Showing Posts For Messenger.7450:
Add me as well to the people experiencing the problem. Yes, I live in SEA. Today was the 3rd day of this problem; it started around July 28.
I did as Healix.5819 instructed, modifying my hosts file and it worked. (BIG “Thank you!” to Healix.)
So it’s a problem with our different ISPs here. I just wonder if
1) it’s something ANet can address, and
2) if ANet manages to fix it, what we who modified our hosts file should do.
Yes, I reached the spot at the end of that video. I just want to make sure that was really it and there’s nothing more.
I just need to know: Is there supposed to be a chest at the end of it?
I just want to know if I’ve reached the end of it or I haven’t. Usually there’s a chest that indicates that you’ve gotten to the end of a jumping puzzle.
I’ve gotten to the high point under the water fall overlooking the Crystal Chamber, past the rotting wood beam and platform section.
Thank you!
Noticed the same thing. Did some checking:
- There are only 20 letters.
- The 21st item in the collection is the book collecting the letters (“Caudecus’ Correspondence”) which you automatically get after reading the first letter and starting the achievement.
So the real bug is that the book we have upon completion of the achievement is still labeled “(Incomplete)”.
I decided to just use a Teleport to Friend. What’s interesting is that:
1) on the World Map of my toon, the Ring of Fire Islands was still completely blurred out, but
2) in the loading screen of Ember Bay my toon’s map completion was listed as 1/4 Waypoints, as if I’d successfully gotten there at the end of Taimi’s Game.
Just some added info to help ANet fix this bug.
I just did Taimi’s Game. I entered the portal and went into the loading screen for Ember Bay. Loading seemed to take unusually long. I then DCed from the game and had to log back in. When I did on my toon which had completed Taimi’s Game, I found him in Rata Sum instead. I received then and there the rewards for that story part. When I checked my World Map, I couldn’t access the 1st WP of Ember Bay. I submitted a bug report.
This seems to have happened to at least one other player who posted about it on Reddit: https://www.reddit.com/r/Guildwars2/comments/53ofbb/i_just_locked_one_of_my_characters_out_of_the/
I later did Taimi’s Game on my other two toons and they completed it and got to Ember Bay without any problems.
Because Merciful Intervention is ground-targeted, it becomes practically unusable underwater. The ground targeting immediately rests on solid surfaces- likely fathoms distant- thus away from allies usually swimming far above. It’s almost impossible to “target” an ally in the water with it.
I know that the skill became ground-targeted so that players could choose an ally to shadowstep to as opposed to its original version of simply teleporting to the ally of lowest health nearby. Automatically selecting the lowest health friendly near you limited whatever planned, tactical use you may have for it.
I’d like to suggest the following change to it that would, as much as possible, try to
a) allow its practical use in aquatic situations, and
b) allow players to select which ally they teleport to.
I’m keeping in mind ANet’s design philosophy of you only needing to target hostiles and never friendlies for your skills.
Merciful Intervention
Shadowstep to your target [enemy] and heal around them. If there are no allies near the target, this ability will not shadowstep.
Healing: 1,960 (0.6)?
Number of Targets: 5
Radius: 240
Range: 1,200
(Based on text and figures listed in the GW2 Wiki.)
I understand that the ally you wish to heal may not necessarily be in the presence of a hostile but, from experience, that’s rarely the case. A friendly player or NPC in trouble is almost always in the presence of the enemy player or mob that’s killing them. Since your intention is to save them- likely not just by healing but by interposing yourself between them and their attacker- targeting their assailant is in line with the concept and mechanics of the skill.
The current radius of the skill is 180 (according to the Wiki). To make it easier to use and more likely to help an ally despite targeting a hostile, I’ve increased the radius to 240. Besides targeting a hostile and this radius change, other stats and mechanical features remain the same.
Despite its mechanical problems, I really like the idea behind Merciful Intervention and hope to see it properly working and used once more, hopefully in the near future. Thank you.
2 bugs:
1. Whenever I map travel or log in, there’s a notification for Training on my characters despite having trained/unlocked all skills and traits.
EDIT: The 2nd bug I found was a mistake. I just remembered that my Ascended soldier gear was made using the Mystic Forge from my old armor. My apologies. :-( D’oh!
(edited by Messenger.7450)
After 1 year, in August 27, 2013, ANet put out the following infographic: https://www.guildwars2.com/en/news/guild-wars-2-the-first-year/
It’s now almost the 3rd year anniversary with the game’s 1st expansion coming out.
I’d like to kindly ask if you guys could give us a 3rd Year/Heart of Thorns infographic? :-)
In particular, I’m interested in how our character population breaks down in terms of race and profession. Are there still overwhelmingly more human toons than any other race? How have the ranks of professions increased or decreased?
Thank you!
So has this been fixed yet? … Did they add it back in yet? And is it high priority yet? Its what is keeping me from going back and doing past claw island on alts.
Sigh. I’m in the same boat as you. :-(
I’ve been playing since launch. I made 2 characters around then, then 1 more last year. But rather than pushing my toons through the PS, I decided to take my time and save doing the PS for whenever the PS Daily Achieve turned up.
Prior the September Feature Pack, only 1 of my 3 characters had completed the original Personal Story, while 1 at least was at the Greatest Fear part. I’d done Syska, my toon who’d gotten to Concordia has met Apatia…
… but I really, really want to experience the Tonn story branch through my last remaining toon. :-( No matter how sad it’s going to be, I keep hearing it’s a good, touching, and worthy experience to go through.
The silence from ANet on this matter is just deafening.
I’ll be honest: I feel like I’d be content to keep the screwed up NPC Orr chapters just to have the Greatest Fear content back.
(Yes, I should bite my tongue, so to speak, for posting that. At the same time, as far as quality content is concerned, ANet should NOT leave things as is, but fix both the Greatest Fear plotline and the messed-up NPE Chapters 7 and 8.)
ANet, please, please, please respond.
I can confirm first hand that it’s not fixed.
And it’s not just for characters created after NPE: whoever hit Level 70+ after the latest Feature Pack unlocked Chapter 7 in its current form, hence the new version.
I got the new one on an NPE character that’s been sitting on Chapter 5 but is currently lv80. One of my guildies resumed playing a character created back in January and leveled it to lv75 so far. Went through Retribution yesterday and he got the “new” version as well, the “Greatest Fear” storyline still missing.
Just to be sure: my Necro was created before the September Feature Pack went live and reached level 80 way before it as well.
However, as per your report, I am now incredibly wary of advancing him further on the PS. :-( :-( :-(
This is such a freakin’ depressing development. :-( :-( :-(
Although I’m avoiding doing the story on my existing characters until it’s fixed I decided I wanted to see the changes for myself so I’ve been levelling up a new one.
She’s level 50 now so not far off the edited parts. It will be interesting to see if it has been reverted.
So how’s it going?
Anyone else recently gone through the post-Sept. 30 patch PS?
Is the Greatest Fear chapter back? Truly back?
How’s the order of the episodes of the Orrian chapters?
I’ve got my Necro ignoring Gixx’s summons (Claw Island chapter) in hopes he doesn’t run into the screwed up PS. I really want him to meet Tonn. :-(
My NPE ele’s personal story Chapter 7 ‘Forming the Pact’ (so far):
Forging the Pact
The Battle of Fort Trinity
Against the Corruption
Cathedral of Silence
The Source of OrrDid you hit have Forging the Pact unlocked before or after the 9/30 update?
If it was before, then you’d have the Feature Batch version regardless, but if it was after the update, then they didn’t change it.
Any word on whether characters that started the PS pre-patch have corrected PSs? Is the story still broken for NPE characters?
It will remain unchanged for characters who hit chapter 7 (completed Retribution and hit level 70), even if they fix it. Similar to how those who had hit chapter 7 before the feature batch had the original layout.
The question we’re trying to figure out is whether or not it’s been changed for those who didn’t hit chapter 7 before the 9/30 update.
My personal question:
I’ve got a pre-NPE Necro who reached level 80 before the Feature Pack patch but who’s just started the Claw Island chapter. How will the PS work for him when he reaches the Greatest Fear?
I’m planning to have him choose the path that leads to Tonn. I really want to try that storyline branch. I have two other toons: my 1st did Syska (and is done with the entire core PS), and my 2nd choose Apatia (started Forging the Pact prior to the Feature Pack, currently supposed to meet her in Mount Maelstrom).
I’m holding back on both my Necro and 2nd toon on the hope that they fix the PS soon. I currently don’t want my Necro to do the PS on the chance he ends up with the butchered no-Greatest Fear version of the PS. I want Tonn to be part of his story.
Please, please, please, ANet, revert the PS to the way it was. You can still make it fit your level-gated new system using the old storyline.
But wouldn’t the quickest way to fix all the flaws in the story be to put it back in the correct order?
Not really, considering the story had flaws and troubles beforehand. Besides, I’m more talking about the smaller things such as a character not remembering you despite the fact they should. (Happens more than once.)
It is true that there were PS flaws even before the Feature Pack patch, such as the one you mentioned- but now they’ve added to those flaws by removing the Greatest Fear plotlne and and reorganizing the last two chapters. Previously, characters you’ve met and worked with suddenly don’t know you after their part in your story is done. Now, characters you’ve met don’t know you and characters you haven’t meet already know you. In addition, you do things before it makes sense to do them, such as taking down the Eyes of Zhaitan before you even know what they do.
Before introducing more problems with an update, ANet should have fixed the old problems first. And given the points raised here, they need not change the PS further to begin with.
Here’s something else I realized: Even where the PS is now level gated, why does Chapter 8 have to be as short as the previous chapters? Your character is now at max level! You’ve hit the cap of 80 and should have the basics of the game down with a good amount of playing experience under your belt. There’s nothing wrong with the long Chapter 8 we had in the pre-Feature Pack PS because players should then be fully equipped to deal with it.
Besides the story and gameplay incoherence caused by the patch’s reorganization, the new PS is also too short, both in its entirety (thanks to the removal of the Greatest Fear plotline) and in its end (Chapter 8 is now much shorter). And when a story is too short, it becomes anticlimactic and dull.
At the same time, what did the Greatest Fear storyline ultimately drive home to the player? That there will be casualties and sacrifices made whose cost we’re barely able to accept. Losing a beloved mentor wasn’t bad enough- what about the people who worked and fought alongside and under you as Commander of the Pact? These are lives whose demise only has meaning with the defeat of Zhaitan.
The removal of the Greatest Fear, alongside the shortening of the PS caused by its reorganization, didn’t just make the new PS shallower- it also lessened the triumph the player could feel when he finally defeats Zhaitan.
Please bring back the old PS. Level-gate them if you must, allowing Chapter 8 to be long, but make it as good as it originally was by making it as it was.
The scary thing about the removal of that entire chapter along with the poor re-ordering of the last two chapters is how cavalierly it treats the storyline. Why should we, the players, still care if its parts and order and whatnot is so disposable and malleable without concern for its coherence and the consequences? If ANet doesn’t care for the PS, neither can we. And we can’t for the PS, neither can we care about ANet’s current efforts: the Living Story. Does this mean I should just throw out my copies of “Ghosts of Ascalon”, “Edge of Destiny”, and “Sea of Sorrows”?
I gotta say:
1. I doubt the removal and reordering of the last chapters of the PS had anything to do with Chinese censors. It doesn’t make sense where what would be considered worse according to Chinese standards of decency remains: creatures with exposed skeletons, the Risen of Orr.
2. Similarly, the stories of Apatia, Syska, and Tonn I doubt run against the party line in China. Those are not stories that really question any kind of political regime. Heck, given Confusian ethics (which is making a big comeback now, as supported by the Communist Party), those would make great tales of sticking to societal duty no matter the cost.
3. What I do think happened is that ANet wanted the PS to conform so neatly and uniformly to their new leveling scheme that they cut out the Greatest Fear and reorganized the remaining plotline to neatly fit into two chapters. However, in doing so, ANet sacrificed coherence, pathos and vitality for organization, order, symmetry. But they did it so haphazardly that it brought more harm than good to the game. They were being OC about reorganizing how people played the game but did so as if being OC was the end instead of merely the means.
4. Even if we assume that these changes were made to make our version of the game the same as China’s version- to somehow make it more accessible to them- I really wonder if the unnecessarily simplifying of the game and the PS was even needed. Yeah, okay, it’s a biz, you want to make sure to tap into the Chinese market- but do Chinese gamers need their hands held so much? I’m pretty sure they’re smart and astute enough to learn the game and its storyline the same way we did prior to the patch.
5. There’s also the debate about whether it was all a bug or deliberate, but…
At this point, it doesn’t matter (as well as my other points). The question is: Is ANet truly listening (please, please, I hope you are!) and are they willing or even about to fix (preferably change back to the old version) the PS?
I’m replying to this thread to voice my own disappointment at the removal of the the Greatest Fear plotline as well as the reordering of events in the Orrian part of the Personal Story. I support the suggestion that the storyline be restored to how it was prior to the September 9 Feature Pack.
The Greatest Fear added so much depth to both the plot and the player’s character. It gave a chance for players to further customize their toons and not in any shallow, cosmetic way. It allowed players to delve deeper into their characters, to shape their personality and history. It was dark but appropriately so- our true natures are revealed most in how we act during times of hardship, defeat and loss.
It also introduced to us to some great characters whose lives and sufferings and deaths added more to the weight and pathos our characters went through. We are all shaped by our interactions with the people we meet and deal with. That our characters met these NPCs- even an Orrian illusionist out to discredit our character- gave so much color and character development to them.
On the other hand, the removal of the Greatest Fear from the Personal Story does nothing more than rush the story ahead, removing details, development and explanation. Without it, people don’t have any idea about the explosives the Pact uses, who Tonn is, what’s up with the blue orb and glowing thorn fencing keeping out the Risen, as well as other details.
In addition, why was it necessary to reorder the cleansing of Orr and the defeat of Zhaitan? Now the events and dialogue becomes confusing and messy. They just don’t make sense.
ArenaNet, I understand somewhat the thinking behind level gating the different Personal Story chapters. However, doing it this way- removing and reordering content that was already working, coherent and consistent- does nothing but make the Personal Story a terrible experience.
This is an RPG. As much as mechanics is an important part of regulating and running a game, the story takes just as much primacy. Great mechanics can’t hide plot holes. Plot holes ruin books and movies. Don’t allow the plot holes introduced by this patch to ruin this game. If you do, it will be enough to turn off most of even your most loyal customers even if the game is otherwise fun and sound.
My main is a Charr Guardian of the Blood Legion. He has had to face the prejudice of his kind towards magic-users. He has had to rebuild his warband. He found greatness in the Vigil and in the Pact, but his encounter with Syska brought him all the way back to being doubted and judged.
My Warrior was already at the Forging of the Pact when the patch rolled in. I know I’m going to be able to do the Greatest Fear but I don’t look forward to not seeing it and its lessons in my Personal Story log. I want the lessons from Apathia’s fall to be part of his life.
As for my last toon, my Necromancer, he’s never going to see how an innocent can die and never feel the sorrow it brings.
I BEG YOU, ARENANET, RESTORE THE PERSONAL STORY TO HOW IT USED TO BE. I don’t mind if it’s still level gated; just don’t take this away from us.
Client stuck at "Downloading 0KB (0KB/sec)"
in Account & Technical Support
Posted by: Messenger.7450
Issue resolved. Sorry for the inconvenience.
Is it just because of ascended armor? ANet should have also considered the effect on crafted rares. No one makes T5 light and medium armor (or any other T5 item) because their loot drop counterparts are both plentiful and cheap. Similarly, level 80 exotics are also now cheap and plentiful, so players just jump to those when gearing for level 80.
I really wish ANet didn’t introduce and promote higher crafting tiers by stepping on lower ones. T5 is more or less worthless- now it’s even more so. :-(
I’ve been plagued by this since Clockwork Chaos started. Before that, I didn’t encounter this problem at all, and I’ve been playing since release. I even posted about it here: https://forum-en.gw2archive.eu/forum/archive/speech/Client-DCing-since-Clockwork-Chaos-update/first#post2705265. Doing what Delvoire.8930 said worked to some extent. I have since been able to get in.
But for for NOW, the problem rears its ugly head again. :-(
What’s interesting is that it currently affects only 1 of my toons: the 1 one in Lion’s Arch. I can actually log onto my 2 other toons, both of whom are currently in Divinity’s Reach. I’ve tried the /clientport 80 fix and it made no difference.
A few days ago, the last time I logged on, I was able to access all my toons, including the one in LA.
Please, please, please figure this out ASAP, ANET.
Also, if this has something to do with the removal of culling, I’d just rather have it back. Going for the lowest culling adjustments is just depressing. GW2 is a visually rich game, so it’s really sad to have to use the lowest settings and see everyone wearing the same armor, the same colors and with their faces blacked out.
The error message includes:
Code=7:11:3:191:101
I’ve barely been able to participate in this Living Story. :-(
My client keeps losing its connection to the server after I log in, select a character, and load into a zone.
And if I do get in, the client is extremely likely to DC when I try to use a WP.
I was finally able to play normally last night but it seems purely out of chance. Now, I’m back to not even getting past LA’s loading screen.
Please help!
Focusing crystal from a champion Aetherblade Pirate Captain.
Oscillating Diaphragm from Champion Twisted Nightmare.
Translator Beacon from one of her larger portals.
From http://dulfy.net/2013/08/20/gw2-emissary-vorpps-field-assistant-achievement-guide/
I understand the danger of making globs of ectos too accessible via too easily crafted T5 trinkets, but guarding against this by making an entire high-end tier of a crafting discipline worthless is equally ridiculous. :-(
Compare this to the crafting of armor and weapons- you can’t craft them cheaply enough just to break them down into ectos yet they remain something worth making. There’s a good market for them.
I don’t mind if the globs of ectoplasm were replaced by another material instead of just removed or if the recipes were modified to balance them out- but having Jewelers put ectos into them while providing easy to acquire and cheap loot alternatives is as good as not putting any 5th tier for Jewelcrafting in the game.
There’s no point in crafting Tier 5 (mithril) jewels. :-(
Because you need to add a Glob of Ectoplasm per jewel, the items you make with them come out really expensive. At the same time, dropped/looted jewels and trinkets are sold for such low prices.
Result: Jewelers have no reason to craft mithril items both for the Trading Post (because we’ll have to sell them at a loss just to compete) and for themselves (because we’re better off just buying the cheap stuff).
I would like to suggest that Globs of Ectoplasm be removed from the recipes for tier 5 jewels. It’s really just that which makes it expensive. Doing so will allow prices of crafted tier 5 trinkets to drop and match those of looted trinkets of the same quality and level. Jewelers can more actively engage in trade.
I do admit that one side effect is that Globs of Ectoplasm become more plentiful as well, lowering their value.
Fellow players: What do you think? ANet: Please consider my suggestion.
Thank you.