Showing Posts For Alkyoneus.3917:
Totally agree, the only info i watch during teamfights are the healthbar movement and conditions/buffs.
Had fun watching pro league finals but sometimes it was really hard to follow fights, would it be possible to show multiple skill bars for clarity. It would also show how players not spam skills but time them and use them re-actively.
for example:
Proposal Overview
A symmetric dungeon on a 20min timer where both paths lead up to the same end-boss. When 2 teams enter they can choose to either be the fastest to make their way to the end boss or try to stop, slow down, snipe the other teams mid-bosses for points.
Goal of Proposal
Dungeon bosses are predictable/sequential in their mechanics (no A.I.) meaning that the challenge after running dungeons for a while is gone. This brings back the challenge in the form of tactics and change of composition and builds (what is the best mix of pve and pvp builds).
Proposal Functionality
In PvP maps with Svanir’s spawning and base lord a small example of this functionality is already shown.
Associated Risks
People complaining about bringing PvE into PvP, while it is more meant to spice up PvE and perhaps introduce some PvE people to the PvP side of the game. Again dungeons are optional, no one forces you to run them.
Also forgive me if this has been mentioned before, the search function on this forum gave me 0 results.
@Smiley, ohh thanks, I see now in your code (not fluent in reading code); So now I added that (http://pastebin.com/udZ9HMHP) it went down to 21 minutes, woo!! I expected like 30 minutes divided by 4 languages so around 7-8minutes like you mentioned, but i realised I also do some array calculations directly after so I figure that accounts for the extra 13-14 minutes.
@Pat oh i see like this
https://api.guildwars2.com/v2/commerce/listings?page=0&page_size=2
</v2/commerce/listings?page=1&page_size=2>; rel=next,
</v2/commerce/listings?page=0&page_size=2>; rel=self,
</v2/commerce/listings?page=0&page_size=2>; rel=first,
</v2/commerce/listings?page=11076&page_size=2>; rel=last
(edited by Alkyoneus.3917)
Woo got it down to 25min http://pastebin.com/BCvNeyzr; The rollingcurl.php I used is still a bit of a black box for me but it seems to work fine without the root certificate you mentioned.
Wow this is stuff I would not have guessed in a million years; thank you Smiley! I’ll tinker a bit and post an update later this week, if i can get it down to 30 min id be so happy
(edited by Alkyoneus.3917)
This is the 2nd time I’ve tinkered with php-sql and I made a small script to retrieve the items and their sell/buy info into my db so I can sort/rank the items.
It works (yay!) but I feel its hugely inefficient because it takes like 9hours to completely copy TP info to my db is this normal? I don’t see where I can cut corners.
oh i run it in the cli queued as a cronjob
(edited by Alkyoneus.3917)
I remember from the old tradingpost that there were top traded/most expensive/etc lists. Can I call these up with the API? I am trying to make my own database and if these lists are available I can significantly minimize the amount of api requests;
Today I had the first encounter with “connection-error-7-11-3-191-10” when I tried to load heart of the mist, actually the first time I did not even get the error I had to alt-f4 out of the stuck loading screen.
Now any character that I had parked in edge of the mist is unloadable (i tried to move one from lions arch to edge of the mist, also stuck now) my 2 remaining characters in lions arch load just fine.
ISP: XS4ALL
location: Netherlands
Your territory or region: US
Your Game World: Jade Quarry
The full Error Code you are receiving. : 7:11:3:191:101
The number of characters with the problem: All 5 characters that I parked in heart of the mist or tried traveling there.
Summer is here!!! time to kick some kitten with NoaH the #1 EU guild on JQ!
Join us in our quests for bags of fun! (:
I think we saw a new side to Scarlett, she’s just a (very smart) puppet, for something lurking in the shadows. My suspicion is that the map shows attack arrows on the 3 known order headquarters, so presumably the 4th unknown order must be the Zaishen order.
If you are from EU and looking for a fun, friendly and dedicated wvw guild on NA then NoaH on Jade Quarry is the guild for you!
join us now on Jade Quarry NA for fun fights and help us destroy the current blobs of russians that roam our borders!
#joinnoah
No. They’re about the same. Anet is having a bug issue with lag that came in with the last patch. You can scan the forums to see it’s happening everywhere. It’s not normally like this.
But i switched today :/ patch was one week ago.
I recently switched from NA back to EU and it seems to me that the europe servers (im from EU) have even more difficulty processing large battles. Can someone confirm this. The only thing different apart from region is that I went from tier 1 to tier 7ish and I do hope that t1 doesnt get more server computing power then t7.
(edited by Alkyoneus.3917)
Maybe expand buildmaster with a refresh siege AoE skill (range 1500, cooldown 20sec seems fair). Sometimes theres a lot of siege that needs to be refreshed and this is a little quality of life improvement for that.
Well played Maguuma garrison, well played
Good times at FSP bl this morning, it was very fun for us. Thanks to everyone who fought our group, extra thanks for that fsp group we kept ganking, cheers for not giving up.
Ha! It was frustrating to see how you guys (except that necro) seemed to never go down in health. Could you shed a little light on your guardian build?
That escapist ‘article’ is poorly written. Anyway, its the way guild wars 2 is set up that enables them to change available and add new content on the fly without much hassle. Combined with the emphasis on gems to generate income and the available manpower at Arenanet it makes perfect sense to just focus on improving the game and explore implementing living story aspects (its the first time they do it, so your experience of it actually is the same as mine).
tl;dr: If they had unlimited resources they would be working on an expansion, this is not a call of duty type of game that has 2 teams rehashing the same game year after year.
The problem:
So basically Arenanet has tried to make events like the claw of jormag and other events interesting and challenging (but comprehensible) by adding pre-events and mechanics like escorting the golems carrying bombs. They also have made those events rewarding by ensuring that you will get a rare item when participating. However these wonderful aspects of challenge and reward do not make an event fun to do more then once. That is because it is still static and predictable.
Proposed solution:
Make world bosses react to players choices. One way to achieve this is to add AI this would however require some expert programming and definitely more cpu cycles on the already loaded server. The other way would be to have a player control the dragon and its skills. If the, lets say random chosen, player is able to hold off the attacking players in the defined time frame it will gain an additional 5 laurels. (of course the player will remain anonymous, to prevent grieving).
The players will no doubt try to game this system by trying to bribe the dragonplayer, but this would require a group donation and with the uncertainty of getting ecto’s from rare’s I doubt players will do this alot and rather rely on their skill to win.
(edited by Alkyoneus.3917)
Problem:
It’s faster to capture and easier to hold keeps and towers when you are out-manning both opponents. However the points/tick earned by this lead to an insurmountable point lead which neither opposing server can overcome; even if it held all the keeps and towers when they are not outmanned. As a consequence people will no longer participate in wvwvw due to the fact they will never be able to catch up by skill alone.
Suggestion:
Diminishing Returns on points / tick based on the amount of players in wvwvw of each server. For example, if world 1 has a significant larger online player base in wvwvw it should earn less points with each tick based on the ratio of opposing players and its own active players.
I have yet to meet another player that wanted to skip large chunks because they didn’t have time to do it properly, and I have yet to join a FotM group where someone said they only had time to do 1 of the 3/4 (admittedly no-one in their right mind would say that before entering FotM as it would result in insta-kick lol)
The first scenario happens a lot in PUG’s, especially when there is little communication; people have different expectations of how to run a dungeon resulting in unexpected run lengths. The second scenario happens pre-forming a group when you are inquiring who would like to go AND has time to do a run.
Regardless, I think your point, and correct me if I am wrong, is that there is no player base for the type of dungeon I propose. Then I would ask you the opposite; if such proposed dungeon were to exist, would it not attract existing players whom currently don’t do dungeon runs mainly due to time constrictions, to also participate and experience the dungeon content of GW2?
(edited by Alkyoneus.3917)
Most casual people, during weekdays, don’t have the time to do for example a full fractal run. Usually they can do 1 fractal of the 3/4 fractals and then have to hop off. Also people often try to skip large parts of other dungeons not because the content is bad or dull but merely because of time constraints. (forcefully creating in their eyes a short dungeon)
I’m suggesting a bite-size dungeon with a 24hr cooldown; given that accumulating these short dungeon runs, will give an equal reward as an equivalent standard ‘long’ one. However a shorter dungeon does not imply to make the dungeon easier skill wise; people still like to experience a challenge to overcome as a group, they just want that experience in a more manageable time frame.