Hi all-
We’re running some tests on the Black Lion Trading Post to try to reduce the number of error messages that a player may receive when they attempt to sell a large number of items in a short period of time. As we make adjustments to find a good balance you may see fluctuations in the frequency of error messages, but the message frequency will decrease rather than increase.
All those will appear at some point in the future. There’s a old tracking issue for this; managed to find a handful of icons from that list too.
I just spoke to our CS department and you can get much quicker results on addressing these issues if you put in a support ticket. My concern is that I will miss a response or not log in over the weekend and it will delay any help you can get.
The goal is to get everyone squared away and all of these reports are super helpful, but I want everyone to have their issue resolved quickly, and I may not be the best path.
I’ve sent all of the email addresses that I’ve gotten to CS, so hopefully these issues can be resolved.
Thank you for the writeup! I’ve passed this along to the appropriate team and if we need more I’ll contact you.
Hello Leafjelly
Thank you for posting about this, it is something we know is very important and want to get fixed as soon as possible.
Unfortunately I am having trouble getting solid reproduction steps. I see that you logged out in the Heart of the Mists, are there any other specifics that you can think of that led to this bug? Is it every time you log out or just in specific places? Have you noticed a difference at any time? I’ve made a human female with dark skin but so far no matter where I’m logged out I’m still seeing the portrait be correct. Any information you give us will help our Graphics team track this down.
You can PM me if you want to get into detail.
thank you!
Some progress has been made.
Oof, I forgot to add it to the hardcoded list. It’ll appear as “map_crafting_scribe” in either the next release or the one after. Sorry about that! :<
Nope, both you and the API have it right. That’s how it is in content and how it displays in-game.
I’ve no idea why.
I’ll let someone know.
Guys,
Please don’t post with meaningless titles. It adds no value to the forums.
Please don’t post satire or irony. Neither translates well in text.
Thanks.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
Just a reminder: Please never post your e-mail address on the forums. This is exposing personal information that you want you to keep private, especially if that address is one you used to log in to the game.
If you are not able to PM Ester, please submit a ticket, or PM me and I will relay it to her.
Thanks for understanding.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Are any of you all still having this issue? If so can you PM me your email? I was just able to buy gems with a new credit card in game so we will have to look at the individual accounts to figure out what is going on. But we are looking into it!
Uhh, was posting before coffee and forgot to create a tracking issue for this. Here’s a tracking issue so this doesn’t get lost in the mists.
Yep, the caves immediately adjacent to the Vale Waypoint in western Queensdale are glowing – both inside and out and with such ferocity that they can be seen clean across the valley in Claypool.
It’s that troll runestone, isn’kitten All this ley-line activity is going to make it go supernova.
It’s a feature?
As for the timetable, I’d say that once it’s put on the wiki, release it in the API, as once it’s on the wiki, it’s likely to spread to a large number of players.
I can do that. The API endpoint would basically proxy the wiki’s semantic search for mystic forge recipes; will need to look into it a bit to figure out how the semantic search bits work.
The mystic forge is one of the bits we’ll probably never provide API access to, unfortunately. There was some previous discussion about it, but basically it boils down to:
- Determining the timing for revealing discovered recipes would be too arbitrary — there’s no solution that wouldn’t detract from the game.
- Some of the recipes are incredibly unwieldy (e.g., massive input tables for “4 rares to exotic”).
- There’s already community-driven program-readable resources (e.g., gw2profits.com and the wiki’s semantic search).
Reportedly, the Devs are working on it.
https://forum-en.gw2archive.eu/forum/support/bugs/Really-Bright-Areas-Merged
Can confirm: Devs are working on this.
We sometimes get questions, here or through other media, about what it takes to get a piece of fan fiction published on the Guild Wars 2 Tumblr page. I asked Anatoli Ingram, who reviews most of our fiction in advance of publication, and he kindly provided some details and tips on the process:
- We have to read all of the fanfic we publish. It’s difficult to find the time to review every word of a fic that’s several thousand words long, so 500-1000-word short stories and drabbles have the best chance. You can also submit those directly (with a “read more” cut for courtesy, please, if it’s on the longer side!) instead of as a link to an outside archive, and that means higher readership on Tumblr.
- The work we publish needs to be appropriate for our entire playerbase; we’ll err on the side of not publishing work that has overtly sexual content, graphically violent content, or suggestive themes. If it seems like something you wouldn’t hear an NPC say in the game, it’s probably not suitable for publication on the official Tumblr.
- We need to be a little stricter in reviewing fic that uses canon characters. Even if we don’t think of it that way, some fans will assume that a like or reblog constitutes official endorsement or approval.
Not getting published doesn’t mean your work is bad—it just may not be right for our Tumblr format. If you don’t feel like these guidelines fit what you want to do with your fic, you can always publish it on your own Tumblr blog or an outside fanfic archive. There’s a huge fandom on Tumblr, and you might find a great audience and visibility for your work there!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Some progress has been made.
I did forget that Monday was the 4th of July.
So this will be happening tomorrow.
Sorry about that everyone!
We’ve updated the game to fix several Trading Post bugs.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
It will not be tonight, or next Tuesday, but sometime after that.
I can’t give you an exact day yet, since there are still some technical changes that need to happen before we can run different Borderlands at the same time, but I will let everyone know once we know for sure it is ready to go out.
The poll has ended! After removing all votes for “Don’t Count My Vote” the final results are:
78.5% Simultaneous Borderlands
21.5% Rotating Borderlands quarterly
This means that the team will add the Desert Borderlands back into play as one of the Borderlands maps and will keep the other two maps as the Alpine Borderlands. Thank you to everyone who voted!
Hello there,
1. There’s is actually no possible way ever to solve this. I’ll do my best to explain. For the audio script portion of the data, the chunk of data which holds all the music notes, and all the state-management of the instruments for things like octave switching, this data is entirely client-side. It only ever updates when it gets instructions from the server to do so. Those instructions come from pressing buttons on your skillbar and equipping/unequipping the instrument item. So if there’s no client-to-server interaction when it comes to an audio script that is loaded, and all the server is doing is sending state-based instructions down to the client-side audio scripts, there is in fact no persistent data being saved between maps. So if someone loads into a map after you have previously equipped your instrument and switched away from the default loaded octave, then they’re going to load in with the default parameters of your instrument. The workaround for this is for you to unequip and re-equip the instrument and that’ll update everyone who is presently in the map to a synchronous state (with exception to user-define drum loops on the Frame Drum, this issue implies that there is no way to persistently save that data between any map transitions).
2. I tried reproducing this issue multiple times on our development builds and couldn’t get the bug to manifest whatsoever. Not sure what would cause that, using emotes doesn’t seem to reset the audio script in any way. Are you sure that’s all you had to do to get it to revert to the default? In any case if that ever happens, the simple workaround is to just unequip and re-equip and all will be made right again.
Balancing SPvP individually——-
- This is probably the single most important change that the SPvP community needs whether you realize it or not. Not only does this make sense, but since SPvP is already isolated, not one change you make here effects the rest of the game. The way it currently works the devs expect us as players to think about the rest of the game before giving changes to a specific game type, however this way of thinking will never create good balance and the reason why is the majority of changes people suggest are obviously only made and will work for Spvp. WvW and PvE are very different in terms of balance and changes for one often conflict with the other two making the change almost meaningless to begin with.
The Lesh Prince recently developed some tech that makes skill-splitting more feasible than it was previously – you’ll see some PvP (and PvE) splits in the next balance update. It’s important to understand that changes will still need to be global, but we’ll definitely have a bit more flexibility moving forward.
Keeping parity between modes when possible is important to us – but when it’s not feasible we’ll look at splits.
edit: that clickbait though
(edited by Josh Davis.6015)
Bug Fixes
- Fixed a server crash.
- Fixed a bug in the PvP map Battle of Champion’s Dusk in which games would not end after 5 minutes of overtime.
Additional late notes.
The fixes related to these notes are already on live:
- Fixed a bug that prevented the “Have Materials” filter in the crafting UI from updating the list of valid recipes after crafting items.
- Fixed a bug that caused the visual effects from legendary equipment to sometimes disappear after players performed certain actions with the “Effect LOD” graphics option enabled.
- Fixed a bug in which achievements would not always sort alphabetically.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
I always love your stuff. Keep it up! <3
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
That’s really nice!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Love it!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Just a note to set a date for Wednesday, July 20, at Noon Pacific time. We’ll be featuring more awesome Guild Wars 2 fan art, and we hope to have you join the show!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Dear heavenly Dwayna. You started playing and I started crying. I love that piece so much, and what you did with it is magical. Thank you so much for creating it, and sharing it! <3
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
This should be fixed with today’s hotfix.
>>>>>> NOT FIXED!
There have been no new reports to our system for this particular crash since the hotfix we issued with the aforementioned fix. I have to suspect you are encountering a different issue. Could you post the newest crash text?
Please make sure to send the reports from the crash dialog too!
Looks like ya’ll unstuck yourselves. I checked everyone here (since my last post) and found no one stuck. I will continue to monitor this thread.
Vox Machinum, 80
Hyper Threaded, 80
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
This should be fixed with today’s hotfix.
We’re aware of the issue and a bug has been written. No ETA at this time
We also really appreciate you all reporting these, it really helps us identify these things quickly.
Bug Fixes
- Fixed a bug that caused the client to crash when players interacted with material storage or the guild bank while having shared inventory slots placed at the bottom of the inventory.
- Fixed a bug that caused the client to crash when players dragged bags onto the locked bag slot from the inventory.
- Fixed additional client crashes.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Yeah, that’s just how the content is — there’s probably a historical reason for it. Not really much that can be done about it at this point, unfortunately.
I’ve verified everyone on this thread (so far) is unstuck. Please let me know if this isn’t the case!
Vox Machinum, 80
Hyper Threaded, 80
Fix incoming for sometime later today
Hello everyone,
We are going to be removing the artificial transfer restrictions we placed on linked worlds. Linked worlds originally had these restrictions to prevent them from achieving double the population of unlinked worlds, through mass transfers. This safeguard has, so far, proved unnecessary and we think it is doing more harm than good. We’ll be removing this restriction on Monday; which means some worlds that are currently Full will drop to Very High or High. As always, we’ll be closely monitoring world populations after making this change, in case further adjustments are needed.
Whoops! Thanks for the bug report — will try to get those ids that you pointed out whitelisted today and will figure out a solution to get them whitelisted automatically in the future. Here’s a tracking issue, for reference.
Is this the JobManager crash? It sounds like it.
We’re working on the fix.
This appears related to the JobManager crash I have already commented on. A fix is being worked on.
snip
This doesn’t appear related to OP’s crash.
Good news! I believe I’ve found the issue with this and am working on a fix.
Thanks for the report! The web team will get to work on it. In the mean time use: https://account.arena.net/content/download/gw2-osx32
Salvation Pass has been cleared for incoming traffic (that is, the previous crash issue has been resolved). Slothasar and Inquisitor Matthias await you!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Bug Fixes:
- Fixed a server crash.
- Fixed a client crash.
- WvW bonuses will no longer apply to Stronghold of the Faithful.
- Fixed an issue in which player-summoned minions caused red projectiles in the Xera encounter to be destroyed prematurely.
06/28/16 – Late Notes
Raids
- The Xera Backpieces and Besieger Rings from Stronghold of the Faithful can now be infused in the Mystic Forge.
- Corrected the name of the Healer’s White Mantle Gladius.
- Fixed an issue that prevented the Deconstructed and Down, Down, Downed achievements from being awarded.
- Fixed an issue that prevented the ley lines in the Xera boss encounter from turning on correctly if a player entered them too early.
WORLD POLISH
- Straits of Devastation
- Fixed a bug that prevented Scholar Breandan from moving during the “Protect Scholar Breandan while he examines the seabed near Broken Spit” event.
STRUCTURED PLAYER VS. PLAYER
- Added a new reward track that contains Tribal, Stalwart, and Apostle armor skins.
- Added a default PvP build for revenants.
- Custom arenas now have a maximum capacity of 25 players. The maximum team size is still 10 players.
BLACK LION TRADING COMPANY GEM STORE
- The White Mantle Glider is now available in the Upgrades category of the Gem Store for 400 gems.
- The White Mantle Outfit is now available in the Style category of the Gem Store for 700 gems.
Bug Fixes
- Fixed a bug that prevented some crafting materials from appearing in search results in the Trading Post.
- Fixed a bug in the Sell Items tab of the Trading Post that displayed the item a player last sold if their inventory was empty.