Yes, JT, our forum members do form an interesting group of people. But I know you are not surprised, and certainly I knew that all along.
The nice thing is how many folks have joined in, and I feel sure that more will do so in the future. It’s sort of an “everyone into the pool thread” situation, eh?
And seriously, BooDuh, is anyone ever too old to put a hat on a cat? (Not that mine would tolerate it for more than .4 nanoseconds, but just sayin’.
)
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Hello all!
A few days ago, we showed a few of the abilities and traits for our new profession, the Revenant. Along with the new profession, we were able to show a change to stability, and we mentioned that you’ll be seeing this change sooner rather than later. That ”sooner” will be upon us very shortly!
Here’s the lowdown:
Stability is moving from being a binary duration-stacking type that blocks all crowd-controls for its duration to an intensity-stacking boon that removes one stack per incoming crowd-control. The goal of this change is to make the boon non-binary and to increase the benefit of using stability-granting abilities at the most opportune time in order to absorb the most control skills possible.
Almost all profession skills and traits that previously granted stability have been looked at and will be modified to apply an appropriate number of stacks according to their purpose. For example: Dolyak Signet (whose primary function is self-stability) will gain 10 stacks of stability for 8 seconds, while Toss Elixir B (which is an area of effect ability for the engineer) will grant 3 stacks to 5 allies for 5 seconds.
You may ask: “But what about my boon removal skills? Will they only corrupt one instance of stability now?” To which we say: Your corruptions and boon removals will clear the boon completely, unless otherwise noted.
I hope that’s cleared things up a bit. Thanks for reading!
-Karl
I would argue that the identity field is also the wrong place for it, but there’s literally no where else to put the data within the Mumble link API (somewhat related: does anyone know what the description field is used for? Can we co-opt that for additional machine-readable data? EDIT: looks like it’s used for the plugin description string, not really usable).
Can you explicitly lay out all the fields you need? Is it just FOV? The identity field is limited to something crazy small and I’m worried that we don’t have much of the 256B left.
(edited by Lawton Campbell.8517)
For guild-related things probably better to keep both list of guilds and currently represented one (basically “which guilds character is in” and “right now represented blah”).
This way an overlay can show all guild activities at once
(i.e. “Guild A is doing rush” “Guild B activated +5 transport buff” etc)
The currently represented one is stored per-character in the character data, so I was going to put it in /v2/characters rather than /v2/account.
I think this kind of thing (exporting chat/combat logs) should be handled directly by the client.
Either a real-time stream or a slash command to save the log.
Yeah, the client has a wealth of data available to it that we don’t; I’m not even sure how we’d go about exposing that (or what the process for getting it implemented would be). While it’s definitely something I’d like to expose, it’s realistically not going to be in any time soon :/
Lawton found the cause. He’s chatting with some folks about how to a) fix it and b) prevent it from breaking like this in the future.
Quick reminder…
This is considered BETA-quality at the moment
Yeah, something’s gone pear-shaped. Investigating.
With our current setup keep-alive/pipelining isn’t possible, sorry.
/v2/items?ids=all would be a massive response and probably make our servers very, very unhappy.
When the bar is emptied, the boss will be affected by his defiance behavior, such as getting stunned or becoming vulnerable. After that happens, there’s a cooldown period where the boss is completely immune to crowd control, and then the defiance bar is filled and becomes active again.
This can somewhat depend on the boss, though, as some have custom defiance behavior like the Wyvern. For the Wyvern, there’s no cooldown period, but it is immune to CC except for during its takeoff skill, and the defiance bar is disabled at other times.
I am getting mixed results when retrieving back account data from using the token.
One of my accounts returns back “undefined” while the other does return the four pieces of information. The only difference I can think of is that the account with undefined results has the mobile authenticator enabled. Anyone else have similar result?
I’ve got TOTP on my account I used for testing w/o any problems. I’ll give it another shot in a bit here to see if I can repro.
You could also modify the node script to dump out more info after the request, modify https://github.com/arenanet/api-cdi/blob/master/examples/auth-nodejs/request.js#L19 to say
console.log(arguments);
and you should be able to get a bit more info in the error case.
(edited by Pat Cavit.9234)
I’d love to be able to get some more robust, read-only information like “name of player currently selected”, or “weapons currently equipped” etc, which would allow us developers to take that information and use resources like the GW2 API to query against and provide some cool responses/useful information to the client side user to. Am I missing something with Overwolf?
Hi docMed, Stéphane (not Stéphanie
here! Overwolf is offering you an SDK to develop things on top of Guild Wars 2, while the Guild Wars 2 API will offer you mean to create content that’s relevant to the game. Some of the information you mention maybe something that’s more relevant to the newly-released Authenticated APIs ? Take a look at previous contests and Overwolf GW2 apps for ideas about how some developers have made this work (note that not all apps use the GW2 API).
Im happy to see you start such an awesome initiative, but could we, for the mac client, have something for us too? at least push over wolf team to build a compatible app? Or more important , some of the featured apps for over wolf should and can be implemented directly on the gw2 client , i fear that the second of nice feature like boss timer are available from over wolf , we poor users of the mac (beta) client will never see it implemented in to the game for us too.
in the end , I’m positive on this kind of initiative , but really hope that some of the basic feature could be implemented for all the player base and not just half of it, I’m i wrong?
sorry if bothered someone , not in my intention :P
Hello AndRec, I suggest you ask Overwolf directly, as we’re not managing that program. Thanks for your feedback
How much gold has Evon Gnashblade taken from players for using his services since launch?
Bug Fixes:
- Fixed a wardrobe display bug.
Tamper with the trading post to bring the price down. (short term fix.)
HERESY!
Go place minimum value bids in for an ecto 1 at a time for 200 ectos as penance.
Sounds to me like two independent issues being discussed.
1. Aggregate price for silk and market velocity
2. Farming for individual mats is hard
I would argue that these issues aren’t actually related and shouldn’t be discussed as if they were.
Hi John Smith.
Q. What do enjoy best about your job?
Thank you answering our questions.
My favorite part is watching content that I helped balance go live and watch to see if it matches my predictions and math.
Any tidbits you can tell us about the lucky envelopes?
Was it designed as gold sink or faucet?
And how close were your predictions?
Envelopes are not a gold sink. Our predictions were dead on, but I have to give credit to Josh Diaz for being awesome with those.
Treat or Treat bags
Bahahaha! I’m not sure if that’s a typo, but it’s still pretty accurate. ;P
On topic: I’m personally not a fan of invisible bags since I’m almost OCD about what I’m selling to a vendor, but for most people, it can be incredibly useful.
~blush~ Typo. I love them so much, though, I do think every single one is a treat! 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Reminder: These changes will be featured in our Ready Up program tomorrow, and there will be a blog post as well! 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Would /v2/characters expose everything that we currently see in the character select screen?
That would be …
- Order most recently played
- Level/Race/Class
- Represented guild
- % Map Completion
- Last location
- World (presumably for if a character is guesting? Not sure, I never really guest)
It would be useful to me to see which guilds an account belong to, having the guilds each character is representing may not give a full list but it would be something I could work with.
I’ve also had some ideas about how I could use the name of the character they are currently playing, and order of most recent play would achieve that.
I haven’t written up the RFC for /v2/characters (should probably do that today so we can get some eyes on it), but briefly — no order, yes level/race/class, probably rep’d guild, no % map completion, no last location, no last guested. There’s a bunch of other stuff in there like current equipment, inventory items, etc., that’ll make it useful at first for some applications.
This doesn’t preclude those features from ever being added, they just aren’t attributes that are currently pulled out of the character data on our side yet (and it takes awhile to make and deploy changes to the code that parses character data, unfortunately).
EDIT: In addition to recently played, time played per character would be nice as well (also perhaps deaths, heh).
(edited by Lawton Campbell.8517)
Oh my goodness… I just thought of something…
Dark fields blind with leap and blast finishers, and smoke fields do that with projectile and whirl finishers.
Will Necromancers be called to drop a well on queue that everyone blasts to help chip down the breakbar? Or a thief a smoke screen for the party to shoot through?
Yeah, the easy access to blindness through combo fields is something that we’re paying attention to in balancing break bars, though it isn’t as impactful as it initially appears. Most control abilities aren’t projectiles or leap or blast finishers, so the skill combo generally comes at the cost of the player using a skill that doesn’t cause CC on it’s own.
On the other hand, skill combos do provide a good way that people can coordinate to get a bit more progress against the bar, and can be used to help people running builds without much control to contribute.
Yes, as explained, an Invisible Bag is really useful for tucking in those things you want to carry, as opposed to store, but want to ensure you don’t sell in error. I have regular bags for everything except the final slot, and there I put an Invisible Bag. It protects the four of five tasty bows I’m still deliberating about saving or selling, along with Black Lion Chests, Treat or Treat bags, keys, etc. In the latter cases, the stacks are something that may grow if I get another ToT bag or BLC, so it’s handy to have them all gathered in the protected Invisible Bag.
Edit: Yalora Istairiea — me too, me too! 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Hi John Smith.
Q. What do enjoy best about your job?
Thank you answering our questions.
My favorite part is watching content that I helped balance go live and watch to see if it matches my predictions and math.
Hi John Smith,
Q. Do you actively play GW2 (are you allowed to, have you ever)?
I do actively play, I have 3 80’s, I’m usually on Roche de L’Augure, but my forum account and play account are different accounts. The way that I play is generally different from a non-dev though if I’m interacting with the economy, and the same as a non-dev when I’m attempting genocide on centaurs.
Q: Was it an economy-based decision to not to reveal the locked dye UI update before the actual patch?
Not directly, but I have requested that we not prelease economy/market affecting data anymore and instead let it be discovered in patch and gameplay.
Effect clutter in large group situations is something that we’re aware of and have been working on improving, though it’s a difficult challenge with tradeoffs between having good communication of the abilities, especially in smaller combat situations or PvP, versus readability and visibility in large fights.
One advantage we have with the Wyvern is that it is big enough to rise out of the haze of effects so that it’s easy to see the skill animations and effects without being too big to the point that you can’t tell what it’s doing when you’re close to it.
Due to the current Overwolf App Contest… is there a (rough) ETA or priorization for the upcoming API functionality? I could start implementing without the API up and running as long as I knew that the functionality would come within the time frame of the contest.
My informal roadmap basically looks like this:
1. Get the OAuth2 application registration bits deployed.
(1.5. Pat’s /v2/continents additions.)
2. /v2/account/bank, /v2/account/materials.
3. /v2/commerce/transactions.
4. /v2/characters.
So, basically all authenticated endpoints which aren’t really useful within the scope of a desktop application. No timeline for those, but that’s the general order they’ll probably happen in. The other endpoints I’m working on still need a bunch of manual verification (looking at /v2/skills, there’s a lot of wonky stuff still coming out of my current implementation) or are otherwise still in a half-implemented proof-of-concept state.
The OAuth2 library I am using (perl’s Net::OAuth2) wants to add “Host: account.guildwars2.com:443” to the access token request header. This results in a 403 error from the server.
It works fine if the header is set to “Host: account.guildwars2.com” or left out entirely.
I was able to make changes to the library code to fix it for myself, but other users and possibly other libraries may come across this problem.
Could you capture and paste the request that’s returning 403 (make sure to remove the “code” and “client_secret” parameters from the query string)? I’m totally unable to reproduce the behavior from the host header alone.
The OAuth2 library I am using (perl’s Net::OAuth2) wants to add “Host: account.guildwars2.com:443” to the access token request header. This results in a 403 error from the server.
It works fine if the header is set to “Host: account.guildwars2.com” or left out entirely.
I was able to make changes to the library code to fix it for myself, but other users and possibly other libraries may come across this problem.
Interesting. My current browser doesn’t appear to send :443 for HTTPS requests, the spec is a bit ambiguous on the issue. We’ll take a look.
Thought I would just update this.
(Please note this does not mean that any of these things will happen, won’t happen, are planned to happen, and or not planned to happen)
First person camera- Increase max dolly (camera distance) distance
- Decrease min dolly distance
More finite dolly control- Automatic camera height adjustment on /sleep emote
Manual camera height adjustmentStop ‘random snapping’ from happening- Look at camera
- Free orientation movement
- Fix automatic camera height so that the over the shoulder camera works as it would be expected to work
Manual FoV adjustment- Look acceleration toggle
- Keep drawing mouse cursor when right clicking toggle
- Keybind toggle for holding right mouse down / click once to toggle option
Transition smoothing when spectating in PvP
I’ll be on Ready Up tomorrow at Noon PST at twitch.tv/guildwars2 to show these off!
(edited by Branden Gee.2150)
This is huge if true.
Confirmed yes! Our blog will be out shortly with more information.
You can also check out the Ready Up show tomorrow at noon pacific time to see some of the new camera stuff in action!
Menomonia is only used for headings. IIRC the game uses Tahoma for all non-heading text.
The game UI font actually looks more like Trebuchet MS ~10pt to me.
Trebuchet MS sounds accurate, I don’t have access to check right now. I always get those two confused.
Personally I don’t see anything yet which is ‘alarming’ in the revenant traits. The only thing which ‘alarms’ me is the statement made in the mmorpg.com article which said ArenaNet weren’t creating legend-based trait lines because they wanted to force players to legend swap as often as possible rather than focus on one. But here we have two revealed legend-based trait lines. Mmm.
Do we? I see one trait that actually goes with a Legend. They may have similar themes and synergy, but in no way do you have to equip Jallis to get use out of their Toughness line, nor do you have to have traits in the Toughness line to make use of Jallis.
To clarify, I didn’t mean trait lines with traits which only affected a single legend. That would be … odd for this game. I said legend-based, not legend-restricted.
Corruption is clearly based on Mallyx and retribution on Jalis. If you were keen on being as tanky and conditiony as possible you’d probably trait up both lines. I was not expecting that based on the mmorpg.com article.
Each legend has it’s own playstyle focus but so does each trait line, similar to the current professions. Traits are there to reinforce and augment your base selection of skills as you see fit in your setup. If you use jalis. but want to be more tanky you can opt for the retribution line, but if you like jalis and want more damage you may opt for another trait line.
Keep up the discussion of active vs. passive traits though as it’s good feedback and something we talk a lot about internally.
I work on systems, combat, skills, and balance.
This issue is now resolved, all accounts caught in this should have access once again.
I apologize for the inconvenience, unfortunately sometimes these things happen as anyone can use these networks and they are always subject to change which can set off any number of alarms. When they do happen, we work to resolve the issue as soon as possible.
Edit: EU Unblocks took a little bit longer – All finished as of 12:47 AM
Thursday, February 26 Greenwich Mean Time (GMT)
(edited by Chris Cleary.8017)
Is the ID, Name, or both primary/unchanging keys?
I imagine that same question is going to come up again for characters
ID is immutable, Name is not. There are situations where an account’s name will change, though they are rare.
Characters do not have an immutable identifier that we can expose
WTFast runs through shared service VPNs like most tunneling services. Unfortunately when they change servers or providers, our systems detect a large quantities of accounts suddenly being accessed by a different network. Standard preventative measures dictate that we close access to these accounts to try to insure that the account’s holdings remain secure.
As we currently don’t have an “account identity lock” system, we rely on preventative banning in this case. We are working on a better solution for this, but this type of issue doesn’t happen very often, and when it does it can quickly and easily be fixed.
In this case it looks like this hit WTFast VPNs running out of Frankfurt, Germany which was brought to our attention because of high GoldSeller activity on it along with a flux of accounts hitting the same and new network at the same time.
Sorry for the inconvenience, I am still looking into this issue.
(edited by Chris Cleary.8017)
Looks like a GoldSeller was operating within WTFast shared VPNs and flagged some innocent accounts that were blocked as a prevenative measure to prevent compromise. Unfortunately sometimes this is a risk you take when using a 3rd party tunneling service. Working to rectify this issue now.
What is the difference between the account ID and account name?
ID is a GUID, Name is a string like the one you can enter into the contacts list in-game.
Name is also what’s displayed on the forums.
In that case I suggest some renaming.
Account Name is the email address according to the launcher and what is displayed on the forum is usually referred to as the Display Name.
Yeah, but the API is never going to provide the “account name” (e.g., you’ll never be able to access email addresses), so just referring to the “display name” as “name” is fine, I think.
I’ve looked into this and unfortunately it’s one of those “crazy complicated code jargon reasons” why it’s improbable this would change. The complexity vs payoff makes it a very low priority item.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
The build keybind came out with the April 2014 feature pack
The PvP panel keybind looks like it was added at the same time…
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
GW2 Tickets for Review (7 days & older)
in Account & Technical Support
Posted by: Michael Henninger.7451
oh my, i mess up
ticket: 1271954
bodoke.6350
K, I see the problem but can’t discuss here. You’re in a short queue, should see a reply soon.
Twitter: @ANetCSLead
GM Delicious Intent.5928
Bug Fixes:
- Fixed a server crash.
Update on the program:
- You folks make a good point, and sure, we’d consider additional specialists if there’s an area that could benefit from double coverage.
- We are still seeking to choose a specialist for each profession. So far we have great candidates for some professions, but not all. If you’re an expert on elementalists, a wiz at warriors, a guru at guardians, a… — well, you follow my drift
— please get in touch!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I just merged the PR for the updates to /v2/floors (moving it under /v2/continents, adding lots of new selection functionality). Hoping to ship it next week sometime.
GW2 Tickets for Review (7 days & older)
in Account & Technical Support
Posted by: Michael Henninger.7451
1273210, 1271369, 1272491 Solved by hotfix.
127195 You marked this ticket as resolved on Dec. 3rd. Do you have another ticket?
Twitter: @ANetCSLead
GM Delicious Intent.5928
GW2 Tickets for Review (7 days & older)
in Account & Technical Support
Posted by: Michael Henninger.7451
Hi,
Posting on behalf of boyfriend who has been experiencing a potential incident of cyberstalking, as the support response has been inadequate.
Revealing of personal information by another user that could not have been acquired in game is a privacy problem. It is also harassment and shows the user has been engaged in some in-depth research. It may look harmless to an unaware GM, but frankly it isn’t.
Ignoring some primitive bad mouthing/false accusations I can understand (although it’s part of cyberstalking behaviour and thus shouldn’t be), ignoring the privacy issue, not so much.I’d like to see incidents of online stalking taken serious by support, as it is not a trivial matter. Sometimes it’s nothing, other times it can go south pretty fast. The behaviour is at the very least concerning.
In addition to the info he provided, we’ve recently seen his brothers account potentially get compromised (now secured, may be related, may be a coincidence-timing was odd). Happy to discuss the surrounding circumstances in private, for obvious reasons.
Ticket # 1194144
We do take harassment VERY seriously but what the chat shows is two people having an argument over a win/loss situation. This is not, in any form, harassment. If your friend has further details than those provided we’ll look again – but based on this complaint there is nothing to action.
*Edit – word choice /to see/ /action/
Hey, thanks for the reply!
Except that person- who is a complete stranger- is revealing information, specifically the victim’s ethnicity and exact location, down to the city, in map chat.
Pretty sure that isn’t information that just randomly comes up in an argument between two strangers who never spoke before or that a random stranger in a game should even have access to without anything further, am I wrong?I’ll get him to message you some more specific details, like where we suspect this is originating from, if that’s okay.
Yep, that’s what I’d need. The last info supplied just pointed to an argument. We need small time-frames to look through. The more pointed the better.
Twitter: @ANetCSLead
GM Delicious Intent.5928
…I’d like some clarity in what happens to mobs when you deplete their defiance bar….
I believe we’re still balancing the broad-reaching solution but yes, a significant stun will be applied. Pretty sure we’ll be releasing more details through our channels real soon.
Hi API developers!
I wanted to share with you an exciting news that may interest you: we just launched the Overwolf Guild Wars 2 App Challenge. You can read all about this on the App Challenge page here: http://bit.ly/1MAayy8
This thread is also the opportunity for you to ask us questions about the contest, exchange ideas, tips and tricks. You can suggest app ideas on this page: http://feedback.overwolf.com/forums/283727-guild-wars-2-challenge-ideas
We hope you’ll consider participating and, if you do, wish you luck
(Sorry for double post, this is unrelated to above)
There’s still a story issue that hasn’t been addressed yet: Personal Story and Dungeon Story Mode relations.
Currently, you’ll get a “introduction” by the Herald at level 25. At level 30, you get a letter about Ascalonian Catacombs story. However, at level 40 you have the Destiny’s Edge meeting in which Eir talks about going to Ascalon Catacombs indirectly. And at level 50, you get a letter from your iconic talking about events at AC, TA (level 40 dungeon), and CM (level 50 dungeon).
IMO, the “easiest solution” if the changes to levels of the Personal Story remains unchanged (something I personally don’t mind, though I’m unsure about the “locked until level” part) would be to raise the dungeon levels. Make AC story level 45, TA level 50, and CM level 55 – leave the rest as is, and raise explorable to an appropriate story level+5.
My “preferred solution” would having all explorables at level 80 (makes cross-dungeon balancing easier), have AC story at 50 and each subsequent story dungeon 5 levels higher (TA=55; CM=60; SE=65; rest as is)
Whatever the solution, just figured I’d bring this up on the topic of Personal Story fixes.
I’ll add this to the list of things to investigate. It might just be an issue of changing when we’re triggering the sending of those mails (or how they’re worded).
Could you clarify, for absolute certainly: will the story steps that were re-ordered be returned to their original order (in addition to the restoration of the Greatest Fear arc)? And will the story instance entrances be returned to their original locations, rather than the current airship ‘airdrop’ thing that currently occurs at Fort Trinity?
Yes, the story steps will be restored to their original order. We’re looking into removing the airdrop step as part of the fixes as well.
THANKYOUTHANKYOUTHANKYOU
In other news, do you know when we can expect this update to go live? Will people be grandfathered into the fix again, or will all players get it regardless of their story step?
My fiance recently started playing and I’d like to know at exactly which point I should advise him to put his PS on hold, and how long for.
He’s excited about the game, so please let it be soon!
My advice to people who are interested in playing the restored Personal Story (which will include the Greatest Fear steps, original chapter 8 ordering, and various minor text and VO updates) is to not complete A Light in the Darkness (in chapter 6). That way you’ll be able to play the restored content in its entirety when it goes live.
We’re currently discussing release dates and will share that information when we’re able. Thanks again for all your great suggestions and patience.
The account site is from a time before we had the resources to focus on the mobile experience, so it’s pretty bad right now. We’re aware of it and actively working on a solution.
App registration should be coming “soon”. There’s still some issues we need to solve before it’s something we want external folks to use.
App keys is something we can discuss longer-term as part of the API CDI, this isn’t really the thread for it. As of right now OAuth2 is the only supported authentication method and we don’t have any infrastructure in place to support anything else.
We’ll work on making those strings a little more specific, if anyone has any examples of sites that do a really good job of describing OAuth scopes in consumer-friendly language I’d love a link. Most in my experience has been similarly-generic text.