Hooray for fixing issues we caused! XD
Glad it’s working better for you now.
By the look of the code, I think it’s always been the same. base_rgb is an attribute of the color palette — and the backend only looks at one color palette (the master palette of all colors). That hasn’t changed so I presume this has always been the behavior.
It’s not coming out before HoT, unfortunately.
So do we finally get official coefficient values?
I still need to get approval for those. We’ll see what happens.
Stop=/= degen.
If the rate at which the degen happens does not overcome the rate at which the bar recovers, it is not stopping.
And the degen is pathetic to be honest. Did you even play the last beta weekend event? This solution was already in it, and my chills hardly contributed to a broken bar.
I want to correct a few misconceptions here:
- Not all defiant bars have regen, in these cases soft CC will degen the bar as long as they are up until broken.
- This new system was not present in BWE2, it is new as of BWE3.
Robert:
Please make the elite “Chilled to the Bone” usable underwater.
Thanks!
Done. Although you might not see it for BWE3 it should be in by launch.
I feel that you’ve missed the point a little, it’s ok for some mechanics to have both a cost and cooldown, but this is the defining mechanic of the specialization.
The fact that its the defining mechanic of the specialization didn’t really have any bearing on the decision to make this skill have the costs it does. The adrenaline cost is there to require a build up and the recharge is there to provide some downtime.
Second, can a dev please expand on gun flame? Can you elaborate on the absolute best case scenario? If everything goes right what is the maximum targets I can hit?
The explosion hits 5 targets. If you don’t have the piercing trait you get 5 maximum targets. If you do have the trait it will hit 5 targets from the initial explosion plus 4 more from the piercing bullet.
My revenant is soooo ready!
Got lvl 30 scroll, tomes, ascended sets, bags, infinite harvesting, food/utility buffs, etc. I do want to craft another legendary before HoT though, but not sure which.
I work on systems, combat, skills, and balance.
Hi Karl.
I want to show you some tweaks I made to some of the Tempest Traits. Made sure to keep them rather similar to what we have now, just adding extra functionality, merging, better numbers, etc…
Overall, I think these would help improve the Tempest in all game modes. What do you think about them?
(Just focused on Traits here, even though some skills also need tweaking.)
Regarding Latent Stamina and Earthen Proxy: We’d like to change these up a bit, being as they don’t feel all that great and don’t have the best impact yet.
-Karl
Nice video man.
I work on systems, combat, skills, and balance.
But wait, Robert, isn’t this something that you could do through scripting? The entry Portal is placed. As we do so, the player co-ordinates are temporarily stored for its life cycle, indicating its location, then we calculate a radius from these co-ordinates while polling the players movement, to either show or hide the red line, indicating if the player has moved outside the range of which where an exit Portal will be functional?
While I appreciate the suggestion, this kind of thing isn’t scriptable. Unfortunately I can’t explain the exact mechanical reason since it could reveal sensitive information about our internal systems.
It’s not coming out before HoT, unfortunately.
Can't finish last file of Nov 5th patch. [Merged]
in Account & Technical Support
Posted by: Jon Olson
We believe we’ve resolved the issue that caused this. Please try again.
Hi all,
Thanks for the feedback thus far, and please keep it coming. Your experiences are very valuable in calibrating the experiments we’re doing and helping us narrow in on the optimal settings for the latency compensation system.
A quick clarification on ping times and latency compensation
I should have explained this clearer initially, so I apologize for the confusion. Ping time is not affected by the latency compensator and there is no correlation between ping time and the experiments we’re doing.
Traditionally, ping is a measure of how long it takes a message to get from your computer to the servers. In GW2, we actually combine this data with a second statistic, which is a guess at how long it will take the server to actually process and respond to your message. So ping measures two things for us: network health and server responsiveness.
A longer ping time in GW2 terms means either your network/Internet connection is slow or losing message, or the server is busy and can’t respond quickly (or both at once). However, the system that monitors ping is completely outside the system that handles latency compensation, so any adjustments we make to the compensator will have no measurable impact on ping times.
There is one way that ping and latency compensation interact, however. If ping time is steady, the LC experiment should make the connection feel a bit smoother. However, if ping time is unsteady or very high, there will be no noticeable improvement, because the message response time will be higher regardless.
Suppose you start with a ping of 100. Our adjustments to the latency compensator should make that ping “feel” more responsive. If your ping goes up to 200, however, the difference made will sort of be swallowed up by the doubling in ping time. If it spikes to 500, as an example, the half-second delay will be impossible to totally hide from view, and the connection will feel worse.
You can think of it like a teaspoon of sugar. If you add the sugar (latency experiments) to a small glass of water (good pings) you get sweet water. If you add the sugar to a swimming pool (bad pings) you won’t even notice the sugar. Also, drinking a swimming pool is bad for you, don’t try it ;-)
It is in some ways unfortunate that so many players are having ping time spikes during this experiment, because it makes it hard to tell if the fine-tuning is working. However, based on our data, it looks like there is an improvement, it’s just subtle, and again it gets swallowed up by the ping problems.
We’re examining our server responsiveness constantly, and there are separate efforts underway to improve that.
The latency experiments are carefully designed to control for ping time spikes and other complications. Suffice it to say it is tricky to sort out the real effects of these experiments, but they are working and making a positive difference. In the spirit of doing good science, I unfortunately can’t reveal all of our testing methods, without risk of introducing bias into the data we collect. So I thank you all for your responses, whether you’ve been benefiting from the experiments or otherwise.
Please keep it coming!
There is an issue with a Windows component called DbgHelp.dll not sure what it is. Most Exeption c0000005 error are caused buy bad, corrupted video card drivers or parts of older drivers still installed with newer drivers. Good luck
Just to clarify, DbgHelp.dll is not the problem. c0000005 can come from a large variety of sources, some of which are drivers.
Like the c0000417 error, we are making efforts to fix it; however that is likely more of an ongoing process than an isolated bug fix.
The current system is making the player base smaller by the minute.
While I’ll let the PvP team respond to the other points here, I do want to take a moment and address this:
PvP has steadily grown in population and play hours going on nearly a year now. It’s sky-rocketed since the game went free, and the two weeks before this have been our best weeks literally since the week the game launched. We anticipate this week will be the best week login/play wise PvP has ever had in the history of Gw2.
I don’t want to trivialize your points – and our competitive team has some great reasons why things operate the way they do they’ll lay out and explain in relation to leagues soon: I do want to call out you’re using false population data to support your point.
From an ArenaNet perspective, PvP is the fastest growing part of Gw2 and had more success for us as a business in the last year than it’s had by far in the history of the Guild Wars franchise. Next year is going to be even bigger because of that success.
I’m really proud of the work the team has done and the work our amazing player community who has helped grow competitive PvP just as much as our dev team has and would hate to see that lost in this discussion.
-CJ
Could you post the whole crash text please? Preferably as an attachment.
Thanks!
Not really; been pretty heads-down working on WvW endpoint stuff.
The API “frontend” doesn’t have permission to do anything; the permissions are enforced by other backend servers. To talk to the backend servers about an account, we need to get the account ID which requires the “account” permission.
Hi Tyrians!
We’ve been experimenting with some fine-tuning of our servers lately, with the goal of improving the feel of gameplay and minimizing the impact of “skill lag” and other server-based latency. You may be noticing small changes to the feel of the game, ideally for the better. Please keep in mind that these tweaks are experimental, and we can’t always fully predict the effects. As such, if you experience markedly worsened latency or significant gameplay smoothness issues, please do let us know.
There are a few things that this will hopefully impact and many things that it will not change.
- Disconnects and other game errors will not be affected by these changes.
- Slowness with game features like the Black Lion Trading Company is not meant to be affected by this work.
- Frame-rate (FPS) problems will not be impacted in any way by this effort.
- Ping times are unrelated to these changes in general, although dramatically varying pings may be related.
On the plus side:
- Skill lag should diminish slightly, with things responding a tiny bit quicker in general during periods of high server latency.
- Movement problems on slow/laggy connections should be improved visibly – rubber-banding, popping, stuck animations, and other symptoms of bad connections should be mitigated somewhat.
- Gameplay over connections with a high ping should feel smoother and more responsive.
The goal of this experimentation is to find a sweet spot that delivers the best-feeling experience possible to as many players as we can. We appreciate your understanding if the experiments are not immediately (or dramatically) successful. Feedback is welcome as always.
There are only limited things we can do to tell what this feels like from the player perspective. Of course we’ve done internal tests and have people monitoring the game; but our capacity to test various kinds of connections and gameplay styles is naturally limited, and since the results are so subjective, it’s not really fair for a small number of us to decide “hey this feels good.” We’d love to hear if you’ve noticed any changes and if they feel better, worse, or about the same as before.
Thanks for reading and I hope you continue enjoying Guild Wars 2!
For the technically curious: the specific changes we are making are to a system known as latency compensation. The goal of this technology is to try to hide the delay of sending an electronic signal long distances through complex network circuits. The speed of electrical signals is not unlimited, and extra complications in the network can slow signals down even further.
Guild Wars 2 uses a fairly complex latency compensator. This has the advantage of yielding a lot of good experiences even on slow connections. It has the disadvantage of being very tricky to fine-tune and adjust.
The actual algorithm would take a proper academic whitepaper to explain in detail, so the following is a highly simplified look into how it works. In a nutshell, the compensator in GW2 tries to guess how long it took a player’s input to reach the server. Based on this information, it plays some tricks with time to make it look like the action happened immediately instead of many milliseconds ago, when the input was first sent. Imagine an action that takes 1 second, or 1000 milliseconds. If the compensator on the server guesses that you actually started that action 100 milliseconds ago, it fast-forwards the action and says “start the action at 100ms in and play for 900ms” instead of the usual “start at 0ms and play for 1000ms.”
Here’s the tricky part: instead of just doing this on the server, we also do this on other players’ clients. So if the server relays the action to another player, and that relay takes 50ms, the final action as seen by the second player will look like “start at 150ms and play for 850ms.” This can lead to significant popping and other visual artifacts. A few milliseconds is not typically visible to the human eye, but 150ms is absolutely noticeable.
What our experiments are doing is controlling how much time the latency compensator will mess with. In particular, the client-side secondary compensation is our current focus. We’re working on finding out what numbers result in the best game experience for the most people we can.
Adding a timer buff is simple, but having a range or direction indicator is much more difficult due to how the skill is implemented. Portal is managed heavily through code rather than script due to its unique functionality so adding something like this would likely require changing some of the underling structure of the skill.
Shadowblade, send an email to support@arena.net with the subject “GW2 App blocked by Google” and a copy of your initial forum post and they’ll try to get you sorted.
Sorry for the trouble, our legal team will be working to clarify the TOSes for this sort of situation so it should get better in the future!
Personal score does not factor into Leagues at all, only team score.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Berserker’s special mechanic is not only gated behind a cooldown, it’s ALSO gated behind a cost.
I don’t think there’s anything wrong with having cost and cooldown to some mechanics.
- Revenant has cost and cooldown on several utilities.
- Chronomancer has to spend illusions to use F5 effectively.
- Reaper spends lifeforce while using F1.
- Core warrior burst skills cost adrenaline and have a cooldown.
All of these skills have both cooldown and a secondary resource cost as part of their functionality.
I’m not sure if it’s kosher, but if you’re going to use GW2Spidy’s data you can get the machine-readable graph data via gw2spidy.com/chart/:item. You should probably shoot them an email first if you’re going to be making more than a handful of requests though 
Hey gang, I’ve raised this question internally to try to get some clarification on the situation.
Yeah, that data isn’t exposed yet.
There will be no POI next week because the team will all be at TwitchCon… where we will talk about the final profession spec, as well as more cool stuff on our TwitchCon stream.
Now let’s all calm down and tune into Points of Interest today at noon.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
No need to worry, I promise!
Please turn into Points of Interest for more information. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I think most people would feel a great disturbance in Tyria, as if a million voices cried out at once and were suddenly silenced.
I see what you did there. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I’m tickled that, over time, many members of our community have adopted “kitten” as a cover-all word, instead of posting The Words That Should Never Be Written™.
The funny thing is when you say it in public: “I’m pretty kittened off about that!” and your friends give you the strangest looks. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I agree with you guys, Heimskarl is doing a great job on behalf of us Rangers! 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
If I called /v2/characters/[name] with a key that doesn’t have the builds permission and then immediately called it again with a key that does, would the second request just return the cached data from the first request or would it also include the specializations?
Cached data from the first request. The backend server just pulls the entire account/character blob from the database and caches it in its entirety — the permissions are enforced when serializing out the blob.
If you’re thinking about attending TwitchCon next week, we have a special code that will give you 10% off the price of a ticket.
When purchasing tickets, use this code: CUYCN5
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Well, I PMd all five winners, and did not hear from one by the deadline. Makes us sad, but I’m sure everyone will understand that we must set a response deadline so that we don’t have tickets that go without an owner!
Sooooo… I’m revisiting the entries and sending a new PM right now. Please check your mail and if you’re the winner who received notification today, please respond ASAP because we need to mail out the tickets tomorrow!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Those are all on a ~5 minute cache.
the in-game UI considers a “bye” as a victory and a “forfeit” as a defeat
What about desertions?
Ah, those are counted as defeats too.
This is a known issue. We’re currently testing a fix in our development environment. Updates can be found in the following thread:
As a note, we’re aware of the odd interaction between elementalist downstate and Vampirism runes and are tracking a fix for an upcoming build.
Rune of Vamp downstate bug was fixed on Tuesday.
We added two things to overloads today:
Overload Air will imbue allies with electricity, giving them the Static Charge buff. An ally with this buff will deliver a Lightning Jolt to the first enemy they strike.
Overload Earth will now leave behind a dust-nado (name ongoing) at the tempest’s location when complete, which delivers the same effects that occur while overloading (cripple, bleed, protection). Increased bleed duration to 9 seconds per strike.
Dust Storm – warhorn: Increased the velocity that each storm appears by 33%.
I am so sorry to hear of Karril’s passing. I know he will be missed, and I think you’ve planned a lovely memorial event in his honor, something that he would greatly love.
I will be keeping Karril and all of TC in my thoughts at this very sad time.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Let’s not forget that Mantras, once pre-casted, immediately start cooling down for future use
I believe this was fixed in the July 28th release. It’s possible that they could behave the exact same as mantras. At this time, we’re going with the theme that Distracting Daggers are something you can hold over your opponents for a period of time, and then it’s gone. We’d rather encourage using the daggers and getting those interrupts off, than simply holding the daggers for hours at a time.
Please feel free to let us know how they play during the next beta event. There’s quite a few ways to go with the ability and I’m not sure they have to behave exactly like mantras.
A few more things:
- I reduced the after-cast of unyielding anguish by 260ms so it should help the responsiveness when you land.
- Embrace the Darkness: Lowered the cast time and after-cast by 400ms and reduced it’s upkeep cost by 1 so it’s at a 7 upkeep cast right now.
I work on systems, combat, skills, and balance.
Following up on the Stunbreak conversation: This is something we’ve talked about in the past and felt like it might just be way too strong. However, it still sounds like way too much fun to not try it out… so I’m going to change them over and we’ll see what that plays like in BWE3.
Please keep in mind that this will be a test and we may have to compensate for or remove it at some point in the future, if it’s too strong.
-Karl
My current PvP stats from the in game window are different
Ranger : 3834
From the API : 3701
Which in-game data are you looking at?
Note that the in-game UI considers a “bye” as a victory and a “forfeit” as a defeat when it displays aggregates — that might be the cause of the discrepancy. Both the in-game UI and the API are pulling from the same internal API, so it’s unlikely they’re out-of-sync.
I’m sure this is only going to get worse as time goes on. How are the servers handling it?
I would assume that the game servers report to the API system on a regular interval and that API server is what is handling requests. That would keep API requests from directly affecting the game.
Pretty much this. The current WvW game state is just served from a centralized in-memory cache that’s updated as events come in from the map instance servers. We use this model for pretty much all API endpoints. This decouples API load from the game servers, but means that when we want to add new stuff to the API it means threading data through multiple components.
It currently has three pulses and heals for smaller amounts each pulse (skill facts will be visible next beta). Radius is 180, 240, 360. It’s a bit unique in that it heals all allies for the full amount, so long as they receive all three heals (the ele always receives all three).
It looks ok to me from this machine, have you tried clearing your cache or trying it on your phone to rule out ISP strangeness?
Oops, I forgot to add them. I had actually made the new page before originally adding the QR/Copy buttons and completely neglected to port the changes over to the new code.
Does the game keep track “Top X” awards internally? eg: Top Condition Damage Received.
I’m curious if this will ever be available in the API.
It’d be neat to get it via pvp/games, but a counter in pvp/stats would be cool as well.
That stuff really should be available in game for at least the last match you were in. As it is you have about 5 seconds to look at it before it’s gone forever.
Yeah, AFAIK it’s currently only tracked by the map instance server and not persisted anywhere. Might take a look at the current state of all the pvp stuff next week, I really want match rosters.