Showing Posts For Eidolonemesis.5640:

Please offer a 'Portal Box' in Gem Store

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

The Living World Portal Tome was a neat addition to the game, yet when it comes to other types of Portal items (the Rata Sum Portal Scroll (along with all the other city Portal Scrolls), the new Exalted Portal Stone from Living World Story 3, Rising Flames and the Hall of Monuments Portal Stone, just to name a few*)* we have nowhere to store them like into a ‘Portal Box’ using only one inventory space.

Can you please add a ‘Portal Box’ to the Gem Store so we can store all our Portal items into one box? I am sure such a Gem Store item would sell very well.

P.S. P.S. The only Portal items that would not be able to go into the ‘Portal Box’ are those Portal Scrolls associated with the ‘Living World Portal Tome’.

That would be great. Thank you.

(edited by Eidolonemesis.5640)

Soulbeast: Underwhelming

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Seems to be a recurring pattern with the Ranger, doesn’t it? What hasn’t been a disappointment when it comes to the Ranger profession? Almost every time Anet releases something for the Ranger it is ‘underwhelming’.

(edited by Eidolonemesis.5640)

Re-release Raven Glider and still this?

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

The hands and feet of big-sized character models should not (as pointed out about a year ago) be protruding anywhere out the sides of the Raven Spirit Glider model (take a look at the screenshot). In addition to that, the head of the Raven Spirit Glider should be animated to periodically glance from left to right like birds do during flight.

Please, either 1. Hide the player’s character model entirely while using the Raven Spirit Glider (with the name of players intact) or 2. Scale the Raven Spirit Glider model with big-sized character models to fit within the Raven (1. makes most sense).

Why is your design team so impervious to constructive criticism? You expect us to pay Gems for your products (most of which are payed for with real money), and yet you don’t fix issues players pointed out to you a year ago they said prevented them from buying your Raven Spirit Glider product in the Gem Store.

Please improve this glider. Thank you.

Attachments:

(edited by Eidolonemesis.5640)

Guild Ranks cut at 15 Characters (16 is max)

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

So, I finally decided to start my own Guild, and in the process of creating Names for Guild Member Ranks, I notice they cut off at 15 Characters when they should be cutting off at 16 Characters (with or without spaces).

Actually, the Textbox allows you to type out 18 Characters, but the 17th and 18th Character turns red.

Please fix this. Thank you. I really need that 16th Character for one of my Guild Ranks.

Give us Button to disable Que Casting

in PvP

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

2 years and this still hasn’t been looked into? Perhaps this wasn’t quite as bad 2 years ago, but I have noticed the Que Casting Ability for PvP has only gotten worse (it seems like an all-the-time thing now), and it is also affecting the in-game instruments I found for the past 6 months where if you manually hold a Note down during a pause, it repeats that same Note a second time or third time depending on the duration of a pause, so this thread gets a bump from me despite being old.

The only reason I know the PvP Que Ability is the culprit of this issue is because a couple musicians in the Guild [MGT] (Musicians Guild of Tyria) told me about it.

Whoever codes the game in your company (Anet), they should allocate the PvP Que Ability to PvP-only areas, not to affect every area outside PvP, and especially not to affect the in-game Instruments.

Yea this really needs to get fixed. To add the whole reason for cd for instruments to prevent trolling is not valid reason anymore cause you can control instrumental volume in options now so there really is no excuse. Like this guy saids there is a community for this stuff please stop ignoring us already.

And it is quite an easy fix! All Anet has to do is set the Instrument Volume in the Options Window very low (or turned all the way down) by default for ALL players that can be set after a Patch so no more annoyance is caused to players (notably new players) unaware of that Sound Option, and then lift the Instrument restrictions. That’s it!

Then they created another issue that only seems to have gotten worse that has been affecting the in-game Instruments for months when holding Notes and Chords down. That needs to be fixed. You can’t implement one thing like the Que Ability, mess something else up in the process, and then not fix the problem.

I throw my money into this game beyond just buying every Instrument from the Gem Store, and I will continue to buy every new Instrument released, and I will continue to tab music for GW2 players to enjoy, but not until these issues are fixed!

P.S. Here is the Link: http://gw2mb.com/forum/viewtopic.php?f=1&t=49&p=90#p90 to the GW2MB Forum Post I made that talks about the issue(s) in more detail.

(edited by Eidolonemesis.5640)

Give us Button to disable Que Casting

in PvP

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

2 years and this still hasn’t been looked into? Perhaps this wasn’t quite as bad 2 years ago, but I have noticed the Que Casting Ability for PvP has only gotten worse (it seems like an all-the-time thing now), and it is also affecting the in-game instruments I found for the past 6 months where if you manually hold a Note down during a pause, it repeats that same Note a second time or third time depending on the duration of a pause, so this thread gets a bump from me despite being old.

The only reason I know the PvP Que Ability is the culprit of this issue is because a couple musicians in the Guild [MGT] (Musicians Guild of Tyria) told me about it.

Whoever codes the game in your company (Anet), they should allocate the PvP Que Ability to PvP-only areas, not to affect every area outside PvP, and especially not to affect the in-game Instruments.

I am Valdrimari over at GW2MB (easily provable), and I vow to not tab another piece of music in the GW2MB community until this issue, along with the global cooldown on all music notes, gets addressed. A Note should never repeat when held down unless manually pressed again, and an E Note going on cooldown (as an example) should not affect other E Notes globally that also go on cooldown on the first, second and third Octave.

P.S. Overall, if worse came to worse and I had to, I would pay 5K Gems for a version of every instruments I own with no limitations, or if any limitations, not as strict as now. Let go of these limitations and I promise I can and I will tab just about anything within 3 Octaves at anyone’s request. For example, I want to do Vivi’s Theme from FF9 like the original sounds (exact), but I can’t because of these limitations!

This is absolutely ridiculous. I have single-handedly tabbed and shared almost 200 compositions for GW2 players when I could have kept them all to myself (not including the music everyone else contributes), and I really hope these issues get addressed soon!

There is a musician community out there. Please do not put us on the back-burner.
Thank you.

(edited by Eidolonemesis.5640)

[Bug] PvP Queue glitching in-game instruments

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Please make it where held-down Notes do not keep repeating every 2 seconds during pauses/rests when playing the in-game instruments as a result of the PvP Ability Queue. Not every musician/pianist lifts their fingers off the very last Notes/Chords they played during every pause.

Depending on how long a pause is — whether a scripted one or a manual one by holding down a Note — while playing music, the very last Note played plays again every 2 seconds, and again every 4 seconds, and so on…

The issue affects ALL instruments. This was never a thing before. I started noticing it after the very last changes were made to the instruments around the time HoT was released, but I thought after 1 year it would be fixed.

Well, that is not the case, hence, the reason for this bug report.

Personally, the reason I hold down the last note(s)/Chords that I played during a performance is because it acts as a tangible way to remember where I left off. It is my way of connecting the dots to exactly what Notes/Chords to play next, etc. Now, I cannot do that without worrying a Note I already played will play again by itself.

P.S. This bug brought to you by Valdrimari over at GW2MB. I not only tab music for other players to enjoy, but I do manual performances as well, and this issue is causing much annoyance during my performance tours.

Thank you for looking into this, Anet.
Valdrimari

(edited by Eidolonemesis.5640)

'Global' CD on Music Notes intended or a bug?

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Is Global Cooldown on Music Notes intended where every note shares the same Cooldown with each other? If so, why isn’t each Octave (consisting of different notes) in the game’s code treated like their own Skills Bars like when players hit their Weapon Swap button to use another weapon’s different set of Skills so that every note is not sharing the same Cooldown with each other?

What is the difference between that and the Change Octave buttons on in-game instruments that are virtually the same thing as a Weapon Swap, except it is not a different weapon you are changing to, but a different set of Music Notes?

Why this is a problem when playing different notes on different Octaves to make up a chord, for example, three D notes on different Octaves played together as a chord:

As exampled with three D notes on different Octaves played together as a chord, this Global Cooldown becomes a problem because if even one of the D notes go on Cooldown on any one of the Octaves, guess what? That prevents players from playing the other two D notes that make up this particular chord.

//////////////////////////////////////////////////

How I found Global Music Note Cooldown is the culprit of unplayability/restriction:

For as long I have been playing the in-game instruments, I never really noticed exactly why playing certain chords at even a mid-fast pace go on Cooldown, until today.

I always thought when a note (or an entire chord) goes on Cooldown, the Cooldowm Timers for those notes pertained only to the Octave in which those notes or chords go on Cooldown.

It turns out that is not the case at all, so I ran a very simple test to confirm Global Cooldown on Music Notes. I purposely played the chord D F A (2 4 6) too fast on the Low/Blue Octave, then I changed to the Mid/Green and High/Red Octaves, and guess what? The notes D F A (2 4 6) were on Cooldown on every other Octave.

That should not be happening.

Conclusively, if this is a bug (not intended), please fix this, Anet. And for those who never noticed this, now you know why (y)our music experience is restricted!

P.S. I originally wanted to submit this as a bug, but I want to be sure.

Thank you in advance, Anet, if you address this issue.

(edited by Eidolonemesis.5640)

A Chain-Whip Sword with no 'whip animation'?

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

If you are unsatisfied with skin, apply immediately for a (gem) refund. If it’s bugged, ANet will fix it eventually, but… “eventually” might be years for changes to how animations work (generally, it’s either easily fixed quickly or it’s complicated and takes ages to nail down the issues and/or implement the solution).

https://help.guildwars2.com/anonymous_requests/new

Pardon my late reply. Yes, I did submit a refund request (waiting for a response).

That being said, proper animations for a Chain-Whip Sword should not take ‘ages’ to get right since games just as old Guild Wars 1 is before Guild Wars 2 ever came around pulled off way more sophisticated animations with weapons (mind you, countless weapons that required unique animations for each weapon for different characters), so that is NO excuse. Sorry.

Furthermore, even if it hypothetically did take ages to get right for whoever was in charge of designing the Chain-Whip Sword, players like me would rather spent their money/Gems on an item that actually functions as advertised instead of being duped into believing it is what it really is when it is no such thing.

The developers just do not get it (still…) They wonder why the majority of players loathe BL Skins (or do not really bother with buying BL Chests for the BL Tickets), they wonder why this and that when it comes to many of these newly designed weapons when the answer is simple: the issue here boils down to lackluster weapon design. Nothing more, nothing other, nothing less. It is just that. Period.

This problematic weapons design pattern has become increasingly frustrating that extends well beyond the design of just the Chain-Whip Sword, and something should really be done about it, perhaps allocating a few more people on the weapons design team to get the job done right.

It is not right that we are throwing our money/Gems at poorly designed weapons from the Gem Store that, almost every time, seem to have been made for the sake of making a quick dollar, and in the end, that just doesn’t fly. Sales become poor (on Anet’s end), players like me elevate the issue(s), and then a little thing called ‘lasting impressions’ do not stick with us during our next shopping experience at the Gem Store.

The end result is the feeling of ‘reluctance’ that inhabits players to shop at the Gem Store the more this poor quality pattern continues to go on.

(edited by Eidolonemesis.5640)

Vets refuse to help or even apple

in Players Helping Players

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I am not disagreeing with your OP’s standpoint, but your message here falls on deaf ears.

The moral of the story here is the majority of players (society, to go even further) are followers instead of leaders and are selfish instead of selfless. That is how it has always been, that is how it will always be, and there is nothing you or I or anybody else can do about it beside lead by example ourselves and ‘hope’ others will follow to also become leaders so that they can inspire others to lead, but never ‘expect’ such a thing to happen.

(edited by Eidolonemesis.5640)

A Chain-Whip Sword with no 'whip animation'?

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Update/Edit 1: Apparently over at my Reddit post about this: https://www.reddit.com/r/Guildwars2/comments/4xlr91/bug_a_chainwhip_sword_with_no_whip_animation/ (for more exposure), the Chain-Whip Sword seems to work with some skills on the Mesmer and Revenant that I have heard so far, but it does not seem to work on Warriors, like with the skill Sever Artery, performing a very simple swing of the sword where breakage of the Chain-Whip Sword should be visible.

This is still a problem. Why is the Chain-Whip Sword only working for some classes and sword skills and not all?

Update/Edit 2: So I hopped on a Mesmer I have leveled a little bit, I used the sword skill Blinding Flurry, and I am still not impressed with the whip animation.

////////////////////////

The Chain-Whip Sword from the Gem Store without an actual ‘whip animation’ is either due to false advertisement as its in-game Gem Store icon suggests (it never does unravel into its chain-like form when equipped, when hitting enemies in combat OR when using sword skills like on a Warrior in Towns), shoddy weapon design, or it is due to a bug.

That being said, as much I would like to believe this is the result of yet another false advertisement and/or shoddy weapon design (I have reported similar issues with your company’s items from the Gem Store), I am going to give the weapons design team the benefit of the doubt and believe the lack of a ‘whip animation’ is really the result of a bug.

I don’t know how much it must be said, but when me and other players spend our money at your company’s Gem Store, yes, we do expect items like a Chain-Whip Sword (I went absolutely bonkers over it, thinking it was really what it was) to function as they should mechanically ‘as advertised’.

Conclusively, if this does not get fixed, I will forward the issue to Support and I will get a refund on this item, that is, if you want to continue receiving the money I do invest in your game as a customer. This is very disappointing, and I am not happy about this.

P.S. Does anybody remember the character Ivy from Soul Calibur III? This is how a real Chain-Whip Sword should function: https://www.youtube.com/watch?v=uNIJTvnErX4 (not as complex in animation, but you get the idea)

You know, it is sad SC III, an old game from 2005, can get a concept like a Chain-Whip Sword down to the T, but you guys working on the weapons design team over at Anet cannot pull it off? I make this comparison because, frankly, I just don’t get it…

Thank you.

(edited by Eidolonemesis.5640)

[Audio Suggestion] Improve/Add Reverb in GW2

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

TL;DR: Certain sounds like footsteps, the use of certain skills and in-game instrument notes (depending on what area you’re at in the game) in Guild Wars 2 simply sound too ‘unchanging’. It would really be nice to hear some change in the sound.

As we all know, the sound of any game and the visual aspect of any game are the two first impressions that happen together and so they are equally important as a result of that.

The lack of good Reverb (and the lack of a On/Off Reverb Option itself for those who may not like that sound effect) is something that has been on my mind for quite some time during my ‘immersive’ Guild Wars 2 gameplay experience since I bought the game, hoping it would be addressed someday to improve our gameplay experience to be even more ‘immersive’ than it already is, and so far, the effectiveness of good Reverb is not getting much attention like it does in other online games I play with a much smaller budget.

With that being said in mind, that is not to say there are no Reverb effects in Guild Wars 2, because there are, but for lack of better way to explain it, I feel the Reverb in Guild Wars 2 is too ‘localized’ (not ‘spreading’ far enough in the distance) and/or ‘one size fits all’ (applied to any area), notably when using skills and the sound of footsteps in certain areas, that which gives the impression Reverb in Guild Wars 2 is not applied in-game properly or not applied at all.

For example, when you use the Focus Off Hand Skill Shield of Wrath on a Guardian in non-enclosed areas like an open field, technically speaking, it should not have that much Reverb like it currently does unless the use of that Focus Skill is used in areas like caves, hallways, mountainous areas, canyons, tunnels or passageways, to which it would have more Reverb to it than it does now, whereas in more enclosed areas like buildings, the sounds would be more muffled.

Why can’t our caves and other such areas in Guild Wars 2 sound something like this starting at 1:39:00 [1 hour, 39 minutes, zero seconds] ? Final Fantasy 15 Gameplay

Another example is when plucking the notes of in-game instruments in areas like caves or hallways, they do not give off any Reverb whatsoever, neither do the sound of footsteps when in areas like caves or hallways (especially footsteps as mentioned earlier).

From the PvP Lobby all the way to the hallway area near the Minister’s Waypoint in Lion’s Arch, footsteps sound the same (except when the terrain you walk on changes) and so do the notes of in-game instruments.

I would now like to quote a source Why Reverb Is the Most Essential Effect in Your Toolkit that explains the impact Reverb has very well when implemented properly below:


“Reverberation, or reverb, is a series of acoustic reflections that occur within a space when sound is created. The timing, frequency, and volume of the reflections will vary depending on the size, shape, and contents of the space.

Whether natural or artificial, reverberation provides depth to a recording and provides the listener with subconscious clues about the environment where the performance took place, or is being represented as taking place. Reverb should be used carefully, however, because excessive reverb can result in muddy or unintelligible recordings.

In some ways reverb is similar to delay, but the two should never be confused. Delay is one or more repetitions of the sound, like when you visit Echo Point. “Hello, hello, hello…”

You see, visually, Guild Wars 2 is pretty amazing, arguably, even on subpar graphics settings compared to other MMORPGs, but the sound of Guild Wars 2 needs a bit of improvement for the finishing touch to create an even more immersive gameplay experience as mentioned earlier in this thread.

If you have read up to this point, thank you for looking into this.

(edited by Eidolonemesis.5640)

Mute GW2 when in the background bugged

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

So I am not the only one with the issue. Thank you for the link.

Mute GW2 when in the background bugged

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Prior to roughly a week ago, whenever I would set my ‘Mute when GW2 is in the background’ Option to ‘On’ or ‘Off’, it would stay that way unless it was changed.

Now, every time I close the Game Client after I am done playing for the day, and then open it back up, the ‘Mute when GW2 is in the background’ Option is turned ‘On’ by default instead of saving it to what I had it set to like every other Option.

It is very annoying having to reset this Option over and over. Sometimes I like to hear GW2 in the background to hear whispers, etc., even when watching GW2 Streamers or YouTube videos, and other times I simply don’t.

Please fix this. Thank you.

Really Bright Areas [Merged]

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Things like this can cause some players to wrongly assume their graphics card is messed up when it is not, potentially making them spend unnecessary money on a new graphics card, and yes, that could happen to somebody in-game who does not go through the proper troubleshooting steps.

I think it’s highly unlikely encountering one area in one game where the lighting looks wrong would cause someone to go out and buy a new graphics card.

It might cause them to think there’s something wrong with their graphics card, but surely they’d realise quickly this doesn’t happen anywhere except in certain areas of GW2 and conclude that the problem is with the game and not their computer.

I actually did have a problem with my graphics card which started showing up in GW2 before I saw any issues in any other games. I blamed it on the game. It was only when the same thing happened in other games that I realised it was my computer and even then it was a while before I admitted the card was broken and I couldn’t just adjust the settings or clean it out or something to stop the problems.

I agree that the lighting in this area needs to be adjusted. But I think it would be an extreme jump to go from seeing weird lighting in one spot to concluding your graphics card is broken and you need to buy a new one without considering any other possibilities or trying any other solutions.

I saw this response coming, and my reply to what you said that makes sense is that not everybody wields the power of common sense to come to a common sense conclusion.

With that being said, I am glad other people here are pointing out other areas that are too bright, and I hope Anet fixes these areas.

You know, what Anet doesn’t realize is there are always new players coming into the game from all over the world, and a lot of these areas that are too bright so as to cause an eyesore (and a headache) does not make for a good impression on those players who run up on these areas, and for some new players, that is all it takes is one thing (even if it is something aesthetic) they don’t like, and guess what? Anet just lost a player and/or a future potential customer at your Gem Store.

The sad thing is Anet does not see it that way (obviously, since these areas are still not fixed that have looked like this for longer than 2 weeks, as stated by others here), and because Anet does not see it that way (first impressions and the like is a big deal), this is why the game is generally not doing well as it can really do. Little things like this add up, and they should be addressed accordingly, not carelessly overlooked like they’ve been.

(edited by Eidolonemesis.5640)

Suggestion: Transmutation Charges

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Here is a very simple solution for the current Transmutation Charge System…

Keep the Transmutation Charge System exactly the way it is, except after players use Transmutation Charges on any Armor piece for the first time, they can/should be able to change to those Armor pieces for free at any time.

Why? Because players have already been charged a Transmutation fee the first time to change their look to those Armor pieces, so what sense does it make to charge players a second Transmutation fee to change to Armor pieces they already used Transmutation Charges on? It makes no sense at all…

The above stated is a viable solution, Anet, but will you implement it?

That is the question.

Fields of Ruins event still bugged

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Correcting the title to read: Fields of Ruin Glitched Harpies* might get Anet’s attention a little faster.

That being said, yes, I can confirm what you pointed out in your OP. Those Harpies deal way too much damage.

Really Bright Areas [Merged]

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I am not sure how long this has been a thing (I never saw it during my last 2 Map Completions), but I was roaming about for a while during my 3rd Map Completion, and I ran up on a particular spot in Gendarren Fields (at the Almuten Waypoint) whose gamma is off the charts wrong. The area is way too bright.

At first, I thought it was my graphics card until I brought a friend along for a second opinion, to which he saw the same thing I did.

Attached to this thread is a screenshot of the area, and when you enter the building near the Almuten Waypoint, your character’s face, etc. turns almost completely white.

Please fix this, Anet.

Things like this can cause some players to wrongly assume their graphics card is messed up when it is not, potentially making them spend unnecessary money on a new graphics card, and yes, that could happen to somebody in-game who does not go through the proper troubleshooting steps.

Thank you.

Attachments:

(edited by Eidolonemesis.5640)

Untradable weapon skins

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Chests are RNG gambling items,and their only purpose is to generate income for Anet.

Allowing the skins to be tradeable, made them desirable for some players that maybe didn’t want to use the skin, but wanted to sell them in the TP and earn gold.
If the price of these skins in the TP is not enough to justify the gem purchase of the keys,then immediately you have a large portion of the potential client base losing interest and stop spending gems on them, so other ways need to be introduced to make these items perform the way they are expected to perform for the money making process of GW2.

And in this case, since the players that bought them as a means to make gold are not interested in them, this means giving the players that are interested about the skins a reason to purchase keys for gems.

If you don’t want to spend money on these, keys still drop in game, if you do a lot of map completion and personal story on alts, casually not farming, you should have enough keys for a weapon per year, and you can always convert gold to gems and buy keys like that, although I don’t see why anyone would spend all that gold on a cosmetic item that is in no way connected with achieving anything in game.

The problem here is simple… The BL Skins (more so than not) are not desirable because they generally look drab and boring, at least, the BL Skins that have been released in the past year with very few exceptions. In case you have not been reading, that point has been reiterated numerous times in this thread, something Anet should considering reflecting on.

The idea is to make the BL Skins look so good, not only TP flippers will want to buy one for themselves with a BL Key they had to purchase with Gems to obtain a BL Ticket (or however they go about paying for one), but everyone else who is not a TP flipper will want one for themselves, too, with a BL Key they had to purchase with Gems to obtain a BL Ticket (or however they go about paying for one).

This is not brain surgery here. You know why old BL Skins still hold their value to this day as they did then when they were released? They look great! And in case you would like to know, Anet, your old BL Skins looked so great, I have went to the Gem Store several times myself just to buy Gems (with real-world money) to convert to Gold just so I could own them, because yes, I do not feel like farming oodles of Gold for aesthetics items. There is enough other grindy content in the game as it is.

My question is, what went wrong since back then up to now?

You know, I didn’t quite think it was possible for some of your best design guys on the team to lose their touch, Anet, but it seems that is what’s happening. The old magic has simply been lost with BL Skins, and that is why they are plummeting and causing much disinterest.

Why is this so hard to figure out? There are 6 pages of comments here virtually saying the same thing(s) to reflect on. Please fix the source of the real problem if you want what you’re trying to sell players to be more desirable.

(edited by Eidolonemesis.5640)

Untradable weapon skins

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

It is bad enough the BL Weapons skins lately (other than the ‘decent’ Dominator Weapons) have generally been drab and boring, much less Account Bound now.

Furthermore, if Account Bound BL Weapon skins are here to stay, Anet (we hope not), you are going to have to design them a lot better than the lackluster designs you have been rolling out if you want players to buy your Gems with $money$ (and that is putting it very nicely).

However, even then, I do not believe Account Bound BL Weapon skins are going to generate you more Gem sales, just like it didn’t before, so you might want to consider reversing your business strategy, or whatever it is you are trying to accomplish here, and by the looks of it, you have accomplished nothing more than making players livid at this time by gating your poorly designed BL Skins behind Gems.

Are you that bored, Anet, where you have to implement an update you know very well is going start a firestorm? Of course!

How about getting unbored and leaving what is not broken alone, Anet, and work on something like, oh, I don’t know… opening World Map areas like the Ring of Fire and the Crystal Desert?! [gasp] to give players something to really rave about for once. Really!

Thank you.

(edited by Eidolonemesis.5640)

Allow us to set our own zoom when opening Map

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

When you press the M hotkey (or whatever hotkey you have set) to open the Map wherever you are, the Map is zoomed in at a forced default zoom every time.

Why not implement a system where whatever zoom we have the Map set to upon opening the Map, it remains that way, even after moving the map around by holding down the Left Click, whereupon hitting the M hotkey again will pan our Map camera back to our current location with the zoom we want intact every time.

Please consider, Anet. Thank you.

[Bug] Misplaced Pathing Blockers (Video)

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

During the Night and the Enemy Event below the Pact Encampment Waypoint, there are some misplaced pathing blockers where they should not be, that or they are pathing blockers from preexisting structures that do not get removed during the Night and the Enemy Event, preventing players from freely moving around in those areas

It is a bit of an eyesore and feels very restrictive, let alone anywhere else this may be happening with pathing blockers during other Events in the HoT maps.

EDIT: Oddly, when the Night and the Enemy Event ends, you can freely move through the areas (except a couple of them) you couldn’t move through before, as show in the video.

Thank you for looking into this.

(edited by Eidolonemesis.5640)

Bug: Imperial Outfit Dye Inconsistency...

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Did you try putting the Dyes into different dye channels? I’m not sure what the issue is, exactly? That all races don’t use the same dye channels?

Pardon my late reply.

Yes. I did try and switch Dye Channels, and the results were the same: inconsistent. I was never able to produce the same Dye Pattern on my female Asura Mesmer like on my female Human Ranger when the Imperial Outfit on a female Asura is basically the same exact thing except a scaled-down version of it.

Furthermore, it is generally not true that all classes do not use the same Dye Channels (that is only a thing between male vs. female versions of armor). For example, I wore the Imperial Outfit on other female classes and the results produced the same Dye Pattern except on a female Asura.

I would really appreciate it if the design team addressed this issue when dying armors, especially for Gem Store armors.

(edited by Eidolonemesis.5640)

Player chatter - thank you!

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

As others have said, now we need an Option to turn off NPC chatter other than that of NPC chatter in cutscenes/storylines unless players choose to mute their Dialogue Volume entirely. Please implement this.

(edited by Eidolonemesis.5640)

New instrument changes aren't good

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Did you read Cody Crichton’s answer? I guess not. He said the issue will be fixed since the octave change has bad ping.

Of course we read Cody Crichton’s post, but did you?

Cody Crichton said, and I quote, “There’s a bug that got introduced which causes the octave switch to take effect +100ms later than it is supposed to in the audio script.” end of quote

That has absolutely nothing to do with 100ms worth of ping, but everything to do with unique numeric timer values within the game code gone wrong tied to the instruments that messed up the octave switch buttons due to the recent patch changes that likely caused an unintended chain reaction.

(edited by Eidolonemesis.5640)

New instrument changes aren't good

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

looks like we have an unsung hero in here

hue

We won’t be unsung for long if these issues do not get fixed. I have the entire Musician’s Guild of Tyria [MGT] lined up and ready to go to mob forums (among many other music friends of mine). That is not a threat. Most of us in the Guild paid for every instrument with a lot of Gems (4,200 worth) and we expect them to work well.

We will see what happens…

(edited by Eidolonemesis.5640)

New instrument changes aren't good

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

The instrument changes is awful.

WIth the flut, if you use a note, you can’t use the same note anymore, even after changing octave. So all is going wrong with music. I still like the fact that the animation doesn’t disapear anymore during long song.

I found and fixed the bug causing problems specific to the flute instrument, now awaiting regression testing before the fix makes its way to you.

It is more than just the Flute that needs fixing now after this horrible patch. So you guys removed tempo lock on several (or all) instruments, only to mess everything else up.

As of me writing this post, I just recently verified almost everything I could play before this patch is no longer playable on my Harp!

Thank you, Anet. Now I am even more livid than I was before about the Gem Store instruments, for example, the cooldown on music notes that needs to go away since hitting music notes gives no gameplay advantage whatsoever.

Can you guys not make instruments how they worked before (which was flawless except for note cooldowns) and just get rid of the note cooldowns? That is all that really needed to happen, along with getting rid of the cooldown on the change octave buttons (the patch notes addressed, I think).

Anet’s response, “Yea but hitting the same note(s) over and over can annoy other players…”

That’s been an excuse for too long. There is an Option to turn off/lower the sound of instruments, plus that, anybody can pull out the obnoxious Bass Guitar and just spam note 8 on the highest octave all day without even playing it very fast (it does not require playing multiple notes to annoy players, believe me).

Address the real problems instruments. Just get rid of the cooldown altogether, please. The restriction is a joke. Thank you.

(edited by Eidolonemesis.5640)

Musical instruments are broken after patch

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

“Game Update Notes: 1 June 2016

Improvements:

Musical instruments that are tempo locked (Musical Frame Drum, and certain modes of the Musical Lute and Musical Bass Guitar) should now have consistent tempo."
_________________________________________________________________

And what about the Mariner’s Horn I recently complained about to your team in great detail? Every time I switch from a high octave almost immediately to a lower octave the change octave button goes on cooldown. That does not happen with every other instrument after the patch.

It is almost like your team deliberately did no improvements to the Mariner’s Horn (as recently suggested). Why do you cater to other instruments and not the Mariner’s Horn?

All instruments from the Gem Store should be treated the same with equal improvement(s). The Gem Store is, after all, GW2’s store, and we are your customers buying your products (I choose to use $$ vs. farming to buy your Gem Store products).

You removed the tempo restriction from the Bass Guitar (arguably the most obnoxious instrument of all that hardly sounds like a Bass Guitar), therefore, the same should be done for the Mariner’s Horn.

EDIT: As of me editing this post, I also verified almost everything I could play before this patch is no longer playable on my Harp!

Thank you, Anet. Now I am even more livid than I was before about the Gem Store instruments, for example, the cooldown on music notes that needs to go away since hitting music notes gives no gameplay advantage whatsoever.

R.I.P Instruments if this doesn’t get fixed.

(edited by Eidolonemesis.5640)

Bug: Imperial Outfit Dye Inconsistency...

in Bugs: Game, Forum, Website

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

On every class except Asura (I finally decided to make one), any Armor I dye produces the same color result(s), in this case, when it comes to the Imperial Outfit (as shown in the Screenshot provided with this post).

Why is this? Was Armor coloring in general for Asura rushed or what? This is very disappointing…

Furthermore, just to verify whether or not the ‘weight’ of an Armor had anything to do with the inconsistent color result(s), I made a Human Light-Armor Mesmer instead of an Asura Light-Armor Mesmer, to which the color results were the same like on my Human Medium-Armor Ranger.

Feel free to look up the numbers tied to my account, but I contribute a lot of money toward this game for the Gems I need to buy the Outfits/products I want (I refuse to grind for Gems to buy aesthetic Gem Store products), and you guys are selling Outfits/products that don’t even dye properly.

Please fix this. Thank you.

Attachments:

(edited by Eidolonemesis.5640)

F1, F2, F3, F4 & F5 'Tuning' for Instruments

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

For stringed instruments, Anet, please offer players F1, F2, F3, F4 and F5 Tuning capabilities upon equipping them, each button providing a different sound when toggled/pressed (toggling/pressing each button again goes back to default sound).

Furthermore (since we are on the subject of stringed instruments), I would like to see the following instruments from the Gem Store:

1. A legit Acoustic Guitar (with F1, F2, F3, F4 and F5 Tuning capabilties upon equipping it, each button providing a different sound)

2. A legit Electric Guitar (with F1 (Distortion), F2 (Overdrive), F3, F4 and F5 (Tuning) capabilities upon equipping it, each button providing a different sound) in the Gem Store’s Toys tab.

3. A legit Violin (with F1, F2, F3, F4 and F5 Tuning capabilties upon equipping it, each button providing a different sound)

NOTE: Only 1 Tuning button can be toggled/pressed at a time. However, if players use the Electric Guitar, they can choose whether to use Distortion (F1) or Overdrive (F2) and toggle/press 1 Tuning button at a time (F3, F4 or F5).

Thank you for looking into this.

(edited by Eidolonemesis.5640)

Merchandise Ideas - Open (even if the survey is closed)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

1. Real-world Guild Wars 2 Music Boxes (like the one seen here that was never released: https://www.youtube.com/watch?v=WjxK6RDmS6g except better looking aesthetically), each that play different melodies from the game.

2. One big real-world, detailed Atlas of every map in-game we can study/flip through.

i’d like to see a poll on what items players want on the Gem store

Items I would really like to see from the Gem Store:

1. A legit Acoustic Guitar (with F1, F2, F3, F4 and F5 Tuning capabilties upon equipping it, each button providing a different sound)

2. A legit Electric Guitar (with F1 (Distortion), F2 (Overdrive), F3, F4 and F5 (Tuning) capabilities upon equipping it, each button providing a different sound) in the Gem Store’s Toys tab.

3. A legit Violin (with F1, F2, F3, F4 and F5 Tuning capabilties upon equipping it, each button providing a different sound)

That would be a very awesome start!

(edited by Eidolonemesis.5640)

Remove all 'Increase Octave' button cooldowns

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

So… I sent Guild Wars 2 Support a direct E-mail regarding the issue(s) my OP talks about. It has almost been 4 days now, and no response from your Support Team (your Support Team is usually a lot better than this). My case # is: 2207234.

If it has been over 3-4 days (support has been a bit behind recently) since you submitted your ticket you need to post in tickets for review sticky thread located at the top of the account/support forum. This forum is unlikely to receive the attention you request regarding your ticket.

Thank you. I will try that.

Remove all 'Increase Octave' button cooldowns

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

So… I sent Guild Wars 2 Support a direct E-mail regarding the issue(s) my OP talks about. It has almost been 4 days now, and no response from your Support Team (your Support Team is usually a lot better than this). My case # is: 2207234.

Please fix the issue(s) I pointed out, and if somebody on your team cannot take the time to do that, I want a refund of the 800 Gems I spent on the Mariner’s Horn instrument that does not want to cooperate very well, even with slow compositions, which is absolutely ridiculous.

The cooldowns (at least on the Increase Octave buttons) should not be a thing. Period.

What does it take to go into the game code and edit less than a few numeric values tied to the unnecessary cooldown limitation on the Increase Octave buttons?

Musicians in the game are limited enough with the actual notes going on cooldown. Even the Bass Guitar (which makes way more noise than the Mariner’s Horn ever will) does not have a cooldown on the Increase Octave buttons, so what is the story with the Mariner’s Horn here? Why limit some instruments and not others?

I throw my money at this game, and for the most part, you sell things that satisfy and serve their purpose well, but not this time.

The instruments are Gem Store items from your company’s store, and I am a customer of yours who shops there often, usually with $$$. Please fix the issue(s)!

Thank you.

(edited by Eidolonemesis.5640)

Remove all 'Increase Octave' button cooldowns

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I’d suggest getting your money back if you’re not happy with it. Open a ticket with cust support and put in a request for a refund, they legally have to comply with that request.

Really for what it is imo it should have been marked at max 500 gems.

I did send a ticket to Support a few hours ago, and so far, no reply… yet. I will see what they say within a 48-hour period.

The thing is I know the issue with the cooldown on the Change Octave buttons on instruments like the Mariner’s Horn can be fixed (look at the Harp and Lute for proof). Asking for a refund is not the answer since the idea of Gem Store items are to be sufficient for the purpose they serve for customers/buyers. Therefore, what needs to happen is for this issue to be fixed on every instrument that has this cooldown issue like the Mariner’s Horn to satisfy customer/buyers.

Nobody wants to spend 800 Gems like I just did on an instrument that does not cooperate with what I want to do with it. And to be honest, some of the music I want to play is rather ‘slow’, and they are not playable due to this cooldown restriction that shouldn’t even be in place for instruments.

EDIT: I absolutely agree the instruments should be more around the 500 Gems mark. However, even if the instruments were 2,000 Gems, I would not care paying 2,000 Gems so long the instrument I want does what I want it to do. As a frequent customer in the Gem Store, that is not asking much. Really.

(edited by Eidolonemesis.5640)

Remove all 'Increase Octave' button cooldowns

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I thought this issue was addressed on all instruments long ago, but I guess not… These instruments are 800 Gems a piece, and they should all work like they are supposed to, not just some instruments working like they are supposed to like the Lute and Harp.

Anyway, I bought a Mariner’s Horn today, thinking it would be really fun, only to find the music I want to play is not playable due to the Octave Change buttons going on cooldown… every time I change octaves.

As a customer, this is very disappointing (I bought the instrument with money for the gems since I did not want to farm 800 Gems worth in Gold just for an instrument), and if this problem does not get resolved, I want a refund, please.

This cooldown issue on the Octave Change buttons is not a thing on the Lute and Harp, therefore, it should not be a thing on the Mariner’s Horn or any other instrument.

P.S. While we are on the subject, there is also a bug where a player’s equipped Mariner’s Horn, Bell or Flute disappears while gliding in the air. That does not happen with an equipped Lute, Harp, Drums or Bass.

Furthermore, when you try to play your ‘disappeared’ Mariner’s Horn after gliding, all you see is the player’s hands and not the instrument itself, whereas with the Bell and Flute (any other instrument) you can see the instruments re-appear when you start playing them after gliding.

Thank you for looking into this.

(edited by Eidolonemesis.5640)

Allow classes to wear any armor skin (except)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

They’ve said long ago that design decisions made when the game was being developed means that they are unable to have mix and match styles without a major revision of all the armor in game.

Source (page 18).
When we started looking at bringing more of the clothing back into armor with mix and match styles there are some fundamental incompatible things between weight classes. (part of how we set up every armor to allow many dye channels and styles per piece). There really is no way at this point over six years since we started development to make absolutely everything work together.

Thank you for the source, but even still, I cannot help firmly believing that poor explanation is nothing more than an elaborate excuse (among others Anet makes) to not broaden armor skin wearability between all classes.

That concludes this thread, I suppose… Thank you, everyone, for your feedback.

Allow classes to wear any armor skin (except)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Seera.5916:
You are not reading what Inculptatus is saying.

He is saying that he feels that the look in your screenshot matches heavy armor more than it matches medium or light armor.

Eidolonemesis.5640:
I did read what Inculpatus is saying, and what you claim he said is not what he said whatsoever, but if it was what he was saying it was poorly worded/expressed.

Inculpatus cedo.9234:
It looks like you can achieve the style/look in the ‘attached screenshot’.

Eidolonemesis.5640:
Where in that statement do you get the impression he said Heavy Armor looks better than the Medium and/or Light Armor I need to wear a long Coat instead? Seifer’s clothing is not a Heavy-armor look. Therefore, I did not pull off the look all the way…

Seera.5916:
And he is NOT referring to the stats.

When Inculpatus said, “And, the Devs have posted why it’s technically not possible to mix/match armor weights.”

The above quoted suggests he is talking about the stats/weights associated with Heavy, Medium and Light Armors, to which he missed the entire point of my OP, and so did you, apparently.

Seera.5916: He is referring to people choosing light armor skin for shoulders and heavy armor skin for chest and the clipping issues that would result from that. The current armor sets are not designed to be interchanged between armor types. Therefore it would be way too much work to make them be able to do so.

Eidolonemesis.5640:
There would be NO clipping issues, etc… The same code that is implemented in the game to change the skin of a Heavy Armor to another Heavy Armor skin would also apply to the suggestion I making where players can change the skin of a Heavy Armor into a Medium or Light Armor skin. In other words, soon as the overwrite is made, the whole structure of the Heavy Armor skin your character HAD would be erased and replaced with a Medium or Light Armor skin the way it would look when you ‘Preview’ a Medium or Light Armor on a Warrior who otherwise wears Heavy Armor.

The concept is not that hard to comprehend.

Furthermore, Anet says A LOT of things are not possible, for example, gliding being a thing in all of Tyria (except Storylines and PvP and GvG) because the HoT areas were made with different tools. At least, it was something along those lines (I paraphrased). Therefore, how is this suggestion I am making SO impossible? It smells like another excuse, to me, because it is possible.

Oh. and I am still waiting for somebody to link me a thread where Anet says what I am talking about is not possible…

Seera.5916:
And since new heavy, medium, and light armor has to work well with existing ones, there will never be heavy, medium, or light armor that would work while being mixed.

That’s what Inculpatus’ saying.

Eidolonemesis.5640:
Again. Cite a source that specifically says what I am talking about is not possible (with valid reasons within that thread included as well).

(edited by Eidolonemesis.5640)

Allow classes to wear any armor skin (except)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Not sure why when I submitted my latest comment there was a double post made… Sorry.

(edited by Eidolonemesis.5640)

Allow classes to wear any armor skin (except)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

The style/look I am going for is Seifer from FF8 (check out the attached screenshot),

It looks like you can achieve the style/look in the ‘attached screenshot’.

And, the Devs have posted why it’s technically not possible to mix/match armor weights.

I am lead to believe you did not read my OP beyond the part you picked out. Physique-wise, yes, I pulled the look off in the face and the body, yet without the right clothing, you are wrong… I did not completely pull off the look due to said reasons in the OP.

Furthermore, the Devs CAN make it where the stats of Heavy Armor are intact even if a Heavy armor were overwritten with a Medium or Light Armor Skin.

Are you telling me it is possible for the Devs make it where a Medium or Light Armor Skin can be overwritten with another Medium or Light Armor Skin, but not the other way around like I am suggesting? Link source, please, because I do not believe that at all.

This thread is not about mixing/matching Armor Weights; this thread is about mixing/matching Armor Skins between Armor Weights (big difference) where the stats of Heavy, Medium and Light Armors are still intact.

EDIT I updated my OP to read, “The clothing and physique look I am going for is Seifer from FF8 (check out the attached screenshot),” since it was not obvious enough regarding what I am trying to get across in my suggestion.

(edited by Eidolonemesis.5640)

Allow classes to wear any armor skin (except)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I’m confused by your screenshot. Your post says that is the look you are going for, yet the armor looks like Heavy Armor. Maybe I’m just confused.

As to why armor weights can’t be mixed; the different weight pieces don’t all meet in the same place on the character. Thus, there would be either gaps, or overlaps.

I was very clear in my OP. How can my OP be so misunderstood? I specifically stated I was going for an FF8 Seifer look, but that to pull off the look completely I need access to Medium and/or Light Armor Skins I cannot wear, not that I needed or wanted Medium or Light Armor stats.

To put it in simpler terms, I am suggesting that Heavy Armor Skins (or whatever Armor Type your character buys and wears) should be overwritable with Medium and Light Armor Skins to give players a broader selection to look the way they want on any class (instead of rolling a Medium or Light Armor class just to pull off the look you want) where your Heavy, Medium or Light Armor Type/Stats are still intact)

(edited by Eidolonemesis.5640)

Allow classes to wear any armor skin (except)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Perhaps I am missing something but you can put a mail shirt on a warrior in GW2.

What point are you trying to make in your feedback? Yes, Warriors can wear chainmail shirts (which is not cloth or leather), yet they cannot wear a cloth or leather style coat (just an example), or any Medium-style or Light-style Armor for that matter.

That is the whole point of the thread to broaden character customization fashion-wise. It is currently (and has been for a while) too restricted. Players should not have to be forced to play another class for a particular look they want just because their Armor Type cannot be overwritten by other Armor Styles.

As stated in my OP, this thread is not suggesting all classes be able to wear what Armor Type they want. This thread is only suggesting all classes be able to wear what Armor Style they want over their Armor Type (a change of skin, not a change of stats).

(edited by Eidolonemesis.5640)

Allow classes to wear any armor skin (except)

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Whenever I create a new character that can only equip a specific type of armor*:* Light, Medium or Heavy, I always find myself very limited when trying to pull off a particular style. The clothing and physique look I am going for is Seifer from FF8 (check out the attached screenshot), but you cannot completely pull that look off on a Warrior because Warriors do not have access to any Light Coats, and Light-style armor is what I need to complete the look. However, you can ‘Preview’ what Light-style armors look like on a Warrior, yet you cannot wear them. That makes no sense to me…

One can argue that, yes, Warriors should be adorned with a Heavy look to mirror their masculinity and strength that in turn mirrors what they can endure damage-wise as a class, technically, along with every other class where that same argument applies.

Even though that is a good argument to make, this is a video game we are talking about here where that kind of logic/technicality is not really necessary when it comes to the ‘look’ of a class for the sake of mirroring what a class can endure damage-wise.

That is what brings me to Armor Type vs. Armor Style:

Armor Type is just that, the type of armor it is that manages the damage your character can endure whether it be a lot, a decent amount, or a little.

Armor Style is just that, the look of any armor that would not apply the stats otherwise associated with an armor style IF all classes were allowed to wear any style of armor they want.

With the above comparison in mind, why not allow all classes to wear what style of armor they want where only the skin of their armor type is overwritten, not the armor type stats?

In other words (to make an example), if a Warrior is wearing Heavy Armor who is given the ability to wear any style of armor type, that does not mean any Warrior would be allowed to buy and wear Light or Medium Armor. Therefore, the skin of a Heavy Armor (not its stats) would be the only thing affected, that which makes it where a Light or Medium Armor class is still required to buy and unlock Light and Medium Armor skins.

Conclusively, this thread is not suggesting all classes be able to wear what Armor Type they want. This thread is only suggesting all classes be able to wear what Armor Style they want over their Armor Type (a change of skin, not a change of stats).

P.S. If you support the idea in this thread, let me know what you think.

Thank you in advance for looking into this, Anet.
Ryan

Attachments:

(edited by Eidolonemesis.5640)

Less then 1Kb/sec on Update anyone?

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I switched to the 32-bit client to download the patch (very quickly) instead, only to find when I switched to the 64-bit client, it wanted to re-download the patch again at 2kb…

Why can’t downloads/patches affect both clients?

(edited by Eidolonemesis.5640)

Profanity/hateful speech reaching new peaks

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

It is not so much the profane words being used, but how profane words are being used against a person. There are also ways of wording things that do not involve profane words (many of us know) that are either used for the intent to be offensive or passive.

If someone is using profane words every now and then (whichever one(s) they choose) to express excitement, playfulness, etc., they are, generally speaking, okay, so long they are not directed at a person to which then they are seen as outright vulgar and very offensive because they are being used offensively rather than passively, and it is at that point such behavior is interpreted as harassment, which should be reported, or block the player.

(edited by Eidolonemesis.5640)

Contested Waypoints. Why?

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

Because contested WPs add incentive to do certain events for reasons beyond their event rewards.

I can think of some other reasons, but these are the largest ones.

What you say is true that if Waypoints were not contested where events are going on, players that die near those events will resurrect over and over at the nearest Waypoints to those Events, thereby defeating the purpose of having any challenge.

However, what Anet could do is make it where there is at least a 2 minute timer until players can resurrect at the closest Waypoint near any event, whereupon a message saying so would appear.

I was going to suggest something like that too. At least then, you can watch the event and keep learning while you wait to re-join. And when you re-join, you’d be fresh and ready to fight, rather than exhausted from fighting all the mobs it took to get there again.

Exactly.

Contested Waypoints. Why?

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

Because contested WPs add incentive to do certain events for reasons beyond their event rewards.

I can think of some other reasons, but these are the largest ones.

What you say is true that if Waypoints were not contested where events are going on, players that die near those events will resurrect over and over at the nearest Waypoints to those Events, thereby defeating the purpose of having any challenge.

However, what Anet could do is make it where there is at least a 1:30 minute timer in the Waypoint’s tooltip until players can resurrect at the closest Waypoint near any event. This would be a lot faster than oftentimes having to run across an entire map to get back to where you were, yet not so slow to the extent of taking an absurdly very long time to get back into the fight.

(edited by Eidolonemesis.5640)

Updated: 17 Typos / 2 bad path blockers

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I bumped this thread not only because I updated it to point out more tooltip typos not addressed for a long time, but because I believe these typos should be addressed to make things clearer for everyone playing the game, especially new players.

(edited by Eidolonemesis.5640)

Allow Salvage Kit use in succession

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Now that we have a ‘Consume All’ option for Lucks (thank you, Anet), can you make things even more streamlined where after a player has used up all their Salvage Kit uses in a single Salvage Kit that it keeps going in succession without players having to re-locate and re-click each Salvage Kit when each one runs out in the inventory?

That feature would make salvaging a lot faster. Thank you for looking into this.

(edited by Eidolonemesis.5640)

Masteries... and pipe dreams

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

@PopeUrban – that’s a clever way to build on what’s there. Let’s just hope we never hear Nalla say, “I’ve seen your face in my dream!” That would lead me to jumping off a cliff with no glider.

@Misguided – nice one!

@Eidolonemesis – now that you mention it, I’m trying to imagine what will happen when future masteries are added. Given the way it works now, it seems likely we’ll be doing exactly the same things to get those as we are to get the current ones. I don’t want to think of it as grind, but I dread that a day might come when it starts to feel that way to me.

I think there’s a way to make masteries a little more immersive and I think it can be achieved without taking anything away from the current system, forcing anybody to do more work or undermining the work already done by players.

I think all it needs is bonus experience in performing various activities. So, when you’re gliding, you’re accruing a small amount of experience towards your gliding mastery. When you’re fighting alongside the exhalted, you’re accruing a little xp towards exhalted acceptance. Something like that. You can still gather experience anywhere in the jungle, as you do now, to unlock these masteries, but you could also focus on one you’re interested in (e.g. exhalted acceptance) and feel like you’ve really worked towards it specifically. Just my 2c.

The ideas you mentioned for mastering other masteries sound good, but what do you think of basing the Gliding Mastery off of minutes spent gliding vs. experience gained killing or doing events?

(edited by Eidolonemesis.5640)

How do I make gold now?

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Anet removed (and still continues to remove) easy ways to make gold without having to purchase Gems from the Gem Store because Anet is a business and they want your money to be spent on Gems to be converted into Gold. Generally speaking, Anet does not want players getting rich for free by using the farm methods mentioned in your OP.

There is the answer to your question.

(edited by Eidolonemesis.5640)