Showing Posts For Blitz.3627:
I just don’t get why they can’t. They are completely different set of servers, which probably also means completely different databases, which means they should be able to split it.
Since the Trading Post is global and both the NA and EU servers use the same sets of login and authentication servers, it is obvious that they are not completely different databases and therefore it should be easy to understand the issue.
Skill 2 for the Greatsword or sword is similar across professions – the single skill activation causes multiple hits.
The skill reports that the warrior hits for 8 × 1624 and the damage on-screen and in the combat log shows that this is 1624 per hit and there are 8 possible hits.
The mesmer sword skill reports that it hits for 8 × 808 and again you can see that this is 808 per hit
The guardian greatsword skill on the other hand reports 9 × 1251 but from the combat log this is not per hit but it is 1251 total.
Why is this not consistent? Surely (even though the guardian can move while whirling) the attack should do 1251 per hit to match the other similar skills?
I have not checked the ranger skill but the wiki entry suggests that it is also listed per hit.
Note: the 1624, 808, 1251 are taken from the wiki entries rather than from an actual character build.
The difficulty is not DPS. The difficulty with the path varies with different professions because the sparks do not follow some professions correctly. For example, it is especially hard to guide the sparks with a ranger compared to a warrior.
Why not remove the sparks completely and replace them with static orbs?
Instead of having to get a couple of sparks to follow you, five people have to retrieve five orbs and place them in five slots.
The issue of co-ordination would remain. The 4-1 exploit would be removed. The “requirement” of three extreme DPS people waiting for her to reappear in the exact same spot would be removed. The extremely annoying issue of sparks following pets, summoned creatures and clones on some occasions rather than lock in place properly would be removed. This would change the emphasis of the difficulty to team co-ordination rather than to either two lucky spark-runners or specific professions.
I am not entirely sure that this is a bug but I am sure someone will move the topic is appropriate.
Situation
If you have been playing the game and representing a Guild then you show up on the Guild Roster with the character name and the location zone.
If you are idle for a while then the game will kick you back to the character select screen.
If you are going afk for a while (and do not want to repeatedly killed by whatever spawns around you every 15 seconds) then you might choose to manually return to the character select screen.
Problem
The Guild Roster is not updated with the new character and location. In fact, the game reports you as online and allows people to whisper you and invite you to parties. Since you are at the select screen you will not see the messages or invites and, since you are afk anyway, it does not matter if you do.
Why is this an issue?
Two days ago, one Guild member went AFK whilst in one zone and was kicked back to the loading screen. As in happens they left the computer running for a whole day. During that time, the Guild roster reported the character as online and of course the Guild member ignored all chat, invites and whispers for around 24 hours. The other Guild members got quite worried that the account had been hijacked by botters (same zone for > 24h with no contact) and started trying to contact the Guild member in real life to check up on them and their account.
Perhaps for a fix it would be enough to simply list the character location in the Guild Roster as “character select screen”.
Currently the Guild permissions allow a rank to be granted the rights to “activate built upgrades”. This is an all or nothing option which is unhelpful to a Guild with broad interests.
Most specifically it would be particularly useful to have a separate permission to “activate Art of War upgrades”.
All upgrades (except perhaps +10% PvP influence) in the Art of War category are specific to WvW and it would be helpful to create a rank for WvW_officer and grant them control of those upgrades without also giving control of any other upgrades which may or may not be of relevance to WvW.
The Guild Message of the Day should be editable like it was in Guild Wars.
In GW2, when you click “EDIT” you have to retype the entire message which is extremely annoying and unfriendly.
In GW, you could have a message with a URL and a “Today’s Dungeon is: enter text here” so that when you clicked “EDIT” you could just change the last little bit of the text rather than having to reenter the whole thing.
Since copy and paste does not seem to work either (and the MoTD is not displayed on logon or in Guild Chat any more) the whole thing seems rather unhelpful.
Please allow the Message to actually be edited rather than replaced. Thanks.
Reset time appears to be 00:00 UTC give or take a few minutes.
This is when the Daily Achievements reset and currently equates to 1 AM if you are in the UK.
The survivor has been replaced with a mystery achievement.
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-Monthly-achievement-and-Hero/first#post323713
The monthly survivor is not bugged – it has been replaced by a mystery achievement which is just shown as ???
For more information (and confirmation from Jon Peters) see:
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-Monthly-achievement-and-Hero/first#post323713
Agreed. They should be account bound. I also noticed this and felt the same way. I don’t know WHEN we can get a fix in for this, but I’ll try to get it into the queue.
In the same fix, could you make the Dungeon rewards account-bound as well. They certainly should not be tradeable but to have to run the same dungeon with the same character several times seems unnecessarily restrictive. Since these items (or at least some of them) appear to be required for Legendary recipes it is simply further restrictions which in no way diminish the effort of the player to obtain the required items for the rewards (whether they be Legendary Weapons or Dungeon Armour pieces)
The limit is 10 mails from other players. The messages from the game (renown rewards, dungeons, explorers society etc) do not count towards those messages.
The messages from gold sellers are very annoying but they do not make you lose any rewards from the game completion you are doing and you can keep as many dungeon messages as you like as far as I can see.
What account transfer limit?
Trading in game is done through the Trading Post which does have some issues but is not such a problem any more.
You should be able to simply mail items and coin to your friends and relatives using the in-game mail system (or you can pass through through a Guild Bank if you have that upgrade and the permissions to both deposit and withdraw). We have not come across any limits to using this method to exchange things in game.
Some things like gold and ectoplasm would be great :P
Remove the need to complete WvW PoIs ad vistas for 100% world Complete
in Suggestions
Posted by: Blitz.3627
There is an easy fix to this.
Do one match. Grab all you can that you have. Wait until next match begins. Grab as many as you can when your zone switches locations. Rinse and repeat until you have everything.
It’s what I did and I have all the WvW zones.
Assuming that, for Europe, you are playing between 1am and 4am when the match begins AND you are one of the lucky ones who can beat the queue.
There are already such puzzles in the game if not in abundance.
For example, one of the Asura areas has panels which ask mathematical questions (such as area, volume, next in series)
Remove the need to complete WvW PoIs ad vistas for 100% world Complete
in Suggestions
Posted by: Blitz.3627
To be fair, the achievement does say 100% map completion so it is perhaps not unreasonable to expect it to include 100% of the maps – it is not a regular achievement and you do have to only do it once (although once with each character).
However, it would be possible to reduce this load on the queues by allowing PvE people to enter and explore the battlegrounds whilst the matches are resetting. It could say match is over, everyone back to LA and then allow people to enter the map such that everyone is friendly and cannot attack each other for a few minutes so they can run about ticking points off before being told everyone back to LA, hostilities resume in two minutes…
There are a lot of PvE people joining the queues to gain these achievements and then either rejoining the queue because it pops during their event or almost achieved vista or giving up because it is now quite late and they can always play QvQ tomorrow.
A tax does not benefit the entire Guild. In your scenario, it only benefits those who are able to break through the queues into the world.
Furthermore, your tax in no way reduces the requirement for you to “send X to Y” unless all of your Guild members are able to remove items and money from the Guild Bank and all have the instant Guild Bank at my feet upgrade.
Having a central fund means you have the ability as a leader to easily send funds where easily because you have the funds… it does not mean that you do not have to send money to the player needing to pay for an upgrade or purchase a character-bound blueprint.
There are plenty of casual yet organised Guilds with recruitment methods, rules, voice servers, websites, scheduled events etc etc. None of those things makes you professional.
It cannot be said enough: no Guild needs it since you can already achieve the same things in game by having your professional and hand-picked members donate to a central fund. A tax benefits in the same way (and no more) than regular donations would but it annoys a lot of people.
Possible to complete it solely in WvW? In what world?
Crafting IS implicitly a part of the achievement because you need to salvage a LOT to earn it. And sPvP is not there simply because we’d have even more threads complaining. I don’t even know why I have to back this up, the mere fact that WvW was added to this achievement is a huge indicator of this. Just like you have to get into PvP if you want to max HoM in GW, you need to do it here for such big and global achievements.
In any world. The monthly achievements require that you salvage stuff (which has NOTHING to do with crafting), participate in events, earn experience and kill WvW invaders. WvW is in fact the only place that you can achieve ALL of those things.
In GW, there was no requirement to engage in PvP at all. You could earn faction through vanquishing and exchange it for keys. You could earn zaishen coins through PvE and exchange them for keys. You could simply buy keys. 200 keys = maxed out PvP requirement for full HoM. Once again, your argument as to the requirement for PvP is flawed.
The monthly achievements effectively force people to engage in something which they otherwise would avoid. Do they consider it to be fun? No – not really.. they think it is a grind. Why not allow them to completely their monthly reward elsewhere so that those who actually WANT to enjoy WvW can do so without others needlessly clogging the queues.
That’s why he’s suggesting that it be changed to X total kills of invaders or Champions, so you could (slowly) work at it in PvE too.
I can’t see anything wrong with it.
Because it is not supposed to be a PvE-only achievement. You should be able to manage all parts of the game in order to earn more global achievements such as monthly completion and world completion.
Your argument is flawed. If you were required to manage all parts of the game for a monthly achievement then you would also have to craft things or succeed in sPvP. Also, it is possible currently to complete all of the monthly achievements in WvW so why not make it possible to complete them all in PvE as well?
Given the price of some of the higher tier Karma items, I do not think that most people would consider Karma to be more readily available than coin.
It could be worthwhile to allow a Guild to purchase blueprints with influence though.
They could go straight to the Guild Bank when purchased and fixed as bind on acquire so that whoever removes them from the bank has to be the one to use them.
At present, a larger Guild cap would seem to affect very little in-game.
If, has been requested, Guild members were to show up on the map then having 1500 people in a Guild could be a problem. There could be other similar load issues (locations of all Guild members are tracked in the guild roster for example) that may play a part here.
There are currently big issues with the queues for WvW and complaints that, as a result, those who actually want to play WvW cannot do so.
One contributing factor to these queues is that everyone has a monthly requirement to kill a certain number of WvW invaders. Many people have no particular interest in WvW and many would never go anywhere near it if it was not for that monthly achievement requirement.
If the requirement was changed then some pressure (perhaps not much, perhaps a lot) would be removed from the queues and those PvE or RP enthusiasts would be able to leave the PvP areas to those that were interested in it for their fun rather than just for the monthly achievement (or the now-removed easy rewards from dolyaks)
It could, for example, be changed so that the requirement was to kill X number of WvW invaders or Champion rated antagonists. Any champion in a zone or dungeon could then progress the counter.
This suggestion won’t be for everyone or every guild I completely understand that, but professional, long term and dare I say “hardcore guilds” would definitely appreciate this.
What you mean is Lewis Burnell would appreciate this… some others might also. To claim that a tax is required by or even desirable to professionals or hardcore players is a gross generalisation and unreasonable.
I can see that your idea of a tithe system has significant merit because you achieve your goal of getting central funds to accumulate with no effort on the part of your members, the choice to donate and how much to donate is left to the individual player rather than being forced into something. You also avoid the rather prickly issue of a tax that by your own comments is not required anyway.
Why not drop the tax idea and push the tithe option instead? You might gain greater support that way.
Scientific studies* suggest that the maximum viable size of a group that can sustain stable social relationships is 150 – 300.
Perhaps Arenanet have been reading these studies…
Studies performed by anthropologists – perhaps the best known being Robin Dunbar.
The fun of crafting and especially cooking could be in discovering new recipes or making things that your characters can use (like a new set of armour).
If you spend the time in the discovery window then each item you make takes from a few moments to several minutes as you try and combine ingredients to find a new useful food. If you just follow someone else’s instructions on how to buy specific items and combine them in an optimised order to always make orange items then it will take virtually no time to craft each item and, to my mind, will remove absolutely all of the fun from the art of cooking.
If you are trying to enjoy cooking then you will likely get significantly more fulfilment from searching out ingredients and recipes than in simply raising a number from 0 to 400.
Haha, OK. Let’ call it Guild Charity.
In which case you are back to the donations or tithe options and a tax is not required or desirable.
This does not require any party mechanics particularly.
All most people (in our Guild at least) want is to have the other Guild members in the same zone show up as gold dots on the map.
There is no need to show Guild members in overflows and all over the entire world – just in the same map as you.
This addition would be excellent.
Why would anyone join a guild they know nothing about? You’re confusing casual guilds (which really have no genuine need for such a system) and those that are more organised (have a recruitment process, website etc).
If a Guild is organised then they should be organised enough to accept donations into the Guild Bank from their members.
Why would you require a tax? To force members to contribute perhaps? To force some members to subsidise the activities of others?
There is currently nothing on which a Guild can spend money except a bigger Guild licence. A Guild can already collect money centrally and then one person can go and spend it and that does not require a tax. Blueprints are bound to individual characters (which is a different issue) and therefore having an enforced tax to buy them is unreasonable especially when you already have the ability to accept donations from your members centrally.
A tithe option is the better of these ideas. A member would quite likely not miss 5% of their earnings at any point and might feel considerably more disposed to donate 1g over the course of a week’s play rather than play for a week and then donate that same gold at the end. It is the same thing ultimately but it is psychological to the player.
If items such as blueprints could be purchased centrally and stored in the bank for the use of anyone in the Guild then that would be a rather different matter – but still one that should in almost all cases be funded by tithe or donations rather than a tax.
If someone is not representing your Guild then, unless you ask them, you have no idea why they are not. It is easy to assume that it is because they are representing another Guild but we have found that 99% of the time it is because they have forgotten to check the “represent” option with that (new) character, because they did not realise they had to check the represent option with that (new) character or because the Guild system is bugged out again and not displaying things correctly.
The representing and invite options have definitely improved – there were dreadful in the first week – but the issues with not being able to see the build queue, edit options, edit the MoTD, access the Guild Bank etc etc seem to be increasing again.
Can’t believe the game’s just out and it already needs an expansion.
If there was an expansion, it would be released on the same basis as the game which means that you would simply be in the same position and complaining again for the same reasons.
You are trying to ignore the majority of the game and the stories in the game, few of which are in your personal story and none of which have a massive green arrow pointing to them. You have to embrace the fact that this an mmoRPG with the emphasis on the RPG. That emphasis means that you have to listen to the NPCs, talk to the NPCs and follow them without the benefit of green arrow and some green dots or some other railroad to take you from a to b. Many of the stories are funny, interesting and rewarding – and the rewards come in the form of XP, karma, coin and fun.
This site is accessed using https.
If you were permitted to post images from your external and non-secured site in these forums then the secure nature of the page would be broken for each and view of any topic containing such an image. More security conscious users would receive warnings that some of the page was not encrypted every time they viewed a topic with an inline image from an http server.
In addition, external references are out of the control of Arenanet and therefore a further issue in the moderation of these forums.
You are not restricted from sharing helpful build imagery of whatever because you are readily able to post links.
Support website and bug reporting is a headache, please assist
in Account & Technical Support
Posted by: Blitz.3627
If you are having trouble accessing your support account then go to:
http://en.support.guildwars2.com/app/utils/account_assistance
This refers to assistance with your support account not your game account.
Provided that you have access to the E-Mail given when creating the support account, you can request your username (which is only your EMail if that is what you entered when you created your support account) and then, once you have recovered the username, you can reset the support password too.
There is no phone number but there is a live chat option available for part of the day.
The music in game changes with the situation and that is reflected by the names of the playlists.
If you are in a city, the music should carry on without a problem exactly as you desire.
If however you are walking through a forest glade listening to mellow peaceful music from a “forest glade” playlist and you are attacked by a load of spiders then the music will switch to the “battle” playlist and thus give the effect you describe (music keeps switching very often). When the fight is over, the music switches back to the other playlist.
There is a trebuchet that was usable exactly as those in WvW when I did it.
I have heard that other people have been unable to use the siege weapon (don’t know why) and they apparently swam out and smashed the boat up by hand.
The overflow and server queuing seem to assume that you both have the same home server.
If you do not have the same home server then you have two choices:
1) wait for the “free guesting” feature to be added to the game. This will allow exactly what you are trying to do but it is not yet implemented. GW2 webpage says it will be available “in time”.
2) one of you will need to transfer to the home server that the other is playing on. This will be problematic if you both have 50 friends and a Guild on your respective home servers – especially if the server transfers stop being free.
I did not mean to suggest that a lone player in WvW had no role – far from it as Demosthene indicated.
However, the fact remains that you have to be focused, organised and complete the WvW objectives in order to avoid the originally stated problem that costs > repairs.
For most people, it is quite easy to increase a crafting profession as you go along so that you can make armour relevant to your level. It is also easy to make items that you cannot use for several or many levels ahead of you (e.g. level 20 jeweller making level 50 items). If you are not getting the materials to do that then I would suggest that you have a style of play where you are forging ahead with levelling on a fast-track to 80 and/or trying to improve two similar crafting professions at the same time (e.g. make weapons and armour)
Crafting level-specific gear will almost always allow you to create better items for your items than you could obtain through drops or dungeons but only in terms of functionality – in fact the developers stated that the crafting professions will be the way to obtain the highest statistics for gear in the game. For looks, you need to buy the cool looking armour from the various vendors. To have both, you then use the transmutation stones so that your Hand-Made Suit of Protective Slaying becomes an Awesome-Looking Hand-Made Suit of Protected Slaying.
If you are aimless in WvW and wander about picking flowers, mining ore and enjoying the view then you will be repeatedly and mercilessly killed by any rivals that spot you.
If you are poorly organised and charge about with 50 other poorly organised people trying to knock castles down with your daggers whilst standing under the boiling oil and in range of the defender’s cannons then you will be repeatedly pounded until all your armour is destroyed.
If you team up with a few other people and systematically approach key objectives such as taking and securing supply camps before then taking and defending a tower then you will still be killed and your armour will still be damaged BUT you will have earned significant experience, karma and, most importantly for the armour repair bill, coin. Do it right and you will earn significantly more coin than you have to spend repairing your armour just by following the objectives and their associated events.
These forums operate a profanity filter which replaces certain words which you should not be using in polite society with the word “kitten”
You might therefore say something like “I don’t give a kitten!”.
In that sentence kitten could have been one of several replaced words or it might have been typed as kitten (as I did) by someone who is aware of the filter.
GW had a party window that allowed people to look for teams for missions, hunting, trade and the like. In that window, you would add a piece of text to indicate what it was you were seeking and it allowed players looking for similar things to either whisper you for more details or join your group.
This feature was added after the game had been out a few years and therefore was quite under-utilised because everyone was used to just spamming their requirements in chat.
The GW2 option under contacts seems to be hidden and largely useless at the moment mostly because there is no indication of why you are looking for a group.
An automatic party matchmaking tool which just dragged five people from a queue and stuffed them in a dungeon would be a very bad thing for this game but the functionality from GW would be excellent. People wanting to do a dungeon would enter something like “AC Explore route 2 – 2/5” and so be more easily contactable by those looking for the same thing.
It would be clearer if you reference the terms used in the game which is named after the historical Guild Wars between various Guilds in the different human kingdoms of Ascalon, Kryta and Orr. (See the official GW wiki for more information)
A warband is a Charr cultural term relating to their social and military society and, other than the RPG part of your Charr character in this MMORPG, has nothing to do with players.
It costs 100g to purchase the Commander’s Manual which will elevate only one character on your account to “Squad Commander”. A Squad is effectively a large party which is applicable only in WvW and to many people would indeed be a grand waste of money. To those heavily involved in WvW however, it can be a valuable (if perhaps pricey) tool. Personally I think that the commander status should be per account rather than per character.
All Guild members are represented in a different colour in game but I would like to see little gold dots on the map to represent all of the members of your Guild that are on the same map as you.
This can certainly be used to stack minutes worth of swiftness to a party.
Arenanet:Some players’ monthly achievements didn’t correctly reset on September 1 at 00:00 GMT. To allow those players to collect the next monthly reward, we will reset the monthly achievement of any player who is already at 100% for the month as of tomorrow night’s update.
The issue of the bugged monthly survivor title which seems to be affecting a lot of players should be fixed BEFORE the monthly achievements are reset.
If the bug remains then those affected will be further penalised compared to those who have already been able to achieve the 100K requirement – some (few?) players have already successfully completed the monthly achievements twice.