Showing Posts For Roland Dragonne.7384:

Blocked PoI in Imperator's Core?

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

I am calling this is a bug, because it had to have been done by mistake.

So the Flame and Frost thing is fun and all, but my low level character that is trying to complete the Black Citadel is unable to get the Point of Interest in the Core due to the “very important war meeting” that is going on and the guard getting all uppity with me and knocking me back before it triggers.

How about moving that PoI trigger to the walkway or something?

Thanks.

PvE Survival Challenge Arenas

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

I’ve done those, and that’s part of the reason why I made this suggestion. It is like it has almost been implemented, but most of them are unrepeatable Heart quests.

Un-Soulbound item on Gem Store?

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

There would have to be a distinction made on which items it would un-soulbind. It could not remove account bound either (karma purchase items are account bound to prevent conversion of Karma to coin). Not a bad idea, but there would be some caveats to consider.

I’d prefer to have soulbinding removed completely and make all “bound” items account bound. At least them you could move items to alts. There is a constantly increasing support base for this idea as well.

I would like regular deathmatch arena and dueling!

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

ANet has seen it many times.

Standard Deathmatch: Most players don’t seem to even have the slightest idea why this is not already in the game… and they are correct in that thought. Team vs Team fight to the death is standard. Makes no sense at all to not have it.

Dueling: On this one, ANet has stated many, many times that the PvE areas are about cooperation. Anything that creates animosity or possible apprehension in PvE is directly against this theme. Right now, if I am in PvE and I see someone come running over, I know they are there to help or just passing through and welcome them. I am constantly grouping up with people randomly, having a quick chat here and there, and accomplishing common goals. If that random person were to show up and start spamming me with duel requests, it would very quickly change my attitude, and any other player that it happened to. Animosity and apprehension would again be the norm. Dueling, if it gets implemented outside of 1v1 in the TDM area, will happen in the Mists only. There would not be any kind of incursion into PvE areas.

PvE Survival Challenge Arenas

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

It sounds fun. A lot of FPS’s incorporate similar ideas too (i.e. CoD Black OPS Zombies). I personally think it would be a great addition, though depending on how many mob per wave 100 sounds awfully high :-)

Lol… maybe I wasn’t clear. The mob type should change every 10 waves. This would allow for more difficult mobs (or mobs with the capability to be more difficult) to replace simply increasing the volume of mobs. Combo mobs could also be used. Ogres with pets, Ghostly Warriors adding a Ghostly Healer, etc.

Choose Your Own Daily Achievements

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Sorry, but to me WvW is PvP to me. I guess I would just like more options.

sorry, but to the game WvW is PvE.

ON TOPIC: I love the Choose your Own Daily Achievements, and if 1 or 2 out of 10 are WvW, then it really does not matter. Let those that play WvW do them. I have 8-9 others to choose from. The previous forced WvW in Monthly achievements was far more annoying that simply having my options reduced a little.

OFF TOPIC: I have to ask this, since I have seen this a few times recently… How is WvW, where the prime opponents are other players, considered a PvE game mode? Yes, it is absolutely true that there is a little PvE content within WvW, but the vast majority of what is done in WvW is Players fighting Players for control of assets/areas. That makes it PvP by definition. WvW is mixed-mode certainly, but that mix is 90% PvP, 10% PvE. Individually, you can almost completely avoid the PvE aspects of WvW, but you cannot avoid the PvP aspects. Just because sPvP is strictly PvP and nothing else does not make any mode with any PvE a PvE mode.

PvE Survival Challenge Arenas

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Something I have been missing from GW1 is the Norn Fighting Tournament from EotN. It was a lot of fun, but only single player. What about turning it into an “Activity” similar to the Keg Brawl.

It would be really fun to have a Survival Challenge Arena in every PvE geographic area where 2-5 players join up (enemy count per wave adjusted for player count, but individual mob difficulty remains the same), enter an instance, and have waves of increasingly difficult, geographically relevant, enemies spawn and attack. The Challenge is to survive 100 waves. If all players are defeated, the Challenge ends.

For example, in Kryta it would have only mobs that occur in that area and it is hosted by the Seraph in a coliseum-like arena. There would be a 3-5 second delay between the last mob in the wave being defeated and the next wave spawning. Every 10 waves would be of a single mob type, progressing in increasing numbers or class of that enemy (whichever would be applicable for the mob type). Every 10th wave would be completion of a Progression Level, with the 10th wave itself including 1 veteran per player or other significant increase in difficulty. At the end of a Progression Level there would be a 30 second delay for players to reset themselves, looting, possible reward delivery, and level adjustment to the next Progression Level (using the DLA system to keep the mob sets and type challenging). 10 Progression Levels completed (100 waves) would be completion of the Challenge.

Rewards would be the normal drops from the enemies of course, plus 1 silver for each wave completed. At the end of a Progression Level some specific random reward could be given, based on things that are difficult to get in game (rare mats, Forge components, etc.). For completing the Challenge at the end of 100 waves, the reward would be something like an Achievement award (only once for the first time in a specific geo area), 1 Laurel and the equivalent of a Dragon Chest (Both only once per day, per character, per geo area, only in home server). For running though a second or more time per day, the total of 1 Gold from the wave rewards plus drops and Progression Level rewards would be more than enough.

I think this would be fun for a lot of people and provide another route to rewards for those players who only want to fight things or for those who enjoy mob grinding sometimes. Whatever the reason, it would provide another alternative way to play, achieve rewards, and mix it up that keep the overall game fun and fresh.

Thoughts?

Guesting, World Events and Lag [Merged Threads]

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Adding another voice to this request. Some people are saying this was fixed so it does not happen, well obviously that is not true due to so many players still doing it.

World Event chests should only be allowed on the account’s Home World.

Champion count as a Veteran in daily

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Putting myself behind this one. Agreed. +1

Craft your own harvesting tools!

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

If you make a new crafting discipline, you have to fill it with enough recipes to make it worth doing. If it were a low level crafting discipline only with some utility recipes, everyone would have it and it would not be worth selling any of those items it could make.

I really like the idea of a “Toolmaker” crafting discipline, but there will need to be a heck of a lot more “tools” in the game, or the current tools (gathering tools obviously, but also the various environmental weapons, shovels, “fixer” wrenches, etc) would need to become consumables and need more functionality than just for the Hearts (which they are generally for).

Ideas are great, but they need a reason to exist. I think adding random “Disturbed Ground” nodes that are like places that someone buried something (maybe the bags that you loot from the mobs in the area, appropriate to level) would be cool for shovels. Have the upgraded possible item (like the jeweler stones from mining) be a multi-item bag of the same type. The problem is, that’s only for shovels. What else is there?

Engineer Turrets not resetting?

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

I have been experiencing an issue in the last 2 days. If I deploy the Flame, Rifle, or Rocket turrets and they are destroyed in a single attack right after deployment, the skills do not reset and allow me to deploy them again. The skills are stuck in the overload mode. I am aware that they would go into cooldown normally, but that is not what it happening. I have had to log out and back in again to reset them. I am not sure if zoning would correct the problem, as it has happened to me every time while in an area that I did not want to leave (as it would take too long to run back) and I have not checked this as of yet.

Thanks.

Back to roots or why PvP should be endgame.

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

What are these “roots” that you speak of? Guilds Wars was never all about PvP. GW2 was never all about PvP. There’s a significant player base that doesn’t play PvP, and I would bet many who avoid it completely. Also, making comparisons to other MMOs that have done things poorly (in your opinion) does not really apply. GW2 is not those MMOs. Comparing to FPS games is, well, completely irrelevant.

At the end of the day, as you say, Guild Wars 2 is about playing the way you want to play. PvP will always be here, and so will PvE. Shifting the entire development focus to PvP is not a “necessity to keep guild wars 2 alive”. That is your opinion, which is fine, but suggesting that this entire huge game world with all of the years put into the history and story behind everything be ignored for one restrictive game mode that would ignore all of that… well, you basically want a FPS with fantasy characters, not GW2.

Anyway, this is the suggestions forum. Do as you will.

Scale Dungeons for Party Size

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

I agree. I am in a small guild and we typically have only 2-3 players online that can stay for the entire length of a dungeon. If, at the very least, the story mode version of the dungeons could scale for parties of 3, 4, or the current level for 5 it would be truly awesome and we could actually complete them.

No, I don’t want to play them with PUGs, at least not the storyline versions. If I want to do non-story, PUG is fine, but I have completely avoided them as I want to do them with my friends instead of random elitist people who want to rush them or complain about not having the most perfect gear/loadout.

I think I am not alone in this.

Master Carver lost after some patch [Merged]

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Adding myself to this. The Pumpkin Carving achievement has been moved to the bottom of the Special Events achievements list, AND even though I had completed Master Carver, it is now completely empty (0/1).

Inventory Icon bug list

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Centurions Claw HoM skin appears as a normal dagger in inventory when using the original transmutation from the HoM, and also after transmutation with a stone. The name and weapon itself are fine, only the inventory icon is incorrect. It has been like this since pre-release.

Revamp these "Achievements"

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Remove this from PvE Monthly and put it in PvP where it belongs first:

Current: World Invaders killed
New: “Invader”
Tier 1: Kill ?? players in WvW
Tier 2: Kill 1 player in each borderland and Eternal Battlegrounds.

Mounts

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Attempting to make a thinly veiled challenge will not work either. It is not part of ANet’s philosophy for GW2. That is why they are not putting them in.

They don’t have to do everything a small minority asks for. In fact they don’t have to do anything a majority asks for either, though that is not the case here.

Revert Hero panel

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

1) Move the Accessories in a vertical line to the right of the character image instead of a block below the Attributes.
2) Move the Underwater gear in a vertical next to the Terrestrial gear.
3) Make a single vertical line of Attributes with the verbal descriptions to the left and the values to the right.

Done.

Mounts

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

You can answer this with 100% surety. ANet has already stated no mounts… several times.

Move along. Nothing new to see here.

Daily Achievement Update - half great

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

So now that the Daily Achievements have been somewhat randomized, which is very cool, how about removing WvW from the monthly PvE achievements????

Seriously, it is a glaring issue. WvW = PvP. Pretty obvious.

Player Housing

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

I have a specific thought on Guild Halls and Player Housing, not that they should be implemented, as that has already been stated that it will at some point.

I think the point of a Guild Hall or Player Home is to show the accomplishments of that Guild/Player. Regardless of if the Guild/Player is all about that new cool chair they bought and dyed to match the decor, or if they are a god of PvP/WvW and have all of the trophies and banners to prove it, if they want to show it off they should easily be able to and NOT have to “walk” someone through their Hall/Home. If there is no easy way for someone to visit/view the Hall/Home, there is not much point to having it. A simple ability to enter the Hall/Home instance at will by anyone (right-click on player, Enter Guild Hall or Enter Home), configurable as Private or Public of course, is distinctly needed.

I also think that a player’s Achievements should be available for viewing in some form in the Player Home.

Shadow Behemoth doesn't always spawn [Merged]

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Since we have not seen any updates… I have been patrolling the Swamp and the events and blocking possibilities on Yak’s server.

It seems that the blocking at the Monastery has been fixed. Those events cycle normally and none of them get hung any longer. There is ample time between those events that will allow the portal to spawn when the timing is right.

There is nothing at the Taminn that can block that I can see. The portal spawn area is clear.

Now to the problem area, Greatheart Weald. On Yaks at least, it seems the Champion Ancient Rotting Oakheart event is stuck. The Weald is corrupted, but the requisite NPCs, the Hunter and Tracker, have either not spawned or been killed by the locals (Ettins) and are unable to progress the event, hence no Champion to kill and the area will not clear for the Portal to spawn.

This seems to be the issue blocking the Secrets in the Swamp event, from what I can see anyway. Every time the Swamp hangs after a server patch/restart, I go to the Weald, the area is corrupt, and the 2 NPCs are nowhere to be found. Those NPCs need to be either protected or able to be resurrected so that the event can continue and clear the area for the portal to spawn.

ANet, can we get an update? This is IMHO the best meta event in the game (with Tequatl running a close second). Many, many of us would love to see it working properly again.

Move WvW player kills from PvE to PvP Monthly

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

First, WvW is 99% PvP.

Second, PLAYER KILLS are by definition PvP.

Why this was even included in the first place makes no sense. Please move to monthly PvP achievements where it belongs.

Thanks.

You want replayability?

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

1. When you complete a heart, it becomes blue and you can complete it again once a day for a “heart token”. With a lot of those tokens, you can check a trader and buy exclusive rewards such as skins/minis/black lion keys/legendary components/ascended components/skill points/karma/money…

2. When you complete an event, you get 1 “event token”. When you complete one that you have never completed before, you get 3. With those tokens, you can get even more rewards that with hearts tokens.

See? Players rush hearts all across the game everyday and seek constantly new events. That’s what I call:
Replayability.

This. Though heart tokens for first completion are not necessary, it counts towards map completion and that in itself is significant reward. 5 or 10 of these could also be added to the daily achievement.

This would significantly add to the solo player replayability, since anything instanced (dungeons, fractals, etc.) requires a party, and in smaller casual guilds it isn’t always easy to get a group of 4-5 together for long enough to do them.

(edited by Roland Dragonne.7384)

Please tone down the Necro staff sounds

in Audio

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Good sounds, too loud by comparison to almost all other casters’ skill sound effects.

When you cannot even see the necro casting them, and you know he’s somewhere nearby because of the sounds of his skills, it is a bit too much.

+1

Additional Custom Soundtrack: Vista

in Audio

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Simple request… can we get a new custom soundtrack for Vistas? Besides the fact that some of the current Vistas need to be significantly more, umm, epic… The music is typically soft and not particularly inspiring for viewing those vistas that ARE epic.

Thanks.

Mad King's Labyrinth inaccessible due to stalled events

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Keep hitting the individual Haunted doors. They have a 10% chance to become open for 30s after the little events with them are done. That’s how I got in.

Clock Tower Appreciation Thread :D

in Halloween Event

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Best… Jump… Puzzle… EVER.

That is all.

Post here if you have BEAT the Tower!

in Halloween Event

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Took about an hour to finish it the first time, then farmed ToT bags for the next hour or so to get the achievement, made it every second or third run.

Thief, 80, 25% speed increase (which didn’t work there anyway because it is “in combat”)

Is the Mad King Dungeon Chest an exploit?

in Halloween Event

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Well, that all sounds a bit annoying to me. I did not get an exotic from the MK chest in 3 runs. In fact, I did not even get items of my actual level (80). I literally got junk blues, even with 53% total MF bonus.

Emissary of the Mad King

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Adding my voice to this issue. I have ALL Special Event achievements completed except for the “Attend the Party” achievement (which apparently is not yet able to completed) and I have only 3/5 for Emissary of the Mad King.

My fear is that Anet will fix the issue that prevents the trigger of whichever achievement is bugged, but not scan the players for those that need it triggered, leaving us with no way for reaching the final goal.

Secondarily, I live in New Jersey, USA. Thankfully I am far from the coast, but there is still a good chance I will lose power at some point tomorrow for an unknown period of time. I, and many others in this situation, will be quite unhappy if we cannot complete all 5 achievements due to circumstances that are completely out of our control. Please make the “Party” something that we will all be able to “Attend”… even if that means a rerun in a week or two.

Thanks.

Feedback: Mobile Two-Factor Authentication

in Guild Wars 2 Discussion

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Same disconnect problem… and same solution. Seems authenticator is causing E7 disconnects.

Bowling Balls in dungeons

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

There are specific sounds like this in various places in the game. A specific ambient sound seems to be non-ambient and plays at full volume. This also happens with some end-of-event speeches to me. I can be miles from the end of a local dynamic event, the usually bronze medal pops up, and the follow-up dialogue plays like I am standing inside the mouths of the NPCs talking.

I would think making specific reports of what sound and where will get them fixed. Some have been corrected as stated in the patch notes, so they are fixing them when they know about them.

[BUG?] Music fails to play in high level areas

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Summary:
It seems that music is simply not triggering in many higher level areas, including parts of Lion’s Arch I have noticed this since the latest patch, but I have not been in many of these areas prior to 2 weeks ago. I have a full set of custom music, so I know exactly what I should be hearing and when, and simply nothing plays when I leave the low level areas.

Long version with specifics:
Fireheart Rise, Frostgorge Sound, Sparkfly Fen, Mount Maelstrom, and all of Orr seem to have have the issue described. It also happens in Lion’s Arch, specifically around the crafting stations where there is no music at all until I walk away from that specific area. Strangely enough, the underwater music seems to work everywhere, when I am underwater of course. Otherwise, it just seems like the triggers are not there. In some cases, if I talk to an NPC, as soon as I close the dialogue window the proper music starts but only plays one song and does not trigger the next song in the list. Also, if a proper song does happen to be playing and the Combat music starts, the proper non-combat music does not start after combat ends.

Side note: No offense to Jeremy Soule, but the original music is simply not “epic” enough. I want to hear music that is grand, evokes feelings of exploration, and has a hint suspense or secretiveness when just roaming the world. I ended up replacing all of the music with movie themes or soundtrack music, such as the Indiana Jones movies or Jurassic Park. It simply fits the feeling better. Combat music does not have the pace to match combat, it is slow and dull and evokes no “charge”, no urgency. The only music that remains is the original GW1 theme and the updated version for when in towns. Those are epic. The rest are… well they sound like they are written for a movie, but for a drama. Wrong genre.

Open world Duels [Merged]

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

No PvP in the PvE world. No duel request spamming in PvE that players have to constantly decline. Keep all PvP in the Mists.

One of ANet’s main philosophies of GW2 is to keep anything out of PvE that does not promote cooperation and give players a reason to not want to see other players and having instant feelings of animosity when they do. PvP in the PvE world, except in instanced situations like Keg Brawl, would just be irritating to many players. ANet knows this and will keep them separated.

Idea: Mounted Combat

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Mounts have been shot down by ANet many, many times. Though a jousting-style tournament in a format like Rafe mentioned, as an instanced game like the keg brawl, definitely sounds like it could be fun.

Bad Blood Jumping Puzzle

in Personal Story

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Not to derail the thread, but I do think this attests to the reality of GW2. If the virtual environment of the game is strong enough to trigger real world phobias, that’s pretty impressive imho.

Back on topic, I completely empathize. I myself had an issue with a phobia, in GW1 EotN. Walking over the frozen lake with the dragon below the ice completely freaked me out. Sweats, shakes, minor panic attacks, etc… I fear large bodies under the water below me. Whale watching is definitely not on my bucket list, whales being the original source of the fear in reality. The first time I walked over that frozen lake, I did not realize there was a creature under it, but something felt wrong. The farther out I got, the more I was sweating. Right in the middle of the battle with the dervish boss there, I caught a glimpse of it and freaked out. I have heard (and seen in that one teaser trailer) of similar situations in GW2 with gint underwater creatures, and I even get a little nervous just thinking about coming across one.

So, even though heights and falling are not MY specific issue, I do think that Jumping Puzzles should not be part of the “required” content. The little couple jump vistas are no big deal, but a significant Jumping Puzzle should not be placed to impede those who for ANY reason are unable to do them.

A game that claims to be made to stress fun should not get in the way of that fun. GW2 goes to great lengths to stay out of my way, and has done so quite well… Except in a few small things (excluding bugs). Let’s see ANet make a small change to keep it that way.

Griffonrook Run (a very angry rant)

in Guild Wars 2 Discussion

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

I would like to say here that while getting the achievement is nice and all, the constructed mechanic is to bring that bomb past all of those randomly “cheating” Griffons to the chest in under 3 minutes (which, when you do make it, is easily done in under 2 without excessive rushing) in order to blast open said chest and collect your reward.

I for one, after spending 5 minutes to easily get the achievement and 45 minutes to get the bomb there due to those Griffons would have liked to get my reward from that chest!

Camera Smoothing

in Guild Wars 2 Discussion

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

This is awesome and great to hear something is being done about the camera.

My (and many other’s) priorities while you’re in that code:

1) FoV Slider: Current minimum to 100 degrees maximum would be great.
2) Free-Look/Mouse-Look Toggle: This would basically lock view at dead center and invert the right-mouse-button functionality. Free-Look = Current RMB functionality, Mouse-Look = RMB engages cursor and Free-Look for environment interaction.
3) True First-Person View: Just let the zoom in go all the way in and fade the player model 100%. It’s almost there now, just increase the fade and let the zoom go into the model’s head.
3) Fix that bouncy camera when things are behind the camera. Please!

Thanks!

EDIT: Eh… typos.

First person view.

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

/signed

Again. This would definitely help with the “bouncy” camera in many tight spots in jumping puzzles (when your back is to a wall, usually just under something solid). It also helps with the immersion when playing a melee weapon set. Most of the spell-effect clutter is less of a problem when you are looking directly at your target and only your target… and not the entire area around you.

Bomb dropping bandits

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Not to diminish your frustration, but I think you just have to watch for the “placement” action by the bandit. They seem to take a full second at least to actually place a bomb, then there is a short delay before it goes off. I have seen it many times in Queensdale, just south of Shaemoor near the river at the bottom of a dirt ramp (there is one there who summons 2 other bandits when attacked). I focus on him and rarely get hit by the bomb explosion without dodging anything. When I see him pause, I move away immediately. I tend to encounter him doing an egg run from that spot to the dam at the far west (reptile eggs and some moa at the end).

Maybe if there were 2 or more it would be a bit more difficult to keep track of, so I can easily see a request to spread them out or use them more sparingly if they are too frequent in Brisban Wildlans, but I do not really remember much issue with them there either (been a while since I completed that area).

Waypoint fees within area

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Can we put some kind of logic into a reduction of way point fees? Currently, if we are in a city, it costs nothing to jump around every way point until our hearts are content. As soon as we leave the city, it becomes a bit pricey to get around the world.

How about making a fixed price based on distance (by the amount of areas passed through) to the NEW AREA, and once in that area it is like in the city where we can WP around that area all we want for free. If for every area passed it cost (for example, adjust as seems reasonable) 50 copper (bronze?), I think there would be a lot less complaining about the cost. It seems the biggest issue is when simply warping to a very nearby WP over a mountain instead of having to walk around it costing almost 2 silver in some areas (maybe more, I stopped looking for fear of knowing the cost).

This would not change the costs to Revive from Defeat at a WP in any case, regardless of the WP location. That seems to be an addition to the possible repair costs for being Defeated (which I originally thought were a “chance” to have armor damaged on Defeat, but it seems to be guaranteed on every Defeat, at least for me).

Broken Bria

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Still broken (or broken again) on Yak’s Bend server. It is causing 2 problems as mentioned. Both the event cannot be completed because we cannot get in the building, AND nothing for the heart is spawning as well as the ghostly loggers being stuck.

Diessa Plateau Vista Problem

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Yes, there are videos on YouTube, but none of them show the trigger to be able to interact with the Cattlepult (I used the wrong term before). They just happened to be able to when they were there. It seems that the NPC Tigh Snatchskull needs to go get cattle from a nearby town and return with them before the cattlepult activates. The problem is, he never goes to get cattle.

Basically, some part of this has been disabled causing the entire mechanic to be broken.

I am on Yak’s Bend server, so it’s not server specific. ANet should just enable the cattlepult 100% of the time until the overall mechanic is fixed.

(edited by Roland Dragonne.7384)

Diessa Plateau Vista Problem

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

OK, follow up… The trigger for the cowtapult has nothing at all to do with the gambling. The gambling is what has been disabled, probably because so many people were losing a ton of coin thinking they had to in order to do the vista.

Here is what triggers the cowtapult to become active, hidden in spoiler in case you just wanted to know that this is not a bug and there actually IS a way to do it without the gambling function being enabled:


There is a local event to defend the cows from the harpies. This event causes the cowtapult to activate during the event. I do not yet know how to trigger that event, but apparently it does from time to time or there is an undiscovered trigger that people have not noticed or just not posted anywhere that I could find.

Diessa Plateau Vista Problem

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Seriously ANet, Please have a look at this. I cannot finish the zone because of this either. Either let us know that it is disabled because it is being worked on, hopefully to remove that 50s requirement which is totally over the top and way beyond being a typical coin sink, or fix the message when talking to the launcher person to give some proper information on how to get this thing to work.

Thank you.

Warping to Friends

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Just going to make a note here. Warping to a friend in a different overflow server is fine, but there is an issue that I am sure ANet would have to overcome before they can implement a Warp to Location function.

Just so this is clear, the current “Join” function only allows 2 players that are in different OVERFLOW servers to be in the same overflow server. If the target player is not in an overflow server, you cannot join them as you cannot enter the main area server until your spot in the queue comes up, so the Join function will either not work or not be present.

The issue to warping to another player location is that if implemented improperly it can be used to bypass content and “ferry” another player around the game, skipping content. From pretty much everything posted by ANet that is even remotely related to this, they do not want people to be able to skip content in this, or any other, way. For example, someone new to the game could level up to 80 using crafting only while their buddy went through the game to Orr the normal way before they even started. They could then jump them through each area, waypoint to waypoint, all of the way through, only doing their story, to Orr. Anyway, based on this outlook by ANet, if warping to an actual player location were to be implemented, it would have to check first to confirm that the player doing the warping had already discovered the area being warped to. If they had not, then the function would not work and probably give some message why. If they had discovered that area, then they would appear at or nearby the target player, which also has considerations to confirm the location they appear at is valid.

So yes, it would be nice, but it would be something ANet would have to put a bit of work into.

Low FPS - [merged]

in Account & Technical Support

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Old CPU, old GPU, and even low RAM. Honestly, I’m surprised it gets 30-40 FPS. You don’t have problems with Out of Memory errors and crashing?

Cinnamon Sticks not avail?

in Bugs: Game, Forum, Website

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

According to the wiki, there should be several karma vendors who have cinnamon sticks available. I have gone to all of them and they only have 3 items (parsley, ginger and something else) none of which are cinnamon sticks…

karma merchants in Hoelbrak
karma merchants in The Black Citadel
karma merchants in Lion’s Arch

Please fix this or let me know if the wiki has incorrect information.

Thanks.

strange lines on floors

in Account & Technical Support

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

I wish I had that GPU so I could play with the driver settings on this. It looks like the rendering is misaligning the texture faces. I use to work on FPS engine games/mods (Quake2 & 3 total conversions, OpenGL not DX though) and had to correct this exact problem. It turned out to be a driver setting work around and a rendering adjustment in a patch to permanently fix it.

Maybe try experimenting with some settings and see if you can correct it temporarily, then report the setting that helped?