Showing Posts For JaxomNC.5381:
Like for the cats it’s missing a non-account endpoint which returns all existing/white listed values. Also the wiki mentions “noxious_pod” as a possible value but this node is still not yet available in game, isn’t it?
It’s still missing a non-account endpoint which returns all existing/white listed values.
Not sure it would be interresting to have LFG results with a 5min delay though :/
First this is a dev forum about the web API (and maybe other things such as the Mumble stuff), not for game suggestions.
Second: NO!
For months and months we had the wecked Lion’s Arch used in personal story when those instances we supposed to take place months if not years before Scarlet’s rampage. We rightfully (and loudly) complained that this was odd, confusing and weird to have NPC do stuff in a fully destroyed place. I do not remember if we got the new LA in story at some point but it does not matter, they fixed it and we finally can come back in old LA during story AS IT SHOULD BE.
On a side note: I hope at some point they fixed the Pact coming together in a vine-invaded Fort Concordia when this, too, was supposed to take place years before Mordremoth’s awakening.
Aroud 1 year ago I made this post on how Sanctum Sprint was not fun to play any more for people with high latency.
Yesterday Sanctum Sprint was the activity for the daily activity achievement so it was yet another opportunity to remember that Lightning Pull and Ligtning Tether are still completely broken. The jerky animation and rubber banding when I use Light Dash or pass waterfalls is also real. None of these existed when the activity was introduced back in 2013 or when the festival came back at the end of Living Season 1 in 2014 . All the issues with Sanctum Sprint start occurring after an update to the game near the end of 2014.
Note : on this attempt I was very lucky to actually manage to pass the fist chasm as usually I get stuck there for the remainder of the entire race. Also I have no clue how I managed to reach the platform on the 2nd chasm. Unfortunately I screwed up just after
Please, please, help that Charr have fun again!
Bonus : meanwhile, in Dry Top…
This often makes entering the map with a new character for the very first time a very frustrating and annoying experience.
Thanks, it makes more sense that for displaying things such as what shows in the attached image we do not need the full character data (here only 9 profession are showing but the amount of extra data would be quite large for accounts with 20+ characters).
I think we’ve reached the point where the character endpoint is way more too bloated with features than the similar other endpoints (ie: account or guild). Here we get everything cramed into 1 single huge object (equipment, inventory, specilizations, crafting, recipes and in the future skills, etc.). Part of those can be quering using separate sub-endpoints, parts cannot (unless the wiki is missing some info) and there is no way to get only the core data without having the addional info. Also the more permission your appkey gets the more heavy this objects becomes as you get more and more info…
If we ever get the point where we have portrait or 3D model and texture it’ll get even worse.
There should be a way to retrieve a ligther version of the character that only contains the “core” data (profession, sex, age, level, etc.) without retrieving all the rest. For example if I want to display a character in a list or a drop down box I would usually only need those base info to get some rich decoration. Additional info (ie: inventory content) can be query using the sub-endpoint when switching to the next screen.
So the endpoint should have an option or a sub-end point whihc allow you get only the core data.
Also even though it’s depending on the gamemode; there is currently no direct/easy way to retrieve a specialization (ie : dh) without going through both the character’s specialization and then querying the global specialization endpoint. It would be easier to display the DragonHunter icon/tag on my character instead of the Guardian one if the specialization of the character would somehow return an enum value similar to the profession’s.
PS: also specialization and other HoT icons still missing from v2/files :P
(edited by JaxomNC.5381)
I was thinking about writting a request concerning this endpoint too. The whole thing is way to restrictive. In game most of the information is accessible to most members (the only difference is that they are read-only / not modifiable) so it makes no sense at all that in the API it’s only restricted to guild leaders.
Furthermore the endpoint should have a place to query guild functionnality access for a given appkey / accountname similar to what tokeninfo does. Currently it’s working on hit or miss (either the account has access or it does not) but we cannot tell that before hand without querying part of the endpoint and trying to figure out if the query failed or not.
No worries. I was surprised to see those appearing yesterday while playing with my character’s data.
Hi, I’ve noticed that the v2 characters endpoint has started returning the character equiped skills (skill slots 6-10). However the numbe of utility skills returned is wrong (4 instead of 3, with the 1st one always null). I.e., as of now on my guardian :
"skills": {
"pve": {
"heal": 312,
"utilities": [null, 310, 330, 255],
"elite": 4745
},
"pvp": {
"heal": 259,
"utilities": [null, 332, 327, 4746],
"elite": 4745
},
"wvw": {
"heal": 259,
"utilities": [null, 4858, 4862, 310],
"elite": 4745
}
}
Am I also right to asume that heal and elite return null when no skill equiped (i.e.: on low level toons).
Also the track listing is different on both platforms.
On iam8bit.com:
A
1. Heart of Thorns Theme
2. Maguuma Overture
3. The Pact Laid Waste
4. The Jungle Provides
5. Jaka Itzel
6. View from the Canopy
B
7. Faren’s Flier
8. Quaggan Command
9. Far From Home
10. Auric Wilds
11. An Exalted Lullaby
12. Glint’s Legacy
C
13. Tarir, The Forgotten City
14. Attack on Tarir
15. Leaving Tarir
16. Tangled Depths
17. Rata Novus
D
18. Taming the Jungle
19. SCAR
20. Teku Nuhoch
21. Dragon’s Stand
22. Mouth of Mordremoth
23. Hearts and Minds
24. Mordremoth
Tracks 1-6, 8-10, 12, 14, and 17-25 by Maclaine Diemer
Tracks 11, 13, 15, 16, 26, and 27 by Lena Chappelle
Track 7 by Stan LePard
Orchestration by Stan LePard
Live orchestra production by Dynamedion
On Amazon:
1 Heart of Thorns Theme by Maclaine Diemer
2 Maguuma Overture by Maclaine Diemer
3 The Pact Laid Waste by Maclaine Diemer
4 The Jungle Provides by Maclaine Diemer
5 Dangerous Beauty by Maclaine Diemer
6 Jaka Itzel by Maclaine Diemer
7 View from the Canopy by Stan Le Pard
8 Faren’s Flier by Maclaine Diemer
9 Quaggan Command by Maclaine Diemer
10 Far from Home by Maclaine Diemer
11 Auric Wilds by Lena Chappelle
12 Golden Heights by Maclaine Diemer
13 An Exalted Lullaby by Lena Chappelle
14 Glint’s Legacy by Maclaine Diemer
15 Tarir, the Forgotten City by Lena Chappelle
16 Attack on Tarir by Lena Chappelle
17 Leaving Tarir by Maclaine Diemer
18 Tangled Depths by Maclaine Diemer
19 Rata Novus by Maclaine Diemer
20 Taming the Jungle by Maclaine Diemer
21 Scar by Maclaine Diemer
22 Chak Tunnels by Maclaine Diemer
23 Teku Nuhoch by Maclaine Diemer
24 Dragon’s Stand by Maclaine Diemer
25 Mouth of Mordremoth by Maclaine Diemer
26 Hearts and Minds by Lena Chappelle
27 Mordremoth by Lena Chappelle
Great it’s also available on Amazon. To the batmobile… err… to Amazon!
^^
I was quite happy when I saw on the official Twitter that iam8bit.com would be selling the HoT digital and vinyl soundtrack but after checking at their store (both US and EU) it appears that the digital soundtrack is only an exclusive bonus that comes from purchasing the vinyl LP (whaaaaaat???).
It’s a shame as the soundtrack listed on their product page appears to be much more complete to the one currently available on SoundCloud (which cannot be downloaded by the way).
Is there any chance that the digital soundtrack (or even an audio-CD?) might be sold separately in the future? May be on a regular music store platform? Please…
Please do not make this another DirectSong fiasco :’(
Ah the horrors of converting piles and piles of the lowest T-level type of snowflakes (obtained using last year’s Wintersday gathering tools) to the highest level… my wrist, my poor wrist … and my mouse… :’(
Uriel Altair
279
Thx, it’s working ok again now.
Thx I’ve been doing Java since ’98, parseInt() is not the issue.
The issue is that invoking jsonObject.getInt(<id>) in JSON-P raises a ClassCastException because, due to this change, the value stored for those accessors in the JsonObject is of type JsonValue.STRING instead of JsonValue.NUMBER. Thus jsonObject.getString(<id>) or jsonObject.getJsonString(<id>) needs to be called instead and then the value needs to be parsed. And, if I do the change preemptively, and later the API switches back to numbers instead of strings, I will get ClassCastException instead for the very same reason.
(edited by JaxomNC.5381)
Hi, a recent change to v1/guild_details/emblem now returns all ids are strings instead of numbers.
Taking the example on the wiki (http://wiki.guildwars2.com/wiki/API:1/guild_details), for https://api.guildwars2.com/v1/guild_details.json?guild_id=75FD83CF-0C45-4834-BC4C-097F93A487AF , previouly we’ve had:
{
“guild_id”: “75FD83CF-0C45-4834-BC4C-097F93A487AF”,
“guild_name”: “Veterans Of Lions Arch”,
“tag”: “LA”,
“emblem”: {
“background_id”: 27,
“foreground_id”: 114,
“flags”: [],
“background_color_id”: 11,
“foreground_primary_color_id”: 584,
“foreground_secondary_color_id”: 64
}
}
Now, instead, we get:
{
“guild_id”: “75FD83CF-0C45-4834-BC4C-097F93A487AF”,
“guild_name”: “Veterans Of Lions Arch”,
“tag”: “LA”,
“emblem”: {
“background_id”: “27”,
“foreground_id”: “114”,
“flags”: [],
“background_color_id”: “11”,
“foreground_primary_color_id”: “584”,
“foreground_secondary_color_id”: “64”
}
}
All ids that were numbers are now strings. It’s probably not an issue with JavaScript but I am programming tests in Java with JSON-P where type does actually matter. So currently I am getting a lot of ClassCastExceptions because of this. Before I attempt to fix anything and use string instances all over the place: is this an intended change? Is this supposed to be permanent or is this something that was overlooked? What about other API endpoints which used to have numbers/integers for ids?
I live in New Caledonia, few hours on the eastern side of Australia and I get constant 350-450ms ping (with sometimes peaks at 800 or worse). Also NC is a French overseas territory so most of us tend to play on the EU FR servers even though we could get few less lag by playing on the US servers.
I am totally aware of the issues raised by the OP. Even though we managed to deal with JP, some achievements like finding all the coins in SW became quite frustrating due to the lack of precision in jumps. As far as activities are concerned, I myself posted issues about Sanctum Sprint that relate to that ; grabbing a keg or a crab in the related activity fails half of the time… Dodging sometimes remains is an issue in Fractals’ boss or puzzles and some large WB encounters. Casual PvP is Ok but high level ranked is out of the question because of the lag. WvW is ok for small to medium encounters ; large bus fights is usually a no no : you’re already dead before knowing it because of the latency during fights.
Yes, I expect gliding in HoT will require some adjustments but if there are any gliding related achievements or some adventure activities that requires second-level precision they’ll quickly turn into another /meh moment, making them quite frustrating to complete… or even participate.
In Java, I would simply recommand to get JSON-P API (AKA JSR 353), either the reference (1.0) implementation at https://java.net/projects/jsonp/downloads or the latest update (1.0.4) at http://search.maven.org/#search%7Cga%7C1%7Cjavax.json
With this JAR it’s quite easy to parse the JSON returned by the various endpoints. The rest is just basic java.net.URL handling plus some string manipulation in order to construct the URL. You can also try to use one of the 3rd party library available around here and some Apache HTTPClient library but really it’s not needed… plain Java + JSON-P is largely enough to make it work.
I’ve made test examples using the Quaggan and World APIs at (articles and code comment in French, you can get sources at the bottom of each article, tests using JavaFX not Swing, JDK8 is mandatory as I use lambdas):
- http://www.developpez.net/forums/blogs/71025-bouye/b384/utiliser-jsr-353-acceder-web-api-guild-wars-2-partie-1/ (about using the Quaggan endpoint)
- http://www.developpez.net/forums/blogs/71025-bouye/b431/utiliser-jsr-353-acceder-web-api-guild-wars-2-partie-2/ (about using the World endpoint)
Even though the exemple use JavaFX, it should not be hard to addapt them to use Swing, SWT, whatever…
I’ve got a 3rd entry planned about the Dye endpoint but as my desktop computer is currently crashed I cannot post the article and code yet.
I am currently working on a 4th entry to attempt to use the authentication endpoints.
It’s been months and months and months that I cannot enjoy anymore what used to be one of my most favorite activities: Mario K… err, Sanctum Sprint which happens to be once again today’s activity for the daily achievements.
Will you ever got those buggy skills, mainly the targeted and un-targeted versions of Lightning Pull, work correctly on medium-to-high ping (375-650ms) and bad latency connections?
I do not mind loosing when I make a mistake or someone uses a 6-9 skill on me, but it’s very very unnerving when you are in the lead and… and you are suddenly unable to continue forward because you need to cross a chasm and the un-targeted version of Lightning Pull make you land 3 meters away behind the receiving pyramid and your character keeps rolling until he falls down from the platform… When using the un-targeted version of the skill I expect to fall exactly on the pyramid not 3 meters away from it… and I certainly does not expect my character to continue moving with some kind of momentum.
The targeted version of the skill is no much better because 1) you need to find a place where it will activate instead of the un-targeted one and 2) it usually jumps too short even if the AoE indicator was green making you miss the platform and fall to your death as well.
In the mean time and without any skill 0 (teleport to next point) I am forced to keep trying to jump (and die subsequently) while others player keep moving and reach the end of the race. Usually the race time expires with me never ever reaching the finishing line unless I get lucky and find one of those teleport skill…
It’s not fun anymore
(edited by JaxomNC.5381)
Seems it’s buggy on some servers (IP) and working on others. After trying a dozen time, we finally could find an instance of the mission where the mote challenge was present…
Hi, the challenge mote for the Wicked Rodeo achievement still appears to be bugged. Sometimes it appears when grouped with other players, sometimes it does not.
All players we tested with had already done other success for this instance and had the episode activated. We have not found why it happens this way as there does not seem to be a common factor.
What you’re saying isn’t false, but “mémoires” in French does have another meaning as memories, one which fits a LOT more to the situation. It’s the one you mentionned (“memoirs” in English): https://fr.wiktionary.org/wiki/m%C3%A9moires#Nom_commun. As in, some sort of autobiography, to keep it simple. It’s linked to the “memories” meaning, but very distinct.
To be more precise:
“Une mémoire”, feminin word means a “memory”.
“Un mémoire”, masculin word means an “autobiography” or some scholar or university work as a thesis, usually taking the form of a long to write and very large book. This one fits the name of the Mad King’s Memoirs.
Welcome back Gaile, we missed you.
Now can we have CM events (konga!) at Lion’s Arch again, like the ones we had in the days of yore (GW1)? And please, do not forget EU servers
I’d like to see more emotes ; actually I’d like to have all the GW1 emotes back.
Currently when typed in game in GW2 they do nothing*, it does not even say “command unknown”.
GW1 has a much wider range of emotes like catchbreath or highfive (different from cheer), etc…
Sorry about that
The Juggernaut, Bolt, Incinerator, and Rodgort now have larger footfall effects.
I fail to see any difference with before:
- the trail is as short as before.
- the footstep radius is as small as before
- the flame height is as low as before.
Blablabla
I have no idea what you are talking about. I did the torch because the torch is one of my main weapon (like the scepter but I definitly do not like Meteorologicus). The skin is nice but so are other non-legendary torches.
And for your information, they did retouched some of the legendary (like the footprint-less Eternity) or the non-noticeable/hardly noticeable Howler or Minstrel because some people complained about them being lacklusters. Rodgort is nice… but let’s face it, its a lackluster too, unfortunatly… So I complain about it.
Hi,
I’ve just read the preview guide for the upcoming update on Dulfy and she mentions near the end:
No change to Twilight/Sunrise/Flameseeker Prophecies/Rodgort – we felt they were awesome already.
I must admit that I am surprised that you did bother modifying Eternity, Bifrost or Meteorologicus as they were already very noticeable in-game and did not do any change on the so-called legendary torch.
I happen to wield Rodgort on my Guardian and I must say I am disappointed since I put it on for the first time. Let’s take a look at it in details :
When carrying it, only your left forearm is on fire and this can be easily missed for example when Aegis is up as the aegis shield is much bigger and noticeable than the fire effect. It’s not like, for example, my guild master is carrying the Predator; when this happens even his a*** is on fire (he is a Charr and there is fire on his tail).
The footprint is very NOT noticeable at all. There are only small spots of flames on the ground; they have very small radius compared to footprints of other weapons and they only stay 1-2 meters behind you… the torch is definitely not in the same category of the primary hand and two-hands weapons. When walking next to someone carrying Moot, Twilight, Sunrise, Bifrost, etc you will notice their footsteps but you will barely see the ones from Rodgort.
Now talking about graphical changes on the Guardian torch skills:
!https://lh6.googleusercontent.com/-u5_U7tItGMw/UiEVHEhp4KI/AAAAAAAABw4/6XfWk8KJr18/w649-h364-no/zealot%2527s+flame.jpg[/img]
!https://lh4.googleusercontent.com/-LmpsVG1vTNg/UiEVGdbzpFI/AAAAAAAABww/VUp8bEYqZqI/w623-h620-no/cleansing+flame.jpg!
There are absolutely no change at all on Zealot’s flame and Cleansing flames; those skills remains EXACTLY the same than when wielding another torch. We get the exact same skill effect, there are no changes in the flame coloration or other additional effects.
The only Guardian skill impacted by Rodgort is Zealot’s fire, except that the skill effect is much better on regular torches than when using Rodgort. Instead of a big blue ball of inferno fire, we now get an almost invisible slim red arrow trait and it looks like (when viewed from front) that our character is simply throwing away a regular torch (ie: like when the dark part of the WvW eternal battefield jumping puzzle). This is definitely NOT legendary at all.
Other considerations :
- the torch is of medium size ; there are much larger torches in game. As a matter of fact, my previous torch was a Kodan torch from the Honor of the Waves and it was much longer (this can be seen in the Zealot’s flame screenshot).
- there is little to no sound at all that are specific to this torch. Sure it’s not the Howler but I was expecting, I dunno.. a faint dragon shout sound when putting it on/off or when blowing Cleansing flames for example.
EDIT – in the original text, I had inverted the names of the skills Zealot’s flame and Zealot’s fire by mistake.
(edited by JaxomNC.5381)
+1 I approve that initiave too.
My own original idea would have been to have something like a small top (like F1-F4) or side (left or right of the regular skill bar) skill slot with an arrow that when pressed would show minis from the regular and special collections in the bank (possibly in tabs as incoming set#2 collection and ever increasing special collection would make a single window huge).
When nothing is selected, no mini is active.
The icon of the mini would replace the skill icon when selected and the mini would become active.
There would be a small cooldown timer between changes to avoid spamming.
When a mini is selected, it is automatically activated when entering a new region or teleporting.
The mini slot would be locked in areas where minis are not allowed (if there are any, sPvP?).
Depleting an active mini bank slot (AKA bank slot for that mini contains nothing) would reset the skill to the default “no-mini” state on all characters that has this particular mini selected upon login on that character.
Also mini selection is per character and not per account.
(edited by JaxomNC.5381)
Just a small suggestion to have existing ascended rings updated to include quotes and lore similar to what we currently have on ascended amulets.
Same for back ascended capacitors, quivers and books if they do not have one (there’s nothing on my beta capacitor but I do not know for other back items).
Unfortunately, allowing “neutral” players in WvW would allow for spying which is IMHO not a great idea.
It simply highlights once more the very flawed system that Guild Wars 2 uses compared to Guild Wars 1. As guest seems pretty much useless for pickup group for fractals accross servers, overflow is still the only proper way to go.
Your server infractructure has been flawed from inception even when it was first announced in 2007. Guild Wars 1 got it right: preferred continent and language regions BUT with the ability to move wherever we want whenever we want. It simply works, it’s a bliss, it’s a beautiful work of art in an online gaming market where most players are stuck on their “server”. I realy could not figure out why the hell you ended up putting this bad system back in Guild Wars 2!
For god’s sake, just revert back to the Guild Wars 1 system for the openworld and sPvP and have this “server” nonsense only available for McM and call it “affilliation”, “faction”, or “guild alliance” (this way we could even pretend to have some form of GvG in Guild Wars 2) or whathever instead of “world”.
EDIT – removed wrond statement about gouping from different servers in dungeon instance.
(edited by JaxomNC.5381)