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#31 Falfyrel

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Posted 01 February 2013 - 02:47 AM

No bug fixes? Are you insane?

People here need to compare Arenanet's progress to other producers. The amount of bugfixes that Arenanet is putting out is pretty phenomenal compared to virtually every single other big MMO company out there.

Nevermind that bugfixing can be tough. I have frequent contact with someone actually in the programming industry - bugfixing can be pretty painstaking at times, it isn't nearly as simple as some people think it is.

#32 pumpkin pie

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Posted 01 February 2013 - 02:52 AM

i don't think its ridiculous, i like getting rewarded for things i am already doing :) plus this new laurel currency is ftw! you can exchange stuffs for 1 laurel for 5 you get 10 unidentified dye, thats 5 cycle/days playing! and i haven't gotten a dye drop for 2 weeks now :)~ this thread is just ridiculous and creates ridiculous complains

#33 LavaSquid

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Posted 01 February 2013 - 08:12 AM

Anet is the most efficient team I have seen so far...seriously get over it.

#34 XPhiler

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Posted 01 February 2013 - 08:28 AM

Lol OP are you serious hardly any fixes? The same patch that got the new content in the game also included the follow *few* fixes
[spoil]
Balance, Bug-Fixing, Polish

Dungeons

General
  • Fixed a bug where creatures in dungeons were no longer becoming invulnerable to players they couldn't reach.
  • Updated the costs of several dungeon reward items to be consistent with their costs in other dungeons. These include leggings, chestpieces, and shoulder armor from Ascalonian Catacombs; tridents and assorted armor pieces from Sorrow's Embrace; and focuses from Caudecus's Manor.
Fractals of the Mists
  • Swampland fractal: The tripwires have been rebuilt to reflect their names. Several have been lifted out of the ground and made more visible.
  • Fractal Marshes: The traps in the first area now scale with the difficulty scale of the fractal.
  • Fractals: Added day or night time to specific fractals. Day and night do not cycle.
  • Underwater Fractal: The Jelly boss will no longer try to devour NPCs like pets and minions before they try to eat players. If no players are around, it will eat NPCs.
  • Fixed various exploits and minor bugs.
Ascalonian Catacombs
  • Story—The Lovers: Reduced health for both bosses and damage from Ralena.
  • Story—Coffin Intro: Additional coffins cannot be interacted with once the boss shows up.
  • Story—Ranger: Damage has been reduced for the trap skill.
  • Story: Some enemy group compositions have been altered.
  • Story—Adelbern: Reduced damage and modified his melee attack.
  • Explorable—Detha's Chain: Decreased the recharge time for cannons in the final event and modified their attacks.
  • Explorable—Detha's Chain: Adjusted the respawn rate of the groups at the "Defend Detha and her traps" event.
Arah
  • Story: Reduced most veterans to regular strength during the ship events.
  • Story: Attacking dragons have reduced damage and no longer knock back on their flyover barrages.
  • Story: Zhaitan's acid pools do less damage.
  • Explorable: Fixed issues that may have prevented events from starting or ending properly across all paths in the dungeon when an NPC was potentially dying, reviving, or being interacted with.
  • Explorable—Seer Path: In the Dwayna fight, the sparks will now target players primarily, and their attacks have been adjusted in a way that should make them chase the player as initially intended.
Citadel of Flame
  • Story: The Baelfire fight now has a safety net in case players fall off. If players die in a dangerous area, their body is teleported to a safe location for players to revive.
  • Story—Forgefire Armory Boss: This boss's damage has been reduced.
  • Story—Bolok Barracks Boss: The group composition of the reinforcements summoned by Bolok Barracks boss has been modified.
  • Explorable—Magg's Chain: The event to defend Magg while he plants a bomb has been rebuilt.
  • Explorable—Magg's Chain: The respawn rate of creatures in the magma field has been adjusted.
  • Explorable—Rhiannon's Chain: The torch event at the start has been adjusted to only require 3 torches instead of 5; enemy groups have also been adjusted accordingly.
Sorrow's Embrace
  • Explorable—Inquest Path: The infinitely spawning waves have been adjusted to no longer spawn when fighting with the golem miniboss. They will continue once the golem event completes. The group compositions were also adjusted to add more variation.
Crucible of Eternity
  • Explorable—Evolved Destroyer: This enemy's health has been reduced. The time window before the shield turns back on has been increased.
  • Explorable—Subject Alpha (All): The enemy's health has been reduced.
Twilight Arbor
  • Explorable: Leurent's Elite Guard shields have been fixed so they no longer deal damage after they disappear.
  • Explorable—Leurent Boss Encounter: The group composition has been adjusted.
  • Explorable—Worm Boss: Spit puddles have reduced damage, but more puddles are created with each attack.
Honor of the Waves
  • Explorable: Aldus Stormbringer adds are no longer veterans and have adjusted respawn times.
  • Explorable: Aldus's invulnerability shield now properly decrements to melee and area attacks.
  • Updated the effect for the Cone of Cold skill used by Controller Andal to match the area affected by the skill when he turns.
World Polish – Orr

General
  • Uncontested waypoints have been added to Cursed Shore and Straits of Devastation. Players that have already achieved map completion will retain it without having to discover these new waypoints.
  • Updates have been made to the small statues to the human gods throughout Orr.
    • New map icons to indicate the location and status of the statues have been added. Mousing over the icon will display more detailed information.
    • The visual effect surrounding each of the god statues has been updated to be more noticeable and to more accurately reflect the range of its influence.
  • Various Risen creatures have had their animations and size updated.
  • The music that plays during key events that take place at the Orrian temples to the gods and the Gate of Arah has been updated.
  • The difficulty of events to claim and defend the Orrian temples and the Gates to Arah will now scale to accommodate a larger number of players.
  • The visual impact of taking control of the Orrian temples has been increased.
  • Various Risen creatures have had their skills adjusted to use fewer crowd-control skills.
  • Fixed a bug that prevented the "Arah Waypoint" from updating properly when the gate to Arah was open in Cursed Shore. This also caused the Arah dungeon marker to erroneously display as contested. The gate to Arah should only be closed when the events leading up to it are active.
Events
  • Grenth Temple Chain
    • "Use portals to fight shades, slay the Champion Risen Priest of Grenth, and protect Keeper Jonez Deadrun."
      • Clarified event text to provide more guidance on event mechanics.
      • Updated enemy waves that appear when the priest reaches certain life totals.
      • Added several new abilities to the Champion Risen Priest of Grenth.
      • Fixed an issue that would cause enemies to stop spawning if waves were killed in the wrong order.
      • Adjusted enemy wave compositions, start locations, and respawn times.
      • Adjusted the stacks of corruption that enemy shades apply to players during the fight.
      • Updated the visual appearance of the portals to Grenth's domain and the effect applied to players who step in.
    • Fixed a bug that prevented the Risen Priest of Grenth from attacking properly during the event "Stop the Risen Priest of Grenth from retaking the Cathedral of Silence."
    • Fixed a bug that would cause Pact troops to stall at points in the event chain.
  • Dwayna Temple Chain
    • Adjusted the difficulty of the events that take place inside of the temple.
    • Updated the skills for the Risen Priestess of Dwayna.
    • Updated the skills for the Statue of Dwayna.
    • Adjusted the terrain within the Cathedral of Zephyrs.
    • Added a boss camera during the fight with the Statue of Dwayna.
  • Melandru Temple Chain
    • Updated the Risen Priest of Melandru's skill set.
    • Updated the music that plays during the boss fights.
    • Adjusted the terrain inside the Cathedral of Verdance to allow for better creature and player movement.
    • Added more noticeable environmental effects to the temple's contested and uncontested states.
    • Updated the participation rewards for the event "Defend the Pact interruptor from Risen attacks" to be more consistent with holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
  • Lyssa Chain
    • Adjusted the difficulty of the events to take over and defend the Cathedral of Eternal Radiance.
    • Fixed a bug that prevented the force field surrounding the Risen Priestess of Lyssa from resetting properly.
  • Balthazar Chain
    • Adjusted the strength of the Risen Priest of Balthazar's skills.
    • Adjusted the number and compositions of enemies that appear during events to take over and defend the Cathedral of Silence. [sic]
  • Promenade Chain
    • Updated the participation rewards for the event "Ensure that the Pact holds the Gates of Arah" to be consistent with the holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
    • Fixed a bug in the event "Aid the Pact soldiers around the airship wreck" that would cause the event to restart prematurely.
    • Fixed a bug that could cause the Risen High Wizard to not flee after successfully defending the Pact camp at the Gates of Arah.
  • The Gladiator Chain
    • Adjusted the start and restart conditions for the event chain.
    • Adjusted the difficulty scaling of the events.
    • Added visual effects to the event area and Risen creatures featured in the event.
  • Changed the starting condition and location of the event "Kill the Risen broodmother."
Items & Rewards
  • A new Orrian Jewelry Box has been added to karma vendors across Orr.
  • The item "Heavy Moldy Bag" has been updated to drop more frequently.
  • Various Risen creatures have had their loot tables updated to provide more varied crafting materials.
  • The karma vendors featured in temple chains offer new exotic wares.
World Polish – Other

General
  • Fixed the descriptions for some armorsmithing packs that stated an incorrect level for the armor contained within the pack.
  • Fixed a bug that caused the Mystic Forge to give inappropriate rewards when given level 80 masterwork swords.
  • Updated the Moa Tonic's Screech skill description to correctly show only one daze stack.
  • Bandithaunt Caverns: It's no longer possible to create an infinite number of bombs in the caves.
  • Locking your Windows User Account will no longer result in the Guild Wars 2 launcher being invisible.
  • Trait buffs are no longer reapplied after being resurrected while in a transformation that disables traits.
  • Renown regions now reward karma upon completion.
  • The contacts list has been significantly improved to enhance performance in crowded maps and for players with many followers and friends.
  • Loot interactions now take higher priority than mesmer portals.
  • Fixed a bug that could cause rectangular skills to fail to hit the correct targets.
  • Fixed a bug that could cause chain skills to sometimes interrupt dodge rolls.
  • Fixed a bug that could cause projectiles to sometimes disappear if passing through a field that had expired.
  • Fixed a bug that allowed skills that steal or remove boons to manipulate effects that they were not intended to be able to affect.
  • Weapons now continue to grant bonus stats while bundles are equipped.
  • Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.
  • WvW & PvE: Our culling system has been updated to use affinity culling, which favors allowing players to see important enemies regardless of the local player population density.
  • Lionguard Lyns has returned to Lion's Arch but no longer has Black Lion Keys available. Donations toward the rebuilding of Lion's Arch will continue to be accepted until late February, at which time Lionguard Lyns must return to her normal Lionguard duties. Liquidate those Captain's Commendations while you can.
  • Golem in a Box has been updated to have a 20-second recharge and has been disabled in WvW.
  • In PvE, if a player is awarded loot by killing a creature and the loot is of uncommon rarity or higher, a chest will appear that contains the loot that would previously have been on the corpse. If the rarity of the loot on the creature is lower than uncommon, the loot will remain on the creature's corpse.
Events
Items
  • Visual effects on some legendary weapons have been polished:
    • Eternity: Fixed a bug that caused the Sunrise effects to play on the Twilight version of the sword.
    • The Moot: Added visual-effects polish and footfalls.
    • Kamohoali'i Kotaki: Added visual-effects polish.
    • Frenzy: Added visual-effects polish.
    • Kraitkin: Added visual-effects polish.
    • Quip: Added visual-effects polish and footfalls.
    • The Predator: Added visual-effects polish and footfalls; updated projectile and hit effects to match the weapon's look.
    • Howler: Added visual-effects polish and footfalls.
    • The Dreamer: Updated the projectile effect.
Personal Story
Skill Challenge
  • The terror of Ancient Shark Pistrix and his gang of "landsharks" has finally come to an end. Players will now interact with the corpse of Pistrix in his cave in Sparkfly Fen to complete this skill challenge.
Items
  • Fixed a bug that prevented Endless Halloween Tonics from being listed on the Trading Post.
  • All Halloween tonics have a two-second cooldown for removal.
  • Fixed an issue where some rebreather models would cause light armors to display incorrectly.
  • Transmuting weapons now preserves the higher rarity of the two items.
  • Sigil of Doom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Sigil of Intelligence: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Sigil of Leeching: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Life-stealing food buffs based on critical hits no longer affect gadgets.
  • A Mystic Forge recipe has been added to upgrade the Triforge Amulet to an ascended version with a utility infusion slot.
  • The Orichalcum vein in Southsun Cove is now a regular vein instead of a rich vein.
Profession Skills

General
  • Cancelling executing skills that have no recharge via the [Escape] key or stowing weapons will now trigger a 0.5-second cooldown for that skill.
  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players' stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.
  • Updated skill facts.
Elementalist
  • Fixed a bug that caused several spells, including Tornado, Arcane Shield, and most frequently Whirlpool, to sometimes fail to display any graphics.


  • Posted Image Arcane Power: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Arc Lightning: Fixed a bug which would cause this skill's animation effects to continue playing after the skill ended.


  • Posted Image Evasive Arcana: This trait no longer enables players to break knockback effects.


  • Posted Image Glyph of Renewal: Increased this skill's cast time while underwater from 1 second to 3.5 seconds.


  • Posted Image Ice Spikes [sic]: This skill now appropriately displays area-of-effect rings.


  • Posted Image Rock Spray: Skill facts for this skill now display the proper distance and bleed damage.


  • Posted Image Vapor Form: This skill will no longer allow players to rally off of kills that grant zero experience. This skill will now also properly restore death state on completion.
Engineer
  • Removed collision from engineer turrets that were causing player pathing issues.


  • Posted Image Elixir X: Fixed a bug where this skill's tooltip did not reflect the cooldown reduction from Fast-Acting Elixirs.


  • Posted Image Hair Trigger: Fixed a bug which prevented this trait from working correctly for some skills.


  • Posted Image Healing Turret: Fixed issues with this skill's description when the Deployable Turrets trait was equipped.


  • Posted Image Incendiary Ammo: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Reinforced Shield: Fixed a bug which prevented this trait from reducing Static Shield's cooldown if the Throw Shield skill was activated.


  • Posted Image Reserve Mines: This trait's area-of-effect rings now display the appropriate area that they can be triggered at.


  • Posted Image Speedy Gadgets: Fixed a bug that prevented this trait from reducing the cooldown of Throw Mine.


  • Posted Image Toss Elixir S: This skill will no longer remove transforms from players.
Guardian


  • Posted Image Absolute Resolution: This trait now functions with Battle Presence.


  • Posted Image Battle Presence: This trait no longer misses pulses or spams "immune" text.


  • Posted Image Empower: This skill now appropriately applies might for 10 seconds.


  • Posted Image Selfless Daring: This trait no longer enables players to break knockback effects.


  • Posted Image Shield of the Avenger: Fixed the damage displayed in this skill's Command variant.
  • Spirit weapons are now susceptible to attacks.


  • Posted Image Sword of Justice: Fixed the damage displayed the descriptions for this skill and its Command variant.


  • Posted Image Sword Wave: This skill is now able to strike gadgets that are low to the ground.


  • Posted Image Zealot's Flame: Added burning information to this skill's description.
Mesmer


  • Posted Image Cleansing Conflagration: This trait should now remove a condition at the beginning of The Prestige instead of at the end of the skill.


  • Posted Image Duelist's Discipline: This trait no longer reduces damage dealt by the Illusionary Duelist.


  • Posted Image Illusion of Life: This skill should no longer allow players to rally off of creatures that grant no experience.


  • Posted Image Portal Exeunt: Updated the skill fact of this skill to reflect the actual duration. Also added a description to the Portal Uses marker.
Necromancer
  • Fixed a bug that caused some minions to be overly aggressive.


  • Posted Image Mark of Evasion: This trait no longer enables players to break knockback effects.


  • Posted Image Necrotic Traversal: Fixed a bug which caused this skill's description to display an incorrect amount of poison damage.


  • Posted Image Spinal Shivers: Fixed a bug which caused this skill to enter its full cooldown if used when facing away from the target.
Ranger
  • Fixed a bug where aquatic ranger pets could sometimes get on land.
  • Drake Pet: This pet will now activate its Tail Swipe skill on a regular basis, and the casting time of that skill has been reduced by 1.25 seconds.


  • Posted Image Entangle: This skill's bleed effects now properly scale with condition damage and duration.


  • Posted Image Sharpening Stone: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Opening Strikes: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
Thief


  • Posted Image Leeching Venoms: This trait no longer affects gadgets.


  • Posted Image Shadow Refuge: Added a radius skill fact to this skill's description.


  • Posted Image Smoke Screen: This skill's blinding pulse no longer follows the thief.


  • Posted Image Spider Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Devourer Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Ice Drake Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Skale Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Basilisk Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.


  • Posted Image Assassin's Signet: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
Warrior


  • Posted Image Arcing Slice: Updated this skill's description to correctly state the boon it applies.


  • Posted Image Banner of Strength: This skill's descriptions have been updated.


  • Posted Image Banner of Discipline: This skill's descriptions have been updated.


  • Posted Image Banner of Tactics: This skill's descriptions have been updated.


  • Posted Image Empowered: This trait should now appropriately increase damage for the Stability boon.


  • Posted Image Reckless Dodge: This trait no longer enables players to break knockback effects.


  • Posted Image Vengeance: This skill is no longer able to rally a player off of kills that grant zero experience.
Structured Player vs. Player
  • Legacy of the Foefire: Fixed a bug that prevented certain melee skills from hitting the front red/blue base gates.
  • Legacy of the Foefire: Fixed a bug that allowed friendly and enemy projectile skills to penetrate the red/blue base gates.
  • Legacy of the Foefire: Red/blue keep NPCs have been modified to avoid spawning before the match start countdown begins.
  • Legacy of the Foefire: Red/blue lords have been modified to remove up to 3 conditions at the beginning of their heal skill.
  • Legacy of the Foefire: Red/blue guards and casters have been modified to engage enemies when the lord enters combat.
  • Battle of Kyhlo: Fixed a bug that could cause the repair kit to disappear after switching teams.
  • Heart of the Mists: Two unused glory vendors have been removed.
  • Fixed trebuchets not being targetable by ranged attacks after being repaired.
World vs. World
  • Siege is no longer usable while inside a WvW jumping puzzle.
  • Multiple areas have had their terrain adjusted to prevent players from bypassing gates and walls to get into objectives.
  • Superior siege will now be saved properly when maps restart.
  • In WvW, different types of loot chests will replace the bag drop depending on loot rarity. Players should now see bags for loot that is lower than uncommon rarity and chests for loot that is uncommon rarity or higher.
I
mprovements
  • Evon Gnashblade's Box ‘o Fun has been revamped and is now available in the Consumable category for the new low price of 1 for 80 gems or a bundle of 5 for 320 gems. The revamped design offers more control over what effect the box has on those that interact with it.
  • All weapon and armor skins now have the option to be converted to PvP skins. When activating a skin you will be given the choice to either apply the skin to a PvE item or convert the skin to a PvP-only item. Either action will consume the skin. This change applies to all unused weapon and armor skins in the game, regardless of when the skin was first released.
[/spoil]

and this isnt just a one time thing, every major update has that amount of fixes more or less. As for the amount of new content, helping out refugees and closing vents is just the start. Arenanet have already explained a number of times now that this will be a gradual evolving storyline. The first day or two it was just the refugee movement. The vents started appearing and sometimes they errupt and players have to close them to stop the nasties coming out. Then on the 2nd or the 3rd day all major cities appointed heralds and they moved in. Thats what happened so far. The story will continue to evolve with new things happening driving the story forward. They say they plan to have this going on for a large period of time (months). Personally I think its a great way to tell an evolving story. I have high hopes, will see how it plays out.

#35 Colly

Colly

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Posted 01 February 2013 - 09:48 AM

What annoys me is the new jewel sets at the Temple Orr karma vendors, Where are the Power/Vital/Cond dmg ones?. what is it with Anet and the attitude of "You have this or nothing".

#36 Rezo

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Posted 01 February 2013 - 10:00 AM

View PostXPhiler, on 01 February 2013 - 08:28 AM, said:

Lol OP are you serious hardly any fixes? The same patch that got the new content in the game also included the follow *few* fixes
[spoil]
Balance, Bug-Fixing, Polish

Dungeons

General
  • Fixed a bug where creatures in dungeons were no longer becoming invulnerable to players they couldn't reach.
  • Updated the costs of several dungeon reward items to be consistent with their costs in other dungeons. These include leggings, chestpieces, and shoulder armor from Ascalonian Catacombs; tridents and assorted armor pieces from Sorrow's Embrace; and focuses from Caudecus's Manor.
Fractals of the Mists
  • Swampland fractal: The tripwires have been rebuilt to reflect their names. Several have been lifted out of the ground and made more visible.
  • Fractal Marshes: The traps in the first area now scale with the difficulty scale of the fractal.
  • Fractals: Added day or night time to specific fractals. Day and night do not cycle.
  • Underwater Fractal: The Jelly boss will no longer try to devour NPCs like pets and minions before they try to eat players. If no players are around, it will eat NPCs.
  • Fixed various exploits and minor bugs.
Ascalonian Catacombs
  • Story—The Lovers: Reduced health for both bosses and damage from Ralena.
  • Story—Coffin Intro: Additional coffins cannot be interacted with once the boss shows up.
  • Story—Ranger: Damage has been reduced for the trap skill.
  • Story: Some enemy group compositions have been altered.
  • Story—Adelbern: Reduced damage and modified his melee attack.
  • Explorable—Detha's Chain: Decreased the recharge time for cannons in the final event and modified their attacks.
  • Explorable—Detha's Chain: Adjusted the respawn rate of the groups at the "Defend Detha and her traps" event.
Arah
  • Story: Reduced most veterans to regular strength during the ship events.
  • Story: Attacking dragons have reduced damage and no longer knock back on their flyover barrages.
  • Story: Zhaitan's acid pools do less damage.
  • Explorable: Fixed issues that may have prevented events from starting or ending properly across all paths in the dungeon when an NPC was potentially dying, reviving, or being interacted with.
  • Explorable—Seer Path: In the Dwayna fight, the sparks will now target players primarily, and their attacks have been adjusted in a way that should make them chase the player as initially intended.
Citadel of Flame
  • Story: The Baelfire fight now has a safety net in case players fall off. If players die in a dangerous area, their body is teleported to a safe location for players to revive.
  • Story—Forgefire Armory Boss: This boss's damage has been reduced.
  • Story—Bolok Barracks Boss: The group composition of the reinforcements summoned by Bolok Barracks boss has been modified.
  • Explorable—Magg's Chain: The event to defend Magg while he plants a bomb has been rebuilt.
  • Explorable—Magg's Chain: The respawn rate of creatures in the magma field has been adjusted.
  • Explorable—Rhiannon's Chain: The torch event at the start has been adjusted to only require 3 torches instead of 5; enemy groups have also been adjusted accordingly.
Sorrow's Embrace
  • Explorable—Inquest Path: The infinitely spawning waves have been adjusted to no longer spawn when fighting with the golem miniboss. They will continue once the golem event completes. The group compositions were also adjusted to add more variation.
Crucible of Eternity
  • Explorable—Evolved Destroyer: This enemy's health has been reduced. The time window before the shield turns back on has been increased.
  • Explorable—Subject Alpha (All): The enemy's health has been reduced.
Twilight Arbor
  • Explorable: Leurent's Elite Guard shields have been fixed so they no longer deal damage after they disappear.
  • Explorable—Leurent Boss Encounter: The group composition has been adjusted.
  • Explorable—Worm Boss: Spit puddles have reduced damage, but more puddles are created with each attack.
Honor of the Waves
  • Explorable: Aldus Stormbringer adds are no longer veterans and have adjusted respawn times.
  • Explorable: Aldus's invulnerability shield now properly decrements to melee and area attacks.
  • Updated the effect for the Cone of Cold skill used by Controller Andal to match the area affected by the skill when he turns.
World Polish – Orr

General
  • Uncontested waypoints have been added to Cursed Shore and Straits of Devastation. Players that have already achieved map completion will retain it without having to discover these new waypoints.
  • Updates have been made to the small statues to the human gods throughout Orr.
    • New map icons to indicate the location and status of the statues have been added. Mousing over the icon will display more detailed information.
    • The visual effect surrounding each of the god statues has been updated to be more noticeable and to more accurately reflect the range of its influence.
  • Various Risen creatures have had their animations and size updated.
  • The music that plays during key events that take place at the Orrian temples to the gods and the Gate of Arah has been updated.
  • The difficulty of events to claim and defend the Orrian temples and the Gates to Arah will now scale to accommodate a larger number of players.
  • The visual impact of taking control of the Orrian temples has been increased.
  • Various Risen creatures have had their skills adjusted to use fewer crowd-control skills.
  • Fixed a bug that prevented the "Arah Waypoint" from updating properly when the gate to Arah was open in Cursed Shore. This also caused the Arah dungeon marker to erroneously display as contested. The gate to Arah should only be closed when the events leading up to it are active.
Events
  • Grenth Temple Chain
    • "Use portals to fight shades, slay the Champion Risen Priest of Grenth, and protect Keeper Jonez Deadrun."
      • Clarified event text to provide more guidance on event mechanics.
      • Updated enemy waves that appear when the priest reaches certain life totals.
      • Added several new abilities to the Champion Risen Priest of Grenth.
      • Fixed an issue that would cause enemies to stop spawning if waves were killed in the wrong order.
      • Adjusted enemy wave compositions, start locations, and respawn times.
      • Adjusted the stacks of corruption that enemy shades apply to players during the fight.
      • Updated the visual appearance of the portals to Grenth's domain and the effect applied to players who step in.
    • Fixed a bug that prevented the Risen Priest of Grenth from attacking properly during the event "Stop the Risen Priest of Grenth from retaking the Cathedral of Silence."
    • Fixed a bug that would cause Pact troops to stall at points in the event chain.
  • Dwayna Temple Chain
    • Adjusted the difficulty of the events that take place inside of the temple.
    • Updated the skills for the Risen Priestess of Dwayna.
    • Updated the skills for the Statue of Dwayna.
    • Adjusted the terrain within the Cathedral of Zephyrs.
    • Added a boss camera during the fight with the Statue of Dwayna.
  • Melandru Temple Chain
    • Updated the Risen Priest of Melandru's skill set.
    • Updated the music that plays during the boss fights.
    • Adjusted the terrain inside the Cathedral of Verdance to allow for better creature and player movement.
    • Added more noticeable environmental effects to the temple's contested and uncontested states.
    • Updated the participation rewards for the event "Defend the Pact interruptor from Risen attacks" to be more consistent with holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
  • Lyssa Chain
    • Adjusted the difficulty of the events to take over and defend the Cathedral of Eternal Radiance.
    • Fixed a bug that prevented the force field surrounding the Risen Priestess of Lyssa from resetting properly.
  • Balthazar Chain
    • Adjusted the strength of the Risen Priest of Balthazar's skills.
    • Adjusted the number and compositions of enemies that appear during events to take over and defend the Cathedral of Silence. [sic]
  • Promenade Chain
    • Updated the participation rewards for the event "Ensure that the Pact holds the Gates of Arah" to be consistent with the holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
    • Fixed a bug in the event "Aid the Pact soldiers around the airship wreck" that would cause the event to restart prematurely.
    • Fixed a bug that could cause the Risen High Wizard to not flee after successfully defending the Pact camp at the Gates of Arah.
  • The Gladiator Chain
    • Adjusted the start and restart conditions for the event chain.
    • Adjusted the difficulty scaling of the events.
    • Added visual effects to the event area and Risen creatures featured in the event.
  • Changed the starting condition and location of the event "Kill the Risen broodmother."
Items & Rewards
  • A new Orrian Jewelry Box has been added to karma vendors across Orr.
  • The item "Heavy Moldy Bag" has been updated to drop more frequently.
  • Various Risen creatures have had their loot tables updated to provide more varied crafting materials.
  • The karma vendors featured in temple chains offer new exotic wares.
World Polish – Other

General
  • Fixed the descriptions for some armorsmithing packs that stated an incorrect level for the armor contained within the pack.
  • Fixed a bug that caused the Mystic Forge to give inappropriate rewards when given level 80 masterwork swords.
  • Updated the Moa Tonic's Screech skill description to correctly show only one daze stack.
  • Bandithaunt Caverns: It's no longer possible to create an infinite number of bombs in the caves.
  • Locking your Windows User Account will no longer result in the Guild Wars 2 launcher being invisible.
  • Trait buffs are no longer reapplied after being resurrected while in a transformation that disables traits.
  • Renown regions now reward karma upon completion.
  • The contacts list has been significantly improved to enhance performance in crowded maps and for players with many followers and friends.
  • Loot interactions now take higher priority than mesmer portals.
  • Fixed a bug that could cause rectangular skills to fail to hit the correct targets.
  • Fixed a bug that could cause chain skills to sometimes interrupt dodge rolls.
  • Fixed a bug that could cause projectiles to sometimes disappear if passing through a field that had expired.
  • Fixed a bug that allowed skills that steal or remove boons to manipulate effects that they were not intended to be able to affect.
  • Weapons now continue to grant bonus stats while bundles are equipped.
  • Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.
  • WvW & PvE: Our culling system has been updated to use affinity culling, which favors allowing players to see important enemies regardless of the local player population density.
  • Lionguard Lyns has returned to Lion's Arch but no longer has Black Lion Keys available. Donations toward the rebuilding of Lion's Arch will continue to be accepted until late February, at which time Lionguard Lyns must return to her normal Lionguard duties. Liquidate those Captain's Commendations while you can.
  • Golem in a Box has been updated to have a 20-second recharge and has been disabled in WvW.
  • In PvE, if a player is awarded loot by killing a creature and the loot is of uncommon rarity or higher, a chest will appear that contains the loot that would previously have been on the corpse. If the rarity of the loot on the creature is lower than uncommon, the loot will remain on the creature's corpse.
Events
Items
  • Visual effects on some legendary weapons have been polished:
    • Eternity: Fixed a bug that caused the Sunrise effects to play on the Twilight version of the sword.
    • The Moot: Added visual-effects polish and footfalls.
    • Kamohoali'i Kotaki: Added visual-effects polish.
    • Frenzy: Added visual-effects polish.
    • Kraitkin: Added visual-effects polish.
    • Quip: Added visual-effects polish and footfalls.
    • The Predator: Added visual-effects polish and footfalls; updated projectile and hit effects to match the weapon's look.
    • Howler: Added visual-effects polish and footfalls.
    • The Dreamer: Updated the projectile effect.
Personal Story
Skill Challenge
  • The terror of Ancient Shark Pistrix and his gang of "landsharks" has finally come to an end. Players will now interact with the corpse of Pistrix in his cave in Sparkfly Fen to complete this skill challenge.
Items
  • Fixed a bug that prevented Endless Halloween Tonics from being listed on the Trading Post.
  • All Halloween tonics have a two-second cooldown for removal.
  • Fixed an issue where some rebreather models would cause light armors to display incorrectly.
  • Transmuting weapons now preserves the higher rarity of the two items.
  • Sigil of Doom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Sigil of Intelligence: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Sigil of Leeching: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Life-stealing food buffs based on critical hits no longer affect gadgets.
  • A Mystic Forge recipe has been added to upgrade the Triforge Amulet to an ascended version with a utility infusion slot.
  • The Orichalcum vein in Southsun Cove is now a regular vein instead of a rich vein.
Profession Skills

General
  • Cancelling executing skills that have no recharge via the [Escape] key or stowing weapons will now trigger a 0.5-second cooldown for that skill.
  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players' stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.
  • Updated skill facts.
Elementalist
  • Fixed a bug that caused several spells, including Tornado, Arcane Shield, and most frequently Whirlpool, to sometimes fail to display any graphics.
  • Posted Image Arcane Power: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Arc Lightning: Fixed a bug which would cause this skill's animation effects to continue playing after the skill ended.
  • Posted Image Evasive Arcana: This trait no longer enables players to break knockback effects.
  • Posted Image Glyph of Renewal: Increased this skill's cast time while underwater from 1 second to 3.5 seconds.
  • Posted Image Ice Spikes [sic]: This skill now appropriately displays area-of-effect rings.
  • Posted Image Rock Spray: Skill facts for this skill now display the proper distance and bleed damage.
  • Posted Image Vapor Form: This skill will no longer allow players to rally off of kills that grant zero experience. This skill will now also properly restore death state on completion.
Engineer
  • Removed collision from engineer turrets that were causing player pathing issues.
  • Posted Image Elixir X: Fixed a bug where this skill's tooltip did not reflect the cooldown reduction from Fast-Acting Elixirs.
  • Posted Image Hair Trigger: Fixed a bug which prevented this trait from working correctly for some skills.
  • Posted Image Healing Turret: Fixed issues with this skill's description when the Deployable Turrets trait was equipped.
  • Posted Image Incendiary Ammo: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Reinforced Shield: Fixed a bug which prevented this trait from reducing Static Shield's cooldown if the Throw Shield skill was activated.
  • Posted Image Reserve Mines: This trait's area-of-effect rings now display the appropriate area that they can be triggered at.
  • Posted Image Speedy Gadgets: Fixed a bug that prevented this trait from reducing the cooldown of Throw Mine.
  • Posted Image Toss Elixir S: This skill will no longer remove transforms from players.
Guardian
  • Posted Image Absolute Resolution: This trait now functions with Battle Presence.
  • Posted Image Battle Presence: This trait no longer misses pulses or spams "immune" text.
  • Posted Image Empower: This skill now appropriately applies might for 10 seconds.
  • Posted Image Selfless Daring: This trait no longer enables players to break knockback effects.
  • Posted Image Shield of the Avenger: Fixed the damage displayed in this skill's Command variant.
  • Spirit weapons are now susceptible to attacks.
  • Posted Image Sword of Justice: Fixed the damage displayed the descriptions for this skill and its Command variant.
  • Posted Image Sword Wave: This skill is now able to strike gadgets that are low to the ground.
  • Posted Image Zealot's Flame: Added burning information to this skill's description.
Mesmer
  • Posted Image Cleansing Conflagration: This trait should now remove a condition at the beginning of The Prestige instead of at the end of the skill.
  • Posted Image Duelist's Discipline: This trait no longer reduces damage dealt by the Illusionary Duelist.
  • Posted Image Illusion of Life: This skill should no longer allow players to rally off of creatures that grant no experience.
  • Posted Image Portal Exeunt: Updated the skill fact of this skill to reflect the actual duration. Also added a description to the Portal Uses marker.
Necromancer
  • Fixed a bug that caused some minions to be overly aggressive.
  • Posted Image Mark of Evasion: This trait no longer enables players to break knockback effects.
  • Posted Image Necrotic Traversal: Fixed a bug which caused this skill's description to display an incorrect amount of poison damage.
  • Posted Image Spinal Shivers: Fixed a bug which caused this skill to enter its full cooldown if used when facing away from the target.
Ranger
  • Fixed a bug where aquatic ranger pets could sometimes get on land.
  • Drake Pet: This pet will now activate its Tail Swipe skill on a regular basis, and the casting time of that skill has been reduced by 1.25 seconds.
  • Posted Image Entangle: This skill's bleed effects now properly scale with condition damage and duration.
  • Posted Image Sharpening Stone: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Opening Strikes: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
Thief
  • Posted Image Leeching Venoms: This trait no longer affects gadgets.
  • Posted Image Shadow Refuge: Added a radius skill fact to this skill's description.
  • Posted Image Smoke Screen: This skill's blinding pulse no longer follows the thief.
  • Posted Image Spider Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Devourer Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Ice Drake Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Skale Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Basilisk Venom: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Posted Image Assassin's Signet: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
Warrior
  • Posted Image Arcing Slice: Updated this skill's description to correctly state the boon it applies.
  • Posted Image Banner of Strength: This skill's descriptions have been updated.
  • Posted Image Banner of Discipline: This skill's descriptions have been updated.
  • Posted Image Banner of Tactics: This skill's descriptions have been updated.
  • Posted Image Empowered: This trait should now appropriately increase damage for the Stability boon.
  • Posted Image Reckless Dodge: This trait no longer enables players to break knockback effects.
  • Posted Image Vengeance: This skill is no longer able to rally a player off of kills that grant zero experience.
Structured Player vs. Player
  • Legacy of the Foefire: Fixed a bug that prevented certain melee skills from hitting the front red/blue base gates.
  • Legacy of the Foefire: Fixed a bug that allowed friendly and enemy projectile skills to penetrate the red/blue base gates.
  • Legacy of the Foefire: Red/blue keep NPCs have been modified to avoid spawning before the match start countdown begins.
  • Legacy of the Foefire: Red/blue lords have been modified to remove up to 3 conditions at the beginning of their heal skill.
  • Legacy of the Foefire: Red/blue guards and casters have been modified to engage enemies when the lord enters combat.
  • Battle of Kyhlo: Fixed a bug that could cause the repair kit to disappear after switching teams.
  • Heart of the Mists: Two unused glory vendors have been removed.
  • Fixed trebuchets not being targetable by ranged attacks after being repaired.
World vs. World
  • Siege is no longer usable while inside a WvW jumping puzzle.
  • Multiple areas have had their terrain adjusted to prevent players from bypassing gates and walls to get into objectives.
  • Superior siege will now be saved properly when maps restart.
  • In WvW, different types of loot chests will replace the bag drop depending on loot rarity. Players should now see bags for loot that is lower than uncommon rarity and chests for loot that is uncommon rarity or higher.
I
mprovements
  • Evon Gnashblade's Box ‘o Fun has been revamped and is now available in the Consumable category for the new low price of 1 for 80 gems or a bundle of 5 for 320 gems. The revamped design offers more control over what effect the box has on those that interact with it.
  • All weapon and armor skins now have the option to be converted to PvP skins. When activating a skin you will be given the choice to either apply the skin to a PvE item or convert the skin to a PvP-only item. Either action will consume the skin. This change applies to all unused weapon and armor skins in the game, regardless of when the skin was first released.
[/spoil]

and this isnt just a one time thing, every major update has that amount of fixes more or less. As for the amount of new content, helping out refugees and closing vents is just the start. Arenanet have already explained a number of times now that this will be a gradual evolving storyline. The first day or two it was just the refugee movement. The vents started appearing and sometimes they errupt and players have to close them to stop the nasties coming out. Then on the 2nd or the 3rd day all major cities appointed heralds and they moved in. Thats what happened so far. The story will continue to evolve with new things happening driving the story forward. They say they plan to have this going on for a large period of time (months). Personally I think its a great way to tell an evolving story. I have high hopes, will see how it plays out.
If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.

Edited by Rezo, 01 February 2013 - 10:03 AM.


#37 LunarN

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Posted 01 February 2013 - 10:20 AM

View PostRezo, on 01 February 2013 - 10:00 AM, said:

If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.
You're correct. Player call things bugs, which really are only typing errors. Very buggy game, indeed.
Happens all the time, because some player just want to be "strongest there is" and don't even think about balance.

#38 XPhiler

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Posted 01 February 2013 - 10:44 AM

View PostRezo, on 01 February 2013 - 10:00 AM, said:

If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.

Fine 6 out of that huge list of bug fixes where just tool tip information. Nerfs / balancing issues are still game play fixes so I would say they still count. In anycase One of the bug fixes listed in that list was: Fixed various exploits and minor bugs, you can consider those two to even themselves out.

So wait, not sure I follow what you're saying now. Is what you're saying here that fixing a ton of stuff counts for nothing because there is still stuff to fix? Or are you saying that no matter how much content they release you'll consider them as not releasing anything until such time they fix every issue? cause in both cases I strongly disagree. Personally I think both new content and bug fixing is important and I like they concentrate on both at the same time.

#39 Coren

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Posted 01 February 2013 - 11:50 AM

I tend to avoid such childish topics but you're taking it too far. No bug fixes? Seriously? Last patch was mostly bug fixes and improvements. I've played since betas and and the amount that has been fixed is enormous. Bugs are expected in new games, but ANet is fixing them.

Go hide back under your bridge because I'm officially calling you a troll. And I'm going back to the altar of ANet to ritually sacrifice a holy animal because I'm a fanboy :D

Edited by Coren, 01 February 2013 - 11:52 AM.


#40 Sword Hammer Axe

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Posted 01 February 2013 - 12:03 PM

1: There were tons of bug fixes.
2: To make achievements more rewarding.
3: Rewards for stuff people are already doing so dailies are fun and not a chore.
4: Not sure I get your point on crafting.
5: Yes. F2P is not a sustainable business model without some other source of income.

#41 Afyael

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Posted 01 February 2013 - 03:28 PM

I've been critical of Anet in the past but fair play to them, they did sort out quite a few bugs last patch and gave engineer kits, weapon stats so you can't really complain on that front. However... their skill balancing is sorely lacking, hopefully they sort it out with the pvp patch next month...

#42 Korra

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Posted 01 February 2013 - 03:54 PM

Wait wait, they didn't fix any bug? Is the Ogre Boss at Ebeonhawke still bugged? Since headstart!

#43 Khlaw

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Posted 01 February 2013 - 03:58 PM

View PostTGIFrisbie, on 31 January 2013 - 09:52 PM, said:

Cause monkeys can use "tools" to create new content.  Real devs are required to break down code and find where bugs lie.  It's a matter of money.  Monkeys work for bananas.
This

#44 AzureRogue

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Posted 01 February 2013 - 04:16 PM

Man, this game blows, I spend a lot of time on it and can't find anything better to do with myself than complain about how annoyed with the developers I am.  Even though I myself have never developed, administered, or maintained an MMO, I can tell you that THESE people don't know what they're doing.  I would do a better job, I assume.  Development of games is simple if you know what you're doing.  Yet rather than be productive and make suggestions I would rather go to a fansite's forum and complain that things aren't being done exactly the way I want them to be.

^ SARCASM ^

The only thing more wasteful than whining that things aren't perfect in an online video game is making a post that sarcastically mocks people for having nothing better to do than whine about an online video game (ie. what I'm doing now).

#45 Calypso589

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Posted 01 February 2013 - 04:25 PM

View PostTGIFrisbie, on 31 January 2013 - 10:57 PM, said:

Uh for those of YOU new to this game, in a few months of no bug fixes you will see the point behind this OP.  Until then carry on at your anet altar.

Forum etiquette prevents me from outright calling you a name, because well.....you're being exactly the thing I have in my head.

That said, I'll simply post the most recent patch notes here and let your *expetive* speak for itself.

https://forum-en.gui...January-28-2013

#46 Verene

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Posted 01 February 2013 - 04:33 PM

View PostRezo, on 01 February 2013 - 10:00 AM, said:

If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.

Some of the fixes were tooltip info being updated. Some. Not most. Not even many. Only a very small number in that sea of updates were tooltip fixes. And I wonder how many of the things you say are nerfs are...bug fixes because of things not reacting properly in the first place and people assuming it was right.

Yes, a lot of things still need to be fixed...but there could be two more bugs they know about, or two hundred - that's still a significant number of fixes and updates they did there.

The January update wasn't meant to be an expansion's worth of content. What was said in the interview where the "expansion's worth of content" line came from was that the January and February content updates together would be about that much. ANet also said since that the January update was going to be a small update to set things in place for it.

#47 Red Sonya

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Posted 02 February 2013 - 02:01 AM

View PostNightblaze1, on 31 January 2013 - 10:00 PM, said:

Stop your freaking complaining. Agh, you remind me of annoying little toddlers! I am thoroughly enjoying this new content. I love the idea of these achievements, it supports the casual players that don't want to run stupid fractals or dungeons all the time to get the best gear. This is why I purchase and play GW2 to begin with, because it is a CASUAL game and was advertised that way. Gosh, you all knew what you were getting into.

That's why so many are leaving too. ;) This game might end up like Tabula Rasa or Auto Assault. ;)

#48 Razamis

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Posted 11 February 2013 - 06:34 PM

No Sub fee, thats why.

Many of us predicted this before the game launched. With no monthly sub fee, you get less content and less bug fixes. Those developers have to be paid, and sub fees gets the company FAR more then a cash shop.

I said right from the beginning this was going to happen, so its interesting checking in every now and then to see the game flundering exactly as predicted. GW2 is kind of a failed experiment. It doesnt mean everything they did was bad, but many of their "innovations" will not stick on the MMO genre.

-The removal of the trinity will be ignored by future MMOs, that was a bad addition for gameplay and group dynamics.

-Monthly subs + a good company = more content, and likely less bugs. Just look at the 5.2 patch for WoW coming out this month, thats more content then GW2 has received since launch, and this is just another patch for WoW.

Here is to waiting on Everquest Next, hopefully they can make a real next gen changer MMO, because GW2 did not.

Edited by Razamis, 11 February 2013 - 06:36 PM.


#49 Impmon

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Posted 11 February 2013 - 06:37 PM

I suspect the easy achievements are for those servers where cursed shore and surrounding areas are mostly depopulated by actual players.  On some servers you cannot do any of DE's in those area's.

#50 Guest 34905

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Posted 11 February 2013 - 06:54 PM

View PostRazamis, on 11 February 2013 - 06:34 PM, said:

No Sub fee, thats why.

Many of us predicted this before the game launched. With no monthly sub fee, you get less content and less bug fixes. Those developers have to be paid, and sub fees gets the company FAR more then a cash shop.

I said right from the beginning this was going to happen, so its interesting checking in every now and then to see the game flundering exactly as predicted. GW2 is kind of a failed experiment. It doesnt mean everything they did was bad, but many of their "innovations" will not stick on the MMO genre.

-The removal of the trinity will be ignored by future MMOs, that was a bad addition for gameplay and group dynamics.

-Monthly subs + a good company = more content, and likely less bugs. Just look at the 5.2 patch for WoW coming out this month, thats more content then GW2 has received since launch, and this is just another patch for WoW.

Here is to waiting on Everquest Next, hopefully they can make a real next gen changer MMO, because GW2 did not.

So MMO's are changing to F2P with cash-shop model why you know for sure that sub-fee brings more money?
And LOL at other MMo's bringing out more content, howmuch content did WoW put out the 12 months before MoP?
Let me tell you howmuch, in 14 months before MoP, WoW brought exactly 1 content update, while people payed a sub-fee every month.
Please tell me how Anet is behind that..

And how is it a failed experiment? TES:O is already following GW2 in combat, skills, character roles and PvP.. :)

View PostRed Sonya, on 02 February 2013 - 02:01 AM, said:

That's why so many are leaving too. ;) This game might end up like Tabula Rasa or Auto Assault. ;)

Except GW2 already sold over 3 million units, a number those games could only dream of.

#51 Astral Projections

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Posted 11 February 2013 - 08:09 PM

View PostRazamis, on 11 February 2013 - 06:34 PM, said:

No Sub fee, thats why.
Many of us predicted this before the game launched. With no monthly sub fee, you get less content and less bug fixes. Those developers have to be paid, and sub fees gets the company FAR more then a cash shop.
I said right from the beginning this was going to happen, so its interesting checking in every now and then to see the game flundering exactly as predicted. GW2 is kind of a failed experiment. It doesnt mean everything they did was bad, but many of their "innovations" will not stick on the MMO genre.
-The removal of the trinity will be ignored by future MMOs, that was a bad addition for gameplay and group dynamics.
-Monthly subs + a good company = more content, and likely less bugs. Just look at the 5.2 patch for WoW coming out this month, thats more content then GW2 has received since launch, and this is just another patch for WoW.
Here is to waiting on Everquest Next, hopefully they can make a real next gen changer MMO, because GW2 did not.

A failed experiment? It's normal for a newly released game to lose people after the first month or so. Guild Wars 2 has sold 3 million units and the number of people logging in daily is rising after the expected drop.

http://www.pcgamesn....and-cat-potions
Quote:
First, a brief lesson in MMO-economics. Every MMO developer lives and breathes their concurrency curve. In the lifecycle of an MMO, you tend to see an early spike, where fresh faced players log in for the first time. That spike inevitably drops following launch: to a concurrency base. What happens next determines the future of the game. “For games that aren’t doing well, that core base over time slowly drops. A lot of them respond by going free-to-play, which causes them to spike back up and hit a new concurrency base.

There are a few games that have managed to grow their concurrency base in the period following launch. World of Warcraft. Eve Online. And now Guild Wars 2.

"We hit our flat concurrency numbers back in November, and we’ve consistently grown every single week for the past five weeks,” says Colin. “Our core concurrency base that we hit back in November was really exciting - but to see that number going up is really, really exciting. especially because a lot of the pieces that will make the game more exciting are coming in January, February and March.”



#52 Dirame

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Posted 11 February 2013 - 08:15 PM

View Postkanaxais_scythe, on 31 January 2013 - 08:42 PM, said:

can anyone explain to me why we keep having monthly content additions and hardly any bug fixes? on top of that they felt the need to add yet another currency tot he game which isn't needed.

They did fix some bugs, you should do some more reading of the patch notes.

View Postkanaxais_scythe, on 31 January 2013 - 08:42 PM, said:

the new acievements are also a joke as they reward players for things they should already be doing such as ressing and dodging.  also more stuff added to the gem store, are they that desparate for cash?

Do you understand the thing game designers like to describe as "rewarding players for playing well"? That's pretty much it and the fact that many people didn't know how to dodge in the first place, shows that the achievement was needed.

View Postkanaxais_scythe, on 31 January 2013 - 08:42 PM, said:

also more stuff added to the gem store, are they that desparate for cash?

So they shouldn't add stuff you don't need to buy for those people who want to buy it? And they shouldn't make money? You're making no sense with that statement.

#53 ak1287

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Posted 11 February 2013 - 10:31 PM

Well, it's nice to see Red Sonya and Raz can still make shitty arguments with no factual backing.

#54 Juanele

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Posted 11 February 2013 - 10:45 PM

View PostRazamis, on 11 February 2013 - 06:34 PM, said:

blah blah subscription model the best...

Here is to waiting on Everquest Next, hopefully they can make a real next gen changer MMO,

EQ Next will be free to play, Smedley is a huge fan of that model.

#55 mdapol

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Posted 11 February 2013 - 10:55 PM

View PostAlex Dimitri, on 31 January 2013 - 10:17 PM, said:

And what is exactly new content, except that refugee "thingy" i haven`t seen anything else, am i missing something ?
Was i the only one expecting some new maps and actual "new" stuff ?

Are you expecting an entire new zone every few months? Are you expecting Cantha and Elona expansions in the next few years? If so I think you're delusional. No offense. Not meant as an insult seriously; no other adjective fits the observed behavior.

Your expectations are the problem.  No one promised anything. You just made expectations and get disappointed when the company doesn't deliver.  Who's fault is that?

#56 Alex Dimitri

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Posted 12 February 2013 - 12:17 AM

View Postmdapol, on 11 February 2013 - 10:55 PM, said:

Are you expecting an entire new zone every few months? Are you expecting Cantha and Elona expansions in the next few years? If so I think you're delusional. No offense. Not meant as an insult seriously; no other adjective fits the observed behavior.

Your expectations are the problem.  No one promised anything. You just made expectations and get disappointed when the company doesn't deliver.  Who's fault is that?

What expectations dude ? They gave us half of the game, and if you consider opening maps that should be already available in game "expansion" :P then we do not share opinions !
I expect only what every one should and that is complete Tyria, if we look at the map we barely have opened 45% of maps, it may be that rest of the maps are "work in progress" but if they come up with few and call that expansion i`m gonna feel cheated !!!

#57 mdapol

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Posted 12 February 2013 - 01:14 AM

View PostAlex Dimitri, on 12 February 2013 - 12:17 AM, said:

What expectations dude ? They gave us half of the game, and if you consider opening maps that should be already available in game "expansion" :P then we do not share opinions !
I expect only what every one should and that is complete Tyria, if we look at the map we barely have opened 45% of maps, it may be that rest of the maps are "work in progress" but if they come up with few and call that expansion i`m gonna feel cheated !!!

By your definition I 'expect' the same as you - a complete Tyria.  However I see a complete Tyria and you do not.  That's because you and I have different expectations.

Isn't Tyria more than just the one continent?  What about all the other continents, islands etc beyond the one continent we are on? Why not the entire planet? Down to the one meter scale?  That would only be about 30,000 zone maps. They should have this ready by Easter, right?

#58 Craywulf

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Posted 12 February 2013 - 01:27 AM

I think this topic would move along better if the the specific bug was brought to light that kanaxais_scythe wishes to be fixed. Otherwise this thread is a generalizing cesspool of whining.

Edited by Craywulf, 12 February 2013 - 01:27 AM.


#59 Red Sonya

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Posted 12 February 2013 - 03:21 PM

View PostGilles VI, on 11 February 2013 - 06:54 PM, said:

So MMO's are changing to F2P with cash-shop model why you know for sure that sub-fee brings more money?
And LOL at other MMo's bringing out more content, howmuch content did WoW put out the 12 months before MoP?
Let me tell you howmuch, in 14 months before MoP, WoW brought exactly 1 content update, while people payed a sub-fee every month.
Please tell me how Anet is behind that..

And how is it a failed experiment? TES:O is already following GW2 in combat, skills, character roles and PvP.. :)



Except GW2 already sold over 3 million units, a number those games could only dream of.

Selling and "maintaining" enough population to continue to reap revenue and benefits is another thing though. The consensus isn't as popular as GW1 was in its beginnings. It's like Diablo III I bought it too but I don't still play it....piece of garbage much like this one turned out to be.

#60 Alex Dimitri

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Posted 12 February 2013 - 04:06 PM

View Postmdapol, on 12 February 2013 - 01:14 AM, said:

By your definition I 'expect' the same as you - a complete Tyria.  However I see a complete Tyria and you do not.  That's because you and I have different expectations.

Isn't Tyria more than just the one continent?  What about all the other continents, islands etc beyond the one continent we are on? Why not the entire planet? Down to the one meter scale?  That would only be about 30,000 zone maps. They should have this ready by Easter, right?

Dude i din`t expect them to open Cantha & Elona with release :P !
I`m just stating that we have places with names "zones" big ones at that on current map of Tyria yet they don`t open them and i`m wondering why ? And please i don`t want to sound bad but "frack" the fanboy attitude i like you and many others payed for "finished" product not half of something !
I`m disappointed that`s all, been stuck on 3 Orr maps and one Norn (with 8 characters) i just one to explore something new do some different events "change of scenery" if you want to call it like that.




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