I work on systems, combat, skills, and balance.
I work on systems, combat, skills, and balance.
~gets his Kodachrome ready~
Think you meant Kodan*chrome.
Oooh, clever, Opo! 
We’re really looking forward to your screenshots. Biggest amount of dev involvement will be from 1:00 to 3:00 PM on Friday but some of us will be in and out of the game during the entire invasion. See you there!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Thanks! Glad you are enjoying it! 
I work on systems, combat, skills, and balance.
My personal story log now says I am back on Chapter 7, Forging the Pact.
But the steps I am going through in the actual quests I am getting is Chapter 8 (I am up to Through the Looking Glass again). Will I actually finish my Personal Story if I keep going?
Hi Lyzandia. This is a known issue that we’re currently investigating. If you don’t mind, please post your information (e.g. a screenshot of your Story Journal and Content Guide UI) in this thread:
Thanks much.
Look in %appdata%\Guild Wars 2\ArenaNet.log
Given the context on where you encountered these, I would suspect most are out of memory (OOM) crashes.
(edited by Jon Olson.8439)
Trading Post access on a new paid account has various restrictions placed on it while the account is vetted by our security team. This is to prevent fraud, among other things.
As for not having beta access, it’s difficult to say. He should probably contact Customer Support to get assistance.
Spear of Justice still doesn’t immobilize with Wrath of Justice traited.
An issue that has a fix, now in testing!
Hi all!
Thanks for your continued feedback on the Tempest. If possible, let’s compile all feedback into this thread.
We’re iterating in quite a few areas for this specialization, including Rebound. Here’s the description of the latest implementation we’ve been testing over the last few days:
“Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.”
Another small change we was due to the case that warhorn was missing an aura. As such (in our test iteration), Magnetic Aura now belongs to Sand Squall, in addition to its other properties. Looking forward to your constructive feedback from this BWE.
-Karl
Thanks everyone.
I work on systems, combat, skills, and balance.
Hiya!
Sorry about the confusion. The stuff I’ve been talking about up in the stickied changes post wasn’t slated for this BWE, as that opportunity had already passed. The changes in this iteration are listed in Irenio’s post, in the OP. Sorry for the confusion. We haven’t stopped working on the Dragonhunter, however, and do value your feedback on the current iteration (even if there are changes coming).
Please continue to use this thread for feedback. It’s appreciated!
Cheers,
-Karl
The skill functions like a melee attack, creating an arc attack coming out from your character. I have no issues personally hitting multiple targets in front of my character. If you could provide more information it would be useful but I have a feeling you just need to get used to the arc of the cone.
I work on systems, combat, skills, and balance.
Hey all,
Let’s start using this thread as the place for feedback, so it’s more centralized. That being said, thanks for all of the constructive feedback! It’s been fun watching a lot of thieves bounding around today. As this is beta, there’s always some kinks to work out. Some notes on the dodging mechanic:
We made a few changes to the system in order to alter your dodge ability. While it’s behaviorally accurate, it doesn’t seem to feel as great when dealing with latency. We’re looking into this and hope to be able to resolve it so that these dodges feel as good as your normal dodge.
We’ll be keeping watch (and playing) over the weekend.
PSA: There’s an issue we’re tracking that if you attempt to use your Daredevil dodge abilities while Dazed, you won’t dodge and you’ll lose the endurance anyway. We aren’t able to fix this for the weekend, but a fix is in the works.
-Karl
I think this is the closest thing there is: https://wiki.guildwars2.com/wiki/Ceremonial_Sabre
I work on systems, combat, skills, and balance.
The Mordrem Invasion take place from Thursday, September 10 to Monday, September 14. See our news article for more information about the event.
Remember: We’re inviting you to share your best screenshots here on the forums! Take a shot — the higher quality the better — and post it in this thread. We’ll be featuring some of the best views of the event in our post-invasion coverage.
Well, we will be sharing them if we all survive the Mordrem that is. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
While I understand the concern was about short-term events, and not quibbles about the exact number of days, I did want to take this opportunity to say that we posted an incorrect end date for the Mordrem Invasion Event. The actual event ends on Monday, September 14. So it will run a full four days.
Apologies for that error, which we are correcting. Again, I do understand the question isn’t about 3 or 4 days, but this update was news I thought you’d like to know because it does mean that it will run through the weekend.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
What can I say? You guys do great work. If I have not reached out, do not despair! I have other ideas for using a lot of these videos!
Oh, and if you happened to make one with copyright music and want to replace the file with GW2 music, we’d then have much more of a change of being able to reach out to you and use your video in the future.
The truth is, a lot of the submitted videos used music that was immediately recognizable as copyright. When that happened, we could not even consider putting them on the review list, much less the “incorporate into the show” list. And that… made me real sad. 
Just a thought for the future, if not for the here-and-now.
Thanks again for all the marvelous submissions! We will be showcasing about 20 (across four languages) at TwitchCon!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
We’ve routed your concerns to the CS Team and they will be happy to discuss in your ticket.
As I PM’d you, the use of the word “Jihad” is inflammatory and unacceptable. The team can discuss your other concerns in the proper medium.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Bug Fixes:
- Fixed a server crash and a client crash.
- Fixed an issue in which only completing the first event at the Noble Outpost during day or night would cause the next night phase to stall until the next cycle began.
- Revenant
- Facet of Nature: Fixed an issue in which this skill would not unlock properly with existing beta characters.
They will be disabled.
The two elite ones are because they have recharges, we only update the tooltip when it’s something guaranteed to happen.
I work on systems, combat, skills, and balance.
I work on systems, combat, skills, and balance.
Designer Roy Chronacher has posted about an issue with the Revenant that has arisen in the beta test. See this post for information.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Hey all,
As some of you may have noticed, there is an issue with the unlocking of the Herald profession mechanic on existing beta characters. Currently there is a work around where you can create a new Revenant beta character and it will unlock properly.
We are working on getting out a fix for later today for existing beta characters, so you may not want to delete your Revenant if you like how it’s currently setup and want to wait for that.
I work on systems, combat, skills, and balance.
Our sound team did an awesome job with the herald sounds, they are slightly different the more facets that are active.
I work on systems, combat, skills, and balance.
It’s one stack per energy point up-kept.
I work on systems, combat, skills, and balance.
Looking into it.
I work on systems, combat, skills, and balance.
It’s a limitation with OAuth2. The API keys are currently secretly actually the bits required to construct an OAuth2 access token (specifically, they’re a refresh token and a client id). The OAuth2 spec doesn’t let you add permissions to keys, and since our OAuth2 implementation enforces this, there’s no way to change it without making API keys not use OAuth2 as a backend.
It’s something that’s bothered me as well; we had some internal talks about making a backend system dedicated for API keys but it’s a fairly high cost project for relatively little payoff, so I doubt it’ll happen any time soon.
That said, there probably won’t be any new permissions for a long while.
Yeah it seems they slowly put in all items that are in players inventory or bank.
Yeah; it’s a manual process. I typically go through the previous day’s queue every morning while I have some coffee.
Something interesting is going on with my trait ids here
My guess is that that’s a character I didnt log in yet after the change for traits?
UHHH. Looks like we’re reading garbage memory. That’s kind of surprising; I thought the interfaces I was using automatically detect this (apparently not!).
Thanks for the report <3
I commend you for your excellent planning. Some of you really have this scaled out. 
See you in the BWE!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
It’s really up to the devs. If they express the desire to have a separate forum, we could do that for them. If they feel that Raid feedback can be included in an existing forum, we’ll go that route. In other words: TBD. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Please note: Our studio — and that means our entire development team — is located in the United States, in the Pacific Time Zone. We work very hard to synchronize as many things as possible, but beta weekend events are best organized around the times that our development team will be able to devote as many hours as possible to testing, in-game observations, forum tracking, feedback reviews, and even possible on-the-fly changes. (The latter is not likely, but it has been known to happen.)
In no way do we want anyone to feel distanced by the hours chosen, and we do apologize if the hours are somewhat inconvenient for someone (although with a test that runs for a couple of days, surely not all hours will prove to be inaccessible
). For practical purposes, the hours selected are the best possible for the team developing this game for you, and we ask for your understanding of that fact.
This is not a preview, early start, or sneak peek. It’s a test. <— said in my Admiral Akbar voice, and if you get the reference, kudos to you! 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
Sorry, I should have been more clear. I keep forgetting that people don’t realize they can only make beta alts while a beta is active.
So what happens if you do make a regular character in a beta slot? Can that actually happen, or does it go to one of your empty regular slots if you have one? I’m just idly curious here, not terribly pressed for an answer other than gaining knowledge to share with others who experience glitches.
One cannot create a normal character in a beta slot. The normal character will go into an open normal slot. If one does not have any open normal slots, it will do nothing.
It has the same behavior as clicking “create” versus “create beta”. If the “create beta” button is not active, one will not be able to create a beta character at that time.
They’ve addressed that by making it so you can double click a slot to create a character in it. They say that if you do that on an empty beta slot, it will correctly make you a beta alt.
Double-clicking an empty beta slot will only create a beta character if the beta is active. It will not beforehand, instead it will attempt to create a normal character. (It says this in the tooltip.)
Whoops, I’m a total bumblebrain. Here’s my best guess.
With Heart of Thorns the exotic equipment purchased with gold and Badges of Honor will become salvageable. Salvaging a piece of this gear returns only the upgrades that were applied and some Badges of Honor.
The issue with siege bundles in-hand being randomly destroyed has been fixed. Siege bundles are now working as described in this post: https://forum-en.gw2archive.eu/forum/game/wuv/Siege-bundles-no-longer-drop-to-the-ground/5448736
The issue with siege bundles in-hand being randomly destroyed has been fixed. Siege bundles are now working as described in the original post in this thread.
A few points on anti-griefing measures for guild claiming:
- Guilds without Guild Halls will not be able to claim objectives.
- Guilds with the most players at the objective at the time of capture will have first priority.
- Empty guild upgrade slots can be slotted by anyone (who has unlocked the appropriate upgrades), however the owning guild still reserves the right to overwrite a slotted upgrade with a different one.
Bug Fixes:
- Fixed an issue that caused in-hand WvW siege bundles to be destroyed at random times.
- Fixed bugs in preparation for this weekend’s upcoming Beta Weekend Event.
Presumably, this issue goes away in late October, so I’m not sure it’s worth any level of priority vs things which will stick around for longer.
It’s actually already done, but the part that reads the account/character blobs follows the normal game release cycle (which is a rather long release cycle since it involves QA and stuff). Web stuff is outside that release cycle (which is why we can hotfix stuff in under an hour and without requiring a game patch), so I lose track of which releases with what are going out when.
For Heart of Thorns, we are rebalancing the WvW Lifetime achievement requirements to much more reasonable numbers. At the same time we’ll also be updating many of their associated titles.
- We are not changing the Realm Avenger (“Ultimate Dominator”) achievement requirements or title, as some players have actually obtained it and it’s a bit of a status symbol.
- The “Yakslapper” title will remain, but the requirement is being reduced to 2500 yaks.
- As an example title change: “Ultimate Liberator” will become “Kingmaker”
Wooo! Finally sharing with traits! Thank you so much for this.
Woot! That was really fast
As an important note, this endpoint only serves the 10 most recent games (that have occurred within the last 30 days, IIRC).
Hmm, apparently I have 10 matches listed, and the dates range from 2015-07-12T02:27:08.000Z to 2015-07-14T03:09:30.000Z. So it would seem that the retention is higher than 30 days
Uhh maybe it’s 90 days. Will double-check and get back to you.
Edit: A question, what are the possibilities of the results? Currently I have Buy, Defeat, Victory and Forfeit. And what triggers what to show up?
Eww gross, I missed a “Buy” typo coming from our upstream data source. I’m going to patch that to “Bye”. There’s also “Desertion”.
I’m not sure what bye/desertion mean TBH.
Edit2: I also saw that I’ve had a couple matches of which neither team has reached 500 points. These matches have the map 1011, I’m assuming that’s Battle of the Champion’s Dusk? It’s not yet listed in /v2/maps.
I’ll whitelist the map in a sec, pretty sure that’s the stronghold map. When neither team has 500 points it means the timer was hit.
Just turned on a couple of new endpoints:
- /v2/pvp/stats (example, github)
- /v2/pvp/games (example, github)
- /v2/character/:id/specializations (example, github)
/v2/pvp/stats
Requires “pvp” permission.
Dumps a bunch of aggregate pvp data — basically some of the stuff that’s displayed in the in-game UI. Some of it’s missing (e.g., fav map, etc). Consider this an initial pass — going to try to add more details here at some point.
/v2/pvp/games
Requires “pvp” permission.
Dumps the most recent pvp games played. This is a very very initial implementation; there honestly isn’t much useful here right now. There’s a lot more I want to do with this endpoint, but data needs to be plumbed through multiple services owned by multiple teams (who are all already busy) so it’s going to take some time.
As an important note, this endpoint only serves the 10 most recent games (that have occurred within the last 30 days, IIRC). I realize this is terrible and would like to make it a bit more reasonable, but it’s gonna take some time to get better data retention. Highly recommend any applications interested in this data use a server component which periodically polls+persists the endpoint data.
/v2/characters/:id/specializations
Requires “builds” permission.
The specializations are available in both /v2/characters (in the .specializations field) and in /v2/characters/:id/specializations. Data is provided for all of PvE, PvP and WvW builds (specializations can be cross-referenced against /v2/specializations, traits against /v2/traits which I just turned on).
Skills and PvP equipment will be coming at some point in the future but probably not this month (sorry!).
Questions/comments?
(edited by Lawton Campbell.8517)
Will the build permission unlock equipment on /v2/characters? i.e. equipment would be shown if the key has “build” or “inventories”?
It does! There’s a bug that prevents /v2/characters/:id/equipment from working but the equipment section will be included in the main character blobs if either “builds” or “inventories” permissions are granted.
It’s actually useful for me to have beta characters shown.
They’ll still be shown, eventually there will be a flag to indicate that the char is a beta char.
Dunno when it’ll land on live though.
You’ll notice that the items available are easily obtainable and the trading post is anonymous. If RMT wants to try to trade through the TP, our active TPers are going to start intercepting their 250g trades for fun and profit really fast. After that happens there’s no way for the RMT to confirm whether or not their buyer got their gold. The buyers can continue to ask for gold over and over if they want. When all this goes down the market for RMT becomes exteremely unstable, I look at it and giggle like a schoolgirl.
That’s the plan.
There are 3 levers at each objective, except camps which only have 2 tiers and thus 2 levers.