Showing Posts For Herem.2817:
There seem to be issues with hearing the dialog in personal stories which occurs outside of the main splash screen conversations. The issue seems to relate to the source of the sound being anchored to your character’s position at which the conversation starts. So for instance if a conversation starts as you are running towards the target character the sound will actually decrease as you get closer to the target instead of getting louder.
This can is especially bad where the target who is speaking is moving, for instance some of the quests where Trahearne is talking to you as he moves around where the sound disappears completely.
The balance of sound seems to shift from one ear to another as you rotate, however the volume tails off too quickly so that you can literally hear next to nothing when your characters ear turns approximately 90 degrees from the source. This means if you are looking directly at the source the volume is very quiet very in both ears and you have to turn at right angles to get a decent amount of volume in one ear to hear the dialog clearly (At which point there is no dialog volume at all in the other ear).
I have tried adjusting all of the various volume settings up and down and nothing seems to affect the volume of these conversations. The sounds seems to be perfect for everything other than these dialogs so this is not a problem with all sound levels.
I’ve noticed the same problem happening as well although it has been happening on rare occasions since release. The problem seems to be that your character slips slightly under the floor as you can see part of your feet are no longer visible. This prevents you from moving in any way and the only solution I have found it to either teleport to a way point or log out and back in again.
A very similar problem can also happen if you happen to be standing next to an item which explodes, in this case you can end up trapped in the exploded item debris and the only solutions are way point or wait for the item to reset.
I have also noticed there is inconsistency between the auras. If you apply shocking aura you get the 10 second default duration without any boon modifications being applied however if you apply flame aura or frost aura you only get 5 seconds of both Fury and Swiftness.
Could someone from Arenanet confirm if this is working as designed and that shocking aura is supposed to have twice the duration of both Flame and frost auras? It would help if the tool-tip contained more information as it is quite vague for this trait.
A cut and which opens further will bleed more than if it is held together and put under pressure. So yes it is realistic to expect the rate of bleeding to be variable when the target is moving about fighting as the wounds would be randomly stressed and compressed.
What is actually less realistic is that every bleed always hemorrhages at the same rate, anyone who has seen a major artery bleeding will know what I’m talking about. However I don’t think realism is necessarily something which needs to be taken into account on a game like this otherwise combat would generally be a very short affair.
Also, the Warrior trait “33% chance on critical to cause bleed.” if the bleed criticalled as well, it could very well lead to an infinite loop of bleeds on the target since it would happen multiple times.
If you read my original post you would have seen that I suggested that crits from conditions would not be able to proc themselves, only the initial hit would do which is the same as the current implementation.
As conditions do not critically hit it means both increasing crit chance and crit damage are generally poor choices for a heavy condition build. This also makes the choice of sigils, runes and traits which increase critical chance / damage or produce effects on a critical hit much less desirable and therefore restricts the number of ways a lot of classes can be viably built.
I suggest allowing conditions and healing pulses to crit however keep the current mechanism where procs can only occur on the initial hit, not on subsequent pulses. This will mean that all stats scale as well for condition builds as they do for direct damage builds and open up a number of different ways to effectively build your character.
I don’t think this would cause a balance issue due to the increased damage because the player would have to be moving points out of another stat in order to increase their critical chance in exactly the same way as a character who relies solely on direct damage can currently do.
Anet already has a system where if a certain post receives a certain number of reports, they review the post and take action. Automatic silence programs are a terrible idea as it allows a group of people to lock others out of chat by submitting false reports.
If you were to put the threshold at say 40-50 reports then you would have to be quite committed to get someone silenced and when the GM reviews the case he could hand out 3 day suspensions to the people who falsely reported.
I was just thinking the same thing as both Canoas and Grammarye.
You could add a new ‘Gold Seller’ option to the reports and have the code check if an account receives a certain threshold of reports from different accounts within a defined period of time. If the chat history contains matches to a database of known gold seller spam it will automatically suspend the account pending GM investigation.
If the chat history doesn’t match known gold seller spam the account will just be temporarily silenced from all channels including mail and again flagged for GM investigation. If the GM finds the account has been selling gold the spam database will automatically be updated with the new offending chat.