Showing Posts For Bormotun.9568:
There are zero info about choosen stats on such equipment.
Even in game when you link this item in chat, stats are not shown.
I don’t know how it is designed, but somehow you store the current state of chosen stats for character.
May be you should change/replace item in inventory when player choose new stats to new item with fixed stats (with its own ID and maybe link to parent item) that whould be available for linking and using in API…
What do you think?
Thanks! Great improvements are implemented.
After defeating the Sovereign Eye nothing happens.
Both steps in progress are completed.
Any news? Looks like very simple improvement.
But it opens very wide posibilities for developers.
Great news! Thanks.
Hi
You have added list of skills to API already.
Could you also append info for characters builds with choosen heal/utility/elite skill ids?
Here pull request with suggested modification: https://github.com/arenanet/api-cdi/pull/178
Would be nice also add for revenants choosen legendary stance
and for rangers – 2 choosen pets. There description in comment for pull request.
What for wraper? All you need is http get request:
https://nodejs.org/api/http.html#http_http_get_options_callback
http.get('http://www.google.com/index.html',{
headers: {
Authorization: "Bearer " + key
}
}, (res) => {
console.log(`Got response: ${res.statusCode}`);
// update your models with received data res.data
}).on('error', (e) => {
console.log(`Got error: ${e.message}`);
});
any news on this front?
Could you also add new specializations info in API?
https://api.guildwars2.com/v2/specializations?ids=all
https://api.guildwars2.com/v2/traits?ids=all
There is nothing about Revenant for example.
+ assets images (icons and background)
Thanks!
in Air atunement this skill doesn’t revive
all other atunements work properly
If you want the servers gain www bonuses in same ratio you can dynamicaly update the normalization coefficient (KN=sum_max/sum_low) for each server every 15 minutes scores and this coef should affect points required for bonus upgrade:
points_reuqired_for_bonus_new = points_reuqired_for_bonus_old / KN
Servers should score points every 15 min in proportion of count of players of lowest populated server at www map:
500 players (cap) => koef=1.0
250 players => koef=0.5
So at night if there around 20+ players from each server koef=0.04 and night capping will not affect so much for common scores
Also this scheme will not allow low populated servers even with good organisation meet full servers, because all servers will get less points then full servers.
But it can be solved by normalization of scores at end of week/2week period.
Example:
Full servers at end of week receive scores:
a = 100
b = 30
c = 70
summ_full = sum_max = 200 (and it is max summ of all www scores)
Low populated servers will get
x=60
y=5
z=35
summ_low = 100
After normalization: x = x * summ_max/summ_low
x = 120
y = 10
z = 70
sum_low_normalized = 200
These normalized scores can be used to build roster for next week/2week challenge
Sorry for my bad english. I hope you understand my idea.
Thanks.
When player is in downed state in water, he can swim to water/air border (surface) and at air he got invulnerability buff for a second. Then he dive deeper and back to surface to refresh this buff and drop all debuffs.
So it takes too much time to finish this player.
1. Many resource farmers fill the player slots on WWW.
Solution: Posibly you can remove these resources/mobs – it will reduce load.
2. Also there are many peoples following caravan in safe zones and gain too much free exp + resources from mobs on the way. I saw whole guilds that use this way to lvl up.
Solution:
a) Make 0 reward for defending caravan, if caravan hasn’t been attacked by enemy players and destination waypoints (tower/keep) aren’t under siege. Or make great penalty for this rewards.
Common solution:
Make great penalty for drop/reward at WWW if player doesn’t participate in siege or pvp for a long time.