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We are constantly looking for Guildmembers which contribute to an awesome community
So in the Creature-Design-Process, what (usually) comes actually first?
“We want the Creature to do this and that” and based on that the look follows or the other way round, “We wat the Creature to look like that” and based on that follows the design of it’s actions
Also, which creatures were designed differently from the standard. I can imagine Mordremoth’s Mouth to be a product of a non-standard design-flow, but are there creatures we see every day ingame, which have a very unusual development-history?
Oh, and while it might not fit 100%, I am still cheeky enough to ask: Who thought it would be the best idea ever to make thief hold a staff like a hammer.
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for me the problem is not the price, its the slots/price/limit ratio.
700 gems for 4 slots, times five (discounted 2800 gems for 20 slots) would be reasonable for me. On the other hand it is amazing QoL
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Specializations aren’t currently exposed via MumbleLink, and there aren’t currently plans to expose them. We’d like to replace the MumbleLink API with one that doesn’t exhibit it’s current issues (very limited space, dirty reads, etc) but it’s a fairly large amount of work.
You can tell if someone’s playing a Revenant, however. The profession id for Revenant is 9 (see the blob format).
I assume we cannot hope for Online API based location service (because it would be extremely ressource-hungry)?
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Post 250HP- How you Rate HoT fun factor
in Guild Wars 2: Heart of Thorns
Posted by: DeviantShark.6548
9/10 before – I loved doing stuff for receiving stuff.
3/10 now – why is it an elite-specialisation now? It’s just another specialisation. Nothing elite about getting it thrown at your face.
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Superhigh CPU load(1 core) and below 5fps
in Account & Technical Support
Posted by: DeviantShark.6548
Is it a desktop system or a mobile system
(say 4790hq +gtx970m)?
Reason I’m asking is that my Alienware (with that setup) does somewhat comparable things from time to time. People have talked about a problem with the PSU – which could even be a reason for desktop systems.
So overheating, underprobiding psu could both be a reason, probably.
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I posted this elsewhere, but it was suggested to repost it here so here is my feedback:
SQUAD UI
What I wish for, what I need, and what it shouldn’t do – aka „What I think the Squad-UI should be. “
This Betaweekend (BWE3), the Squad UI got shown off, and while I was really longing for it – I definitely was able to figure out what it was meant to be, what it actually was, and how I would like it to be…. In some cases.
Sub-Parties
So, as we all know, a Squad can contain multiple parties (sub-parties, sub-squads, however you want to call it). This (possibly) should/could/ought to make it possible to get rid of the old party system completely.
Having a Squad with 5 or less members would make it possible to enter a dungeon, PVP or any of the content available in core GW2.
Having a Squad of 6 or more people would disable that. Having a squad with exactly 10 members makes the entry to the raid available.
Squads housing a max. of 5 players would make use of the standard kick/votekick system. Squads housing up to 10 players could make use of a votekick system for sub-parties and require commander-confirmation. Squads housing more players would solely rely on the commanders vote (aka totalitarian decision)
Inviting, Visibility
Oh well, I don’t really know how it was SUPPOSED to be working and how it actually was working, here I can only say what I want from such system.
- It should be possible to invite any player located at the same datacenter, not restricted by map, ip, homeworld, relation.
- Add the “invite to squad”-context entry consistently to all context menus at all username/nickname/charname* occurances.
- Add a “join squad” button consistently to each occurance of a commander’s username/nickname/charname*
- Change the Commander’s Green/Orange rectangle, which shows up when you mouseover a person’s name or which is located in the friendslist from the rectangle to the shape of a commandertag, indicating this person is actively commanding a squad.
- Change the “Commander” in front of the /d- chat to a colorized icon of a commander (if possible) – this is not purely cosmetic but also makes a better visible distinction
- Make the Broadcast/Ready-check window more transparent.
- Allow the head commander to see each targeted enemy from all subgroups. Allow him to reset that target (could be a more complicated key combination too, because it wouldn’t occur that often)
- Under no circumstances add the faces into the little boxes of the squadmembers, like how it is with parties right now.
- Add a button to either the Guild-UI or the Squad-UI saying “Invite all representing Guild-Members”, which should show up if you are active commander.
- Add a game-message in chat when a commander invites you to a squad.
- If a commander is on your blocklist this game-message in chat should be the only thing indicating that you got invited.
- If a person who wants to join your squad is on the blocklist, a game-message in chat should be the only thing indicating that.
One last thing about that: As long as people are “in range” of each other (when it comes to showing up as “green” in the squad UI – add a distance number somehow. If a person is low on life, but is 1400 units away, I would probably love to run there faster. This would make it easier for supporting classes (guardian, tempest, druid, herald) to see if they are positioned perfectly.
*Could be friendslist, whisper, party, guild roster, etc…
Well, this is all right now – I don’t know some of this stuff is actually implemented, or planned, or if there are good reasons not to do this – if so, I am perfectly fine with that. This is just a compilation of how I think the squad system could or should work.
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Squad UI aka. This is what I would love
in Guild Wars 2: Heart of Thorns
Posted by: DeviantShark.6548
SQUAD UI
What I wish for, what I need, and what it shouldn’t do – aka „What I think the Squad-UI should be. “
This Betaweekend (BWE3), the Squad UI got shown off, and while I was really longing for it – I definitely was able to figure out what it was meant to be, what it actually was, and how I would like it to be…. In some cases.
Sub-Parties
So, as we all know, a Squad can contain multiple parties (sub-parties, sub-squads, however you want to call it). This (possibly) should/could/ought to make it possible to get rid of the old party system completely.
Having a Squad with 5 or less members would make it possible to enter a dungeon, PVP or any of the content available in core GW2.
Having a Squad of 6 or more people would disable that. Having a squad with exactly 10 members makes the entry to the raid available.
Squads housing a max. of 5 players would make use of the standard kick/votekick system. Squads housing up to 10 players could make use of a votekick system for sub-parties and require commander-confirmation. Squads housing more players would solely rely on the commanders vote (aka totalitarian decision)
Inviting, Visibility
Oh well, I don’t really know how it was SUPPOSED to be working and how it actually was working, here I can only say what I want from such system.
- It should be possible to invite any player located at the same datacenter, not restricted by map, ip, homeworld, relation.
- Add the “invite to squad”-context entry consistently to all context menus at all username/nickname/charname* occurances.
- Add a “join squad” button consistently to each occurance of a commander’s username/nickname/charname*
- Change the Commander’s Green/Orange rectangle, which shows up when you mouseover a person’s name or which is located in the friendslist from the rectangle to the shape of a commandertag, indicating this person is actively commanding a squad.
- Change the “Commander” in front of the /d- chat to a colorized icon of a commander (if possible) – this is not purely cosmetic but also makes a better visible distinction
- Make the Broadcast/Ready-check window more transparent.
- Allow the head commander to see each targeted enemy from all subgroups. Allow him to reset that target (could be a more complicated key combination too, because it wouldn’t occur that often)
- Under no circumstances add the faces into the little boxes of the squadmembers, like how it is with parties right now.
- Add a button to either the Guild-UI or the Squad-UI saying “Invite all representing Guild-Members”, which should show up if you are active commander.
- Add a game-message in chat when a commander invites you to a squad.
- If a commander is on your blocklist this game-message in chat should be the only thing indicating that you got invited.
- If a person who wants to join your squad is on the blocklist, a game-message in chat should be the only thing indicating that.
One last thing about that: As long as people are “in range” of each other (when it comes to showing up as “green” in the squad UI – add a distance number somehow. If a person is low on life, but is 1400 units away, I would probably love to run there faster. This would make it easier for supporting classes (guardian, tempest, druid, herald) to see if they are positioned perfectly.
*Could be friendslist, whisper, party, guild roster, etc…
Well, this is all right now – I don’t know some of this stuff is actually implemented, or planned, or if there are good reasons not to do this – if so, I am perfectly fine with that. This is just a compilation of how I think the squad system could or should work.
We are constantly looking for Guildmembers which contribute to an awesome community
Lagging REALLY badly? It might be Level3.
in Account & Technical Support
Posted by: DeviantShark.6548
Ping doesn’t say much. Here 2 traces from me, first about my normal route
with my ISP German Telekom, the other with my VPN selecting a server in
Netherlands.
So how is your trace being created then?
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Lagging REALLY badly? It might be Level3.
in Account & Technical Support
Posted by: DeviantShark.6548
So I am from Austria (which obviously isn’t the states) but I have found something interresting.
It seems ICMP has no trouble using the route at all, while GW2s packages are being handled… poorly? Or are there problems within their own server infrastructure?
I don’t really have time to dig into it, because I have my bachelor’s exam on monday, but i would be really curious what’s the explaination for that.
Edit: The Upper ping window is the one for the lower gamewindow.
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(edited by DeviantShark.6548)
I feel this needs more attention. I am right now in the process of building a new desktop pc, gona figure out if it works better with that one in BWE2
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i7 4710HQ, 16 GB Ram, GTX 970m
Crippled like hell, normally maps have up to 60-100fps, but in VB it was dropping as low as 23… needs to be fixed
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ad performance
I completely agree, sometimes when you stare towards the center of the map fps drop below 30. I think this is a fairly huge concern, since I am running quite a beefy setup, others are not that lucky. Also, lowering graphics to minimal setings didn’t help at all in that situation. Mind, there are places in LA where my fps rise way beyond 100, so there really are problems. this has to get fixed before release, at least to get the game running over 30 at all times. (45-60 would be nicer though)
ad visuals
Oh holy kitten, i love the visuals, the map looks plastic and rich, ambient occlusion, which was recently implemented, added another layer of depth to a great looking environment. The setting itself is a nice one, but whether the person likes it or not depends completely on personal preferences.
ad combat
Mobs still melt (well not all of them at least, but trash sure does) – but hey, so do you. Those mordrem snipers just hit like a truck, and if you have to fight against 3 smokeskales at once you might as well just rund and pray. there are still enemies (like spiders) you just delete without even using another skill than an autoattack, which is… well it’s not bad if there are enemies like that, i don’t mind some of those, especially if you clean up the itzel village’s upper terretory with all your experience boosters there are, you can really work towards those masteries (if you are waiting for another event, e.g.) Breakbars are a great addition, i love it, and people already start figuring out what to do, and what’s going to happen when they break the bar
ad masteries
Leveling without rising the level cap is great, and the mastery system is doing that perfectly. i got hold of 6 mastery points and leveled gliding to 3 and itzel lore to 2 – i really played verdant brink a lot, and during guild missions yesterday evening i fell to death multiple times because my glider wouldn’t open. (obviously, because non-beta char and pact-tyria)
You are getting used to that gliding so fast, and it’s really, really useful for skipping running-parts. All I can remember is that I would prefer to glide faster if you hit level 3 there and keep pressing forward. Not just for a small boost but just +33% speed, at the cost of higher endurance degression.
EDIT: Just figured, you are INDEED faster, but this is hardly visible. Maybe a better visual difference?
I have mixed feelings about locking the ability to level behind experiance and mastery points, but fair enough. What made me really disappointed, though, was locking mastery points behind gold-levels of adventures. I really do not think this is necessary, I would add a mastery point – channel within an adventure which can only be activated while playing the adventure. And I would add another mastery point on reaching silver. Gold should be somewhat exclusive but not mandatory to receive.
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(edited by DeviantShark.6548)
Tomorrow's PoI: What do you want to know about Pact Commander masteries?
in Guild Wars 2: Heart of Thorns
Posted by: DeviantShark.6548
- If the special Chat-Icon is being abused, can it be revoked?
- Does it have it’s own channel, or is it some sort of highlighting within all chats?
- Do we still see the icons if we block that person?
- Are these and the /g1-5 the only chat changes we get (probably not going to be answered)
- Are there different tiers of that icon (e.g. based on actualy community work or player-help?)
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Yeah… lets talk about display names. I had mine fixed via ticket before I quit the game shortly after launch. I’ve since come back and become addicted once more, but i’m not even bothering with my display name again because it reverted to my old key again (not my gw2 cdkey dont worry). My guildies have begun lovingly referring to me as “cdkey” or “serialguy”
Oh but changing your name would result in anet being a serial-killer…. :O
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I do want to say that arenanet has the possibility to add a bunch of warhorn skins to the game, if needed. (With you know… the expac..)
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We don’t know yet how mechanics will change…
Also, while bolt would fit (thematically) to elementalist, I do not think other swords would really, but that’s just a subjective point of view
But when I hear people talking about how fricking op the elitespec must be in order to beat out any of the core-specs, i believe this shows what state elementalist is in.
Also a game-wide comparison between sword and warhorn would show that a sword can fit in seven spots, while a wh can only fit in 3 (9 to 4 with the release of the expac).
playing elementalist myself, I am really curious, what the wh will bring us, since I funnily enough do not want just more raw damage (since we do have a lot of raw damage already) – also looking at the utilities, i am really interrested in seing them, since I do not have the slightest clue which they could be, and how they could work.
If you are glad you didn’t buy the expac, i can’t say much more than that I am happy for you, that you saved some money, also being happy for myself since there will be one person less being able to rant about the elementalist in the new zones.
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Despite what others say, i believe staff is pretty decent.
It keeps the group relatively high when it comes to hp
what we have obviously forgot is, that he rev still has 2 specs coming in.
Hammer is a nice ranged weapon. it’s a bit meh that it is a hammer but that’s just the theme.
I can see the rev in a derwishy (thus tanky) role like it has been in gw1, and while at this moment it seems unnecessary to be tanky, i have a slight feeling this is going to change with hot.
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ArenaNet at gamescom -- Cologne, Germany
in Guild Wars 2: Heart of Thorns
Posted by: DeviantShark.6548
Yeah, kitten . I got to study for my bachelor’s.
kitten those priorities.
Wish everyone attending GC a hell of a lot of fun!
Are you guys streaming though?
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Quick Question related to /v2/characters
Is there a possibility to push the /age of a character to the API?
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My thoughts are the family and friends! I hope you guys do fine! (As fine as possible)
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I actually think its heartwarming that people genuinely start to worry about Gaile when she is not around! Also I wonder if the European river happened to be the Danube
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NO! NO! Never ever do that! The less restrictions are accessible by default, the better. A user should have to grant permissions, not revoke them.
Absolutely correct. It might seem convenient, but definitely is not the way to go.
That’s data that can be exposed, but we should have a discussion about how to do it in a way that makes your users happy. I have a hunch that we may want to hide that data behind a separate permission, but I haven’t thought about it enough to have a well-formed opinion.
This is something I really thought about a lot already. I did an automated VPN Management software once, where a requirement was to actually see online clients, so I riddled about how handling this in GW2 could be achieved. The conclusion i drew was that without actually reworking the Online-status-management within the game client it is really hard. Mostly because I can see people who want to announce their online-status ingame correctly, but not to announce it to the public (or api, in that matter). Alternatively using a seperate permission for that would definitely be a proper solution, which is completely necessary.
However, the feature itself would be incredibly useful, when it comes to organizing teams, groups, guilds and generate statistics such as average online time per guildmember per day or just how much logged in at least once a day.
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RMT Purchases - Expect them to be Removed
in Account & Technical Support
Posted by: DeviantShark.6548
So I just got hit with this gold stripping Idea….
Sold a friend some skins, he sent me gold, Anet took gold.
Anet worried about losing Gem sales, I buy 50 bucks of gems every fortnight, But I wont be doing that again until my gold is returned, ty.
Your “friend” was a hacked account being operated by RMT, commited fraud, and is now locked because of it.
Apply water to burnt area.
I love that there are visible changes now, maybe, just maybe one day I can remove GoldSeller#1 – #314159265 from my ignore list
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Hi there
So first of all let me say that I am really happy with the camera changes, i love to play around to get my perfect fov, my perfect angle and my perfect distance to the character to feel the game as immersive as possible. And what you did with the rage of the camera options is really great. I can (if i want to) set my character to the very edge of the screen, which is totally awesome when I am creating some screenshots, or small videos, which should feature my char, but not center it.
However, for playing I really love a very, very subtle “over-the-shoulder” – look, on a pretty close range, and here is where the new options sliders really start bugging me. You did such an amazing job by giving us the ability to set the sensibility for zooming in, you gave us those sliders, so that we are independent from numbers, but i just fail to understand why (e.g. horizontal camera position) has only 7 positions, the vertical only 5 – but then again, the rotation-speed has a (pseudo) stepless trimming, which is AWESOME!
Just – i don’t demand anything (obviously) – i wish for it, of course, but the main reason i post this here is that i do not understand why this decision was made.
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Okay, this is actually the first time I post to a cdi, so forgive me if i made everything wrong. I just believe I speak for others with what I ’am about to say:
Guild-API
With the possibility of authentication there ought to be some guild-roster-api, but i don’t know how this should be implemented. Obviously there should be a setting in the ingame privileges tab like “API-Access” which grants those rights to a specivic guild group.
But then again, since this would be an ingame change this might not fit in here.
Now why would I love this?
Leading a somewhat medium sized guild (100+) it is getting tricky remembering all names as well as the invite date, and the date of first representation. Also this would allow to show some statistics about how much of his online time the person is actually representing said guild. Also this could help figuring out which content the guild is mostly doing. If 60% of people are almost exclusively bashing doors in the borderlands and only 2% are doing fractals every now and then, the next contest probably shouldn’t be fractals, if you know what I mean.
Statistics can help a lot achieving balance for the players.
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Thief pretty kitten sure gets a rifle (as seen in trailer)
Which makes him a sniper, possibly?
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I would guess no, since you need to download the game client from the Site – and the site-login wont work
If you already downloaded the game client there exists a small chance – but again i would say no because you most probably will not be able to even connect to the servers.
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