Showing Posts For TheCheater.5190:
Patched to the last build, the 64-bit client still crashes when I try to select a character (32-bit client works)
Update: If can run the 64-Bit Client as admin it works. but I get massive lag spikes. Same with the 32-Bit.
I’ve tryed to run the game as admin and it actually works with the 64-bit client but I can’t play this way because I also use radeonpro to enhance the graphics and that program can’t apply the overlay if the game is running in administrator mode (or at least I don’t know how to make it work in that case)
I think ArenaNet is aware of an issue with the 64 bit client for some players. In the WvW section there is a thread about crashes since the last patch. There a dev asked for crash reports. Some of them are WvW related, but the dev said that others where game wide and that ArenaNet was looking into those crashes.
FYI, the crashes discussed in that thread are, thus far, game-wide, not WvW specific.
As for OP’s issue, without some more details it’s hard to say what might be going on. I would suspect some of the same issues from the aforementioned WvW thread.
Ok for a more detailed information this it’s what goes on, when I launch the game via the 64-bit client (aka the current standard client) the game loads up and the character selection screen shows up, then I can highlight a character but when I hit “play” the game freezes and become unresponsive then I have to kill the process in the taskmanager. On the other hand if I force the 32-bit client using the “-32” argument on the command line everything works fine.
Here’s a paste from the crash log in my AppData folder
—> Crash <—
Exception: c0000005
Memory at address 00007fff`98467d18 could not be written
App: Gw2-64.exe
Pid: 10288
Cmdline: -autologin -maploadinfo
BaseAddr: 00007FF625A90000
ProgramId: 101
Build: 64926
Module: d3d9.dll
When: 2016-08-05T19:38:20Z 2016-08-05T21:38:20+02:00
Uptime: 0 days 0:00:40
Flags: 0
I’m currently using the 32-bit client but there are some guildies that are using the 64-bit client without problems so it’s kinda random, let’s hope that a dev sees this post
(edited by TheCheater.5190)
the 32-bit client works fine, it’s only the 64-bit client that crashes at the character selection screen
I don’t know if someone else has the same problem but since the release of the new living world I can’t play using the 64-bit client. The client launches normally up to the character selection screen then as soon I press play or hit enter the client instantly crashes. Can you help me?
I still can’t figure out what’s bad in optimizing dps, with the incoming raids and the new fractal sistem it’s becoming even more important
Yeah I know but I can assure you that I cheat only on single player games, and thats my nickname by a looong time so i keep using it
You can think it’s sad but when you need to refine your gameplay or test a new build a tool like a dps meter it’s crucial expecially if you need to change youre style of fighting. A simple exemple, a comparison between two zerk build can be easy just looking at the log but if you want to swap from zerk to conditions a meter is needed to keep track of all the damage dealt otherwhise it isn’t so easy do find wich build is the best
while I was surfing reddit I’ve found this tool
https://www.reddit.com/r/Guildwars2/comments/2xxdfo/gw2_dmg_meter/
and now I’m wandering if is aganist TOS and then bannable or not. Techinacally it doesn’t read memory nor inject anything in the game so it shouldn’t qualify for a violation of the tos, in fact this tool operates taking screenshots of the game and specifically of the combat log area, then the software decipheres the font of the log to extract the numerical values of the inflicted damage. I think it’s kinda a grey area so I would like to have some insight (maybe a red post?)
sometime the game client randomly crashes and the “send report” window comes out but the game it’s actually still running and i continue playing, in addition to that my client “crashes” every time I close it
I highly doubt this will be ever implemented, bleeding is one of the most easy to apply condition and a direct damag would make it excessively powerful compared to the others conditions. On top of that this would lead to a drammatically umbalanced gameplay both on pvp where condition based players like thieves or mesmers would vaporize everyone both on pve where due to the huge amount of players spreading conditions the bosses would simply blow up
Just how is allowing a condition based build to do as much damage as the build allows for unbalanced? If a build is OP, you nerf the damage amounts, you don’t deny the build the opportunity to do damage at all. That’s not balance, that’s bad design.
Ok let’s make an example, a thief with just 2 skills and a trait can make 15 aoe bleeding in less than 3 seconds dodging almost every attack using death blossom, if anet removes the cap or make the damage delt over cap direct damage a thief has just to spam a skill to be virtually un-hittable and doing tons of damage. In my opinion this would imbalance PvP a lot.
I highly doubt this will be ever implemented, bleeding is one of the most easy to apply condition and a direct damag would make it excessively powerful compared to the others conditions. On top of that this would lead to a drammatically umbalanced gameplay both on pvp where condition based players like thieves or mesmers would vaporize everyone both on pve where due to the huge amount of players spreading conditions the bosses would simply blow up
When I say rewards, I’m talking coin or items that players sell for coin to vendors since that’s also a source of income. I’m not talking about mats. Excess items are removed via selling to vendors, salvage or tossing them into the Mystic Slot Machine. And I guess by simple deletion.
So I don’t know what sinks remove “over a fair amount” of items or what items you are referring to.
I’m referring to the main sink of the game, the Mystic Forge, in fact due to the huge amount of players that’s working on legendaries there’s a huge request for lvl 80 weapons but due to the lack of T6 mats (T5 are more common but we need more of them) there’s a very few people crafting weapons so we have a small supply that generates high prices at every single tier of materials because the promotion mechanic makes lower tier materials go up aswell
no my primary complaint isn’t my inability to make lots of gold (thoug a massive wealth would be nice but nvm) my complaint is that by now It’s extremely hard to raise money and the problem is that we have both sinks AND diminishing returns and both of them is excessively severe. I perfectly understand the necessity of gold sinks in the game otherwise the risk is to have too much gold circulating BUT I think it’s not a fair politic to keep nerfing drop. It’s true that prices on tp is given by the supply but items have to be dropped prior to put them on sale and with almost every update the drop rate of nice things like T6 mats/rares/exos diminishes and as it’s clear looking at the trading post the equation “money loss due sinks + missing income given by not-dropping items = price rising on the TP” it’s perfectly verified
You can make money, but it doesn’t seem for you to be fast enough.
Any reward being dropped is “new” to the game’s economy. To keep inflation from going nuts, the various sinks need to compensate a fair amount of that “new” income flowing into the game. That’s why they can’t open the reward tap. That’s one reason they but the kibosh on any player activity that is bringing in to much “new” income compared to their targets.
As for highly desirable but rare items, their prices are more associated to the wealth gap in the game. Only the players who both desire and are one of the wealthier can afford it. That’s low supply meeting demand. If instead of a TP we had an auction the prices will still be high with only the most wealthy among us being able to afford it.
That’s precisely the point, the sinks remove far over a “fair amount” of items. In fact while the sinks impact on the game almost remains untoched the occurrency of drops keeps decreasing, this generate a vicious circle that makes the prices costantly going up because the less high end materials drops the more prices will go up due costant (and growing) demand. That’s the basis of the economy, the only way to reduce prices is to increment the supply.
A few things I got from the OP.
2nd, he doesn’t understand that rewards from dungeons/events can be inflationary unless sinks are also part of the equation.
3rd, prices on the TP are based on supply and demand. Yes ANet can control the sources of supply and can influence demand by making an item that needs X material to craft but that’s it.
Basically his primary complaint is his inability to make lots of gold quickly due to all the restrictions put in place to keep the injection of new gold and items under control.
no my primary complaint isn’t my inability to make lots of gold (thoug a massive wealth would be nice but nvm) my complaint is that by now It’s extremely hard to raise money and the problem is that we have both sinks AND diminishing returns and both of them is excessively severe. I perfectly understand the necessity of gold sinks in the game otherwise the risk is to have too much gold circulating BUT I think it’s not a fair politic to keep nerfing drop. It’s true that prices on tp is given by the supply but items have to be dropped prior to put them on sale and with almost every update the drop rate of nice things like T6 mats/rares/exos diminishes and as it’s clear looking at the trading post the equation “money loss due sinks + missing income given by not-dropping items = price rising on the TP” it’s perfectly verified
Some interesting points in this thread. Some interesting positions as well.
4) GW2 may have launched with double the number of missions of GW1 (including expansions) but it also took longer to develop and required significantly more resources. It still is, post launch, adding content and features at a slower rate. Larger company, more people, less being released. I do think that there is something big going on behind the curtain however and look forward to seeing what it might be…when/if we ever get to see it.
I hope there’s something big going on behind the courtain too but if they keep pressing us players with nerfs and the lack of some very desired content they risk to lose players and so the income to develop other things; let’s assume there’s something big coming, what would happen if they keep their mouths shut and doing so they lose veteran players due the general feeling of “I’m sick of them not delivering what they promised so I’ll leave and not coming back” (yeah i don’t have numbers but it’s a fact that many old players have left the game due missing of new contents you just have to ask around in mapchat to be aware of this)? The answer is, they develop something brilliant, they release it but the players are gone so they won’t have income from the gemstore to develop anything new -> game stagnation -> more players go away -> game closed.
A good medicine (other than releasing stuff) would be a more significant communication with us players than a general “we’re working on it”
(edited by TheCheater.5190)
Maybe it’s not the only point but we’ve barely seen anything other than LS
… the Living Story, which is something that the majority of players do not want.
[CITATION NEEDED]
Lemme correct that then. LS is something that a majority of players do not want over content that actually matters and changes the game.
Define “actually matters” and “game”. Because there’s massive vines running through Iron Marches and your statement sounds flat-out subjective.
But let’s pretend I didn’t type any of that, I’d like a citation for this “correct” statement.Wait, vines running through the iron marches is all we need to be happy? Someone call ANet. Tell them to put vines everywhere! Gameplay doesnt need to change. Cheating doesnt need to be addressed! And who needs those dungeons? And fractals? Phah!
If you seriously only needed to see some vines run through the map to be happy than good for you. But heres the thing. You’re still talking about lore, and how the world works. People want to play the game. Do vines running through the marches even change gameplay? Maybe they hint to a sinister boss battle, but honestly, unless spooky skeleton pops out the of the ground real quick and we fight him for a solid reason with some new concepts to work with, people wont be around to fight Mr Spooky, and thats shame.
Edit: You even brought up the need to have updates to other aspects of the game in your original post. Yet you seem to be now fixated on defending the priority that LS has over the rest of the game? Confused.
I’ve said that i like the new story, not that the new story have to be main (and only) priority
yeah sorry for the rant but too much frustration bottled up is dangerous for the health. I hope this post (and similar ones) would help to change the way things are going inside GW2 because I don’t want to abandon this game but Anet isn’t make it easy for us, wel’ll see what will be the changes apported with the september feature pack hoping for the best. A quick sidenote on my display name, I know “TheCheater” may look rather suspect but it was my first nickname and I’m attached to it (I swear that I cheat rarely and only on single-player games for fun (with a very brief exception for bf2142 but nvm))
yeah you’re right but i was writing with the sacred fire inside of me so i went berserk
Ok according to suggestion I’ll edit my post to make it more readable
I started this thread as a stress-releaving thread due the huge amount of frustation I builded up during these two years of dedication to GW2 so I ranted a bit (maybe more than a bit) but I’ll try to summarize it.
In the last months you (Anet) focused almost all your efforts on the living story/world and despite that’s not a bad thing, I like the story progression so far, we would really appreciate other contents too.
A clear example of that are dungeons, excluding some minor adjustement or exploit fixing we are stuck on the same 8 dungeons from the release, a couple more dungeons won’t hurt, a thing I really would like to see introduced are something like the GW1 elite dungeons “The Deep” and “Urgoz Warren” that they weren’t only difficult but theyr were rewarding and they needed a bit more coordination and enigm solving than the current dynamic of most of the gw2 dungeons of point -> aim -> massacre.
Another point, Fractals, even in this case post the Fractured release we haven’t seen major changes in fractals system that remains too long and too much unrewarding, I like fractals but I don’t think that they work well by now because they are too much unbalanced. It’s sad to see that every single time the party MUST start with the swamp fractal to minimize the time needed to complete the run and hope they don’t pick dredge/cliffside/grawl because this would multiply the time needed to complete the fractal run.
And now let’s handle the main theme of my original post, the trading post situation and the missing scavenging hunt.
Let’s start with the scavenging hunt. Originally you stated that to decrease the RNG dependency of precursor you were going to introduce a very long and hard quest to obtain a guarantee precursor item, this was vastly well accepted idea but we haven’t seen any more signs of the fabled scavenging hunt. This is really making me (and others) upset because I feel like hitting a rubber wall, at the beginning of my gw2 gameplay I was interested in the legendaries but i didn’t fell the urge to grab mine thinking that I would be able to get it later and I decided to focus on playing. After a year or so I decided that time is come to build up the legendary, I completed the map, I made clovers, I make gift of mastery and then “the horror”. T6 mats started to raise in price at incontrollable rate and they keep going up every day. By now the gift of fortune costs (excluding clovers) 1004.66 gold and this is going to get worse.
In fact while in gw1 “farming” was a natural practice (UW/FOW/DoA ecc…) in gw2 it’s seems to be an execrable habit.
But T6 spike is not the main problem, the main problem is the precursor weapon and it’s absurd dependency on a system that basically doesn’t work. The mystic forge RNG it capable of generating an incredible amount of rage in every player that plays with the forge (that’s why is also known as “The Mystic Toilet”) expecially when there are some players that toss hundreds or even thousand of weapons in it with absolutely no results and there are players that have the “luck” of obtaing three “Zap” in a row (I can’t find the link to the sceenshot proving it but trust me, it’s true).
How are we supposed to gather the gold needed to afford our legendaries, to improve our stats with ascended crafting or even for vanity due the raising gold to gems conversion?
We can’t do fast dungeons multiple times every day due the DR cutting drops every time.
We can’t farm because every time we find a farming spot you nerf it (like blix) and if you don’t nerf directly the farm usually you nerf the drop rate of everything valuable.
We can’t craft and sell things because everyone can craft everything so, excluding temporany spikes due new items, there are almost no profit.
We can’t flip the trading post because it’s specifically designed to prevent us from doing that with his website based structure that is much more instable than an integrated structure that leads to errors when trying to do multiple transactions consecutively and the 250 item limit.
I don’t want to give up with this game because i really like it but you’re really make it difficult to me to keep playing.
(if you want to read my original post it’s quoted a couple of post below)
(edited by TheCheater.5190)
cool and it would be even cooler if they put on some achievement involving them
I was roaming around in Lions Arch when i get to a micro-cave with a gold medallion, at least that seems to be, inside of it
hmm so i haven’t lost them, this is good but to see them currently being in the tab is a bit confusing in this case
I’ve appreciated the introduction of permanent finishers to the game but the current system has a enourmous problem, you can easely guess that I’m referring to the finishers related to halloween/easter/wintersday events that previously where consumables and I’ve already used them (or destroyed, I don’t remember). So the question is, I’m condemmed to never seen them again or you’re planning to take them back in the next halloween wintersday etc. ?
i know what “explorer” means but considering that the size of the areas for those achievements it’s really easy to miss some of them and when these are very few it’s almost impossible to find out the missing ones, maybe it would be possible to set the popup to not activate until a certain minimum percentage of areas is already discovered
A little suggestion, why don’t you make the achievement like “Krytan/Orr/Maguman/etc… explorer” a bit more user friendly? With the current system in fact those are very hard to complete for example I miss 1 zone in Kryta and 1 zone in Orr and I have absolutely no idea of where they are. A good improvement would be to create a sub-area indication so the players know where to look at least, example: when somebody opens the map and select an area a popup will appers saying momething like “You’ve found X areas above Y total for the explorer achievement”. It would be really handy
As title says i would have a few more options to spend my pristine fractal relics, for example would be a great idea if you allow us to buy ascended accessory/amulets because the current way to obtain them is too slow and force players with multiple pg to choose wich one upgrade; in fact a player with 5 pg at level cap (not my case but not so uncommon) needs 550 laurels to fully ascend all of his pg and that means a minimum of nine months of dailyes/monthly to gather all of them, for example it would be possible to buy the amulet for 20 pristine and the accessory for 30 pristine. Another suggestion would be to duplicate the items sold by the merchant inside the fractals hub to allow us to buy that items for a resonable cost of pristine fractal relics instead of standard ones or allow us to convert standard relics into pristine ones and pristine into standard, considering that the first pristine fractal relic is acquired at lvl 10 fractal that awards 30 standard fractal relics total it would be possible to set the exchange rate to 1 pristine = 30 standard
currently i have 24/50 (thx to Essence Snow for the last 4 points) and i’m trying to reach 30/50 but i have low founds (and i need expensive things) and no time to play GW1 is there anyone who can help me?
GW1 IGN: Radegast Phobos
GW2 IGN: Karadak
ok a couple of days ago i managed to succesfully complete the escort event and capture the balthazar temple, as i’ve noticed the only way to do this event other than have a very huge group is to have someone who knows exactly when the aoe spike will arrive to direct some player luring them away from the pact forces to save them (i can confirm that aoes are cast on the closest player who attacks the mobs). Doing this way the morale loss was limited to 50% at the first spike, huge loss anyway, and at the second one we managed to mantain the last 5% morale remained ’till the altar.
as experiment i sacrificed myself to lure all the aoes at the first morale spike and it actually worked (failed anyways but not instantly) if a player is closer to the enemy spawn than the pact forces and that player attack as soon the mobs spawn all the aoes will be casted on that player (20+ aoe = instakill) maybe with a little coordination this can be exploited untill they fix up this event
here’s my cent, today i tryed to do balthazar escort 5 times and all of thos tryes was a failure; no manner of the group size the problem i noticed was always the same, at the first “right turn” of the pact forces after a spawn of some mobs with 2/3 veterans a big wave of mobs spawn beneath the pact forces and immediatly after spawn they cast aoes (erupion like size) on the rearguard of the escort wiping them instantly causing a loss of morale of 60/80% at least in 3 seconds or less causing the event to fail when the pact forces arrives at the stairs of the temple due the huge amount of mobs
Why don’t you add a time limit to the sellings on the trading post? If you reduce a bit the listing fee (10% maybe or you can use differnt fees depending the sell price) you can make to work this way, when a player puts an item on the TP the listing can stay on only for a certain amount of time, this time can be fixed or variable depending the sell price, after that time is passed the post is removed and the item returns to it’s owner but the fee is lost. This way it’s possible to avoid scenarios like “I have plenty of gold so I can put items at very high price because sooner or later I’ll sell it” and with this modification players are forced to set items at a resonable price to not waste moneys, the way the TP works right now permits to the players with a lot of money (like the gold gainded with the goldskull exploit) to easily control the market because the can simply buy all the copies of a certain item then re-sell at higher price making them raise over and over like the ectos (right now at 38 silver). But this system can work only if the loot chances are raised a bit, I’m aware that some items are supposed to be rare but with DR + mobs that don’t drop anything or drop only crap the prices simply goes up and poor players (like me that i’ve never had more than 100G and i gained that with a stroke of fortune at the Lost Shores event) can’t afford it.
(edited by TheCheater.5190)
currently my mailbox is 5/10 so there shouldn’t be problems on that side
EDIT: I’ve found the problem, deleting some mails appears that there are other 3 mails “pending” that weren’t shown in the inbox, deleting them too the mail from the trading post arrived
(edited by TheCheater.5190)
a couple of days ago I bought a “Minis 3-pack” from the gem store but it didn’t arrive in my mailbox and I’m sure to have purchased it because the game removed the 300 gems from my currencies and the item appears in my recent purchase list; so what’s happened?
my contact info are
username : [email address removed]
display name : TheCheater.5190
character : Karadak
[Moderator note: please do not include your email address in your forum posts.]
(edited by Moderator)
the gold selling can be avoided making the trade function to save a log of the transactions on the server that can be scanned to search all the suspicious trades, then the devs can do a deep investigation to see if the gold traded is actually “gold selling” or something like a friendly giveaway (example: i have a ton of gold and a guildie of mine is poor → i send him some cash to help him)
Could you release a function similar to the trade function alreay seen in GW to exchange items without send them via the mail system? One possible reason for that is the necessity for an artificer like me to send to the other party members the potions like this http://wiki.guildwars2.com/wiki/Powerful_Potion_of_Flame_Legion_Slaying at the beginning of a dungeon istance but right now with the excessive message suppression i can send the mail only to 2 players then i have to wait some minutes to be able to send the potions to the other players delaying the actual dungeon start and this can be really annoying
i don’t know if is a bug or so but today the suppression due excessive messaging is far worse than ever, i’m trying to find a group for a dungeon and i can’t use neither the /map or the /say channel because after the 3rd message the game suppresses every message i type for a long time (i was forced to close the game and open it again ‘cause changing area didn’t hep) so it would be really helpful if you loosen a bit this system or otherwhise to implement a group finder similar to the one existing in GW1
(edited by TheCheater.5190)