Pet AI awful. Sword root+Aussie latency unmanagable. Lost playstyle, lost legendary, given up.
Mell: 80 Asura Guardian (+7 other 80s) | Aus Serenity [AUS] | Jade Quarry
Not a bug. From the update notes:
Great Jungle Wurm (Caledon Forest)
I believe there are only 3 discoverable recipes that use mithril ingots – Major sigils of Elemental slaying, Impact and Fraility. If you’ve already discovered them (check the production tab), there will be no more discoverable recipes for the mithril ingot and it won’t appear in your discoverable tab anymore.
When the game first came out, the HoM pets had their own timers.
About 6-9 months ago when there was a big pet patch, the HoM pets started sharing timers with the pet that they were reskinned from.
We thought that was a deliberate change at the time…so that people with HoM pets couldn’t have “2 of the same” pet active…(not that apart from the Jellyfish there was any real advantage to having 2 of the same skill sets on pets).
I’ve had it crash during the “kill Scarlet” section – and the crash log showed it was running out of memory (I have 16Gb ram, and at the time of the crash had 8Gb free – it was the process hitting max memory for the process, not my system running out).
I’ve since turned down the settings for number of users to display and some effects, and not seen the crash since – but I also have only got to the Scarlet fight a couple of times since, so I can’t guarantee that this actually fixed it.
As a work-around – the servers don’t consider you’ve logged out/disconnected until you click the send/close button on the crash log. So if you crakitten that point, do not close the window for about 30 seconds (or whatever time was left in the event) – or if you have people on voice chat until they confirm that the event finished. When you log back in, you’ll at least get the map rewards (though not the “killed Scarlet” one) even if you log back into a different overflow. If you’re in a party, you can “join party” to get back to the area you were in (it seems to work on home servers as well as overflows for the past couple of months), and get to pick up drops that you had earned before the crash. Still extremely frustrating to crash, but at least you don’t have to lose so much when you do so.
The above path pings indicate that the issue likely lies around the “lo0-central10.pcl-ag05.plus.net [195.166.128.186]” hop – if it’s got packet loss, it’ll be losing data for anything after it too (i.e. it doesn’t pass it on, so the packets never actually reach the NCSoft/ArenaNet servers). I’d be starting to speak with your ISP and providing them with those pathping results at that rate, given that this seems to be the first hop from your premises to theirs.
I’d also suggest checking a few other random servers around the net – I suspect you’ll get the same profile of packet loss being introduced at the [195.166.128.186] point, which’ll help your ISP track the issue. (If you were in Australia, I’d say that was a congestion issue at your local telephone exchange, because that’s a pretty classic type of failure here that gives exactly the type of pathpings you’re showing above. I don’t know what your local phone systems are like though, so I don’t know if that applies to where you live).
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The bags you’re using sound like “invisible” bags. This means that the items in them are hidden from merchants/auto-depositing/etc. Their purpose is to give you a bag that can hold equipment swaps (like alternative weapons) or mini pets that you want to keep with you in a place where you don’t accidentally sell them/deposit them.
You usually don’t need more than one (or maybe two if you’ve got extra bag slots) invisible bag – use the normal ones instead.
in Super Adventure Box: Back to School
Posted by: Melana.8345
….it concerns me that this game could be heading places that discourage having lots of characters on one account.
Your question is a good one, but it is coming from a twisted point of view. I have 8 characters myself but I realize it SHOULD take me 8x longer to outfit them compared to 1 character. Despite what many think, time gating does not exist to punish anyone (it’s there to maintain some level of “rarity” for at least some limited time frame).
Even if you don’t think it’s an intentional punishment (as some here will post…“ANet HATES ALTS PEOPLE!!”), you viewing it as a discouragement is just a point of view that you should re-examine.
Time gating does hurt people. With 8 characters, it should take 8 times more effort to outfit them…not 8 times more time-gating – there is a significant difference between those two.
Restricting the effort a player is permitted to do in a time period is where the problem lies.
If I’m personally willing to put in 2 hours of effort for every one hour of effort you do, why should I not then be permitted outfit 2 characters to your one as a result of that effort? Account-wide time-gating doesn’t permit that.
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What I was wondering personally is, what happens to the 15% Karma Infusion I wasted laurels on for one of my characters? I don’t really need that slot for Agony Resistance (on that character at least), but I sure would like to have those Laurels back…. anyone hear what’s happening with those Infusions that are less than worthless now?
*same deal for MF Infusions down the road too…
And gold infusions after the dungeon change 2 weeks ago. Pretty much all utility infusions are now (or will very soon be) obsolete.
I debated with myself for quite a while whether to actually write this – in the end, seeing the descriptions of the Queen’s Jubilee with “bosses designed to punish zerg groupings” tipped the balance.
There is a serious conflict-of-design between challenging content designed to punish poor/unskilled play, and the Ranger’s primary mechanic.
We’ve seen over the last several months a general trend to make more interesting fights by requiring skilled play by the player (which I think is a very good thing overall). Fights requiring awareness of surroundings (mines, the electricity walls, dodging cannon fire), constant repositioning, tactics for “trick the enemy into eating their own companion’s fire to weaken them”, etc have been making for much more interesting fights. Players that don’t learn to dodge, that don’t learn to move, that don’t learn to watch what is happening around them start being introduced into situations where they have to start learning – which ends up making for better players in the end. It also turns the fights from more static “tank-and-spank” into things that need more awareness of what’s going on.
I actually don’t see any other way to create interesting and challenging fights – and I don’t think these are a bad thing…
The problem is that the Ranger’s pet represents everything that this type of combat is designed to punish.
The pet does not dodge. It is not aware of aoe circles, and just stands blindly in them. It has no pathing ability to recognise a mine, so explodes every kitten one. It can’t jump on boxes to avoid electricity walls. It’s too kitten slow to respond to a Ranger’s commands for the Ranger to compensate for this most of the time, it doesn’t heel properly (preferring to run around the ranger at about 2m range away) so the Ranger can’t path it through “a minefield” themselves, and even when called back it’ll take ages to actually start moving and then path back in a straight line through every single bit of aoe along the way (there’s no ability for the Ranger to say “scatter/move” instead of “come to me”). Even when calling on it to actually use a skill, the 2-5 second activation delay makes that skill pretty useless (as most of the time it’ll miss). And in some of these fights, there was actually nothing the ranger could do to keep a pet alive and functioning – the limitations of the AI couldn’t be worked around at all (e.g. the electric walls fight).
Pets work well enough in open world combat, because there’s more leeway for “unskilled” type play – the lack of situational awareness in the Pet’s AI has less impact. I’m not skilled in PvP, so I can’t comment on their capabilities there.
In “challenging & interesting PvE combat” such as we’ve seen over the last few months, the Ranger’s primary mechanic is to have their damage nerfed by 20% or more for the duration of the fight.
Whether that nerf is due to pet death, to calling them out of combat to prevent death, or simply just due to them not being able to hit a moving target doesn’t really matter – the end result is that the Ranger was balanced around an NPC AI that is incapable of reacting to the challenges that players can, and the mechanic itself is in direct conflict with the desire to be able to provide interesting & challenging content.
A primary mechanic that makes you automatically (and sometimes unavoidably) weakened by AI failures you can’t control right when you need all your skill and capability is a failed mechanic.
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I love the wallet, I think it’s a fantastic addition…but I’m also concerned by the inability to deposit money for safety.
The problem with the trading post is that when it lags, it frequently gives the user a message along the lines of Sorry, the purchase failed.
At that point, unless the user themselves is familiar that this message is frequently not true, they end up trying again. The worst part is the money for that purchase is not immediately removed from the user’s wallet – in the past it could take anything up to 30 minutes before the money would suddenly vanish.
As a new player, if you got a message stating that the purchase was not successful, and you saw that indeed, you had not paid any money, would you normally expect that “failed” purchase to suddenly be submitted silently sometime later?
Every accidental TP purchase that members of my guild and I have ever made on the TP has been due to that exact issue of having been incorrectly told by the TP that the purchase had failed. We’re aware (after having been bitten by this) not to trust that message now – but new players won’t have experienced that little gem. Being able to “hide” gold from the TP so it didn’t accidentally steal a whole lot more than intended was an incredibly useful feature, and one I am sorry to see go.
I would strongly suggest that the TP’s handling of lag needs fixing though – especially now that the user’s ability to reduce the TP’s ability to unexpectedly abscond with more money than intended is being removed. If the user is told the purchase failed, it should not get processed at a later time!
Do you have any overlay programs active (e.g. Afterburner, Mumble overlay, Xfire’s overlay, etc)?
I’ve had issues with some of these in the past (particularly the mumble overlay), and the game would crash when you hit play (though it usually gave a crash error report when that happened for me). If you do have anything like those, try disabling the overlay(s) and see if that allows the game to actually start properly.
I think the “leveling with a character already at level 80” part is so that people understand that even when they are max level and have done full map completion, they can still earn 40 skill points (every time the xp bar hits max again, a level 80 character earns another skill point).
It’s not restricted to a level 80 character – it’s just 40 skill points from any method (skill challenges & level ups).
How this achievement works:
1. It shows the highest value you have previously reached (your personal best).
2. Every time you change map, log out, enter or leave an instance, or die, it resets the current xp achieved towards lifetime survivor to zero (while still showing your personal best in the achievements panel).
3. The achievements panel value only updates when your current progress exceeds your personal best.
As an example, if you had previously achieved 200,000xp, the value will appear frozen (it’s not actually frozen) until the experience you’ve earned without dying, logging out or changing maps has exceeded 200,000xp (so when you’re at 50,000xp for the current session it still shows your previous 200,000xp personal best). Once you reach the 200,000 again in the same zone without relogging, rezoning or dying, it’ll start showing 200,001xp, 200,002xp, etc.
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I’ll also add – you can tell if you actually came first or if the person who came first left, because 1st place earns 175 points for winning. If you’ve received 165, you actually came second.
idk…but it has does technically have to be on your end….there are plenty of people out there on different internet connections/computers that have zero lag spikes at all through this content…
i know this is usually a rude thing to say on the interwebz…but it might be time to look into upgrading your computer or switching internet providers…something on your end either inside your connection or computer can’t handle the animations
I’m not meaning to be rude, but your assumptions are very naive.
ArenaNet are selling the game in Australia/Singapore/New Zealand/etc.
They have not provided servers any closer than the US for people in this region.
Based on Australia (because that’s where I am): It takes on average 160-180ms for ANY communications to travel the distance from the Australian East coast to US West coast. Doesn’t matter what ISP we use – that’s a physical limitation dictated by how long it takes the packets to be transmitted through the cable across that distance. Nothing we can do can reduce that yet – it’s simply a function of distance+physics of light/electricity.
Then we have the 40ms+ to get to the “jump off” point (usually Sydney), and the 40ms+ to get from the US “landing point” (usually California or San Diego) to the ArenaNet servers. ISP can make a bit of a difference here, but a lot of problems exist on the US end where our ISPs have 0 control over routing issues. If the US ISPs are having issues, we often have NO ability to work around them. Our best chance is finding an ISP with different agreements in the US so that they use slightly different routes…and even that’s dicey since we don’t have that many physical connections across the Pacific so there’s a very limited number of routes that are actually possible. Or we can wait 5 weeks while our ISP lodges complaints with the US ISPs (who often don’t seem to really care since it isn’t their traffic)…
End result is that a very good connection from Australia’s East Coast has around 250ms ping, with 280-300ms being a more “average” connection. As you start moving west across Australia, it increases more as it takes time for the packets to propagate across the physical cables in Australia too. (We have about the same landmass as the US, so think East Coast US to West Coast US type links).
There is nothing we can do to improve that. Changing computer/ISP won’t make any appreciable difference to what is physically possible with current internet technology (and the current cables in use – some fibre optics, but a lot of copper still too).
If ArenaNet consider that connection adequate to be playing on (which given that they’re selling us the game with that as the only possible server connection they must have considered it adequate), I don’t believe it is unfair to expect that they design their skills/mechanics to be able to be used on that connection.
We do learn to compensate for a lot – we pre-dodge, we learn to predict moves, etc.
That’s not possible with lightning pull. We target it…and land no-where near our target. We jump to an automatic pull spire…and land past the platform, or roll underneath it instead.
The way that lightning pull interacts with that connection is not ok. The problems are not restricted to one player or one computer, and it’s not something that the player can do anything about. It does change from one day to another – the first night it was unplayable (30+ jumps in a row failing to hit the actual target reticule…every one jumping either 1.5 target diametres too long, or 1 target diametre short). It is exacerbated by the number of people in the zone (so getting a quieter zone allows the inaccuracy range to reduce to the point where it’s only a 1/2 a target reticule long – which we can sometimes compensate for with how we place the target). But for us, the base connection is unalterable – and the skill has NOT been designed to gracefully handle the known, expected communications limitations.
If ArenaNet are going to make skills like these, then ArenaNet NEED to make sure that they work when accessed on known, expected connection access times. The aspect ones do not work reliably on these connections.
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You should at least remove it from the list of places where guilds are sent on Treks while it’s bugged.
This is a blocking issue. It deserved a hotfix.
The issue is that the minimum level for a dropped gold item is level 39 (you can craft some golds for level 35, but they don’t drop from mobs/chests).
People with a level 10 char were earning level 39 gold items – which is significantly higher in level to what they should have been able to get from a chest for their own character level. It’s scaled for characters of higher levels (i.e. a level 60 character gets a gold item around level 57-62), but they couldn’t scale it down further for characters below about 40 because gold drops simply don’t exist that low.
The limit was added about the same time as they restricted it the chest to once per account per day…it was due to the difference reward level of the gold item rather than due to multiple characters hitting the chest each day.
Shortbow should have shorter range than Longbow. If the most range they can give longbow is 1200 (plus eagle eye), then it makes sense. He said that they brought it down to the same range as thief’s and that they didn’t want the shortbow to overshadow the longbow.
Where can we get a recap of the episode.
The problems here are:
The LB is still a very unattractive-to-use weapon. PvE – mobs run at you, so you’ll never get to stay at 1000+ range to keep it doing decent damage. I don’t do a lot of WvW, and almost no PvP, so I can’t comment there. It’s also power-based, and Ranger power-scaling is appalling “because of the pet”.
So they’ve left us now with our ONLY long-ranged weapon being…pretty awful (in PvE).
As for thief vs ranger + shortbow ranges…most other weapons have range differences between different classes. Scepters are 1200 on guardians instead of the 900 elsewhere. Daggers can be thrown for 1200 on some classes, while are melee only elsewhere. Axes are usually melee, yet rangers throw them. Even staves are not all long-range – on a guardian the auto is 600 range. I’m sorry, but the reason of making it consistent across classes – when nothing else is consistent across classes – doesn’t make any sense either.
The explanations given for the range nerf sound like it was made WITHOUT reference to the Ranger’s balance in the context of their place with the other classes. And THAT is not proper balancing.
If the longbow is performing badly enough that it’s overshadowed by other weapons (which when compared to other classes were not overpowered), then they needed to fix the longbow, not break/nerf the other weapons to try to force its use despite performing badly.
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Yes, we care about the forums.
We also care about all the classes equally.
Then could we respectfully request an explanation of what the changes are supposed to be aiding/addressing, as done frequently when large skill change patches were made in GW1?
Because at the moment, it is hard to comprehend why many of the changes made to the ranger were considered necessary (in my case, particularly in pve).
Having put in the effort to make the Dreamer, I’m feeling particularly confused and dismayed that it’s purpose has been changed – it no longer fills the purpose of long-range weapon, nor does enough damage to fill the purpose of melee weapon…so to use the weapon I spent months crafting I now have to sacrifice the utility of one of my weapon swaps…
I can understand most interact options overriding the aoe loot one.
But it makes no sense whatsoever that the “Search” option overrides the aoe loot option.
That’s what myself and every guild member I’ve spoken to expected the “aoe loot on interact” to change – that “search” became “aoe search”.
Well, that was disappointing. Just broke in exactly the same place for us too. Didn’t know about the bug beforehand, so didn’t know we had to do something special to prevent the instance from breaking here.
Hey folks,
I main a ranger and I’ve done this fight a few times… so here’s a few little tips and such that I’ve found worked for me and my pets.
Bring devourer or spider. Position yourself nearby but in a safe spot free of traps, and either swap or f3 your pet to your position. Try to keep near NULL so that your pet doesn’t get pulled due to NULL running off after a fleeing player while your pet chases him/it. I found ranged pets were good in this instance since it meant they weren’t running off triggering things nearly as often as my drake/wolf was.
I tried it once with a Moa for the heals, but eventually gave up on Adrien Beaky as I found my devourer Citizen Snips to be more useful for DPS in the burst moments.Bring Search and Rescue. It is especially useful if your group is struggling at the last 25% and you need help picking someone up quickly. Pet swap next to the body of the person before using it if there are multiple people going down and you need some focus.
The issue here is that the Ranger’s pet is a severe liability in this dungeon, and unless we actively fight the pet controls and pet AI the whole dungeon to work around what is a broken mechanic the Ranger is an active detriment to any group for the NULL fight.
Put a pet on passive – and it still wanders aimlessly around the ranger, causing nearby mines to be exploded (which then explode at double the detection range so they hit people who had been safely avoiding them). Let them attack, and NULL gets fixated on them making it harder to pull him into tampered mines (yes, calling the pet back to you can work…except the pet will trigger other mines on the way damaging your party members again, after NULL had just reset the mines that had been a “safe” path)…
Trying to work with your party…the ranger can’t afford to help downed party members get back up themselves, because the pet follows them in to the downed party member and explodes the mines around the ranger and the downed person…after which you have 2 downed people (or one downed ranger + one dead – and very annoyed – party member). Send the pet on Search and Rescue, and they they often kill the person you’re trying to help res before they reach them by blowing up mines on them (and sometimes die themselves on the way in too, thus not even bringing the party member they killed up at all).
Seriously, this dungeon’s mechanics have NOT been designed with the capabilities and limitations of the Ranger class’s pets in mind. Apart from the work-around of “try using ranged pets…because they will do stupid things less often”, there is no real tools for the Ranger to prevent the pet from kittening up the dungeon for the other party members.
In a game where so much thought has usually been put into anti-griefing event design, I was very dismayed by the lack of consideration of the interaction between this dungeon’s design and the Ranger’s pet – turning the Ranger into a pariah for this dungeon.
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I’m sorry to say that this is a known issue after transferring between region. https://forum-en.gw2archive.eu/forum/pvp/pvp/Tournament-chests-and-transferring-between-server-regions
At this point, I think you have 3 options:
None of those look like very good options, but I’m afraid they’re all that is available at the moment :-(.
Just in case it’s still useful.
Server: Jade Quarry
Map: Twilight Arbor Explorable
The rest of the game will run fine, but there has been a repeating issue (starting some time in Jan) where entering TA results in frequent lag spikes and between 1-5 disconnects during the dungeon. Doesn’t happen every dungeon run, but if it happens for one it’ll happen for others runs done afterwards.
The game will have been running fine before entering the dungeon. After finishing the dungeon, the game returns to normal with no further disconnects, no further lag spikes. Restarting the client and returning to the dungeon the lag/disconnects return – it’s linked to that dungeon instance.
When TA does that, there’s usually a minumum of 2 people in the group affected, and there’s been at least one run where NO-ONE got through the run without disconnecting at least once (2 group members in Aus, other 3 in the US, all on different ISPs), and two disconnected more than 3 times (that was the worst one we’ve seen). It was frustrating to disconnect at the start of a boss, run back in (no waypoints!) to reach the boss before it dies (Malrona), try to hit it and immediately disconnect again.
It’s not a mistake – upgrading an item soul-binds it to the person applying the upgrade. There is a warning stating that this will happen when you apply an upgrade (it’s in that pop-up message that makes you confirm you want to apply it).
The exception to this is account-bound gear will stay account bound. Everything else becomes soulbound.
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Check your computer’s date, time and timezone (including things like year, etc).
Which daily quests to display in the UI are determined by your computer clock – and if it’s wrong, you’ll see the wrong quests in the UI. This is a known issue – to fix it, fix your computer’s clock (in Windows/Mac settings, not in-game).
Actual progress on the quests is handled server-side using the server’s clock, so if the display is wrong you’ll be seeing quests you can’t actually do, and the server naturally won’t be tracking progress for those since as far as it’s concerned they’re not “today” daily quests.
What does ‘completing’ a dungeon mean? Do the story mode? Do all explorable paths? I’ve never done dungeons, 5 seems doable if it’s SM or if one explorable counts, but if I have to do all 3 explorable paths I’d like to know so I can write off the monthly now.
Complete a single path, and Story mode counts as one path. So doing 5 story modes would give credit for 5 dungeons. You can also complete the same path multiple times for multiple credit.
Fractals have never counted as Dungeons in the past (November 2012 monthly had both Fractals and Dungeon requirements as separate tracks).
The game considers them two very different things – and has implemented them as two very different things. We wouldn’t have had issues with cross-world Fractals or reconnection after disconnect if Fractals were “Dungeons” in code-terms
.
To add to the investigation:
Try checking your system timezone…it might be showing what looks to be the right date/time, but with the wrong timezone setting it’d be completely off when compared to any fully specified datetime.
e.g. I’m in Melbourne Australia, my current timezone is GMT+11. If you had your clock set to a US date/time with an Australian timezone, it’d look correct because the display doesn’t show timezone normally…but the full time would actually be something like 16-19 hours out (ahead of when it actually was – you’d see tomorrows stuff today).
Wait hold on. I have my local time set on the game screen. You sugesting I have it changed to be inline with the servers? If that is ttrue then I CALL BOLLOCKS!!!
Not at all – by “system” time I meant the time you have set IN WINDOWS (or MAC) as your computer system’s time. Part of your computer’s time is a setting for YOUR timezone. I was suggesting you should check that. Your computer may be displaying what looks to be the “right” local time on your computer, but it may actually have been set to the wrong local timezone on your computer. (Note: all of this is completely outside the game).
I gave an example to show that – if your computer had the wrong timezone set as your local timezone – the computer could appear to have the right date/time and yet still be several hours fast/slow of the actual time.
I’ll try to explain better.
Those date/times are exactly the same instant in time…and yet the clock time and date are quite different in local time for Melbourne and Seattle. The timezone is used to relate them together – and if you have the wrong timezone set, it’ll result in the time being shown on the computer representing completely the wrong instant in time (being potentially many hours fast or slow depending on what timezone was set). All time-comparisons using the incorrect timezone will then give incorrect results, because they’re calculated based on an incorrect time.
From what the ArenaNet dev had said, which dailies to display is calculated client-side as a test like “has the local computer time passed the equivalent of 00:00 UTC on date 29th Jan – if yes, display 29th Jan’s dailies, if not display 28th Jan’s dailies”. Thus if your computer’s timezone was set incorrectly, that test would start displaying the next day’s daily quests too soon (or too late) by mistake. The error here would be due to the time in Windows (not the time shown in the game ui!) – though arguably doing the calculation based on the user’s computer’s time is in itself an issue because it results in exactly this type of problem.
Try checking your system timezone…it might be showing what looks to be the right date/time, but with the wrong timezone setting it’d be completely off when compared to any fully specified datetime.
e.g. I’m in Melbourne Australia, my current timezone is GMT+11. If you had your clock set to a US date/time with an Australian timezone, it’d look correct because the display doesn’t show timezone normally…but the full time would actually be something like 16-19 hours out (ahead of when it actually was – you’d see tomorrows stuff today).
And would be great if the monthly was reset, because I already did mine, and I want laurels so bad!!
No need – the Jan monthly will not give laurels if you finish it after the patch. The Feb monthly will be the first montly to award laurels.
They were talking about adding stuff based on achievements as well – though it wasn’t 100% clear whether achievements (e.g. all those jumping puzzles/story completion/etc things) would earn laurels or something else, it sounded like they would be earning laurels. That wasn’t included in the initial release because it wasn’t ready yet.
If achievements are going to earn laurels, it’ll remove the daily/monthly calendar gating. If you’ve got multiple level 80 characters, you will have multiple story achievements/etc available to get laurels awarded for
. It’d greatly increase the amount of laurels available (kind of like karma jugs improved karma availability).
They’ve already stated that achievement based Laurels wouldn’t be for any of the repeatable acchievements. They’d just be one-off rewards and the gating would still be in place. Don’t forget there’s a lot of OTHER cool stuff to buy with Laurels and I’m going to be required to put ALL of mine towards amulets and not cosmetic items in order to stay competitive.
True – but that doesn’t mean that having multiple chars doesn’t increase the number of achievements you’ll have available.
There’s weapon-type “kills” achievements, hero/story achievements, achievements for completing more than the 301 hearts available to a single character, etc, that people with only one character will not be able to complete.
I’m also facing similar issues…I have 10 characters currently though only 2 are level 80 yet (the third is about 68 with several others in the 30-40 range), and am likely to have at least the 15 to see all the stories. I’d love ArenaNet to have released the achievement part of laurels at the same time as the daily/monthly part…but given the option between being able to start gaining them now (slowly) verses having to wait another month or two for the achievements part to be done, I’d rather they released the part that was ready now so I can start now.
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They were talking about adding stuff based on achievements as well – though it wasn’t 100% clear whether achievements (e.g. all those jumping puzzles/story completion/etc things) would earn laurels or something else, it sounded like they would be earning laurels. That wasn’t included in the initial release because it wasn’t ready yet.
If achievements are going to earn laurels, it’ll remove the daily/monthly calendar gating. If you’ve got multiple level 80 characters, you will have multiple story achievements/etc available to get laurels awarded for
. It’d greatly increase the amount of laurels available (kind of like karma jugs improved karma availability).
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Well, all guild upgrades are lost when the guild switches servers, but I don’t know if that’s the case.
Technically they’re not “lost” – they’re just tied to the server they were earned on. If you returned to the original server, they’re still there and will be accessible again.
The issue is that upgrades (and influence earned) is NOT cross-server, even though the guild name/roster is cross-server.
ArenaNet have already said that the Jan monthly regardless of when it was completed would not award laurels: https://forum-en.gw2archive.eu/forum/game/gw2/Will-existing-achievements-get-converted/1214179
So this is not a bug.
Also everyone does realize that GW1 was hosted entirely in America; right?
No, it wasn’t.
There was always European servers – I think the data centre for those was in Germany. Likewise, the International districts used to be in Taiwan if I remember correctly – these were the districts to go to if you wanted to play with someone cross-region, and where trading was often done. They also gave the best ping for Australian users, so we played on them a bit for a while.
It’s changed now, but originally when you created a GW1 account, you’d select either Europe or US, and your account was locked to that region. To play cross-region, you could select to play from an International district in-game (sort of equivalent to a special server that you could ONLY guest on, you couldn’t make it your home, but everyone could guest on) – but that meant that you COULD play cross-region at any time while having your account stored at your preferred region. Transfers between regions were free – but limited to 5 times maximum in an account’s life time.
Connecting from Australia, the regional differences were very apparent. International used to be around 120-150ms ping (I think that center has closed now and is in the US), US was around 250-300ms ping, Europe was around 430-500ms ping (because most of our European communications go via the US first). As you entered a zone, the IP address being connected to would show in the top left corner – and doing a traceroute on these would very clearly show where the zone was being hosted. They were NOT all in the US.
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The in-game mail system limits you to 10 stored player-sent or gem-store mails account-wide. Once the limit has been hit, new mail is held back in a queue waiting for you to delete old mail to make space before delivering it.
Occasionally the limit has been triggered at 9/10 mails (there’s some interaction with the heart-reward mails as well). Both Gem Store and player-sent mails are queued once the limit is reached.
As Jeffrey suggested, try retrieving anything still attached to your in-game mails, then delete all mails. New mail should start flowing in again once space has been made for it.
Did you “deposit collectibles” at some point? It will send the miniature to your bank collectibles tab unless you have it in an invisible bag.
Is there any way to turn that off? I don’t want my mini going to the bank when I “deposit collectibles,” but at the same time I don’t want to take up an entire bag slot with an invisible bag, because once you get beyond 8-10 slots they’re more nuisance than they’re worth. There needs to be some way to keep minis around.
Put your weapon/armor swaps, salvage kits, food, gathering tool replacements, etc in them as well, and put the invisible bag in the last bag slot you have (you can drag them down to the last slot if you’re already using them/get another slot without having to empty or unwield them).
Being last, drops get sorted into other bags first by default. Putting your weapon/armor swaps in the invisible bag means that you don’t accidentally sell the weapons/armor you want to use yourself to a merchant/on the broker. Resorting bags using “Compact” leaves the invisible bags alone, so things don’t move around on you either (makes finding a food much easier). Note: I’m using 2×18 slot invisble bags…and they’re generally full or near full with food, potions, equipment, tools, legendary components, etc.
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I’m a little surprised that even with the authenticator the account is still being repeatedly terminated…I would have thought that should have at least guarded against a local keylogger.
It may be worth asking to have ALL “remembered” networks reset for this account, just in case the hacker had set his network to remembered – because the code isn’t used for remembered networks (allowing a hacker to bypass that security entirely if their network was previously authorized and set to “remember this network”).
If this is intended behaviour, the tooltip/description on the achievement needs updating. It only references player death as a reason for it resetting and not any of the other reasons it resets.
Gifts of exploration are account wide. Not to mention legendaries are not bind when picked up. You can make a legendary on any character and stick it in your bank for a different character or even mail it to someone.
This. Technically this means you could create a character solely to do map completion for the gifts (and money from hearts/mats/etc), then delete them, so as to have as many gifts as you want/need.
Which, if you’ve got the patience to gather the money/mats for 4 legendaries, could be considered part of gathering those mats
.
Since we’ve had LOTS of posts in pretty much every forum each month from people expecting the reset to be at midnight in ArenaNet’s timezone, I figured a reminder that it will reset at midnight GMT on 1st December = 4pm PST on the 30th November would be worthwhile.
Time converter to work out when that is in your timezone:
http://www.timeanddate.com/worldclock/fixedtime.html?msg=GW2+Monthly+Reset+Time&iso=20121201T00
Hopefully we’ll have fewer upset people who thought they had one more evening to work on it this month. (Yes, I posted this to reddit too – I’m doing my best to help prevent disappointment from new players getting caught out this month)
I hate to say it…but the other option was that he was asleep, wasn’t hacked, but had set his character up running a bot while he slept. You can set your status to offline (which hides you from friends/guild) in the Friends tab, and it’s possible he’d done that so that people wouldn’t realise that he had left his game running with a bot program while he slept, and it was just chance that you actually ran into his character.
While I hope that’s not the case, it’s another possibility for why he’d be asleep when his character was online without having lost anything due to being hacked.
wvw maps already have waypoints in them i believe cause when i go i see that the waypoints are already there would it be in pvp??
Is there anything other than waypoints missing? Are all vistas/POIs are registered? What about skill points/hearts?
Each borderlands map has 6 waypoints (if I remember correctly), but I think you need to travel to the map to get all 6 immediately unlocked. However, if you’ve got the skill points from all 3 borderlands you would have done that already.
Likewise, the other place I’d suggest rechecking would be the racial cities. They don’t have skill points/hearts, but do have POIs/vistas/waypoints. They’re also easy to miss/forget getting everything since they’re not “somewhere you go to fight”…and checking them is free using the Asura gates to/from Lion’s Arch to visit them.
The wiki is:

It is the official documentation site for information about details of gameplay…and I would have thought “achievement roll-over time” to classify as a piece of “detail” information. The only way not to know that it existed is to have never read ANY of the “new player” information that was officially available – never read the manual, never looked at the quick reference card, etc – at which point putting the information elsewhere because “it should be on the main site” or whatever would have served absolutely no benefit because those players would never have looked at it anyway (as they clearly haven’t looked at what is currently there).
All that said, I’d agree a timer for how long until the daily/monthly achievements reset shown on the daily/monthly achievement page itself so people can’t miss seeing it (kind of like the length of time left for a guild buff) would be a valuable addition to the UI. If only to prevent this kind of confusion.
Posted by: Melana.8345
I also ordered and paid on 30th August. It hasn’t arrived yet.
I queried DirectSong on 7th Oct, was told that it had been delayed due to manufacturing delays, but was expected to ship in “the next 5 business days”.
I’ve had no further updates. I still have no idea if it has shipped and just not yet arrived (to Australia – which does take a few weeks normally), or has not shipped at all. I will be querying again in a week or so if it doesn’t arrive by then.
Edit: it finally arrived yesterday (Tues 13th Nov), after being shipped last week – TEN WEEKS after it was originally ordered/paid for. At least it is here now
. I figured an update was worthwhile for anyone else still waiting who ordered around the same time.
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First off I have my clock set up to server time so there goes that whole crazy clock time theory.
All daily/monthly resets are in GMT/UTC timezone, not server/ArenaNet timezone. They have been in GMT since release.
The Wiki is not in the game…nor should you have to look on it to figure out something that makes no sense.
A monthly is a monthly…it ended a day early and is not common knowledge.
The wiki is directly accessible from in-game. Type “/wiki <topic>” and you’ll load it.
It only seemed to “end early” if you live in the US – the game is worldwide. Players are worldwide. Daily/Monthly resets are done worldwide at the same time for everyone, which meant that for me, the monthly ended about 11am Nov 1st in my local time. But it started at 10am Oct 1st in my local time (we had a daylight-savings timezone change during Oct), so we DID get a full month to do it.
Seriously, for a globally-played game, tying resets to GMT/UTC is the most sensible time I can think of. That time DOES NOT adjust for daylight savings (it’s a specific time constant), and all timezones are defined in reference to that time – i.e. “PDT -7:00” means “PDT is 7 hours behind UTC”. Having it in UTC/GMT means that calculations to work out your own local time are made a lot easier for everyone who DOESN’T live where the company is located…because you’re only needing to do one time conversion instead of two (otherwise you convert to GMT, then convert to the other timezone).
It also means that daylight savings timezone changes are not cumulative for people in the Southern Hemisphere. When we move our clocks forwards, the US is generally moving them back. The time difference between my local time and the local time at ArenaNet varies between 17h, 18h, and 19h (if I have calculated the times right) depending on the time of the year and the exact dates that the two areas change into/out of daylight savings (since not all countries/areas changes clocks on the same date).
So, you didn’t notice it last month, you missed the forum announcments/discussion about it a few weeks ago (last time it changed), you have never read the wiki, and you got caught out this month with an incorrect assumption. I’m sorry that has happened for you, I understand that it sucks – but you know now for future, and you can share that information amongst your guild/etc so that they know too.
Just purchased a Dye Pack from the Gem Store, have waited for some time, logged out and re-logged.. Still nothing…? Usually these purchases are received instantly.. Please help.. thanks..
How many mails do you have stored? Delivery is held back if you mail is “full” – and there has been a common issue where 9/10 mails is treated as “full”. Try deleting read/emptied mail – if the above is affecting you, the held mails will start being delivered again (delivery is just waiting for space).
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