how about the chosen tier 1 about event mighty oouo to kill champion frainn?seriously the chosen already broke when tier 1?
I cannot reproduce an issue here. Could you please answer the following questions?
- Do you have the “Anthology of Villains” item in your inventory as instructed in the hint for the “Frainn” item?
- Have you completed the entire event (not just killed Frainn)? All of the enemies in the area must be defeated for the event to be completed. You must have participation in the event in order for you obtain the “Frainn” Collection item.
Hello!
These Lotus Flowers are a common drop from the Lotus nodes, but aren’t guaranteed. It may take a few tries and a few nodes to find one for your Collection. Unfortunately you just may be experiencing a bad bit of luck at this point. Please continue harvesting the nodes, one should drop for you soon. Thank you for the post!
Hello! We appreciate your passion and initiative to let us know about these issues. We are already aware of them and are actively looking into them. Unfortunately we have no updates at this time.
Hello! We’ve been unable to reproduce this issue on our end. With the “Tooth of Frostfang” recipe unlocked on the character, and the 3rd Collection completed (required to get the recipe), Fiona is selling me the “Lump of Beeswax” as intended.
I’d love to help get you all unstuck as soon as possible. Can you please reply back with any more information that you think might be relevant? Some useful information could be:
- Have you consumed the recipe from the 3rd tier reward?
- Have you completed the 3rd Collection?
- Did you successfully defend the beehives from the bears?
- Do you currently have any of the other Legendary Weapon Collections currently unlocked?
- If you can, please provide screenshots to help us narrow this down.
I assume you’re working off this page. Our CS agents answer tickets about our original games. You should consider opening a support ticket to get assistance.
Hello!
After “communing” with the place of power at these locations, a new conversation option appeared (while I had a “Charged Quartz Crystal” in my inventory) that allowed me to Collect the items mentioned in this thread.
Could any of you please let me know if you’re still experiencing this issue? Any information you can provide will help me nail down what’s going on here. I’d love to get y’all unstuck as soon as possible. Thanks!
I would still really like to know in which way the website had inaccurate reflections…?
The website was using the beta ladder numbers, didn’t get reset with the season, wasn’t using the same formula as the actual season, and was likely bugged as we stopped maintaining the beta algorithm.
I verified your MMR updated every match. There were no configuration changes to how MMR behaves last week. The only thing that was changing was the acceptable ladder division search range.
This messy merged thread is what happens when someone posts duplicate threads in multiple forums.
Here is the combined commentary on this subject. If further information is needed, please answer Evan’s request for elaboration, but he may have answered this previously in the other forum on which you placed your report.
In the future, in the interests of not sapping dev time and of keeping the forums helpful, efficient, and on topic, please:
The changes for season 2 will make this less of a problem. Each team will have a tight MMR grouping such that each teammate should be very similar in skill to you. This is different from season 1 and unranked where we balance players on each team, i.e, high MMR and both sides and low MMR on both sides.
The goal is to ensure than if the higher skilled team wins, all the higher MMR players go up the ladder. Less unlucky high MMR players will drop on the ladder, and fewer low MMR players will get carried up the ladder.
Am I right that the intention of this system is to enable high MMR players to climb very very quickly? I’m just trying to understand why this would be better than a reset – I’m guessing because given a reset, it will still take a long time for ESL players to climb up just because of the element of randomness that is involved. The downside of the system you are proposing is that during the first couple weeks, there will be hugely one sided matches (I’m guessing you guys see this as a necessary evil – but perhaps it should be publicized before you get huge numbers of people whining) – however, after that the high mmr players will be in high divisions and it won’t be as much of an issue.
That is one goal of the system. With an MMR reset, it would only create instability (ability to climb) for a short while. Part of having the ladder better represent skill is that the beginning of the season will be chaotic as everyone fights out of amber.
The changes for season 2 will make this less of a problem. Each team will have a tight MMR grouping such that each teammate should be very similar in skill to you. This is different from season 1 and unranked where we balance players on each team, i.e, high MMR and both sides and low MMR on both sides.
The goal is to ensure than if the higher skilled team wins, all the higher MMR players go up the ladder. Less unlucky high MMR players will drop on the ladder, and fewer low MMR players will get carried up the ladder.
So if you’re unlucky and got matched with a low MMR team, you will keep losing and have no way to recover?
You wouldn’t be matched with a low MMR team unless you also have low MMR.
But what about the opposing team? If the system’s going to choose team mates as skilled as us, then what about the enemy players? What if we get paired up against enemy players with a much higher MMR?
Then that would mean either you climbed to high in divisions and you need to drop some, or the other team isn’t high enough yet and they are climbing out.
The changes for season 2 will make this less of a problem. Each team will have a tight MMR grouping such that each teammate should be very similar in skill to you. This is different from season 1 and unranked where we balance players on each team, i.e, high MMR and both sides and low MMR on both sides.
The goal is to ensure than if the higher skilled team wins, all the higher MMR players go up the ladder. Less unlucky high MMR players will drop on the ladder, and fewer low MMR players will get carried up the ladder.
So if you’re unlucky and got matched with a low MMR team, you will keep losing and have no way to recover?
You wouldn’t be matched with a low MMR team unless you also have low MMR.
I think everyone agrees on how this should be implemented. Either queue is paused during load screens, or you’re kicked from queue on load screens. I agree with this.
What I was mentioning earlier is that there are under-appreciated technical hurdles to implementing this that make it non-trivial.
The changes for season 2 will make this less of a problem. Each team will have a tight MMR grouping such that each teammate should be very similar in skill to you. This is different from season 1 and unranked where we balance players on each team, i.e, high MMR and both sides and low MMR on both sides.
The goal is to ensure than if the higher skilled team wins, all the higher MMR players go up the ladder. Less unlucky high MMR players will drop on the ladder, and fewer low MMR players will get carried up the ladder.
Before there was a ready check there wasn’t a problem because you’d just hop into the match once you finished loading. Of course this meant more AFK players.
The servers were completely rewritten at the end of 2014, and now there more sophisticated requirements to getting the PvP servers in sync with the game servers wanting to pause/destroy your roster when you hit load screens. The more people queuing outside the mists without fixing this, the more likely people will start seeing problems like ‘random’ dishonor.
That makes more sense to me.
So what about what another said just adding more to HotM. It would be nice to have a mystic forge back, maybe some crafting stations, or what about putting in some HoT type challenges.
I’m just a programmer :P I can’t speak to that unfortunately. But I would totally enjoy a jumping puzzle in HotM
And what would happen when you are few steps away from the end of the puzzle and the queue pops?Currently the server puts you at the start of the map every time you
log back in it.
How about a map that remembers your last position in it?
I remember this used to work, I need to go check that out…
As I said some time ago, and thanks for finding that quote, Qugi, we don’t do “name wipes” on a regular or even irregular basis. It may be that at some point in the Guild Wars 2 future there’s a “reset” of names, but I have not heard anything of that being planned or even proposed on our side.
Lots of forum members have given some good ideas for naming your character and any work-around that may be needed for a taken name. I feel sure you’ll come up with something that suits you.
Why make a new thread and not post this in the existing thread a few below your new one on the front page that even has a dev response?
I’ve merged the threads into the original post on this subject. We ask all forum members to please take a moment to see if there’s an existing thread on a specific subject, rather than creating a new one. (At least glance through the first couple of pages.) Having a merged or cumulative thread helps the devs, in that they can read your accumulated feedback in one thread, and not scattered in a half-dozen over multiple pages.
I changed the title to include “[Suggestion]” within it so that it will be more easily spotted. Therefore, in case anyone had it bookmarked, I’m shamelessly bumping the thread to the top.
Ok, this thread has gone ’round and ’round, and the pertinent information has been shared, with clarity, several times. Human beings might error, but good human beings make good on those errors with transparency and an explanation. Which the OP received, and with which the OP is more than satisfied, as you can see above.
We’ll close this thread to prevent further “Why didn’t they?” “But they did!” circular discussions.
Here’s a message about the subject of Guild Halls from content programmer Alina Chadwick:
During a live stream, while we were still in development for Heart of Thorns, we reported that the maximum number of guild hall decorations would be 2000. As the system went through further iteration we found that this number was not possible and in order to ensure the stability of the guild system we needed to reduce the maximum to 1000 before ship.
The reason for the limits on the placement of specific items within a certain radius is two-fold. In the arena, turrets and other such active obstacles run scripts that consider the players and obstacles around them. Having too many of these in close proximity to one another is detrimental to server performance. For this reason, those obstacles have their own special density limit that is separate from that used by static obstacles and decorations.
For decorations in the guild hall proper, and for static obstacles, care must be taken to prevent too many models from being visible on the screen at a given time, otherwise framerate can degrade significantly on less powerful machines. Without specific limits it would be possible for a member of your guild to place decorations in a way that works perfectly well on their powerful machine but which makes your guild hall unplayable for your guild mates with less powerful computers. The limits prevent significant performance issues but are high enough to allow a wide range of creativity.
I hope that info is helpful, and thanks to Alina for the details!
Thank you for the reply. Is there a way to tell if after having done this that it is now properly set other than playing for an hour or two more and then exiting and starting the game again to see if file progress has been made?
If you’re not fully patched, leaving the launcher up will continue the patching process with Idle/Max settings. The options panel should show the correct setting though, which is why it sounds odd to me.
Beta, Character Select/Create, Enhanced Squad UI, Play for Free, Raids, Streaming Client, & Mac
There is no standard answer to this question because, in order to be as fair and reasonable as possible, each situation is reviewed and resolved on a case-by-case basis. So whatever the speculation about “this is policy” or “that thing happened to my friend” the fact is: If you have questions about your personal request, please discuss with Customer Support, and they will investigate the matter and resolve it to the best of their ability.
Hey guys; Chris is out for the week but I’ve been looking at this and the bottom line is that this was a single incident that was mishandled when we removed the gold before looking deeper into the account’s behavior.
We made things right with the player because it is not our desire to punish someone who clearly took advantage of a buyer who didn’t check their source. They did not engage in RMT activity and should not have had their gold removed which is why we gave it back.
On the other hand when this happens – An account buys something worthless for a large sum – it is almost always RMT activity but it still falls on mine and Chris’ teams to investigate the account before removing the gold.
If you (as players) engage in fair gameplay you should feel confident that neither CS nor GS are aiming to take action on your account – but we make mistakes. If we do; reach out and we’ll fix it. You all know me well enough by now to know I’m going to do right by you.
The issue with the achievement “Primordial Legend” will be fixed shortly when Customer Support sends everyone who has reached Legendary in PvP Season 1 an item that will complete the achievement. If the achievement is already completed then consuming the item will do nothing. However, if your achievement did not complete properly after entering Legendary, then consume the item and the achievement will complete and the title “Primordial Legend” will be available for use.
Congratulations to every one of the legends of PvP Season 1 and see you in the Mists!
It sounds like your setting is on-demand, not max. Try changing it, logging into a map, running around for a several minutes doing things, then switch it back to max, running around again for several minutes.
Beta, Character Select/Create, Enhanced Squad UI, Play for Free, Raids, Streaming Client, & Mac
And yes, most truly “smote” is best and I’ll try to remember to use the proper term in the future. However, for the most part, if you say “smote” in mixed company you’re going to get some level of polite derision.
For game-related useage, I prefer “staves,” and I say “staves”… but when someone looks confused, I then say “You know, staffs?” (Like Danikat above.) But when I think of writing music, and staff paper, I think “staffs” and not “staves.” And considering the employees of a company, I’d go with “multiple corporate staffs” instead of the alternative.
I guess, to me, “staves” relates to the physical staff, as in a weapon, walking stick, or shepherd’s tool.
Interestingly, Dictionary.com has about an even split: 6 for staffs; 5 for staves.
Before there was a ready check there wasn’t a problem because you’d just hop into the match once you finished loading. Of course this meant more AFK players.
The servers were completely rewritten at the end of 2014, and now there more sophisticated requirements to getting the PvP servers in sync with the game servers wanting to pause/destroy your roster when you hit load screens. The more people queuing outside the mists without fixing this, the more likely people will start seeing problems like ‘random’ dishonor.
That makes more sense to me.
So what about what another said just adding more to HotM. It would be nice to have a mystic forge back, maybe some crafting stations, or what about putting in some HoT type challenges.
I’m just a programmer :P I can’t speak to that unfortunately. But I would totally enjoy a jumping puzzle in HotM