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From my testing, each of your conditions transfers to one enemy in range until up to 5 conditions have transferred in this way, so each enemy will receive one unique condition from you.
Test procedure:
- Necro in Heart of the Mists, standing in the middle of 3 target dummies. Do not target any of them.
- Cast Blood is Power to Bleed yourself and Bleed your Target, but since you have no target, you get the Bleeding but nothing else does.
- Cast Corrosive Poison Cloud to Weaken yourself, but ground-target it at a distance so that it does not hit anything.
- Cast Corrupt Boon to Poison yourself, but you have no target, no do not condition anything.
- You now have Bleeding, Poison, and Weakness on yourself, and the golems around you are still clean.
- Cast Summon Flesh Golem. As soon as it appears, quickly use your mouse to select each of the golems near you to see what conditions they have.
Result:
- All of them will have Blindness, as inflicted by the Rune’s 6th ability.
- One of them will also have Bleeding,
- a second one will have Weakness, and
- a third will have Poison,
- while a fourth will only have Blind, since you only had 3 self-conditions.
edit: spelling
(edited by Elwinson.5962)
Awesome, thanks for adding this.
As Xiahou Mao noted, it’s not a connection-related lag spike. It’s a graphics hitch causing your framerate to freeze temporarily.
I’m pretty sure it has been around since before April though.
Other than the workarounds already described, another one is to point your camera straight up while jumping down. You can level your camera out and take the frame rate hit after you have safely landed.
Yes to male variant for Asura and Charr, please.
Amber – no pip loss.
Emerald – pip loss, but no tier loss.
Sapphire – pip loss, tier loss, but no division loss
Ruby-Legend – pip loss, tier loss, division loss
I like this proposal. Each tier adds one additional loss mechanic.
About the possibility of Division loss causing players to stop playing Ranked when they reach Ruby, I don’t think we can know for sure that that would happen unless we actually gave it a try.
If there is a way to change it to have division loss, but also a way to quickly switch it back to lossless if the player numbers were to drop, then I think it would be worth a shot.
This might solve the problem where players get stuck in Ruby who should probably be in Sapphire instead. This would let them hit Ruby, lose a bunch, and then get back to Sapphire where they can have closer matches again.
The only fix Skyhammer needs is to ability to save and load build templates.
Maybe edit the thread title with SPOILER and hide Eir’s name.
I already know what happens to Eir, but there may be some players who don’t.
For that matter, I was actually surprised at Tybalt becoming a Stronghold champ because that too is a spoiler.
I’d rather not have any future champions be major characters who died in the story portions of GW2.
So I guess that leaves mainly GW1 characters.
We don’t have any mage-like champs, so the idea posted above of Khilbron is nice.
Wait, the spoon collection is important now?
The spoon collection grants a Centrial Tyria Mastery Point.
I propose:
After Rank 10, allow players to queue from WvW or non-instanced PvE.
Keep the queue accept timer the same. Making it longer would just make it take longer for everyone to get into a match.
Prevent players from entering loading screens while in queue:
The loadscreen UI is replaced with a message saying “You cannot perform this action while you are in a PvP queue. You must leave your PvP queue first”.
Examples of actions that would be blocked by being in a PvP queue:
- Taking a waypoint (if you are Defeated while in queue, tough luck, you have to sit there and think about how to play better)
- Entering a portal that moves the player to elsewhere in the same map
- Entering an instance
- Queuing for a WvW map
- Teleport to Friend
- Joining a party member’s megaserver map
- Accepting the “move to a more populated map” prompt
- Going into Hot Join
But just as a fallback, to cover any cases that were missed, or if new cases are added in the future and someone forgot to hook them up to the not-allowed-while-in-queue check, if the player did somehow manage to incur a loading screen anyway, the loading screen UI itself should contain code to punt the player from PvP queue (other than loading into the accepted PvP match, obviously). The player’s chat log will have a message after the loading screen informing the player of having been kicked.
Maybe they are holding off on the Exemplar Outfit because they are also working on an Armor Skin version! (Please, ANet?)
I was hoping to fear-wall an airplane-mode enemy zerg off a cliff in EotM.
Airplane + mass falling to deaths would have been win.
Sadly, the see-through-walls bug meant that they could see me lying in wait and so my plans were foiled.
My main complaint about queues mixing Conquest, Deathmatch, and Stronghold is that a build that works well for one mode does not necessarily work well for the others.
This problem would be solved by having GW1-like loadable build templates so that I do not need to rush to rejigger my build every time a map comes up that my build is not suited for.
I recall that the devs were gathering requirements for a build template feature, but were looking at it from the viewpoint of not just sPvP, but also WvW and PvE. I am hoping that the build template feature can at least be ready for sPvP before or at the same time as the expansion releases. If so, then I would be fine with multi-mode queues and think that multi-mode queuing would be preferable to split queues in that multi would result in shorter queue times than split.
Still, there would be players who wish to queue exclusively for one mode or another even if we had build templates, accepting that queue times would be longer by doing so. For this, perhaps we can have a set of checkboxes under the Practice/Play/Compete buttons:
“I wish to play (check all that apply): Conquest, Deathmatch, Stronghold”.
Thoughts?
I understand the need to avoid having the queue pop while a player is in the middle of a loading screen.
After having seen this explanation in an earlier thread, it was good enough for me.
But now, seeing the quoted proposal below:
We also can’t just give dishonor to people who miss the queue because they are loading, or watching a personal story cut scene as that seems unfair. These problems led us to the compromise we have now, but we are open to other options!
Isn’t there the option to deny the specific actions which may cause problem?
-> map change
-> relog
-> start of personal story
-> viewing vistas
-> viewing scout
-> not getting ported form your current custom arena match after it ended into the next map
-> ?That way we could still be f.e. on a pve map and farm events, crafting materials, jps or duel in a custom arena match – just with some lighter restrictions.
This to me sounds like a fine solution. Basically allow you to play the game minus these few things that would prevent you from clicking ready. How feasible is this to program?
I agree that this proposal sounds like a good way to avoid the loading screen problem while still allowing the player to be elsewhere than the HotM.
Here’s how I see that working:
Once queued, the player may not take any action that would cause a loadscreen (e.g., trying to travel to another zone).
Attempting such an action would result in a message flashed onscreen informing the player of the restriction.
The player would have to leave the queue in order to take a loadscreen-inducing action.
The player may not attempt to queue for sPvP while in instanced content such as a dungeon, personal story, or living story, since those could force an involuntary loadscreen after certain scenes.
A technical hurdle to this solution however is that some open-world or WvW situations can still cause involuntary loadscreens. For example, in WvW, while lying dead, if you time out, you are force-waypointed. After beating the Steam Ogre Champion in Thaumanova, you are forced to exit the area by jumping off a platform into a portal. In both of these cases, there is a very brief loadscreen while you transition to somewhere else in the same zone, but for players with low end machines, this loadscreen might actually take a while to disappear.
I do think, however, that these cases are situational and rare enough that they are not worth coding a fix for, and that if they cause a missed queue and accidental dishonor, we as players should accept that consequence because it is a small risk that we willingly undertook.
I’m a little disappointed by this:
To ensure players are ready to accept, they will now be asked to be in the Heart of the Mists and ready to play when they queue
Will this also kick you out of the queue if you leave HotM? I’m hoping queue times will be shorter after the update, but it would still be nice to be able to pop into some hotjoin or go cap a camp in wvw while waiting for your match.
Can we get clarification on this?
The way I interpret the blog post is as follows:
Suppose I am in WvW solo. When I queue for sPvP, I get a popup to accept the queue, and when I accept, I am sent to HotM, where I must stay until the match is ready, then I click accept to enter the match. If I leave HotM before the match is ready, I am kicked from the queue and accrue dishonor.
My concern with this is that under the current system, I am able to stay in WvW, or Hotjoin, or PvE while in queue waiting for the match to be ready. This allows me to be actively playing something, anything, right up until the match is ready. But from the sounds of it, the new system would require me to idle in HotM the entire time I am in the queue.
Am I interpreting this correctly?
I like this idea, but depending on how much the loot improves, I would I worry about players kill-trading for loot.
One way to fix this would be to make the loot scale based on how long the player has been alive. I believe they do this already for WXP.
Someone who just zoned into WvW or who dies frequently would be worth less loot/WXP, while someone who has survived a long time would be worth more.
Huttball was awesome. My favorite map type ever, in any MMORPG.
Passing, traps, pits, ledges, pulls, pushes, jumps.
Wasn’t a fan of Arathi Civil War or Voidstar.
I liked Warsong Gulch, too.
By default, your game only contains sound files for your original language, so switching the voice language in the options will not immediately do anything.
You need to download the VO files for the other language first.
To do this, start the game launcher/patcher, and click the flag in the upper right corner corresponding to the language you want to play in. You will see the message:
“The launcher must restart in order to apply a language change”.
Click Restart.
After you do this, you will see the patcher/launcher with text in the chosen language, and it will begin downloading a bunch of files.
After it is done patching up, you can launch the game normally and switch the game’s text language back to English if you wish. You should now be able to switch between hearing voices in either English or the language that you just downloaded.
I have noticed some weirdness sometimes where I had to start the launcher with a particular language if I wanted to hear that language, and had to restart the game to switch VO language. But I’ve found that text language is always OK without a restart.
It certainly looks like Guild Wars 1 Mesmer armor to me. Anyone else think they need to add this to the game?
Yes, they need to add this armor for players.
I first saw this, in a different color, worn by Allyn, the Mesmer trainer at Trainer’s Terrace near Shaemoor Waypoint. I hoped fervently that my Mesmer would be able to wear this armor one day, and was disappointed to find that it was not available for players.
I wonder if the matchup changes would involve consolidating more than one server into a side to balance populations. For example, put all three current T8 servers together as a single team versus the current T7 second + third place. (Just an example, I’m not sure whether that would add up in a balanced way). But for the already evenly matched medium/high-pop tiers, leaving them alone?
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.