Showing Posts For Keenan.6724:

Can't sell anything on trading post

in Bugs: Game, Forum, Website

Posted by: Keenan.6724

Keenan.6724

I restarted my client after Kain.5301 said they could now sell, and I too am able to sell now. This was at 5:09 PM PSD, so 9 minutes after reset.

Can't sell anything on trading post

in Bugs: Game, Forum, Website

Posted by: Keenan.6724

Keenan.6724

The problem still persists for me. Items that I am unable to sell include (but are not limited to)

Lvl 80 rare Rampager’s Pistol of the Geomancer
Lvl 80 rare Shaman’s Rogue Pants of Rage
Lvl 80 rare Cleric’s Shortbow of Chilling
Lvl 80 rare Cleric’s Torch of Peril
Lvl 80 rare Dire Pirate Boots of the Centaur
Powerful Venom Sacs
Copper Ore
Potent Potion of Inquest Slaying
Peach Pie
Plate of Steak and Asparagus
Superior Sharpening Stone
Glob of Ectoplasm
Superior Rune of the Scholar
Princess Miya’s Wig
Major Rune of Divinity
Mystic Coin

Locations that I’ve attempted to sell from include

Lion’s Arch, Ascalonian Catacombs Dungeon (during paths 1 and 3), Outside of the Entrance to Honor of the Waves Dungeon, Rata Sum, and the Black Citadel.

Attachments:

Can't sell anything on trading post

in Bugs: Game, Forum, Website

Posted by: Keenan.6724

Keenan.6724

Same as others, can’t sell anything “Error Attempting to Sell” and can’t send any in game mail “Sending Previous Mail.” Somebody posted this problem on the forums 2 weeks ago and their most recent comments say it’s still unresolved. I’ve tried a range of things from restarting the game, to running a -repair, restarting the computer, etc. I also submitted a support ticket but they simply responded saying to submit a bug report in game and on the forums.

It seems a bit repetitive to make another post, so I’ll simply +1 this bug report.

An Ingame Represantation of WoodenPotatoes

in Community Creations

Posted by: Keenan.6724

Keenan.6724


I agree with this and must say I strongly disagree with Konig Des Todes and Lonami. I think both individuals are confusing WoodenPotatoes role in the GW2 community as a ‘lore specialist’ when in fact his emphasis is community outreach. Since both are keen on backing up their claims, I will point to WoodenPotatoes many other video contributions (let’s plays, jumping puzzles, learn to PvP, and introductions to tPvP, and summaries of GW1 storylines) as suggesting that he is more broadly interested in keeping the community engaged rather than perfectly informed on the many details of Tyrian lore. I think a strong analogy is the difference between a Scientist and a Science Writer. The scientist is the expert that provides original contributions and knows the very ins and outs of their subject. Like an expert in a field, Konig Des Todes is claiming that many other lore experts are better informed on a particular subject than WoodenPotatoes, and thus they would be more deserving of an honor. However, that misses the point. WP does not claim to be any form of an expert (oftentimes admitting so in his videos). WP’s role is to disseminate any and all forms of GW2 knowledge to as many people as possible in hopes that the community stays active. Dulfy does the very same thing. She brings together widespread information and distills it into one easy to find place, so that users can share, discuss, and experience the game more easily.

If you want to argue that people who perform this task are not worthy of recognition you are free to do so, but claiming that WP has not contributed significantly to the community because he’s not lore-perfect is something I disagree with.

If it’s for community outreach or something, sure, why not? We’ve seen similarish things happen. I think the biggest point of contention here is over whether it should be for lore, which you neatly sidestep by looking at the bigger picture.

Edit:…wait, I should be angry about this. I’m the one who got the ball rolling with all the recordkeeping, darn it! I started the archives, the most absurd project ever for the lore community to make it easier to keep track of theories and speculation, which through collaboration with Konig we ensured carried forward to the more popular GW forums.

Ahaha, nah though, it’s all cool.

And if that significantly smaller subset of the overall GW2 community wants to petition for your recognition, they are welcome to do so. Obviously your contributions aren’t as far-reaching as those of WoodenPotatoes’, even if you happen to be a bigger fan of yourself than him.
Also, I did not sidestep any issue. The original post acknowledges WP for his ‘extensive work in summarizing the events of GW 1, making tutorial videos and his ongoing record keeping of the Guild Wars 2 lore.’ Clearly you’ve latched onto the lore aspect of the post, because that’s the part where you feel that you are superior to WP. However, you seem to have ignored the full extent of the original post by not seeing that the community members in this thread are also acknowledging his tutorials and GW1 summaries.
You can be as angry as you’d like, but it doesn’t take away from the fact that WP’s efforts are obviously being acknowledged by the community.

(edited by Keenan.6724)

An Ingame Represantation of WoodenPotatoes

in Community Creations

Posted by: Keenan.6724

Keenan.6724

I agree with this and must say I strongly disagree with Konig Des Todes and Lonami. I think both individuals are confusing WoodenPotatoes role in the GW2 community as a ‘lore specialist’ when in fact his emphasis is community outreach. Since both are keen on backing up their claims, I will point to WoodenPotatoes many other video contributions (let’s plays, jumping puzzles, learn to PvP, and introductions to tPvP, and summaries of GW1 storylines) as suggesting that he is more broadly interested in keeping the community engaged rather than perfectly informed on the many details of Tyrian lore. I think a strong analogy is the difference between a Scientist and a Science Writer. The scientist is the expert that provides original contributions and knows the very ins and outs of their subject. Like an expert in a field, Konig Des Todes is claiming that many other lore experts are better informed on a particular subject than WoodenPotatoes, and thus they would be more deserving of an honor. However, that misses the point. WP does not claim to be any form of an expert (oftentimes admitting so in his videos). WP’s role is to disseminate any and all forms of GW2 knowledge to as many people as possible in hopes that the community stays active. Dulfy does the very same thing. She brings together widespread information and distills it into one easy to find place, so that users can share, discuss, and experience the game more easily.

If you want to argue that people who perform this task are not worthy of recognition you are free to do so, but claiming that WP has not contributed significantly to the community because he’s not lore-perfect is something I disagree with.

I don't like the mechanics: Liadri

in Queen's Jubilee

Posted by: Keenan.6724

Keenan.6724

I have to say I completely disagree with the majority sentiment in this thread. Sure there’s the occasional annoying ‘obstructed’ or bit of lag while fighting Liadri, but the vast majority of the time I encountered no issues while fighting her. The Liadri fight is just like playing Dark Souls, every time you fail you learn what you did wrong and improve upon it. For everyone claiming it’s impossible on some classes, my guild has had at least one person of every profession (except for Thief) complete the challenge within the first 72 hours of content.

With exception of the Mad King’s Clock Tower, this might be the first genuine challenge offered to the player base of GW2, and I find it disconcerting that people have so many issues with it. Just as a game that only caters to ‘hardcore’ players is not fun to casual players, the opposite is also true. Liadri (and the entire Queen’s guantlet) has been some of the most fun I’ve had in PvE since release.

If you find yourself 40 gold in debt against Liadri, perhaps it’s time to stop blaming all the ‘bugs’ and ask yourself what you’re doing wrong.

(edited by Keenan.6724)

Suggestion for a future fractal (Orr)

in Suggestions

Posted by: Keenan.6724

Keenan.6724

I just stumbled across this post by Colin, that discussed using Fractals of the Mist the way the Bonus Mission Pack was used in GW1. For anyone who didn’t play GW1, the bonus mission pack was additional content that gave players the opportunity to reenact 4 key historical events in guild wars lore, through optional missions. It makes sense that fractals would take this role in GW2, because the closest thing to those bonus missions is the Urban Battlegrounds Fractal, which transports players to another key event in guild wars history.

I think it would be really fun to have a fractal that transported players back to Orr before the Cataclysm. Every time I run around the current Orr, I wish that we could see all of the massive architecture still standing. This might give us ways to learn or see more about Orrian culture as well. I think Orrian history might be more memorable to GW2-only players than Ascalonian history. I imagine there could be a number of ways to make an Orr fractal, whether it has to do with the cataclysm itself, something related to the temples of the human gods, or even something related to the Third Guild War.

I’d love to hear other people’s thoughts on this. Goor or bad idea?

Community's Voice: Dungeons

in Fractals, Dungeons & Raids

Posted by: Keenan.6724

Keenan.6724

1.) One thing I’d like to see change is the nature of the chest rewards in explorable modes of other dungeons . By this I mean, I personally would prefer to swap rare tonics and soulbound rare/exotic runes for just high lvl rares. Whenever I run fractals, I can count on an average of 1-5 ecto per run (no MF gear, just 1 item of food). I like this, because I don’t feel like I’m losing out by not using MF gear, and I can help my team by trying to have the best gear possible. Rare tonics don’t feel nearly as rewarding as rare gear, because of the value and rarity of ectos. The issue is a little more complex seeing as dungeon tokens can eventually lead to ectos themselves, but just on the topic of opening sub-boss chests, I’d like to see a change there.

2.) More creative dynamics. Some of the creative dynamics I particularly love are the harpies knocking you off of the platform in fractals, the air guns pushing back missiles in CM, the spike trap/carpet room in CM, the spike traps in AC path 2, the hot potato orb in Arah, and actually a lot of the Arah story mode fights on the airship where you fight mobs on deck and hit dragons with the cannons. I think FoTM has done a great job at adding a lot of these (with Swamp, hammer in cliffside, dolphins in water fractal), but I just want to say I love them and hope to see it continue.

3.) HP on bosses. As others have said, the HP on the bosses can make the fights feel really boring. Just as an example, Bloody Victoria in CM is a subboss who is very unlikely to down anyone in a good group, let alone kill them. Any/everytime I fight her, it just feels like you’re wailing away on her for the longest time and there’s no excitement. The jellyfish from the underwater fractal is perhaps the worst example of this that I can think of. For the Jellyfish and Bloody Victoria, more HP doesn’t mean a harder fight, it only means a longer one. Sure-shot Seamus (also in CM) is more likely to kill an unsuspecting newbie in 30 seconds than bloody victoria will in 30 minutes, that’s because his shotgun spamming is what makes him deadly, not his HP.

4.) Give the bosses power through their abilities. I just mentioned Sure-shot Seamus, because he’s a nice example of how a sub-boss can be deadly with a single dynamic. Sure-shot will blast you with a knock down, and then continue to do so faster than you can get up, until he kills you. I love this dynamic, because he is deadly but you can plan for it. The more skilled players can dodge and block to avoid this attack. Even if he gets you, a stun breaker like the Mesmer’s Decoy can rescue you from inevitable death. Lastly, a strong team can time their CC moves so that if he manages to get someone, they stun him just in time to save their teammate. When I do CM path 3, I immediately change 2 of my utilities, and swap 1 weapon set out just to fight one guy, and afterwards I switch back to my default. This leads me to the next thing I think dungeons need more of.

5.) They could use more instances/bosses where skills and strategies need changing from one room to the next. A great example of this within a boss is Lupicus. My skills/weapons for phase 1 lupicus and phase 2 lupicus are totally different. The room is big enough that I can get out of battle and change, and I like that about the fight. Another possibility would be to make a similar boss fight but purposefully take away the players ability to change out skills. This would require some discussion of skill trade-offs as you can’t have everything you want, but you can do the best with what you got. This happened the other day when I ran some newer players through the Grawl fractal. Because of the constant burning by the end boss, a lot of the team was constantly downed when he entered his rock dome, which meant his healing was outpacing our DPS. After we failed the first time, I suggested that everyone use their utilities to bring condition removal (the warrior brought shake it off) and healing (the ranger brought healing spring). We were making the choice to let go of DPS and CC skills in hopes that our added survival would increase our DPS. Sure enough it worked, and afterwards everyone was cheering and chatting in team chat. The ranger admitted that he’d never even used healing spring before, but that he would bring it more often on dungeon runs. Obviously the grawl fractal has what I’m talking about, but I would like to encourage that we see more of this. More places where the room applies constant burning, the boss has constant retaliation, endurance in the room is slowed 50%, etc. This feeds back into the boss difficulty point, which is that I think the HP should be brought down in favor of the aforementioned environmental effects.