Showing Posts For Grax.9204:
Hello there
I’m having an issue retrieving data from the authenticated API endpoints in a google spreadsheet.
Here’s the code that causes issues:
var url = 'https://api.guildwars2.com/v2/account/bank?access_token=' + apiKey;
var response = UrlFetchApp.fetch(url);
The error I get: “ErrBadParam”.
When using the exact same URL as well as API-Key in my browser, I get the expected JSON result.
Accessing unauthenticated endpoints with the same code, without the access token, works as well.
What am I missing?
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Over 4 months in and this is still a thing…
Seriously, please fix this. That mission is incredibly long as is, getting stuck there is a pain
I could resolve this for my account by creating another beta character and going through the starting story a second time
I joined this guild a while ago, after taking a break from the game for some months. No matter if you are a veteran or new to the game, our friendly bunch will gladly help you along or join you on your adventures.
I haven’t played revenant myself so far, so what I’m saying is all based on what I’ve seen done or heared from others.
To me it feels like we get a lot of fancy things with the Revenant, but so far I can’t see where a lot of it is applicable. Unless future content will be drastically different from what we have now, as an example all that ventari support/utility feels cool, but not really needed. It has been stated over and over by others already, there needs to be proper damage and uniquely useful utility somewhere.
Apart from that, I personally find the class to be lacking in versatility. No weapon swap and no utility skills we can switch in and out… For someone that loves playing engineer, I can see myself getting bored rather quickly when having the same 5 weapon skills permanently and utility skills where I only have such minor choice.
Thanks for those amazing APIs!
I am currently having issues with invalid(?) inventory item IDs.
As an example, from the character API I get the ID 8702 for what are supposed to be my harpy feathers. The item API then tells me that there is no such ID.
I’ve uploaded a page to http://gw2maps.ch/char/. All the broken image icons show items with invalid IDs (the ID is visible in the html elements title). For me that’s quite a bunch. I can pass on my access token if that helps.
Here’s a list of IDs I get which seem to be invalid:
8702, 8764, 8680, 8678, 8714, 8464, 8677, 8729, 8733, 8696, 6467, 8704, 4646, 4579, 37274, 8781, 8792, 8698, 4651, 42041, 8789, 39141, 39151, 4652, 4582, 4585, 4653, 4655
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It’s only visual: Streamlined Kits buff doesn’t show up after loading into a different map.
It shows up again after triggering it and waiting for the cooldown to be over.
It should be pretty obvious by now, that at least for the community, that name is an issue.
You want us to have actual influence on the game? What about picking ~5 of the proposed names which would be fine with Arenanet and let the community vote on it?
I think there’s potential with the game mode, but as of now I have several major issues with it.
- Timer and Score Many of my games end due to the timer. It is insanely frustrating to loose based on the current score system, despite having the enemys inner gate down while they aren’t even at our inner gate yet. Basically the points don’t accurately represent a teams performance. Score should be considered AFTER taking a look at how far the main objective, pushing the lane, acctually is.
Besides, I’d highly prefer the lords rushing into the middle for a final battle once the timer’s up.
- Channeling This is a huge one. Unless your team heavily outnumbers the enemy at a hero channel, there’s no way you can stop a tanky build with stability from ignoring you and getting the hero.
It’s similar for supply. The most effective thing in mid is ignoring everyone and getting your channels off with the help of some line of sight play. Fighting people there pretty much is a waste of time.
I ended up ignoring players pretty much entirely since it felt like that’s the most effective thing to do for the objective. When defending you only have to care for the assaulting NPC’s to die, enemy players there are just an annoyance when on a tanky mobile specc. Assaulting is pretty much the only place where you care for other players , because they are a threat to your NPCs
Thanks. 170+ members is somewhat bigger then what I’m looking for though
Hello there
I’m looking for a medium sized, friendly PvX guild. Currently I’m on Kodash(DE), if required switching server wouldn’t be an issue. I guess I’ll do so anyways once I found a guild.
Some things about me:
I’ve been playing since launch with sort of a break during the first part of living story season 2.
I don’t really have something you could call a main. The things I mostly play though are engineer, mesmer and warrior.
My main focus is on PvE, but I also occasionally play PvP (rank 50 or so).
I’m looking forward to hear from you!
I agree that such a solution would fix the balancing for gold rewards
With it in place, I still wouldn’t like the dungeon rewards though.
At this point I don’t care about gold anymore. There’s simply nothing left to buy which would interest me and I hate that pretty much every long term goal in this game has you grind exclusively for gold.
I want to be rewarded with things unique to the content I got it from, be it skins or whatever. The fractal capacitor would be a great example of that
Sure, there are dungeon armor sets. But someone who regularly played PvP and Dungeons since release will have gotten all the ones he’s interested in ages ago
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bump
Still looking.
Currently solo messing about somewhere in the top 1k on the leaderboards.
Hello There
I’ve been playing since launch, recently not so active anymore.
Basically my guild is gone and playing alone just isn’t the same.
With the start of this PvP test season I’d like to play some more again.
I’m looking for a friendly average sized guild. Not necessarily mainly PvP focused, but it should be something that’s regularly done.
Currently I’m rank 50, main an engineer, got some experience on all classes though, champ titles on warrior and mesmer.
Would love to hear from some of you.
Cheers
Grax
No all the way. Not torment on a spam skill copied by your clones.
PU mesmers already mindlessly troll almost everything in 1vs1, this change would be insanity.
1) I vehemently disagree that “mentor tokens” are needed.
The idea comes from the whole “lvl 80 only” background. It would also kind of address the replayability of story mode
3) Adding new unique rewards to old dungeons is too little too late
That’s personal opinion. I’m not sure if this will be helpful in moderating your list.
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Here’s my spontaneous list.
Add rewards for running story mode / playing with none lvl 80 players.
Many games have some sort of “mentoring” system which rewards helping lower level/less experienced people. I think a similar thing would help in the following areas:
Story mode
- Rewards new mentoring tokens*1
- Rewards might scale with the amount of players below lvl 80 / people that haven’t yet completed it.
Explorable mode
- Rewards new mentoring tokens*1 if run with players below lvl 80 / people that haven’t yet completed it.
- Rewards might scale with the amount of players below lvl 80 / people that haven’t yet completed it.
*1 mentoring tokens could be used to buy unique cosmetic things. I wouldn’t mind if it’s some rock that acts as a mini, available in 50 different colors, a title, … So seriously not even a need for much work on these rewards. Just something unique to this content.
Things that aren’t considered dungeons (yet?)
I feel that the mindset regarding what makes a dungeon is rather limited. We have several things in this game which could reward in a similar way as dungeons do (tokens and cosmetic things bough with them. Again, I wouldn’t mind simple colored rock minis).
Jumping puzzles, mini dungeons
There are issues here (mesmer portals to the end,…), but also potential.
- Reward tokens after completion in the daily chest.
- New jumping puzzles as actual instanced/group oriented dungeons/fractals. In my eyes there isn’t necessarily need for fighting to have a cool group play experience.
- Token amount based on length, difficulty.
I’m sure the community wouldn’t mind to help evaluate the difference in difficulty/length of current puzzles used to determine the amount of tokens received.
If it takes ArenanNet less time to create jumping puzzles compared to normal dungeons this would be quite amazing.
General explorable mode gold reward
The current gold rewards are quite a mess. To make rarely run paths more interesting, the following ideas might help.
- Reward limited in a range of 1 to 4 gold per path (range might need tweaking).
- Rewards determined by the popularity*2 of a path
- Add more prestigious rewards. Again not necessarily complicated. Add a little to the existing skins (color, effect, whatever). Obtained by double the amount of tokens required for standard skins (amount might need tweaking).
*2 For the popularity, every path of every dungeon gets a percentage associated to the amount of completed runs over the past week/day compared to the total amount of dungeon runs in this period.
With 25 paths, if a path has been run 1/25 of the total amount of runs or more, he rewards the minimum amount. Less frequented = better reward.
EDIT: The run count mentioned in the path popularity section is meant gamewide, not based on the runs of a single account
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Here’s my Engi, Jargogle Screw.
Armor pieces:
Adventurers Scarf
Leather Shoulders
Leather Coat
Rubicon Gloves
Marauder Pants
Mist Walker Boots
Dyes:
Burgundy
Midnight Ice
Fresh Green
SAB OR RIOT
No really, I don’t get ArenaNets point on that regard. People want something to do apart from LS and they make this quite apparent. Why so stubborn?
SAB was the most amazing experience I’ve ever had in any game. I wouldn’t even mind to much would it be released for a while without world 3. I just want something more to do then 2h of LS every 2 weeks while a season is running
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I just had to realize, that even with the “floor=0” parameter you get some personal story istances (“Magic Sucks” as an example). Seems that I’ll have to create a list of “interesting” map IDs anyways.
Should any of the devs be reading, it would be really great to have a way which gets only maps that are of interest when drawing an open world map of Tyria. With the current state of the APIs especially, I can’t see much use for all the personal/living story / activity instance map informations anyways
EDIT: Here’s my list of Mapnames/IDs should anyone else have a need for it
https://docs.google.com/spreadsheets/d/1m0sLG3fjRHZLfJqyFppjJjf_G7sZgTWEsUanV_bAM8Y/edit?usp=sharing
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Nice, thanks a lot! That’s exactly it.
Is there some more documentation somewhere then just “floor – The map floor” in the wiki?
Hello There
Maybe I am missing something, but I struggle to find a way to get informations for all open world maps. The only thing I’d need would be map names and continent_rect informations. The issue is, that all the APIs I’m looking at deliver much more then just normal open world maps (the ones visible on your ingame map while you’re in the open world).
The “maps” API returns everything including personal story,…
“map_names” includes things like the Crown Pavilion.
“map_floors” again includes personal story,…
Is there a way to get what I need without having to create a hardcoded list of Map IDs?
I let the mini golems get hit by those static thingys, pulled them into the big golems shield thingy and he got a buff stacked and at some point seemd to get damaged by it.
The big golem died and yet I didn’t get any achievement. This is weird, I don’t get it.
We can’t organize a map full of coordinated players because the megaserver constantly moves randoms in.
We need a large amount of coordinated players to complete tequatl/ wurm.
We try to communicate with those random people, trying to teach them what needs to be done.
We CAN’T chat with those random people should their client run on a different language, because the new filter blocks us out of their map chat by default.
Seriously, please. At least let us know that you’re aware of our problems. The current silence from Arenanet is unbearable.
Why is it even possible to create guilds with more than, lets say 80 people, as long as you’re not even given the tools to move all those people to the same spot so they can do stuff together?
Why is difficult content created for 100+ people while there’s nothing available to coordinate them all?
I like the idea of a megaserver for solo or small group open world PvE content. Having all those people around is cool. But for large scale, difficult events like tequatl/wurm or stuff where you’d want to gather all your freinds together (guild missions), it’s horrible
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Thanks a lot for putting in the effort to gather all this data.
Please Arenanet, at least tell us someone is taking a look at the drop rates.
Alot of the things you mentioned are tied together from a design prospective.
for example megaserver & the world event schedule the main reason they did that was so they wouldnt get charged for as many single servers from amazon.
Some, but not all. Things like Wardrobe, accountwide stuff etc. have little to do with each other.
Obviously it doesn’t make sense to tear things apart which belong together
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Hey there
As far as I’m aware, the reason why we are getting all features bundled together now in “Feature updates” is, so there’s a clear distinction between story and features and none of them being overshadowed by the other.
This also means cool feature patch announcements, PR, hype.
So far so good
Here come the issues:
With the recent feature patch there ware many heavily game changing things coming which, bundled all together, cause multiple rather bad things:
- People being overwhelmed / confused and as a result flame in the forums etc.
- Features overshadow each other, so not much of a difference to what we had before (features together with living story)
- Lots if issues / bugs bundled together. We see this with the new chat filter system, the megaserver and large boss events, boss timer changes,…
Would all these large features have been rolled out one after the other, issues could have been tackled right when they occurred.
The way it currently stands, ArenaNet has to deal with all the criticism, issues, bugs,… going on for all those huge features, all at once.
I think it’s pretty obvious that as a result there will be much more pressure on getting solutions, in some cases probably resulting in experiences worse then necessary (chat filtering comes to mind).
Why don’t we get features rolled out when they are ready?
Right now in my eyes the issues with the current feature patch overshadow the advantages by far, making me question the feature patch idea from a players perspective, as well as what I imagine the developers perspective looks like.
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I can think of another solution as mentioned here: https://forum-en.gw2archive.eu/forum/game/gw2/Chat-changes-and-a-lot-of-trouble/first#post3926835
Create Map-Chats for english, german, spanish, french and let us choose which ones we want to see/ which one we want to write something in
I thought flaming without adding anything of value is kind of bad.
So here’s some sort of solution I can think of:
Give us one map chat for all available client languages and the option to enable/disable them ourselfs in the already existing chat tab menu.
This way I could enable english and german map chats and write in whichever one I’d need.
Obviously this would require new chat commands to switch between different versions (i.e. “/mE” (english) or “/mG” (german)) and an indication showing in which version of the map chat something is written (additional colors and language shortcut, like “[map-en]”, “[map-de]”.
Hi there
I play on a german server (Kodash) but happen to have my client set to english (I simply prefer the original voice acting / texts).
So what does this mean regarding the new chat filtering? The system thinks I’m writing english, so only my fellow Kodash players and english speaking people will see my writing, regardles of it being english or german (I use both, depending on the situation).
This simply doesn’t work.
Also, I don’t want to filter everything except english. It would be interesting to pick languages I want to filter based on what I’m able to understand.
So this new system obviously can’t detect which language I’m writing in nor what I will be able to understand. It then filters what I will get to see and which people will read my writing.
This is so contradictory and wrong, please reconsider how this works and disable it from being activated by default as long as it’s broken like that.
The megaserver tends to place me together with other german speaking people as far as I’m aware, yet this chat filter disables me from communicating with them (if they’re not from the same server)
We just finished the great jungle wurm with TxS and I didn’t get a daily chest (neither did about 1/3 of the zerg)
Just as a side note, its scaling is all over the place. We melted 60% of crimsons health in +-5seconds.
Afterwards all the other heads descaled as well and melted nearly immediately, resulting in a “successful” kill.
And a last additional thing: Most of our people had their game crash twice directly after the escort event started right in the beginning of the whole thing.
Thanks a lot to our TXS commanders for both organizing all those successful kills and posting their concerns in a nice manner here.
I can only back the concerns brought up.
Without a serious possibility to get all the people into the same map for organized attempts at difficult world bosses, this will be a huge issue.
In addition, there’s nothing worse then waiting for hours after an attempt at such events has failed.
Imagine a new difficult boss coming in. With such spawn times we can attempt him only once a day. That’s neither fun nor an interesting challenge where you get to learn from your mistakes and try again. Its simply frustrating and by the time you can try again, you have entirely different people and have to explain everything all over again.
Another thing that just happened: One of our commanders disconnected close before tequatl died. There was no way he could join the map again afterwards because it was capped. With the current spawn times, this instantly means no chance at tequatl loot for the entire day.
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You’ll already get to use the system to unlock the new traits. The only ones that will be automatically unlocked are the ones to which you currently have access.
We get to see the system for 40 traits, yes.
There are 480 already existing ones though which I’d like to “properly” play for as well
I have 3 level 80’s that I hardly have any map completion on. I would have loved to map completed with these characters and go through the new system in place.
Dude this is genius. I have between 5% and 50% world completion on most of my characters. This system would give me a cool reason to get that finally done.
Hi there
I love the new system for PvE coming with the feature patch, where you unlock traits by actually doing something. The only issue I have with it is, that I won’t experience it because I already got 8 characters on lvl 80 and don’t plan to level another one.
So what about when the feature patch hits, everyone has to unlock all his traits again.
This would give people like me the possibility to actually see this new system.
I do understand that not everyone is willing to unlock everything for all his characters.
This could be addressed with the 2. possible option to unlock traits: buying them.
To make it fair and prevent me from getting hated on, previously existing traits should have a 0 copper unlock fee.
Whit this in place, you would have the option to unlock all but the new traits for free and instantly.
In addition, those who want to play around with the new system can actually do it.
What do you think?
To all the people complaining without even having read the first post: Somewhere above I’ve talked about unlocking traits for free so people that don’t want to experience the new system don’t have to.
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Where does the idea come from that you have to unlock those traits in PvE for PvP?
I can’t see that anywhere, yet it seems a lot of people think just that
Trait points gained when you rank up, make so that rank 20-30 is needed to have all traits/whatever unlocked
…
Restrict ranked queues to rank 20-30+
…This would be vertical progression and defenitely NOT something I want to see. Also not the direction ArenaNet wants to take PvP as far as I’m aware.
Seems the complete opposite as they already added heals that requires skill points to unlock and now adding traits which will cost gold to unlock.
Tying it to pvp ranks would make more sense and getting to rank 20-30 doesn’t take long.Adding rank restriction to ranked games make sense as well so people who want to do ranked games actually are forced to have some god kitten experience before joining it.
Which is also the reason to add a unranked queue.anyway
If i cannot buy all the traits for like 10gold i’ll not quit the game, i will however start looking for trustworthy gold sellers(gem conversion rates are horribru). I cannot be bothered to play the market place or farm pve just to stay competitive, if i wanted that i’d play wow or wildstar…
Or you gift the unlocks to pvpers who are already rank 50+ in pvp.
I doubt that this is the place to threaten using goldsellers.
I know of many occasional PvPers for which reaching lvl 30 will take ages. So the argument that it’s done quickly can’t be used for everyone.
Most mesmer builds are already unviable without the mesmer heal.
That’s simply untrue.
Trait points gained when you rank up, make so that rank 20-30 is needed to have all traits/whatever unlocked
…
Restrict ranked queues to rank 20-30+
…
This would be vertical progression and defenitely NOT something I want to see. Also not the direction ArenaNet wants to take PvP as far as I’m aware.
It may work for League of Legends, but they don’t have the idea of an equal playing field for everyone, no matter if the person played for ages or started just recently
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Just wanted to say thank you Justin for taking your time explaining the thought process behind this decision.
I actually really like the idea.
We can’t flame about PvP not being rewarding and then flame again once we see horizontal progression coming in. We should be thankfull.
Now, there will be 5 new traits for every class. Unlocking them in PvE didn’t sound to be a huuuge time consuming thing. So I doubt it will be much of a hassle in PvP as well.
What’s the issue with having something to do for an hour or two? It’s actually exactly what I wanted.
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The leaderboard and the constant challenge of other players are what I think keeps it interesting.
I can’t talk for everyone, but the leaderboard doesn’t interest me at all when playing PvP.
it’s nice to have, but I don’t play because of it.
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There is a well-known fact that players tend to get tired of the current end-game content. That goes for every MMO ever made.
There you go.
What do you change with a permanent SAB?
Would it be permanent, I wouldn’t play it at the moment. Due to the same reason I’m not doing any dungeons apart from some quick runs for gold.
The way it currently is, I’m hyped for this thing to return and I’m going to spend waaay to much time in there. This wouldn’t be the case with permanent content though.
Don’t get me wrong. I myself consider the current state of the game to be lacking regarding permanent content. But adding just another thing to the heap of stuff where we have little reason to return to won’t help.
Regarding leaderboards, already without them you have people recording themselfs and their time to do competitions. I can’t see this being a high priority.
Same just happened on an overflow. All but the red buff appeared.
Hi there
I’ve recently built the above linked webpage which shows the GW2 map and allows you to place markers on it as well as draw paths.
The maps created this way can be shared by passing on the URL (hit the save button first if you created paths).
The idea was to get something that allows me to share my gathering locations or whatever with friends/guildmates.
Here some things I’ve created so far to give you an idea of what you could do with this tool.
Guild bounty targets:
2-Mult: Link
Big Mayana: Link
Bookworm Bwikk: Link
Brekkabek: Link
Crusader Michiele: Link
Deputy Brooke: Link
Devious Teesa: Link
Diplomat Tarban: Link
Half Baked Komali: Link
Poobadoo: Link
Prisoner 1141: Link
Shaman Arderus: Link
Short-Fuse Felix: Link
Sotzz the Scallywag: Link
Tricksy Trekksa: Link (hate her for having to draw that horrible path
Trillia Midwell: Link
Yanonka the Rat-Wrangler: Link
Permanent rich ore locations (credits to redditor jetti91 for original locations):
Copper: Link
Iron: Link
Silver: Link
Gold: Link
Platinum: Link
Mithril: Link
If you really only want the ones that need to be buffed:
1. Engineer (condi removal)
2. Ele (cooldowns, lots of useless/niche skills)
3. Mesmer (condi removal)
What I would actually consider more helpful would be nerfs on following classes:
1. Warrior (way to much defense and offense bundled together. Face-rolling. Coming from someone that mainly plays warrior atm.).
2. Necromancer (AI spam, condi spam).
3. Ranger (AI spam).
I main a mesmer. That he by far is the slowest thing possible doesn’t actually worry me, I just accept it as something that makes each class different.
Having said that, what would be wrong with mounts, even if they only give you those 25% speed increase or 33% like swiftness would? This would not only satisfy everyone who plays a slower class, it would also mean something new to work towards, a new way for arenanet to add cosmetic rewards / goals instead of backpacks,…
Hi there
Am I the only one disappointed with the amount of long term aesthetic goals?
With the release in which Fractals of the mists was first introduced, I finally got what I thought would be the endgame in GW2. The fractal capacitor and the fractal weapon skins, purely cosmetic items that are something you can work towards over a long period of time. Rare items which can’t be bought from the trading post, something to show off.
Since then we didn’t get a single new item along those lines.
EDIT: I forgot the green/ yellow SAB skins. They’re awesome.
We do have legendarys, yes. But unfortunately by now they are even more common than fractal weapons, their look doesn’t appeal to everyone (Rainbows and unicorns… I won’t wear that), and they don’t require you to master anything but gold farming.
So, am I really the only one hoping for more here, is such stuff entirely off the radar for arenanet?
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I’m going to try and sum up the really weird parts of the molten facility fractal, hoping some of the devs actually read this and take a look at at what we mean.
Dredge in general:
- Dredge Disaggregators stack permanent protection. This means an overall 33% dmg reduction.
- Their dmg output, especially on higher levels, is decent to say the least.
Scaling in general
The only noticeable way in which this fractal scales with increasing level is the amount of spawning dredge and their HP. This isn’t interesting, it’s annoying.
First room
The first room offers interesting mechanics, forcing the players to coordinate by placing themselves on pressure plates to open gates for their party.
The issues start when those pressure plates have to be activated for a longer period of time, which is the case in the final part of this room.
There are following issues:
- The dmg output again is enormous. An upreared party can get one-shot as soon as they enter the room (not an issue by itself).
- Dredge spawn endless
- 1 Player is entirely occupied by the console, 2 can’t move because the pressure plates must stay activated.
The endless spawn pretty much makes this part impossible without the use of stealth or at least one defensive set up guardian or warrior.
Bomb path
- Endless spawning HUUUGE amounts of dredge without any chance of killing them.
- These endless spawning dredge deny any progress by picking up the bombs required to open the next door.
- Stealth or path blocking guardian skills like shelter, ring/line of warding become mandatory in order to prevent the dredge from picking up bombs.
Turret path
- Apart from the dredge masses requiring lots of time pretty well doable.
Rabsovich room
Rabsovich himself isn’t an issue. With an organized party he dies quickly, his powerful attack is well visible and avoidable.
The issue starts with his adds
- The cart from which the adds spawn seems to absorb attacks, resulting in aoes being absorbed to some part. Together with permanent toughness this means a loss of a huge amount of dmg (46% for skills with an aoe cap of 5 if my math is right).
- The dredge spawn in waves. Every wave is invulnerable for about 5seconds once they appeared. This means we got to wait for the next wave + those unnecessary 5seconds. On a high level fractal with many waves this makes for a room that takes longer than most other fractals as a whole.
- No challenge, simple HP cleaving while waiting for it all to be over.
Final boss
Interesting unique mechanic requiring coordination.
tl;dr
There are interesting parts in this fractal. Unfortunately they are accompanied by incredibly time consuming parts in which all you do is killing hundreds of identical adds that come out of nowhere.
Seriously, please. Take a look at these things and maybe even consider taking this fractal out of the game until it is shortened drastically on higher levels.
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Dungeons in this game are incredibly easy when done with a group of people that know what they do.
My advice would be to look out for a newbie friendly guild/people willing to help out and explain.
Once you know what to do and have adequate equipment (which is easy to get), you should be fine.