And… fixed with our hotfix update today!
Communications Manager
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Update: The bug has been identified and is in pre-smote mode. We’ll be re-enabling this trait later today/tonight
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Hey all,
The bug has been smote and we’ll be re-enabling this trait later today/tonight.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Bug Fixes:
- Fixed a bug that caused Assassin’s Annihilation to deal too much damage when striking with missiles.
- Soothsayer Jacinda ran out of stationery and will no longer send mail to players entering Lion’s Arch.
- Temporarily disabled the ability to open Maguuma daily-achievement reward chests in PvP, the PvP lobby, or WvW matches, as they were not properly awarding mastery experience. These can still be opened inside PvE maps.
- Fixed a bug that prevented Chuka and Champawat from appearing properly during the Chuka and Champawat I: Hunter’s Journal events.
- Fixed an issue that prevented the Champion Jungle Skelk Lurker in Mount Maelstrom from dropping Superior Skelk Livers after one of the Chuka and Champawat IV: Baby Book items was collected.
- Captain Carbins in Fields of Ruin will now talk to the player about Hunter’s Journal: Entry 17 in the Chuka and Champawat I: Hunter’s Journal subcollection while the “Rescue the villagers and defeat harpy kidnappers” event is active.
- Bleepdoop will no longer get stuck within terrain during the “Escort the quaggan emissary to the kodan camp” event in Snowden Drifts.
Communications Manager
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Let me clarify. The removal of party/team/squad healthbars was unintended.
We’re going to fix it so that display at the correct times.
Thanks for the heads up; I need to fix the whitelisting bits to automatically whitelist achievement-related items for whitelisted achievements (among other things).
In the meantime, I’ve manually whitelisted all items that appear in either achievement requirements or as rewards.
Ha, I went right to urban dictionary assuming it was more…slangy? I should have searched better.
We accidentally shipped a MF change that has some rare items like Halloween skins in the tables. So this is WAI just earlier than expected
This is definitely a bug. I’ll make sure to forward this along to the Raids team. I’ll try reaching out to them first on Reddit before doing a formal report to let ’em know.
Andy’s working on a fix for this.
A few players have noticed that new items can be obtained in the Mystic Forge since last week’s update. We added a number of new items to the possible rewards for combining rare weapons in the mystic forge, including Bloodbound weapons, Aetherized weapons, Shadow of the Mad King weapons, and some orphaned skins from Living World season 1.
This was a part of a bigger update to the mystic forge which wasn’t quite ready for this patch, so we pulled most of the changes as well as the release notes. However, since this change did go into the build, I wanted to let everyone know about it.
Hey all,
I noticed a thread about a thread, and yes, I merged them. Seems reasonable, as soon we could have threads about threads about threads… until the cows come home.
(Sorry, Josa, but it really makes sense to have all the comments here.)
But.. on the topic at hand: I noticed the addition of the toggle, too, and I recall the comments that Colin made a couple of months ago. I’m actively trying to identify who can answer a question or two about visual effects. I hope to be able to get you some info soon.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Thanks for the references, Cindas — very helpful.
Crapgame — don’t forget “long walks on the beach” in that profile, hmmm? 
I did a check on tracked changes/edits for the wiki and it appears that it’s been in there since the original post. Therefore, while I hear “You’ll be feeling that one for days!” and “Hurts, doesn’kitten” allllll the time, I apparently was just missing hearing the “BAM!” until recently. I recently make tweaks to my volume and my settings — quite honestly, trying to turn down the whiney of The Dreamer — so maybe that’s why the “BAM!” just started being audible to me recently.
Thanks for the info, guys!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
This was not an intended change. I believe we are going to be fixing it soon.
So I’ve pretty much already done all of the requirements to obtain this item save for the Adventure.
Now that I did, I didn’t get the collection completion, even though I’ve already obtained the Silver rank for the Punch-O-Matic adventure.
EDIT: It seems like relogging did the trick. I wonder what caused it though.
Did you open the silver reward box from the adventure? The chests dont count until you open them.
I could pad down the hallway and ask someone if we made a tiny change to the ranger. But I’d be embarrassed if a dev looked at my funny, or told me “You’re nuts”… although that may or may not have happened a few times in the past. 
So I’m asking my fellow rangers: Did a new bit of combat chatter recently get added? I’m hearing my character (female ranger) say “BAM!” every now and then when she fires her bow, and I honestly don’t remember her saying that in the past.
Maybe I just missed it in the flurry of combat. Or… is it new?
Communications Manager
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ArenaNet
We’re looking into the wrong base thing, since the spawn detection is not team-specific.
As for noticing the match start, I was thinking about playing the horn sound from match-ready. This would also fix people who minimize waiting for ready ups.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Thanks for the positive words. And thanks, too, for the ideas about areas in which we can make future improvements. Nothing is 100% perfect, for everyone, all the time. But we’re working on it, and feedback in this forum plays a significant role in the direction we take.
So thanks to all of you, and keep the ideas coming in this and the other threads in this sub-forum. While we don’t post here often, you can be sure the feedback you share is noted!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
The last several pages of this thread have devolved into walls o’ text with back-and-forth insults. This thread can continue to be interesting and valuable — or at least acceptable
-- but that will require everyone to please stay on topic and stop playing Quote Wars™.
Before posting, stop and ask yourself:
- Is it true?
- Is it fair?
- Is it necessary?
Please… post wisely.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
ok – both of you above should be unstuck now.
Vox Machinum, 80
Hyper Threaded, 80
Not currently, no. It’s something I’d like to implement someday, but there are some major technical blockers to fix before it’s possible.
We stated in the Q&A after the April 19th update that we have no plans to sell the boost.
Am I a “v2” character? I haven’t been able to access my API all day…
“v2” refers to the API version — not the character version. The only way to access character data is via the “/v2/characters” API endpoint, which is disabled.
Effectively, all API access to all character data is turned off until I can resolve the issue.
Just pushed out a terrible fix which hardcodes the world links. The API should be now be returning the correct data.
The WvW endpoints might be a bit flaky today; we’re adjusting some stuff on the API backend to compensate for a significant increase in request volume (normally is 4k requests/minute; was up to 6k requests/minute this morning). Will keep y’all updated.
Sorry for the hassle 
EDIT: Adjustments are finished and everything seems stable. I’ll keep a close eye on it over the weekend to make sure no additional shenanigans happen.
(edited by Lawton Campbell.8517)
Looks like there was an achievement that shouldn’t have been whitelisted (3010) — it doesn’t exist and is causing the breakage. I just blacklisted it — the last page should start working in ~5 minutes when the caches expire.
Oof, I’ll have the EU data fixed today. Sorry about that 
By “next release” I mean “the next time we do a patch that isn’t a hotfix”.
Sorry about the ambiguity.
Here are the worlds for NA:
Now: 12 Worlds – 4 Tiers
Previously: 24 Worlds – 8 Tiers
- Yak’s Bend & Anvil Rock
- Blackgate & Eredon Terrace
- Jade Quarry & Isle of Janthir
- Tarnished Coast & Kaineng
- Dragonbrand & Sanctum of Rall
- Fort Aspenwood & Borlis Pass
- Sea of Sorrows & Gate of Madness
- Maguuma & Devona’s Rest
- Stormluff Isle & Crystal Desert
- Darkhaven & Ferguson’s Crossing
- Henge of Denravi & Ehmry Bay
- Northern Shiverpeaks & Sorrow’s Furnace
Communications Manager
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Sorry for the slow response Phantom. Looks like you are free now.
Vox Machinum, 80
Hyper Threaded, 80
I would guess they call it linking because its not a solid merge, it’s a dynamic merge which could be changed on the fly.
Yep, this is exactly why “linking” is a good term for this feature. On the tech side, we could change world links every week with the WvW reset. Different links, more links, no links, anything. Players are still always on their original home worlds.
We don’t currently intend to change world links that frequently because of the logistical issues it would cause for players. Voice communication setup, commanders new to one-another working together, and so on.
So while it may by some perspective feel more like a destructive merge right now, when world links change you’ll continue to be with your closest allies on your home world.
We found some issues with /v2/characters that necessitated temporarily disabling the /v2/characters endpoints. I’m not sure when we’ll have it back up, but it likely won’t be before the next release.
Sorry 
They all show host server names. I was fighting against UW players today and they all had FSP tags now. I knew them only from their guild tags so, nothing will show which smaller server they from.
Thanks for answering, FogLeg. That’s exactly correct. The biggest motivator for showing only the “host” world in enemy nameplates was to help identify enemies quicker. With only two other world names showing up in a given week, it’s easier to quickly figure out which color team they belong to. Since world linking supports any number of “guest” worlds linked to a single host, it would potentially get pretty confusing to see a big zerg of nameplates with any number of world names, and figure out the composition of one team versus another.
As for not seeing an allied player’s guest (actual) world name anywhere, we wanted to be sure world linking wouldn’t create any avoidable friction between players. One of the major goals we have with GW2 is always making sure encounters with other players are positive experiences (my paraphrasing). So anything we could do to let guests blend in and only stand out if they felt like calling themselves out as such is likely to be a good thing toward that goal.
Plus, there actually just aren’t that many places in the UI where we show allied players’ world names, so this was an easy goal to keep for this side of things.
Helping maintain guest world pride is a little tougher. We could show each player their world’s name in more areas of the UI, regardless of if they’re on a guest world or not, but this may cause communication issues, with some maps and areas of maps being named after worlds.
I’m open to hearing any feedback people have on little ways we could improve the feeling of world linking, while maintaining unambiguous communication for players and avoiding any negative “tribalism.”
I wanted to hop in the thread and thank everyone for all of the feedback so far! It has been really helpful!
I also wanted to remind everyone that Potions of WvW Reward will be added once the beta is complete. They will work the same as Potions of PvP Reward in that they will drop from dailies and progress WvW Reward Tracks. Just something to keep in mind that will be coming in the future.
We’ll post on the NA list this evening. No sneak peeks, sorry guys! 
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Congratz. In all my hours I’ve had zero luck with pre’s, so I’m just a tad green with envy right now.
I’m with Vephar — a lottery ticket may be in order.
You forgot to add:
And with your lottery winnings by us ALL precursors. :P
Dang, I think my post cut off that line. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Congratz. In all my hours I’ve had zero luck with pre’s, so I’m just a tad green with envy right now.
I’m with Vephar — a lottery ticket may be in order.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
What? You have purple. That’s all you need!
Ok, I really don’t know if there’s an option to add colors or a plan to do so. But just in case, what would be on the wish list? Keep in mind the tag should be visible on the mini and world/overhead map, so it might be best to suggest bold, non-metallic, non-transparent-ish colors.
How about telling us what is available?
Edit: I mean is the entire color spectrum available or is there limitations?
Hey Loosmaster — I don’t know what would be available, but I’d suggest that ideas might best stay within the normal color ranges, even the standard 9 (red, orange, yellow, green, blue, purple, black, brown, white).
In truth, I just had my curiosity piqued by the concept and wondered (1) if more colors were truly desired/desirable and (2) what colors you guys had in mind.
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The Tiger Training Guide sub-collection should unlock once you get the Tiger Training Guide from Cymbel. After this, youll need to use the guide to bring a tiger along and complete each objective noted in the sub-collection. All of those collections are located within the “Legendary Weapons” section of the “Collections” category in the achievements panel.
What? You have purple. That’s all you need! 
Ok, I really don’t know if there’s an option to add colors or a plan to do so. But just in case, what would be on the wish list? Keep in mind the tag should be visible on the mini and world/overhead map, so it might be best to suggest bold, non-metallic, non-transparent-ish colors.
Communications Manager
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ArenaNet
Okay. How are Glicko ratings for individual servers being calculated during linked matches? Some of us are wondering what the trick is to separate the linked worlds during Glicko rating calc, so that new (different) pairings can occur at each (for now 3 month) pairing interval.
Linked “host” worlds have their Glicko data updated in the usual way. Linked “guest” world Glicko data isn’t affected. It’s not yet determined what approach we’ll use for Glicko data for guest worlds when world links are changed, in the case that a guest either becomes a host or goes solo.
Already live for EU matchups.
Also I’d recommend using the /v2/wvw/matches?world=X query to get the match state (rather than enumerating all_worlds).
The World Linking Beta has now begun!
Here are the worlds for EU:
Now: 18 Worlds – 6 Tiers
Previously: 27 Worlds – 9 Tiers
- Baruch Bay (SP)
- Kodash (DE)
- Riverside (DE)
- Elona Reach (DE)
- Dzagonur (DE)
- Abbadon’s Mouth (DE)
- Drakkar Lake & Miller’s Sound (DE)
- Jade Sea (FR)
- Augury Rock & Fort Ranik (FR)
- Vizunah Square & Arborstone (FR)
- Piken Square (EN)
- Seafarer’s Rest (EN)
- Gandara & Ruins of Surmia (EN)
- Desolation & Vabbi (EN)
- Aurora Glade & Blacktide (EN)
- Far Shiverpeaks & Underworld (EN)
- Gunnar’s Hold & Fissure of Woe (EN)
- Ring of Fire & Whiteside Ridge (EN)
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What about the glicko hell of low/top tiers? Will you prevent tier walls with this system?
As Glicko “figures out” an appropriate rating for a given world over time, both its deviation and volatility decrease. This is Glicko’s way of determining how well it “knows” where a world belongs, and settling it into place so it neither gets stomped by a higher-tier opponent, nor effortlessly dominates a lower-tier one. However, this intended purpose of Glicko is also a major factor in causing matchup stagnation.
For this first beta we’re raising Glicko’s deviation and volatility for each world, but leaving rating alone. This will cause a greater variety in matchups as Glicko now “thinks” it has less of an accurate rating, and will willingly shuffle worlds around more as it tries to sort them out again. EU will have particularly high variation in matchups since ratings aren’t spread quite as far between top and bottom tier worlds, as they are in NA.
When creating each week’s matchup we also do a little bit of random shuffling after Glicko sorts things by rating, with the shuffle being based on deviation and volatility. So matchups will again be more variant in the coming weeks. Though EU will have higher matchup variation than NA, because it won’t take quite as strong a random roll for a world to be matched against others in different tiers, due to EU having less of a spread in Glicko rating from top to bottom tier.
“Glicko hell” occurs when a few worlds have enough distance from the rest for these random rolls to never match those up against the rest. The difficulty of climbing back out of this comes about because of how Glicko determines how far a world’s rating should change after a round ends. If a higher-rated world beats a lower-rated one, this is as expected, so the winner’s rating doesn’t change very much; it’s already where it belongs relative to the opponents it just played against.
Due to the increased deviation and volatility combined with fewer total worlds, there shouldn’t be a “Glicko hell” again for a little while. We’ll continue to watch how Glicko rating, deviation, and volatility develop to see how well world linking— and our approach to it this first time with Glicko— plays out in the Live game. It’s a delicate balance to hit where there’s enough matchup variation to not be stagnant, but little enough to not create unfair matchups.
We’ll be posting EU momentarily.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
We can create a new MMR that is used during off season, but it’d have the same problems as unranked in that it is dormant 8 weeks at a time. If we continued to use ranked MMR, would that be a problem for when the new season begins? Would people try to tank their MMR in the off-season to try and get easier matches?
I mean, consider it as 3 separate modes with separate MMRs independent of each other. Unranked, Ranked, and Leagues.
During League seasons, disabled Ranked and freeze everyone’s MMR and start using Leagues matchmaking system. Replaced the "Ranked’ button with “Leagues”. After Leagues, re-enable “normal” Ranked queues with the frozen MMR from before.
It’d also give you data to compare the MMR of players who play ranked regularly and the MMR from Leagues.
It’s a fine idea, I’m just cautioning that the volatility in matchmaking that happens during off-season will still be there with a third off-season ranked arena. It just maintains the barrier to entry and split queues.
Matchmaking will perform better with more people, and only having one arena helps that. Is there anything that could create a shift in perception with unranked that would solve these problems?
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
There seems to be an issue with the unlocked recipes, I cannot access them anymore. I can read my bags’ content, so it’s not a scope issue.
Oops, that was my fault. Refactored some code and had kitten in my test coverage so a mis-typed scope requirement went undetected (“inventory” instead of “inventories”). Will have the fix out today.
EDIT: fix is deployed.
(edited by Lawton Campbell.8517)
I hope this gets fixed soon . I have a Rev (havent used it yet since patch) but i doubt it can be fun winning with such a bug and its certainly not fun being on the recieving end of it.
How can we test builds when such an huge bug is in the game?
Posted here: https://forum-en.gw2archive.eu/forum/support/bugs/Revenant-Grandmaster-Trait-Issue/first#post6113252 I believe that will set your mind at ease — the devs are on the case!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
As posted in the Bugs Sub-Forum, we have disabled Assassin’s Annihilation while it is undergoing a bug fix. Click the link for a bit more info.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Linked worlds will share the same queue. A map can contain any number of players from either linked world, until the team map cap is reached.