Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
A message from the Skills Team:
The current behavior was an unintended consequence introduced with the 1/26 build.Hello Gaile,
Without being sarcastic i would like to let you know about another unintended consequence with the 1/26 patch.
Its the mesmer part of the update. Its pretty broken atm and its in a sad state in pvp.
It would be really nice if you can let us know if someone is looking into that part.Thanks anyway!
Ps. i really loved your frog in gw1
There’s a lot of feedback to read, so please don’t mind if I ask this: Do you have specific areas of concern? Also, did you post in the major feedback thread? I don’t mind asking about this, if I’m able to do so. But a general “it’s broken” isn’t as good as solid evidence.
(And thanks. Froggie is doing well in Old Tyria, but I hope someday to travel with him in the Tyria of today.)
(edited by Gaile Gray.6029)
Most of us do take weekends off, so please don’t be alarmed if we don’t post over the weekend.
We think we’ve found a fix for this issue and it’s currently in the testing phase. If all goes well, it should be out in next Tuesday’s patch.
Thanks to all of you who have been patient with us on this one.
We do take weekends off, so please don’t freak out if we don’t post over the weekend.
A fix has been identified for this issue and is currently in the testing phase. If all goes well, it should be out in next Tuesday’s patch.
For those concerned with progress being blocked: while it definitely is frustrating to be stuck at a certain point in the story, you can still progress your character. The Personal Story is designed to be completed spread out across the whole leveling process, so it’s no problem to walk away from it for a few levels while you wait on the fix.
Thanks to all of you who have been patient with us on this one.
Hi Mishiara,
Have you used the “Silver” reward chest that is awarded to you upon reaching silver completion? The items in the “Dark Harvest” and “Astralaria” collections will not be ‘Collected’ until you consume that chest. If you’ve already consumed the chest before getting those Collections unlocked then you will need to get Silver rewards in that Adventure again and open the chest once more.
Oooh, we have info on that! Just posted here.
A message from the Skills Team:
“Hey fellow Tyrians! We’d like to let you know the skills team is working on changes Coalescence of Ruin and Scorched Earth so that different players using those skills on a foe will each be able to hit. The current behavior was an unintended consequence introduced with the 1/26 build.
We’re implementing some background changes now and going to test them out as soon as our internal builds allow. It may still be some time before we’re able to get these changes to live, but they’re coming!"
If the item_id on the recipe page is “invalid” anyways(as in it is superseded by output_upgrade_id) and won’t be added to the items endpoint, it would be nice if it was removed outright (from that recipe) or the items endpoint gave a useful error message.
I’m of the opinion that the endpoint shouldn’t dump out bogus values; I’ve made a github issue and will probably remove it at some point. My original concern was that removing it would break existing applications, but in hindsight, leaving it in breaks existing applications in a more subtle and more confusing manner.
:(
Just ran into these as well. They exist in my transaction history but items wasn’t returning anything.
Huh, weird, must have made a mistake when I was going through the whitelist at some point.
Went ahead and whitelisted all items in /v2/commerce/prices that weren’t already in /v2/items.
Providing the breakdown is the about the same amount of work as providing the % completed, unfortunately. It might be a bit easier with some shortcuts (e.g., only looking at individual map completions), but I haven’t really looked at that data before so I can’t really make a good estimate.
There’s an existing issue on github for this feature; I’ll probably get around to it at some point but it’s not currently high on my priority list.
PPK is here and the EU kills API changes numbers every 30 seconds, is this intended?
Your question isn’t very specific, so I’m guessing you mean “should it not be updated realtime”?
The PPK data (and deaths, for that matter) are sent periodically from the game servers via a best-effort transport to any other servers interested in the data (one of them being an API backend server). Since it’s best-effort, some data might get dropped or delayed (not sure how frequently this happens). Because of this, there’s going to be some reporting latency. Due to our network architecture, it’s not something that can be worked around.
EDIT: Well, it looks like there’s a bug or two with the PPK numbers. tracking issue.
(edited by Lawton Campbell.8517)
Maybe next month? I haven’t had time to look at it yet, been busy with all the other endpoints :<
Items/skins have some weird behavior — the icon is only used iff the item has no default skin. If there’s a default skin, the skin’s icon is displayed instead.
For some reason, the gathering skins contain somewhat invalid data that at some point in the past crashed backend servers (I think I might have fixed that?) so I blacklisted them from the API. There’s actually a really old issue about this; I should look into that some more and see if I can get it fixed.
Sorry about that :<
It sounds like you have the Light Adaption option in the Graphics panel checked.
What is the intended behaviour here? Should I be able to find item ids that don’t exist in the items endpoint that map to an item that actually exists and would have that id if it was in the items endpoint?
I mostly didn’t want to break existing applications by making output_item_id conditional.
Whenever output_upgrade_id is present, output_item_id is not used. There are some placeholder items that are relics of times gone by (for the interested, they’re like “Immediate” type items which are consumed before entering your inventory), but it was probably a mistake including them.
The output_upgrade_id references /v2/guild/upgrades.
Update on a Shatterer issue from Game Designer Andrew Gray:
There is an issue with the breakbar. I’m working on a fix for it, but since it will require a large group for testing I don’t have an ETA at this time for when it will go live.
We’re sorry about any inconvenience that you experienced with the bug fixes and related restarts. We had some significant issues that we needed to address. Better to have a forced restart — as irritating as it may be — than have players unable to join the game, or locked on an endless loading screen, or having their refrigerator start spewing ice cubes whenever they enter Rata Sum.
Ok, I joke about the latter.
But seriously, we are sorry, it’s just a necessary thing to make the experience better for everyone.
Guest: Narrative Designer Peter Fries.
Featured Artists:
(edited by Gaile Gray.6029)
December Episode
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November 2015 Episode
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October 2015 Episode
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It does not reset every setting. It resets:
- The language.
- Your login information.
- The UI size (small / medium / large).I does NOT reset the rest (key-bindings, graphic or audio options, etc).
And yes that’s annoying.
Super helpful information, thank you!
I am also looking into the scaling of the break bar in general. I believe high population groups (IE most of them right now) have an unfairly harder time breaking him than small population groups. That’s one of the reasons why we need more time to group test this fix before we push it live; we need to test it at a variety of scales.
Hey guys! FYI I’ve identified an issue with the defiance bar that causes the Shatterer to still take off if you “break” him in the last 2.8 seconds of the break phase. I have a fix for that that will need to be group tested before it can go live, so I don’t have an exact ETA for when we will be able to push that live, but we are aware of the issue and will get it fixed in an upcoming build.
I’m looking into this issue for you Xetu. If you have any more information you can provide me about the situation where this happened, it’d be a great help.
A few questions:
Where were you when this happened?
Were you doing anything special?
Were you a lieutenant or a commander?
Thanks!
Hail friends. We’ve got this issue on our radar and we’re looking into it (though I cannot provide an eta for fix). For now, you guys should be able to abandon the mission and restart it. This will give you a fresh roll on your targets and hopefully not include this particular one while we look into this.
For those of you experiencing severely high ping times and disconnects (boots to the character select screen):
Please do continue to post here if you keep seeing problems. Thanks!
I’ve passed this along and the team is investigating.
I’m going to get these out to you before the next raid patch ships since this is a pretty simple fix. It’ll be in the patch notes when it goes live.
Bug Fixes:
Distribution should be complete now, but again, any individual concerns will be reviewed by CS, so please don’t hesitate to get in touch with them.
Just found out today another batch of items are being sent out (starting about… now!) by CS. As a few of you noted, there actually were two situations:
We’ll get these taken care of and I’ll update if there are any other quirks to this, but it seems it’s all going to be take care of with this second distribution.
(For those curious, the item will not given unearned or double rewards, it will just reset so that the account is precisely where it needs to be, and that hard-earned achievement is recognized and awarded.)
Thanks for understanding and, again, for your patience!
Bug Fix:
Division placement is definitely used in matchmaking. Players are matched with others +/- 15 pips away. This is why you get some spill-over into other divisions at the beginning and end. We are changing matchmaking for the second season, and I think it may help cover what you’re after.
If we just use games played, you don’t get a very accurate representation of skill because there could be a great player who has won every match in a division and has low games played and there could be a not-great player who also has low games played but is stuck at the bottom. Should these two players get matched together?
Outstanding feedback!
I hope ANet reads it carefully..:)
Count on it!
Haven’t had a chance to read the whole thread, overall I’m very happy.
Just one suggestion/question. What happened to the 5 fractal key purchase and can we get it back, or can we at least get rid of the confirmation of buying one key at a time? It’s really annoying to have to click yes 20 times to get 20 keys. Thanks and keep up the good work!
I can answer that. It’s a bug and it will be fixed in a future build. Apologies for the inconvenience!
Is there any news about having external access to game chat?
It’s still something I really want to do, but haven’t yet been able to commit time to.
The main crux is just budgeting out a solid month for a feature when there’s a bunch of lower-hanging features and bugs. When I get around to implementing it, pretty much everything else is gonna come to a standstill for awhile, so I want to find a good place for a long pause.
Seems to work for me; in general the server will kick back a HTTP 502 response after about a minute or so. If you don’t get a response at all forever, there’s something weird going on.
The way you’ve phrased it — “making connections to the server until it times out” — makes me think there’s a routing issue somewhere on the internet that’s blocking connectivity between you and our datacenter.
These are coming, we’re postponing the distribution while some other guild bugs are fixed.
I just hope you guys turned off the decay so teams don’t drop out while we are waiting xP
Yep!
Can you elaborate on what guild bugs? Also does the guild only get 1 decoration token or 1 per person?
I’m not on top of the guild bugs, so unfortunately I don’t have any more information.
The tokens I believe are per person (can’t double check this second). The trophy decoration is limited to one per guild and will automatically unlock when the first guild team member logs in after rewards are distributed.
We still track profession MMR, but it won’t being used for matchmaking unless we have some form of profession locking.
Allowing people to swap to other professions not yet on the team isn’t something we can support. This becomes ridiculously weird/impossible to support when more than one person tries to do it at a time.
We could possibly matchmaking off of unique builds and still allow more than one profession per team, but that means no one would be allowed to change their build then entire time they’re queued or during warm up. Forgot you were testing that other weapon set? Oops!
Thanks for the reports! We have devs working on both locations now.
We are working on a fix, but it’s not quite ready yet. Please try to be patient!
We’re working on getting this fixed so you can redecorate as you see fit. Thanks for the report!
Thanks for the reports, guys! We’re looking into it now.
@Devona.1245, you should be good to go now!
Bug Fixes:
Items
Mesmer
Ranger
(edited by Moderator)
Hey all, we’ve identified a fix for the Masteries reporting 0 or 4 billion issue and should have a fix out for that in an upcoming build.
Unfortunately I don’t know if this is related to the freezing/crashing issue or not.
Thank you all for the character names, it really helped to identify the issue!
Thanks for the well-thought out response, Lady Elvea.
I wouldn’t recommend spamming the item. The buff looks for the skill hitting the player so if you reapply the buff at the wrong time then its possible that you will miss the window for the “hit” (so-to-speak).
I’ll be taking another look this week once I am able to pull away from other tasks. However, I’d like to hear who’s having trouble with which attacks after my above recommendations have been put into use. If there are some very problematic ones after that then I can take an extra special look at those specifically.
It sounds like you want profession-specific MMR? In order to do that, we would have to enforce a profession lock upon queuing. There is another thread advocating this idea with the benefit of removing profession stacking.
These are coming, we’re postponing the distribution while some other guild bugs are fixed.
I just hope you guys turned off the decay so teams don’t drop out while we are waiting xP
Yep!
I <3 this. You did such a great job. Delightful!
These are coming, we’re postponing the distribution while some other guild bugs are fixed.
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