Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I’ve tried to buy gems all day… with 2 different cards and paypal, and still can’t buy them, the message says that my card details have to be checked, they are right, and the cards have funds, please give me a solution, and I hope the 10+ attempts don’t get charged on my cards any ways.
Thank You.
It would be really, really unlikely that the charges would be processed, and if they are, the team will remove them as quickly as possible. Since you’re having issues of this kind, I suggest you just go ahead and contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you.
I really regret that you’re getting hurdles in the way of your supporting the game through a gem purchase, but there are a lot of “working pieces” with purchases, and this could be anything from a bank issue to anti-fraud protections. In the end, Support will help you out!
Update: 11 January 2013
121228-002342 Resolved
130104-000376 Resolved
130108-000426 Resolved
130107-001317 Agent responded 1/07 — you need to provide more information
130102-002813 Agent responded today
130102-003084 Agent responded today
130101-001157 Agent responded yesterday
130103-001985 Agent responded yesterday
130103-002334 Final answer was sent on 4 January
121227-002254 I followed up on this again today; I am very sorry for the delay
130108-000250 This is not a simple password request, as it appears the account was hacked. Please await an update from the team
Notes:
If your ticket is at least three days old, and if you still need assistance, please post in the Tickets for Review – 3 days and older [merged] thread, which is here at the top of this forum. Provide your 12-digit incident number in every post.
(edited by Gaile Gray.6029)
Update: 11 January 2013
121228-002342 Resolved
130104-000376 Resolved
130108-000426 Resolved
130107-001317 Agent responded 1/07 — you need to provide more information
130102-002813 Agent responded today
130102-003084 Agent responded today
130101-001157 Agent responded yesterday
130103-001985 Agent responded yesterday
130103-002334 Final answer was sent on 4 January
121227-002254 I followed up on this again today; I am very sorry for the delay
130108-000250 This is not a simple password request, as it appears the account was hacked. Please await an update from the team
wow this is the sort of communication people love
thank you Mike!
I think it was Colin who stated in an earlier interview (during development) that people should never have to leave WvW if they don’t want to. Do you feel that you’ve met this goal so far (or was it a misinterpretation on my part)?
You’re welcome! Things have been really busy around here since we shipped, and that’s a big reason why we haven’t had a chance to communicate nearly as much as we’d like to, so we’re trying to make an effort to change that. We want to talk to you just as much as you want us to tell you stuff
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
And as text:
Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 1 2168.154 45.19 191.738 0.968
Jade Quarry 2 -1 2157.753 -27.898 193.038 0.969
Blackgate 3 1 2062.285 22.951 196.48 0.969
Stormbluff Isle 4 -1 2046.623 -17.844 192.801 0.967
Sanctum of Rall 5 0 1900.899 -23.457 193.147 0.968
Tarnished Coast 6 0 1877.164 1.376 195.268 0.968
Crystal Desert 7 1 1777.635 13.476 191.372 0.967
Isle of Janthir 8 -1 1755.178 -18.787 191.892 0.968
Fort Aspenwood 9 0 1731.913 5.167 191.678 0.967
Dragonbrand 10 0 1687.485 30.132 193.32 0.97
Ehmry Bay 11 1 1611.906 5.334 191.785 0.968
Yak’s Bend 12 -1 1607.907 -34.886 191.737 0.969
Maguuma 13 0 1580.549 5.559 199.709 0.969
Borlis Pass 14 0 1408.294 15.05 195.853 0.97
Devona’s Rest 15 0 1356.607 -20.412 197.258 0.975
Anvil Rock 16 1 1295.054 63.589 193.491 0.97
Kaineng 17 3 1268.75 224.915 204.985 0.999
Northern Shiverpeaks 18 0 1244.92 37.285 194.242 0.97
Darkhaven 19 -3 1232.755 -103.875 196.25 0.975
Gate of Madness 20 -1 1042.568 -150.482 203.54 0.984
Henge of Denravi 21 0 933.19 -61.899 199.855 0.973
Sorrow’s Furnace 22 0 823.677 -163.037 222.538 0.992
Ferguson’s Crossing 23 0 707.878 73.676 208.576 0.974
Eredon Terrace 24 0 660.078 74.911 211.99 0.98
Eu
Name Rank Delta Rating Delta Deviation Volatility
Vizunah Square 1 1 2077.951 61.055 193.512 0.972
Seafarer’s Rest 2 -1 2036.503 -1.027 192.677 0.968
Desolation 3 1 1944.028 55.81 192.911 0.971
Elona Reach 4 -1 1907.165 -60.098 193.879 0.972
Arborstone 5 1 1837.656 24.228 192.284 0.969
Kodash 6 1 1790.758 21.902 192.494 0.968
Blacktide 7 -2 1740.986 -80.031 192.592 0.973
Baruch Bay 8 0 1707.974 -2.746 191.597 0.967
Riverside 9 0 1650.146 -19.099 192.377 0.967
Piken Square 10 2 1604.839 33.937 190.425 0.967
Augury Rock 11 -1 1577.44 -31.327 190.544 0.967
Gandara 12 -1 1568.831 -2.633 190.329 0.966
Jade Sea 13 2 1567.571 41.336 190.351 0.967
Aurora Glade 14 -1 1521.033 -21.614 190.392 0.967
Abaddon’s Mouth 15 -1 1519.312 -19.732 190.3 0.967
Miller’s Sound 16 0 1516.031 0.089 191.799 0.967
Drakkar Lake 17 0 1479.978 15.026 191.16 0.967
Dzagonur 18 1 1423.165 25.946 192.435 0.971
Fort Ranik 19 -1 1418.217 -15.18 191.624 0.967
Underworld 20 1 1353.391 24.672 192.498 0.968
Far Shiverpeaks 21 -1 1346.764 -50.357 191.987 0.969
Gunnar’s Hold 22 1 1217.378 46.71 197.962 0.97
Ring of Fire 23 -1 1203.536 -68.465 201.884 0.973
Whiteside Ridge 24 0 1123.319 25.07 210.571 0.977
Ruins of Surmia 25 0 955.47 -101.17 229.416 0.983
Fissure of Woe 26 0 759.067 25.74 219.357 0.976
Vabbi 27 0 628.618 86.215 235.628 0.982
Here are the new world ratings as of the match that ended on January 11th.
Posting a ticket for a friend here. He reply using his email to the team but so far no news from Support. Any response is greatly appreciated. Thanks!
Reference Number 130109-000469
As I have explained oh so many times, this thread is for tickets that are more than 3 days old. This does not yet qualify for a follow-up.
so there was a small patch yesterday, did this do live with that minor fixes or do you mean we will see it in the big January patch?
Big January patch should be the time you’ll see it.
About 130103-000288 again.
You changed the status to under review , my friend was wondering what actualy is under review?
The by arenanet proposed possible refund?
All the “snowflake” bans
Or to actualy see his ban as an individual matter as he proposed.QAnswer appreciated.
That means I’m not able to provide any more information in this thread, but that the matter will be responded to in the ticket.
I will check into this and see if there’s any info to share in relation to this question.
Error Code 11 is related to using the wrong credentials. If you continue to have difficulty, please contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you. For tips on what information to provide in a ticket, please read this post.
(edited by Gaile Gray.6029)
It should be ok in co-op when the end of the month content update rolls out. If you don’t want to wait, it can be solo’d with no errors.
Guys — I’m glad that this sorted out, but these are not account issues, so I think the best place to report this sort of situation if it arises in the future is to post in the Bugs or Technical Support Sub-forum.
Try another email.
I think this might be the best suggestion. Support can help you close out any unwanted support accounts, but right now the critical factor is to get you into the system so the team can help you!
Gambling would be fun for some people, but it has a lot of negatives to it, I think we’ll probably stay away from it.
That was the part of my post that got eaten. I don’t want into too many technical details, but events basically do a check for players that are participating in the event every X seconds, and change scaling based on the player count. At any given moment, there are only a handful of events running at once, so it’s not a huge overhead, but if you checked every X seconds for every single creature killed in the map, it would start to get very expensive.
To try and give as much transparency (and visibility) on the answer on this as possible, heads up → I just posted in the other scavenger hunt thread, answer can be found there
Hey guys,
Just a quick update on where the whole scavenger hunt system stands since I know that’s a topic many of you have brought up recently. We’re not currently actively working on building any sort of legendary precursor scavenger hunt, this is something we want to do in the future and we’re in the midst of designing how this would function, but no one is actively building this feature and you should not expect in the Jan/Feb/March releases at this point.
We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.
Some of these additions will come as early as the January release, and will get covered in more detail in the next week or two as well release all the details about this release once testing has signed off it’s all ready to go in January. (we’ll also provide a high level summary of our goals with reward systems, etc. in our 2013 blog post, which should be out next week)
Yeah, the count isn’t always accurate, it’s a known bug. Closing this thread since it’s working.
Is there room in your mailbox? Try deleting some old messages. There’s a cap on the amount of mail you can have in the mailbox, and new messages will be queued up until there’s more room.
We haven’t forgotten about this bug!
We have a potential fix for this issue coming up with our next major update.
Thanks for posting Mike. Would you mind answering another question while you’re at it?
-Is dropping siege blueprints for other characters to pick up an intended function? It seems very bizarre.
It is indeed intended (and bizarre). We would actually prefer to just make the blueprints tradeable, but there are a couple of funky code interactions that happen to make that impossible for us currently. It’s something we’d like to address at some point, but it’s not very high on the priority list currently.
They tend not to play with their anet tags on in wvw as it attracts typically unwanted attention and resentment from players attempting to lead servers.
Actually I LOVE playing with my tag on..I make a great decoy because everyone starts rushing me to try and kill me
There is no system in the world that’s ever going to compensate for server transfers, or guilds taking a break from wvw, or differences in primetime play hours.
Pretty much this. We use gliko to help make sure the matches end up being somewhat competitive, but no systems can really predict and react immediately to constantly changing populations.
While glicko may not be the greatest thing to use for tiered competition, I think it’s actually worked fairly well to help ensure that a large portion of our matches end up being competitive. We haven’t been seeing nearly as many lopsided blowouts happening as we continue to have more matches being played out and then feeding those results into the formulas. The obvious exception to that being the worlds who either lose or gain large amounts of players in a short period of time and get caught in a matchup where they get dominated or are the dominating force.
However, even with all the issues glicko presents, we have seen that while it takes a few weeks for the system to adjust to the population shifts, it DOES adjust, and eventually those worlds end up playing in competitive games again once they reach a tier that suits their current population.
And yes, we need to get paid server transfers in. We all agree with that statement, and we’re trying to make it happen as soon as we can, while still making sure the guesting system is as useful and easy to use as possible. We’re agonizingly close, so hopefully soon we can stop talking about it and just do it!
Also, what it the hp of wooden/reinforced/fortified walls and gates?
Quite a lot, but I don’t have exact numbers. I can tell you that we also increase the defenses of the reinforced/fortified structures and not just their HP.
% of classes that on average play WvW
List top players re kills / to death ratio
I would love to show the percentage of particular classes that play in WvW at some point, but it isn’t part of our current plans.
Kill/Deaths ratio is something we would like to avoid having. We don’t want people changing the way they play because they would rather protect their KDR instead of helping their allies in the game. We want people playing and fighting, not worrying about deaths impacting their stats.
Sure, I’ll spill dome details!
I’ll try to work my way through the thread and answer what I can while I’m throwing food in my mouth during lunch before I have to scurry away to more meetings, sorry if I don’t have a chance to answer everything (because I likely wont be able to).
- How does siege despawning work?
Unbuilt siege sites that are placed by players will go away if someone does not bring supply to them within 10 minutes. Anyone that adds supply to a site should reset that timer.
Completed siege weapons will despawn if they haven’t been manned for 30 minutes.
Why do we have to do this? Each weapon takes up some small amount of resources on the server because we register a few pieces of data for each weapon in the field. One thing we absolutely cannot do is remove the timer entirely or else we have a situation where someone can put down a ton of weapons that could potentially be around forever (or until matches reset) and it would start to cause bad things to happen to the server. We also use some placement restrictions to help prevent there being too many siege weapons on the field, I’ll explain those more in the next question.
It’s admittedly not an ideal system but it is something we are required to do to keep the game running as smoothly as possible. We’d like to make it more obvious that the weapons have some sort of despawn timer since it is a completely hidden mechanic, but we don’t have a way to expose that timer to players yet.
- Do we have a siege limit? If so, what happens if we cross it?
There are two basic hard limits to siege placement.
There is a limit to how many siege weapons can be placed within a certain radius of each other. We tried to set it to be fairly lenient, right now you can set 5 weapons (sites or completed weapons) within any 1000 unit radius. If you try to place a new site somewhere within a radius that already has hit it’s limit, the placement will fail but you should still have the weapon bundle in your hands so you can try to place it somewhere else.
There is also a hard limit to how many weapons can be placed on the map. This map limit is a bit harder to explain as it is based on some internal concepts that don’t translate well to laymans terms, but basically anything that is not a ram counts towards one ‘limit’ for the purpose of this explanation and each team can have up to 100 of these types of weapons out at any time per map. Each team can also have up to 100 rams placed on a map.
- How many players can one map contain?
As many as we can fit without causing too much stress on the servers. We can’t be more specific than that, but I can assure everyone that the cap is definitely split equally between all three worlds.
We have heard multiple reports for months about people being queued for a map and entering it only to have the outmanned buff, but unfortunately we’ve never been able to verify ways that could be occurring. I’m not saying it isn’t happening, but we haven’t ever been able to reproduce the problem, and if we can’t reproduce the core problem, it makes it basically impossible for us to find and fix the bug
Lets not turn this thread into a discussion of one specific exploit.
I have to say, however, that you have a perfect name for an economist.
Coming from an economist.
Thanks! It’s real
Closing this thread since there are already multiple threads on this issue, and I don’t want it to devolve into posters arguing with each other.
Lets not turn this thread into a discussion of one specific exploit.
I hit 80 and had a look at some of the runes i can use in my armour…
The prices are crazy!!! 8+ gold for a single Superior Divinity rune!!! Is this to force people to use the cash shop? :-(
That’s nothing! How can anyone justify 450 gold for a single item? most of the legendary stuff can’t be bought without spending real world money on gems – and as much as I enjoy GW2 I am NOT spending more money after buying the collector’s edition !
You should never be surprised that your preferences are not representative of the preferences of the population.
This is really a Technical Support issue, but I don’t want to move the thread into that forum. In short, you should contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you. For tips on what information to provide in a ticket, please read this post.
If you submit a ticket, Support can help you with this. Contact Support by filing a ticket through the “Ask a Question” tab on that linked page. For tips on what information to provide in a ticket, please read this post.
Have you tried the Account Recovery Page? https://account.guildwars2.com/recovery
If you cannot provide those details, then I really encourage you to contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you. For tips on what information to provide in a ticket, please read this post.
As everyone has noted, this issue should be resolved now. Unfortunately, you may have experienced a roll back due to this issue – our programmers are looking into this to prevent it from happening in the future.
We apologize for the inconvenience, and thank you for your understanding!
Thanks for the reports! We’re investigating this issue now. 
When I say the last round of banning encompassed, I mean those who were banned created that many.
Inflation is a really tricky topic. One important thing to understand about inflation (the EVE guys have done a great job explaining this) is that it isn’t a change in the quantity of money available, it’s a change in prices (not individual prices). It’s easy to double the money supply and not inflate the economy.
Somebody get Glenn Beck on the phone! ;-)
But in all seriousness, I have a couple questions, I don’t know if you can give much detail on them…
1) It sounds like you have some sort of target in mind when you “balance” the economy. Is this an inflation target (e.g. we’d like to keep inflation at or around 2%) or is it a price target (e.g. we think 1 gold should buy 3-4 ecto… which is my guess, btw)? And did you guys come up with these targets before the official release or was/is it something you’re constantly refining?
2) People have criticized ArenaNet for being very harsh with the ban-hammer, but I tend to agree with your decisions in the name of protecting the economy. I’m curious as to the size of exploits/RMT transactions that get caught in relation to the size of the economy and the amassed wealth. Meaning: if the snowflake exploit created 2 million “illegal” gold, how does that compare as a percentage to the daily/weekly/monthly gold-creation rate and how does it compare to the accumulated wealth of all players?
It’d be really cool to see numbers like “during the two days the exploit was being used, 15% of in-game value creation came from snowflake salvaging.” I’m not even sure if you guys have the data for that, but it’d be really interesting. Ditto RMT: you guys are regularly banning accounts and undoing transfers, I assume… what percentage of the economy is involved in illicit trade?
1. We have ideas for the ideal scenarios for everything, but they are constantly changing. As we release new content (which as you see is a lot of new content, and a lot more to come) the value of items involved and involved by proxy (substitute and complimentary and transitional goods) in the new content changes.
2. The economy is so massive and filled with good players that RMT holds relatively little total percentage of the economy. To give some perspective on banning for exploits. Our last round of snowflake banning encompassed greater than 275,000 illicitly created ectos.
You might be surprised at how many problems that might cause. “Fast cast ground targeting”, for example, is an option you have to turn on under Options, but I regularly see posts from players who can’t figure out why siege weapons won’t work for them. (It’s trying to target their mouse cursor.) If you click on the title line for story steps, meta events, etc., it will hide all of the objectives. You’ll still have the green step title, but it will clear some of the clutter.
You are under no obligation to reveal that information John Smith, ignore these guys :P
I’d much rather talk about the economics of Guild Wars 2.
-How do you feel about controlling inflation? Do you think the gold sinks we have in the game are sufficient enough to keep the value of gold steady overtime?
Inflation is a really tricky topic. One important thing to understand about inflation (the EVE guys have done a great job explaining this) is that it isn’t a change in the quantity of money available, it’s a change in prices (not individual prices). It’s easy to double the money supply and not inflate the economy.
I won’t speak to our specific strategies, but there are a couple of different ways to go. An interesting strategy that not many people think about is allowing the economy to inflate a bit, then pulling the money back out in a cycle ( many countries do this, but not on purpose :P ) There are specific benefits to this, that only occur as benefits in games.
This is something that we’ve discussed internally, the main issue is how to account for people who accidentally hide their story, then don’t know how to get it back?
I’m really quite confused here. The thread made a very specific request, and yet the actual topic has been avoided. When I see an ArenaNet symbol next to a thread, I usually assume it means they’ve taken the time to provide constructive feedback and answer questions.
Other people have even reiterated the question to John in this very thread after he responded in here. If I sound frustrated, it’s because I am, and it’s a problem that in my opinion is becoming rampant the forums. Why bother posting at all if you aren’t going to address the issue raised in the thread? It drives me up a wall when ArenaNet takes the time to post on a thread that they’ve obviously been reading, and then have unrelated sidebar conversations while completely avoiding the point of the particular thread.
So, I’ll repeat the request again, is this data something you can provide to us again?
A simple, “I can’t provide that for you at this time”, or “it’s something I will work on getting out” is all that’s needed. Even a flat out “No.” will suffice. I feel like it’s a game sometimes (of pulling teeth) to actually get an ArenaNet response on these forums that’s relevant to the purpose of the thread. No one expects you to reply to every thread and post, but if you’re going to take the time to post in one, please at the very least address the heart of the thread, instead of just ignoring it.
I post because I enjoy interacting with the community.
While in-game bot reports are the best way for us to address the issue of botting, several players have asked how to report areas that appear to host a lot of botters. This thread is intended to furnish a place for you to share that information.
If you would like to submit a report, please understand this is an possible bot area report system (not an individual botter report) and provide us with the following:
Please do not provide:
Please continue to report individual suspected bots via the in-game system.
We will scan through this thread and check out the areas that you are concerned about, but keep in mind that:

Thanks for your reports!
(edited by Gaile Gray.6029)
Blargh, I had a much longer reply but the internet ate my post. :P
Anyway, I wanted to say that I’m enjoying this conversation, and I hope that I don’t give the impression that I’m trying to shoot down every idea—I’m simply trying to point out the practical issues that come up when we’re looking at systems like this. (Can it be abused? Will it kill server performance? Etc. etc.)
I’m not a programmer, so I’m limited in what I can do, and I can’t provide any promises/ETAs, but this has some up in designer conversations before. Scaling respawn timers based on map/sector population seems reasonable, as does scaling the timers for veterans/champions. We wouldn’t want to do a very long timer (like 5m for all respawns) since it is an MMO, and it wouldn’t be fun to show up late to the party and find out another group has cleared out an entire heart or other area already.
I suggest that you contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you. For tips on what information to provide in a ticket, please read this post.
These are usually handled quite quickly, and I’m sorry that you’ve been unable to play and hope you’ll soon be in the game!
I suggest that you submit a ticket and explain the situation. Provide the guild name, name of the player whose account was terminated (the leader), and suggest the next-senior officer or officers as the new leader(s). I am not certain that we will be able to address this — that’s one of the reasons that we have co-leaders in Guild Wars 2 — but I understand your concerns and I am confident the team will review this issue to see if there’s a remedy.
I thought I had posted about this issue elsewhere, but seeing as how I can’t find it…
We’re aware of and tracking this bug; thank you the reports! 
(edited by Jason King.2647)
Perfect, since the issue seems to have been solved, we proceed to close the thread. 
Hello everyone.
Lyngaas, even though now it appears Full, there are constant movements and fluctuation of population between servers so those markers can change from Full to High in different moments of the day. We understand how frustrating this can be when you want to play in one specific server but at the moment this is the only thing you can do: keep on trying till you eventually get inside. This also happens. 
You can either wait now and jump directly when you can to Underworld or just start in another server and start levelling up there; we are allowing one transfer free per week so you will need to wait seven days in order to jump to Underworld. Your choice.
Good luck.
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