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AgentMoore.9453

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Everything posted by AgentMoore.9453

  1. No, not just you. This is either an unannounced change or a bug, as it makes the displayed dailies less intuitive.
  2. It shouldn't be doing that if you're pressing the reeling skills, but it's possible that you might be tapping the modify tackle skill, which will open the hero panel (though oddly not every time; I've seen it lag out and shut itself on more than one occasion). The only other thing I can think of is that you might have your hero panel bound to a key that's near the reeling skills on your keyboard, but if it's neither of those things you should probably submit a bug report. Sobx mentioned fishing power, which is a stat that increases the size of your bobber and makes it a lot easier to keep up with the zipping fish. EoD is considered the 'starter' zone for fishing, which is why even low level areas back in Tyria are harder - they're considered mid-to-end game areas for fishing. Here's the wiki page for fishing power; it has a table of all the ways to bump up your number for an easier time working on collections or just casually reeling in high-level fish for profit. Yeah, fishing's not really an alt-friendly activity right now. I'm hoping for an account tackle box to be added for baits and lures so you don't have to keep wasting inventory space every time you swap characters. If you want, there's a feedback thread here where others have shared their thoughts and improvement ideas for the feature.
  3. Siege mode. Would have preferred the mount shipped with this, but I'd accept it as a mastery. Driver sacrifices movement for the ability to switch seats and fire the primary cannons. It would still be more effective to have two players manning the turtle, and this would allow full use of the mount's abilities when flying solo which would make it a direct upgrade.
  4. 'This is a nice example of a retreat to the motte.' @The Boz.2038 I had to look this one up since I've never heard of it before, but it's an incorrect application of the principle. The idea behind the Motte and Bailey fallacy is that there are two arguments being made and I'm only discussing the 'easy' one, but if you read OP's post, you'll find they're talking about clear packaging and how the lack of it feels deceptive which is the same point I was addressing: 'Look, this company needs to be up front with the costs to play it. I'm gonna be honest, had I known this would have cost more on top of the $75 already, I wouldn't have bought the game. Just feeling a bit deceived.' So the issue isn't that LW costs money, it's that you don't find that out until you've already dropped money, usually on a 'complete' package that actually isn't. Considering you've made some of those posts yourself, I should think it'd be pretty easy for you to find them, but here you go: 'If you purchased any Ultimate Editions, you have Gems to spend on Living World Season(s).' <-- Implying the situation is fine and doesn't need changing because some editions come with gems 'i have literaly never paid a cent for living world, i mean you can get gems for gold IN game, so just go to world boses and silverwastes, farm a bit of gold and youre good to go' <-- The tired 'you can get it with in-game gold' angle that suggests the current situation is fine just because a technical workaround exists 'you get 400 gems every 5k AP aswell' <-- Another workaround, even less attainable for people looking to unlock content on their account 'If you want them, buy them.' <-- Ignoring the issue, which is that the costs are hidden 'On rare occasions, Arenanet also gives episodes out for free again.' - Ignoring the issue and also referencing a method that has been used a grand total of once in the history of the game 'You're getting exactly what's listed in the detailed breakdown.' <-- Somehow identifying the entire problem without realizing it's a problem - you aren't told about LW or its costs and are lead to believe you're getting everything when clearly you are not 'the living world episodes were never even for sale for real money. Paying for them with money by buying additional gems is for people who want gratification with no effort, like every other gemstore item' <-- I hope this one is familiar, because you wrote it. There are quite a few more mental gymnastics like these both in this thread and across the forum and subreddit, including several repeat posts, all attempting to edge around the issue that LW is poorly marketed. I feel like it would be a lot easier for people to just say 'yeah it's not great, they should probably fix that' instead of trying to vilify every new player who posts here disappointed or confused by calling them ungrateful, lazy, or stupid. It's great that there are workarounds available that allow people to gain access to LW, but it still needs to be advertised clearly at time of purchase.
  5. I don't think its surprising given what the forum is usually like, but it's disappointing for sure. Clear packaging of GW2 and its DLCs is better for everyone, so I'm not sure why some are fighting so hard against it. It absolutely is. You don't sell a 'complete' edition that's missing half the game and then wonder why new customers are confused and annoyed by the deception. It's fine if they want to charge for LW, but they need to be up front about its existence and what it costs at time of purchase. Seems you've identified the entire problem. Not only is the 'complete' package not complete, it doesn't even make mention of the other things you'll need to buy after you pick up the game and its expansions. This is deceptive marketing and a lie of omission, giving new players the impression that they're buying the entire game when in fact they aren't. This is unacceptable.
  6. It's possible their support staff doesn't yet realize there's a bug with this release. You're not the only person reporting that the exemption for existing accounts is not applying correctly. Some are speculating that you need to visit the vendor on a character who has done the related dungeon paths, but even if so, ArenaNet's patch notes directly state that your entire account should be eligible for those purchases. Sounds broken to me, and I hope they fix it soon. Ask for your ticket to be elevated, submit a bug report, and also consider adding your experience to this thread in the bug section of the forum.
  7. It sounds like you've really done everything you can reasonably be expected to do. If you're kind and honest about the requirements of the content, then the other person should understand if you're unable to help them (particularly if they're not interested in meeting those requirements). GW1 is largely an instanced content game, and so without the right tactics, even a very skilled group can wipe if just a single person is out of step with the others during some of the late game missions that are designed with a fully-functional team in mind. One nice feature that GW1 has is the ability to save and swap builds/skills/professions around quite easily, so if the people you are helping are concerned that they'll lose their favored attacks/etc. and this is stopping them from equipping content-necessary skills, you can always assure them that those can be saved and brought back later. If they won't accept this workaround, you've done all you can for them and shouldn't feel too bad about declining to assist. At that point they don't want to be helped, they want to be carried. It's actually the same here in GW2, though a lot of content allows for players to be carried through it more easily. Still, that should never be an expectation. Carrying is always a courtesy, and it (and the people who do it) has its limits. It's great if a buddy doesn't mind dragging you screaming through content you have no hope of doing yourself, but it's absolutely not a requirement and sometimes isn't even possible depending on the content in question.
  8. Unfortunately, this hall just straight up doesn't have a lot of things, unique music, building area, and further exploration among them. When you sink resources into upgrading this hall, nothing happens. The area gets no larger or more open and the invisible walls remain seemingly just to spite players, including an island or two that is classified as out of bounds and therefore can't be decorated. I remember watching the preview stream for this map where devs were excitedly talking about purposefully leaving plenty of space for players to build and personalize the hall, but it doesn't seem like that level of customization actually made it into the game.
  9. After an event in Echovald, an NPC couple goes for a picnic. They have a brief voice-acted conversation before physically walking to a quiet location and setting up drinks and such. These NPCs are Alchemist Lin and Ilari. Also, there's a Crane Nest (with a 'steal egg' interaction) tucked in a corner beside the Aspenwood facility. I haven't found any use for that, but it's subtle and egg-related, right?
  10. That's not artificial scarcity though, that's a sale/discount. FOMO relies on the principle that if you don't strike while the iron is hot, you won't be able to get the thing at all whereas if you miss a sale, you can still get the item (just not for a discounted price). They're similar concepts, but different from what the OP is remarking on. I don't doubt that FOMO is effective with people who fall prey to the feeling of 'get it now or else', I just wonder how effective it actually is compared to just letting people buy things on a somewhat predictable schedule. Every time we miss the availability of something we'd actually buy in the shop, that's a sale ArenaNet misses out on too; I'd be interested to see what their data would look like if the shop's inventory were managed differently.
  11. Wish this were true, but it's not. GW2's gem shop has an unpredictable schedule and there are no guarantees as to whether the thing you want will be back in a few months - or ever. As an example, this armor set has had the following schedule: April 15, 2014 May 13, 2016 June 1, 2016 February 22, 2017 May 26, 2017 October 04,2017 January 22, 2019 February 01, 2020 April 10, 2021 April 09, 2022 If you missed out in 2014, RIP to you until two years later. There are many other items that behave just like this (or worse) in their rotation. Additionally, on occasions when the thing does come back, you have no way of knowing unless you check manually, meaning there's a very real chance you will miss it yet again. As I mentioned before, if we could reasonably expect certain things to rotate back in at certain times, that would be better, but that's not the system we have. So does this one.
  12. They think it'll make people impulse buy and spend more, but I dunno if that actually works or if they just wish it did. Personally, I'd prefer to just have a catalog of everything and buy whatever directly or, at minimum, have it on a predictable schedule like most retail shops do instead of the randomness we have now. This game is a great value for the price you pay, but they're also weirdly allergic to letting you give them money. 🤔
  13. It literally is. When you knowingly give a false impression (such as saying 'complete' 'everything you need' 'living world' when offering an incomplete product) or purposefully omit vital information (the existence/costs of LW chapters), you are presenting a lie. I wasn't aware of this previously, but the dictionary actually use cars as their example for the definition too. I understand that the word 'lie' may make some people feel uncomfortable, but words mean what they mean.
  14. Exactly. You don't and that's a big problem. You can't follow the turns in the road (or in the story), you have no idea where you are or where you're going (Why are you in Maguuma? Elona? Cantha?) or who's in the back seat (Dragon's Watch) or who you just ran over as you careen aimlessly through the neighborhood (Various characters lost in LW). Your car still has brakes (You can quit at any time), but it'd be better if you could have a reasonable expectation of steering the car from the start (selling the game with the option of also buying LW up front). A trailer is a QoL upgrade that doesn't affect the basic experience of driving, whereas a steering wheel (access to the story in an RPG) absolutely does.
  15. "Buy this amazing car. It comes with all four wheels, a powerful engine, cupholders, and a custom paint job and interior. Everything you need to experience the road!" Steering wheel sold separately, of course, being written nowhere on the advertisement. But they didn't say anything about the steering wheel on the listing page, so that's fine, right? You're happy with your car? You can still hit the gas and experience the road as intended? This is why it's a bigger issue than just 'not being written' well. Because it's natural that most people assume that when you buy the 'complete' edition of something, you're buying all of the something, it's absolutely misleading that ArenaNet is selling the car (a story-driven MMO) without the steering wheel (LW/Story). The omission of something as important as LW from their advertising is a huge problem. There's no 'well actually' angle here that doesn't just sound like support for the indirect nature of the marketing. With the way things currently are, it's very obvious to me why new players feel blindsided and frustrated, and I don't want to extend any excuses to the bad practices that led us here.
  16. I'm afraid this just confuses me even more since this thread is about the rewards in the LS1 release story chapters. OP seems dissatisfied with the rewards currently on offer (namely that the weapon rewards are not ascended and that there aren't mastery points yet associated with it). I can understand (and agree with) wanting to be rewarded for your time, but I don't see people arguing that LS1 shouldn't have rewards which is why I was sitting there like 'but it does though?' Let me know if you change your mind, because I really do want to know what you think is missing from this release that isn't already there. If ArenaNet was going to make tweaks, now would be the time to make those suggestions.
  17. Hello! ..oh no! I see you're getting a lot of hostility in response to your observations, but try not to let it get to you. People who have been around for a while sometimes have difficulty seeing things from the perspective of someone new - particularly because the experience now is quite different from what it was at launch in terms of content, systems, and acquisition. That said, I don't think you should give up on GW2 yet. As some have mentioned, LW seasons do give you some bang for your buck outside of just story beats. They're not quite expansions, but usually they do have a lot of things that expansions do, like new maps, achievements, weapons, fashion skins, character titles, activities, and other content. This is the reason that I don't mind that they sell LW seasons, even if the costs do add up after a few years (ArenaNet seems to realize this too, since they're re-implementing S1 this year and making it free for everyone - forever). However, you're absolutely right to be frustrated about the way this game was sold to you. It's been ~two years since I weighed in in this thread about the way content is packaged and advertised to new players, and somehow they've managed to make it even worse now than it was then. Now they have a package professing to be a complete edition that gives you 'everything you need to experience Tyria, a living world'. Not only is this not everything - not even close - but they purposefully use the words 'living world' without actually meaning the product by the same name. That's awful. It's my hope that after all these years, ArenaNet finally addresses the way this game is packaged and sold so that incoming players can see exactly what's available before they've spent a dime, and people like you can decide early whether or not they want to make the investment instead of feeling like they've been misled. You may not be aware of this, but the company is hoping to release GW2 on Steam later this year and as part of getting ready for that, they are revising their new player experience, putting LW1 back in the game, and looking at other areas where they can improve the introductory experience. This is a critical time when they need to be thinking about how their product is packaged and the importance of being clear and up front about it with potential new customers.
  18. Genuine question, but am I missing something? The LS1 stuff has rewards, it just sounds like you don't like them. They seem comparable to other rewards you get from playing LW chapters (AP, unique skins, weapons, entertainment), so what's the issue? What is the reward that LW1 is desperately missing that you think is needed for the introductory LW experience? Like, I don't think anyone would care if they added additional things, but why is the current offering not enough for baby's first adventure, as it were?
  19. They've been making small improvements to it here and there, but it still has issues. - An accountwide tacklebox for lure and bait should be implemented, accessible by any character on an account. You'd still need to keep it stocked, but it'd open up fishing considerably as a leisure activity. - The Fishing Party buff should stay on a character once attained, meaning you'd get your stacks and then they'd stay for an hour or so regardless of whether you're fishing or not. This would allow you to carry the buff between map changes and free you up to go help with nearby events and objectives without sacrificing your progress. You'd still need to refresh/obtain stacks of the buff by fishing from your boat, but assigning the buff to the character would feel a lot better than chaining it exclusively to the boat. - Dusk/Dawn fish should have a high drop rate during those five minutes, but also have a small chance of spawning during the day or night. - The UI should show what kind of bait/lure you're using and how many uses you have left without having to constantly open the hero panel. - The HP of your boat should retain its upgraded status even when parked (right now it reverts to the pre-mastery default unless you're actively steering) - Depth charges should be able to be used while fishing. If not, we should be able to wipe out offending mobs beneath our boats with AoE. - The infinite tonics you can craft from this activity ought to be put in the novelties wardrobe. So, overall a fun and repeatable activity that I'm willing to sink time into - but it has significant weak points that keep it from feeling intuitive and integrated with the rest of the game.
  20. Agreed. Seems like maybe it's a change that should be taken off-line. 😏
  21. Wait until you find out that the expensive Zhaitan legendary variants are just skins. 👀 Anyway, I get wanting ascended, but I feel like exotics are probably better for LS1 rewards, since this is what new players are going to be experiencing early in their GW2 existence. At that stage, you're still working your way up through gear (some never make it through personal story and instead level out in the world or through LW), so exotic seems appropriate as a starter treat before you get into crafting (and ascended stuff by association).
  22. Because it's a virtually invisible event with lackluster rewards that was implemented in a different way from what people had been requesting. You can read a fairly concise discussion about it here. Like DE, Marionette is good example of a coordinated meta event that could stand to be tweaked to increase its popularity - difference here is that they did the right thing by having both a public and private version of it to accommodate both highly-organized and casual players, something I believe the DE meta could benefit greatly from. Also worth mentioning, Marionette is a side story meta which suffers from a visibility and long-term rewards problem, DE is the primary culmination of a 10-year storyline that every player is directed to which suffers from a balancing, time investment, and map player cap problem. So, they both have their issues, but only one of them is an expansion selling point.
  23. You're probably right, considering they're dolling things up for this year's expected Steam release up to and including a reboot of their new player experience. Putting S1 back in (or at least re-imagining it) best benefits new players and is a logical step when hoping to pull in new blood for the playerbase. I can't think of too many stories that'd sell well with their first chapter missing. That isn't to say veterans won't enjoy this, though. Not only has it been a long time since we've been able to access this content, but many never have got to experience it at all. People don't like missing out, even if the thing they missed wasn't amazing. Achievements, character introductions, Tyrian lore, story beats, unique weapon skins, and maybe fun - If you aren't interested in those things, then there is no reason to do it and you can safely skip. Adding S1 back into the game is just a means to fill a gaping hole in the narrative as you correctly assessed in your OP.
  24. Crossposting from the thread where you first brought this up: I just spent the past hour swimming up and down the central channel making the ocean extremely angry. No change at 250 kills, 1:1 kill-to-karma loot ratio. Slight dropoff at 280 kills (2:1) and finally a noticeable drop at 300 (3:1). I typically don't stay past a single stack of karmic retribution which may explain why I haven't noticed this previously, but I don't recall it ever being in the patch notes so it's possible that it's always been like this (see: not a nerf) and they're hoping you'll make this farm part of your daily routine and not your entire daily routine. EDIT: The map closed while I was conducting this test and the new instance did not reset my kill-to-loot ratio, so my guess is that it's simply normal diminishing returns (which also don't reset on map change).
  25. This is good to know, and I'll have to check it out next time I'm in Sandswept. When I go after karma there, I usually do a casual circuit around the entire map (doing events and grabbing resources on the way), so maybe what you're encountering is diminishing returns from farming the same area for too long? I'll report back with what I find out. EDIT: Spent the past hour swimming up and down the central channel making the ocean extremely angry. No change at 250 kills, 1:1 kill-to-karma loot ratio. Slight dropoff at 280 kills (2:1) and finally a noticeable drop at 300 (3:1). I typically don't stay past a single stack of karmic retribution which may explain why I haven't noticed this previously, but I don't recall it ever being in the patch notes so it's possible that it's always been like this and they're hoping you'll make this farm part of your daily routine and not your entire daily routine.
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