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64-bit Client Beta FAQ

in Account & Technical Support

Posted by: Feniks.6842

Feniks.6842

Question: is this FAQ the official response to people crashing with OoM errors?
More specifically: is Anet’s response to the OoM crashes “it’s your client + os”, or is Anet admitting that something changed significantly with HoT with regards to memory-usage?

Precursor Crafting Overpriced?

in Guild Wars 2: Heart of Thorns

Posted by: Feniks.6842

Feniks.6842

The source is the live stream where they first talked about the pre collection (how it actually works) during Twitchcon I believe.

A swing and a miss (try and timestamp it will you?). I’m telling you in advance though: you’re wasting your time. Arguing with you about the price is useless until you realize that precursor crafting was never meant to be equal to (time/gold) *rng-chance.

In addition: what exactly is it that people in this thread want? They want a ‘drop in price’, but haven’t specified how. Let’s, for argument’s sake, assume for a second that the price of the collection is equal to the price on the tp, and that the materials needed for the precursor will not fluctuate. However, precursors can still drop in the open world, and they can still be obtained through the mystic forge. These people won’t put the precursor up for the listing price: why would they? They obtained their precursor for a price less than the collection, and since they want cash they will sell it under the price of the collection. Thus the precursor on the tp is cheaper (as is currently the case), and thus precursor crafting is deemed ‘useless’ by the same people who complain about the price now. In the case that the materials needed for the collection go up in price the tp will remain cheaper. In the case that the materials needed for the collection go down in price people will sell the collection precursor for roughly the same price they spent on the collection, after which the lucky guy/girl who finds one/MF’s one will list it/sell it for a price which is below what the collection cost.

Conclusion: the precursor on the tp will always be cheaper. Any attempt to cut down the price of precursor crafting thus is asking for precursors to be cheaper.

For those saying “Well, precursor crafting shouldn’t cost gold then, just time”: you just want a shiny for time playing, and I believe earlier in the thread someone already pointed out a game that would be more fitted for you (not to mention that time is not worth the same to everyone, and thus eventually precursor prices will drop, and you’re asking for a precursors to be cheaper as well).

Precursor Crafting Overpriced?

in Guild Wars 2: Heart of Thorns

Posted by: Feniks.6842

Feniks.6842

Lucas: you want things as efficiently as possible, and that’s fine. However, precursor crafting was never meant to be equal to time/gold*rng chance to the other methods of obtaining it despite your claim that it was (list the source where Anet said precursor crafting was not going to be more expensive than MF/TP before you call them liars).

Some people like to do things for fun/a sense of accomplishment rather than doing it as efficiently as possible: it is for those people the collection is for. If you feel that the collection is not fun for you then just ignore it. And because it was/is meant to be a more expensive way of obtaining it you won’t ever find it fun.

Precursor Crafting Overpriced?

in Guild Wars 2: Heart of Thorns

Posted by: Feniks.6842

Feniks.6842

Let me enlighten you:

Let me enlighten you. I know perfectly well how precursor generation works. Been here for years. If there were a VENDOR offering precursors for 500 gold I’d buy in a heartbeat because that takes 100% of that mud coin out of the system.

Given the option to work a little harder (and I have level 500 crafters in all professions so I’m quite capable of fabricating the ascended mats from their basest, cheapest components) to NOT push 90% of that money into the hands of another player, I’m willing to pay a modest premium.

Frankly I’d sooner be the person dumping yellows/oranges into the mystic forge over buying a precursor. Because buying other people’s risk rarely is a good deal in the long run and I expect to be here a few years more.

I don’t understand that sentiment at all, but even so, why would you waste 1000g or more on precursor crafting (not to mention the time it takes to finish the masteries and collections) when it’s a lot easier and cheaper to generate a pre yourself through the MF (by using lvl 70 exotics, dungeon exotics or crafting your own rares)?

Why would you play a video game and try and get any gold if you can just work for a few hours and buy gems?

Is the answer not because you want to have fun? Yes, straight up gold farming would be faster than crafting a precursor, but not everyone likes to do the same thing every day over and over again.

And thát’s who the precursor-crafting is for: the people who want to slowly work towards their precursor, without doing the same content over and over, and without being rng-dependant. It is for the people who enjoy questing, and for those that have no idea what to do in the game anymore as the thought of gold farming is not appealing to them, and for those who prefer the idea of getting it themselves rather than paying someone else for it, and for those who dislike the mystic toilet.

It is NOT meant to make precursors any cheaper: this was even stated by Anet when they first revealed precursor crafting.

Clearly you want a precursor, and you want it as cheap and fast as possible: that’s cool, no biggie, it seems precursor crafting is not for you, and the mystic forge and the tp are more your thing. But there are people who DO enjoy the questing and collecting: I hope you can understand that sentiment.

(tl;dr: just cut down to the chase and say you feel precursors in general are overpriced, which is a different discussion)

Client Crashing constantly [Merged]

in Account & Technical Support

Posted by: Feniks.6842

Feniks.6842

The game just released it can be assumed they they are working on a variety of issues. Some of us still can’t get into the game period. Patience is a virtue.

Agreed. What worries me though is that Anet mentions I should turn down the graphics (done) and I shouldn’t use 3rd party software (checked using their methods: not the case). However, I still crash, and I’m worried that the statement released by Anet means that they consider it to not be an issue on their side. A (relatively) simple “We will be looking into this” would go a long way.

Treasury+guild panel (or friend panel)=crash

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

Opening the treasury panel first, and then opening the guild panel (or the friend panel, both do the trick) cause the game to crash. Opening the guild panel first and then the treasury panel seems to work just fine.

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

2 issues:

1) started my ele specialisation, opened up my north wind achievement. Then started my engi specialisation, but it did not open the Fix-R-Upper achievement. Then started my ranger specialisation, and that did open the yggdrasil achievement.

2) From the blogpost it was suggested that ascended rings ‘also’ give dark energy balls. Having salvaged 80+ rings so far (80 gold, mind you) all I got was stabilising matrices (and 1 +5 versatile simple infusion): intended?

Please don't change Heat Sync

in Elementalist

Posted by: Feniks.6842

Feniks.6842

Agreed with Coax: in its current form it is OP. However if Heat Sync does only spread might it’s use is extremely limited. Would spreading a limited amount of boons (say 3 or 4) , possibly in combination with a list of boons to spread first, still make it viable?

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: Feniks.6842

Feniks.6842

tl dr; 1 step in the right direction, but the 2 most requested warhorn ‘fixes’ (water globe and lightning orb) remain unchanged, shouts unchanged, and still some trait issues. Will have to test the changes to the elite and overloads first. Also some very viable concerns Khenzy.9348 is pointing out.

Warhorn
*Heat Sync should display the amount of allies affected
*Water Globe should display the combo water field
*Water Globe moves a bit slow, increase speed/radius
*Lightning Orb way too weak: either increase vulnerability, or damage (perhaps increased damage against vulnerable foes?)

Shouts
*Shock and Aftershock: decrease the cooldown
*Eye of the Storm: lightning aura
*Flash Freeze: a bit underwhelming, increase chill by 1 or 2 seconds
*Shouts in general: no cast-time

Elite
*Instant, and completely change elite (perhaps decrease all cooldowns by 25%, bump up the recharge, makes this more useful with overloads)

Overloads
Risk vs Reward is not worth it. Increasing damage is not the right way to go. Either decrease the risk (traits seem perfect for this), or increase the reward upon finishing the overload.

*Overload Fire: pulse whirl
*Overload Lightning: superspeed (1 sec pulse)
*Overload Earth: blast field upon finish makes no sense, turn into a knockdown instead

Traits

Speedy conduit and hardy conduit should be combined
*Latent Stamina does not fit in tempest-line given the overload system, change or move
*Unstable conduit should give aura at start of overload
*Tempestuous aria sounds interesting, but given the lack of a shout-cooldown trait and the usefulness of other utilities it should not see much use.
*Earthen proxy should be changed to give proper defense during overloads (I’m thinking blind, stun, chill, and cripple/immob (depending on attunement) halfway during the overload).
*Harmonious Conduit: almost a required trait if you want to use overloads (suggested earthen proxy and adding a possibility for a shout/aura ele build would fix this).
[s]
Imbued melodies: interesting, but no synergy with other traits[/s]
*Lucid Singularity: add stability upon overload/resistance boon
*Elemental Bastion: increase healing

(edited by Feniks.6842)

[IDEA] Tempest Overload Rework

in Elementalist

Posted by: Feniks.6842

Feniks.6842

I like the thought you put into this, but as mentioned by Xilllix I doubt it’ll make it in. However, even if it could be changed according to your suggestions I don’t think Anet will consider this:

As an example I will use the fire overload. Not all of the time required to reach the ‘end’ of the overload is spent ‘running around’ (at a certain point in time you will do damage assuming you’re close enough). In addition your suggestion roughly adds some damage to the overload (how often could you proc the 1 and 2 skill during the overload?), which in my personal opinion is not what’s holding the overloads back (it’s the risk versus reward, and adding more damage would just lead to a power creep). Add to that a new effect/debuff that needs to be designed (a combination of slow and chill would be much easier to implement no?), and you have a time-consuming thing the developers would have to create.

I do however really like the idea of being able to end the overload early and still doing some of the excess damage/buffs/healing/stun you’d normally do at the end of the overload. Also, the idea of being able to use skills during the overload is interesting: perhaps tweaking the skills a little bit so that instead of damage/boons you could give yourself some stability/blind your enemies for a (very!) short period of time (if traited)?

All in all: while I doubt this idea will be implemented there are some promising ideas in this design.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: Feniks.6842

Feniks.6842

Suggestions:

1) increase the time the event lasts

2) no ‘downtime’ (the hour after the 3 maps had their invasions)

3) Either map rewards or a combination of personal rewards and map rewards*

*with personal rewards I mean either let the gold reward on an event give 1 bloom/token, or let the ‘boss’ at the end give some blooms/tokens when beaten

4) Let mobs and events give experience, karma, gold. If needed: exclude champion (bag)s

5) Create chain events rather than ‘loose’ events (would prevent a lot of people event-hopping)

6) A reconnect system to get back in the map you dc’d 5 secs ago from** (or map rewards upon reaching a ‘new tier’)

**Someone suggested 5 mins, but this could probably be too damaging for big world events such as Tequatl or Triple Wurm. I’m personally thinking 1 mins is more than enough.

7) balance rewards (example: a bag of rare gear is not worth 50 silver (as almost none of the rare gear is worth more than 50 silver), let alone 50 silver ánd blooms)

8) Create festival tokens, and allow other tokens (mordrem blooms, fortune scrap, golden fortune scrap, Queen’s gauntlet tickets, etc, etc, etc) to be converted to and from these festival tokens: this would prevent people storing various tokens in the hopes that the events might one day, maybe, return. Note: 1 gauntlet ticket should not be 1 bloom (as this could prevent people from doing the new events and just farm the most profitable token)

9) Give the veterans of this game something to go for: while I’m aware that the rewards of this event are meant to be a way to re-obtain the items from LS1, including achievements or a new (armor piece!) skin (you could add a new armor through various of these events, perhaps the holiday armor?) would be a nice way to keep the veterans of this game interested in participating.

10) Have these feedback threads after each special event as people appreciate being listened to, and as a way to improve the events in general (possibly explain the thought behind the event as well so we can understand why a and b was added in, c and d was removed, and e and f not considered).

[BW2] Feedback Thread

in Elementalist

Posted by: Feniks.6842

Feniks.6842

As mentioned by others: overloads make you a sitting duck (despite the protection for 3 sec), traits feel all over the place, elite should be completely reworked.

Warhorn
*Heat Sync should display the amount of allies affected
*Water Globe should display the combo water field
*Water Globe moves a bit slow, increase speed/radius
*Lightning Orb way too weak: either increase vulnerability, or damage (perhaps increased damage against vulnerable foes?)

Shouts
*Shock and Aftershock: decrease the cooldown
*Eye of the Storm: lightning aura
*Flash Freeze: a bit underwhelming, increase chill by 1 or 2 seconds
*Shouts in general: no cast-time

Elite
*Instant, and completely change elite (perhaps decrease all cooldowns by 25%, bump up the recharge, makes this more useful with overloads)

Overloads
Risk vs Reward is not worth it. Increasing damage is not the right way to go. Either decrease the risk (traits seem perfect for this), or increase the reward upon finishing the overload.

*Overload Fire: pulse whirl
*Overload Lightning: superspeed (1 sec pulse)
*Overload Earth: blast field upon finish makes no sense, turn into a knockdown instead

Traits
*Speedy conduit and hardy conduit should be combined
*Latent Stamina does not fit in tempest-line given the overload system, change or move
*Unstable conduit should give aura at start of overload
*Tempestuous aria sounds interesting, but given the lack of a shout-cooldown trait and the usefulness of other utilities it should not see much use.
*Earthen proxy should be changed to give proper defense during overloads (I’m thinking blind, stun, chill, and cripple/immob (depending on attunement) halfway during the overload).
*Harmonious Conduit: almost a required trait if you want to use overloads (suggested earthen proxy and adding a possibility for a shout/aura ele build would fix this)
*Imbued melodies: interesting, but no synergy with other traits
*Lucid Singularity: add stability upon overload/resistance boon
*Elementa Bastion: increase healing

underwater black screen

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

Same issue here, sadly.

Foulbear Kraal broken. again.

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

It worked fine for me the other day.

Foulbear is one of the trickier events to trigger. Mainly, due to the fact it has 2 events that can start the chain (Charr and Human assault forces). Combine that with the ~20 min timer its on and people commonly think its bugged when in reality someone triggered the other event first or its still on a ‘cool-down’.

Another common occurrence is that after killing the Foulbear champions, no one revives the NPC you escort so the event doesn’t progress.

Uhm no, just plain no.
Fresh new map (with the map update) so there’s no cool-down or anything.

ip: 64.25.38.243:0

Bug: after liberating bloodwatch camp NPC maybri runs towards Foulbear. However, there is a (very) small window of chance in which a player can destroy the gate rather than that the npc (Maybri) does it. With a player destroying the gate the next part of the event (killing the masters) does not trigger.

As a result the human side does not work either, because at this point the game sees that the event is currently underway from the charr side (which is bugged).

I’m sure there are other bugs, but this is the biggest one holding everyone back I believe.

Ogre Wars in new game update!

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

Stalled within 35 minutes of new game update. Map IP *.38.137.

#AllHopeIsLost

*.38.185 is bugged as well.

Ogre Wars in new game update!

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

Edit: In addition to this, please let us know precisely where it has stalled along the chain. The more information you can provide, the better equipped we are when approaching the event!

Thanks!

To quote from another post about this:
https://forum-en.gw2archive.eu/forum/support/bugs/Ogre-Wars-meta-event-broken

Problems I have encountered with the Foulbear Chain:

1) the event tab actually saying ‘Ogre Wars’ is not appearing (thus not knowing what’s happening).

2) Bloodgorge Watch Camp being overrun with ogres, and no event starting to take this back (checked on this several times, in a spawn of at least 5 hours this event did not start).

3) Maybri Shadowstalker not spawning after retaking the camp

4) Maybri Shadowstalker has spawned and has the yellow round event indicator is above her head, but speaking with her does not start the event to attack foulbear.

5) after 3 and 4 no event is happening for the ogres to take back the Bloodgorge Watch.

6) Supposedly Foulbear has been killed (guessing here, because of 1) ), and no event starting to reset the chain.

In addition to this:

7) Maybri being in the ogre camp near foulbear. No quest indicator above her head, but if you talk to her she will give you the quest to “take down foulbear”. However, the event to destroy pet huts and ogre house will not start.

Ogre Wars meta event broken?

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

The Ogre Wars meta event in fields of ruin appears to be broken, the NPC’s that should start the event don’t do anything when the option to trigger the event is selected, some of them are stuck in foubear kraal just doing nothing, and the boss won’t spawn.

Anet you want us to unlock traits by doing these events be sure that the events actually work as intended.

Problems I have encountered with the Foulbear Chain:

1) the event tab actually saying ‘Ogre Wars’ is not appearing (thus not knowing what’s happening).

2) Bloodgorge Watch Camp being overrun with ogres, and no event starting to take this back (checked on this several times, in a spawn of at least 5 hours this event did not start).

3) Maybri Shadowstalker not spawning after retaking the camp

4) Maybri Shadowstalker has spawned and has the yellow round event indicator is above her head, but speaking with her does not start the event to attack foulbear.

5) after 3 and 4 no event is happening for the ogres to take back the Bloodgorge Watch.

6) Supposedly Foulbear has been killed (guessing here, because of 1) ), and no event starting to reset the chain.

Yes, I believe this event chain is incredibly bugged.

Dry Top (Abusable)

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Posted by: Feniks.6842

Feniks.6842

The crystal Race and Haze events in Dry Top give credit even to those not doing anything (and standing afk). Because of this there is a large group of people afk’ing around these events, and they do not seem to disconnect over time. As a result these events get scaled up, and people have to do a lot more work in order to make the event succeed while the afk’ers get the chest for free.

In Pursuit of Knowledge (meta event)

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

The meta event ‘In Pursuit of Knowledge’ (the one in Dredgehaunt Cliffs that leads to Dredge Commissar) can get bugged (read: is bugged in every instance I enter) due to no events spawning at Fridgardr Lodge. Likewise Ogre Wars (a thread was created for this already) also tends to bug at a certain event.

Suggestion to solve this issue ((obviously) aside from ensuring that all events do not get bugged): Seeing how guesting has been completely useless since megaservers (you’ll still get send to the same map-ip if you’re guesting to another server) I’d suggest letting guesting send you to a map-instance with a difference IP (which hopefully has a different non-bugged event chain).

"upgrade account" trading post bug

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

Same issue, can’t buy gems either. From Europe on Fort Aspenwood (NA). Other european guildie has the same problem.

CoF Path 1: Invisible Flame Balls

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Posted by: Feniks.6842

Feniks.6842

A work-around-the-issue is looking at the shadows (from the flame balls) moving on the ground.

Lupi not counting as a giant

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

Undeads count as Zhaitans minions.

Why didn’t I think of this…
Question answered, topic can be closed/deleted.

Lupi not counting as a giant

in Bugs: Game, Forum, Website

Posted by: Feniks.6842

Feniks.6842

Upon killing Lupi (in Arah) the giant slayer achievement does not update: bugged or intended?

[merged] Invasion Canceler not advancing...

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Posted by: Feniks.6842

Feniks.6842

Just checked and its pretty clear than once u DC u are screwed. Which sucks because I have constant DC’s in these cramped maps. I was even in the same overflow but a 1 minute DC ensured I did not get the count, again I thinks that 4 maps already? Only thing I can do is AFK the map to be sure I dont dc and get reward, this cannot be the goal?

Despite my earlier post, I can confirm that the achievement points updated correctly now (completed Harathi Hinterlands) after not crashing/DC’ing. It would be appreciated if others could mention whether they crashed or DC’ed so we can deduct exactly what the programmers should be looking into (unless crash/DC → no achievement-meter update, in which case clarification from an Anet employee would be appreciated)

[merged] Invasion Canceler not advancing...

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Posted by: Feniks.6842

Feniks.6842

The counter of Portal Invasion Closer, Worldwide Invasion Responder and Invasion Canceler isn’t updating for me either.
Completed 3 maps (Gendarran Fields, Mount Maelstrom and Timberline Falls, in that order), although my game also managed to crash twice each of those 3 times (however, I did manage to get back into the overflow in time for the end of the event each time).
Sent the crash reports every time, even sent out a bug report with the reward for the map showing and the achievement-meter being stuck at 0/7 and 0/13.