Showing Posts For SoulCrystal.2186:
Heh. Ok. So I’m embarrassed. When I got home I checked what Sixplus suggested and it turned out that I had the mail in my mailbox from five months ago(!) so it wasn’t even visible in my mailbox without scrolling down.
Five months ago I hadn’t even started playing through the living story. I was still on chapter one. Why I received the mail for chapter eight when I was still not done with chapter one was a bit of a puzzle.
After some thought, I think it comes down to the fact that I logged in for certain chapter releases and got them free: 1-4 and 8 specifically. I bought 5-7 in the gem store. I am guessing that because I had not logged in to receive chapters 5-7 but did log in for chapter 8 (even though I wasn’t playing through it yet) the game must have delivered the mail for chapter 8 at that time anyway (as the current story chapter) when it put the chapter in my story journal.
So basically, scroll back if you are missing the mail on your character. It just might be that the game snuck it into your mailbox a while ago without you noticing at the time.
Hopefully this helps some of you having the same problem of a missing mail in game.
I opened a support ticket about the problem I am experiencing but unfortunately the response was not helpful. The support person said the team cannot reset, advance, or otherwise modify quest progression for characters/accounts, which I can understand them not having the tools to do so. I was hopeful! They suggested I try abandoning it and talking to the NPC to restart the quest but obviously this does not apply to the way living story chapters work. I have tried restarting the chapter multiple times through the living story system and still the required in game mail is not sent to me. My progress is blocked until this bug is fixed. I only hope it doesn’t take too long as I would love to finish the living story sometime soon, and certainly before the expansion is released.
I don’t know if this is the right place as the original post says “Arcana Obscura” but Episode 5. Arcana Obscura is episode 8 is it not? Is a problem with episode 8 being caused by episode 5?
I have been playing through all of the living world story chapters solo on a level 80 character. I have multiple level 80 characters on my account but this is my first play through with any of them.
I completed “7. Seeds of Truth” and the game automatically advanced me “8. Point of No Return” but I did not receive a mail to complete the first objective of “Arcana Obscura” – Read the “About the Symbol” mail from Marjory.
I have tried quitting the episode but the game automatically starts it again and does not send the mail. I have tried starting “7. Seeds of Truth” over and quitting it – which causes the game to automatically start 8 again. But it still sent no mail. I have explored Durmand Priory but cannot advance.
I tried replaying “1. Gates of Maguuma” and got the mail for that chapter right away so something is wrong with Episode 8 not delivering the mail, at least for me.
Someone else mentioned in another thread that they got the mail once they completed their personal story. My personal story has been completed for months and still shows as being completed in my Story tab.
(edited by SoulCrystal.2186)
Who thinks up these things? The old system was bad enough. It always seemed backwards having to goof around with putting in gold or gem numbers in an effort to hit the exact end result we wanted. Why couldn’t we just enter the amount of currency we desired and have it tell us how much it would cost in the opposing currency?
This system is even worse. If I want 375 gold, as an example, I now have to hit the server with nine transactions (1×250, 1×100, 2×10, 5×1). That doesn’t seem like intelligent design to me, even though it fits right in there with the “let’s make the players click a lot” design philosophy.
The gem “tiers” are terrible considering many items in the gem shop sell for less than 400 gems (or multiples thereof). I suppose the yet to be implemented brilliant fix will be to adjust the prices of all items to multiples of 400 gems, rather than designing a well-thought out and simple system that allows the players to convert their currency to the true numbers they want!
My biggest concerns about this part of the announcements are mainly to do with the dungeons and way point changes. It feels terrible to me because it is built on systems that always felt terrible to begin with.
Why are dungeons contested? Blocking the players from being able to run dungeon content when they want is an unnecessary annoyance. Reward limitations are already in place. Players should be able to form a group and hop into whatever dungeon they want without having to go through an artificial time-consuming gate.
Why are way points contested? Considering the way point system was designed to allow us to travel instantly (at a not-insignificant cost), I do not understand why contested way points were then added. It is contradictory. If you did not want us to be able to travel to certain locations, the way point should not have been added. I would recommend removing whatever way points you really don’t want, and moving those you do to out-of-immediate-danger locations and opening them up permanently.
They might still run more trial weekends. Every time they have trials though, the gold seller spam increases a hundred fold. I’m not against game trials used for legitimate reasons but I am against them being exploited for more nefarious purposes, which they always are. It doesn’t matter if they limit/remove map chat when gold sellers will just use trial accounts to spam players with tells.
A possible solution is buddy trial accounts. Allow people with bought accounts to invite friends to a trial. Have the trial account be limited so they can only whisper the account that invited them as well as speaking in party and guild chats. That allows the trial players to come online, whisper their friend who invited them, get invited to a party or guild, and then enjoy more freedom of speech with others while they play the trial but not be able to directly contact anyone outside of the originating account or those in their party/guild. Remove the restrictions when they purchase.
(edited by SoulCrystal.2186)
What about people who have more than one of any of the outfits (example: Pirate Captain’s Uniform) that are about to become account unlocks? Will we be able to get a refund of gems for the duplicates, at the very least?
I also want to be able to mix and match parts – like using the Pirate Captain’s top and pants without the hat and boots. I never wear any of the helms that chop off hair. I wear my Devil’s Horns instead. I also do not wear the pirate boots because I prefer to wear the default human boots with the set. Consequently, with this new implementation, I will never wear the outfits I have purchased – two Pirate Captain outfits, one Blood Prince, and one Witch costume.
According to the knowledge base article, it states only items turned into tonics will be eligible for a gem refund. This seems pretty unfair given that what I purchased is being turned into something less functional and desirable for my needs.
(edited by SoulCrystal.2186)
This event blocked Black Lion Scraps
in Battle for Lion’s Arch - Aftermath
Posted by: SoulCrystal.2186
I’ve gotten four scraps in the last two days alone.
Rather laughable huh? They dangle the thought of impressive loot rewards in front of our noses with a write up like this, trying to entice people to come back to play the content again, but the chances of getting these rewards are so terribly low that it ultimately just upsets the player base more than anything.
Then consider the fact that they have an entire Magic Find system in place to increase player rewards, except that they pretty much invalidate it by constantly putting special rewards in containers and UI pop-up chests that are completely unaffected by Magic Find anyway.
I think it would be pretty neat if the gas mask really did this. What’s the harm in getting a advantage in the tower you already did multiple times. If toxin would be used in later patches/pvp it would be a different story but as it is now.. why not?
Agreed. This would have been really cool and made it a truly unique item worth getting! Instead it is just another helm skin to go with the many others already in my bank.
All living story updates that have added challenging content, or content that requires a lot of players to complete, have ultimately been abandoned by the community in a very short time.
- Southsun is mostly vacant even though the mega Queen event was added.
- The Queen’s Pavilion became a ghost town for the last two weeks it was in the game.
- Scarlet Invasions were only popular enough when people got a lot of champion bags (and then they wanted to farm instead of win).
- Tequatl is (almost) only being killed by organized guilds specific to that purpose.
- SAB World 2 had low player numbers due to the difficulty and length.
- The Halloween labyrinth became a ghost town rather quickly.
The tower is already starting to be abandoned. People will do it for the achievements and that will be it. If you cannot get in there now to get the achievements, you’ll have a hard time trying to do it later.
Part of the community asks for more challenging content but they abandon the content quickly when it does not provide interesting rewards that match the risk involved. Everyone else who wants to try to do the more challenging content after the others have abandoned it are just left frustrated.
I had the same problem occur with being unable to advance in a chamber. I killed three Molten Alliance hallucinations in the first room and the UI updated to show me that I had to move on but the path was blocked by three small clockwork portals and vines behind. Touching one of the portals immediately one-shot downed me. I exited the story instance, figuring it had bugged out, and the tower map I ended up on still showed it as available but it would not allow me to enter again, even as I watched other people go into it.
There is obviously a lockout mechanic on top of them cycling open and closed throughout the tower. I logged out and waited for an hour or two and logged back in and still could not re-enter, even though people were still going into it, so I just gave up and logged out again. After managing to fight through the tower to get to them, it would be nice if they worked properly.
(edited by SoulCrystal.2186)
That is what the “Unique” tag means on the items. Other MMOs set this precedent. Anything “Unique” means you can only wear one of them. You are correct it has not been explained in GW2 anywhere.
So it isn’t a complete loss, I believe you can infuse one of them in the Mystic Forge (takes mats from running fractals) and then wear both since the infused version does not count as the same ring. You can also trade it to another character to use. If you have already soulbound both of them then infusing one will make it account bound again so you can trade it.
I agree that the equality between the male and female sets just isn’t there. The male and female variants should look like they come from the same set and if one is revealing, the other should be too!
I don’t feel a need for realism in the game. Fantasy art often shows both male and female characters with more skin showing then is sensible, but it is sexy. If the world of Tyria had real dangers of bleeding out, cuts and scars (other then those chosen in character creation), and dying then maybe we might want to hide our beautiful skin away in full suits of plate. This isn’t the real world though. We have magic to cure all wounds and we come back good as new after death.
The women of Tyria have obviously overcome their shyness and feel comfortable showing more skin. Now it is time for the males to do so too!
Join TTS or a similar guild who is equipped for fighting Tequatl. They kill him every day multiple times a day. It is currently the only way to defeat him. I don’t think the majority of servers even touch him any more, which is a shame considering how it affects the Sparkfly Fen zone on a failure. TTS always fights him in overflows so everyone involved can get in without having to guest to a particular server, at least until the zone hits the population hard cap. It is the standing around and waiting through the window that is the most annoying part of this fight these days.
I do really like the staff. I am hoping they add Marjory’s Axe and Dagger and Kasmeer’s Staff to the gem store as they did with Rox’s bow and quiver and Braham’s mace and shield.
It would be nice to see the swimsuit too, but I think there is some technical barriers in how it would work. The current town clothes system would not be ideal because moving between land and water (something you would expect to be able to do in a swimsuit) currently forces a weapon swap that transitions us out of our town clothes. With the systems we have seen so far, the swimsuit would have to work more like a transformation, like the diving goggles, which means taking up inventory space as opposed to wearing the swimsuit. Still possible, yes, but not really ideal.
I agree a confirmation prompt needs to be added for kicking people from the guild. It amazes me that computer software for decades has had confirmation prompts for doing anything destructive (like deleting files) because everyone knows accidents happen when navigating with mouse and keyboard and yet GW2 was built without this basic necessity.
It would have been nice if the daily rewards at least included some more Halloween mats to help alleviate the crazy costs in this year’s rewards/recipes. Seems kinda blah to me to put Empyreal Fragments as the reward, which are not related to Halloween at all. I can just go run the normal dungeons for them.
After Southsun Survival with the wisps, it was most likely the easiest solution to resolve the core issues with the clocktower from last year, that Charr and Norn characters were being verbally abused for being too large and smaller characters were having a more difficult time being able to visualize their jumps in the crowd. Both problems were unfair. Sticking it into a PVP zone has been a pretty good solution to fix those core problems, but sadly it did introduce a number of other issues with the social aspect of it as many have said.
The only other way I can think of that they could have resolved the issue is to make it a story instance to allow for competition and socialization between friends and leaving it up to those players to decide what races they ran it with. It may have meant more development, and perhaps more server load for many instances of up to five players each, but I think it would have been the better solution in the long run. Maybe next year!
lol. It is a repeatable achievement to get the loot bag every 8 games (like other mini-games). The listed crazy number of times you can repeat it is irrelevant. That said, maybe the Mad King has something up his sleeve to make us truly immortal so we can achieve it that many times, though I bet we won’t like how!
Last year’s Halloween content was revealed over four Acts. There has been no mention of it being divided into acts this year. I’m curious myself.
I would expect it to be a bug, but it might actually be intended. Look at it from the perspective of someone who can’t reach the end. If most people don’t make it, as you continue past them, you alone are holding everyone else up. If they give you no reason to farm it, a lot of people won’t, which will reduce the retry times for the other people, increasing their enjoyment.
This is incorrect. I have not timed it to be precise but the attempts seem to start roughly every 30 seconds. If you make it further up the tower, past that next 30 second mark, then the clock ticks down and everyone starts again without you. This can be proven by falling later in the puzzle, higher up the tower. There is a certain point in the puzzle where if you fall any time before reaching it then you will be put back at the start in time for the next attempt. If you fall after that point then you will be put back at the beginning and no one else will be there because they’re already running the next attempt without you and you have to wait for the following one.
There has been two follow up patches and this has still not been remedied. As Mustafa says, this was not a necessary change. We can already see when our skills are on cooldown because they are blacked out and have a countdown on them. A spamming game message is completely unnecessary and does nothing except drive other more important chat off our screens (guild, party, whispers). It should be completely removed, at least until the proper options are in place to allow us to toggle this message on or off independently.
It was fixed so the Clocktower counted towards the Daily Achievement. How come it wasn’t fixed to count towards the monthly achievement too?
Maklain the Minstrel is awesome. I followed him around Lions Arch last night to listen to the tune. It made me wish the minstrel town cloths and the lute were in the gem store. Maybe some day!
Last year’s event was the first big holiday event. They added a bunch of things that were fairly fun to do, several new special items, town clothes costumes, etc. It felt huge compared to what other previous MMOs had done for Halloween time.
Since then we have had a number of living story updates that have added all of this and more. My increased expectations are revealing the age factor on this original event, especially when several things I was looking forward to seeing again have been removed (or have not yet returned?). Very little new stuff has been revealed, and the new available rewards have insane costs, given the current state of the event (maybe candy corn and other mats will be available later in higher amounts?).
I expected to see more right out of the gate to immerse and entertain me: new and better achievements, new town clothes costumes (and the return of the previous ones), maybe decorations in other cities, and maybe even a new activity beyond the new short story dungeon (10 minutes of fun). It currently feels like more things were removed when I had expected more things would have been added. Being only day two of the event, I still hope to see more revealed as time goes on.
(edited by SoulCrystal.2186)
I’m confused… I start as a villager, try to collect bones, spider webs… and kill ghosts. Then when killed I spawn as ghost.
Where are those doors, ressources and bosses you people talk about?? O_o
You are playing the PVP mini-game. You get to the labyrinth by going through one of the doors out in the world.
Agreed. It is far too annoying to be useful. I want to turn it off without removing other in game messages.
I have honestly never watched the cut scenes in the explorable paths of dungeons. I always just skip them in an effort to not hinder those people who always want to go fast fast fast. I just figured if I wanted to watch them sometime, I would go to Youtube and hope they are there. It is pretty silly really.
It would be nice if an overlay in the corner showed us how many people had skipped the cut scene, so if someone else is watching, I could too. As it is if I skip and see someone still has the video icon floating above their head, I feel cheated as I could have taken the time to watch it then too.
The thing is, after I watched them all for the first time, I am sure I would not want to watch them again unless someone else had never seen them. For this reason, the fact that we cannot skip the new cutscenes feels like a step backwards, another inconsistency.
Also these new hair styles and colors should be available to any newly made character. Makes you look bad and greedy as a company to have them only be able to be added to a character via a cash store purchase.
wtf NO
This is how they make their money. It is the cosmetics of the game. And you get free total make over kits with achievement points, and/or other ways. I got 2 total make over kits that I saved up, that was given to me for free by anet. how is this being greedy?
also it is only 13-17g for a make over kit/total make over kit.
It is not an invalid opinion to think the new hairstyles should have been available in character creation. All current characters have to use a kit to change to the new hairstyles anyway, thus it guarantees income, but it feels unnecessarily cheap to force the use of a kit on a brand new character, given that they just came out of character creation. I believe all appearance options should be readily available for all characters up front.
We get a Total Makeover Kit for every 5000 achievement points. In 406 days of play I’ve gotten one kit. I have seven characters. The kits are fairly reasonably priced but I will not throw money away when I may not like the result and have to use another kit to change back again. There is a reason why we have money-back guarantees, view houses before buying, and test drive cars. Had the new styles been available in character creation, I would bought several kits by now and changed my higher level characters because I would have been able to test different options in game to determine what I like before hand. In my case, and I am sure there are others who are the same, their decision has resulted in lost profit.
Every time I check my home server’s Sparkfly Fen in advance of the spawn there is fish heads and risen all over and no players around. My server used to down him at least once a night after reset.
The Teq killing guilds are still doing it, but you have to go early to get into the overflow before it fills up. Of course going early means you will coordinate with the other players and then stand around wasting time as you wait for Teq to spawn with the newly increased 65 minute window.
The window for Tequatl used to be 30 minutes. Now it is up at 65 minutes? Tequatl is a much different type of event then Jormag, one that needs coordination. People cannot watch the event timers and pop in when they see the pre-event has started. They have to be there to organize before hand. Those that do will now potentially waste over an hour of their play time waiting for Tequatl to arrive, time that could be better spent elsewhere.
It seems like the rewards were increased to try to entice more people to come out and kill Tequatl, and to better reward them for doing so. The new spawn window is doing the opposite and pushing people away. My server used to kill Tequatl every night. Now you have to join TTS if you still want to kill Tequatl. The increased rewards did not change it. The increased spawn window certainly won’t either.
Agreed. I probably would have changed at least three of my characters hair styles if not for the accessories. I like some of the hair styles a lot but feel they are ruined by the lack of customization of the accessory. Accessories should be skins added to the game to replace helms, not be statically built into the hair styles with very poor limited dye selection options that can only be changed by using a kit. At least a true white or black for accessories would go with almost anything.
I’m also disappointed that the red hair colours are different shades on different hair styles. Orange Red on the new human female styles seems too muted, barely red at all. It might just be the preview window not doing it justice, but I’m not willing to risk having to use two kits to try it out in game in better lighting and change back if I don’t like it.
My bad. I refer to them as illusions and clones but I did mean Phantasms. I am talking about the other fights like Shatterer, Golem Mark II, and even the Fire Elemental. I have not tried either of those two. Before they were not necessary but perhaps now they are. My build doesn’t have room for the trait at the moment but I will look at a possible revision. The Signet seemed only half useful when the active ability is a shatter recharge and I don’t often want to shatter my phantasms.
The thing is, before the recent changes, I had no problems creating three phantasms and replacing them as needed. It was kinda rare that they would all be taken out at the same time, forcing me to start over. Now the AoEs cover more areas, do more damage, and the events spawn more mobs and I’m struggling to even create and maintain three phantasms before they get killed, which lowers my outgoing damage considerably.
As a mesmer who utilizes illusions (like to keep three up at almost all times) to put out lots of damage, I’m finding they are often getting killed by the AoEs of the improved world bosses faster then I can weapon swap and summon three of them up. I understand they are not meant to be all that sturdy but I feel they are just a bit too squishy now given the changes. Does anyone else feel like this is a problem?
This has been occurring since PvE culling was removed.
I have had several occurrences where I have been killed by a mob (hearts depleted) but also knocked off the edge by his death blow and had two lives deducted as a result. I would think once I am already dead, I would not be able to die from the fall too.
I also had a case where in world 1 I was knocked/fell into poison just as the loading screen came up to move onto a new area and could hear my health ticking down while it loaded until I died. Shouldn’t the loading screen stop all action and prevent this kind of thing?
Molten Facility was the best dungeon this game has seen yet because it was designed to be challenging without just throwing large packs of mobs at the party. If Fractals mobs were revamped to be similar – smaller mob packs with more varied abilities – then challenge levels could be maintained and built upon while the lesser numbers would reduce the amount of time needed to get through each fractal.
In my opinion, huge packs of respawning mobs that overwhelm the players and the resources they have available, such that they have to constantly use pull and retreat tactics or stealthed suicide runs, are not rewarding (feeling of accomplishment) or fun. A smaller pack of mobs with varied abilities that can be avoided or overcome through skill is rewarding on a personal level and fun.
As a related side note, trash mobs having knock downs in the other dungeons are not very fun either for similar reasons. I feel like the knock downs were added to the mobs in an effort to force the players to slow down and fight them, but the same points as above apply – too many mobs with little variety or skill needed to overcome them, making the fights time wasters that are devoid of fun.
Fun should be one of the main rewards the players get out of running through fractals and dungeons, in order to keep them wanting to come back to repeat them. Loot rewards help too but the need for loot only lasts until the desired items are obtained and then if your dungeons aren’t fun, the players are probably just going to go somewhere else.
When the invasion hit, I moved some of my armour sets into the bank to make more inventory space. When I moved them back into my inventory I discovered that when I preview any of them, the preview window shows their original skins instead of the skins that have been transmuted onto them. A few examples:
I put the Heritage Greatcoat skin onto an Acolyte Coat (blue item) that I sometimes wear just for the appearance. When I preview it I see the Acolyte Coat, not the Heritage Greatcoat. It used to show the Heritage Greatcoat properly when previewed.
I have a crafted Feathered Headpiece transmuted over top of a crafted Exalted Masque. When previewed it now shows the Exalted Masque skin. It used to properly show the Feathered Headpiece skin.
I transmuted the Acolyte Pants skin onto crafted Exalted Pants. When previewed it now shows the Exalted Pants skin. It used to properly show the Acolyte Pants before.
When worn, these items show the proper transmuted skin. Only the preview is broken but it makes it impossible to use these items to mix and match and build new unique armour sets in the preview window when they aren’t showing the proper skin that was applied to them through transmutation.
Lots of people are experiencing camera problems. If you are far enough out near the edge of the circle that you are having camera issues, you are going to have a hard time of it anyway, especially in phase 2. You need to be closer to the center for two reasons:
1) You won’t have camera issues.
2) You will be able to get from safe zone to safe zone much easier.
The further out you are, the longer distance you have to travel, which has the following end results:
1) You’re going to run out of energy from having to roll too much to survive through the falling AoE.
2) You are playing catch up to stay in the safe areas and rolling so much that you have very little time to actually do damage and win the fight.
When you can train yourself to stay fairly central in the arena, such that most of the time you can just run into the next safe area, not roll, you will find yourself in a much better position to win this fight.
But make no mistake. If you didn’t make your Gold from the Queen’s Gauntlet, or Champion farming, you’ll be left behind in terms of wealth. That’s why it’ll be interesting to see how Anet responds to this.
This is incredibly hyperbolous. In the last week, the median player earned less than 3 gold in the new content (that’s discounting all players who earned less than 1 gold).
I think that just reinforces the point made. The median player earned less then 3 gold but many others have made hundreds by farming the pavilion and other champions.
The following components are on a crafting recipe tooltip:
Recipe Name
Double-click to consume.
A recipe to make <whatever recipe>.
Consumable
Required Level: <level>
<skill required> (<skill level required>)
The Required Level and Skill notes show up in different colours depending on a few factors.
If you are the required level and have the skill required, the following shows up as green:
<skill required> (<skill level required>)
If you are not the required level, the following shows up as red:
Required Level: <level>
<skill required> (<skill level required>)
But if you are the required level but your skill level in the crafting trade is not high enough, everything shows as the default white text.
I am suggesting that the <skill required> (<skill level required>) should be shown in red if you do not have the required crafting skill level.
It seems the only limiting factor to learning a recipe is the required level. I understand that with the way this crafting system works, and being able to change crafting skills without losing progress, you can learn recipes from all trades but I think there should be a great visual indicator before learning a recipe, that the character does not have the skill required to use it, more then the default white text.
Ah. Well at the moment the suspicious location is appearing on top of one of the end pillars of the bridge and when inspected, nothing happens that we can see. Either the ghost isn’t spawning at all or it is appearing in the geometry of the world or something. People have been here for an hour already trying.
We’ve even forced the nearby bugged event ‘Defend the skritt thieves while they steal harpy eggs’ to fail because the matriarch is dead and gone but her health bar still shows at 30% and the event doesn’t complete on its own. We thought that broken event may be preventing the halloween one from working properly. It did not help though.
We get the suspicious location on the bridge, inspect it, and nothing else happens.