Showing Posts For SKATE.1394:

Sickle, pick & axe

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

You have to bring them to an NPC, I forget who exactly, I think the Black Lion Weapons Specialist, with the items equipped or in your inventory, and he will swap them for account bound versions.

Halloween Dailies not counting towards meta

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

Guess it’s a little late to be reporting this with a day or less left in the event, but the daily Halloween achievements do not appear to be giving credit towards the 8/8 A Sweet Friend meta Festival achievement.

And I don’t feel like wasting gold doing the candy corn dump or the ToT bag opening one. Hoping this can get fixed before tomorrow, but probably won’t be.

Labyrinthine Horror Not Spawn Bug

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Posted by: SKATE.1394

SKATE.1394

I’m on NA, anyone on NA seen him yet? Possibly a localized bug?

I found a few other posts about this buried a few pages back. I’m just going to assume it’s bugged on NA for now and send an in-game report.

(edited by SKATE.1394)

Labyrinthine Horror Not Spawn Bug

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Posted by: SKATE.1394

SKATE.1394

This is what I was coming here to find out, just started looking for him but some of my party members say they haven’t seen him for days.

Can anyone verify whether they’ve seen the Horror spawn during the last few days?

I am a veteran, I survived

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Posted by: SKATE.1394

SKATE.1394

Teehee pop-up windows, weeeee. What a minor thing that old 1,700 reply thread was. Certainly wasn’t one of the most longstanding topics of discussion in the game’s history.

I am a veteran, I survived

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SKATE.1394

So, now you are complaining about balance passes being too often? I thought players usually stated they didn’t come often enough.

It must be truly a herculean job trying to please the playerbase. Poor Devs. =(

How many PvP matches have you played? You probably wouldn’t have noticed the sheer number of changes that have been made if you aren’t an avid player of every single class. More of a forum warrior I suppose.

I am a veteran, I survived

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Posted by: SKATE.1394

SKATE.1394

Traits have been changed twice in 3 years. How is that every 6 months? Am I missing a new kind of math?

Are you saying the Developers should not listen to the playerbase, that asked for changes? Geez; when they change things based on (some of the) player’s feedback, they are accused of being inconsistent. When they don’t change things that (some of) the playerbase seems unhappy with, then they are accused of being unconcerned.

I don’t have a problem with most of the changes, though I would much preferred they have continued with LS S1, and all it entailed. I can only hope S3 is much different than S2.

Regardless, I will still play and find much entertainment. =)

Trait unlocking has been completely overhauled twice since the game came out. There have been several more feature/balance patches that completely retooled, combined, and rebalanced several traits and skills for all classes, which is what I’m referring to when I say sweeping changes are made roughly every 6 months.

The playerbase that asked for changes, you mean these supposed “thousands” of usability testers that they interviewed before they released the April New Player Experience? The ones that are so dense they couldn’t even figure out the downed state? Yeah, I’m still waiting for one of those people to come forward and say I was interviewed by ArenaNet. I would love to know these people are actually real, and hear what their gaming habits are like, and what they must have said for such an abomination of a feature patch to have been released.

This game was amazing before they started chasing “new player retention”. As if that isn’t the best thing that can happen for a F2P model game. You just got like $40 from these people who played for a week or two and now they aren’t even taxing your servers. How about the importance of “old player retention”.

How much agony resistance do you have?

I am a veteran, I survived

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Posted by: SKATE.1394

SKATE.1394

I feel most of the changes have been positive. Not all, but most. The wardrobe change and the mega server change were game changing for me, in a positive way. The removal of WvW culling was huge for me. The champion bag change I could have lived without but it wasn’t that big a deal. I liked both Dry Top and the Silverwastes. And while I preferred Season 1 of the Living World to Season 2, I understand the reason for the changes.

That’s mostly content, but how do you deal with new skills and traits being dumped in your lap every 6 months? How are you okay with having to learn one method of leveling, unlocking skills and traits, and then it changes entirely with one feature patch, and that ends up being so bad another feature patch changes it entirely again? Doesn’t that tell you that even the developers are so unhappy with what they’ve done, that they can’t just make a change and sit on it?

Aren’t you tired of having to constantly adjust to a new system just as you’re starting to get used to the previous one?

I play a little Street Fighter from time to time, that’s a game that receives several updates in the namesake of balance. Champion Edition, Hyper Fighting, Super Turbo, Arcade Edition, Ultra, etc. etc.

The difference is they come with subtle changes. Damage might be tweaked 5-10% on a move, a few frames may be subtracted or added on startup or block. Maybe someone will receive a couple frames of startup invincibility.

What they don’t do is take away the shoryuken and hadoken from Ken and Ryu and give them Dhalsim stretchy arms…

That’s how I feel ArenaNet makes changes when they release a major patch. I can deal with small changes that don’t affect the actual style of my play, just the potency of it, if that makes sense.

If you’re really unhappy with something take what you’ve learned and apply it to Guild Wars 3, but at least give your players some sense of stability within a single release is all I’m asking.

When a player comes back from a 6 month hiatus in this game, they don’t just need a small period of adjustment. They’re lost.

I just wanna know when enough is gonna be enough for them. I think you’re more happy with the game at any given point in time than they are.

(edited by SKATE.1394)

Help, Transmuted Spark

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Posted by: SKATE.1394

SKATE.1394

I’m not sure what the latest scenario is, but for a time transmuting a precursor would make it ineligible for forge use.

I wanna say that was changed at some point, and they can still be used now even if transmuted, but I’m not 100% sure.

I am a veteran, I survived

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Posted by: SKATE.1394

SKATE.1394

This is pretty much how I feel, except I didn’t survive. I only log in for 2 minutes a day now to get my laurel in case the NPE etc. are ever reversed. Probably never gonna happen.

I feel the game systems have been overhauled so completely and so many times since launch that this is no longer the Guild Wars 2 I paid for, but something else entirely, with the only similarities being lore and races.

I got 5,000 hours or so out of this game before they destroyed it to the point I no longer wish to actually play it, so I’m not too buthurt over the loss of my time and money investment, but I still think if someone who’s been playing since launch wanted a refund they should be entitled to it, cause this really isn’t what we got when we put down our $60 for the initial box purchase at all.

Do the rest of you actually feel the game is improving with all these changes, or do you simply play because it’s still called Guild Wars 2…?

To the OP and anyone else that feels the same, I say just quit. The only way they’re ever gonna stop kittening around with the game is if they bleed players.

(edited by SKATE.1394)

Different coloured bags/chests?

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SKATE.1394

The quality of the bag determines what tier crafting materials will drop from it. The equipment, as in armor and weapons, that come out of the bag are dependent on the level of the character opening it.

A level 80 character killing a champion in a level 1-15 zone has a chance of receiving either a white quality champion bag, or an exotic quality champion bag. Just the same as there’s a chance of receiving level 1-15 loot, or level 80 loot when farming mobs in said zone.

If you get a white champ bag, you’ll get tier 1 blood, claws, fangs, dust, etc. regardless of character level when opening. If you get an orange champ bag the material will always be tier 5 or tier 6.

The armor/weapon/trinket that drops from the bag will be the level range of the character that opened it. The equipment dropped will always be green or better as long as your character is level 14 and up. You should only be getting blue gear if opening on a character below level 14. Your character must be level 35 or higher to receive a yellow/rare piece of equipment from a champion bag. Level 62 is the starting point for a chance at an exotic piece of equipment.

The one exception to this rule is the occasional “collectible” exotic items, which are unique to champion bags, and have a low chance of dropping in addition to the normal piece of gear. So if you were opening a champion bag on a level 55 character, you would get your one green or yellow item as well as the chance for a special collectible exotic. A single champion bag has a very rare chance to yield 2 exotic items in this case (as long as the character is level 62+).

You can get blue/fine bags by farming low-mid level zones (I don’t know the actual number range off the top of my head), green/masterwork bags farming mid level zones, and yellow/rare bags by farming mid-high level zones. Level 80 champions will always give orange/exotic bags.

The blue, green, and yellow bags will drop tier 2-4 materials respectively. This includes rare materials such as slivers, fragments, and shards (the lower end components of lodestones).

If you like to save your bags and open them in large quantities on characters of a certain level range for specific armor/weapons, it’s definitely an inventory consuming nuisance, because a wide variety of champion bags can easily take up two full storage panes by themselves. Especially when some bags of the same type/name and color still take separate slots because they can be unique to each other depending on what mob type dropped them, despite them appearing to be the same exact bag.

It is rather annoying, but that’s the general nature of inventory management in this game.

(edited by SKATE.1394)

Bank/character slot cap raise?

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SKATE.1394

So add “further” to the end of that statement. It all ties in to overall inventory space including bank tabs and bags, and general issues of having 40+ characters, no need to start separate threads that aren’t going to go anywhere for every one complaint I have with this game, and I have many. I’ve been on these forums long enough to know suggestions and forum posts in general get paid little developer attention. I just want to rant sometimes when I see a relevant topic posted so people with similar issues can nod in silence and agree cause they also know nothing will ever be done about it. It’s venting.

With 46 characters the OP probably has a lot of the same complaints and issues as I do, as would other people that are attracted to a thread asking for a cap raise.

(edited by SKATE.1394)

Bank/character slot cap raise?

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SKATE.1394

This game is ridiculously tedious.

Double clicking stacks of items 250 times is still a thing, and probably always will be.

You can’t execute batch forges or batch salvages on groups of items, one at a time. You can’t always buy items from a merchant in a specified quantity, typically one at a time.

Moving inventory from a character to a bank tab to another character is a pain.

Sometimes I just want the ability to drag a box around multiple items and move them all at once into a bank pane, or batch salvage/forge/consume them all. I don’t need the novel gratification of seeing each item pewp out one at a time in a tiring animation I’ve watched over 100,000 times since starting the game.

Anyways, I have 37 character slots, all of whom I was planning on leveling to 80, but I only got I think 12 of them there before the New Player Experience came along and made leveling the absolute worst experience it could possibly be (in my opinion/style of play), so I gave up on that pipe dream. Most of them are used simply for storage.

I decided to power level a bunch of my characters a little using cooking, with the same exact ingredients and discoveries (following a cached guide), and after about an hour and only getting four of my characters to 400 chef, I just couldn’t take it anymore and had to stop and take a break. The ability to macro perform the same leveling process for people that are following guides just to level up would have saved me an enormous amount of time and my sanity.

Before they even consider raising the character slot cap, I would rather see them re-work the clumsy interfaces and terrible micro-management abilities of having that many characters.

For example, how about actually utilizing the full real estate of the character selection screen? Why are there only seven tiles to choose from, and 90% of the screen is occupied by absolutely useless information?

When I want one of my necromancers that also happens to be the last character I’ve recently played as, I have to scroll, scroll, scroll, through up to five different panes to find them.

There’s all kinds of unused space to give me selection tiles for at least half, if not all of my characters at once.

I have to keep a .txt document detailing which of my characters are holding on to what piece of pewp overflowing item because they flood us with all kinds of currencies, materials, and equipment that doesn’t stack. Dragonite, empereal, bloodstone, 150+ ascended rings and two full inventories worth of account bound exotics from running fractals, stacks upon stacks of candy corn, snowflakes, blade shards, ba-sic crafting materials, leveling gear that I used to pass around to alts when leveling wasn’t a terrible hand-holding ability-level-gated experience, living story items and skins, excess harvesting tools and salvage kits, potions, tonics, utilities, food, boosters, express gem store items, EIGHT BAJILLION DIFFERENT VERSIONS of champion bags, loot bags, knapsacks IN DIFFERENT QUALITY GRADES: white, blue, green, exotic, PvP reward weapon and armor boxes, PvP zone/mob themed caches, all of which I like to hold onto and open at once on characters of certain level ranges depending on the particular materials I happen to be after, which is a whole other thread rant and complaint in itself…

The ability to preview a character’s inventory in a pop-up pane without having to actually sit and wait through long load times to get into a city, just so I can spend 10 seconds perusing through my items only to discover what I’m looking for is somewhere else, would be HUGE.

An option to leave myself little notes about my characters, their builds, their gear, what they’re storing on the selection screen would be great.

The ability to sort my selection screen in different ways would be nice. Check a box to show only necromancers, only show rangers, only show my medium classes, only show light classes, show chefs, show artificers, show Whispers order, show Vigil, show Charr, show Asura.

There’s so much more that can be done with that screen besides the massive display of medals and my achievement points.

I can rant on and on and on about 100 different quality of life and convenience changes that can be made to help power players actually accomplish all their goals without having to sit through incredibly boring and tedious multi-click operations that can be handled so much more elegantly…

The majority of my time in this game is spent dealing with clumsy interfaces, too many different varieties of items and loot containers, many of which don’t stack, and needlessly tedious click after click after click operations that can be handled in seconds with a simple batch execution command.

And more bank/bag space would slightly band-aid the overall problem, and I wouldn’t mind it, but there’s also more that can be done to make better use of the space we already have, too.

(edited by SKATE.1394)

Will we need to salvage asc armor/weapons?

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SKATE.1394

I wouldn’t take the verbiage in the blog post literally, it would make little sense for rings, the most common and plentiful ascended drops in the game, to salvage into both dark energy and matrices, while weapon and armor chests, which drop something like 1/10th as often as rings, only salvage into dark energy.

I’m willing to bet you’ll be required to salvage both armor/weapons for energy, and rings for matrices. It’s ArenaNet.

The “all” term can infer all non trinket equipment, gloves, boots, shoulders, bows, swords, etc. While the “also” in the rings line can mean, in addition to dark energy from equipment, you can also get matrices from rings.

We all know they’re terrible at clearly communicating ideas, so you can’t just pick out a few key words and assume some sort of firm intent. The language used can go both ways, we’ll just have to wait and see.

But based on their track record, my money is on rings exclusively salvaging into matrices and not dark energy.

(edited by SKATE.1394)

Will we need to salvage asc armor/weapons?

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Posted by: SKATE.1394

SKATE.1394

I’m afraid ascended will be handed out like candy the way exotics are now is my biggest concern.

They couldn’t really afford to do that, ascended crafting is the biggest sink of ba-sic materials in the game. If people stopped crafting damask, deldrimor, and spiritwood all the t1 – t4 materials would flood the market again and drop back down to double digit copper values. Not likely to happen.

The rings will definitely provide only a partial component, and salvaging armor and weapons will be required. So really, this isn’t a sink for people like me with over 150 rings banked at all, because you’re limited by the extreme comparative cost of ascended armor and weapons. We’ll still be overflowing with rings, even more so with the new fractal updates that will bring a temporary influx of players/participation.

Unless, the stabilizing matrices will be tradable. But I assume they’ll be account bound like dark matter.

(edited by SKATE.1394)

MMO Manifesto - Does anyone remember this?

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SKATE.1394

I don’t mind the heavy grind, I actually kind of enjoyed it. Farming for gold and progressing my account with gem upgrades is what interested me most.

What I can’t stand is the constant F-ery of them completely overhauling traits, skills, and “balance” every 6 months. I’ve had to completely re-adjust to altered builds, skills, and classes on multiple occasions, and when I spend months getting used to how a class plays, that kittens me off.

Leveling up, trait unlocking, skill point acquisition, all were great for the first year or so. Then there was the first major stunbreaker reshuffle/class rebalance. Then there was the New Player Experience and all the level gating that came with it. Now this Diablo 3 oversimplified trait/hero point system that didn’t just make major changes to every single build and character I own, but also REMOVED skills and trait lines I used to have fully unlocked on my 80’s, requiring me to pay for them again in banked skill-hero points.

Megaserver that made world bosses a complete pain in the kitten by funneling everyone into a single server creating extreme frame drops and out of control scaling. Then the condition damage changes that made world bosses go from boring kitten 7 minute long snoozefests to 30 second KO’s, back to boring kitten snoozefests with a massive HP increase to compensate.

The complete destruction of the daily achievement system that took even more of the “player freedom” and variety of choices we used to have, and replaced them with go where we tell you to go, do exactly what we decide you should do, just like their god awful NPE trait unlocking scavenger nonsense.

Can’t even loot a dungeon chest more than once a day now, regardless of how many alts you’ve built, because 90% of rewards that used to repeatable or at least per-character eventually are nerfed to once per-day per-account.

The game as it is today is so completely different from the one I bought at launch, it makes me question what a studio is legally able to get away with when they just wake up one day and decide to go in another direction. If they all of a sudden wanted to turn the game into a Pac-Man clone next patch, is that within their rights based on the EULA?

It’s kind of changed my attitude towards whether I ever want to purchase another always-online streaming content client game, as opposed to a patch-elective multiplayer or single player game. At least then I can choose not to patch to an update I don’t agree with.

I used to be heavily addicted to this game where I had a long stretch of time where I was averaging something ridiculous like 6 hours a day. For the past several months I’ve been logging in a few minutes tops to build my laurel count, in the event the game is ever returned to its former glory. There was even a period of a few months after last Wintersday where I didn’t even bother to log in at all. So I guess if nothing else they at least freed me of my addiction by slowly and methodically breaking everything that originally made this game fun, for me anyways.

Maybe if Guild Wars 3 is completely free to play without an initial box purchase I’ll consider playing. At least then when they decide to nuke their game from orbit I’m only out a time investment, not my time and my money.

(edited by SKATE.1394)

240 Laurels, what to do?

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SKATE.1394

They’re best used for their original intended purpose of ascended amulets (at the moment), in my opinion. I agree that ascended armor isn’t worth the cost, but the amulets are essentially free with laurels.

20 laurels per amulet + 250 badges of honor saves you gold from having to buy/craft exotic amulets, which are account bound. Ascended amulets can be swapped around to various characters when builds change every 6 months from Anet screwing with skills and traits. And they have the added benefit of unique trinkets which can boost magic find, karma, exp, etc. at the cost of more laurels.

You get three T6 materials per heavy bag, and there’s a chance of them all being Powerful Venoms. T6 is easily farmable if you know where to get them, especially if you have a decent amount of magic find.

Gold is an infinitely replenished resource. Laurels are a time gated material, once spent you have to wait days or weeks to get more, with no possibility of facilitation.

Even if you still feel you don’t need the ascended amulets + their bonus infusions, save the laurels in case something unique does come around. You’ll thank yourself for not having blown them all on a little bit of gold when currency can be obtained in so many different ways.

Personally, I used to just buy new character slots with gold when I could and build another character. I always had a use for another ascended amulet.

(edited by SKATE.1394)

The Quartz Chrystal Drought

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SKATE.1394

Any veteran player that’s been through a few Wintersdays or Bazaars/Jubilees should have a few hundred charged quartz by now.

The only people buying these are 90% speculators, some of which have already lost their kitten if they bought at over 5 silver per, and super casuals who can only use up to 25 of these a day, it’s a time-gated material…

Gathering the required 25 a day would be easy enough, these are much easier to obtain than watchwork sprockets for instance.

It just underlines the overall problem of how tedious and boring it is to gather materials in this game when even the most casual of players are willing to drop 1 gold a day instead of spending 30 minutes running around the map mining them.

If you have a stockpile sell them now, they’ll never be worth more. They’ll only continue to drop as the people that bought them for 4 silver + realize they made a mistake and aren’t gonna profit like they thought they would, and relist to recoup some of their investment. Then they’ll absolutely nose-dive when the next festival comes around.

If you bought these at 20 something copper a piece now is your best chance to profit. They’ll tank back to under 1 silver at some point and stay there for a long, long time. The cap on consumption of 25 quartz a day means they’ll never stabilize at 10 silver each, that was just a temporary flux from not very smart speculators.

Even if they did continue to trend upwards for some mystifying illogical reason, it would be very temporary, because people would start mining them for profit again, and they would drop, then hold.

Sell now.

(edited by SKATE.1394)

Engineer Bugs (Updated & Consolidated)

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SKATE.1394

It’s been mentioned a dozen times in this and other threads, but I’ll say it again. Underwater grenades, underwater grenades, underwater grenades.

Sick and tired of the god awful tracking that they kittened up ever since they “fixed a double damage” bug with underwater grenades that I still don’t believe ever even existed in the first place. Probably just some non engi playing dev nerd that didn’t realize you could trait for three grenades instead of two.

It’s been a year and I know it won’t ever be fixed, but I still bring it up every chance I get cause it annoys the kitten out of me.

[Suggestion] Copy Account Bound Gear

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SKATE.1394

They want equipment to be per-character and tedious to exchange because it encourages you to make duplicates, which drains crafting materials and other resources from the overall economy. Otherwise, on a long enough timeline supply would grow to a point where everything is essentially worthless.

Best JP to park.

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SKATE.1394

I had a bunch of characters parked at Weyandt’s Revenge, they all got warped out after the new LA cutscene, and I haven’t felt like moving them all back. If you park at a chest in the open world there’s less of a chance of that happening, something to consider.

How long are the mining picks available?

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SKATE.1394

I believe the Mining Bundle was only on offer for 24 hours. I wanted to get it, but it was during the ‘Exchange Gold/Gems Window’ bug. Sigh.

The other Gathering Tools are only on offer until midnight today PST, I believe. So, about 5 more hours from now.

Good luck.

Yeah that’s actually the same issue I had, the gem exchange panel would simply not load for me that night, just a blank window. I was surprised to see the bundle gone the next time I signed in, and no discussion about it here on the forums, so wasn’t sure if it was prematurely listed or what. It also seems to have been unadvertised on the official GW2 website/news blog.

How long are the mining picks available?

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SKATE.1394

What I’m wondering is what happened to the promo pack that had a watchwork pick, chop-it-all axe, I think a thresher sickle, and some gathering boosters. Seems like it was only up for a day or two tops. Did anyone else happen to notice this bundle, or maybe it was listed in advance by mistake and then pulled?

Dodge rolling in place

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SKATE.1394

lol that’s just another odd latency glitch from too many actions happening at once and requires a weapon swap, so not really useful as some sort of advanced tactic. It’s no different from the occasional dodge-in-place that already happens once in a blue moon, or quickly swapping to grenade kit after firing main-hand with an engi and having the grenades rocket out without having to ground target.

(edited by SKATE.1394)

Dodge rolling in place

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SKATE.1394

You used to be able to dodge and immediately cancel into a skill to get the dodge effect/endurance burn without actually wasting time or positioning actually rolling. It made guardians and mesmers way too good though so Anet nerfed it. I doubt they’ll revert it two years later.

I wasn’t playing when this was an option, but that sounds like a design issue. You can still implement the same length of animation delay with a stationary dodge that only nullifies the positional change, and doesn’t offer any roman-cancel type ability to do a quick spell counter.

Dodge rolling in place

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SKATE.1394

I’m going to have to go with “no” on this one. The ability to stand in one spot and fight an entire battle without moving kills the “active” part of combat.

I disagree, the engaging part of combat isn’t always about moving unless your playstyle is kiting. Knowing the enemy’s tells and reacting properly and on time is what makes combat “active” in my opinion.

There are already stationary evades in the game which defeat this argument, blurred frenzy for the mesmer, distortion, pistol whip for the thief, aegis and counter attacks can loosely fit into this category as well.

All this would add is more personal control over your character, it’s just matter of whether they consider this ability to be advantageous in PvP or not. For PvE, a toggle option to enable this action would mean you wouldn’t have to use it if you don’t want to, and people that would like to do so can.

I agree it would make it easier, but I don’t think that’s a good reason to modify the (already overpowered) dodge functionality to be even more OP. Part of playing the game is being aware of things like where the crystals are falling and what’s going on around you. As for the time loss, again, I think that’s just part of the fight.

As I noted above, I don’t think it does anything to make a fight trivial, as much as provide you with more character control. I don’t agree with the sentiment that a stationary dodge would be “overpowered”, given there are already abilities in the game that produce the same effect which I’ve listed, this just opens them up to all classes instead of a few. The DPS gains would realistically be single digit percentages at best, it’s more a quality of life change if you ask me.

It’s not like the game would suddenly be broken and nobody would ever directional dodge again if this were implemented, it’d be a situational tool.

(edited by SKATE.1394)

Dodge rolling in place

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SKATE.1394

You have to be holding forward to dodge through a target, and since there are generally falling crystals that might require two quick, successive dodges or strafing to avoid both a crystal and then the effigy AoE, this maneuver wouldn’t always be helpful. Dodging in place, however, would always give you the desired result no matter what’s occurring on screen. Plus turning still takes time, even if you have an about-face hotkeyed.

Dodge rolling in place

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SKATE.1394

I would welcome the addition of a stationary evade toggle option to this game by just tapping the evade key without any directional keys being held. It’s an option I would certainly use, but it’s probably considered a balance issue for PvP so we get screwed over by no PvE/PvP split yet again.

When I’m doing CoF p1 in particular I find myself wishing I had this option so I don’t have to re-engage the effigy boss after his AoE attacks. It’s a slight loss of DPS to have to walk back into melee range after every evade.

Cost-efficiency: promoting t5 or buying t6?

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SKATE.1394

I stopped upgrading my t5 materials to t6 a while ago, more often than not I was ending up with an output of only four t6 which was costing me gold in the long haul.

Plus the skill points themselves are potential money makers through other recipes once you’ve saved enough, so after taking that into account the averages are definitely in favor of just selling t5 outright, or buying t6 at highest order.

It’s like anything involving chance though, there’s potential to come out ahead, but for the most part you’re better off taking the more stable approach.

Upcoming Daily/Monthly changes 12/10/14

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Is that the laurel symbol on the first bag of every row too? It looks like a small one to me.

The first column is mystic coins
The second column is laurels
The third column is essences of luck
The fourth column I’m not sure, but I imagine they are express merchant gem store items
The fifth column contains bags of crafting materials (possibly only for tailors?), boosters, and transmutation charges
The sixth column is tomes of knowledge/bags of experience
The seventh column has more laurels, a profession specific equipment box, and the final reward

What we don’t know yet, is whether these bags contain single or multiple mystic coins/laurels. They would have to contain about 12 mystic coins each to match the current rate we get via dailies and monthlies, and 4-5 laurels each as well as the option of 10 in the final reward chest to match the current laurel output.

I never really paid close attention to the icons in the screenshot when this change was first announced, and just assumed based on the text that they would probably hand out 1 laurel and 1 mystic coin along with some additional bonus every day.

But after examining the screenshot more closely, I now see why so many people are buying up mystic coins. I would be dumbfounded if each bag contained only 1 coin/laurel each, but it definitely would not surprise me in the least given the overall history of the game. I’d be equally confused if they were handing out chunks of 10+ mystic coins or 5 laurels at a time in such an oddly spread burst.

And the fact that they’re taking the time to merge threads on this issue without addressing the numerous specific questions regarding laurel/mystic coin rates is only a bad sign from my perspective.

(edited by SKATE.1394)

Gold from monsters

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Dungeon bosses used to drop 10 silver each which could be improved with nourishment and high end banner bonuses up to 50% (omnomberry bar and guild gold/mf banner) for a total of 15 silver.

This is the main reason CoF p1 repeatability was the go-to farm back in those days. To counter this, Anet removed the on-kill silver drops and implemented champion bags instead. Since then, they’ve further reduced dungeon farming by making the diminishing return on dungeon rewards account bound rather than per character, as well as limiting the availability of chest loot to once per path per day.

But to answer your question, no mobs in the game drop a significant amount of coin (typically 1-2 silver randomly from level 80 monsters), so gold find is not nearly as useful a bonus.

(edited by SKATE.1394)

Over 7300 champ bags from SW opened - Results

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Thanks for the data, the numbers are a bit off, but I wouldn’t expect perfection when opening 7,000 bags at once.

Equipment totals for all non collectible exotics, rares, and masterwork items should be 1:1 with number of champ bags opened.

Is your cloth total including the silk/gossamer salvaged from masterwork armor? Or only the cloth dropped from the champ bags themselves?

Did you happen to track the percentage of light, medium, and heavy armor drops? My smaller trials have shown a 10-12% weight bias in favor of the profession opening the bags.

(edited by SKATE.1394)

Upcoming Daily/Monthly changes 12/10/14

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Could we get an answer about what do we need to do to get laurels and mystic coins from our daily/monthly achievements and log in rewards?

So far i only know i will get to pick if i want to have a extra box full of laurels after logging in 28 times (28days) and i also know daily achievement will give out related rewards such as killing 3 peeps in wvw gives a extra bunch of badges.

Do we still get laurels and mystic coins after we do 3/3 daily achievements?

-Prices of mystic coins are already going up..

https://www.gw2tp.com/item/19976-mystic-coin

around 60k mystic coins were “removed” form the total supply of mystic coins that are sold on TP…in around 4 hours of time.

as in: 354k Mcoins at 6hours->>297k at 10hours

I can already hear the flippers rubbing their hands right now

Those flippers are setting themselves up for failure if the laurel/coin are shuffled to the daily login reward. Not only is there no new sink for mystic coins introduced with this change, meaning flat demand, but it could potentially become even easier to get a mystic coin just by logging in rather than completing your daily. Bad investment in my opinion.

Upcoming Daily/Monthly changes 12/10/14

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

True that a world boss completion would be on a bit of a scheduling conflict,

But you only have to do 3 of the 12 that looks like are provided for us. 20-30 minutes before reset, even currently, is a short time table to knock out objectives for daily completion. I assume if there is a zone specific objective it will be vastly more populated that it would be now.

We will just have to wait and see the different objectives they have in store for us on a daily basis and what they reward. It looks like to me it will be much better than the standard 1 laurel, mystic coin, 50 luck, karma consumable, and XP currently offered.

I think this will be a positive they are doing. They are trying to fill areas that would not normally have alot of traffic making it more populated for newer players on select days. They are getting people to gather in areas that they normally would not and bring a little more balance to the market. Trying to get people out of the beaten path to discover new things they might have not normally gone and done.

Dailies are pretty much all I log in to do now, so I’m optimized for knocking them out quickly. I never miss my laurel even if I have to log in 15-20 minutes before reset, and I earn a little AP along the way.

I have characters parked by permanent rich gathering nodes that never shuffle, a sword/pistol thief for quick successive skill interruptions with headshot and evades with pistol whip, a condition clearing mesmer with sword for blurred frenzy evades near trolls that apply bleeding on every hit, easy access to a champion 20 yards away for daily champ slayer, spiders that can be spawned from cocoons for each individual character to quickly knock out daily kills/condition applier, easy underwater slayer or laurel vendor when applicable, a character parked near plenty of dead NPCs for daily reviver.

The structure and wide variety of generic gameplay options allows for both optimized continuity and the ability to log in for a few hours and randomly get your daily done no matter what zone or dungeon you feel like clearing.

There are better ways to encourage further exploration than taking traits away from people and sending them to rarely visited zones/events to unlock them, or forcing people into specific tasks for daily completion.

I’ve suggested that they could offer a daily/weekly map rotation bonus that gives 33% extra gathering chance, 50% karma, 50% magic find, 50% experience gain, etc. in lesser visited areas like Timberline Falls and Lornar’s Pass. You can offer incentives without being dictators and taking away player freedom. They could also bring back the random watchwork minion invasion events and move them to more low-mid level maps in conjunction with the map rotation bonuses.

You can add without replacing or taking away.

(edited by SKATE.1394)

Upcoming Daily/Monthly changes 12/10/14

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

The current daily achievements were a little bland and dry, such as daily dodger, leveler, laurel vendor, gather, event completer. It will be nice to have more content driven dailys with content driven rewards.

It seems like these goals will actually get people out to do different things and reward them for it instead of just going through a daily routine for the same reward every day.

Some of us like a daily routine, not everybody wants to be told specifically what to do and where to go every single day. Yes the achievements were generic, but that’s a good thing because it resulted in a high likelihood of people completing their daily no matter what zone they’re in or how they play the game. For me, this is a lot like the trait system change, now I’m told exactly where to go and what to do just to get my daily done akin to the highly specific trait unlocking requirements. Where’s the freedom in that?

Well, I’m not going to try to dictate what one should enjoy. But for me and i’m sure others, those goals did nothing to add to the game in terms of accomplishing something and were things we all did anyway. Also one could argue that you are rewarded for just logging in now. So the daily routine element is still there and still rewarded.

I felt like that there was no variety in daily goals what so ever and felt like there should be more content specific objectives. From your argument it sounds like you don’t want specific objectives. You want to log in and play and get rewarded for it, which this system also does when you log in to play. This system gives us both things. You are not are not disadvantage in not getting your daily, you are just not rewarded for not completing objectives.

It will depend upon how laurels/mystic coins are rewarded in this new system whether there are no disadvantages, but the ability to earn a little AP while playing the way you normally would is definitely affected for many people.

Especially in instances where you get home 20-30 minutes before server reset, currently you can expect a little structure to how you go about knocking out your daily requirements quickly.

Not so with the new system, especially if every day requires some form of a world boss takedown due to the rigid scheduling. Or zone specific event completion where megaserver can make it extremely difficult for people to knock those out in a reasonable amount of time due to all the competition for event completion being funneled into one area.

(edited by SKATE.1394)

Upcoming Daily/Monthly changes 12/10/14

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

The current daily achievements were a little bland and dry, such as daily dodger, leveler, laurel vendor, gather, event completer. It will be nice to have more content driven dailys with content driven rewards.

It seems like these goals will actually get people out to do different things and reward them for it instead of just going through a daily routine for the same reward every day.

Some of us like a daily routine, not everybody wants to be told specifically what to do and where to go every single day. Yes the achievements were generic, but that’s a good thing because it resulted in a high likelihood of people completing their daily no matter what zone they’re in or how they play the game. For me, this is a lot like the trait system change, now I’m told exactly where to go and what to do just to get my daily done akin to the highly specific trait unlocking requirements. Where’s the freedom in that?

(edited by SKATE.1394)

Upcoming Daily/Monthly changes 12/10/14

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Eh, I’m a little on the fence about this. For my playstyle personally, it sounds like more of a downgrade, but I guess we’ll see soon enough.

I like having a wide variety of achievements I’m likely to actually complete just by playing the game normally. Daily dodger, daily kills, daily leveler, daily condition applier or remover, daily gatherer, daily skill interrupter. Because they’re generic gameplay actions I can typically knock out my 5/5 achievements for my laurel on a parked character without having to waypoint all over the god kitten map. I hate paying for waypoints, try to park characters in various places and avoid it as often as possible.

Only 4 available achievements for a PvE centric player that are oddly specific will have me traveling all over the kitten place and losing any sense of consistency in my daily ritual. Taking the screen shot example, FOUR events in Malchor’s Leap (uggh), then move to Maguuma Wastes to view a vista (uggh), gather in Ascalon (shot to the foot of people that bought Home nodes just for daily gatherer), or move to Fire Ele which happens once every 2 hours. What a pain the kitten , this is actually the opposite of what they think they’re saving me from, since I’m not an AP grinder that does all 12 achievements every day.

I’m assuming each daily advent calendar loot bag will contain 1 laurel, 1 mystic coin, and something else depending on the container type. Meaning the bonus 10 laurels we used to get for our monthly will likely be an option in the final reward chest, forcing us to make a tough choice between laurels, tomes, or materials.

I love Tomes of Knowledge, but I don’t know if I wanna sacrifice the 10 laurels I used to get for them. Would be nice to receive what we’re accustomed to getting for our monthly, in addition to something else, instead of OR something else. I’ll be thinking long and hard at the end of every month about whether I want laurels or tomes, laurels or tomes.

(edited by SKATE.1394)

Watchwork Mining Pick

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

I have 8 characters all with watchwork mining picks parked at a permanent rich node, and yesterday every one of them got 2-4 sprockets which is typical. So not a noticeable difference for me.

TP Issues (not sure if bugs of "features" :D)

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

I was having the same issue with completely random numbers being entered when I’d delete or try to type in my own values into the sell value boxes, at least as of the other day. Wasn’t always the highest bidder or lowest seller value either, a lot of times it was just a random number that didn’t make any sense.

I also hate that the inventory list constantly resets itself to a certain position when selling items.

Another annoyance I have with the new TP is the lack of an “add to my existing listing” option. Or at least an option to see what my lowest valued listing is currently at. I know I’m undercutting my own listings once in a while.

Also, I’d love the ability to quickly exit out of the ‘success’ dialog that pops up when an item is listed. I hate having to constantly move my cursor to the little X button to close it, instead of just being able to tap the escape key or something. I’d like for the escape key to first close the top-most window, rather than the whole trading post pane.

I also find it slightly annoying that I have to move out of the selling tab to the buying tab and re-enter a search string for something I just wanted to quickly check the value of. I’m constantly getting empty search results only to realize I’m still in the selling tab and have to start all over. There should probably be a separate search bar for your own transactions/inventory that’s more out of the way since that’s likely used a lot less often than a global TP search.

I also don’t like the search filters defaulting to equipment for my current class, without a way to ‘save’ my preferences for all classes by default.

Questions on the Guild Wars 2 Forum Specialists Program

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

What’s the point of this program? I know a large number of members will be creaming in their pants at the thought of having a special title next to their display name, but aside from that, what is this supposed to accomplish?

You’ve consistently shown that you have your own metrics you follow and make decisions regarding the game content/design/systems regardless of how unhappy players may be with certain updates.

There are threads hundreds of pages long expressing discontent with the NPE trait/leveling changes. You know they exist, you don’t need a special snowflake forum member to point them out to you. It’s pretty obvious by now that player feedback on most issues is largely meaningless. If we don’t like changes to the game, we can stop playing and stop supporting. You’ll follow the numbers, if there’s no significant change in player activity and/or gem purchases, you’re content to stick to your guns.

Anyone posting a suggestion thread or responding to a feedback thread can use their common sense judgement to realize it’ll be read or it’ll be ignored, it’ll be acted upon or it won’t. It is what it is.

What we don’t need is the illusion of dev – player interaction by giving people special titles on the forums, and what we need even less is certain powers/privileges granted to active players of the game that are sure to have their own biases one way or the other.

I’m a very active player and a pretty active forum browser/poster, and I have no interest in applying for this program. I’m realistic enough to know it’s not going to result in sudden developer interest in what players have to say over what they already feel is the best direction for their own game.

And secondly, I know as an active player I have my own biases, we all do. I play certain classes more than others, I’m more comfortable with certain builds/weapon sets than I am with others, I want or prefer features or mechanics that may differ from what other players would enjoy, I frequent certain areas or instances of the game and ignore others. I have no place administrating or flagging certain posts, I have no place selecting which threads I feel should be reported on or forwarded over another, no player that doesn’t have an official relationship with Arenanet should.

As a player with over 5,000 hours logged who plays pretty much every single day, what I would like to see is more attention devoted to bug fixing. I’m not begging for new content, I’m not asking for expansions, I’m not pleading for certain balance changes in PvP, I’m not asking for mounts or capes. I’m fine with the content we have, I’m fine with repetition and grinding, I’m fine with the end-game, or I wouldn’t still be playing.

What would really please me is more details about the team in charge of fixing bugs. Does one even exist, or is it simply handled on a random case by case basis by any programmer that happens to be available? If there isn’t a dedicated bug team, can one be made? Can we do a better job of communicating which bugs are known and on the docket, can we get insight into why certain bugs are given priority over others? Why are some bugs that seem minor hotfixed with their own build within hours or days, while others that players would feel are major bugs get delayed for weeks or months so they can be rolled into a feature patch/content release? Why do some bugs get fixed without any report or notification whatsoever in release notes?

Fixing what’s already here should be given priority and more resources in my opinion than sifting through thousands of applications for a make-me-feel-special forum icon. Event chains that are consistently stuck and other bugs encountered while I’m actually playing concern me more than the constant barrage of how to change the zerker meta threads, armor clipping threads, capes and mounts threads, we need an expansion threads, is it worth coming back threads, new races threads. Those are always going to be around, and pretending to be doing something about it with some nerd ego stroking program is a waste of time.

You can’t please the people that always want new content, new content, new content forever. You can’t implement every suggestion made, different players want different things. Just do what you do and the players come and go as they may. But very little attention seems to be given to polishing off what people that have been playing since day one are obviously content with. Fixing bugs seems to be the absolute lowest of the low in regards to importance with bi-weekly Living Story releases being the utmost priority.

(edited by SKATE.1394)

Broken Collections

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

https://forum-en.gw2archive.eu/forum/support/bugs/Tricks-or-Treats-Collection/first#post4548956

There are questions about the Halloween Collection as well, progress was apparently blocked once Halloween ended and many of us were wondering if this was a bug or intentional and you simply never decided to inform the player base it was time-sensitive.

Crash log, suggestions?

in Account & Technical Support

Posted by: SKATE.1394

SKATE.1394

I just got a TDR (Timeout Recovery and Detection) error for the first time after one of these crashes, I’ve also had a few crashes since that did not result in any TDR notifications.

First time I’ve ever even heard of TDR so I had to do a bit of reading up on it, but it seems consistent with the behavior I was experiencing. I guess the newer drivers just do a better job of recovering.

Guess my only option now is to play less GW2 and start playing a larger variety of games to see if I can replicate the issue. So far an hour or so of Payday the Heist has been issue free.

There’s still no upside to this, though, even if it ends up being a GW2 exclusive issue and not my hardware I’d still be unable to play the game I actually want to.

But I’ll report back with any new developments.

Crash log, suggestions?

in Account & Technical Support

Posted by: SKATE.1394

SKATE.1394

https://forum-en.gw2archive.eu/forum/support/bugs/Memory-leak-1/

Same issue that I posted about in the above thread, where my screen would go black for a few seconds showing a ghost menu bar, and then return and start periodically chugging down to single digit frames.

It became annoying enough where it was killing me in several dungeon/fractal runs that I decided to try downgrading my video drivers just to see if it would help. I went back pretty far to Sept 2013 Nvidia drivers, I also tried the 3 most recent drivers.

With the more recent drivers, when the screen goes black for a few seconds the game would recover and start chugging along with memory leak like behavior. With these older drivers when the screen goes black, instead of recovering the game just crashes, which I actually kind of like cause at least I get a log out of it.


—> Crash <—
Exception: c0000005
Memory at address 00000000 could not be read
App: Gw2.exe
Pid: 2924
Cmdline:
BaseAddr: 01240000
ProgramId: 101
Build: 42115
Module: d3d9.dll
When: 2014-11-23T03:30:41Z 2014-11-22T22:30:41-05:00
Uptime: 0 days 0:13:58
Flags: 0

—> System <—
Name: Y570
IpAddr: 192.168.1.8
Processors: 8 [GenuineIntel:6:10:7]
OSVersion: Windows 6.1 (64 bit)

—> System Memory <—
Physical: 3779MB/ 6087MB 62%
Paged: 9695MB/12173MB 79%
Virtual: 2978MB/ 4095MB 72%
Load: 37%
CommitTotal: 2478MB
CommitLimit: 12173MB
CommitPeak: 2938MB
SystemCache: 1537MB
HandleCount: 20573
ProcessCount: 68
ThreadCount: 744

—> Process Memory <—
Private: 919MB
WorkingSet: 854MB
PeakWorkingSet: 880MB
PageFaults: 24591085

—> Game Context <—
MapId: 39
Flags: 0×241
ElapsedTime: 00:02:24

—> World State <—
<WorldState BufferCapacity=“37060608” BufferUsed=“16281346” DrawCalls=“kitten ” Fps=“121” EffectLights=“0” Lights=“12” Materials=“270” Particles=“358” Submodels=“467” TextureLoadsPending=“0” TextureMemory=“215028376” Triangles=“90905” VerticesSoftwareTransformed=“0” VideoMemoryTotal=“73278592” CameraPos=“41020, 2211.98, -481.565” CameraFwd=“-0.758323, -0.248922, 0.602482” MapName=“wZY+N.IasMO” MapNamespace=“d4bRX” MapSector=“IJwR+.qejNF” MapType=“Public” MapFloor=“1” MapId=“39” MapTimeOfDay=“1.000000” PlayerFacing=“-0.918636, -0.328218, 0.219956” PlayerPos=“40566.7, 2063.2, -83.5803” PlayerVelocity=“0, 0, -0” />

[DbgHelp.dll is C:\windows\system32\dbghelp.dll]
[DbgHelp.dll version 6.1.7601.17514 (64/32-bit compatible)]

—> Thread 0xc68 <—

—> Error Logs <—
:01.560943 Detected OS: Windows NT 6.1 SP1
Coherent Log: Severity=Warning, Message=PID: 4380 | 1420 03:27:01.560943 [4380:1420:ERROR:resource_bundle.cc(528)] Failed to load C:\Users\Me\Desktop\Guild Wars 2\bin\ui_resources_100_percent.pak Some features may not be available.
Coherent Log: Severity=Warning, Message=PID: 4380 | 1420 03:27:01.560943 [4380:1420:WARNING:resource_bundle.cc(252)] locale_file_path.empty()
Coherent Log: Severity=Warning, Message=PID: 4380 | 1420 03:27:01.570943 [4380:1420:ERROR:gpu_info_collector_win.cc(102)] Can’t retrieve a valid WinSAT assessment.
Coherent Log: Severity=Info, Message=PID: 4380 | 1420 03:27:01.580943 [4380:1420:INFO:UIContentClient.cpp(73)] GPU info collected in host process:
Coherent Log: Severity=Info, Message=PID: 4380 | 1420 03:27:01.580943 [4380:1420:INFO:UIContentClient.cpp(78)] Main GPU vendor 32902 device 278
Coherent Log: Severity=Info, Message=PID: 4380 | 1420 03:27:01.580943 [4380:1420:INFO:UIContentClient.cpp(98)] GPU driver Intel Corporation 9.17.10.3347 from 10-31-2013
Coherent Log: Severity=Debug, Message=PID: 4380 | 1420 03:27:01.580943 Requesting resource read for coui://cookies.dat with internal id 0 and shared handle 5dc88007-7ab1-42e7-8eb8-4a0dca0c8d96
Coherent Log: Severity=Debug, Message=Creating shared memory object 5dc88007-7ab1-42e7-8eb8-4a0dca0c8d96 with size 288
Coherent Log: Severity=Debug, Message=PID: 4380 | 1420 03:27:05.150948 Requesting resource read for coui://cookies.dat with internal id 0 reported SUCCESS
Coherent Log: Severity=Info, Message=Coherent UI system initialized successfully
Texture missing mip chain: 0×0265ff
Texture missing mip chain: 0×026605
Texture missing mip chain: 0×026606
Texture missing mip chain: 0×026602
Texture missing mip chain: 0×026604
Texture missing mip chain: 0×026603
Texture missing mip chain: 0×026601
Texture missing mip chain: 0×026600
Texture missing mip chain: 0×026607
Texture missing mip chain: 0×026608
Texture missing mip chain: 0×00f980
Texture missing mip chain: 0×00f982

—> DirectX Device Info <—
VendorId = 0×10de
DeviceId = 0×0deb
Version = 9.18.0013.2723
Description = NVIDIA GeForce GT 555M
Compat = 0×00100800
VidMem = 3766 MB

(edited by SKATE.1394)

Double RNG Fractal Skins

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

I’ve actually been lucky enough so far to only get 1 each of my 5 (pistol, shield, warhorn, trident, spear).

But RNG in this game overall seems to happen in chunks or sets. For example, how many times have you rolled the exact same item twice out of a dungeon/world boss chest?

Or been in a party where everybody pings a rare drop they just got and all 5 of them are rare “Magi” weapons, even though a few of the weapon types may be different.

I think I’m up to around 140 ascended rings so far, and I’ve noticed they tend to drop in cycles when doing my daily fractal runs. When I get condition damage rings I tend to get them mostly in bunches, same for soldier rings, same for berserker rings, etc.

How much is a champion bag worth?

in Black Lion Trading Co

Posted by: SKATE.1394

SKATE.1394

You can get as little as 2.4 silver for a champ bag if you get one t5 leather, a 1.32 silver masterwork equipment, and a low coin drop.

More often than not they’ll be worth less than 10 silver. Based on my own research, you average one T6 material about every 11 bags (when opening several hundred). So even heavy moldy bags tend to be better in that regard.

The absolute max you can get would be whatever the highest selling collectible exotic is worth (probably crustacea/arthropoda which only drop from certain bags), plus an exotic with a strength rune in it, and a charged lodestone. Your chances of that happening are probably no better than getting a precursor drop.

Actually they can probably drop precursors themselves too, but I’ve not heard of that actually happening for anyone.

(edited by SKATE.1394)

Anyone else remember this?

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Continually bringing this up isn’t helping any in getting it done, and the fact that people still aren’t willing to let it go gives them an excuse to completely ignore us on current relevant issues.

Now whenever we bring something up that matters, all they have to do is point to threads like these and say, “Oh this is why we don’t discuss information related to our game/systems.”

Would be nice to see who loggs in

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Your thread would probably get more dev attention if the title was specific to guild members logging in.

A similar option exists, but it’s up to the end user to set it up properly. There’s a configuration setting for “Game Messages” in each chat tab. This will leave a message indicating when a user (on your friends list) has logged in/out.

But if a player is bothered by not being responded to in chat, that’s a bit of a personal problem.

Who's that artist?

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Also, concept arts’ first priority is to give the 3d modelers direction when they start creating assets for the game. The fact that it gives fans something to geek over is just a bonus.

The stance can be important in not hiding details that the modeling team needs to be able to see, so this will be a commonly used posture.

(edited by SKATE.1394)

823 champ bags results

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

I actually haven’t even stepped foot in the Silverwastes yet, so I’m not sure how the mechanics work there, but I’m guessing the magic find bonus you get is exclusive to opening bandit chests, and not stacked with your own account wide MF. So I’m assuming there’s probably no more than a 200% increased chance? And given chests tend to drop blues/greens like 95% of the time I can imagine trash clearing zones would be superior.

It’s unfortunate that the only way to get a decent density of mobs is to have a group scale up certain wave events. That’s why I really liked the Mad King’s Labyrinth from its initial introduction, aside from the scaled up ‘Foe’ doors, there’s still a very high density of mobs throughout the zone that a party of 3-5 people can farm very efficiently even if there aren’t enough players to scale the events up. I’ve suggested a few times that a similar zone should be added permanently. The sparseness of random mobs in the open world can be a little frustrating if you prefer to solo farm, or run with a few friends.

I tend to avoid any content that relies on other people for maximum efficiency, which is why I haven’t bothered with Dry Top or the Silverwastes much. It is a little disheartening to see people getting thousands of champ bags from these kinds of temporary oversights, but I choose not to participate in Blix/Coiled Watch/Amber chest type exploits because I like consistency in my farming that I can rely on even if nobody else is around (or it gets patched).

Most of my champ bags actually come from Fractals cause I need tons of relics to buy the 20 slot equipment boxes. I have 37 character slots, so that’s something like… 22,000 relics needed. Even though it’s relatively inefficient, it’s stable and I get to accrue a decent amount of bags while also getting the relics I need. And a year from now I know I can probably maintain the same rate of bags since FotM is a permanent instance.

(edited by SKATE.1394)

performance on a i5 4210u intel hd 4400

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Yeah that’s one of those ultra thin 2-in-1’s, you should try to ask around on some tech forums or something and see if any owners report throttling while doing heavy gaming. A quick search for yoga 2 pro throttling shows a few reports of CPU throttling for the i7 version when in tablet/tent mode, but the i5 version in laptop mode may be fine, worth verifying from actual owners, though.

The screen is 3200×1800 so you definitely won’t be able to play GW2 at native res, and even 1600×900 (which would give you the best image quality since it’s a direct multiple) would probably be out of the question. On a screen that small it should look fine at 1366×768, but there will be a slight amount of stretching.