarded once completed normally).
  3. [Sorry @ lengthy post, but had to describe the reason & fix because its probably labeled differently on various systems @ works with other games] I see this issue popping up on a truckload of games, search engines & forums, most have a few plausible reasons & possible fixes u can try. None worked for me, but after experimenting for hours, I managed to find the reason & fix for the specific gw2 flickering texture issues I had. Recently, I upgraded an aging Radeon card with an Nvidia card (LHR pricing ftw). On the Radeon, I never had any flickering textures issues (Freesync monitor). Nvidia have been super annoying providing compatibility with open standards like Freesync / Adaptive Sync in the past (due to their own products & "naughty policy"), but these days it is supposed to be generally compatible with lots of monitors. But as soon as I set the max monitor sync frequency, I started to see annoying shimmering trees & foliage when in motion, especially on snowy white backgrounds (Shiverpeaks Mountains / Alpine Borderlands). My monitor is a Freesync version of a more expensive Gsync model (lots of those). Messing about with Nvidia control panel settings & gw2 for hours did nothing, but tuning down my monitor sync to 85hz fixed it, which is acceptable, but not the perfect solution that I'm used to. I kept on tweaking... Then I checked my monitor HW settings, I noticed an Overdrive setting of "Extreme" that was never available when using my Radeon card at max frequency. (Perhaps intended for GSync compatibility, but not fully disabled in the monitor BIOS). Normally you would think Overdrive had something to do with latency & overclocking and go for the "Extreme" setting (but that's not actually what they've defined here). This specific Ultrawide QuadHD monitor "overdrive" setting is about "pixel color burn/bleed effect" (iirc), which normally yields smoother color gradients. But, textures with a high contrast to neighbouring pixels at high frequency, like dark brown trees & foliage on snowy white backgrounds, typically yields a type of "shimmering flickering pixel ghost effect" - but only obvious when in motion (probably also reported as "ghosting"). [all likely related to pixel g2g latency, doesn't really matter, I'm not a monitor freak]. For most of us, it causes eye fatigue & also super annoying when things are in motion & u start noticing it. Simply setting the monitor pixel "Overdrive" setting to either "Off" or "Normal" removed all the flickering/shimmering issues I had! [Other brands have probably named this differently, if present] Happy Eyes! ;) [A bit quick on the gun, but I can see how this "hardware bug" could be an honest mistake by engineering, or if you speculate a bit, could be a way to push more GSync monitors by using a very smart intentional "bug". I really don't know, but hope the latter is not the case.]
  4. Yea, i see they list as included on the wiki, but i seem to be losing booster count on my stack (unlike all the other years 3+). Gonna have to remember to re-check it properly next time a 9/10th character birthday is up (soon).
  5. I don't know if this is an oversight by Anet, or if the item has become "retired", but neither the 9th or 10th birthday rewards include Birthday Boosters! The item cannot be obtained through any other means! A subpar karma+celestial clickable food just doesn't even come close to making up for the lack of birthday boosters! Remove the subpar food and give it a birthday booster clickable buff instead (for example)! This is of course outrageous ;), but nobody has spoken up about it afaik. New players are fine, but you gotta remember to keep long term loyal players happy too! Don't encourage ppl to delete their toons & roll them again (as a few might do), they end up losing personal association with their own accounts after years of loyalty! Update: Perhaps its just before many of my chars have birthdays, therefor starting to feel the booster squeeze of having less than normal on the stack ("pre-panic"), and the wiki birthday booster page was not properly updated with 9/10 package, which seemed to backup my suspicion. I'll have to properly check my next account birthdays & boosters to verify its ok though. But it was a great optional idea to make a new (or change) bday cake into a new account bound "celebration booster cake tray"! :D
  6. It's good to see people still care about WvW, we just need anet to climb aboard and start focus caring for the best interest of the actual gamemode health again (and not economy reports). Build a fantastic game, focus developing great stuffs & keep it healthy for the communities, and the economy has a tendency to follow (not vice versa).
  7. When the broken server linking mechanic paired together 2 of the least populated servers, that will break at least 1 tier. You couldn't actually intentionally design a worse server pairing mechanic even if you tried, and that its been going on for this long is nothing but a design tragedy/comedy. The linking mechanic has been completely outplayed & broken by the community itself, but the responsibility & origin of this laughable balancing mechanic is with the developer. The wvw alliances beta's was already much better than this, should bring it live already!
  8. We discussed this issue when we all felt there was something strange with movement speed many years ago on BG. We concluded that movement speed had been stealth changed, with the outcome that yielded slower movement speed than vanilla GW2 (cant remember if that was incombat speed or both, and it was denied (iirc), but we all noticed the change). Perhaps done to balance things for upcoming mounts. But, I personally think the "modern" slower speed seems to break the flow of combat easier, if you leap and miss your target or knocked away, it takes a little bit too long to get back into the action than it did before. However, it also hinders ppl easily fleeing combat (i dont mind ppl fleeing combat, but some players complain about that too).
  9. Perhaps there is a cryptic audible meaning behind 4 years and 40 days. But who really knows? ;)
  10. Agreed, it was a strange direction they took with the nerfing of defensive siege. These days its hard to defend anything against a 30+ man zerg unless you got the numbers in manpower to counter them in actual combat. That might not be a bad thing during primetime, but since this is a 7day matchup with low population timezones, very few has the manpower to do this 24/7. Another issue is that after they nerfed gates & walls, that retroactively messed up the usefulness of EWPs, due to the computer time it takes to load players into the EWP area (these days its often suicide, as the EWP area gets camped by the enemy when they melt thru gates and walls so fast, and so few people are willing to scout due to participation these days). - WvW needs more events & stuff to generate participation (ur kinda completely stuck if your both in a low population timezone & always outmanned on every map). Perhaps grace periods should be converted into a dynamic value instead of being static (modified & extended based on how few allied players are on the map, this could perhaps help some of those issues). - Dealing combat dmg and healing (while in combat with enemy presence) should perhaps yield participation? Lets face it, sometimes large fights last a long time without anyone getting killed (or even fighting a solo scrapper with zephyrite runes that constantly superspeeds away when low health is also on the "waste of participation time" list). WvW has been heading more and more into a "Just Ktrain or Logoff" gamestyle for a few years now. We need to see more things help promote competitive play. I don't really mind that repairing & trebbing has been removed from yielding participation, but the biggest problem still remains that trolls and spies will still burn all your supply, while those who would tap a wall now and then to keep up an active participation after a short afk have also been punished. I guess there are always going to be a few players that will exploit mechanics whenever there's an opportunity to do so, but don't destroy the game just because of those few, as removing features usually makes a game less colorful & more tedious to play. In my experience, there were only a very small number of players actually camping walls to repair it, wasn't really a big issue. Lets face it, its boring, and I'm usually glad someone else repairs stuff like garrison gates (if we have max supply). On BG we would often even say "thank you for repairing" (not an ironic joke) in map chat, to those who would stay behind and repair stuff like that.
  11. WVW PLAYED TIME BALANCE ISSUES + A BETTER SOLUTION WvW has a wide variety of playstyles. Some people form up at specific time and go full throttle for 2hrs nonstop action, 7 times a week. Then there are roamers that randomly login and take camps and do small scale operations. Then we have camp defenders, yak escorts and treb shooters that do "minimum wage" type jobs. Some like engaging in mapchat in between and use wvw also as a place to esocialize etc. I can't see how balancing this in regards to their wvw time played can ever work well, since the ppt contribution is going to vary at such a wide difference across actual hours spent in wvw. THE OPTIONAL "SUPERIOR" SOLUTION ("devs dont like player generated superior solutions yadda yadda") Instead, make a (hidden?) statistic counting the "directly generated server ppt income" a player generated after matchups (something like a wxp income without any individual modifier). This will balance far better than actual played time & then even awesome teams get to keep those extra fluff bad players (every team need a few of those after all - "Here! Take this manual minesweeping kit!"). We don't really want stale picture perfect teams without any comedy do we? ;) They can each keep their spot on a team without being hated + gkicked. Also, a team can actually get the right type of players a team needs to reach balance and everyone gets to keep their individual playstyle they enjoy (we don't want to be losing anyone from wvw). Remember, this isn't a 5 minute PvP match, wvw vets & regulars actually do a lot of chatting too, sometimes without doing much else. This would solve so many problems with the current proposed balancing plans, and there are of course issues that the devs will need to rethink, tweak and solve along the way, aka its not the final solution (devs don't like that anyway, they gotta keep on dev'ing), but more like a step in a more flexible & "open for all" direction. This is such a logical routed solution, that it has likely been proposed before (if so, my apologies to whoever that may be).
  12. THE "TOO MUCH TIME PLAYED = GET REKT 1v30" SCENARIO Regarding team balancing, I'm sceptical due to on my old locked server, i was constantly finding myself playing 1v30 and still locked. So I transfered to an open less populated world and they had anywhere from 3-300 times our numbers in every timezone(!). Players cannot upbalance a team on that level just because of lots of ingame hours & high kdr with teammates that arent even online and call that "a well balanced team". I'm really not that good that i can constantly fight 1v30 blob and win for the server (scored a few kills due to no-down-state event before i had to run tho lol). But thats over the top ridiculous with the game mechanics regardless, but thats exactly how it was many months ago. Not only does it ruin the match for the player ("i cannot do anything"), it also messes up stuff for the entire team ("kept locked"), and also for the opponents who actually want a good matchup ("there's nobody to fight") = GG Everyone logs off, hoping server opens next matchup ("it doesnt"). BAD PLAYERS? Even worse if a bad player has lots of ingame hours clocked in, that player would be almost like "serverbane", enemies can kill your team simply by exploiting any "overrated computer efficiency rating" that may exist in the system and planting them on your team. Average headcount has much more stable balance and less exploitable by the "bad player with lots of time = scaling us up & locking our team" scenario. I've already heard of players getting kicked from guilds because they're not good enough for the slot they might be occupying for the upcoming alliances. This is very bad and needs to be looked at. MULTIPLE ACCOUNTERS Many players play multiple accounts, but they dont get hit with stats from multiple accounts, creating lots of accounts really downleveled compared to what they are actually should be worth. Those who play legit single accounts are going to get rekt with the balancing system proposed, since lots of players (i know tons & tons of players with multiple active wvw accounts) arent balanced to even half of what they actually are playing across all accounts! Don't let alliances be exploited like this! There needs to be a better solution to the proposed balancing system! I hope there will be a more indepth and experienced analysis in regards to this.
  13. Yeah, this seems pretty much on point. MaG was a serious T1 server when they came up to fight us (BG) during the first condi meta (during HoT). Of course, back then every class had only like "clean 1 condition, 40s CD" type of oldskool vanilla cleanses, and the burn guards where rampaging around with instant 6k-9kdps burn ticks. Looking away from your monitor for 3-4 seconds and people were getting toasted all over the place & we had almost none using condi builds at the time. We had to desperately rethink our stuff, a bunch of us designing new builds for the team etc. I was a BG frontline guard back then, very exciting stuff. After a while, we managed to slowly & painfully push MaG out of T1, but the ratings showed that MaG where gonna come back very soon! I remember standing around with GoF this time when MaG came back up to T1, we wer all pumped & armed to the teeth, patiently waiting for the prime MaG zerg to show up so we could start the slaughter. The first 40ish zerg were easily defeated, hardly remember them at all, so we assumed MaG must have a real strong force somehwere else and waited for scout reports. And.. it was just strangely quiet... Nothing. The BG veterans were of course _very_ disappointed, but the younger players were prolly busy changing their pants in relief at that point. I said "I think we may have seriously overestimated MaGs strength & their determination to stay T1". Zoren/GoF agreed & we laughed abit, escorted a few yaks, had a party outside bay etc etc. That was the last time I remember MaG was a seriously good T1 contender, it seemed to us that they just kinda lost interest in being there. Fun era though, while it was at full throttle atleast.
  14. Nice, primetime at reset night should atleast have those kinds of numbers, because of the big drop off in players after the weekend. I remember EU Gandara a few years ago had everything queued, with an ebg queue of like 230+ and the others "only" about 100ish lol (iirc.. think i have a screenshot of that somewer).
  15. I haven't seen any 150+ man queue. Maguuma often has little or no real ebg queue during primetime (reaches 50'ish), the biggest queue at primetime is often on a borderland (except for matchup reset nights when more casual players want to join ebg, like all servers). We often lose all our stuff everyday during our low pop timezone too. This is a computer game where we have simulated fantasy combat action purely for entertainment. It's fun when there's a number balance of resistance, so I don't try to completely dominate the enemy's objectives. We (MaG) suck at tactical warfare, any fair tactical opponent can dominate the score & win. When I was on BG, I loved our matchups against MaG, because MaG is a very hard combat focused opponent, and they will brawl all day & night endlessly (even if you farm them). Tons of action for both teams! But, I can see that a fight focused server vs ktrain server is gonna cause frustration. I have thought about if tiers should have kill count requirements, to avoid really unbalanced combat matchups. But then again, this isn't really a pure combat gamemode, its a capture and hold tactical hybrid gamemode based on warscore. Maybe the warscore is too ppt focused and needs readjusting to give more points to kill count? I'm happy when I see an opponent has lots of numbers around the clock, that's how it should be imo, that means there's gonna be non-stop action in every timezone if the other servers also have the numbers. I feel abit sad for the opposition when we have only 5 people online and a big enemy zerg has nothing to fight. They don't exactly log in to wvw to "not fight the enemy team" (i hope lol). EOTM had roughly the same numbers around the clock when it was new, was great at nonstop action. Nobody cared if they win or lose, because the rewards are basically the same anyway.
  16. I was also in doubt a little about this, but after digging a little more, it seems that "contested swords" perhaps doesn't get reported by the API server like it used to (for example on the wvw map websites). Though, this may have changed years ago. I'm still uncertain, dont really want to sift through thousands of screenshots searching :) EDIT: Found the FAQ on a wvw live map website specifying "Account API which will allow WvW ------- to verify the GW2 server you are on. Currently there is only one feature that takes advantage of this which allows you to send out a voice alert when an objective of yours comes under attack to anyone viewing your server's map." As you see, it would alert when objectives came under attack, but this is not the case anymore, objectives just flip. So it has indeed been changed or currently bugged.
  17. Hiya, I know sometimes small changes don't make it to the patch details, and so I was wondering about the new contest changes. If you check your map, only the current map will display "white contested swords" on objectives (if contested). These are not visible on other maps anymore, except waypointed keeps will be shown as contested waypoints (if contested). Is this a new intentional wvw change that I missed, or is it a new bug that has crept in somewhere along the road? Personally, I hope contest is reverted to include other maps as well, as restrictions like this type of "fog of war" can unfortunately make alt accounts an even more powerful "shady tactic" for gathering intel. Everyone else who is a legit single account player gets kinda left in "the fog".
  18. Awesome that Colin is back! I have been thinking about Colin these last few years and how great it would be to somehow get him back on the team. Obviously, I wasn't the only one with those ideas :) Life is connected in strange hidden pathways...
  19. WvW these days is just a pale shadow of its former gloryAnet started to implement step-by-step changes towards the alliances idea, but then it all stopped due to the company issues a while back. Since then, we have been left with these half-implemented changes for years now, and those changes by themselves have seriously broken the competitive wvw game mode. WvW has several obvious bad non-competitive designs & unfair population handicaps in place, probably to help gem sales & ingame gold liquidation, but that at the cost of losing loyal players and the competitive health of the game? The usual acceptable winning factors in a game is often a mixture of SKILL & EFFORT & TIME INVESTEDI think the old wvw dev forgot that completely when he handicapped all the good devoted players & teams, by punishing servers negatively for playing the game, so that the bad/not-so-serious players can win instead!? And now we have almost perma wvw karmatrains instead of a competitive game mode. GW2 is one of the most unique MMO games, where strangely enough you & your team are punished for playing the gameAltho it says "Server is full", in its current state that can be due to only 20 players playing the game extensively & thereby getting "balanced & locked by anet". Yet 1 player cannot be in 2 places at the same time, hence it cannot really be balanced in the way the former dev thought it could. We also have map caps to help ensure a server doesnt bring thousands of players to one map, but all servers should have a larger base population, so they have the ability to roll in enough available substitutes onto a map when needed (it used to be like that, and it worked well competitively). These days a zerg can ktrain entire maps without meeting any opponents. That's hilarious, but it indicates that the servers base population is seriously waaaay to low. All these issues give the appearance that the changes weren't implemented with care & in respect to a massive competitive game mode.They should seriously just consider rolling everything back 3-4 years, or even start everything from launch day again. All servers should be completely reset once a year, branded with new names and players granted a free transfer when this occurs.The silly thing about "almost endlessly locked servers for no reason" (BG) is that it also makes it hard for the players to transfer out. It likes to keep you as a prisoner.
  20. I would do alot more DRMs/Strikes/Raids, if they moved all these small scale instances out into open public maps and converted them into map meta events instead. (I don't like smallscale instanced content, its doesn't give the "GW2 atmosphere". Every game has smallscale instanced content, and there are much better ones out there for that.)
  21. Disabling mounts/warclaw now after we have had it for so long would be a GW2 community disaster. Players would prolly logoff instead before attempting to run somewhere on foot. Plus, alot of the wvw battle interactions is directly linked to having a mount to get to the objectives before its too late.
  22. The majority of wvw content is provided by the players themselves, and when a team lacks players in a certain timezone, the map dies (becomes stale) by about 33% per team.In the early days, we had huge servers & teams before a server would reach the full status, and lots of servers had a zerg in every timezone, around the clock. Fun good old times. I suspect the servers allowable population was drastically reduced at some point, prolly to address all the angry kids complaining about map queues during primetime, at the cost of killing entire non-prime timezones.
  23. One of the best candidates for this job is likely a longterm hardcore gw2 wvw gamer & forum ranter poster.Now you all have a chance, don't be shy! Apply! Or else they could end up with a noob :)
  24. We have driven these guys away.. the golemancer runes arent really "OP" as game breaking imo. The golems run all over the place, and they seemed to never be where they would be most useful, especially if you have alot of zerg movement going on. It's a pretty good longstanding guild, and they are always really tough opponents no matter what rune they use. The golem portion of the rune is the least of your worries, its more of a threat that maybe 10-20 of them are stacking an "armor slicing" attribute, and thats gonna hurt. I thought the golems brought some fun comedy to the fight, and brought some fun new tactics to think about while fighting them, but they dont drop loot or give xp and thats wut could be fixed :)
  25. Killing players is still easy, but the ways of distributing damage efficiently has significantly changed. Its like you are trying to run with almost everything in complete opposition of the current game meta key points, and that's going to suck. It shouldn't really come as a big surprise that it will be terribly inefficient and bad. Have you been away from the game for a long time perhaps? Have u read the balance patch notes this year at all? There's always gonna be a few players running highly specialized builds that seem untouchable.. but they have always been there no matter what the current meta's are.
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