We have identified the problem, and have reverted a change that was causing a lot of players to be unable to login. However, there is still an issue with players that were leaders of squads, right now they are unable to login (it may also be some other players).
We are working to address the issue as soon as possible.
We are aware of the issue and actively working on it. More info soon
Ok you should be able to try it now .
update – we have not yet activated the new Squad UI – doing final checks – please bear with us.
Well not to sound dismissive or cliche, but it is a beta test- and the issue we have been experiencing is something we only really see on the Live environment. So while we believe we have addressed the problem only having thousands of players hammer on it will really prove if we have rooted out all of the issues.
Thanks for helping us do that
We are kicking off an update shortly. It has been announced in game – check it out.
Bug Fixes:
- Fixed server crashes.
- Fixed bugs to unblock Raids in Beta Weekend Event.
As we continue to Beta test Raids and Enhanced squad UI functionality we may need to temporarily disable these features again without warning should more issues arise.
Thank you all for your patience to day. It’s been pretty crazy here, but I think we squashed all the major issues. Definitely let us know if you find any more. Glhf.
Since this has come back onto public radar recently, I’d like to take some time to better inform people about what’s what about the “no valid path to target” error and shadowsteps in general.
-Why was “no valid path to target” added as a mechanic?
The quick answer is that it wasn’t, contrary to popular belief. A message informing players about it was added, but shadowsteps failing because of an invalid path has been a thing since game launch. Read on to learn more about what is actually going on behind the scenes when this error message appears.
-What is a shadowstep?
A shadowstep is a teleport with validation on its destination point. This validation is only there to prevent exploits and has no other lore reasoning or whatnot.
As an aside, despite what skill text may claim , most “teleports” are actually shadowsteps. An actual teleport, such as what happens when you use a mesmer portal, does no validation.
-How does validation work?
Pathfinding is performed between your current position and the target point, using the same mechanism that AI uses for navigating. Specifically, this uses “navmesh”, which is derived from collision data (terrain, objects, etc that you can run into). Navmesh is automatically generated and represents the places where it is “safe” for NPCs to walk. Essentially, more complicated pathing tasks (“will I fit between these two rocks?” and so forth) are precalculated so that finding paths for NPCs on the fly doesn’t cost too much.
Speaking practically, shadowsteps make use of the navmesh for validation because it is the most reliable option that isn’t absurdly expensive. Still, it is the case that generated navmesh sometimes leads to results which can seem surprising. For example, you can get a valid path from the ground to the rooftop of the Kyhlo tower because of a walkway that wraps around the building, but can’t find one from the ground to an elevated rock because the sides of the rock are too steep. This apparent discrepancy is unfortunate but an inevitability of how the system works.
-When does this validation happen?
Some skills which will perform a shadowstep are flagged as needing to perform a path check on cast. When the client asks to activate such a skill, the server will do pathfinding to the target point first, before any activation costs are paid. Should pathfinding fail, the skill will be canceled and the “no valid path” error message will be sent to the client.
Additionally, for all skills which shadowstep (not just those that are flagged), this same validation will occur when the shadowstep action itself fires. The purpose of this validation is to stop exploits, whereas the previous check (if there was one) is only there to minimize player grief. It is important to note that, as shadowstep actions are driven by skill scripts, this later validation will happen after skill activation costs are paid.
Generally, for skills which preemptively path check, the second check should only fail for non-instant skills, and only when the delay between checks allows you to move from a valid position to an invalid position. Thief shortbow 5 in particular is the key offender here, given that the skill is used often and the missile has flight time.
As mentioned, not all skills which shadowstep will perform the preemptive pathing check, and there is some reasoning for why this happens or doesn’t happen. Broadly, skills which the user directly activates to perform a shadowstep, such as Blink, will do a path check first. It is expected that players would prefer to keep such a skill off cooldown if it’s going to fail anyway. Flipover skills, such as Shadow Return, do not path check first. Players may want to clear out the flipover skill right away, which would be hard to do if pathing kept failing.
Also, for skills with preemptive path checking, if you attempt to use such a skill which also happens to be a stun break while you are stunned/knocked down/etc, it will fire regardless of pathing success.
-Why does my shadowstep give me a path error now when it used to work from this same spot?
To help answer this, you should first know that there is fallback behavior for shadowsteps which uses what’s called “straight-line” pathing, should normal pathfinding fail. Basically, the pathfinding engine will go in the direction of the target point until it hits anything and then will stop immediately, so you end up with a really simple path that has just two points. Because of the easy failure condition, this is quite unreliable, as the path may go decently far or just a few inches, depending on what the navmesh looks like.
The straight-line pathing fallback was used by all shadowsteps before preemptive path checking was introduced. As a result, there were certainly times when you would fire your shadowstep and, despite not quite reaching your target point, still move some reasonable distance. However, this fallback behavior was as likely as not to move you a very short distance, and still at full skill cost of course.
Skills which preemptively path check will no longer do this fallback behavior, as pathing would pretty much always succeed, defeating the purpose of checking ahead of time (technically speaking, straight-line pathing almost never fails).
-Why doesn’t the shadowstep ground target marker go red when pathing will fail?
I’ve seen this suggestion come up a few times, and this is actually how preemptive path checking was originally intended to work. Unfortunately, navmesh data is not included on the client, and as such the only way to get the necessary information to color the ground target marker would be to continually poll the server. Having the server respond to client polls and do a bunch of pathing calculations on demand would be too expensive and too vulnerable to lag to be considered a good solution. Also consider that one of our ground targeting options, instant ground targeting, would have no marker to color in the first place.
The best compromise was, as mentioned, to flag skills which will perform shadowsteps as needing to do a path check on cast, and to have those skills stop early before costs are paid. This way players are at least not punished for the state of the navmesh, which they cannot see.
-Are any changes planned for shadowstep behavior?
As mentioned earlier, for skills which do a preemptive pathing check, there is a second validation which happens when the skill actually executes, and this second check can fail if you manage to move to an invalid spot in between the two. The first check will not allow a straight-line path fallback, as that would defeat the purpose of checking for a valid path ahead of time. However, currently if the first check happens, the second check also will not allow a straight-line path fallback. This means that if the first check passes but the second fails, skill costs will be paid but no shadowstep of any kind will occur. This is a bug and was never intended, and so is being fixed for Heart of Thorns release. The reasoning is that since costs have been paid, even a small shadowstep in the target direction is better than nothing at all.
They’re testing the fixes right now. Best I can offer!
Thanks for the update Paul. I know you can’t pin down an exact ETA, but can you share a ballpark estimate? Just something rough…an hour? later tonight? tomorrow?
So I could share with you the top of my head math I do as a producer, but at any point this can become null and void because we find something else and it would bore you to tears.
I can say we are working on this right now and aiming to get this fixed tonight. Believe me, I want the fix out as soon as possible so we can get you all back into raids ASAP.
We resolved the issue a couple of hours ago and I cleared all of the stuck matches. Y’all should be good to go now.
Please let me know if this isn’t the case.
Thanks!
Vox Machinum, 80
Hyper Threaded, 80
@Flumek – MMR should be adjusting normally regardless of the beta.
Thanks!
Ray
Vox Machinum, 80
Hyper Threaded, 80
Nearlight, Phaeton and Eleandra – it looks like you should all be unstuck now. Please let me know if this isn’t the case.
Thanks!
Vox Machinum, 80
Hyper Threaded, 80
Bug Fixes:
- Fixed server crashes.
I can categorically say that Raids were not deactivated because we were concerned some players made it past the trash mobs. We want the metrics from players actually playing the event – kind of hard to do that if we turn them off.
We actually disabled the Enhanced Squad UI because it was causing issues with chat channels throughout the game – however as entry to the raid is tied so closely to the squad UI, closing the raid was an unfortunate, but necessary side effect.
We are working to get the issues with the squad UI fixed as soon as possible – and when we do the Raids will reopen again. You will then all have the opportunity to help us gather the metric we need to provide the level of challenge you expect.
Until then we thank you for your patience.
Beta weekend newb question: Once you have HoT pre-purchased, what do you do to access beta? Is there a special beta client download I’m missing or something?
There’s no special client. You simply click the ‘Create Beta Character’ button from the character select screen. Beta character slots can be recognized because they have the word BETA across the picture of your character. Once you’ve created a beta character then you can use it like you would a normal character until the beta weekend ends.
It worked. I closed the game entirely, and waited 10 mins, came back in the game and wasnt stuck in a raid again
Thanks for sharing that tip, Pithus — very helpful.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Hey guys, if I log my character out will the beta char still be there? (kind of a dumb question sry)
Your beta characters will stay around and can be played until this Beta Weekend ends. After this weekend you will be able to see the beta character from your character select screen for a few days, but you will be unable to interact with the beta character. Then, sometime prior to October 23rd the beta characters and beta character slots will disappear.
Hey all. So….. As I’m sure you noticed we have a few bugs in relation to squads. The fix for this is a weird one.
You and everyone else in the squad you were in needs to stop attempting to login for roughly 15 minutes. After that amount of the time the squad should expire and things should be hunky-dory. We’re working on an actual for this right now.
cut!
Typo has been fixed.
Hi all,
As the third beta weekend has begun, let’s use this thread to compile feedback for the Reaper. All feedback is welcome, positive and negative… or anywhere in-between. Please continue to keep it constructive. We’re looking forward to hearing from you!
-Karl
I’ve cleared all of the stuck matches. Everyone should be good to go now.
Thanks!
Vox Machinum, 80
Hyper Threaded, 80
I got two mastery point related icons, and I clicked both of them. There is nothing above my mini map.
They are aware and looking into it.
Hello, Warriors of Tyria.
As the OP indicates, let’s use this thread to gather constructive Berserker feedback for BWE 3. Looking forward to hearing from ya!
-Karl
Hi!
Being as this thread’s already going, let’s continue to use it as the main place to gather feedback for BWE 3. Feel free to let us know how the chronomancer’s playing for you, good or bad. Please keep in mind that as we grow closer to the Heart of Thorns, we’re more able to action smaller changes than larger ones.
Thanks again for your constructive feedback!
-Karl
The issue is just that you have to click the second mastery point icon over the mini-map (there’s no messaging for that because it’s supposed to bring up a splash to click out of automatically). The dev is going to fix it so it brings up the splash for it automatically as it should.
“Technically” there’s nothing blocking here according to the developer and there is a work around. But it might be worse than anticipated and I’ll have the tester dig into it a little more.
(edited by Lauren Kamieniecki.6245)
Looking into the vault distance a bit today (noticed it as well whilst pvping).
Re: Weakening Charge- That’s sort of an intent for Weakening Strikes, in that against players and smaller creatures you have to work for your damage (positioning-wise)… While in encounters against larger creatures, high damage is easier to maintain. I’m not sure that it’ll keep that design, but at this point it’s fairly set.
Edit: Typo fix.
(edited by Karl McLain.5604)
Hi all,
Let’s use this thread as the main place for feedback, if possible. Please keep it constructive! We’ll be able to make a few changes between now and Heart of Thorns launch, but they will likely be smaller. We’ve already got some in testing, but I’ll talk about those a bit later.
So, if you’ve got feedback, send it on in! Animations are in-progress, you’ll notice that we’ve got a few stubs in for the dodge abilities. note: This isn’t all of the animations we’re working on, but further feedback on animations at this point (we’ve been locked down for quite a while) won’t be very useful. We’ll be looking at making smaller adjustments as time fades, so feedback in that area is definitely easier to action.
Enjoy the BWE!
-Karl
Per Gaile’s post we’ve had to temporarily disable enhanced squad UI.
https://forum-en.gw2archive.eu/forum/game/dungeons/Raids-Temporarily-Off-line
Bam!
Thanks everyone in advance for your constructive feedback. Please keep in mind that we’re getting close to day zero and that the smaller the change, the more likely we’ll be able to discuss and action that feedback. This isn’t the end, however. We’ll continue to make changes, when necessary, after HoT releases, as well.
Thanks!
-Karl
What’s your name?
Andy
What do you do at ArenaNet? (Descriptions of the work you do are preferred over just a job title!)
I worked on creature skills and other game systems largely involved with PvE combat (i.e. sidekicking and stuff like that) for several years. Most recently, I was responsible for the Mordrem in Dry Top and Silverwastes and I got to design the Wyvern skills before moving off to the rewards team. I’ve worked on the Map Bonuses system and Precursor crafting in HoT.
What has been your involvement with Raids?
I’m the guy designing and setting up the rewards.
What feature of Raids are you most excited about? (Obviously just the bits you’re authorized to talk about!)
I’m really looking forward to having content that is really challenging and seeing the unexpected ways that everyone finds to beat it.
What’s a funny story about something that’s happened to you or your party while play-testing Raids? (Obviously no spoilers! )
In a test of a prototype boss encounter, due to some of the mechanics of the fight, I accidentally stomped Chris Cleary’s character.
What was your favorite encounter from the existing dungeon/fotm content? Why?
Molten Boss Fractal – because it rewards situational awareness and paying attention to the boss skills
And this time from the correct account
Apologies folks. We’ve resolved the issue that was causing people to become stuck in matches. I will clear everyone who is stuck asap.
Thanks!
Ray
Vox Machinum, 80
Hyper Threaded, 80
Goes here!
Constructive feedback is always the best way to go. If something’s frustrating, let us know why. It’s okay to just post your feelings if you can’t quite pin it down, but giving us some suggestions for positive changes really helps. If you encountered something really cool with the way something worked with your guardian in the Heart of Thorns, feel free to share!
There are three weeks until launch. As you can imagine, things are locking down as we work to polish, fix bugs, and tune everything. It’s quite unlikely that you’ll be seeing gigantic changes between now and then. The smaller the change suggestion, the more likely we’ll be able to discuss and action it. We’ll also continue to review and update, as necessary, after launch as well.
Cheers,
-Karl
There are some issues. More info here: https://forum-en.gw2archive.eu/forum/game/dungeons/Raids-Temporarily-Off-line/5559923
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I think this may apply: https://forum-en.gw2archive.eu/forum/game/dungeons/Raids-Temporarily-Off-line/5559923
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
We are experiencing issues with the enhanced Squad UI that is having an impact on other areas of the game. Due to this issue, we are temporarily disabling the UI. This will subsequently impact the ability for players to enter raids.
We will be working to address this issue as quickly as possible and will reinstate the UI and raid functionality as soon as we can do so.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Parties/squads/pvp rosters/channels are having issues atm, but people are looking into it.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
tl;dr : I think that a long timegate on Guild Arenas will make them ineffective at addressing some of the concerns of players who are pushing for them the hardest, and I hope that we can find a smart way to address this before the expansion drops. Hopefully we can get a feedback thread started for ideas.
Really great feedback Benjenx – just want to take a moment and point out this exactly how feedback is best phrased. It’s constructive, thoughtful, and makes great points. This is exactly the kind of feedback we spend our time focusing on reading and listening to – so thank you!
In regards to the time line for the Arena – we discussed as a team and ultimately agree it’s important this building be available early for guilds who really want to acquire it. The base arena building will be available within about two weeks of time after launch (based on aetherium and favor requirements) as long as the guild gets enough gold/materials/etc. acquired from game-play in that two week time to build the building. [TLDR; the fastest any guild could build the building will be about two weeks]
Thanks again for the feedback – we hope you enjoy the arena as much as we do!
Welcome to post new pet feedback here as well.
Hey all.
Now that the Beta Weekend is upon us and you’re able to try out the Scrapper, please post your constructive feedback here.
Hey all.
Now that the Beta Weekend Event is live and you’re able to check out the Druid please post constructive feedback here.
Hi all,
During this weekend you will have the opportunity to experience the new enhanced squad UI in World vs World! This is a quality of life feature intended to improve the squad experience for both Commanders as well as squad members. It is important to remember that the Enhanced squad UI is still in beta and while we feel the feature is in a position to share with you, we do have enhancements and polish work scheduled. Below is a short list of those areas we know are outstanding.
Enhanced squad UI
• Raid markers are not yet enabled in game.
• Open Squad control – a squad’s ability to self-organize vs. Commander controlled – is not yet enabled.
• As we change over to the new squad format there will be some disruption in the way existing squads work. Disbanding and forming a new squad should help iron out any lingering incompatibility.
• Squad member nameplates (the green rectangles representing each squad member in the UI) can become sized differently between subgroups. Resizing the overall UI should fix it.
• Calling a target (default CTRL+T) is currently squad-wide, but is planned to work per subgroup.
• Subgroup chat is not visible by default. It can be enabled in the chat window’s Tab Options if desired.
• Ability to hide other commander tags is not yet enabled. Currently your squad’s Commander tag will be highlighted when any tag is hovered over to make it easier to identify.
• The ability to see per subgroup and squad total supply count in WvW is not yet enabled.
We look forward to your feedback and we hope you enjoy your time using the new Squad UI.
Ok, soooo… ~looks around with stern countenance~
You guys were just trying to jump the gun a wee bit, eh? Maybe were at the log-in screen and hopped? But now, all is well? You can make a beta character, hmmmmm?
Glad to hear it. I’ll have to make this up somehow to the half a gazillion people I was pinging about this. 
I’m glad you’re in now. Have fun!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Guys — I’m pinging eleven hundred devs so help me out:
Can you create a new Beta Character now?
Thanks! 
Edit: Ok, not eleven hundred devs. I just had a bout of Hyperbolic Flu there. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
Well holy cow! Let me look into this!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Are we going to need to unlock gliding to access or complete the raid beta?
Later encounters will require gliding, but the one you’ll see in the Beta doesn’t.
Another thing I’d like to add that I’ve really enjoyed – getting better at playing my character. I’d never really done a deep dive into different builds before, and it was fun to play around with the different ways to optimize. I hope raids will provide motive and opportunity for more casual players to explore some of those intricacies and find a new way to enjoy the depth of this game.
While I can’t speak to whether there will be future cooking shows with Chef Jennifer Hale, your feedback is helpful to us—it’s great to know that you and others enjoyed it.
If you’re interested in other Guild Wars 2 related recipes, check out these community sites:
- http://culinarycosplay.tumblr.com/tagged/guild-wars-2
- http://pixelatedprovisions.com/category/guild-wars-2/
- https://guildwars2chef.wordpress.com/
These fans are doing a lot of tasty and creative work!
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
Working for me currently, still broken for you?