You still see "SERVERNAME Invader" instead of an actual name, and you do get more experience for targets that have been alive longer.
Large fights are incredibly different now. I only played a couple of hours so far but things like scouting and making an effort to flank and out-maneuver the enemy forces actually work.
Also the changes seem to have increased my overall fps performance in large battles, which was a welcome surprise.
I noticed this too.
I'm wondering if all the extra disk access and cpu cycles spent on loading and unloading objects/textures was affecting overall performance, just loading everything is making things run smoother.
I went from 20fps prepatch in a large zergfight to about 32fps post patch in the same situation, except i can see everything now.
The cool thing about the culling fix is how far away you can see them coming. I mean, that's the point of the fix generally, but seeing a swarm of enemies really far away is pretty damn neat. The battles feel very epic now.
I noticed last night during the Living Story that they were not cutting to the 'conversation screens' like they used to. It seems like maybe they are making some steps towards a more cinematic story-telling?
I'm probably one of the few people that liked the "story-book" style of dialog. The problem is, the writing/voice acting didn't match the storybook style. It was all too modern in its tone and humor to fit the story-book imagery. Its a technique I think could work very well, just with a different type and tone of story than what Anet does.
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reVerseAttack and Dethrone GodRegistered Userregular
I noticed last night during the Living Story that they were not cutting to the 'conversation screens' like they used to. It seems like maybe they are making some steps towards a more cinematic story-telling?
I'm probably one of the few people that liked the "story-book" style of dialog. The problem is, the writing/voice acting didn't match the storybook style. It was all too modern in its tone and humor to fit the story-book imagery. Its a technique I think could work very well, just with a different type and tone of story than what Anet does.
It's not a story book style, it's a cheap ass low budget anime JRPG style. It works when you've got a bunch of little sprite guys and the talking heads are basically concept art, but the moment you try to use it with high definition polygon models with actual animations and whatnot the whole thing falls apart like a dried up dog poop fortress being pummeled by a thousand black dildos.
I noticed last night during the Living Story that they were not cutting to the 'conversation screens' like they used to. It seems like maybe they are making some steps towards a more cinematic story-telling?
I'm probably one of the few people that liked the "story-book" style of dialog. The problem is, the writing/voice acting didn't match the storybook style. It was all too modern in its tone and humor to fit the story-book imagery. Its a technique I think could work very well, just with a different type and tone of story than what Anet does.
It's not a story book style, it's a cheap ass low budget anime JRPG style. It works when you've got a bunch of little sprite guys and the talking heads are basically concept art, but the moment you try to use it with high definition polygon models with actual animations and whatnot the whole thing falls apart like a dried up dog poop fortress being pummeled by a thousand black dildos.
Again, context matters. Its a style that could have worked well with their more painterly effect, except they toned that aspect down and then paired it with conversation that should have be more cinematic. It did need more, I don't think it should have been as static as it was, with each side just standing there. What Anet should have done was make it more like the the concept art cutscenes - keep it stylized (in the sense of not a literal scene), and present the speakers in more than just a paired off view.
They can't do the storybook style with YOU in it like they currently do. They would need an art file for each possible look of every race, gender, armor type, and armor PIECE. This style just uses your normal model.
They can't do the storybook style with YOU in it like they currently do. They would need an art file for each possible look of every race, gender, armor type, and armor PIECE. This style just uses your normal model.
I think the stuff in the opening cinematic (with lots of artwork being drawn on the screen and then your character appearing near the end of it going all "and this is my story" and the last cinematic after Orr (with the whole gang walking towards the camera and another one with everyone looking over the sea) are a great example of what's currently possible. I'm going to assume it's just too time-consuming and expensive to do more of this, but I really enjoyed it (and I took lots of screenshots )
They can't do the storybook style with YOU in it like they currently do. They would need an art file for each possible look of every race, gender, armor type, and armor PIECE. This style just uses your normal model.
I think the stuff in the opening cinematic (with lots of artwork being drawn on the screen and then your character appearing near the end of it going all "and this is my story" and the last cinematic after Orr (with the whole gang walking towards the camera and another one with everyone looking over the sea) are a great example of what's currently possible. I'm going to assume it's just too time-consuming and expensive to do more of this, but I really enjoyed it (and I took lots of screenshots )
Yeah that kind is pretty neat. I like it a fair amount. Whenever I play SWTOR though I wish GW2 had the same type of cutscene and dialogue. It's just so good and fun.
I noticed last night during the Living Story that they were not cutting to the 'conversation screens' like they used to. It seems like maybe they are making some steps towards a more cinematic story-telling?
I'm probably one of the few people that liked the "story-book" style of dialog. The problem is, the writing/voice acting didn't match the storybook style. It was all too modern in its tone and humor to fit the story-book imagery. Its a technique I think could work very well, just with a different type and tone of story than what Anet does.
I liked it for conversations. It's just that it removed all action from cutscenes because all cutscenes just became a conversation. They were gorgeous but when you don't see any action happening they grew a bit stale.
They can't do the storybook style with YOU in it like they currently do. They would need an art file for each possible look of every race, gender, armor type, and armor PIECE. This style just uses your normal model.
I think the stuff in the opening cinematic (with lots of artwork being drawn on the screen and then your character appearing near the end of it going all "and this is my story" and the last cinematic after Orr (with the whole gang walking towards the camera and another one with everyone looking over the sea) are a great example of what's currently possible. I'm going to assume it's just too time-consuming and expensive to do more of this, but I really enjoyed it (and I took lots of screenshots )
Yes. I was really disappointed when the storybook style didn't quite carry through the entire game. Thematically it really got me interested and excited pre-launch, but I don't think they followed through on execution.
We actually do the Commendation runs[The ones for Guildies that cannot make the prime run] that way. Only one target so everyone just piles the lowest level zone target on our list of targets.
See I thought we Pre-Scouted just to make sure we got it, cause other wise we are going to fail a few times [SAO has failed multiple times even pre-scouting because of that damn Gendarran Fields Target]. But hey if as a guild we are alright with the hectic struggle we could always do that as well.
Whatever is fun.
Until we unlock everything it's important that we succeed so that we get all possible merits. Once we unlock all the mission types, we can do them however we want. But it sucks to fail, SAO has unfortunately been in that position several times and it's putting them behind the curve on unlocks.
I've got a really busy few days though, so I'm unlikely to get any worthwhile time until about next weekend. I'm also now on UK time and on a slightly ropey connection, so we'll see how that goes.
They can't do the storybook style with YOU in it like they currently do. They would need an art file for each possible look of every race, gender, armor type, and armor PIECE. This style just uses your normal model.
They could have, maybe with some filters, and as I pointed out, they had kept closer to their idea of a more painterly look. "Painterly" mainly got thrown back to the UI and some aspects of the world (terrain, some buildings, a few odds and ends).
Again, understand, I'm not defending the cutscene style in the context it was eventually used. I agree it comes across really badly. But the concept itself is not bad, Anet just used it wrong. If they're going to have the sort of dialog, tone and overall plot they had - it was a bad choice. Its another example of how Anet tried for some weird hybrid/middle ground and ended up with something that pleased very few.
hammer warrior's are good out in wvw right? since ranger makes me sad... and i made a warrior because ranger made me sad, i figured i should just spam AC to get me some weapons and then roll out with a group and hammer fools.
hammer warrior's are good out in wvw right? since ranger makes me sad... and i made a warrior because ranger made me sad, i figured i should just spam AC to get me some weapons and then roll out with a group and hammer fools.
The glory days of rolling with @Badwrong being hammer bros makes me smile. It is viable as a weapon for sure, but it will not likely be the main staple of what you do. It has really high single hit damage, but attacks slow. As long as you hit your first two of the chain combo, the third one is going to hit some fools.
I do feel the knockback on hammer 4 is a bit low and hard to hit moving targets with. One of the two of those should be improved.
Short answer is: Yes!
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BethrynUnhappiness is MandatoryRegistered Userregular
Hammer warriors are one of the core parts of a 20+ player engagement due to the AoE stun nature of their Burst ability, yes.
We actually do the Commendation runs[The ones for Guildies that cannot make the prime run] that way. Only one target so everyone just piles the lowest level zone target on our list of targets.
See I thought we Pre-Scouted just to make sure we got it, cause other wise we are going to fail a few times [SAO has failed multiple times even pre-scouting because of that damn Gendarran Fields Target]. But hey if as a guild we are alright with the hectic struggle we could always do that as well.
Whatever is fun.
Until we unlock everything it's important that we succeed so that we get all possible merits. Once we unlock all the mission types, we can do them however we want. But it sucks to fail, SAO has unfortunately been in that position several times and it's putting them behind the curve on unlocks.
We can still get the merits by doing the bounties in a fun way.
We actually do the Commendation runs[The ones for Guildies that cannot make the prime run] that way. Only one target so everyone just piles the lowest level zone target on our list of targets.
See I thought we Pre-Scouted just to make sure we got it, cause other wise we are going to fail a few times [SAO has failed multiple times even pre-scouting because of that damn Gendarran Fields Target]. But hey if as a guild we are alright with the hectic struggle we could always do that as well.
Whatever is fun.
Until we unlock everything it's important that we succeed so that we get all possible merits. Once we unlock all the mission types, we can do them however we want. But it sucks to fail, SAO has unfortunately been in that position several times and it's putting them behind the curve on unlocks.
We can still get the merits by doing the bounties in a fun way.
But it is far less efficient/effective. We're going to have to start killing the champs with minimal people, which can be problematic depending on the target (COUGHDIPLOMATTARBANCOUGH)
Wow, I'm lovin' the daily/monthly karma jugs. Really makes up for the karma void when there's not a big daisy chain Orr event zerg around. Finally got around to doing a story dungeon which went well; plan to do the rest of those ASAP then read up on explorables. Started doing a level 1 fractal, got the one with the hammer, and the colossus, and the windy, jumpy ramps. That did not go as well. That did not go well at all. =P
I guess my next big step is exotic gear/weapons? I have rare ravager pieces with a pair of rare pistols, which feels like a good start, but now I just have to start amassing laurels/tokens and finding/crafting exotics that suit me to upgrade.
hammer warrior's are good out in wvw right? since ranger makes me sad... and i made a warrior because ranger made me sad, i figured i should just spam AC to get me some weapons and then roll out with a group and hammer fools.
It physically pains me to say that my lowbie warrior felt more fun playing as ranged than my 80 ranger ever did. Although, I did have fun playing my ranger as melee.
Rangers have had several changes, but let's have @reVerse sum it up for you...
Rangers is dog poop.
+3
BethrynUnhappiness is MandatoryRegistered Userregular
Rangers are okay, but for PvP their basic problem is that they're shoehorned into 3 weapons (Greatsword, Sword and Shortbow) and they don't have very many utility or traiting options.
In PvE, they're on the same tier as everything that isn't a GS Zerker warrior; they work fine most of the time. Good pet management goes a long way to being an effective ranger.
...and of course, as always, Kill Hitler.
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reVerseAttack and Dethrone GodRegistered Userregular
edited March 2013
Ranger problems stem from lackluster utility skills (oh hey spirits and traps and shouts, you still useless? great, keep on keeping on), pets made out of wet cardboard (unless specced 30 points beastmastery) with shit AI and slow F2 activation, and a lot of their weapon skills being deliberately tuned down because the pet actually hits pretty hard when it randomly chooses not to die in one or two hits. Also, like with most classes, their traits are for the most part completely awful.
It's a real shame too because a lot of the ranger weapon kits are pretty solid and fun, and there are some good concepts in the overall class design, but the power and effectiveness just isn't there.
I'm talking PvE here. I don't play player vs bunker.
Everything mentioned about the Ranger had a hand in me eventually leaving after hitting 80. Kinda like, "Shit, I got in the wrong line." TBH, the F2 responsivness REALLY did the class in for me. I still like the mechanics and idea of the class, but the execution leaves too much to be desired to come back and main one.
Posts
Sigh. I'm busy tonight. I'm never going to get commendations at this rate.
Have fun, guys and gals!
I noticed this too.
I'm wondering if all the extra disk access and cpu cycles spent on loading and unloading objects/textures was affecting overall performance, just loading everything is making things run smoother.
I went from 20fps prepatch in a large zergfight to about 32fps post patch in the same situation, except i can see everything now.
Also havent felt the soundbug yet.
What self respecting chef WOULDN'T want to be able to produce a full buffet table on command?
Assuming I don't get banned for yelling at everyone "THE OMNOMBERRY BARS ARE ****ING RAW!!!"
I'm probably one of the few people that liked the "story-book" style of dialog. The problem is, the writing/voice acting didn't match the storybook style. It was all too modern in its tone and humor to fit the story-book imagery. Its a technique I think could work very well, just with a different type and tone of story than what Anet does.
It's not a story book style, it's a cheap ass low budget anime JRPG style. It works when you've got a bunch of little sprite guys and the talking heads are basically concept art, but the moment you try to use it with high definition polygon models with actual animations and whatnot the whole thing falls apart like a dried up dog poop fortress being pummeled by a thousand black dildos.
Again, context matters. Its a style that could have worked well with their more painterly effect, except they toned that aspect down and then paired it with conversation that should have be more cinematic. It did need more, I don't think it should have been as static as it was, with each side just standing there. What Anet should have done was make it more like the the concept art cutscenes - keep it stylized (in the sense of not a literal scene), and present the speakers in more than just a paired off view.
They can't do the storybook style with YOU in it like they currently do. They would need an art file for each possible look of every race, gender, armor type, and armor PIECE. This style just uses your normal model.
e: sorry to be clear when you're saying a storybook style are you talking about an anime style as mentioned above or something?
I think the stuff in the opening cinematic (with lots of artwork being drawn on the screen and then your character appearing near the end of it going all "and this is my story" and the last cinematic after Orr (with the whole gang walking towards the camera and another one with everyone looking over the sea) are a great example of what's currently possible. I'm going to assume it's just too time-consuming and expensive to do more of this, but I really enjoyed it (and I took lots of screenshots
Yeah that kind is pretty neat. I like it a fair amount. Whenever I play SWTOR though I wish GW2 had the same type of cutscene and dialogue. It's just so good and fun.
I liked it for conversations. It's just that it removed all action from cutscenes because all cutscenes just became a conversation. They were gorgeous but when you don't see any action happening they grew a bit stale.
Yes. I was really disappointed when the storybook style didn't quite carry through the entire game. Thematically it really got me interested and excited pre-launch, but I don't think they followed through on execution.
Until we unlock everything it's important that we succeed so that we get all possible merits. Once we unlock all the mission types, we can do them however we want. But it sucks to fail, SAO has unfortunately been in that position several times and it's putting them behind the curve on unlocks.
So you're gonna play now, right?
RIGHT? :P
Updating as I type!
I've got a really busy few days though, so I'm unlikely to get any worthwhile time until about next weekend. I'm also now on UK time and on a slightly ropey connection, so we'll see how that goes.
They could have, maybe with some filters, and as I pointed out, they had kept closer to their idea of a more painterly look. "Painterly" mainly got thrown back to the UI and some aspects of the world (terrain, some buildings, a few odds and ends).
Again, understand, I'm not defending the cutscene style in the context it was eventually used. I agree it comes across really badly. But the concept itself is not bad, Anet just used it wrong. If they're going to have the sort of dialog, tone and overall plot they had - it was a bad choice. Its another example of how Anet tried for some weird hybrid/middle ground and ended up with something that pleased very few.
The glory days of rolling with @Badwrong being hammer bros makes me smile. It is viable as a weapon for sure, but it will not likely be the main staple of what you do. It has really high single hit damage, but attacks slow. As long as you hit your first two of the chain combo, the third one is going to hit some fools.
I do feel the knockback on hammer 4 is a bit low and hard to hit moving targets with. One of the two of those should be improved.
Short answer is: Yes!
We can still get the merits by doing the bounties in a fun way.
But it is far less efficient/effective. We're going to have to start killing the champs with minimal people, which can be problematic depending on the target (COUGHDIPLOMATTARBANCOUGH)
I guess my next big step is exotic gear/weapons? I have rare ravager pieces with a pair of rare pistols, which feels like a good start, but now I just have to start amassing laurels/tokens and finding/crafting exotics that suit me to upgrade.
hammer shock + leg specialist = 8->
It physically pains me to say that my lowbie warrior felt more fun playing as ranged than my 80 ranger ever did. Although, I did have fun playing my ranger as melee.
Have they changed/updated rangers yet? Or is that still in the works?
And is TA still a pain to run? I never did finish getting my TA set. /cringe
Rangers is dog poop.
In PvE, they're on the same tier as everything that isn't a GS Zerker warrior; they work fine most of the time. Good pet management goes a long way to being an effective ranger.
It's a real shame too because a lot of the ranger weapon kits are pretty solid and fun, and there are some good concepts in the overall class design, but the power and effectiveness just isn't there.
I'm talking PvE here. I don't play player vs bunker.
I am convinced there are a lot of bad rangers.
When you run into a good one, I am convinced they cant be beaten 1 on 1 by any class (elementalist can draw, warrior/thief can run away).
Jump in, annoy people with evades, apply bleeding
In case of emergency:
Jump back with sword 2, turn, jump forward with sword 2, turn, roll back with lightning reflexes, shout "FUCK YOU"
I have yet to kill anyone, but getting people to chase me in annoyance is fun in its own right