FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: Joriarty.4318
in Account & Technical Support
Posted by: Joriarty.4318
Is there a way to do this on the Mac client?
Enchantment. Boon. Buff. Buffoon. Does it really matter? Them = good. Condition = bad.
Just curious, is everyone here using some form of USB-based soundcard?
I’m using a FiiO E17 USB DAC, and I see that DavidGX above, as well as a few others in the previous page, are all using USB headsets. This might just be a coincidence but if enough people are in the same boat then it might be worth looking into.I’m also using 24 bit 96 kHz as the default audio format in Windows advanced audio settings.
I remember trying changing audio quality settings and still getting the issue which is why I have it changed back to Highest. I’ll try using defaults again and report back if I no longer get the issue.
Nope I’m using standard onboard sound (I have a Mac, and the crash can happen on OS X and Windows).
Setting your audio settings to 16 bit / 44.1 kHz may help though – would be interesting to test. There is no humanly perceptible difference between 16/44.1 and 24/96, despite what hi-fi marketing folks want you to believe, so you won’t notice any difference in audio quality.
What, so then it’s virtually impossible to siege a well fortified keep? Why do you think Arenanet placed towers, keeps and castles just within trebuchet range in the first place?
headdesk
Not going to be fixed before October 22 guys, that’s the next patch date.
Proof of date – https://forum-en.gw2archive.eu/forum/game/story/BUG-The-Battle-of-Fort-Trinity/page/5#post464769
Better be fixed then. Absurd that it hasn’t been patched already.
There is no “best” class. They all excel in different situations.
What is this – someone actually talking sense!? You nailed it. Arenanet need to come up with some way of distributing the player population across matches so that each server has a similar number of players to its opponents, 24/7.
You know what I think? Scrap the server vs. server mentality. Think differently.
WvW matches should be entered into tournament-style, either as a guild / group, or individually. The past experience and performance of that individual or guild will enter into their ranking, as will geographical location. Teams are automatically matched up every week, and placed into tiers (new players start low-ranked, etc). By taking into account skill and location of all the participants, a much fairer matching system can take place.
During the course of the week, extra people will obviously want to sign up to that weeks’ WvW match. By ranking the new entrants and assigning them to the losing team of their tier, this will help to ensure a relatively even match throughout the week.
There will still be competitiveness, because if you win your round or get lots of kills / capture lots of enemy territory, you can get into a higher tier of WvW the next week. Rewards (i.e., fancy armour) can be given for winning your match.
Yes, these match-ups may prevent you from playing with friends – well, if you wait for the next round to begin, just enter in as a whole group and you can be together in the match. The advantage – you can play with friends from other servers, without switching over. A fair trade-off I think for the holy grail that is balanced WvW matches.
Thoughts?
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I hear you. After one incident I have since learned to alter the message each time and it hasn’t happened to me again. I think I was blocked for an hour or something – it was absurd, and very frustrating when needing to call for backup when no one else is (because most people in WvW never say anything at all).
I understand that it’s a measure to combat spamming. But the length of time you are blocked for is excessive. You can always block actual spammers.
Level to 80, don’t wear blues, and you won’t die so much
Despite the scaling, you’re still at a not insignificant disadvantage being a lower level with inferior gear.
Grekkz on SoS is great. Makes sure everyone has siege and supplies and listens to people’s ideas, and he does the boring things like supply runs too (much easier to get the mindless zerg to pick up supplies when they’re just following the commander).
Preaching self-control and practicing it are two different things, guys
.
If you sit down and say ‘right, I’ll play 1 hour of Guild Wars 2 then go do some housework’, and you always log off after that 1 hour (not 2, or 3!), I admire your discipline.
As I said in the original post, you should be able to limit how often you may modify your playtime limits. You could also set a different password to control those settings, which would be great for parents.
Could you run the game through Steam? Pretty sure you can run any application through Steam, where you can press shift+tab and bring up a browser window.
You already have an option to do that. It’s called self discipline :P
Which is far from perfect :p.
Much easier to limit play to say, 10 hours per week, if the game just won’t let me play after the limit is up. Otherwise, I’ll always want to play for “just another half hour”…
Just stop and ask yourself… do you think you play GW2 too much? Most of you would probably say ‘yes’.
A simple function to set daily or weekly limits on your playtime, and to also choose how often you may change these settings, would be fantastic. Warning messages display when you’re approaching your limit, and the game automatically logs you out once the limit is reached.
If you are in an instance, you should be allowed to complete this first.
all i got out of that was,
“I have a few criticisms of the in-game map”
" I honestly spent 10 minutes searching for the last point of interest in one zone"
umm man wow if your using the mini map to search for a missing poi you are beyond the scope of help we can give on this forum.
No, that was using the main map. The undiscovered POI marker is absurdly inconspicuous.
I have a few criticisms of the in-game map…
(1) It seems unnecessary to restrict the size to which you can expand the minimap. For those of us playing on higher-resolution monitors, it would be great to be able to utilise this space more!
(2) Following this, I often find that labels for objects of interest such as waypoints and quest hearts diminish in size far too quickly when zooming the map out. Ditto with place names fading far too prematurely. I have to zoom in way too far to see the details that I want, yet the map would not be significantly more cluttered if we were allowed to adjust this “level of detail”.
(3) Some sort of tool to highlight “uncompleted” objects in a zone would be fantastic. Simple as clicking on a zone (placing a highlighted border around its boundaries), with a window popping up showing stats for that zone, and tools to highlight the location of completed and uncompleted items.
The artsy, painted look of Guild Wars 2 is usually great. Just not when it impinges on usability, and it’s frankly an awful experience when you want to find a very specific thing on the map. I honestly spent 10 minutes searching for the last point of interest in one zone, the icon was so faint against a dark brown background.
Please fix these things! I find myself opening the full-screen map far more often than should be necessary, and having to do a lot more zooming, panning, and squinting than I should to find the details I want.
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A High / Medium / Low / Off setting would be perfect. With high being what it is now. I cannot believe anyone would want to hear “I achieve things. I’m an achiever!” more than once per century…
If the system also reduces or removes NPC chatter when you have already heard that NPC say something once or twice without moving out of the area, but are not participating in the related activity, would be fantastic. That would solve annoying chatter while crafting etc in cities.
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You’re a guardian, you can take hits. Elementalists cannot. I don’t know exactly how much more health and damage reduction you have than an elementalist, but it seems to be quite a lot.
I’ve had significant trouble with I think 3 story missions so far. Ironically I think I managed those abominations fine, but if all your allies die and there are several enemies left, basically you’re dead if they have stun / knockdown etc.
I fought a Champion Ettin yesterday with a group of 3 others. 95% of my health gone with one hit. Yet the warrior was up there taking the hits like he was swatting flies. And with the amount of damage I’m seeing warriors do, I’m wondering about how balanced the system is…
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Scratch that. Half the framerate I get in Windows, stuttering, flickering and weird graphical glitches everywhere. I’d rather just crash every now and then and have a fully-functioning game the rest of the time.
Wow, total surprise with the Mac client. I’m running on a Mac so I’ll see if this fixes the issue. Though performance may be too poor for it to be a permanent solution, it will rule out any possible issues beyond the operating system.
Still having issues with this… tried all of tech support’s suggestions so far (tweaking Nvidia control panel, clean driver reinstall, etc).
Happens for me vastly more often in WvW than anywhere else, which is strange. Seems it’s some sort of load-triggered crash, perhaps? (unlike some, I don’t see any error messages)
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Just tried some stuff out, and a lvl 45 item with +15 power adds approx 2 power, going from lvl 54 to 14. The same applies to a lvl 33 item with +16 precision. That’s an 800% decrease, lol…
Even so, it appears to confirm that the item’s level is not influential in the level of decrease, which I think is why I’m feeling kittened in lower lvl areas with underlvl’d gear.
You can decrease the initial value by ~87%, or you can say the final value is approximately one-eigth of the initial value.
Just because you have to increase the final value by 800% to return to the initial value, doesn’t mean you can apply an 800% decrease to get back. That’s going to be a wee bit negative.
It’s a common misconception… works for me when stores have a “sales-tax free” promotion. GST tax is 15%, so they take 15% off the initial cost of the item. They really only need to take 1 – (1/1.15) = 0.1304 = 13% off… then if you add 15% back on you get back to the initial price of the item.
There’s today’s maths lesson :p
In relation to the actual topic, I suspect your gear is scaled such that it’s comparable to the same level item of the same rarity. i.e. a “masterwork” pair of gloves at level 30, when you’re in a level 10 area, will have the same stats as that “masterwork” pair would have at level 10. The fact that you don’t get rarer items at lower levels may still give you a little bit of an advantage. It’s what makes sense to me, anyway. It’s probably the same deal in reverse with WvWvW.
The scaling will NOT be linear with character level in the sense that the OP implies. Are you saying a level 2 guy is twice as powerful as level 1? It will likely be a weakly exponential formula, or a linear one with a reasonably high, arbitrary initial scaling factor that’s not some stat (like player level) that you can view.
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