Showing Posts For Wolfie.1625:
It’s not the client, the EU datacenter in Frankfurt had a total power failure,
https://pbs.twimg.com/media/DGuzCA7UIAAaXA1.jpg:large
My client connects with the US-based servers, and AutoLogin not working for me either, so thinking not caused by the outage you mention.
Exposing adventure leaderboards is a good idea, opened an issue on github for you.
I’ve been considering creating a webpage for my guild’s site that had an Adventures leaderboard, but only featured current guild members. Found the following listed in the Public API v2/...
/v2/adventures [l,d]
/v2/adventures/:id/leaderboards [d]
/v2/adventures/:id/leaderboards/:board/:region [d]
Saw noted in the github posting Lawton created: “lye added [ready] [Feature] labels on 23 Feb 2016”.
So figured, awesome, just what I needed! However, all the above returns is…
{
"text": "API not active"
}
And noted, according to the API documentation…
Key:
l : locale aware (via ?lang=<langId>)
d : currently disabled <---------
a : requires authentication
So, just seeking clarification, the feature was tagged “ready” back in Feb 2016, but is still to-date disabled? If so, what was the cause?
(edited by Wolfie.1625)
One correction Jayhay, a cat adopts you, not the other way around.
Like Kumion outlines, could be tricky to get this to work (visually correct) under all possible circumstances. You could use this… select a cat (left-click on it), then type in the chat window: “/me pats @.”, and the game will do an emote along the lines of “<name> pats Cat.” (no actual character animation though, sorry).
Kain, one of the devs, Dara Potocska, responded to a previous thread about this problem about a month ago, they thought they’d fixed this (see note in April 19, 2016 game update notes), but it hasn’t.
So guessing ArenaNet are still knocking the naughty monkeys that are breaking this and trying to find a fix. Soon, please!!
Yeah, noticed the same. Suspect is result of the April 20, 2016 change: “Limited guild treasury transactions to one at a time per player to ensure guild members see an accurate view of the treasury”.
Yes, I have seen that occur, a short (few seconds) delay from when confirm a donation to it appearing in the guild activity log etc, I’d just presumed it database buffering / caching or some such as, didn’t see it as a “bug” needing to be fixed. Certainly this current alternative is less desirable (having to click-drag-confirm for each unique or stack of item wishing to donate, gets tedious).
Guessing the problem is, say if Guild Hall needs 200 of X item, and two members just happen to donate, for example 150 of X each at about the same time, there’s the potential for either (a) the first 150 goes through, then 50 of the next persons is added and the other 100 just vanish (lost), or (b) get situation of having 300 of 200 X which could result in weird things happening.
Nor ours (Gilded Hollow/Music of the Caverns), doesn’t “stick”.
Hi Klipso, in short, no you do not need to do a complete fresh install, GW2 will patch itself. Dunno how tech-savvy you are, try running the client with the “-diag” command line parameter (more explanation here) might help highlight some issue. It might just have been the update server(s) were getting heavily accessed at the time (big update, lots of clients etc), maybe just trying again now might work. Failing all that, might help tech support, if you can, post some details on your system (version of operating system, using 32- or 64-bit client, when did you last do a windows update, that sort of thing).
With a fully unlocked guild hall there shouldn’t be a difference in price or for that matter once the guild reaches the required level to purchase for a cheaper amount in the decorations vendor, the scribe vendor should match the price. Even if it was delayed until the decorations merchant is fully unlocked it would be ok but having two different prices in a fully unlocked guild hall shouldn’t happen.
I’ve pretty much outlined the same thing in this post, where the two vendors (in the Market and Workshop) match prices as a guild unlocks further tiers of the Decoration Merchant upgrades.
Well, that’s going to get very irritating. So player goes up to their Scribe Table in the Workshop to craft something, find they need some Basic X item, have to disengage from the crafting interface to walk over to the Market to buy Basic X, then walk back to the Workshop to continue crafting (or pay over twice! the price for the convenience of purchasing from the Master Scribe)? Come on, that’s just creating busy-work.
Ok, sure so the Master Scribe can offer all the decoration furniture crafting items regardless of if the guild has unlocked the appropriate tier, that’s fine. However, a more elegant approach would been, once the guild unlocks the tier, BOTH vendors offer at the same price surely?
Newly started Guild Workshop:
- Cullen offers all basic decorations at 50 silver
- Douglas does not exist yet
Guild achieves Guild Hall Decorations Merchant 1:
- Cullen offers first tier decorations at 24 silver, remainder at 50 silver
- Douglas arrives, offers first tier decorations at 24 silver (tier 2 & 3 locked)
Guild achieves Guild Hall Decorations Merchant 2:
- Cullen offers first & second tier decorations at 24 silver, remainder at 50 silver
- Douglas then offers first & second tier decorations at 24 silver (tier 3 locked)
… and so on for Guild Hall Decorations Merchant 3
So take my screenshot from the OP, the first tier has been unlocked (so Basic Baskets to Tables are available), Have both Douglas and Cullen offer these at 24 silver, Cullen continues to offer the remainder (Basic Boulder and beyond) at 50 silver.
This then still provides that tangible reward of obtaining the Deco Merchant upgrades, while not creating a source of inconvenience (having to disrupt scribing to walk back-n-forth between Market and Workshop) and potential player rip-off (ie, buying item for 50s when could have obtained for 24s). Maybe there’s a technical limitation within the vendor dialogue system (would require conditional pricing, ie, "Basic Basket, if (have_DecoMerch1) then price=24, else price=50, type of thing), for all I know, there already exists functionality for that.
What do others think of this, having same item available from two different vendors for significantly difference prices, with the cheaper one being a distance away from the scribing table?
(edited by Wolfie.1625)
The recent “spring” 2016 quarterly update notes state “The decorations vendor in the Guild Market now sells all decorations for 24 silver instead of 50.”, however the decorations vendor in the Guild Workshop remains unchanged, offering the exact same stock at the old 50 silver price (see attached screenshots). Also, they appear to have different states of what decorations are available for purchase, Cullen has the full list, while Douglas has items locked (unable to be purchased). An oversight?
Build: 60,599
Guild Hall: Gilded Hallow