Showing Posts For TheCavis.8012:
It’s definitely not easy, it took me a bit more than a week to finally get it.
I mostly do defense at Teq, so I can’t really comment on the “always at 75%” claims. But you could try disable “Effect LOD” in your options menu… I’m not sure if the whirlpool graphic gets culled with that setting on, but I’ve found it useful in other situations e.g. seeing opponent tells during PvP.
It definitely always used to spawn at 75%. I did Teq with my server (SBI) almost every day for a little over a year and the NPC whirlpool call always happened at the start of the first phase.
Effect LOD didn’t make a difference.
Getting into a disorganized map didn’t make a difference. It took until ~9:30 to get the first phase done, but everything chained after that. Meanwhile, I left a decently organized map that my guild mates were on and they had whirlpools spawn when they hit phase with ~11:00 left on the clock. [headdesk]
Don’t even try when it’s a guild organized map… unless they were intentionally doing low DPS (some do run no-defense just for lols), the higher level of coordination guarantees too much DPS.
Try zone into a map 5 minutes or less before spawn (or even just after spawn). You take the risk that the map doesn’t have the DPS to get Teq to 75%, but once there, you have a longer time for the whirlpools to spawn. Whirlpools also can spawn during the 50% and 25% burns if the DPS is low enough.
I was hoping that an uncapped, lower population map would have better luck. It was a bit slower on the first 25%, but each burn was nice and fast.
I’ll try again tonight and tomorrow. There’s a long list of superstitions of “how to get pulled under” that I can try on different spawns, so I’ll just camp out in Sparkfly and see how it goes.
So many “it always spawns at 75%, you just need to” posts…
Even the video I found showing how to get the Gloom doesn’t have them spawn at 75%…
… he just gets lucky and they’re slow on a burn. That’s also from January, so it’s not something that popped up this patch. I probably just noticed it now because I actually needed watery grave.
Rapid reaction:
- I’m glad you’re actually communicating openly and honestly about this.
- I’m unexpectedly disappointed. I have 0 legendaries until the Teq watery grave gets un-mucked and I can get my Gloom, but I liked working on the collections.
- If I had to pick legendaries that I would’ve liked to have seen new versions of, the top of the list would probably be pistol (Quip was too goofy) and shortbow (too many whinnies), so I’m glad they’re out there before the promise was abandoned.
- After being told that it’s too much work over the upcoming months to make 13 more shiny weapon skins that we receive through collections, it’s going to sting a bit when you release 19 shiny new weapon skins that we can buy with real money every other week.
- I’d be curious how many people have actually made HOPE/Nevermore/Astralaria. Is this affecting people’s aspirations (“one day I might…”) or is it actually something many people do?
If this ends up making LW3 episodes arrive sooner, with fewer bugs and a better experience, I’ll look back at “new legendaries” as a “it would’ve been nice…” rather than a “I can’t believe they didn’t…”
If we get scattered episodes with long layoffs in-between, it’ll be a substantially bigger negative.
Teq is not casting watery grave when it hits the first defense phase. As you can see in the attached screenshot, the NPC does not alert (“Watch out for the whirlpool! Evade it, or you’ll be pulled under”; should occur before the first defense phase at 10:05PM) and the whirlpools do not appear.
I’m not sure if this is happening in every Teq, though I’ve done four this week (three random maps at reset; the attached image is from a guild spawn tonight with [Att]). I’ve been positioning myself for the whirpools so I can get the required Gloom achievement, but there have been no NPC calls and no whirlpools in any run thus far. Since all phases are chained after that, the absence of the initial cast at 75% health is blocking progress on the collection.
A stack of drops of Liquid WvW Experience (the ones from dailies) disappeared from my bank.
There wasn’t any mention in the patch notes about this and I’m still the same rank (they weren’t used), so I’m not exactly sure what happened.
In a dataset of people who completed the 2013 Wintersday meta and have at least one Wintersday 2014 achievement (unwrapping presents is a good choice, since it’s basically guaranteed if you’re doing the dailies), what percent have completed the 2014 meta?
Additionally, in that same dataset, if you split people by whether they have the 2013 Bell Choir achievement (have the timing, ping, understanding, patience to complete) and those who don’t (chose to do dailies or other achievements), what percent have completed the 2014 meta and each of the individual achievements?
In all, I’m curious how the removing freedom of choice affected completion of the 2014 Wintersday holiday. Specifically, I’m wondering if forcing players to complete an unfamiliar activity has the effect of bringing them into the activity or causing them to abandon the entire holiday. The second part could be repeated for other achievements (Tixx, Toypocalypse), but the Bell Choir is so divergent from standard GW2 game play that it’s the most likely to show a significant effect.
Here is a video example of what I’ve described above: https://www.youtube.com/watch?v=GCMYgbMphjg
Hope it helps.
During one of the songs played on “easy”, two of the three players shown crashed out before finishing and the person recording came pretty close to dying, so the claim made by some that this is a trivial requirement seems inaccurate.
The problem, especially with requiring this as part of the holiday meta, is that it’s not consistent with GW2’s playstyle. Jumping puzzles, defense events, minidungeons, PvP… Those are all things that are consistent with standard GW2 playstyle, just with a holiday skin and different abilities.
The bell choir is not substantially found anywhere else in game. It’s just a cheap Guitar Hero knockoff with a poor camera angle, random songs and a limited time to practice. I understand ANet wanting to count it towards the holiday meta, but it shouldn’t be required for the holiday meta.
In all honesty, once I realized that it was required, I abandoned my pursuit of the meta. I rarely get any notes correct and getting 500 was probably going to require giving my account to someone else to do it.
It’s also bugged out for me, twice.
I go to knock out an asura, get detected, complete the knock out and then re-stealth. All the bad guys alert, the interact button’s gone and I’m stuck in stealth without any options.
Fixing the timing mechanics may be tricky, but if we could get a “drop stealth” ability, that would eliminate the problem.
Gaile,
Thanks for communicating, but I don’t think you’re being given useful information to relay to us.
> A lot of newer players had trouble with the interface.
I want to call bull kittens, but let’s assume the following:
> Concerns of this nature come in via tickets, when someone takes the wrong step, buys too many times, isn’t able to process the acquistion or exchange, etc.
I can’t imagine how someone would “take the wrong steps” (“I wanted to buy 400 gems, but I got confused by all the numbers and typed in 432 gems”?), but please feel free to elaborate.
The other two are not issues with the purchasing system being flexible. Those are problems with the system not responding properly due to lag or server load or someone buying while the system was recalculating costs or something. If people are double clicking and getting double orders, put in a pause so people can’t buy gems twice in a second. If the system wasn’t responsive before, then I don’t see how it’d be more responsive now just because there are fewer buttons (I’m assuming the math for the display was done client side).
> The goal was to make the Gem Store more like other shopping experiences, and if you think about it, there is more of that feel to it now.
This time I’ll stick with “bull kittens”. It looks cleaner, but it’s completely the opposite of other shopping experiences. I don’t buy $50 in Amazon bucks so I can place a 40 Amazon buck order and hold on to the other 10 Amazon buck for later in a market where almost everything is 40 Amazon bucks anyway.
This system is closer to the coin/crystal/gold system on a trash iPhone app.
> You may be surprised to know this (I know I was) but very few people bought gems at smaller denominations than the first one offered in the new system.
Why would I ever have bought 25 gems on a regular basis? That’s because new items were generally 400 gems.
People (on the aggregate) bought gems for a purpose. See something, buy something, that something is probably 400 gems. Still, if I had some left over (from the 400 gem chest or from a previous cash purchase), I might buy an odd number. Not necessarily “less than 400”, but certainly not “an even increment of 400”. I would love to see a chart, though, with “gems” on the x-axis and “number of purchases” on the y-axis (probably a log chart, since 400 is going to be high… though I’d wager that 1000 would be fairly close to 800 or 1200).
That being said, you left out a huge second aspect: selling gems. I have 405 gems. Right now, I can sell 9, 73, 364, 728 or 1818 gems. This is, I suspect, not by accident. I can’t sell the last 5 gems no matter what I do. Before, my 5 gems and his 3 gems and her 12 gems could get merged into the market and sent to someone with lots of other people’s gems so they could buy a gem store item. Now, these gems are trapped. All of these little increments are trapped amongst the players, limiting their supply in the marketplace, increasing the price, and encouraging $$→gem→item instead of gold→gem→item (not to mention making $$→gem→gold more attractive as well).
I’m fully aware that you’re a company that needs to make money, but this is a naked money grab, changing a currency that we had acquired under a different set of rules without any warning.
If the devs are happy with this pretty simplified interface, that’s fine. There’s nothing wrong with trying to idiot proof things.
If they genuinely want to fix it, it should not take much work. Simply put a custom field in. That would give the unfrozen caveman gamer simplified options while normal functioning humans can buy the number of gems that they want.
“The Priory Assailed” says to meet Trehearne at the Durmand Priory (green text, first image), but the meeting point is quite a distance away. When you enter, you’re automatically teleported to the Durmand Priory stairs (MS Paint arrow, second image), so it seems like the marker is just misplaced.
Just to follow up with the results from our latest run on SBI.
To make sure that we weren’t all crazy and the megalaser did previously do damage, I went through some old YouTube Teq kills. In this video of a random Teq run from another server uploaded on January 31st, you can see (at 2:06) that Teq starts flying back with his health bar under the L in “Sunless”. The megalaser hits him and it’s brought down the first line in the “n”. Teq isn’t targetable (or even in frame) at this point, so it’s not damage sustained from the people on the ground (who appear to just be stacking might).
In comparison, here’s a series of images from our Teq fight tonight:
Teq in the air, megalaser charged
If you open up each of those in new tabs and make a flip book, you can see that his health bar never moves during the entire process. I also don’t see the actual megalaser blast, but I figure that’s probably just a minor graphical glitch on my end rather than something significant.
That little chunk of damage means less health taken off during the stun, leading to more time spent between battery defenses, which causes the clock to keep ticking, leading to our close failures.
I was clocking 4-6FPS at MegaDestroyer, 5-7 at Golem Mark II. That’s down from “I don’t even bother looking because everything’s fine” before the patch.
Late 2012 iMac, 10.9.1/3.2GHz/8GB/675MX
The Mac client has been rendered borderline inoperable. I was clocking 4-6FPS at MegaDestroyer, 5-7 at Golem Mark II.
Late 2012 iMac, 10.9.1/3.2GHz/8GB/675MX
Many thanks to Felicja for solving this issue and to ANet for showing up!
Out of the three issues discussed:
- tgUpdate no longer downloads everytime I run. That’s completely fixed.
- I have not had the Tilt-a-whirl mouse issues. That wasn’t a 100% uptime glitch, but I’m assuming it’s fixed.
- I have had trading post issues. Specifically, the trading post worked perfectly fine the first time I ran the game, in Lion’s Arch no less. However, when the Ho-hotron event (and mass of people) wandered by while I was searching for ingots, the auction house froze, the game froze and eventually I had to force-quit. Upon reload, the auction house was giving nothing but the spinning circle. I then re-applied the patch and it worked fine.
I had previously been using ( rm -rf Library/Application\ Support/Guild\ Wars\ 2/* ) in the terminal and that had 80-90% success rate in fixing the problem (unless I tried to load the auction house somewhere where there was a lot of people, like Lion’s Arch). I’m assuming the patch fixes something on these files as well.