Showing Posts For Risingashes.8694:

/v2/commerce/delivery temporarily disabled

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Pagination no longer an option?

It’s on the table but I’m not sure when I’ll have time to implement it.

Ah good, thought it might have been some technical limitation.

Since it affects so few people it’s hardly a priority. That being said, very much looking forward to it personally.

/v2/commerce/delivery temporarily disabled

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Pagination no longer an option?

/v2/commerce/delivery temporarily disabled

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Looks like this endpoint is back up.

If intentional:

https://api.guildwars2.com/v2/commerce/delivery?access_token=41CF3509-D8FD-8140-9B9B-6E9331DF34892E54CAFD-D7BC-4929-9C95-D660F2E947ED

Is working (an account with a few items, which is concatenating items correctly), but:

https://api.guildwars2.com/v2/commerce/delivery?access_token=BD7FD212-03D1-0242-9F45-897502882A5204658927-B753-4FA0-B33D-5CB5CE312B38

and

https://api.guildwars2.com/v2/commerce/delivery?access_token=BD7FD212-03D1-0242-9F45-897502882A5204658927-B753-4FA0-B33D-5CB5CE312B38&page=0

(an account with over 8 million results) is resulting in:

502 – Web server received an invalid response while acting as a gateway or proxy server.
There is a problem with the page you are looking for, and it cannot be displayed. When the Web server (while acting as a gateway or proxy) contacted the upstream content server, it received an invalid response from the content server.

This is different from what previously happened- which was for the JSON result itself to give an error (errtimeout or similar, from memory).

Get Gold/Items to be Picked up at TP?

in API Development

Posted by: Risingashes.8694

Risingashes.8694

make it not update correctly when you’re logged in

Personally, this wouldn’t diminish the usefulness of this endpoint since it’s information that is literally impossible to get currently in game for people with over 100 items in their TP queue (unlike most endpoints that make obtainable data far more convenient).

Whichever limitation ends up being true, the edge cases who want this niche functionality are likely willing to work around it, either by doing calculations when logged in or not logged in as appropriate (being required to not be logged in would likely be useful to a larger range of people).

If double counting becomes an issue, implementations can choose to exclude the endpoint from their aggregate wealth assessments.

Add Actual Sold/Bought to Trading Post API

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Currently the API returns: Current buy stack int, current sell stack int. Estimated Sold and bought are done by fetching twice and comparing the difference.

This breaks under a large amount of situations.

On the sell side: If items are sold, and listed in the same period before the refetch they cancel each other out.

On the buy side: the sell side problem exists, but additionally cancelled buy orders are interpreted as purchases.

If actual bought/sold was returned this issue would be fixed as refetches would then be able to differentiate between added items and actual transactions regardless of the qty direction.

This could either be done via the actual number (ideal) or by caching a daily number calculated at a certain time depending on availability of the data.

What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Material storage concerns are a result of a deeper issue with GW2 loot which could be resolved in a far better way.

Loot in GW2 is mostly salvagable junk, reroll items (bags), and good things. The first two catagories border on an annoyance.

Inventory management can be a relaxing side loop when done properly, but GW2 takes it to an extreme. Rather than removing loot and concentrating on high-end specialized drops (the solution Diablo 3 implemented) a UI should be added that removes the needless busywork section of the loot management loop.

Currently players receive items up to a point where they either get a full inventory, or finish the activity.

Their choices are then- search the inventory for greens or rares that should be listed on the trading post → list them → then do a right click salvage all on their copper fed and a right click salvage all on their mystic or silver fed → deposit to bank → list any materials that are already full in materials storage. Within that process they can either save or open bags immediately, but the resulting items from those bags are then treated the same.

This process is horrible. It feels like riffling through trash, and requires players to do busywork rather than seeing and appreciating the fruits of their labors.

The process can be modified in many different ways to achieve the same result, but the following is the best I can conjure:

Player logs in for first time after patch with new feature.

Goes out to do content.

Get’s dozens of items, including: A green lvl 80 Druid’s Staff of the Forest of Power. This item will never ever be useful to that player, they will receive hundreds of them throughout their play time and the only difference between it and a random amount of elder wood is the chore of running it through the copper fed.

Instead the player can now right click that item and select ‘Add to auto salvage’.

Now when the next green lvl 80 Druid’s Staff of the Forest of Power drops it goes through the client side event to recognize an item receipt, and gets automatically salvaged.

The result of the salvage is attempted to be deposited to materials storage.

If the flagged item is a bag then it’s auto-opened.

If opened items enter the overflow queue then access whether queued items are in the autosalvage list (or can be deposited in materials storage) before halting further openings.

Put Bloodstone Dust, Emp Shards, in to currency wallet, with a vendor put in game to convert the item to a physical version for use in recipies.

What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Add slots that can accept stacks of any item.

Adding stacks would increase the value of that slot by 1, up to the upper integer limit, withdrawing would add a stack to your inventory and remove 1 from the slot’s value.

If the value drops to zero the slot is neutralized, dragging at item to a neutralized slot attunes the slot to that item and allows you to deposit stacks of that item.

Make them gem-store items.

How many are keen for S4

in PvP

Posted by: Risingashes.8694

Risingashes.8694

@Josh Davis

Is it possible to also decouple sPvP divisions from the AP system?

The last three seasons have created some of the only skill-gated time-limited APs in existence. At least with Liadra the APs were more achievable to the merely above average in a reasonable amount of time investment.

Getting legendary rank in every season simply isn’t reasonable for most AP hunters. Making the achievements worth 0 AP would be a wonderful change, making some way to make up the previous APs (combining them into a global achievement, etc) would be very accommodating.

It’s most likely an oversight because APs don’t seem to be a priority, but time-gated APs are really disheartening to people trying to compete on the leaderboards.

Limit Testing on the Black Lion Trading Post

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

We’re running some tests on the Black Lion Trading Post to try to reduce the number of error messages

Any chance we’ll get the sell limit increased from 250? Would bypass the limit problems without increase server load.

Updates about Wintersday

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Hi Gaile, thanks for this info, it’s a huge relief for me and anyone else trying to complete the Winter’s Presence shoulders. However, I do have a few questions that I would like to ask, and hope you have the answers to.

  • Will the candy cane achievement be given similar treatment? It’s not required for the shoulders, but it’s still one that is on a similar progression scale as Festive Imbiber.
  • Will FI and the candy cane achievement progress the Wintersday meta after Jan 12? This is mainly a curiosity thing, am interested to know if the meta achieve will be locked after Jan 12 is over, even though anyone that really wants the meta won’t need it.
  • Will FI and the candy cane achievement’s progress carry to next Wintersday, similar to the Grawnk ones did from last year? Just another curiosity deal.

These need to be answered.

Additionally: Are the devs aware that since the delicate, glittering, unique & pristine snowflake → wintersday gift recipe was disabled there will be absolutely no supply once the wintersday activities are disabled? This will mean massive unmatched speculation in the gift market, and a massive crash in the snowflake market as they’re used for essentially nothing once the event ends.

Reintroduce Gift Forge Recipe

in Guild Wars 2: Heart of Thorns

Posted by: Risingashes.8694

Risingashes.8694

Previously we could forge delicate, glittering, unique, and pristine snowflakes to make presents, and it created a good item sink that existed beyond the wintersday festival.

Right now, once wintersday ends we’ll have a lot of useless snowflakes gumming up the market. If it’s reintroduced we’ll avoid this, and drive presents down to a more reasonable price.

Remove JP requirement for shoulder item!

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

> People that suffer from carpal tunnel or arthritis are pretty much SOL

A game should not be designed around people with medical conditions.

Having empathy for people with niche requirements is a good thing to do, but there’s a gigantic chasm between accommodation and breaking the game for other people to serve a slither of the population.

There are enough medical conditions that cover such a wide range of abilities that literally every piece of content couldn’t be used as a requirement if “every player must be able to do it” was a design philosophy.

Remove Pip loss

in PvP

Posted by: Risingashes.8694

Risingashes.8694

Losing progress is not fun.

Failing to gain a pip is already a punishment.

Losing pips is horrible

in PvP

Posted by: Risingashes.8694

Risingashes.8694

Please remove losing pips.

Losing a game is already a punishment as you’ve gained nothing, having to win 2 further games to progress isn’t fun, and facing the same scenario 5 times isn’t motivating.

Good players can still easily reach division 6 and beyond but at least the rest of us will be able to work towards something. Getting multiple legend ranks should be enough to stroke kitten, letting scrubs get to ruby in 4 times the number of games isn’t going to break anything.

New endpoints: achievements

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Will you be rising daily AP lvl cap? There is more and more ppl at max already.

Hopefully not. 10 free AP per day devalues permanent achievements. It is already nonsense that say a black lion collection gives 3 AP when 5min of pvp dailies give 10.

The entire distribution needs a gigantic overhaul and a massive expansion. Time gated content taking up 50% of available achievements isn’t healthy.

There should have been more achievements...

in Guild Wars 2: Heart of Thorns

Posted by: Risingashes.8694

Risingashes.8694

…in HoT.

Vanilla has over 15k worth of achievement points.

The daily cap is 15k.

Yet HoT has barely a few thousand achievements.

If this expansion is supposed to give people goals that stretch until the next expansion, why haven’t traditional catagories been expanded?

Where are the specialialization SPvP achievements?

Where are the new WvW achievements?

Why not give extensive achievements for dungeons to encourage people to go back after the massive reward nerf?

Based upon current numbers players will never be able to reach more than two or three pinnacle weapons.

Rodgort I: The Graphical User Interace Story

in Lore

Posted by: Risingashes.8694

Risingashes.8694

Rodgort I:


Current beginning: Purchase shopping list from faceless NPC.

Current middle: Complete shopping list, and then burn in a random pire.

Current end: Chest appears in bottom right corner of screen.


Potential beginning: *

<talk to NPC in inn>

Inn keeper: What can I get ya?

Character: Do you have any information on…
…a legendary…
…torch?…
————————————————————————————————-
(if first time, otherwise check option below)

Inn keeper: A torch ay?

Character: I can make it worth your while.


(if you already have completed a precursor from this NPC, otherwise continue down)

Inn Keeper: Weren’t you looking for a #weapon# already?

Character: Am I asking too much?


Inn keeper: Don’t worry about it. I had someone in here recently that might be able to help you out they were a Charr by the name of Gladium Greivesbane. Normally I can’t stand the #char_insult#, but this one was alright. You can find him hanging around the Cantom in the Black Citadel, where the #different_char_insult# go to take a break from burning down villages and spend their spoils on eat and drink.

<player then heads to the Black Citadel with two pieces of knowledge- the name of the NPC, and that they need to find the Cantom, lore savvy players will have picked up that Gladium isn’t the char’s first name, but instead their rank which the inn keeper was ignorant of, they’ll also know that Gladiums don’t socialize in the same area as members of a legion. And so instead of heading to the northmost Cantom Factorium which is where most players will first see the word Cantom, they’ll head to the Gladium Canton. This rewards lore knowledge, while also passively teaching people without lore knowledge about Charr society without shoving it down their throat>

<Assuming zero lore knowledge, the player would obviously talk to the city guide NPCs for directions>

Character: I need directions to….
Canton Factorium…

<Marker appears on map>

<Player searches NPCs but cannot find Gladium Greivesbane>

<A few of the NPCs should have a suggestion to ask the Charr tavernkeeper, alternatively after 5 minutes the marker and quest text should suggest talking to the tavernkeeper >

Tavernkeeper: What can I get you?

Character: I’m looking for…
…Gladium Greivesbane…

Tavernkeeper: What does a #race# want with a Gladium?


Character: (choice 1) That’s my business. <skips explanation>

Tavernkeeper: (if choice 1) Easy there #cub for char# #scrub for Sylvari# #pet for human# #friend for Norn#. You’ll likely find him with the other Gladium in the Gladium Canton.


Character:(choice 2) A Gladium? That isn’t their name?

Tavernkeeper:(if choice 2) Gladium’s are Charr without a warband. Either they’re the last survivor or were banished. Either way it’s a disgrace, and having them around isn’t good for business. You’ll likely find him with the other Gladium in the Gladium Canton.


<Regardless of if you came right to the Gladium Canton, or you went via the Tavernkeeper, you’ll quickly find Motruk Grievesbane, but unlike all the crestfallen Gladium surrounding them, their armor and pose make him seem out of place>

Grievesbane: You look like you’re on a mission.

Character: I am, and you can help me.

Grievesbane: Can I?

Character: I’m looking to craft a torch like no others.

Grievesbane: And what makes you think I can help you?

Character: The innkeeper in Lion’s Arch said you could.

Grievesbane: And what do I get in return?

Character: What do you want?

Grievesbane: Well it just so happens that I can help you, and as luck would have it you helping you can also help me.

Character: Where do we start?

Grievesbane: Have you ever heard of the legend of Rodgort?

Character: (choice 1) No, and I don’t care to. Just tell me what to get and where to stick it.
(choice 2) I’ve heard the name before, but not much else.
(choice 3) Yes, but tell me anyway.

Grievesbane: (if choice 1) If you want to truly master fire, you must understand it first. But I’m not your mother, if you want to get burned I can’t stop you. <-1 favor, positive favor increases dialogue options, lower favor allows you to skip faster>

(if choice 2) Rodgort was born in the fires of creation, in the first days when the world was still aflame it roamed the earth looking for a purpose. All around it was alight and it seemed like it would be this way until the end of days. Rodgort found nothing, and so began to sing to pass the time. It’s song was fire: blue, purple and orange flames swirled throughout the landscape and for a time Rodgort was at peace.


Character: (choice 2a) Sounds like a nice fairytale for a child.

Grievesbane (if choice 2a) It’s a legend, you’re not suppose to take it literally. It has thematic meaning. Do you really think Kasmeer was once a human? laughs It’s called allegory.

Character: (choice 2aa) My apologies, I’ll keep an open mind, please continue.

(choice 2ab) I’ve had enough of this, just tell me what to get and what to do with it <-1 favor. Skip to end>


Character: (choice 2b) Interesting, carry on.


Grievesbane: (continuing from choice 2, regardless of choice 2a or 2b) One day, an ice commet fell from the heavens and pieced the endless stream of flame. Rodgort raced to where the comet fell to witness the first true change the dragon had ever encountered. It rejoiced, but as soon as the massive beast approached the ice was burned away and the rocks melted to join the molten slop that had always coated the ground.

Character: Rodgort called the molten rocks ground, despite there being no actual dirt?

Grievesbane: You’re nitpicking a fable, I didn’t just make this up, do you want to hear it or not?

Character: Go on.

Grievesbane: Over time more commets came, and Rodgort raced to each every one. It seemed to the dragon made of flame, that each time as soon as it approached the ice and rock disappeared. But after hundreds or commets the world itself was slowly transformed. At first the fires dimmed, the ground hardened, and the skies swelled.

Character: And then what?

Grievesbane: Soon the water that had been burned away returned in massive storms which coated the surface with patches where no fire ventured. Rodgort could not enter these areas when the water poured, but could afterwards, and it marveled at the new sensation. For the first time an external force could oppupy it’s attention, it no longer had to rely solely on itself.

Character: I’m sensing trouble.

Grievesbane: But what was fascination quickly turned to dread. For Rodgort was a being made of flame, and unknown to it, fire it not the natural state but is instead something that require great power to create and maintain. Rodgort had only ever live in a time where the universe itself was new. But now change had come. Soon the areas that Rodgort could inhabit were no longer a majority. Then Rodgort was confined only to a few areas where the flame still raged. Soon Rodgort itself had to burn swaths of the landscape in order to fight off the storms, winds, frosts, and snows that had consumed the world.

Character: #if human# By Dwayna… #if Sylvari# By mother’s mercy… #etc#

Grievesbane: Rodgort retreated to tunnels deep beneath the earth, finding it’s way to the core of the planet which was the only place that still remembered the beginning. It did not feel anger, for such an emotion had not yet been invented. It did not feel fear, for death had not yet been known. Rodgort instead felt warm, deep beneath the earth. And while it had lost the surface world, it had seen what it had always wanted to see, a world of variation. It only wished that it had a place in that world, but that was not to be.

Character: So Rodgort’s still down there?

Grievesbane: Sure, as much as Dwayna is going to literally came and take your soul to paradise when you die. You humans do understand the word allegory right?

Character: Okay, so I’m making a torch with the essence of Rodgort. Sounds good. What do I need to do? <+1 favor, this will allow you to get additional dialogue options>


Grievesbane: Well let’s start small. Get a heart of a flame imp, flame effigy, and an ember from Fireheart Rise, and burn them in the shrine east of Havoc Steepes. Collect the ashes and then come back to see me.

Potential Middle Begins.

Alternatives to gold rewards

in Fractals, Dungeons & Raids

Posted by: Risingashes.8694

Risingashes.8694

ANets intention is clearly to move gold rewards from dungeon to fractals.

This is set in stone.

So with that in mind, how can dungeon rewards be improved to continue to properly compensate people for running them beyond achievements and token based weapons/armor?

Halloween Event - Yay!

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

@Gaile Gray: Have you guys done something about the candy corn oversupply? Due to the Maize Balm giving too much the stockpiles have not diminished throughout the year and it’ll reach 1c if nothing has changed regarding either consumption or spawn rate.

PvE drop system shouldnt apply to raids

in Fractals, Dungeons & Raids

Posted by: Risingashes.8694

Risingashes.8694

The worst scenario for a drop is someone receiving something they don’t want when others in the group do want it.

GW2 is the only MMO I’ve experienced where this is an issue.

It results from the unthinking application of a good system in the open world (individual loot) to highly coordinated group content.

Let’s assume a droprate equivalent to most games which is 1 worthwhile drops for every 10 people per boss (10%).

This means that if one drop is an exclusive shield you’ll need to run an average of 10 times to get it. During this time you’ll witness 9 other people receiving the shield, and most of them are likely to have no interest in it.

Compare this to rational raid drop systems where a consistent group is able to pass on items they already have or don’t want. Each week the likelihood of getting that shield goes up as members aim for items later on in the dungeon or that have a higher pool that desires them.

Eventually, under the normal system, you’ll have wasted items but only once each and every member in that raid no longer want that item.

The system already was horrible for fractals so why would raids be any more frustrating? The reason is the number of people in the same group, and the likely higher droprate. This may seem counter-intuitive, but having 5 people receive nothing except junk from a 50 fractal run will be far more acceptable than 10 people receiving nothing from a raid.

Even if droprates are not higher, you’ll have 2 times as many people rolling the dice. And when you’ve done your 5th raid only to have the 5th person say “Ew [Shield that only Engineers want] what a waste, don’t even want this” you’re likely to never want to do raids again.

It’s just so unnecessary. The system works great in the open world, but has no place in challenging content. It’s more punishing RNG than games famous for frustrating RNG because there is a good chance that you’ll never get the item you want despite others have many duplicates.

It could be mitigated by tokens, by a roll/pass system, or by anything. It is literally the worst implementation imaginable for this type of content beyond satire.

Event: The problem isn't lack of drops...

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

It’s the lack of reward, challenge and fun.

Please stop suggesting adding champ boxes to mobs, that doesn’t address the fundamental issues. Why are rewards given mostly to taggers? Why are events so easy? Why do the ending rewards not come close to what you’d make playing the normal game?

If people want champ boxes they can already do a champ train, go do that- stop trying to turn the event in to something already available, deal with the actual issues.

New account cheaper than buying char slots.

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

@NeedsFoodBadly.2671

Where can you buy the core game for 10 dollars? I can only find core+HoT for close to retail.

[Suggestion] WvW achievements

in WvW

Posted by: Risingashes.8694

Risingashes.8694

For Heart of Thorns, we are rebalancing the WvW Lifetime achievement requirements to much more reasonable numbers. At the same time we’ll also be updating many of their associated titles.

  • We are not changing the Realm Avenger (“Ultimate Dominator”) achievement requirements or title, as some players have actually obtained it and it’s a bit of a status symbol.
  • The “Yakslapper” title will remain, but the requirement is being reduced to 2500 yaks.
  • As an example title change: “Ultimate Liberator” will become “Kingmaker”

I’ve seen a few people on reddit who claim to have achieved T4 or T5 of some of the achievements. I find this unlikely due to hypothetical times involved, but if it’s true I think you shouldn’t reduce the maximum number needed for each achievement below what people have already reached.

Reducing below current levels is very disrespectful and unnessesary as it’s clearly achievable at whatever level someone has already achieved.

I hope you guys learnt your lesson from the Fractured debacle, reducing players progress without even a slither of recognition isn’t the way to restructure a system.

Back when you guys capped the salvaging achievement, you left in the repeat counter. As someone who had over 10k AP taken away, that small mark of respect and consideration was amazing for me.

So.....gold caps.

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

The insane thing is that it would only stop the stupidest of gold sellers.

All you’d need to do is get buyers to list a lowly traded item for a ridiculous amount.

Bam, gold transferred. 15% cost. No cap. Or better yet, just list 1000 items at 0.001% of the intended transfer amount. Even harder to notice.

I’d love to see ANet limit trading post sales to 500g per month, just to see the people who support the current ineffective BS come crying about how this new ‘sacrifice’ isn’t worth it.

This entire thing is ‘security theater’ at it’s worst.

So.....gold caps.

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Alot of gold sellers use hacked accounts, so this has 0 impact on that.

I specifically wrote, accounts that had been authorized for 3 months.

If you’re authorized then no one can hijack your account unless they steal your mobile phone.

Having the 3 month requirement would stop unauthorized accounts getting hijacked and the hacker temporarily adding an authorization.

I’d hope accounts needing to be hijacked for 3 months and burning a cell number to do it, would hurt gold sellers just as much as the current system, yet would also stop false positives.

So.....gold caps.

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

@TranquilInSpirit.6291:

I feel your pain.

Unfortunately short sighted people like the replies above are fine with the horrible lazy system currently in place.

They should have allowed people with accounts authorized for more than 3 months a much higher limit so there weren’t as many false-positives. Instead we’re stuck with being treated like criminals for no actual benefit.

Items waiting to be picked up from TP

in API Development

Posted by: Risingashes.8694

Risingashes.8694

which is probably a good thing since some people use that as infinite bank storage :|

Guilty as charged.

But feel free to get some quantity unlimited storage slots added to the gem store, and I’ll put my million snowflakes there instead. =)

please delete

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

But t1 snowflakes for example dont really pose an economic problem for the moment, so they dont have to push a solution before next wintersday.

I suppose this depends on what you deem an economic problem.

Anyone suggesting these are economy breaking issues is a nut (or woefully uninformed) as they are contained issues. The most uncontained is the snowflakes in terms of their effect on speed crafting (snowflakes have made up the majority of 1-400s for most of this year, but really- who cares if craft levelers are given a cheaper option.

There has been a depressive effect on the lower tiers since (unless my brain is missing something) that’s the only major draw. But that only really effects people making alts, and money making isn’t a goal for most of those players (I’d hope).

But supply walls just irk me, and I don’t think they’re good for consumer confidence. Yes, candy crashed last halloween- but that’s an aspect of the issue in and of itself. ANet shouldn’t be dumping items to the point that they become not worth listing, that isn’t ‘fun’ for the player, it turns rewards in to a chore.

Once we hit the next round of events, the oversupply is going to be an issue. Speculators have been the ones keeping the markets from reaching zero, and if speculators have 1 million of whatever left over from one year ago, that they’ve already written off, you’re going to see nearly every market involved with events sit as vendor forever.

I think that 20 slot bags being 3.6 gold is a problem, when the Superior Rune of Holding is 10 gold. I think that the candy corn gobbler giving WvW buffs all-year-round for a few silver when the equivalent costs 135 gems is a problem.

Are they massive problems? No. But it’s clearly not working correctly. And if the devs leave it to the last minute to say “Oh- candy corn is still worthless. What’re we going to do now?” right before Halloween I’m afraid of the haphazard bandaid fix they apply. I’d rather not have candy corn go to 2c, I don’t think anyone would be happy with that outcome (hyperbole, obviously someone is always happy/outraged about everything on rotation, I’m sure there’d be a rooftop party in the middle of a hostile alien invasion).

please delete

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

As you said, since then its has been incredible stable in price and i dont see how this is a bad thing because its not at vendor value.

And what happens when the event is rereleased?

We’ve already got a ridiculous glut with technically 0 supply being spawned, only with the ToT cycle.

God knows how much is sitting on alts.

But even if alts are empty, what’ll happen to the price? What value will the candy corn be to people doing the event?

I’m unsure why you think holiday items keeping a constant value is a good thing. They’re supposed to be time limited.

please delete

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Why have all holiday events switched from what was a fairly conservative droprate of items to a massive oversupply?

What is going to be done about the insane glut of items that exist 9 months after the time limited events? Candy corn has remained at 12c all year, and due to the self sustaining vial → ToT → candy cycle it’ll never run out of supply. When halloween is reintroduced the major drop will be worthless if nothing is done. And is this intended? If recipies return items that can be used in a cycle, shouldn’t they be ensured to always return significantly less each time (they certainly don’t need dust added in to destroy any kind of cycling, but they certainly shouldn’t be returning 0.6-1.2 which candy corn is).

22 million tiny snowflakes are sitting on the TP, is this supposed to be healthy? What happens next Wintersday, when people’s inventories were already being spammed with worthless junk when the junk starts off worthless due to the existing glut?

Shouldn’t there be a mechanism to alleviate saturated holiday markets?

Launching /v2/commerce/transactions

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Would it be possible to expose items waiting in a character’s Delivery Box?

This would be very helpful information personally.

The copy button on API Key Management....

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Oh, there’s a copy-to-clipboard button now. Thanks!

But why does it use flash?
http://caniuse.com/#feat=clipboard
http://www.w3.org/TR/clipboard-apis/

I’d provide flash just as a fallback. I guess most of the gw2 players are using a modern browser.

Yeah, it’s the Page on Page icon next to the key. Problem is it could well be a duplicate key button since there isn’t even mouseover text clarifying- meaning I’d say most users resort to selecting and copying.

Gold Transfer Changes

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Also to those claiming the purpose of the limit is to stop RMT: wow. What a joke.

All you’d do is send people high priced liquid items instead. You lose 15%, the money is stolen anyway so who cares.

Oh look, now we’re talking about hacked accounts again and the circle continues.

Legit players are hurt by this, RMT/hackers just slice a bit off their stolen money and continue on to the next victim. And regardless of what the supposed percentage is (which undoubtedly is calculated by those who have mail gold they’re unable to retrieve rather than the actual figure of those discouraged from storing gold in their guild bank or transferring freely between alt accounts) innocent people shouldn’t be treated like virtual criminals just to give the appearance (and only the appearance) of fighting wrongdoers.

Gold Transfer Changes

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

It affects way less than 1%.

https://forum-en.gw2archive.eu/forum/game/gw2/Gold-Transfer-Changes/4933116

Try 0.0031% of legit players.

Who cares what proportion it affects?

It affects some and there are multiple implementations that would completely eliminate the issue altogether.

Second password, email authorization, voluntary opt-out with a 1 month waiting period and no support if hacked.

False dichotomy isn’t appreciated.

Gold Transfer Changes

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

You 1%-ers and your problems :P

How is this anything else but bald-faced jealousy?

Gold Transfer Changes

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

As someone with multiple accounts, the 500g per week limit is horribly restrictive.

A method, any method, to provide additional authentication would be a godsend.

Whether it be using an authenticator, or a second password. Just something.

Currently I’m unable to upgrade a guild bank on my alternative account because the system simply doesn’t work and has flagged my account as being over 500g despite not receiving any money except from the trading post.

But even if not suffering from this bug, those with multiple accounts and a fair amount of gold are needlessly befuddled. The benefit I get from this is zero, I have IP verification, unless someone breaks in to my house they aren’t getting my gold, and I’d hope that anyone with over 500g in coin is the same.

The copy button on API Key Management....

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Should have the word Copy (or regional equivalent) on it in addition to the symbol.

Before I clicked it I didn’t 100% know it’s function and I’d imagine most users would have the same issue.

API keys are not a viable proof of identity

in API Development

Posted by: Risingashes.8694

Risingashes.8694

I actually just realized that we’re all missing a fairly foolproof and non-fiddly method of ensuring a key is not a stolen one.

All we’d need is a /v2/apikey endpoint (something I’m sure had been proposed and approved but for some reason I can’t find the thread) that exposed the chosen name of the key and then our apps/sites would only recognize keys with a specific and unmistakable name. Eg. BlackRockWvW would require keys with the name “This key should only be used for BlackRockWvW.com” (with certain required permissions as appropriate).

Any other site trying to get someone to make a key with that name would be obvious to even the most unattentive of users. Malicious users with second accounts would have to be thought about, but this is a problem outside the scope of this discussion.

Edit: “I’m not clear on how that’s a solution for verification. Would the application only accept keys that have a specific name?”

Because I only read the reply to my specific post I completely missed that this was already brought up by @Lawton. But since they phrased it in the form of a question I’m still claiming credit

That doesn’t work. If requiring two keys becomes the norm, then the spoofer will have two keys for each of their users.

The above being said, which makes what I’m about to say redundant, I still think what you’ve said misses the point.

It would result in two keys becoming the norm for apps using keys for the purpose of identification.

Let’s say the spoofer ran GW2TheBestTP.com. Them asking for two keys would be suspicious as there would be no need to require ensuring identity, only to draw information. Obviously end-users may not view this as suspicious, or it’d be fairly straight forward for a site to trick a user in to providing two keys via a simulated error message about the original key being ‘damaged’.

So in that case you’d refer to the second part of my post and require specific permissions. Once authorized endpoints are complete we’re likely to have a fair few options. So if BlackrockWvW.com required two API keys with \WvW\, \Character\, \Traits\, \WvWTraits\, \Achievements\, \GraphicalSettings\ and those categories only exposed then a malicious GW2TheBestTP.com requiring an two API keys with all these endpoints and only these endpoints would be automatically suspicious because endusers are not even exposing data relevant to the site.

This would mean spoofer sites would need to develop concept functionality which is relevant to the categories chosen by BlackrockWvW.com.

So I don’t think it’s as simple as “two keys would become the norm”. Each additional requirement would dramatically increase the suspicion levels of users when dealing with malicious sites.

That being said, my above solution (exposing names of keys and having sites choose unique names) would be far less taxing on users and most intuitive.

(edited by Risingashes.8694)

API keys are not a viable proof of identity

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Couldn’t you just require two API keys in order to verify?

That’d mean the spoofer would need to get multiple different keys from a single source in order to fake an identity.

This doesn’t seem possible unless the person created multiple apps and somehow convinced users to provide different keys, which seems unlikely.

Once more options for keys are revealed, you could demand keys that require access to very specific areas only (such as account and something innocuous and unrelated like armor dyes and talent selections), this would almost guarantee that users created new keys for this specific purpose as malicious key requesters would find it hard to justify requiring those specific unrelated permissions and those only.

Candy Corn is in an endless loop

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Due to the Maize Balm farm, which continues to this day, candy corn will never deplete due to being stuck in an endless loop.

This is done in Grand Barrier Isle in Bloodtide Coast.

A single person throws a balm, which hits 3-4 crows. Each crow turns in to a candy corn elemental, which drops a guaranteed Trick-or-Treat bag. 5-8 people can get a tag on these mobs and recieve loot from them.

This means each throw spawns 15-32 Trick-or-Treat bags, and you get 3 throws per balm, and since the bags drop an average of 10 candy corn per bag, that means each balm spawns 450-960 candy. And balms only cost 100 candy corn to craft, along with other plentiful and vendor priced components from the bags.

Additionally each bag has a 5% chance to drop a full balm, meaning there is a 75-160% chance of a full balm.

This means, on average, 1.17 balms drops for every balm used, and 7.05 times worth of materials needed to make a balm drop from each balm.

This is broken and a gigantic oversight that should be fixed. Hopefully if done now there is a chance the massive oversupply can be reduced by the time next Halloween starts.

GW2 Sale and its downfall

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

You can literally do everything except WvW with your friend regardless of server.

And if you’re trying to get them in to WvW then you need to keep trying to sneak in just like everyone else. If what you seem to be suggesting was possible the server balance would be even more abysmal than it currently is for WvW.

I am Evon Gnashblade Broken ... ?

in Bugs: Game, Forum, Website

Posted by: Risingashes.8694

Risingashes.8694

Please fix. Really degrades TP experience.

Will Pact Fleet weapons stay at 1 ticket?

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Winter’s weapons are returning at a cost of 2 tickets per. I’d look for the Pact Fleet weapons to go up at that time.

The Wintersday weapons are already in the game for 2 tickets a piece. So, I think the pact weapons will stay 1 ticket until at least the next LS patch.

And as someone else said, OP, they usually announce about a week or so before they change the ticket costs.

I seem to remember this as well, but I’m unable to find any of these announcements.

Do you- or anyone else- remember where these announcements actually appear? Are they news items that are then deleted for some reason, is there a post made on the announcement forum? Is there an in game timer- since the weapons themselves are not Black Lion items the normal timer notification doesn’t seem to make sense.

Will Pact Fleet weapons stay at 1 ticket?

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Fact Fleet sounds like a trivia team name.

@topic: I think that generally they say in advance when things are going to be going up in price, so if they don’t say it, it’s probably a safe bet that it won’t be going up.

Where do they say it?

Because I’ve looked through previous patch notes, and news releases, and haven’t seen anything (warning that previous sets will rise in price).

All I’ve seen is them being raised on 5 tickets in the same patch that introduces the next set.

Will Pact Fleet weapons stay at 1 ticket?

in Guild Wars 2 Discussion

Posted by: Risingashes.8694

Risingashes.8694

Since we’re going on break after next patch, will the Fact Fleet weapons stay at one ticket until the end of season 2?

It would mean they were at the one ticket price far longer than most sets.

Update: There seems to be a few people who remember a “one week left” annoucement for previous sets, but no one has been able to remember where these annoucements appear. Anyone have any ideas?

(edited by Risingashes.8694)

Pact Fleet Weapons: 5 tickets?

in Living World

Posted by: Risingashes.8694

Risingashes.8694

Does anyone have a date for when the weapons will increase to 5 tickets?

I know that the minimum amount of time is 4 weeks from intial release, but I can’t find any specific information on how long this set will be 1 tickets for.

Especially with wintersday weapons being released for 2 tickets, and the season finale coming up. I’d like to know how long I have to save up enough money to get one while they’re still affordable.

How do you search for itemids?

in API Development

Posted by: Risingashes.8694

Risingashes.8694

We didn’t go out of our way to remove them, we literally threw out all of that code and started from scratch.

You threw out all the code during the transition between the oldTP and newTP, obviously as the entire thing was moved over to CoherantUI.

However, after the transition the web endpoints were re-implemented under the new system, using new queries.

It was only after the most recent patch that the new web endpoints were disabled, they were disabled rather than broken. They return the single string ‘disabled’ and the commands that used to work are the only ones that do so.

Am I mistaken about this? Is the “rewriting the backend code” that you’re referring to something that occurred on both the initial transition (that left the new web endpoints accessible), and then again on the most recent patch (which left the new endpoints unavailable)?

Guide to the Black Lion Trading Co API

in API Development

Posted by: Risingashes.8694

Risingashes.8694

When was the TP completely rewritten? Because they only stopped working on 2nd Dec.

https://www.guildwars2.com/en/news/introducing-the-new-trading-post/

Yes obviously the TP was rewritten at that point, yet the web endpoints were disabled this patch. Meaning the causal statement: The Trading Post was rewritten and as a result the web endpoints were broken- which @Pat Cavit seems to be suggesting doesn’t seem true.

If there were multiple rewritings that would make sense.

Guide to the Black Lion Trading Co API

in API Development

Posted by: Risingashes.8694

Risingashes.8694

Looks like this doesnt work anymore?

TP was completely rewritten and all these endpoints are gone, yes.

When was the TP completely rewritten? Because they only stopped working on 2nd Dec.

Mismatched teams: Rewards based on score

in PvP

Posted by: Risingashes.8694

Risingashes.8694

If the system matches teams that it predicts will result in a 500-50 then the goal of the better team should be to keep that team under 50, and a significant amount of their reward should be based on this.

Meanwhile the doomed team should be getting awarded close to a complete win for exceeding the expectation, this keeps things challenging for everyone while making the ridiculous matchups the current system is throwing at people at least worthwhile.

Most matches today have had one side give up a few minutes in, and the ridiculous skill imbalances can’t really blame them. Fixing rewards so one team getting anything isn’t literally impossible would do a lot to prevent people rage-quitting.