Showing Posts For Grunblatt.4608:
Thanks a lot for the fast answers. I still don’t understand why most of the other players on my server dont seem to have the same lag if this is caused by connectivity issues of the server.. but at least i know that it’s not a problem that i can fix from here.
Danicco, that sounds a lot like my problems. I noticed some other issues that could be explained by packet loss, like 5-10 minute loading screens and several minutes loadingtimes for textures and images (menues as well as world-textures.)
Also i said in my opening post that this was occuring in WvW mostly. This doesn’t seem to be true (i just didnt play in a while and played mostly WvW when i had time) – i have the exact same problems in PvE and sPvP. No need to say that with a reactionary combat system this takes most of the fun out of the game.
Colly, could you please link where they did “admit” that?
Hi,
i am experiencing some performance issues in WvW lately and just can’t figure out what is causing these. Problems that i am having are
- Skilllag
- lagspikes (everything freezes for 5-10 minutes and then it shows those missing seconds as if it was fast forwarding a video)
- character is teleporting around the map and out of synch with the animations
Those issues usually appear in WvW when big battles occur – however i seem to have these troubles when everyone else is playing lagfree. Big battles still make the issues worse though.
The reason why this is confusing me is that these issues suggest a problem with either the server, or my connection. However both seem to be fine since i can up- and download with my full bandwith (and without any interruptions) for several hours and since i am the “only” one at times who is experiencing this, this can hardly be a server issue.
Even though my FPS are not dropping at all, i tried lowering my WvW settings from medium/high to lowest/lowest, which didn’t change anything. My PC is quite well equipped anyways and drivers are up to date, so this is most likely not the problem either (especially keeping in mind that i did not experience these constant lags about a month ago).
Is this possible to be a regional problem? (i am german, but playing on Far Shiverpeaks, so most players there are located in other geographical regions) I don’t know the infrastructure of the servers well enough to know if this could be an explanation.
I hope some people have an idea what is causing these problems, since i really want to fix them if they are caused on my end.
My last suggestion (for now) is probably well known already
increase number of targets on player skills, but leave the cap of 5 targets on cross-profession-combos.
This would counteract the tendency of organized groups to stack in a single spot – even without using siegeweapons. While i don’t mind this behaviour at all, i would imagine battles to be a lot more epic if the “optimal” strategy for big groups of players would be to spread out and divide the avaiable professions perfectly to the different parts of the army.
hopefully you guys will add a lot more great suggestions and some of these will inspire the devs for their future WvW patches
Make sure your suggestions are well thought-out and do not change the fundamentals of WvW.
Hi there,
since the devs announced that they will focus on rebalancing all the siegeweapons and their role in WvW, i would like to start a brainstorming thread here which hopefully will help them with improving WvW gameplay in another way than just tweaking some numbers
To prevent answers like “make catapults better”, please list positive and negative aspects of your ideas and tell us what you think those ideas would accomplish.
I will start with
make burning oil immune to damage from players
This goes with some hopes and assumptions already. While ACs are very strong right now and get most likely nerfed soon, i still hope that just their damage to siege weapons will be reduced (or removed). It was stated that ACs are meant to be an anti-personell weapon, but they are a very powerful tool for tower and keep defence (even vs rams and golems) right now.
Since burning oil has hardly a role in tower/keep defence right now – except for buying the defending team a few seconds in which it gets destroyed – it could take over the role of arrow carts in the courtyard. By forcing invaders to lay down additional catapults or ballistas to deal with the static defence system of keeps and towers, a general assault is already more interesting than a plain ram-rush. This also enables outmanned defenders to severely delay the invaders, while the invaders still can nuke the walls and use pulls and knockbacks and fear to remove defenders from the burning oil.
I though about suggesting to make cannons immune to playerdmg as well, but since those can deal with ballistas and catapults on their own, this is probably too powerful as defensive tool.
tl;dr
This buff to burning oil would allow a strong nerf to AC dmg vs siege, without making ram rushes too strong.
trebs should one-hit players
I see a big issue with this in fights that create skill lag, in which case this might get very frustrating. But in a smooth WvW experience without lag, trebshots are slow moving projectiles which can easily be avoided. Just for reasons of immersion and epicness and since it wouldn’t be gamebreaking in any way, the impact of a trebshot should instantly down players. Also with the new AC skill the poison-cloud-cows are a bit redundant. So if this is meant to be an anti-personell skill that is supposed to zone out enemies and grant you space-control, please add a decent damage output to this cloud and possibly make it last longer, so that one treb can sustain this field.
more utility for ballistas
Even though ballistas are meant to be an anti-siege weapon, they are mostly used as anti-personell (especially with the new skill). By giving them skills that can remove siege on enemy walls over time, they would be more effective than catapults as an anti-siege weapon and give players more offensive capabilities. The same skill should be able to shoot down from the walls, so that defensive ballistas in the right spots can counteract this.
autorespawn for defeated players
Personally i would like to see defeated players automatically teleported back to the (closest?) waypoint in WvW – however i can see that people might miss the opportunity to be the “noble soul” that is reviving their defeated allies. That is why i will talk about a respawn timer in general. Possible implementations would be
- immediate respawn upon death
- automatic respawn X seconds after death, unless character is revived
- automatic respawn X seconds after the last player interacted with the defeated character, unless character is fully revived
This has the very obvious negative sideeffect that organized groups that want to stay together have to teleport back to the waypoint as soon as one of them is defeated. On the other hand i think that this would be a great improvement to WvW battles in general.
- This would enable small striketeams to slowly take down a larger enemy force by using superior tactics and hitting them over and over again.
- Dead people should not be able to gather additional scouting information for their team. This idea would encourage scouts to stay alive.
- After obliterating an enemy army, you would finally get a window of opportunity to take objectives. This would make major battles a LOT more important from a strategical point of view.
- Lying around dead and wait for someone to ress you is boring! There is nothing wrong in forcing players to get back to play the game and have fun
tl;dr
autorespawn splits up zergs and creates more small scale battles.
(edited by Grunblatt.4608)
I couldn’t resist and spent several gold on the new dyes. They look amazing! I really love the shading and it was definitely worth the investment
Here are some screens of my asura ele – please share more screens of your character with a flame&frost dye setup
Thanks again, sam
The version is running bugfree for me so far – i didn’t even need to unsinstall my previous mumble version, just installed this one right over it. The overlay is working perfectly and the positional audio is a great feature, but it will take me some days to get used to it
remember to check the checkbox that you use headphones if you want to use positional audio with a headset – otherwise it sounds a bit off and gives you trouble with the volume
email authentication - confirmation failure
in Account & Technical Support
Posted by: Grunblatt.4608
i can log in again
email authentication - confirmation failure
in Account & Technical Support
Posted by: Grunblatt.4608
Hi,
because of some troubles with my DNS server earlier, i need to confirm my logins via mail again and i forgot to check “remember this network” on the first tries.
It worked to log into the forums some hours ago (luckily i am still logged in) and i could play the game earlier – however i just wanted to log back in and i receive the confirmation mails only with 3-5 minutes delay. When i want to authorize the login, it says on the website that the confirmation failed. The launcher is still waiting for the confirmation though and i dont get a new email or something.
I will just try it again in 10-20 minutes and hopefully it will work again then – maybe i just spammed a few too many requests :P However i would like to know if this is a common issue and what causes this “failure”
well you just need to do it and learn from your mistakes
I would suggest to start on enemy borderlands if you are unsure what to do – it hurts less loosing a keep there than loosing t3 stuff in EB or your home border :P Also you get used to pugs that dont listen to you at all or just want to play PvE.
You will learn all the “cute tactics” by following or asking other commanders (some even might run with you without their tags and point out what you should do). Also make sure to join some guildevents and participate in organized group fights, so you know what to look for there.
In general.. you need to learn to look at the map every 5-20 seconds and know what is happening everywhere while you are still moving and telling everyone what to do. If you stop for too long or dont talk enough, the pugs run away. Next step is to anticipate enemy movement and tactics and start countering it before it hits while coordinating multiple strike teams across the map – always keep in mind to leave someone “in charge” of smaller tasks so you dont have to worry about it yourself.
i was there at sunny with them and reported it right away nauda – sadly i didnt see who exactly teleported in.
I wasn’t at garrison after that but we had the golems up for a while and from what i can tell, that attack was planned for a while – idk about FR, but i guess they were just opportunistic again (which is not a bad thing :P).
So much hate :P
I am having fun in WvW atm and since we are within 2k points of each other all week long, it seems to me like the doubleteaming is either not happening in this extend, or necessary for the scores to even out. Either way it is a valid tactic and nobody can prevent or forbid it – after all the most effective tactics are mostly the ones that are the most annoying for the enemy.
Also i like to focus on solutions rather than the problems While it might be frustrating for fsp to be way outnumbered or doubleteamed, there is no way to change that. However even under these circumstances it is possible to win the match with proper strategy and decision making, so while i can understand the frustration in seemingly hopeless situations, i would suggest to focus on a way how to get back into the game or take minimal losses during this time. After all WvW is a huge RTS game
Personally i witnessed a lot of backstabbing that went on between AM and FR this week (why is there a “kitten” in “FR ankittenhis week” -.- ) – especially in the borderlands. Also i would bet that even if our server tried to team up with either of the other ones, it just would not happen. People already have a hard time to listen to “don’t stop for the useless sentry” – i can’t imagine those people NOT running off for wide open towers or keeps and i just assume that other servers have similar problems :P
To prevent everyone from raging at me now i just want to clarify that i am not saying that there is no doubleteaming or backstabbing at all going on here – i just don’t see a point in complaining about that ^^ It’s part of the game and just teaches people to watch their back and make quick decisions.
@ich: seems like that will be a hard week for us. I promise we will give our best to still kick your as…kitten
Greetings from FSP
(edited by Grunblatt.4608)
that thread was started 21 days ago. I did definitively not have any fps issues at that point – those only appeared recently, first noted in the “new” AC dungeon with the graveling waves and from there it got worse in cities and sometimes (apparently randomly) in WvW as well, though i can play just fine on other days.
The thing that i don’t understand is why and how it changed this rapidly. I was farming boss chests since the patch like a lot of other people did as well. I had serverlags, but the game was running smoothly all the time. Sometimes people went to Queensdale overflow servers because too many people were farming behemoth and i could stand in the zerg anyways while running smooth 60 fps. However, today my fps dropped in a tequatl fight down to 5 fps (and in some other bossfights below 10-15).
Since I did neither made any hardware, nor software changes on my PC and don’t notice any differences, except for gw2, i do not understand what is causing this (especially since there was no major patch released again either). I did set graphics to lowest for now, which improves the performance slightly, but gameplay is still mostly not enjoyable and hurts the eyes a lot (which i mean literally).
I hope someone can confirm or explain this
Hi,
i used to run the game with about 60 fps constantly which dropped to 30-35 at some points in major cities. However, recently (since about 5 days ago) my fps drops below 10 as soon as i enter LA (no matter where i stand on the map – i can swim all the way out and hide in a corner) and i have several seconds delay on button presses (that is not the usual skill-lag, but functionalities like open inventory, tradingpost, chat etc all slow down as well). The game runs smoothly on all other maps, except for the serverlags that other people are experiencing as well in bossfights.
I am not aware of any changes that i made to my system. The graphic card drivers are still up to date and all other programs run as smooth as they did before. Is anyone else experiencing these fps drops, or is it definitively my PC causing this?
edit: i usually run the game on highest graphic settings. I changed those to “lowest” which had close to no effect – fps in LA is still below 15 at all times.
(edited by Grunblatt.4608)
I can see your point Eternal, but i would like to present a slightly different mindset to you which might make the game and the fact that ecto prices are dropping more enjoyable for you
Obtaining a full exotic gear set was always easy – there are plenty possibilities besides crafting to get them, that do not rely on the ecto price. That is buying them for dungeontokens, for karma, complete highlevel maps, etc. – I left out the Mystic Forge since that way is directly influenced by the droprate of rare items.
Also keep in mind that depending on which stats you want on your armor you even might NEED to go back to one of these ways.
However, once you equipped your character with full exotic gear, the real fun begins This can be optimizing the stats, but mostly it is about the appearance of your character. The gamemechanic is meant to make all players evenly strong, so there can’t be a stat difference between the exotic items – however, the appearance of your character can be improved by a lot. Thus you can check for example http://wiki.guildwars2.com/wiki/Mystic_Forge/Other_Items for some “truly” exotic items. Some of these are extremely hard to get (especially if you want to farm all the ingredients yourself ), so you might want to consider obtaining all these items for all your characters as endgame, rather than “just” getting exotic gear for them.
yeah.. i cant read – ignore this report
(edited by Grunblatt.4608)
why would you skip the troll o.O
most people run/ran AC for the easy money ^^
also I disagree with rumbulus I loved that encounter and especially the AoE spam, since it is hilarious if he knocks you out of the shield bubble when the ceiling is coming down. I don’t get why people are complaining about the encounters – it is not too hard at all, once you know how to do it and it finally forces you to pay attention to not die. That makes for more interesting gameplay than any of the old bosses.
Even the Ghost Eater can easily be done with pugs since you can just lift oozes that are within range of the traps to charge them right away. No coordination, or pulling needed.
well… i don’t think he is
Hi!
I just completed the new AC with some friends and this was the most fun that we had with dungeons in ages! We are rather experienced with dungeons by now and thus rather bored by them as well since most fights get trivial if you did them a few times and know how to play them out.
Even the new bossfights will probably get a lot easier after playing the dungeon a few times, but our first runs today were hilarious. We actually wiped a couple of times and the bossfights feel way more dynamic since the bosses actually HURT now and have a decent skill roatation speed, so that they forced us to keep an eye on our endurance
I really enjoyed this and am looking forward to the updates that you got planned for the other dungeons. Even though it probably was even more fun since it was our first run with the new boss mechanics, i am positive that after a few tries these fights will still require a lot more attention than most of the other bossfights currently.
These changes really improved the dungeon a lot and i just wanted to give some purely positive feedback here, since that seems to come short in most of the other posts.
I would still like to add some remarks (or bugreports) about issues that we noticed:
we encountered some bugs in the Bossfight in path 2:
- for some reason we were able to charge the eastern trap twice in a row (though the traps seem to be supposed to be idle after activation until another trap got activated). After that the trap stayed fully charged all fight long, but did not trigger, so we were restricted to the other two traps.
- The Boss got stuck in uncharged traps several times and did neither move nor attack. This allowed the party to fully recover without restarting the fight. Also we needed to hit him for almost a minute until he suddenly resumed fighting.
- earlier in path 2 (at the part with the 5 traps to keep the gravelings away) we all had massive FPS drops (down to 1-5 FPS) when the graveling waves spawned. We never used to have FPS issues and run all PvE and WvW events with over 60 FPS, so something seems to go wrong here.
Bossfight path 3:
- we wiped to the new (awesome) aoe skill the first time and teleported back to the waypoint. However when we arrived at the boss again, he was still fighting our NPC and didnt reset his health yet.
- when we managed to fail once again, our NPC died. Luckily we could ress him up without starting the fight, but if the NPC dies in an unlucky spot, that would force the players to fight the boss without the guardian bubble for some time. This is obviously still possible by either ressing the NPC, or interupting the boss, but if the intention here is that players can rely on the NPC to avoid that knockdown attack, you might want to revive the NPC at the location of a player, as soon as the boss resets.
And i hope time will prove us wrong on this, but our impression was that the health on most bosses was reduced slightly too much. Even though we had really entertaining fights, the health of the bosses dropped REALLY quickly once we managed to properly start attacking them. That went to the point that in some engagements we spiked down the spider and the troll to 20% HP before they actually used any major skills. This might trivialize fights rather soon, if people figured out how to make raw dps builds work, so that you can kill the bosses before they even start attacking properly.
If this actually turns out to be a problem, a possible solution here besides adding a bit more HP again would be to give said bosses a powerful opening attack which forces everyone in the party to start the fight at low health already (or just with some stacks of conditions).
Thats it from me for now.
Thank you again for reworking the dungeon, we had a lot of fun and we enjoy every bit of challenging content that you can throw at us!
(edited by Grunblatt.4608)
It seems like i was wrong about the sigil. It is triggering properly, just the animation is missing which isn’t a big deal to me. Damage is dealt properly and even the sound effect is working.
Hi,
a few days back i switched out the sigil of fire in one of my daggers for a sigil of air (on my ele). While the sigil of fire was working properly before, i did not notice a single lightningstrike from my air-sigil since then. I call down some lightningstrikes with my minor trait (15) in air, but the sigil does not activate at all – no animation and no damage.
I did not change my build, so i still have over 60% critical chance and i did not swap the sigil in my offhand dagger either (sigil of perception, which stacks precision), so there should be nothing that interferes with the “on crit” activation of this sigil.
I got the same problem in WvW – however in sPvP the sigil of air seems to work.
Could someone confirm this please (or tell me what i am missing :P)
Thanks!
it’s not the bot that triggers too fast (it actually takes 5-10 minutes to respond), but the consistency and the speed with which it relists the items that makes it suspicious
Also most people seem to forget that 5-10 minutes response time is already extremely fast if this happens 24/7 on items where you usually see only 2-3 different buyorders IN TOTAL. So it is highly unlikely that there are tons of different players watching these constantly and are overbidding each other
What would you like to be able to spend it on?
I agree that ascended gear would be a good thing to spend karma on – i dont mind it to be “expensive” with 500k – 1mio karma per equipment piece (or more).
Also i don’t see a reason why this would be a bad thing since we could get exotic gear for karma as well and every single character needs to earn his own karma in order to get the ascended gear!
Other than that.. Lodestones or cores would be nice ofc but thats only another way to transfer karma into gold.
If you are looking for a karma sink, it would be great to introduce some more things like the jewelry boxes, which allows people to gamble. This might be boxes with dyes (like unidentified dyes, just with an adapted loottable if needed), fine crafting materials of any tier or just some uncommon masterwork-weapon-skins of items that are already in the game.
An ultimate reward that i would love to be able to buy for karma would be something that unlocks unique emotes, like new dancemoves or emotes that create some kind of light/smoke effects around the character and just look cool.
maybe hats for town clothes :P
basically everything that allows people to buy something useful or something to customize their character, but prevents people from thinking of karma as their additional gold reserve.
Since the flame and frost patch i experience heavy lags (chat lag, as well as delayed skill response and my character teleports around when i use leapskills) mostly in WvW and fractals (maybe other dungeons as well – i didnt play any other dungeons yet since the patch).
In combat sometimes everything in the game stops moving for a couple of seconds and snaps back into place after that.
My connection appears to be fine – i ran some speedtests and dont have any issues with other games or programs. Also i did not experience these lags before the patch at all. I am a bit confused that this didnt get reported more often here yet, since my guildies confirmed that they have similar issues since the patch, so i don’t seem to be alone here.
(i am playing on far shiverpeaks)
Since most people just seem to doubt this, i want to confirm the suspicion of Volcane Crucio. I was trading these lowlevel weapons a lot because the market was not very active and still had a decent profit potential. Since the karka event the profit margin went down by a lot though and i hardly traded in this section at all since then. However IF i did, it was not uncommon for me to be highest bidder for several hours after placing my buyorders.
I just listed 20 buyorders on the first 2 pages of the lvl 53 rare weapons. However, after 5-10 minutes i got overbid INSTANTLY on all of them – apparently simultaneously. Due to loadingtimes of the tp it took me several minutes to place the orders, but when i got overbid it happened within seconds on all the weapons. Like the OP said – someone placed 10 buyorders on every weapon (apparently up to a limit of about 3 silver per piece).
This activity is highly unlikely for this itemcategory and furthermore there are only a handful of different buyorders on each item, which indicates that this is actually a script and not just an overall increased interest in these items.
I would ask everyone who doubts this or just wants to help out, to try the same – Just to get a few more confirmations here. Be sure to place multiple orders (ideally 10 or more) on several items since it is unclear if the script just runs periodically, or if it gets triggered by a certain marketsituation.
Also please try to forgo unqualified answers. “I didnt find it on the first google page” is definitively no valid argument against the existance of such a script. I personally am convinced by now that volcane is right (even though i will doublecheck within the next few hours) and hope this finds some attention here since this completely shuts down the tradingefforts of usual players.
Thanks for reading
edit: i wanted to mention as well that volcane and i are quite familiar with the tradingpost. We are playing the game since the beta and are trading a lot, so we both know that a lot of people are using the TP and it is not uncommon to be overbid quite fast by only one copper. This case however is quite suspicious due to the amount (10 items every single time) and the very short timeintervals in which the buyorders get placed.
so YES we know that (many) other people are using the tradinpost as well and YES we still believe that this behaviour is caused by a script
(edited by Grunblatt.4608)
Hi,
in the recent Blogpost about the plans in 2013 were once more a lot of statements that basically say “we want to give players reasons and ways to interact and socialize”. Because of this i would like to point out again that a few rather simple additions to the current friendlist would already help a lot to improve communication between players.
With the simple additions i mean functionalities like adding a note to a player, or just the ability to group players together (like “guild”, “dungeons”, “RL-friends”, “wvw”).
The main problem that i am experiencing with the current system is that i try to socialize with people, even when i just picked up a random party to run some dungeons. If i meet friendly and competent players, i add them to the friendlist so that i can find parties more quickly in the future.
However this does not work as intended – even though the Accountname is shown in the friendlist as well, i usually remember the Charakter that this player played when i (first) met him. Thus it happened to me several times already that i was looking for some people that i met some days ago, but since they logged on on another character and i didnt check their accountname before, i was unable to find them in my friendlist!
I will keep it short from now:
I would love to see some basic communication features implemented, like you can find in any messanger nowadays:
- grouping people together
- setting notes
- maybe groupchats that don’t require people to leave their party
- an option to create a tab in the chatwindow for individual conversations (you can create new chatwindows right now and use the checkboxes to enable/disable game messages/ mapchat/ guildchat etc. – i would love to see an addition that enables me to group individual conversations in these tabs)
Since anet usually loves to pay attention to details and tries to make things as perfect as they can get, here are some longterm suggestions which are probably rather complicated to implement and would take a lot of time. However, maybe this creates some ideas that are more simple to realize
- a chathistory that shows recent conversations with individual players
- add a list of all the different character names, if you hover your mouse over an entry (of course only, if both players added each other)
- make other people more than just an entry in your friendlist:
add the possibility to save screenshots and “attach” them to players
add a list of “common achievements” like: you have completed following dungeons X times together, and first entered a party to play World vs World
- Add character Icons to the friendlist (like the ones in the partymenu or even a bit more customized avatars) to give us something visual that we can link to other people.
- enable Players to add status messages, instead of just choosing between offline/away/invisible/online
thats it for now, but i am sure there are many useful additions that i didnt think of yet! So feel free to add those to this thread.
Hi,
did anyone by chance test out recipes for the gift of souls (or the gift of the moon)?
I saw some threads asking for a “reaper of souls” dagger and i wouldn’t be surprised if this was something to be obtained by combining the gift of souls with a scroll, coins and some lodestones. However it is not worth it to create a gift of souls atm, since the only currently known recipe that needs it is “the crossing”. Anyways there should be some people out there who tried this over Halloween and can confirm that there is definitively ONLY this one recipe which needs this gift.
So i just hope someone can give me a few informations on this topic
try enabling autoloot, that should fix your “problem”
Hi,
several people are experiencing the same problem atm.
Maybe you will find some helpful answers here soon:
https://forum-en.gw2archive.eu/forum/support/tech/can-t-start-installation-of-GW2-on-my-laptop/first#post1082183
apparently updating windows and the video card drivers helped for some people, so make sure you did that
nope, it works fine for me. Did you move the minimap around? The loot is shown at different positions if you move the map, afaik. Also do you have “autoloot” enabled? (that is the option which collects all the drops automatically by just pressing F once.) I am not sure if the loot shows at all again, if you dont have this enabled.
You can check this by
esc → options
there should be a checkbox on the bottom of the first page which is called “autoloot”
can't start installation of GW2 on my laptop
in Account & Technical Support
Posted by: Grunblatt.4608
oh… that would be a simple fix xD
thanks, i am on it right now – haven’t used my laptop in some time, so this might be really helpful!
can't start installation of GW2 on my laptop
in Account & Technical Support
Posted by: Grunblatt.4608
and another update:
I just updated my video card driver (i didn’t expect this to be needed for the download of the game, so i didn’t do this earlier )
The installation still doesn’t work, but the bug is slightly different now: The launcher doesn’t shut down completely anymore – the gw2.exe keeps running (but still doesn’t download anything). However the launcher minimizes instead of crashing and i can’t access it at all. I would like to hear some feedback of other people that are experiencing the same problem – my laptop is quite old, so this might just be caused by bad hardware. (though i still would expect at least the download via launcher to work, even if the game doesnt start up in the end…)
edit: my UAC is disabled btw – this was suggested as solution in similar topics.
edit: for a better overview i created a list of things that i tried to fix this in my opening post.
(edited by Grunblatt.4608)
KastroMelo:
you said, that you found the local.dat – did you make sure that it has no write protection?
(go to the folder which contains the local.dat, rightclick on the local.dat, choose “properties” and uncheck the checkbox “write protection”)
Your errormessage is the exact same one, that i got when i experimented with write protection to solve my installation issues, so i hope this helps
can't start installation of GW2 on my laptop
in Account & Technical Support
Posted by: Grunblatt.4608
another headsup:
I experimented around with write protection on the different folders, since windows vista sets the flag for write protection on every single folder (this is not an actual write protection though, but rather is used by windows to save attributes and view options on the folders – thats also the reason why this flag cant be removed. An actual write protection is only used by windows on files, not on folders).
However to make sure that this is accurate, i did set write protection on the local.dat. This actually causes an error message and prevents the launcher from patching it in the first place. So the installer has full access on the file, unless i manually set a write protection – even though the FOLDER has a write protection flag!
After that i granted full access of the needed folders to all usergroups again, but the problem still remains.
Thus i think that this problem is neither caused by AVG/firewall settings (like stated in my previous post), nor by misplaced write protections.
Much more interesting would be the access to the gw2.dat though. Where is this supposed to be created? Since the launcher crashed before it even starts loading, this file doesn’t exist here. I manually created a file that is called gw2.dat and did play around with the settings, but didn’t manage to cause any error messages this way.
can't start installation of GW2 on my laptop
in Account & Technical Support
Posted by: Grunblatt.4608
no, i still can’t run the installation. However there did come up some more topics which describe the same problem, so i hope that we will get an answer soonish
btw it seems to me that this has nothing to do with AVG or any firewallsettings since most people mentioned that they disabled those temporarily.
just to make sure: I should be able to choose the install directory after the launcher patch, right? I don’t have enough discspace on my windows-partition and need to install on another drive but didnt have an option to choose that yet.
(edited by Grunblatt.4608)
If the description of Vayra is too vague for you, you can always test a normal transmutation stone on lowlevel items first. It works the same way and you will see that it’s easy and intuitive to do
I have the same problem, though my laptop is quite outdated. It should still fulfill the system requirements, so i wanted to give it a shot and install gw2.
I already ran a game advisor test, so you might want to check
https://forum-en.gw2archive.eu/forum/support/tech/can-t-start-installation-of-GW2-on-my-laptop/
for helpful answers
can't start installation of GW2 on my laptop
in Account & Technical Support
Posted by: Grunblatt.4608
Here is the testresult
(I replaced my username by “kitten” – otherwise the file is unchanged.)
edit: deleted GA report
(edited by Grunblatt.4608)
can't start installation of GW2 on my laptop
in Account & Technical Support
Posted by: Grunblatt.4608
thanks for the fast response, i am running the test right now and will attach the report soon
some more things that i tried after reading other posts:
- disabling antivir completely
- removing the Local.dat so that it gets recreated at the next try (btw i noticed that the local.dat has 30MB after the first launch, 60MB after second and stops at 90 MB after the next launches of gw2.exe . That doesnt seem to be a problem, but it seems unusual, so maybe this helps :P)
- copying local.dat and gw2.exe to another folder (this only results in recreating the local.dat in the standard folder upon the next launch)
hi, what exactly did you change in your antivir settings? (i deactivated it, but since avira antivir is usually quite annoying, i am never sure if it actually shut down )
I dont get an error message though, which i would expect if my problem was caused by the firewall or my internet connection – my launcher just shuts down without a message.
can't start installation of GW2 on my laptop
in Account & Technical Support
Posted by: Grunblatt.4608
Hi,
i just tried to install GW2 on my laptop (which is running windows vista, 64 bit) but for some reason i can’t start the setup:
I downloaded the GW2setup.exe via download client in “my account”. I ran the file several times now (as administrator) and disabled firewalls to make sure that those don’t make any troubles.
What happens is: the launcher starts up and downloads ~30 MB (thats the launcher update i guess). I can’t interact with it in this time. After that it closes and restarts, but it doesn’t start downloading again. Instead it just shuts down after a few seconds and does not continue.
Do you have any ideas what the problem is here?
Thanks for helping!
list of things that i tried by now to solve this:
- ran gw2.exe as admin
- deleted local.dat to refresh it
- redownloaded the gw2setup.exe
- disabled all firewalls/anti virus programs
- removed all write protections and granted full access to the needed folders to all usergroups
- updated video card drivers (which caused a small change in the bug – see below)
- disabled UAC
- ran gw2.exe with additions “-repair” and “-oldlauncher”
- cleared “C:\Users\Username\AppData\Local\Temp”
- ran windows updates
- updated Direct X
(edited by Grunblatt.4608)
The patchnotes say
“Evasive Arcana: This trait no longer creates unintended blast finishers.”
This trait triggers a skill everytime you dodge – the limit is once per 10 seconds per attunement. Before the patch, it could trigger blast finishers more than once within 10 seconds in the same attunement and i assumed those got removed. Instead this trait now triggers no blast finishers AT ALL anymore.
I hope this was not intended since it cuts down the support abilities from elementalists by quite a lot.
If this was actually removed on purpose, i would love to know why I can see that this was powerful, but due to very low damage and the fact that this trait is a grandmaster trait after all, it didn’t feel way off.
It made for a unique mechanic as well and was quite fun to play, so i hope this “fix” wasn’t meant to remove this completely
Hi,
I did not see the “soulbound on aquire” note and purchased a greatsword on my elementalist, instead of on my guardian. The problem here is, that i can’t salvage it, use it in the Mystic Forge or even sell it to an NPC.
Do i really have to destroy it?
just some things that i would like to point out:
-There are people (like me ) that disagree with bookah.
The transmutationsystem could use some work, but overall it is good in my oppinion. Also there is nothing wrong with the need to obtain different exotic armorsets for different looks. This is the progression in GW2 – you obtain new cool looking itemsets over time.
“Of course u could get exotics with proper stats and transmute every single set however you want and then switch between them. But that is ridiculous…”
I don’t see why this is ridiculous – you pay 2 or 3 gold at most for a new set of stats of your unique weapon/armorskin (while you pay 500 gold for some non-legendary weaponskins). Nobody told you to transmute several unique skins to one piece.
- back to the topic: There is currently the possibility to use different sets of dyes on different armorsets. I have multiple armorsets on my characters and the dye settings are saved for every single piece, so i can swap between the sets and not only the skin, but the colors change as well.
- I really like the suggestion – right now it takes several clicks to swap your equipment (and especially swapping to another set of trinkets is annoying, since you can’t do that from the inventory – you can only equip the first ring/accessory slot by right- or doubleclicking)
-Bankspace is not limited as far as i know – at least i didnt hit a limit in purchasing new bankslots yet and i own quite a few. Bagspace is limited however and if you have multiple armorsets on a character you usually want to have those avaiable, so the wardrobe system would not only make switching equipment pieces easier and more comfortable, but give players an option to store their equipmentsets.
Right now i even block inventory spaces with alternative sPvP equipment sets, which i need for different builds (the bank is not accessible from the mists and i dont want to click them together everytime i play sPvP).
you are right there, but keep in mind that challenging content is not for everyone. There are a lot of people who don’t have enough time to analyze hard bossmechanics, or who just don’t enjoy these things and just want to keep mashing buttons.
I don’t mind this at all (i only do if they start complaining ^^). Let’s just hope that ANET still realizes that there are people out here who enjoy those challenges. I don’t want the whole game to be difficult and challenging, but some places to go to if you are bored would be nice
I just posted a reply to a discussion about the clocktower in another thread here and while i wrote the last part, i thought it might be a good idea to create a topic on this
Personally i would not mind some more really hard challenges in the game. For example give us minidungeons that actually require 20 people to group up, or just jumping puzzles with moving platforms that require timing, coordination between players and end with a challenging bossfight. It does not need to be easy – if you make it challenging enough that 0.1% of the players can complete it (and add small rewards along the way to that the rest still has fun and motivation), you could award the players who make it to the end with Lupicus tonics or some other unique and epic items (which do NOT necessarily have to be equipment).
Ideas for unique rewards can be emotes that get unlocked (like new,additional dancemoves), consumables that make your dodge rolls explode into a cloud of colorful sparks, or useful things like speedpotions that speed you up by 50% (which exeeds the current speedcap) and end as soon as you enter combat, 25 slot bags, 100-500 gems or a babyquaggan minipet (and yes, this is useful!).So please keep being creative and keep amazing us, ANET
Basically i would like you guys to fill this thread with more ideas for items or rewards that you would love to see ingame and/or that just seem epic or fun to you.
Please keep in mind that possible rewards should NOT change any balance in the game (like items with better stats) or items that are just cool because they earn you pure gold ingame (like permanent free Waypoint-travel or just a bunch of lodestones)
have fun
I have a feeling that some of the things are hard in a very negative way. Let’s take Caudecus Manor for example. Mobs there are so hard it’s impossible to get through the dungeon with melee character without dying. The whole thing is it’s hard because mobs deal craploads of damage and it’s pretty much impossible to avoid it. Not much tactics is required to beat them, they dont have any intereseting mechanics that makes you think what would be the best and most efficient way to deal with them. All you need is brute strength. And that is a bit frustrating in my opinion.
I don’t want to offend you in any way, but this is the problem that people are discussing here. You are STATING something as if it was a fact, thus you are ignoring that this is your personal oppinion and that you possibly have limited information or might have missed something.
We completed all paths of CM multiple times without dying (sometimes with warrior/guardians only) and in fact the limited amount of vision is creating some very basic mechanics (line of sight in combination with ranged mobs) which most people don’t understand or realize that it even exists. I won’t deny that CM is hard compared to other dungeons, just because the trashmobs are a lot harder to deal with and i see that people might get frustrated by this.
Still – this is the kind of content i would like to see more! It gets easier if you know how to do it, still it is a challenge because you actually need to make good use of dodging, invulnerability and reflection skills.
Right now people are mostly avoiding this dungeon though because the armor doesn’t look that great (thats my personal oppinion obviously, but most people seem to share it^^) and the other rewards are just as good or even better (lodestone drops) in other dungeons.
Other than that… thumbs up from me as well for the clocktower
I did actually spend a good amount of time there and had a lot of fun! And i LOVED the part where you have to jump down again – it took me several tries until i figured that one out
But then again – once i completed it and knew the jumps, i tried it again with all my other characters and surprisingly made it within one or two tries with all of them (my norn and charr took some more tries actually :P). Thus the jumping itself can’t have been to difficult, but everyone who didn’t complete it had not the patience to “figure out” how to do the jumps and rather failed on the puzzle part.
I am well aware that i enjoy puzzles and challenges a lot more than other people do, but i don’t see a need for the creator to apologize since it was optional after all. One thing that may not have been optimal was the waiting time (plus the cutscene before the puzzle started). On one hand this made you actually try to not fail the puzzle because of this, but on the other hand it made this puzzle quite frustrating (due to “wasted” time) for people who tried it for hours and spent more time waiting than jumping. I would’ve loved the possibility to watch the other players who were still in the puzzle from down in the waiting zone (or from the top of the clocktower once you completed it)
Personally i would not mind some more really hard challenges in the game. For example give us minidungeons that actually require 20 people to group up, or just jumping puzzles with moving platforms that require timing, coordination between players and end with a challenging bossfight. It does not need to be easy – if you make it challenging enough that 0.1% of the players can complete it (and add small rewards along the way to that the rest still has fun and motivation), you could award the players who make it to the end with Lupicus tonics or some other unique and epic items (which do NOT necessarily have to be equipment).
Ideas for unique rewards can be emotes that get unlocked (like new,additional dancemoves), consumables that make your dodge rolls explode into a flash of colorful sparks, or useful things like speedpotions that speed you up by 50% (which exeeds the current speedcap) and end as soon as you enter combat, 25 slot bags, 100-500 gems or a babyquaggan minipet (and yes, this is useful!).
So please keep being creative and keep amazing us, ANET
(…last part of my previous post)
You created a huge world which is worth exploring! Still most players know every corner of the maps of orr while they hardly managed to explore a minidungeon anywhere else in the world. This is because drops and events in orr are so much more rewarding regarding money and karma, than other zones, so it feels a bit like a waste of time to visit them after reaching mapcompletion.
So since reaching level 80 in this game is really fast and easy, please consider making the whole world of Tyria (or most of it) a playground for these level 80 characters. Also please keep track of your initial goals and keep the cosmetic rewards a mainfocus of GW2. Right now the ascended equipment appears to be just a new “base armor” that needs to be transmuted with the “right” skins, thus making it just more expensive and harder to obtain the desired armorsets.
Also keep in mind that you are making current endgame content irrelevant by adding gear with better stats: There are named exotic armorsets which can only (?) be obtained by using the Mystic forge right now – these do NOT have unique skins, but rather unique stat combinations with fitting runes. All those will become irrelevant for players, if there is gear with better stats, since the skins are not unique after all.
This whole discussion is a lot of text for the Mods and devs to go through and i am really glad if they still take this serious enough to filter all the great ideas and suggestions out of these and other threads. I will try to keep my thoughts well organized
The announcement of ascended gear triggered this whole discussion, so i will start with this. I won’t judge this update until i know all the facts and until now ANET made great and reasonable decisions on how to build their game, so i trust them not to screw things up too badly
I like the idea of progression and new elements to the combat system, but i dislike the status upgrades and here is why:
- The current PvE content (and yes, that includes the explorable dungeons) are already too easy for players with full exotic gear and some experience. Better gear will make this even easier!
- The “endgame” in GW2 is supposed to be purely cosmetic, so players were trying to achieve their desired weaponskins and armorsets – possibly for multiple characters and are still doing so. The current upgrade involves Rings which don’t have skins, as well as backpacks which are not avaiable as exotic items yet, so this first upgrade with minor statusupgrades on trinkets is great in my oppinion. This will change however, as soon as new weapons and armorsets with improved stats appear. Those will “force” players to aquire these and then possibly transmute their skins already obtained/farmed skins on the new gear.
A possible solution to this would be to NOT improve the stats of ascended armor and weapons (and thus use trinkets for this “stat progression”), but instead only equip them with the infusion slot. In this case, i would love to see a possibility to upgrade exotics to ascended armor/weapons without changing the skin (effectively just adding an infusion slot). This makes infusions to an option to play throught new content, but still keeps the current skins “relevant” endgame content.
Then i would like to point out a rather easy way to create a ton of new endgame content:
In the development phase of GW2 it was said, that the downscaling process will keep all maps relevant at all points in time and for all levels. This is NOT true right now. The issues here are
- The downscaling system is working, but still “too weak” since the actual level 80 areas are still harder to play through than areas where a level 80 char gets downscaled.
- The rewards (money, exp, karma) for playing non-lvl 80 maps with a level 80 character are lower than the rewards in actual level 80 maps.
Possible solutions here are:
- obviously increasing the difficulty of the usual PvE experience by tweaking the “downscaling” system – keeping in mind that reaching level 80 in this game is really fast and easy.
- Scale the reward of Dynamic Events in the whole world depending only on the level of the character! If the rewards for events in orr are the same as in other areas, there is no reason (except for maybe faster eventchains in orr) for ALL the level 80 characters to hang around in the lvl 80 zones.
- Personally i would like it even more to give a different amount of exp/karma/gold for every single event – depending on complexity (time that the event is running on average, number of mobs to kill, scale of the event, etc.. This way a random escort quest in orr won’t give more karma than killing a dragon anymore ). This would include a lot of work and editing though.
- Edit the droptable in non-lvl 80 maps. This can either be done by increasing the lvl 76-80 weapon drops, or increase the gold drops from monsters and keep the level of dropped weapons low. The idea is just to even out the amount of money that you get by killing a certain amount of mobs) – no matter in which area you are.
Zone specific weapon skins that can only obtained by random drops (or the TP) would be an awesome addition as well – those don’t need to be rare or level 80 (they could even be skin-items like the skins in the halloween event). This would make different zones interesting because of the possibility to obtain these unique items.