Showing Posts For Tiscan.8345:

Google Authenticator Code expired/wrong code

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

Its a known issue. Like Stitch said: wait until the timer nearly expires before submitting the code and it should work.

Also make sure that the clock of the device you’re using to generate the code is correct. You can check the clock by visiting https://www.time.gov , https://time.is or a similar site that shows the time of an atomic clock.

Authentication being odd..

in Account & Technical Support

Posted by: Tiscan.8345

Tiscan.8345

I reported pretty much the same issue – since the patch that changed the launcher to the PoF-design, the authenticator is kinda broken and fails quite often even if you enter the right code.

I’m pretty sure that its a problem at ANet’s side and has nothing to do with hacking attempts or stuff like this.

My guess is that they changed (messed up) the time-window in which codes are valid. So if you enter the code a little bit too early/late it gets declined.

One thing that could help is to make sure your the clock of the device you’re using to generate the code is correct. You could take a look at https://time.is and check if your clock is roughly in sync with it (the time they are displaying is synchronized with an atomic clock). This could reduce the number of declined codes.

(edited by Tiscan.8345)

Where to buy new account no Hot-Pof?

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

You can still get old box-versions of GW2 on amazon.com – the Heroic Editon is 20$, the normal edition 15$ – and HoT is19$.

So you can save 4$ – or just buy HoT and get gliding, auto-loot, etc.

UGLY Launcher

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

I am not crazy about the colors either, but I would rather they reduce the size because it is just too wide and goes past the edges of my screen. It gets annoying having to move it everytime.

Unfortunately in this era of 4K the minimum screen resolution is 1366×768 and in only a few short years that minimum resolution will become 1080p.

Fun-Fact: the Launcher has a window-size of 1120*976 pixels and the image that is shown in it (the raptor, etc.) is roughly 1120*780 pixels big. So even on a screen with 1366×768 pixels it wouldn’t fit (especially if you take into account that the task-bar takes up the lower 40 pixels (on win 10)).

TOTP/Two-Factor-Authentication kinda "broken"

in Account & Technical Support

Posted by: Tiscan.8345

Tiscan.8345

Basically since the big patch 2 weeks ago (that changed the launcher to the PoF design), the 2FA is kinda broken. It happens quite often that it rejects a code and then, after you enter the same code again, it gets accepted.

This might be caused by ANet using a ridiculously narrow time-window for valid codes (I know that the RFC recommends one time-step – but right now it feels like ANet uses zero steps so a code transmitted a second too early/late will fail instead of still being valid).

And no, its not related to the clock of my local PC (its synchronized with the atomic clock of the PTB (Physikalisch-Technische Bundesanstalt -> ptbtime1.ptb.de) here in germany and before that it was synchronized with the official windows-timeservers (time.windows.com) -> it failed in both cases – so i’m pretty sure that i’m sending the right code.

(edited by Tiscan.8345)

Probably Off-Topic: Login & Localization-Bug

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Btw. the issue that the login-form is english for a few seconds before switching to the localized version is still a thing.

Just for the record: the PoF launcher has fixed that bug.

Forums have slowed to molasses speed

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

in the case of the guildwars2 image that will load with css or js why does it need a redirect if it is stored on the server?

OK, very quick explanation (and honestly my last attempt as I highly doubt that discussing that stuff with you is of any value for ANet):

The FIRST time you call any thread on the forum you will basically see nothing else but HTTP-Status 200 for all files (if you cleaned your cache first, otherwise you will see a lot of 304)

If you then reload the page by pressing F5 (or if you navigate to a different page/thread), you will get a few HTTP-Status 200 and a LOT of 304.

304 means: your browser already has a LOCAL copy of a file and asks the server to send a newer one but the file on the server is the same as the one you already have. Which means: if you get 304, your browser WON’T download that file but will instead just use its local copy.

IF you click on a link like “https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/6224577” the server will send a 302 Status first. This happens (as Healix already pointed out) because the server recognizes that you’re requesting a certain posting in a thread and redirects you to the correct page in that thread. If you click on the example I provided, you’ll notice that the URL in your browser won’t be

but

because the forum found out that posting 6224577 is on the 7th page of that thread and therefore redirects you to the “correct” URL.

And like Healix and I already mentioned: you can clearly see that the initial GET-Request takes up most of the time. During that Request, the server queries the database to build the HTML-code for the page. And your browser won’t display anything before that initial GET-request is finished. Check out the attached screenshot. The browser won’t display anything for 4s. After that request is done, it will start rendering the page and download all embedded files (and it will download THOSE files more or less at the same time).

There are some other things that might matter (like load-order of JS-files, the number of maximum parallel requests to the same server, etc.) but explaining that stuff would get way too technical and doesn’t really matter for the problem at hand.

Attachments:

(edited by Tiscan.8345)

Path of Fire US and Eu price

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

Its pretty common for software-companies to use a 1:1 conversion and its perfectly legal as they are basically free to charge whatever they wanna charge in different countries.

It would be a little bit strange if companies were forced to use just the “normal” exchange-rates as different countries have different buying powers, taxes, living expenses, wages, etc.

Does music even exist?

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Posted by: Tiscan.8345

Tiscan.8345

There are pipe-organs on different maps and quite a few singing NPCs:

A Compilation of a lot of (other) songs: :https://www.youtube.com/watch?v=qghOlhdqvwI

And of course there is Scout Acan – he is located @ Thistlevine Ravine in Verdant Brink and playing lute.

(edited by Tiscan.8345)

Why didn't Anet give us the name of Xpack?

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

Because they wanted to give it to us in a few hours at the announcement?

Btw. they didn’t announce the “Heart of Thorns” name before, either.

Maybe no one looked up the new patents this time; I don’t know.

There aren’t any registered trademarks, yet. I did some searches on the US, EU and DE-registries and nothing shows up (besides the “old” stuff).

Forums have slowed to molasses speed

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

Its still pretty bad. I did some additional tests using wget (like i described earlier) and found something interesting: the first time i request a thread, its incredibly slow (20-40s or worse). But if i request the same page over and over, the requests got faster and took around 8-10s:

Reading Thread 1:

  • X-Runtime: 41.267368
  • X-Runtime: 12.243853
  • X-Runtime: 10.341388
  • X-Runtime: 8.846034

Reading Thread 2:

  • X-Runtime: 29.154102
  • X-Runtime: 9.691758
  • X-Runtime: 13.086603

Reading Thread 3:

  • X-Runtime: 26.912502
  • X-Runtime: 11.611344
  • X-Runtime: 7.867146

(X-Runtime is the time the server spends building the page in seconds). If it was my forum I would probably make sure that the hard-disks of the servers still have plenty of empty space left (full HDs can lead to bad performance), check the database for general errors (if its a MySQL-db, the slow-query log could be interesting to see what tables are involved, etc.). Another “solution” could be to get rid of old postings (for example: remove everything thats older than 2-3 years) to reduce the amount of “garbage” the server has to handle.

Forums have slowed to molasses speed

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

just made a performance test with dev tools what takes the longuest to load is double click.g.net. in the performance graphic hole you have javascriptcall stack for google analytic those are for ads revenue. those takes even longuer to load then the image and web kit on the web site. could be a big part of the issue.

It “could” be a part of the problem but it isn’t. I did a few tests using wget and the DE-forum (as the issue seems to be a LOT worser on the Non-EN-forums). I basically just ran

and it still took ages. And wget doesn’t download all those images/stylesheets/javascript-files that a browser downloads.

If you check the HTTP-headers the server sends in his response, there is one thats very interesting: “X-Runtime” – it seems to be added by the Rack Ruby-Module and contains the time the server needed to process a request. I did a few tests and the lowest I saw was “24.768275”. the highest was “97.057134”. The webserver spends somewhere between 20 and 100 seconds processing a request – so its not a problem of bad routing or slow loading external files but a messed up server or database (personally, i would start by rebuilding the database-indexes as it feels a lot like they are messed up).

(edited by Tiscan.8345)

German Forum extremely slow

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

It’s happening in the EN forum, as well. Especially while editing. Editing can take up to 2 or 3 minutes to load.

Sometimes, it even times-out and gives a 502 error.

Yeah, I noticed that after I wrote my posting. But at least “reading” stuff is still a LOT quicker on the EN-forum.

German Forum extremely slow

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

The german forum is currently extremely slow when you try to read a thread or post sonmething.

Pages like https://forum-de.gw2archive.eu/forum or https://forum-de.gw2archive.eu/forum/game/gw2 load pretty much instantly but as soon as you try to read a thread like https://forum-de.gw2archive.eu/forum/game/gw2/Forum-teilweise-extrem-langsam the forum takes 30-40s to load the page. The same happens if you write a new posting.

The english forum doesn’t seem to have this problem (or at least its a LOT less obvious).

Probably Off-Topic: Login & Localization-Bug

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Btw. the issue that the login-form is english for a few seconds before switching to the localized version is still a thing.

Probably Off-Topic: Login & Localization-Bug

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Small Update: I tried some things to see if I could fix the delay (run defrag on the drive where GW2 is installed, deleted the local.dat, etc.) but nothing changed.

Probably Off-Topic: Login & Localization-Bug

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Thanks a lot! I’ll see if deleting local.dat and the caches changes anything. In the past this helped with some Coherent UI-stuff.

"Into the Labyrinth" NPCs bugged

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

To be honest: if you have any kind of ranged attack, the current version of the instance is a lot easier than before. In the past, you had to fight pretty much every mob you encountered on your way through the labyrinth as the NPCs would attack them and not follow you until the mobs were dead. So to have Rox blow up the vines you had to make sure she wasn’t fighting with any mob.

Nowadays, you just run past all mobs (the NPC will follow you without attacking anything), free your friends and range-attack the final “boss” while standing behind Caithe where he can’t attack you. Thats it.

Probably Off-Topic: Login & Localization-Bug

in API Development

Posted by: Tiscan.8345

Tiscan.8345

I guess this is pretty much off-topic but as Lawton is “the web guy” he probably has some details on this (if not: Sorry! And feel free to move this topic to the bug-board).

I think ANet somehow messed up the localization on the webservers.

Lately the launcher is acting very strange. I’m playing GW2 with the text-language set to german and audio-language set to english. Because of this, the login-form should be german but lately something strange is happening. When i start the launcher, the english form is displayed for a few seconds (2-3s) and then it gets swapped for the german form. Funny thing is: if i enter my username+password before the form is swapped out, instead of displaying the 2-factor form, it still just displays the german form and i have to enter my login-data again.

Pretty much since this is happening, I’m also getting a lot of errors after submitting my username+password that the login-servers could not be reached.

I talked to a few people and they are experiencing exactly the same problems.

So I’m wondering if ANet has changed the way the webservers handle the localized forms and messed something up while doing so…

Edit: I added some screenshots which show that the Launcher is using german in the beginning, then switching to englisch and then switching to german again.

Attachments:

(edited by Tiscan.8345)

Update on Hearts and Minds

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

A visual only glitch isn’t really comparable. If there was a glitch in the H&M fight where Mordremoth turns into an actual potato I don’t think it would matter much.

Of course, visual bugs aren’t that import (on the other hand: this bug drives you totally crazy and the only way to get rid of it is to relog or change the map-instance → which is “awesome” when you’re in a borderland with queue, a DS-map, etc. ) but it was more about the fact that there are bugs around that have been reported over and over again in the last couple of years and nothing happens. I’m totally with you that fixing “game-breaking” bugs is way more important! No doubt about that. But I would really like ANet to invest some time in a general “Lets fix the hell out of GW2”-patch

Update on Hearts and Minds

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

While I appreciate the apparent proposed changes Soon™ I can’t help but die a little inside when I remember the release date of Heart of Thorns alongside the current date that ANet has decided to even consider fixing that lovely part of the game.

Guild Wars 2: Heart of Thorns release date: 23rd October 2015
AKA: 508 days ago from today (14th March 2017)

508 days.
508 Days.
508 DAYS.

Five. Hundred. And. Eight. Days. And. It. Still. Full. O’. Bugs. Mah. Boy.

For real.

Pfffft… thats easy to top Since release there is a bug in the game where characters suddenly stop moving. They pretty much freeze mid-movement and you can’t move in any direction until you let go of all keys. Oldest reports on the forums on that bug are from 2012 and its pretty annoying and happens “kinda often”.

Or that “nice” visual glitch where the “ghost-bird” that appears when you use the Swoop-skill on Rangers never disappears. That bug is even mentioned on the wiki since September 2014… and its in the game for much longer (at least mid-2013).

Not to mention all those nice bugs in EoTM that have been in there for years (broken NPCs @ Tytone, ways to glitch into Spire & Inferno, supply-camps being shown as “full” while they are empty, etc.).

Lets see how long it takes them to fix the broken NPCSs in “Into the Labyrinth”

Add "GameMechanic"-Dailies (back) to the game

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Posted by: Tiscan.8345

Tiscan.8345

These mechanics are much more likely to require active engagement by the player. Unfortunately, they seemed to have been removed because their triggers were wonky.

  • Combos: How do you ensure that your combo is responsible for a foe death? (And if you make it just applying a combo, it’s as trivial as the three above).
  • Interrupter: The classically-trained Bear Bow™ pushes back foes using indiscriminate Point Blank Shots — is that what we want newer players to learn?
  • Dodger: a lot of people dodge when they should shuffle-step or just, you know, walk out of an AoE, resulting in folks who are out of dodges when they really need one. Again, is this what we want folks to learn?

The point is not to necessarily re-introduce the same dailies that we had before, but dailies that at least try to teach people some things about gameplay-mechanics (and i really don’t care if they can be done way quicker than current dailies – lets be honest, 9 out of 10 times, the 3 dailies you need for the “Daily Completionist” can be done in just a few minutes).

And to answer your question: yes, thats what we want people to learn… because that would mean that at least they learned something. After spending a LOT of time playing with people in EotM, WvW and PvE I’m pretty sure that a lot of people don’t even know what most of their skills do. And if they at least start to understand “Skill X does THIS” or “Skill Y does THAT”, that would be an improvement over “I just push random buttons and see if i survive”.

Personally I think its kinda hilarious that ANet did so many changes to the game when they introduced the “New Player Experience” back in 2014 but totally failed in adding things to it, that people actually teach how the combat-system works.

Btw. there are some Living World episodes that actually try to teach people game-mechanics. Like the “Hidden Arcana”-mission (where you have to get certain buffs to destroy the fragments, etc.) or recently in “Precocious Aurene” when they tell you about Aurene’s special attack. I wish they would do something like this in the early personal story steps to explain the basic game-mechanics.

Add "GameMechanic"-Dailies (back) to the game

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

Yeah, “real” tutorials would be nice – but in my experience a lot of people will just skip them. And it would most likely take ANet a lot more ressources to add them to the game than adding daily-achivements.

Add "GameMechanic"-Dailies (back) to the game

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

People who have been playing since the release of GW2 might remember some of the old Dailies – stuff like:

  • Daily Condition Applier
  • Daily Condition Remover
  • Daily Skill Interruptor
  • Daily Combo Killer
  • Daily Dodger
  • Daily Healer

I really liked those dailies as they forced people to understand how their classes (combo-fields, condition removel, etc.) and the general gameplay work (for example: reviving is (most of the time) a good thing).

Just look at how many players nowadays don’t understand break-bars. They complain about mobs being way too hard and if you go to help them you’ll notice that they totally ignore the BBs.

So why not add back the old dailies and add new ones like a “Daily Bar Breaker” daily which requires players to break 3 break-bars (and other game-mechanic related things).

That way, players would at least have a small reason/incentive to learn about how their classes and the game work without ANet having to create elaborate tutorials.

Official Feedback Thread: Episode 3 -- A Crack in the Ice

in Living World

Posted by: Tiscan.8345

Tiscan.8345

Do i understand correctly that you have to learn the mastery before being able to enter the new map? If yes: would have been nice to know beforehand so people could have farmed mastery points.

No, you need to finish the missions leading up to entering it.

Nevermind. Got it.

Official Feedback Thread: Episode 3 -- A Crack in the Ice

in Living World

Posted by: Tiscan.8345

Tiscan.8345

Do i understand correctly that you have to learn the mastery before being able to enter the new map? If yes: would have been nice to know beforehand so people could have farmed mastery points.

Carving Pumpkins Locations for GW2TacO

in Players Helping Players

Posted by: Tiscan.8345

Tiscan.8345

I updated my marker-file (now it contains 242 pumpkins ) and created a new site: http://gw2taco.gw2info.net

The site contains some additional markers for different achievements (speedy ready, history buff, dive master, etc.).

Attachments:

"Cleaning Up the Neighborhood" broken

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

The Cleaning Up the Neighborhood Achivement in Ebonhawke is pretty much impossible to finish if the player hasn’t activated the “Show All Usable Object Names” option (or is pressing CTRL constantly) as two of the posters are placed inside of walls.

The attached screenshots show the 2 locations.

Attachments:

Carving Pumpkins Locations for GW2TacO

in Players Helping Players

Posted by: Tiscan.8345

Tiscan.8345

I created a small POI-file for the awesome GW2TacO App. It contains markers for 208 pumpkins on different maps:

  • Queensdale -> 33
  • Plains of Ashford -> 27
  • Kessex-Hills -> 25
  • Gendarran-Fields -> 29
  • Wayfarer-Foothills -> 20
  • Caledon-Forest -> 18
  • Metrica Province -> 16
  • Lion’s Arch -> 13
  • Mad King’s Labyrinth -> 27

You can download the file here ! You’ll need at least version 024 of GW2TacO to use it (and yes, I know that there is already a bunch of pumpkin-markers in the latest release – but it has way less locations). Put the XML-file in your “POIs”-folder and the PNG in the “POIs/Data”-folder.

There are most likely still a lot of pumpkins missing but honestly i’m tired of looking for them – some are hidden at really strange locations Feel free to post missing locations to this thread and I’ll add them to the file.

After installing my file you’ll find a new submenu in GW2TacO’s “Filter Displayed Tactical Markers” menu called “gw2info” -> thats my website and as i’m currently working on a bunch of marker-files i decided to bundle all of them in that submenu.

Edit: moved the file to a new website (and updated it to 242 pumpkins)

(edited by Tiscan.8345)

Can't get into Briarthorn Den via NPC

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

Remove all your armor before talking to the NPC. Somebody over at the DE-forums had the same problem and that workaround worked

List of (Mini-)Map Bugs/Glitches

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Posted by: Tiscan.8345

Tiscan.8345

More missing Icons:

  • Alpine Borderlands: Black Lion Trader (both on home-borderlands and enemy borderlands)
  • Durmond Priory: Weapon Requisitioner Devin, Arcanist Braccae don’t have vendor-icons
  • Order of Whispers HQ: same as above – icons for Weapons/Armor-merchants are missing
  • Vigil Headquarters: see above

Missing Gold!

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

One possible reason for gold dissapearing is that ANet removes it if was bought from a gold-seller.

List of (Mini-)Map Bugs/Glitches

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

I compiled a little list of (mini-)map bugs/quirks i found. See the attached screenshots for details / examples:

CONTESTED vs. NON-CONTESTED

Usually, you can easily see if a Tower/Keep/Camp in WvW is contested… unless it is fully upgraded and claimed by a guild.

In that case, the white sword-icon that is usually displayed will be obscured by all those additional icons showing that the tower is claimed and upgraded.

WRONG Z-ORDER

Some time ago somebody decided to change the z-ordering of certain icons in the game. Since then its possible that tower/keep/camp icons completly obscure the orange battle-crosses.

Basically you could stand not very far away from a tower where a whole zerg is killing the champ and you wouldn’t even notice it as all you would see is the regular tower-icon.

the orange battle crosses should always be rendered on top of everything else.

SQUAD-MEMBERS

This is where it gets really strange. If you’re playing in EotM (and from what I’ve seen – ONLY there), the icons for other squad-members are acting kinda weird. Some squad-members will show up as blue dots on the map and some as green dots. Only the blue ones act as you would expect (if you move the mini-map, they show up at the edge).

I guess the blue ones belong to players who are playing on the same server while the green ones are playing on other servers… but i’m not sure.

I would expect all markers to behave the same way (preferably like the blue markers).

INVISIBLE GUILD MEMBERS

This bug has been around for ages: if somebody from the same guild is switching himself to “invisible” he will still show up on the map as a yellow dot. Making that setting kinda pointless.

MISSING ICONS

There are some icons missing on the map: all the new bankers that were added to the WvW-maps are not displayed on the map… as aren’t all crafting-station-icons in Skrittsburgh in Brisban Wildlands (those are missing since release).

There might be more but those are the ones i know of.

Attachments:

Crash when Pressing O ingame

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

Looks like you fixed the bug, it is no longer crashing

Nope, they didn’t.

Just tested it (using the 64-Bit client, german text, english audio) and it crashed on multiple accounts.

Error-Log is pretty similar to what Entenkommando posted:

  • Error Logs <—*
    Model ‘0×082239’: Failed to resolve AimIK bone indices.
    Model ‘0×080b24’: Failed to resolve AimIK bone indices.
    Model ‘0×082239’: Failed to resolve AimIK bone indices.
    Map load hang on STATE_MODELS_STREAM detected: MapId: 50, Position: (19035.154297, 6409.295898, -1037.774170), Completion: 0.000000
    Model ‘0×082239’: Failed to resolve AimIK bone indices.
    Model ‘0×08223a’: Failed to resolve AimIK bone indices.
    Model ‘0×082239’: Failed to resolve AimIK bone indices.
    Coherent Error: Could not create shared memory with mode 1 key flags 1 error Das Handle ist ungltig.
    Coherent Error: Could not map shared memory with access 1 error Das Handle ist ungltig.

and CoherentUI seems to be involved:

  • Crash <—*
    Exception: c0000005
    Memory at address 00000000`00000000 could not be read
    App: Gw2-64.exe
    Pid: 1828
    Cmdline: -bmp -maploadinfo
    BaseAddr: 00007FF717570000
    ProgramId: 101
    Build: 65462
    Module: CoherentUI64.dll
    When: 2016-08-22T14:31:11Z 2016-08-22T16:31:11+02:00
    Uptime: 0 days 0:04:59
    Flags: 0

(edited by Tiscan.8345)

Flame Rams-Skill 1 is (kinda) broken

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

As reported in the WvW-Board, Flame Rams Skills are kinda broken.

Steps to reproduce:

  • use a ram
  • press 1 for the ram-skill
  • wait till the cooldown has nearly run out
  • spam 1 to trigger the skill ASAP after the CD runs out

The 1-skill will go in a new 3 (4?) second cooldown and thats it. If you keep spamming 1, the skill will go into cd over and over again but will never work as intended.

As a workaround, you can press 1, wait for the cooldown to run out without pressing 1 immediately again, wait a second after the cooldown has run out, press 1. Usually the skill will then work as intended.


Edit: the other skills seem to work normally, but i’m not 100% sure.

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

WvW

  • add a “placed by: Charactername”-line to the “Siege Decay Timer”-Icon (would make it a lot easier to report siege-spammers or figure out who is trying to troll people by placing unwanted stuff)
  • add buff-icons to siege-weapons showing if the player currently using it has mastery or not
  • remove pointless interactions on siege-weapons -> if somebody is using a siege-weapon and i’m not the owner of that weapon there is no point in me being able to press “F” and try to use it… this would also make it easier to build multiple siege weapons next to each other as you would only be able to interact with unused siege or build unfinished ones
  • and while we are on it: remove all pointless interactions -> why can i interact with empty supply-camps? or dead players while i’m in combat?
  • make it impossible to place guild-banners on top of each other (right now if you use multiple banners without moving you end up with a bunch of banners placed on top of each other and you’ll not be able to interact with all of them)

General

  • make it impossible to place down any entity that players can interact with near other entities that players can interact with -> for example it happens quite a lot that players summon traders/bankers/etc. near NPCs, making it hard/impossible to interact with the NPCs

(edited by Tiscan.8345)

[Suggestion] Pokemon in GW2

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

Or they could just bring back Polymock and enhance it with more collectible pieces you find all around Tyria.

(edited by Tiscan.8345)

Getting forced out of CA form randomly

in Ranger

Posted by: Tiscan.8345

Tiscan.8345

Ranger/Druid Avatar form bug

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

It’s apparent they’re aware of the issue or else there wouldn’t have been any improvement at all. It was pretty much unplayable before the update.

Who knows… one of the devs could have changed something totally different and the “improvement” could be a side-effect of that change.

It would be nice if one of the devs could post an info here that/if ANet is aware that they pretty much broke a whole Elite-Spec with their changes (and so far, its not mentioned on the bug-tracker – https://help.guildwars2.com/entries/98802888). 7 days without any of the devs saying anything about this bug is pretty bad.

wvw/matches is listing Miller's Sound twice

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Yup, its fine now. thanks!

wvw/matches is listing Miller's Sound twice

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Miller’s Sound (2206) is listed twice in the matchdata:

https://api.guildwars2.com/v2/wvw/matches/2-3

"all_worlds":{"red":[2004,2013],"blue":[2206,2205],"green":[2201]}

https://api.guildwars2.com/v2/wvw/matches/2-6

"all_worlds":{"red":[2001,2014],"blue":[2206,2204],"green":[2008,2005]}

(edited by Tiscan.8345)

Invisible Wall @ Overgrowth-Keep

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

Hail friends! This issue has a fix in the works and once QA has verified it, we’ll push it out in an upcoming release. Thank you for… raising visibility on this issue. =D

Glad to hear its getting fixed… and a very punny reply

Invisible Wall @ Overgrowth-Keep

in Bugs: Game, Forum, Website

Posted by: Tiscan.8345

Tiscan.8345

There is an invisible wall near the green keep in EotM when you run east from the reactor towards the bridge leading towards the observatory-area.

Attachments:

In-game mail/inbox!?

in API Development

Posted by: Tiscan.8345

Tiscan.8345

I searched a little bit but couldn’t find anything related to this, so I started a new topic…

Are there any plans on allowing (read-only) access to the in-game mailbox? I think it would be pretty nice to be able to check for new messages and probably even display them without having to be logged into the game.

WvW World Linking

in API Development

Posted by: Tiscan.8345

Tiscan.8345

I tried to get the server id linked but didn’t work now.

Just checked it after i saw that my website is missing some data. Seems like the linked worlds are missing for all EU matchups (NA seems to be working!?).

The funny thing is that EU-matchups were correct yesterday evening.

Revert the target color on players [Merged]

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

Your circle looks maroon in both cases – so where did they change “a lot more than that”?

Yeah, you’re right. Guess it looked different to me because of the different colors around them (one is on a much darker background). I tested it some more and they are the same.

The “a lot more than that” refers to the different left-click markers. Either i simply never noticed this before or they just added it yesterday, but when you left-click on other players or npcs, the marker that appears above them is in their team-color (you can see this in the attached screenshot: the grawl-blackletter was guarding a red camp, the charr mechanic a green toolshop, the ember a blue monument and the charr igniter was inside a neutral tower – btw. the badlands-player still has the “normal” target-marker).

Attachments:

Revert the target color on players [Merged]

in Guild Wars 2 Discussion

Posted by: Tiscan.8345

Tiscan.8345

I might be mistaken but it looks like they changed a lot more than this. If you just leftclick on (enemy) NPCs or players, you’ll now get markers matching the server/team-color.

So lets say you’re currently on the red team. If you now click on another player who is on the red team, you’ll get a red marker above his head. If you click on an enemy from the blue team, a blue/cyan marker is displayed. And if you click on somebody from the green team, a green marker is used. And its like this for NPCs, too. Click on an enemy NPC which belongs to a green tower and you should see a green marker.

And I think the darker versions of the target-markers exist for the same reason. The one for targets that belong to the green team seems to have a slightly different color than the one for targets from the blue team (i added a small screenshot showing the markers for blue/green NPCs).

Target-markers for ACs and stuff like this are still using the “old” red.

Attachments:

(edited by Tiscan.8345)

certificate problems

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Turns out there was a mis-configuration in the Frankfurt data center! Got the relevant parties involved and they’re going to have it fixed at some point. Thanks for the report, sorry about that! (this only affects guildwars.com and isn’t related to the OP).

Awesome Thanks!

certificate problems

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Thanks for the info, Lawton… but I ’ve got the same issue on all browsers and PCs I tried (and they are all updated). Another user (Silmar Alech) pointed out, that if you resolve guildwars.com from germany (or probably the whole EU) you get a different IP (64.25.47.11) than when you resolve the IP from a NA-server (64.25.40.54). That might be an issue.

But I guess we might get a little bit off-topic here and i don’t wanna hijack Sariel’s thread

certificate problems

in API Development

Posted by: Tiscan.8345

Tiscan.8345

Sorry for asking a kinda unrelated/non-API question… but do you know if the config for the (old) guildwars.com-site was changed, too? Because there seem to be quite a few people (me included) that no longer can access that site because of some problems with the encryption (I already made a thread in the general discussion board).