Showing Posts For Elwynd.5798:
Thanks, all. I’m on my 4th frosty logging axe (on Ancient/Elder trees only) and not found even one foxfire so was starting to wonder! Must be starting to bring the odds into my favour again by now, though.
I haven’t found a single foxfire cluster since I started using frostbitten logging axes. Annoying RNG-based coincidence , or poorly documented but deliberate behaviour?
Keep the time gating. Remove the account bound. I will never be crafting any of those, so I’d like to sell my cooldown for profit.
Agreed. I don’t mind time gating on specific components if it’s used to add incentive to trading / cooperation, as a guild working together to create a set of armor is just… better.
But for that to happen, the items need to be tradeable in the first place.
Good idea.
Good point, re unlimited storage via the pickup tab. Do you think it’s deliberately random, then? Does my second option of at least making it predictable work? (Feels like they should be collected in the order you bought them…)
(Haha, I love the profanity filter. I used a common abbreviation for the question “is it not?”)
[snip]
To avoid mistakes, confusion and frustrations, why not removing/hiding the search bar until a solution is provided? Better having no search bar at all than a faulty and misleading feature that causes nothing but frustrations. I believe it would be just a small change on layout and done.
Yes! This exactly! Likewise the non-working ‘subscribe’ option. (It IS non-working, isn’kitten Not just me?)
Expanded version
Show your own prices for an item on the buying/selling tabs
Bring back the functionality to show what price we’re currently buying/selling something at. Right now, if I want to add more units to my listing, I have to go to current transactions, search for the item, remember what price I’m listing it as, go back to sell items, find the item in my inv list, and manually select that price. Sometimes this isn’t even as easy as typing the numbers in the price box, because of the weird validation. That’s a lot of steps to do the common task of adding more units to an existing sell offer. (Repeated here for consistency)
Choose which items to collect next from Delivery Box (or at the very least, show me which they’ll be)
You can’t tell which items from your delivery box will be the ones you collect, when inventory space limits you to just some of them. It’s not the top ones, or the bottom ones, they’re not sorted alphabetically – is it completely random? Ideally give the option to choose which ones to collect first. For example, I’ve got one character (Rup) who I do a lot of trading with. Her inventory is full and I’m trickling items on to the TP to manage their prices, so the delivery box is backing up a bit. In the meantime, I’ve bought some inscriptions for use with another crafting character (Gold), that are now sitting in the delivery box. My options for getting them are: A – clear down enough space in Rup’s inventory to empty the delivery box, or B – empty the delivery box into Gold’s inventory. Since I don’t know what order my goods will be collected from the delivery box, I don’t know how many spaces to clear from Rup’s inventory, so option A is a bit naff (esp if the delivery box is very full, I may have to cycle through this a few times!) On the other hand, option B is equally annoying – that means that my trading items become split between two characters, worsening my temporary inventory trouble – AND if my delivery box is very full, I can’t be sure I’d at least have the inscription on the right character at the end.
Fix the filtering bug
If you filter on the sell tab, and then switch to another tab and back, the filter remains but you lose visibility of what filter is applied (and can’t easily unfilter). (Repeated here for consistency)
Fix the price validation problems
Change typed price validation so that it’s based on the whole price you enter, rather than validating each digit at a time. The price validation seems to be based on digits you enter, rather than the whole price you enter. Say the minimum price for something 2c, but you want to sell it for 12c. You COULD click the up arrow to increment it to 12 but would be much quicker just to type in the number, right? Only you can’t – as soon as you put the first digit 1, it ‘corrects’ it to a 2, because 1 is less than the minimum. It’s very unintuitive, and not just a harmless annoyance either; it costs players money. Because it’s doing it on the first digit AND actually changing the digit, the number you actually end up with is 22, not 12. By the time you’ve typed the second digit, all the red validation text has disappeared, so unless you happen to notice that it now doesn’t have the price you entered, you’ll list it at a much higher price than you intended. (You do at least get the opportunity to notice, but if you’ve just entered a number, you wouldn’t think it was necessary to check that it’s still the same number when you finished typing!) And if you don’t realise until too late, you’ve already paid the listing fees for the higher price, screwed up your selling strategy, and would incur a second listing fee to correct it.
I like the new trading post UI, but think it could do with a bit more attention. If you agree with these, please post, to give this thread some visibility to the devs. (Feel free to disagree too!). I’ve split the post into a short version, with a second post to expand on it.
Short version
Show your own prices for an item on the buying/selling tabs
Bring back the functionality to show what price we’re currently buying/selling something at. Right now, if I want to add more units to my listing, I have to go to current transactions, search for the item, remember what price I’m listing it as, go back to sell items, find the item in my inv list, and manually select that price. Sometimes this isn’t even as easy as typing the numbers in the price box, because of the weird validation. That’s a lot of steps to do the common task of adding more units to an existing sell offer.
Choose which items to collect next from Delivery Box (or at the very least, show me which they’ll be)
You can’t tell which items from your delivery box will be the ones you collect, when inventory space limits you to just some of them. It’s not the top ones, or the bottom ones, they’re not sorted alphabetically – is it completely random? Ideally give the option to choose which ones to collect first.
Fix the filtering bug
If you filter on the sell tab, and then switch to another tab and back, the filter remains but you lose visibility of what filter is applied (and can’t easily unfilter).
Fix the price validation problems
Change typed price validation so that it’s based on the whole price you enter, rather than validating each digit at a time.
Yes! That’s it exactly! Thanks – that’s made sense of a weirdness AND saved my little finger. 10 achievement points for you…
Just adding my voice to this. Pity – it’s my favourite minigame.
Hallo!
Is pinging deliberately bound to the ‘show enemy names’ hotkey?
So, the default key to show enemy names, which I use more for showing items on the ground, is left-control. (Item names light up anyway when you go close enough, but if you hold down left-control, you can see them from much further away.) Holding down this key while clicking the mouse also pings the skill (or item) into the chat window, or sets a target.
I hold that key down virtually all the time while playing, to spot pickup-able items/gathering nodes, and I’ve got adept at briefly letting it go before I click, so it doesn’t ping targets or skills. Except of course when I want to ping – then I use it as well.
Now I’ve got an injury and it’s painful to hold the key down. So I thought I’d bind it as a toggle key to my G13, ie switch it on and voila, i don’t need to strain my poor little finger! (First – is this allowed? O.o)
Then I thought I’d split out the two functions that happen under that key. Showing items/enemy names has nothing to do with pinging skills/setting targets but they happen to both use the same key. I remapped ‘show enemy names’ to right control, thinking I could then use left-control for the tagging as I’ve always done, and right control for the visibility settings.
But blow me down with a feather, they really do seem to be tied to the same key, even when I’ve remapped which key that is! I’d always thought that the two tagging keys (map pinging with shift, and skill/target pinging with left-control) were fixed in stone and couldn’t be remapped; which would be an inconvenience but I guessed there were technical reasons for it. Turns out, they’re weirdly attached to some totally unrelated hotkeys. Am I just being a thickie and they are separable?
If not, and these are two separate features permanently attached to the same key, surely this is a bug? For starters, the two features lend themselves to exactly opposite use: visibility options you probably want to have mostly on, or at least treated more like a toggle – if you want to see enemy names, or item names, you want to see them for a period of time (eg, while I’m doing this activity/in this map/until I switch it off), whereas tagging options are by their nature a single-click type of thing – you don’t want to tag everything, just the one thing you’re flagging up. It’s pretty odd that I have to play a key permanently pressed on my keyboard, in order to see items, and that the only reason to let it go is not because I don’t want to see those labels any more, it’s because I want to do some other action that is completely unrelated but will get screwed up if I happen to have that key pressed. Secondarily, on the control options window where you bind the hotkey, it’s peculiar to call the key ‘show enemy names’ – if they’re tied together, it does loads more than that and I bet most people use it more for the tagging than for showing enemy names (and, I suspect, it’s not the enemy names they want so much as the items.)
So, have I missed something, or is it a bug, or does everyone think it’s fine?
That’s really good to know, Mercury. Is there any way I can see how how much longer an achievement will be doable?
Reverence, that was my back-up plan for if I can’t bear to be PvEing without doing the LS, hehe
Just a quick note – since this ancient thread was last updated, they’ve made some changes to the support pages. These days it seems to be called ‘submit a request’ , not ‘ask a question’.
When you go to the support page and search for ‘change email address’, it’s funny that there’s no article on it!
Here’s a contradiction: I haven’t played for months, although GW2 is my favourite game. I was thinking about why this is the case, and I’m sure I’m not the only one who finds this. I’d really like to start loving it again. My purpose in posting is to promote constructive discussion on what can be done to improve things, both by players and developers.
My play time is limited and irregular, ranging from a 3 day game weekend, to not logging in for weeks. Rarely, I might have a week where I can log in for 30mins a day, but more often it’s complete immersion, followed by total abstinence. And I’m very goal-oriented.
So for me, my dissatisfaction boils down to this: goals around exciting new content (Living Story content) are unachievable for me, so I have to choose between (slowly) achievable goals or playing fun new content.
When I’m able to play properly, I get half-way through a bunch of Living Story achievements (and I hate grinding, so I only do what I think is fun – and this incidentally gets me the achievements – works perfectly as intended, I love it.) Then I’m all excited but I can’t play for ages… and then when I next log in, I have to choose between trying desperately to finish off the ones I’d started before they become unavailable, or giving myself the best shot at the new ones by focusing on those instead – or, of course, ignoring them altogether and going back to my original goals which don’t revolve around Living Story. There are many other achievements to go for, I know, but if I ignore the Living Story completely, I can’t shake the feeling that I’m really missing out – afterall, this is where all the focus and attention is, both in the out-of-game communication, and where the playerbase is in-game.
So what’s been happening is that when I’m finally able to log on again, instead of being excited by all the things I want to do, I’m slightly disheartened, and daunted. That makes it easier to just not play GW2 that particular weekend, which exacerbates it all.
Don’t get me wrong: the Living Story is great and definitely fills a gap – if I was one of the ‘first to finish’ crowd, the frenetic pace of the Living Story would keep me playing and excited. I want to be there! (But sadly, <rant about life getting in the way>). But I’m ok with slowly chipping away at my goals – so long as I don’t get half way through only to find they’re no longer achievable.
So what to do about it? Two things: a change in my playstyle, and perhaps some different kinds of content changes.
My new playstyle approach is going to be to deliberately ignore the LS hype, which leaves me with a lot of unfinished goals in the static content: map completion, personal stories, alts, and I’ve only scratched the surface of any form of PvP. Plenty of content to keep me interested. So why does it feel like I’m settling for being a second class citizen? Because to achieve these ‘older’ goals, I have to play in zones where I’m lucky if I find 1 other player, unless it happens to be zone with a LS focus. Because when I log on, everyone talking about stuff I now don’t want to do. Because when I see a blog post, it’s all about content I’m trying not to get sucked into. It feels like I’m cutting off my nose to spite my face – but the disappointment of never quite being able to reach my LS goals is worse than having to turn my back on the fun new stuff. What a choice.
As for the content, is there a half way house? If the non-LS content is too static and the LS too fast-paced, perhaps there could be a gradual change (driven by players, in the same way the LS does) that I could influence? (That’s something the LS does really well – you bust a gut to fight off this invasion, and at the end of the chapter, it feels like that made a difference. The static content absolutely lacks that – I’ve been cleaning up undead stuff for 18 months and nothing is different.) Maybe something involving the Orders?
Seems the LS content is analogous to weather, but what I’m missing is climate.
TL,DR:
-If you’re a goal-oriented player who can’t play frequently enough to keep up with Living Story, what can keep you excited about the game?
-There are lots of goals which aren’t on a limited time, but to choose them over the LS content feels like you’re missing out on all the good new stuff. The whole game/community focus goes there.
-What kind of content could be added that gives these players a sense of world influence and longer-term achievements?
-This content would broaden the focus if you’re not into LS, there’s a non-static alternative, and so the population could be more evenly spread.
Am I alone in this? Am I missing a trick somewhere? Can we think of some constructive ways to improve the situation? If you were the sole shareholder, how would you solve it?
Hmm, I posted on this forum a few days ago (a new thread, about password length), and it has disappeared. Doesn’t feature in my “See all messages by…” even. Think I’m doing something daft? (I tried searching for ‘password’ but the search feature is too weird and brought up a million threads, many of which don’t even include the word ‘password’ in their content, let alone title. No pointing wading through.)
Coming back to the side-point of the ticketing system, there is one. At the top of this page, under ‘Services’, there’s a support icon. That’s the place to raise it (if you haven’t already).
Also, I’m pretty sure the text in the cutscene after killing the first golem says “teleporation” instead of “teleportation”. Zojja dropping her Ts again… :p
Er, correct me if I’m wrong, but surely that must be an issue with your set-up, not a game issue, or more people would have reported a sound problem?
Dialogue in Silent Warfare wasn’t timed properly –
Vyacheslev and Prott kept speaking at the same time, near the end, to the extent that it was impossible to tell what either of them said.