Vox Machinum, 80
Hyper Threaded, 80
@Permafrost.2695, you should be unstuck now.
This is a lot of fun. Congratulations on your 5th Anniversary, RISE!
I had some free time last week, and finished this painting about druids. I think I was heavily inspired by the GW druids, so this is partly fanart.
Super hype with the last patch.
That is amazing work. Thank you for sharing it, Penslinger!
These are enjoyable videos.
I just wanted to mention that we are not able to share them on our Community Showcase Live broadcast because they feature copyright music. (Copyright not ArenaNet, I mean.) I didn’t want you to think their lack of inclusion was based on a quality problem, and I do hope you’ll continue to make them!
Hey Jake,
Could I get the artist’s name and her permission to share this? If she has an account, just ask if she could kindly post in this thread to make sure we have all the courtesies observed.
You might also include the character’s name, too.
Thanks!
ahem
Ok, I defer to the next person.
Opened an issue for the WvW objectives overlapping.
Found it and Hahnchen DID post it: https://forum-en.gw2archive.eu/forum/community/creations/ART-BlindGravity-and-Angelsdevils-Portaits/6460008
Yay!
For every forum member who feels someone’s videos should be in a different place, someone else feels they should be here.
The fact is, the profession forums are for discussion, and this sub-forum is for sharing player creations. That is why the videos are moved here.
Take a situation where someone creates a video that features one of every profession. Should they post it on 9 sub-forums? I don’t think so. So this spot should be the “go-to” spot for videos — no matter the subject, no matter the profession, not matter whether they are guides, gameplay videos, or music videos with gameplay underlying them.
And quite frankly, I am not a fan of a forum member calling moderators"overzealous." They’re doing their job properly. So let’s understand that there’s a place for everything, and respect that everything should be in its place.
I’m open to discussing this, but ask that you consider all the alternatives. For instance, where does that cross-profession video go? Things like that need to be considered, so we don’t have a lot of cross-posting, because posting in a bunch of forums reduces the visibility of actual conversations. We also don’t want to have a flood of videos that push actual conversations off the forums. (Which is sort of why we have a fan art forum to begin with. No one loves fan art more than I do, but I know it’s best in its own place and not scattered across discussions.)
Maybe the answer is as simple as a sticky post in each profession forum, “Put your videos here!” I’m open to that as a “for instance” of how we can best handle this situation.
Looking forward to input on this, and thanks.
(edited by Gaile Gray.6029)
Looks like you got stuck in a match. You should be fixed now.
This Box keeps popping up and I can’t get rid of it. It causes me to crash when I go into dungeons and I can’t go into an instance without it popping up. It doesn’t let me inside PvP or my friends if i’m in a party with them. Please help
We’re looking into it now.
Love these! I prefer the first because the second is a little on the dark side, with the background and all. But both are very nice.
Wish Hahnchen would post these, so we had permission to share them on CSL. Ah well, maybe sometime in the future.
(edited by Gaile Gray.6029)
Most annoying fractal imo. If they put the hammer on your PvE skill slot it would actually be ok, but I just hate carrying it all the time.
Having the hammer be on your special action key slot would be spectacular. They could have it charge (activate the action key) when you are near something that dies. Ben, please do this!
How would you drop the hammer if it was no longer a bundle? Making it a SAS seems like it would nullify the hot potato mechanic.
I tried to watch, but it appears the video was removed. I hope to see it in the future.
This is amazing. I love the detail in the work, and learning a bit about how it was made.
That’s stunning! <3
But wait, can you tell me more? What’s the character’s name? Whose character is it?
If this day get established, I’d love to share it with our devs to let them know it’s happening. It sounds like a super idea, and I know some of us would love to drop by while it’s going on.
So please let me know if this gets more formally organized, and a date, time, location, etc.
Thanks a bunch!
You will need to have the skin unlocked not the item itself. For example you will need to have the Triumphant Masque skin unlocked to be able to purchase the Triumphant Hero’s Masque.
This is the proposed change which I’ve got in the works. Had to push it back a release because one of the backend components — the bit that handles vendor whitelisting — didn’t get deployed (whoops).
The weapons will be on the vendor as well.
Our stance hasn’t changed on this. My response that Xenesisll linked is still the same.
Thanks for the development attention to WvW.
Two things;
If someone transferred today, when would they be eligible to start earning rewards when the new system goes live?
I have no idea what you are talking about with tiers of armor. Can someone explain (even take a guess) about the details of what that’s about?
You would not be eligible to earn pips until the 9th if you transferred today.
The Armor Tiers are:
Tier 1 – Triumphant armor
Tier 2 – Triumphant Hero’s armor
Tier 3 – Mistforged Triumphant Hero’s armorWeapons:
Tier 1: Hero’s weapons
Tier 2: Mistforged Hero’s weaponsHow are these going to handled? A lot of players have unlocked all the T1 skins and salvaged them to save on inventory space. Will there be a collection added for this (or tracking of skins unlocked), or will we be forced to re-complete 18 reward tracks?
It checks if you have the skin. So if you already have the T1 skin then you can buy the T2.
Thanks for the development attention to WvW.
Two things;
If someone transferred today, when would they be eligible to start earning rewards when the new system goes live?
I have no idea what you are talking about with tiers of armor. Can someone explain (even take a guess) about the details of what that’s about?
You would not be eligible to earn pips until the 9th if you transferred today.
The Armor Tiers are:
Tier 1 – Triumphant armor
Tier 2 – Triumphant Hero’s armor
Tier 3 – Mistforged Triumphant Hero’s armor
Weapons:
Tier 1: Hero’s weapons
Tier 2: Mistforged Hero’s weapons
We are including this thread in a report to the studio, so please do feel free to add any additional thoughts on Episode 5 here.
Thanks for your feedback!
A thought occurred to me … since I play both Edge of the Mists and The Mist War … does all of this only apply to The Mist War, or does it apply to Edge of the Mists also?
Skirmishes are only part of The Mist War and not part of EoTM. Because of that pips cannot be earned while in EoTM. However, vendors for both the backpack and skirmish rewards will be in EoTM in case of queues.
So winning pips are based on war score with the war score getting reset every two hours. I assume that this means that winning pips are awarded every two hours.
My question is whether a player has to be online, and on a WvW map, to get awarded these winning pips?
If they do then I could see some fuss about players being forced to play until the next tick to not lose credit or something similar to how players complained about rewards for the HoT maps or before that April update.
There’s also the issue of getting a d/c after playing on a map for 115 minutes and then lose out on winning pips.
You earn pips every tick, so every 5 minutes. You do have to be online, in WvW to earn the pips.
We had technical issues with yesterday publish, so the post was glitched for a bit. It was posted within an hour or two yesterday morning:
https://www.guildwars2.com/en/news/get-ready-for-the-june-2017-competitive-feature-pack/
And of course you’ve seen todays post specifically on WvW:
https://www.guildwars2.com/en/news/updates-to-world-vs-world-skirmishing-and-rewards/
If you’d like to comment on today’s update, I suggest you post in this thread:
https://forum-en.gw2archive.eu/forum/game/wuv/New-WvW-blog-post-June-1-2017
Thanks.
Here’s the full blog post: https://www.guildwars2.com/en/news/updates-to-world-vs-world-skirmishing-and-rewards/
Enjoy!
Ohhh Gaile, I have expressed how much I love (and respect) you in the past but right now I just want to take a plane to ANET’s office and hug every single WvW employee!
That is marvelous, Jhoul. I was so excited to know the team was working on this, and I had to bite my fingers nearly every day to keep myself from commenting about this. It’s definitely a cool update, and I’m happy the WvW community is liking it.
Its sounds good over all. I hope this rewards work out well i can see the maps becoming a bit tag happy with getting added rewards for being a commander with at least 5 ppl. Every one going to be a commander lol.
I still like to see some more skill split from wvw vs pve (raids balancing dose not apply well in wvw).
That can happen some other time and as things progress (so it dose not need to happen all at once just skill by skill that end up being “problems” in wvw but are ok in pve raids).Now only if we could get a dev to post the blog post in the wvw forms its weird that they have not.
Gaile had your back, but it’s gone now lol
I did, but I removed my post to focus on the one that grumble beat me to the punch.
Glad that everyone is enjoying the update, and I just added the link to my post above so that everyone would be able to read the full blog with ease.
Thanks.
Here’s the full blog post: https://www.guildwars2.com/en/news/updates-to-world-vs-world-skirmishing-and-rewards/
Enjoy!
1. The one you guys haven’t seen yet
2. Nightmare
3. Bloomhunger
4. Thaumanova
5. Chaos
6. SnowblindI’m a little biased.
did you (help) make all of those??
Not Chaos, that was Elijah Miller. I was working on the Snowblind and Swampland reworks as he built it.
1. The one you guys haven’t seen yet
2. Nightmare
3. Bloomhunger
4. Thaumanova
5. Chaos
6. Snowblind
I’m a little biased.
Thanks for your replies!
I was particularly interested in the -forwardrenderer argument as that mode can suffer from poor lighting issues and would not recommend playing the game that way.
Using -bmp should not cause any problems. Ground textures disappearing is something else, too.
A handful of lighting issues were introduced in the recent release. Some graphics bugs, but also some map data missing lights. That could be the cause of some other areas looking weird. Though I would expect dark rather than red.
Since Draconis Mons lighting and nVidia 10xx cards came up, I’d be curious if anyone else sees these (see attachment).
This is the only area that ever triggers this from my card, and only in the lower right corner of the GW2 window, but it doesn’t show on GW2 generated screenshots (only if I take the screenie with Windows itself).
Bonus: my minimap is usually there in the corner, mostly obscuring this flickering checkerboard, but not completely. The minimap is not in any way distorted (save for the semi-transparent parts where the checkerboard shows through). It becomes a lot more apparent if I move the minimap to the other corner. Especially well visible in the recording spot near Webby Mother.
I believe this is related to the other issues discussed in this thread regarding 10xx cards and shadows. The checkerboard glitch should be fixed when that shadows fix goes out again.
Tracking issue. I actually had plans to implement something like that a couple of years ago; I don’t recall what exactly the blocker was.
I’m not entirely sure that match data is stored in a way that’s queryable on a per-arena basis (e.g., there’s no index to query match histories by arena); due to the way our backend system is structured adding an index is fairly infeasible for me. Will have to do some digging.
I opened a tracking issue for this. The main blocker is that our caching layer doesn’t actually expose the remaining duration for cache entries. Since the caching bit is very widely used throughout the game systems, modifying it is kind of scary.
Actually, I don’t know why I didn’t think of this sooner, but I can just wrap the cached objects in a wrapper that includes the cache timing information. It won’t be 100% accurate (clock sync) but it should be correct within a few seconds, hmm.
The build id only goes up when there’s a new patch available to download.
+1 to using it as a flag to expire any caches of /v2/items etc that you’ve got locally. That’s the ideal implementation, I think.
You should be able to obtain another Spider Silk Insulation from Grandmaster Craftsman Hobbs in Lion’s Arch. He’ll have a conversation option for misplaced legendary crafting components. This will only work if you have deleted the item, so double check that it isn’t squirreled away in your bank somewhere!
In the .equipment section of /v2/characters, there should be a .stats field on any items which have choosy-stats. stats.id references /v2/itemstats, and stats.attributes is the itemstats multipliers applied to the item’s level+type+rarity for the absolute stats (rather than just the multipliers).
Request fulfilled! Thanks so much! <3
Kitty would love a Copper-Fed Salvage-O-Matic it will make bag space management so much better <3
(EU server based)
I wanted to point out to everyone engaged in this thread that this is a great way to acknowledge a received gift. You’re keeping the thread visible, but indicating your wish has been fulfilled.
To do strikethrough, you simply place a bracket S bracket at the start of the section, and then close with a bracket slash S bracket. You also can get that instruction perhaps more clearly by clicking the formatting hints prompt.
Thanks for the demo, BadKitty!
Hello,
Came across this post, so I thought why not. One thing I would really like in game is the Legendary Greatsword Twilight. I’ve only been playing this game for two months and really wished I started playing years ago, because I really like this game. Im currently using an Exotic GS, but Legendary as we all know is difficult to craft. I could just buy it, but it cost 3000k gold and I only have 100g lol. Thank you!
Hello,
Welcome to Guild Wars 2! I think it would be helpful to point out the purpose of this thread, which is generally to give players “a little boost” towards their objectives. Maybe it’s a few dyes; a couple of mats; a small supply of cooking ingredients. For someone who wants to acquire a Legendary, asking for help with one of the needed materials would be fine. Asking for the gift of a Legendary outright isn’t really in the intended scope of this gifting thread.
I’d suggest you review the path to acquiring a Legendary by consulting the Guild Wars 2 Wiki resource, decide if you’re going to take the steps required, and then perhaps you’ll want to reach out in this thread for help with a component or a small part of what it will take to complete your journey to get that Legendary.
Thanks for reading, and I hope you’re having a blast playing the game!
There were a couple of blips about an hour ago due to network connectivity, but aside from that I dunno. I’m not seeing any issues on my end; you could manually check
https://api.guildwars2.com/v2/account?access_token=1234-API-KEY-HERE-6789
to see if any errors are returned. There’s definitely a lurking bug or two that can cause an error to be persistently returned for an account — really not sure what causes it but I suspect it’s triggered by transferring across NA/EU.
Hi there, if anyone checks back on this thread, are you using any special command line arguments when launching Guild Wars 2?
Thanks!
“compared to other maps, this map uses some more extreme color grading settings.” So, uh… you’re saying it’s a feature not a bug?
From a customer standpoint it’s almost unplayable. I find this to be a very disturbing response in light of future maps and of course the XPac.
Sorry if my previous post was unclear. There are several issues being discussed and most are bugs, not features.
In the screenshot you posted, though, I do not see blocky shadow artifacts, missing lights, or excessive darkness.
The only thing that jumps out at me, compared to other maps, is the use of color grading in that area. I’ll attach an image of the effect on and off to show what I’m talking about. The color grading is responsible for increasing saturation and darkening up the shadows. So, darks are darker in some cases, but not due to missing lights or broken shadows.
Does this sound like what you find amiss? Or is there something else that I am not picking up?
Thanks!
Hi all. Would like to post a quick update.
There appear to be several distinct issues being discussed in this thread.
1) Issues related to new-ish hardware and shadows, like the 1080 cards. I believe this was fixed, broken again while attempting to make the fix more general, and will be sorted out soon. Thank you for your patience.
2) Issues related to lights blinking on/off based on camera angle.
Examples of players seeing this issue:
Alright two minutes after posting this I solved the problem. Starting the game using the actual .exe file found in the game directory fixed it for me. Normally I start the game using a desktop shortcut. This means that the shortcut somehow screwed the game up? I had no idea that such a thing could happen but oh well, it’s fixed for me now
This is exactly the issue I am having too.
Could it be that we just need to start from the .exe to work around this? Because that’s basically what Steam is doing for me when I log into the client through Steam.
It sounds like this only occurs when a particular render setting is active, usually set via a command line option. This is why the problem goes away for some players when launching the game directly instead of using a favored shortcut. If so, what you are seeing is the game in ‘forwardrenderer’ mode. (It is also a compatibility setting when particular hardware features are not available).
By default Guild Wars 2 uses a variant of deferred rendering. Roughly, this separates the complexity of materials (what objects look like) and lighting and can allow for more lights. This is the intended mode, what artists see when building and lighting environments. The forward rendering mode gets used as a fallback for certain cases where deferred rendering is problematic. For example, when objects fade in/out or when water shows a planar reflection. In forward mode only a small number of lights are chosen per object. As such, the lighting quality may be severely reduced, especially in indoor and underground locations where the sun is obscured and much of the lighting comes from additional light sources.
I wouldn’t recommend the forward rendering mode unless absolutely necessary to enjoy the game. But kudos to explorers of hidden features. The upside of using this mode all the time, it may be cheaper. In particular for systems where the GPU is the bottleneck. If the game happens to be CPU bound on a particular machine, this setting will reduce visual quality for no gains.
That said, forward rendered mode is expected to look worse but it is not expected to be completely unusable.
I’m looking into this now. Something to do with how a limited number of lights are chosen each frame. Newer maps have many more lights than earlier maps and are stressing this system in ways it was not exposed to when written.
3) Issues related to environment lighting.
Examples of players seeing this issue:
Uh some advice please: Running a GTX 760 with 381.65 drivers. Is this honestly what the new map is suppose to look like? None of the other maps look like this. Is this the Shadow Bug or a different one?
Unless I am missing something in that screenshot, I believe this is what the new map looks like. Travelling to that area, I see similar results. And don’t see signs of the Shadow Bug or other lighting issues discussed above. As a large interior, that area is lit differently than most parts of the game. And compared to other maps, this map uses some more extreme color grading settings.
That isn’t a rule within the CSS we are serving up.
You may want to try the page without an extensions loaded, it seems like one might be injecting CSS & breaking the page for you.
Bug Fixes:
…huh.
I’ve raised the issue with the PvP team; they agree that the scores are swapped (but the results are correct). In the meanwhile, I’m going to add some code to the API frontend that tries to swap the scores back if it thinks they’re reversed.
Special Guest: Clayton Kisko, Open World Designer for XP2
And callouts for:
Thanks, as always, to the talented artists who contributed to the show and who keep our forums and our Tumblr pages lively. Keep that art coming, folks!
If you share here, great! Sharing on the forums means you have given us permission to feature the art. If you’re sharing on Tumblr, please always use the hashtag “#GW2 Fan Submission” to ensure we can showcase your art!
Remember that I look all over our forums and Tumblr page for art to include in a show, so if something isn’t featured in the month of submission, it may be featured in the future. (I also set aside seasonal art for the next festival, so already had selected some Halloween and Wintersday art for shows this fall and winter.)
Special Note: We love all forms of art, but are particularly hoping to see some more videos or trailers and some musical pieces. If you’re a videographer, a trailer maker, or a musician, please consider sharing your work so that I, in turn, can share it on the show.
We’ll announce the March show date sometime in early March.
(edited by Gaile Gray.6029)
Ah, okay, that makes sense.
I actually don’t recall the details. Is it only season 4 that has the rating, or do earlier seasons also have it? I think we’ve always tracked an internal MMR for matchmaking, but it wasn’t exposed via API until we started displaying the value in-game. The current implementation will emit a rating/decay value if it exists in the backend server, so I guess those old previously internal MMRs are visible.
I’ll add a note to the docs.
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