Showing Posts For ElGreenGo.6734:

Hero's & Henchman

in Guild Wars 2 Discussion

Posted by: ElGreenGo.6734

ElGreenGo.6734

Interesting idea… but… this is the wrong place to post it. This forum has to do with the game’s web API, not the development of the game itself.

Question of feasibility for Guild API dealio

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

I’m glad it helped

For anyone who finds this in the future, if you need help getting your guild id I wrote this:

http://constantrespawn.com/tools/gw2/my-guild-ids/

Enter an API key with “account” permissions and it will give you a list of your guild names and their ids.

Question of feasibility for Guild API dealio

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

It’s not too hard to do. I just whipped up a little tool that generates a CSV file of member information that should be easy to import into a spreadsheet if you want to use it.

http://constantrespawn.com/tools/gw2/guild-member-csv/

You will need to generate an API key using the guild leader’s account with guilds permissions (keys can be obtained from https://account.arena.net/applications) . You will also need your guild id. If you need help figuring out your guild id I could write something to do that later too, but I need sleep now ;-)

GW2 Reset library

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

This doesn’t directly relate to the API, but I thought it might be of interest to others building things using the API.

I just released a small JavaScript library that you can use to calculate the next/previous reset times for daily achievements, weekly guild rewards, and the WvW weekly resets.

More info can be found in the GitHub repo: https://github.com/uselesscode/gw2reset

API errors & bugs

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

The new WvW Bloodlust objectives are not localized in objective_names.json

https://api.guildwars2.com/v1/wvw/objective_names.json?lang=es

Reports item 76 as “((Temple of Lost Prayers))” instead of “Templo de las Pelgarias”. It is not translated in any of the three non-English languages.

API Changes with upcoming WvW changes?

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

Here are the Spanish and French translations for anyone who was wondering.

ES
Carver’s Ascent -> Ascenso del Trinchador
Orchard Overlook -> Mirador del Huerto
Bauer’s Estate -> Hacienda de Bauer
Battle’s Hollow -> Hondonada de la Battalla
Temple of Lost Prayers -> Templo de las Pelgarias

FR
Carver’s Ascent -> Côte du couteau
Orchard Overlook -> Belvédère du Verger
Bauer’s Estate -> Domaine de Bauer
Battle’s Hollow -> Vallon de bataille
Temple of Lost Prayers -> Temple des prières perdues

(edited by ElGreenGo.6734)

[API Bug] map_floor: multiple entries per map

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

I spent the last week going crazy because of this bug. I thought it had already been fixed, so I thought it was a problem with my code.

I built this tool to find duplicate maps:
http://jsfiddle.net/UselessCode/uuMB7/

The following maps are currently still affected.

  • Dredgehaunt Cliffs
  • Lornar’s Pass
  • Blazeridge Steppes
  • Harathi Hinterlands
  • Bloodtide Coast

API implementation library "master list"

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

I’ve finally published the JavaScript library I’ve been working on for some time now. It makes heavy use of jQuery Deferred objects to allow easy asynchronous API access.

API errors & bugs

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

Apparently WvW is down for some reason, which I am assuming is the reason the API is returning no matches.

API errors & bugs

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

wvw/matches.json is currently broken.

It is returning an empty array:

{
  "wvw_matches": []
}

Basic API calls with JQuery

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

That is a pretty good example of basic API use with jQuery. I would change a couple of things. You are using getElementById several places, since you are already using jQuery for the Ajax calls you could shorten document.getElementById(“some_id”).innerHTML=output; to $(“#some_id”).html(output);. Likewise, the $.ajax calls could be shortened and be made a little easier to read if you used the $.getJSON helper function instead.

[API Suggestion] World vs World

in API Development

Posted by: ElGreenGo.6734

ElGreenGo.6734

It would be nice if match_details.json included a timestamp for the last and/or next point accumulation.

I’ve been playing around with detecting it with the following algorithm:

  • Figure out the total points available in the match
  • Save the total combined scores of all three teams
  • Every 30 seconds call match_details.json to get the current score
  • If the current combined score is bigger than the saved score + total points available the previous round has ended

Doing it this way you can fairly accurately detect the end of a scoring round but it requires frequently polling. Once you know when the last one happened you can poll less frequently but it would be nice if we just had a timestamp and could only call match_details.json every 15 minutes if we were only interested in major point changes.

If you had a timestamp for the previous or next round you could figure out the missing timestamp by adding or subtracting 15 minutes BUT it would be useful to have timestamps for both the previous and next round just in case the duration of a round ever changes in the future.


As a side note, I think a good rule of thumb for what should/shouldn’t be visible via the API would be to only expose things that a player could observe by staring at the map. I.e. you can’t see upgrades, siege location, etc. But you could watch for objectives changing hand and manually record when it happened. As ken said, this is already observable via the API, but it currently requires pounding the API servers with frequent requests.

Skipping In Dungeons And Other Improvements

in Suggestions

Posted by: ElGreenGo.6734

ElGreenGo.6734

I agree for the most part. It has really annoyed me the way virtually every party I’ve gotten tends to waste more time trying to take short-cuts than it would have taken to just fight our way through. If every one can run by a group of monsters then fine, but don’t get kittened off at me when I don’t understand the route you tried to explain to me to take and get downed. Don’t make me waypoint by myself so I can try and fail again. There are some areas where you could work as a team to take out a couple of key monsters and then run by the rest but most of the groups I’ve been in insist on just trying to run by them all, then inevitably one or two of us get downed. If you are in your own regular, well rehearsed group, do whatever you want but when you have a group of mostly strangers don’t expect us to know all your short-cuts through the level.

What really irritates me the most is the emphasis that there seems to be on not just skipping your way through a dungeon, but cheating your way through. A majority of the groups I’ve been a part of have tried exploiting one thing or another. Whether it is attacking mobs through a thin wall (or in the case of Vallog, from under him), or trying to get a boss in a position so he glitches out. I still don’t know the intended path through the Asura route in CM because the one time I played it my party climbed up on top of the level and skipped to the boss by dropping through the ceiling.

Beyond fixing exploits, I think ArenaNet should try to disincentivize skipping and at the same time make it less of a grind. As mentioned before, give more drops for trash mobs, occasionally let them drop tokens. Make sure every boss drops some tokens, 10 does sound like a pretty fair number. I don’t know about removing the de-aggro range, but maybe increase it a little for every mob you skip (save for the ones that you seem to be intended to skip, like that large group in CM that has the convenient ramp around them), capped at some point.

As far as Waypoints go, I don’t know about making them free, but a discount within an area after 100%ing it would be nice.

Quick Mini-pet fix/update

in Suggestions

Posted by: ElGreenGo.6734

ElGreenGo.6734

I agree that a hero screen slot would be nice for the pets; I don’t see why they should take up inventory space anyway, they don’t confer any advantages (as far as I know, I don’t own any pets yet). Having a slot for them might also make more players aware of pets and increase mini-pet sales.

That said, you should already be able to put your pet in an invisible bag so they don’t get deposited when you deposit all collectables.