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Imperator Nox.7509

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  1. This is a request for a QoL tweak to the crafting UI. I've not the slightest idea if it's been brought up before, bc scrolling through 405 pages of a single post is quite simply infeasible. Having said that -- When crafting, you are given the choice to select whether or not to display recipes for your current or any lower tier of item you're worked through. This works beautifully on your very first toon. All subsequent toons, however, are forced to maintain selection of all higher-tiered crafting options, which, in a relatively quite short time, equates to a pointless sea of reddened items you won't be able to craft until the Master or Grandmaster levels, making scrolling through at all earlier times needlessly tedious and error-prone. (Oddly, this doesn't always happen just as you start crafting on a new toon, and may be triggered after acquiring the first 100 or so crafting levels. It's strangely inconsistent.) Please make ALL checkboxes available for use for all subsequent toons. If you think leaving them forced-off for all the profession pioneers on a new player's account is a nice spoiler-avoidance thing, great. Leave things as they are for that player's very first toon working through the given discipline, but please give all subsequent ones the option to turn off the giant waterfall of red letters that make subsequent crafting a minor misery for those who choose to grandmaster multiple toons on their account. Thanks!
  2. [rummage, rummage] ....what is the emoji for displaying cosmically-scaled skepticism?.... [rummage, etc] well, ok, i guess. i'll slap this at the tail end of that thread. can't help but feel all hope of its implementation shriveling away, though.... regardless, thanks for the info
  3. Oh wow. You mean they're all just jammed into one long post? That's the equivalent of putting a sign saying "Please place your suggestions HERE. And remember, we care!" over a furnace slot.
  4. PLEASE NOTE: I have not previously submitted a request into this virtual Suggestions Box, so if this is in the wrong forum area, my apologies, and please do let me know where I ought to post such things instead in the future. And with that out of the way... This is a request for a QoL tweak to the crafting UI. When crafting, you are given the choice to select whether or not to display recipes for your current or any lower tier of item you're worked through. This works beautifully on your very first toon. All subsequent toons, however, are forced to maintain selection of all higher-tiered crafting options, which, in a relatively quite short time, equates to a pointless sea of reddened items you won't be able to craft until the Master or Grandmaster levels, making scrolling through at all earlier times needlessly tedious and error-prone. (Oddly, this doesn't always happen just as you start crafting on a new toon, and may be triggered after acquiring the first 100 or so crafting levels. It's strangely inconsistent.) Please make ALL checkboxes available for use for all subsequent toons. If you think leaving them forced-off for all the profession pioneers on a new player's account is a nice spoiler-avoidance thing, great. Leave things as they are for that player's very first toon working through the given discipline, but please give all subsequent ones the option to turn off the giant waterfall of red letters that make subsequent crafting a minor misery for those who choose to grandmaster multiple toons on their account. Thanks!
  5. You're right about "playing sheriff" and making a job of it. However, reporting occasionally on the most egregious instances is not only ok, it's essential to an even remotely timely resolution. The chances of the problem being solved by simply hoping a GM will just happen by to catch what you're seeing are likely quite slim. Unfortunately, you're also absolutely on point for implying that hoping for a quick resolution regardless of which you choose is a source of much frustration, though. see: Istan Whatever you ultimately choose, your best bet in both cases is to have a realistic expectation of what comes (or doesn't) next.
  6. February 24th, TWO THOUSAND TWENTY FOUR. STILL. DOESN'T. WORK. the worst part is, i see it works for some rando here and there, but god knows why. i change to their classes to try to emulate, and nothing. this is just so pathetic. it would take literally less than a minute for anet to fix, but i guess they JUST. CAN'T. because they need all their devs to work on buffing willbenders and elementalists a little more so that their leads can finally win a round in pvp/wvw. it'd be adorable if it wasn't so sad.
  7. Considering just how unbelievably obnoxious the event chain (and Eshid's behavior throughout) is, it is truly nauseating to now have it fail to credit me twice in a row. Last time it happened, I submitted a ticket, and was informed nothing could be done. But at this point, I've now wasted over an hour total, with both times having successfully acquired 8 pieces of junk for her, thereby qualifying for the final two portions (4 pieces per credit) required to obtain the related achievement. Given how much of my life has already been sacrificed to obtain Vision, I have no interest in doing extra events for no credit. So please check whatever files you need, and please credit me and close out the achievement. You can see the entire transaction log for all the events, and thereby see for yourself that I am misrepresenting neither my obtaining the necessary items, nor Eshid failing to update the Asura assistant who should have credited me and closed out the achievement twice now. The event just completed about 15 mins ago on 18.209.187.182. Please make this right. It is truly soul-crushing to be forced into grindy events, perform them grudgingly, and then at the end be trolled by not being credited for having done so.
  8. Over the course of three separate sessions now, I have received a grand total of 30 clovers in exchange for 340 obsidian (etc.). This is completely insane, and it's not stopping. Please, do the math yourselves, because you need to actually see how many standard deviations that is from the mean for yourselves. I'm sorry, but either something is bugged, or you've made one of the most god-awful ideas in the game (forced gambling on incredibly expensive, gated, or otherwise difficult-to-obtain items) even worse. I submitted a report after the first session and was copiously reassured it's just normal RNG. Well, perhaps it was for that one session. But after three of the same now (I've received clovers a grand total of ONCE in the last TWO entire sessions), I'm getting really upset about this. I have a lot of projects I'm working on, and they all need this resource that used to be a 3:1 or 4:1 hit rate. I'm now at worse than 11:1. Do the math. Also, it's hard to deny you've changed something, because for the first time since launch, I'm receiving "hidden treasures", which must be one of the most insulting prizes ever given. It'd be better if you just said "aww, you lost" rather than giving out a bag with one orb in it. Next time this happens, I'll post videos on reddit and youtube so that people know what their results might be. I'm not an uneducated bumpkin who doesn't understand probability. Indeed, I've taken enough statistics to see that what is happening now is several SD away from normal. This should not be happening. If some lucky kitten walked away with clovers nine times in a row, god, you'd launch all of Scotland Yard after him and the process looking for sploitz. But when it's the players getting reamed, you send a boilerplate response about how "this is normal, so don't get upset, you innumerate pleb." Well, no, it no longer qualifies as normal. What's really upsetting here is that you've placed no safeguards on this that check when you're screwing someone over like this and artificially just giving the poor sop a win. I mean, would it kill you to put in some pity checks for god's sake? Because at this point, I've wasted two weeks of playing with this. And at this point, I'm pretty damned upset about it.
  9. Of course they are. All the lore is documented there. But it seems (stemming from ambiguity due to your terseness) you've missed a very important point of mine (and I don't blame you, given the length of my post) -- immersion. It's an ingame play experience. Reading about it on the wiki is precisely not the right solution for someone seeking immersion. There was precious little reason to gate the lore in the first place, and now with this change, none whatsoever that stands up to scrutiny. As people have noted, there are myriad other ways to reduce the wait for people who want to do as many events as quickly as possible. Indeed, decoupling the mechanics impacting the "Meta" community from those impacting others (such as those who appreciate the lore) now seems to be an obvious goal that Anet should strive for, as I can see much trouble down the road if this sort of decision making continues. There is no reason whatsoever that lore and immersion should have to impact or be impacted by Meta stampedes. None at all. This solution was poorly made and based on unnecessary constraints. Here's one extremely simple solution (for the record, it's one that I think is not all that great for lore people, but I'd prefer it far more than what was just done): make a Priory scholar area outside AR where some Priory intern schmuck has copied all the stuff found inside AR, leaving an interactable notebook on some table, where a player can read the lore in peace (or, as suggested above (brilliantly, btw), log the lore into some personal notebook to be enjoyed in peace at one's leisure). This took all of three seconds to think of and wouldn't require more than a single man-day of work from a junior dev. (In any case, certainly far less than the requisite unit/regression testing associated with the change as provided. (Well, assuming Anet actually bothers doing such things, which is, unfortunately, rather debatable...))
  10. Unless I'm badly misunderstanding what this means, it seems an incredibly poor way to decrease the overall wait in Elon. AR is (was!) already open for what felt an unpleasantly short time for those of us who (gasp!) still enjoy the lore aspect of the game. It already required a great many visits to even remotely have enough time to read all the lore stations around the inside, and now you've decreased that time further still? By an entire ten minutes?? Not good. However, it is very much in line with a number of other breathtakingly poorly-made decisions regarding lore in these games (I say these because this applies most to the lore that carries over from GW1), such as placing the most engaging lore behind the RaidWall™. The decision to put all the most interesting additional bits of lore behind the most difficult gaming is the equivalent of giving out the university's most esoteric philosophy texts only to the football team. Or, if you prefer an ingame metaphor, like asking the Vigil to do the Priory's job and vice-versa. Seriously, not very well-thought-out. Not at all. Yes, yes, there are a few very visible exceptions up on youtube of truly excellent gamers with channels who do the raids, but these are the most exceptional of exceptions. Don't believe me? Try asking your raid group to just chill out for a bit and explore before moving on. Yeah. Anyway, to return to today's point, it appears that once again, a decision is made that further reduces the ability to savor the immersion and depth of Tyria, once again sacrificing lore geeks on the altar of impatience and mass demand. Which, if you think about it, has a real life counterpart as well, which is why things like universities and such exist in the first place - so that those who wish to learn more have a place to do so. Sadly, no such parallel exists in-game, and it seems that even that which is available holds precious little worth in the eyes of those less interested in such things. This is all the more upsetting given how much more lore was pushed into the content under Mike O, which was just wonderful at first, but then more and more of it became harder and harder to access and explore, and now today we have decisions like this. Sure, it's all still "accessible"... but now will require an order of magnitude more visits to AR to actually acquire in full... the annoyance of which, if I'm not mistaken, is the entire driving force for this decision to begin with. Unfortunately, the problem was solved by reducing the small inconvenience of the masses (waiting for one or two cycles) by exponentially increasing that inconvenience for others (making them repeat said wait dozens of times). The depth of immersive lore is the reason I fell in love with GW1 soon after launch, and the primary reason why, even after having taken several year+ long breaks for personal reasons, I've always returned to the game. And I know I'm not alone in this. It would be great to see decisions that, if they do not exactly accommodate those like myself, at the least do not actively further restrict our ability to enjoy this particular aspect of the GuildWars franchise, which once stood out so very prominently and made the game and the community what it is and has been all these years. It is a cornerstone of the franchise's success and excellence, and ought not be short-changed. Just my $0.02...
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