Showing Posts For Kylindra.1794:
Any chance you could let us know what the week boundary for rewards will be? Between Sunday and Monday like guild missions or on Tuesdays like holidays or on Saturdays like WvW?
I’d really like to know for planning purposes, thank you!
Yes, having this issue also. There’s a more general thread for all the extreme bugginess with guild missions over here:
https://forum-en.gw2archive.eu/forum/support/bugs/Guild-Mission-Bugs/first
I’m an officer in a large guild and we’ve been experiencing major headaches trying to get people their personal credit for missions. All the issues stated in the OP are totally accurate.
Of these, Puzzle is by far the worst nightmare. There seems to be NO connection to who does what and who gets personal rewards. At least with PvP missions, we know WHY we’re being screwed, with Puzzle we have no idea what’s happening.
Obviously what we really need is for all these bugs to be fixed, but in the mean time I’d like the following:
- An acknowledgement of these issues and that they are being worked on
- An explanation of the “rules” for getting both guild and individual credit on these missions, which seem to have changed substantially from the way we’ve been doing them for years. It’s clear that some of these are bugged to hell, while others may simply have rule systems that don’t work very well or that we don’t understand. If we knew how they are SUPPOSED to work now, that would help us organizing our missions and filling out our bug reports afterwards.
The consensus in the community is that it is a bug, and that what was intended was the type of bags that drop in WvW from enemies. I haven’t seen any official confirmation of this bug, though.
I’ve been getting client crashes ever since HoT launched. I wasn’t having any before launch.
I have a pretty good computer and I usually run on the highest graphics settings. At this point, it’s pretty clear that unless I run on the LOWEST settings, I will crash at some point. This is on a computer for which the “Autodetect” sets all the settings to highest and on which I have been running the game on the highest settings for a year with no issues until HoT.
Turning my settings down partway (but not all the way to Best Performance) seems to reduce the frequency of the crashes, but as far as I can tell it doesn’t seem to be any particular setting that does it. Turning them down to Best Performance seems to stop the crashes, but I don’t really want to walk around 100% of the time with my game looking like crap when I’m used to the game being beautiful and the new zones in particular being beautiful.
The crashes seem to be more frequent when there are a lot of people around or during big fights with lots of spell effects. However, sometimes I will crash just walking around a city or even while I’m AFK staring at a wall. I file crash reports almost every time and try to give details of what I was doing when it happened, but I haven’t really observed a pattern other than “sometimes it’s when there’s lots of effects and sometimes it’s for no reason”.
If anyone else is having this problem and has made any headway at all, please post here and let me know what you’ve found out. Maybe we can figure out which setting it is or what else might be involved. I know it doesn’t happen to everyone since most of my friends are fine.
Things I’ve tried: turning down my sound quality (both in Windows and in GW2), running the -repair command for GW2, updating Windows, updating my graphics driver. I also tried running in fullscreen (I normally run in fullscreen windowed) but instead of crashing it just froze. So no help there.
Specs:
Windows 7 Ultimate Service Pack 1 (64 bit)
Intel i7-3930K CPU @ 3.2GHz
RAM: 32 GB
Graphics: NVidia GeForce GTX 770
Graphics Driver: version 358.50
Guild Missions Auto-Completing is a Problem
in Guild Wars 2: Heart of Thorns
Posted by: Kylindra.1794
Some of the new PvP guild missions involve winning a match or earning rank points. These missions auto-complete when a single group wins a match, no matter how many groups a guild has trying them simultaneously. When they complete, they are no longer active and anyone whose match hasn’t ended yet does not get credit. The missions cannot be restarted for several minutes (and even if we could restart them right away, you can’t get credit for matches already in progress). This means that only 5 people at a time can earn personal credit for the mission.
For a large guild trying to earn personal mission credit for 20-40 people a week, having to do them in sequence rather than in parallel is a bit of a nightmare.
Please change these missions to stay active for the entire time period so that any matches completed in that limit count for personal credit, not just the first one to end. We want everyone to get their credit and right now the system is not conducive to that goal.
A reward chest keeps crashing my game if I click on it.
I’ve been experiencing this same issue all day. The green and brown side-chests from Verdant Brink and now the blue side-chests from Auric Basin. Client Crash every time.
Other side chests do not produce the issue (old reward chests, masteries, story rewards). Also the new white-colored ones are safe to hit. But blue, brown, and green zone chests crash my client every single time.
They can’t possibly think it has synergy with Plague Signet. Presumably if you’re running Plague Signet you would want to use it BEFORE consuming conditions, not after.
It’s not to give us synergy.
It’s a straight-up nerf of the worst kind.
If they wanted to make the skill less popular, they could have buffed our other heals, or just done the cooldown nerf. Instead they decided to make it completely unusable…..while also making it the default starting heal.
I do NOT understand what they were thinking. For the millionth time, I have to assume that literally no one at ArenaNet mains a necro.
I really wanted to like these changes and see what new builds there might be.
But adding a vulnerability to a heal? Jesus christ, what other class has to deal with that kind of drawback?
Proposal Overview
Implement instanced, scalable guild-based raiding content as more challenging versions of guild missions or dungeons.
Goal of Proposal
Address the lack of interesting, challenging, rewarding end-game group content. Breathe new life into guild-based content. We are tired of guild missions and need new content that isn’t static.
Proposal Functionality
Concept: This proposal combines multiple design elements and mechanics already in place. We already have instances, scalable content (events), guild missions, and challenge achievements/gambits in various parts of the game. This proposal would combine them to achieve high-end guild-based raid-like content.
Proposal: Introduce a set of new instances that scale from 5-25 players. There would be a set of default objectives, and also a set of optional, more challenging objectives similar to the challenge achievements for Living Story, or the gambits from the Queen’s Gauntlet. The more challenges completed, the better the rewards. Like guild missions, runnable once a week for personal credit and guild credit.
Example: A timed rescue mission for a cave-in, with jumping puzzle elements. The instance scales to appropriate difficulty based on the number of people who enter. If the guild members do not ask for additional challenge, they must simply rescue the victims of the cave-in within the allotted time to receive credit. But if they choose, they can add in difficulty, such as: 1) random elites spawning 2) everyone is drunk 3) time allotted is reduced or 4) a boss spawns on the way out, and you must defeat her before time runs out. Having additional, OPTIONAL extra challenges means the content stays relevant and interesting for much longer, and can be whatever level of difficulty the guild is comfortable with.
Associated Risks
There needs to be a way to implement this as guild content without having the kinds of issues presented by the original set of guild missions, namely the problem of small guilds. If the instances can scale down to 5 players, that should be sufficient for even the smallest guild’s needs. The only remaining issue would be unlocking them: they shouldn’t need to be unlocked. All guilds should have immediate access, and they should constitute a good method for earning influence and merits. The challenge should lie in the content itself, not in earning access to it. The last thing we want to introduce with GW2 raiding is unnecessary gating mechanisms. Let everyone in.
Message of the Day/Guild Information:
Instead of just a MOTD, we need a Guild Information section where we can put unchanging information like Teamspeak info and website link. That way, we can use the MOTD as an actual message of the DAY, and update it more frequently. The MOTD should show up in Guild Chat when 1) the player logs in 2) changes to repping the guild from another guild or 3) the message changes. That way people SEE it.
Guild Calendar
The most important feature of a guild calendar would be for everyone to see the information in their OWN time zone. So I should be able to schedule an event for 10 pm EST and have my guildmates on the West Coast see it as 7pm PST. Event reminders would be swell, also. Option to receive reminders for ALL guilds you’re in vs. just the guild you’re repping would be great, or even a granular way to turn on/off calendar messages on a per guild basis for bonus points. For super extra bonus points, a system like WoW when you RSVP to events and only get notices on events you’ve said YES to. I run a guild but am also in TTS on the side, I’d like to get notices when they’re doing a run sometimes but not every time, even when I’m repping my own guild.
Guild Mail
Guild leaders and officers should NOT be subject to mail suppression to guild members, and if possible there should be a mass-mail system to send to everyone in the guild. Ability to send unlimited guild mail or use a mass-mailing system should be a permission settable by rank so we can give it to both officers and special roles like commanders or event leaders. I would be fine with limits on how often a guild-wide-mass-mail could be sent, it’s not something we would need to do more than once a month probably. But I should never get throttled when I go to send out contest prizes to more than 3 people.
(edited by Kylindra.1794)
This happened to my group as well. Twice.
The invisibility thing is annoying, but the part where you don’t get ANY rewards at the end is making me not want to run fractals. I seem to always get this one and then I miss out on relics.
Does this mean the jumping puzzle itself will be a battle area? Or will this be near but not in the actual puzzle?
As someone who loves this jumping puzzle, I’m just wondering if I’ll ever get to do it again or if it’ll be a 24/7 warzone.
I got my gift on one of my alts. My main, who I created within minutes of launch, hasn’t gotten it yet.
Nevermind.
What it actually does is save screenshots after 999 into any “free” slots, and by coincidence I had deleted my first 4 screenshots, but only taken 4 new screenshots since hitting 999, so I couldn’t see yet that it was filling in the gaps in numbering.
What it really does when you hit 1000 is not let you take new ones. Which is also bad, but not as bad as I’d thought.
Screenshot number 1000 was named gw001.jpg and overwrote the very first screenshot I took. I lost 5 screenshots before noticing the problem. Obviously I can work around this by moving/renaming, but it’s too late for my early pics.
Wow, when I came here I thought the kick system was terrible and that obvious changes needed to be made to fix it.
After reading all of your enlightening posts, I realize that the kick system is terrible and that obvious changes needed to be made to fix it, AND that the people who posted here are jaded and bored.
I have an idea: since everything is terrible all the time and always will be, let’s not fix anything. Also, since people are terrible and always lie and make things up, let’s just assume that nothing bad has ever happened to anyone in the history of time. It’s totally more likely that people are jerks who lie than that people are jerks who abuse the kick system. Also, what happened in this particular case is clearly of the utmost importance to the main point of the thread, which is that the kick system is terrible and that obvious changes need to be made to fix it.
I feel incredibly sorry for everyone who needs to use PUGs to complete dungeons, especially after seeing THIS:
Not only was the poor guy kicked, but it wasn’t for any reason— the kicker knew in advance that he planned to do this, and sell the resulting spot for gold. He even had the gall to show up on reddit to try to defend his despicable behavior.
Dungeon kicking needs a huge change. First of all, the dialog to kick someone is biased in favor of kicking—it’s the green checkmark that kicks, not the red cancel button. And it only takes 2 people! So two jerks who know each other can easily ruin the day of 3 innocent people.
Some combination of the following needs to happen:
- A kick dialog interface that has options like “Keep” and “Kick”, not yes and no, where Kick is Red and Keep is Green (right now the green option kicks, which is terrible, people hit it by default)
- A kick dialog interface that asks EVERYONE in the party for their opinion, with 3 out of 4 needed for a successful kick.
- A kick dialog interface (when in an instance only) that requires a REASON to be typed in by the kick initiator
- A logging system that records kicks from in-progress dungeons, and removes kick-initiation for abusers
- A report option for griefing (it’s not listed in the report interface!)
The griefing and abuse has gone on for long enough. And no, I don’t have a personal stake in this— I pugged one dungeon, ever, and had no issues. I just can’t believe this is happening to my fellow players. This is ridiculous and needs to be addressed.
Please, please, please tell us changes are incoming!
So, the Halloween update added a ton of great content—jumping puzzles, mini-dungeons, etc, and my friends and I definitely noticed! We love, love, LOVE jumping puzzles and explorer achievements.
Now it may have taken most players awhile to notice, because to be honest the game was awfully new then and many people hadn’t finished exploring the world yet. How could they tell the difference between awesome new stuff and awesome stuff that had been in since launch if they were still exploring for the first time?
But at this stage, most people have seen the world and would DEFINITELY notice new things out in the world. We want it for sure! New jumping puzzles, new mini-dungeons, new WORLD BOSSES, would be wonderful.
My guildies and I were really looking forward to this patch, not just for the obvious reasons, but also for the changes to champions that would make seeking them out worthwhile. I can’t wait until the excitement over the Pavilion dies down a bit and people are ready to go Champion Hunting—out into the parts of the world I haven’t seen since I got map completion (for the second time).
You may not see a lot of excitement over adding lots of permanent events, but keep in mind when it’s permanent there’s no rush to enjoy it, so it takes awhile for everyone to get around to checking it all out. I may have been one of the first people in my guild to find Vexa’s Lab, but I’m pretty sure everyone’s done it now—and I’ve been dozens of times.
And speaking of Vexa’s Lab, upon showing it to a jaded friend of mine who always has something bad to say about everything, his reaction was “Why isn’t the whole game like this? This is awesome!”
Please don’t get discouraged if there’s not a huge rush of interest in new content right away. The best part of permanent content is that it’ll always be there—so we can take our time exploring and enjoying. We do appreciate it, so please give us more!
So, people posting saying they love the account wallet— yes, of course it’s great, I agree.
But why not ALSO have a bank deposit option? Why remove a useful feature? Just because you personally didn’t use it doesn’t mean no one did. I liked the feature and I want it back. The account wallet is great, but it doesn’t mean a bank deposit feature can’t be helpful, also.
So, this patch removed the ability to deposit gold in the bank, presumably because they thought we only used that capability to move gold between characters.
However, every “how to save up gold for your legendary” guide EVER has the following advice: stop spending gold and put it in the bank!
Especially now that we can easily access our entire stash on any character, it’s now more important than ever that we have the ability to discipline ourselves by stashing our gold out of easy reach. Saving up is tough when you have a constant temptation to spend, I know I never would have gotten Bifrost without the ability to hide my gold from myself.
Please bring back this incredibly useful feature!
So I’m super excited about gem store gifting, except for one thing— you can’t buy in bulk and send each thing to a different person. This would be awesome!
Right now, I’d like to to buy candidate support bundles and send 1 to each of my friends who is supporting the same candidate as me. But I can’t do that without spending more on each individual one. As it is, I’ll probably just buy one for me and one for a friend, overall spending fewer gems than I would have if splitting up bulk purchases were possible. This feature would be so great!
So I realized today that there have been ZERO new armor skins added since release outside of the gem store. Lots of new weapon skins, but no new armor skins at all.
I realize that armor skins are probably an order of magnitude more work than weapon skins, but…..are we going to see some new options? Like, ever? Please?
I have experienced this jump/falling looping quite a bit, in jumping puzzles and when grabbing vistas or just navigating terrain. Sometimes you fall off the same cliff over and over and only break out of the loop when you try to move away from the fall site.
Lich Form skill 1 does not start out on auto-attack. You have to turn it on yourself. Every. Single. Time.
I would really love to see this change. I thought this was listed as a bug on the old thread; did it get dropped by accident or is it somehow considered not a bug any more?
There are many dungeons (Arah for one) where the waypoints are incredibly far apart.
This made sense when you could run back during a fight after dying—after all, you wouldn’t want players to rejoin combat too soon, or there would be no real penalty for death.
But now that we can’t run back during combat, having waypoints so spread out is just hurting dungeons. Running back after a wipe can take an extremely long time, dragging out what is often an overly-long experience. After a failure, it would be nice if we could try again in a reasonable amount of time instead of having an extended run to get through first.
There are many issues with dungeons, but this seems like a nice easy one to fix that would help a lot without nerfing content or changing anything fundamental or twitchy.
Yes please! As a guild officer, I’m always encouraging members to do stuff together. It seems odd to me that dungeon runs and events together earn influence while fractals, which are often harder, do not. Please add this in!
Let’s not get out of control with the suggestion to make it permanent. I know most people in this subforum are going to be dedicated PvPers, but keep in mind that all those “extra” folks you’re talking about are not. I know I have friends who would be very, very, very upset at the idea of being forced to PvP for what are largely PvE rewards (ascended items).
Yes, encouraging PvP is good, but no one should feel like they HAVE to do it, and making it so that you could only max out on laurels by doing both would really go against the core game idea of being able to play however you want.
It’s great that PvP players will now have access to the flavor items and non-PvE stuff that laurel vendors sell, but don’t imagine that PvE players are all just secretly dying to PvP. They’re not. A few of them may have found a new way to enjoy the game; leave it at that.
If we should learn anything from this, it’s that an occasional special one-time event for PvP is a great way to draw new people into it. Not that forcing people to PvP is good. Like I said—don’t get carried away! :P
I believe this list is missing a MAJOR bug with Life Transfer.
From what my friends and I can tell, it only affects ASURA Necromancers.
What’s happening is that Life Transfer does not always go off, despite not being on cooldown and in spite of having plenty of Life Force. Here’s what I think is happening:
When you first enter Death Shroud, sometimes the F1 icon will be a gray lock instead of the usual Leave Death Shroud icon. First, when the icon “flips” back to normal, the WHOLE bar is flipping with it, interrupting whatever you’re doing (almost always Life Transfer). Second, if you start LT right before the flip it won’t even go off, but it WILL be put on cooldown. Third, you can successfully use LT if and only if you wait for the flip to finish before starting the skill. Otherwise LT is unavailable or interrupted. This has not always been the case, LT worked just fine for me for the first few weeks of the game’s release. I believe a patch in the last few weeks may be responsible.
I’ve submitted this bug both in-game and on the bug forum. It’s really, really, REALLY affecting my game play and I hope it gets reproduced and put on this list soon. Please help if you can! Thanks.
I have some more information about this bug.
When you first enter Death Shroud, sometimes the F1 icon will be a gray lock instead of the usual Leave Death Shroud icon. I believe this is directly related to the Life Transfer problem as follows. First, when the icon “flips” back to normal, the WHOLE bar is flipping with it, interrupting whatever you’re doing (almost always Life Transfer). Second, if you start LT right before the flip it won’t even go off, but it WILL be put on cooldown. Third, you can successfully use LT if and only if you wait for the flip to finish before starting the skill. Otherwise LT is unavailable or interrupted.
After talking with friends who play Necromancers, this bug only seems to affect those of us who play Asuran Necros.
When entering Death Shroud, Life Transfer (skill 4) is sometimes not able to be used right away, despite having plenty of life force and not being on cooldown. Hitting 4 repeatedly will sometimes trigger the ability as usual and other times cause the ability to go on cooldown without ever having gone off. Another possible outcome of attempting to use Life Transfer is that it will be interrupted before completing normally.
When observing this bug there is sometimes an odd visual effect of the skill bar “flipping” like it would if you were switching weapons, only without doing so. And sometimes the square representing the F1 key (ending death shroud) will “flip” as well, temporarily looking locked and then normal again. I don’t know if this visual effect is related but it seems to happen concurrently with Life Transfer failure.
Also: this bug only started happening for me in the last week or so. The first few weeks of the game Life Transfer worked totally fine, which is why I know it’s NOT working fine now.
This doesn’t seem to happen 100% of the time, more like 50%, and I have no idea what causes Life Transfer to fail or not.