Showing Posts For coderjoe.7538:

Proposed Changes for Engineer Turrets

in PvP

Posted by: coderjoe.7538

coderjoe.7538

So, fear, taunt, chill, cripple, and weakness. Can we get a breakdown on what the expected effects on turrets will be?

Confusion and Torment questions too?

Will fear cause interrupts and prevent a turret from firing during the condition?
Taunt won’t cause some infinite fire rate glitch due to no recharge on the turret attack skills right? Purely speculation
Is cripple going to be useless or do something like half distance on attacks?
Is chill going to slow the firing rate? Reduce attack range?
Will weakness cause fumble on turrets?

Will confusion apply PvE damage to turrets?
Will torment only apply the min damage, while turrets are rotating will it apply extra damage?

There won’t be any new special cases for turrets that receive conditions. The effects that happen them will match what you’d expect to happen to players. For example, blinding a turret will means that their next attack will miss. Weakness (fumble) will work on turrets. Applying confusion to turrets will cause them to take damage when they attack.

For the most part chill, cripple, and immob wouldn’t have much effect on the turret. For chill, turret cooldown skills are tied to the engineer’s skill bar, not the turret itself. Torment will always tick at its lowest rate since they don’t run (lack of wheels is intended).

Regarding fear, turrets have never been susceptible to CC, and they will continue to be immune to CC. Applying fear to a turret will not cause it to stop attacking. However, if you’re a necromancer with the Terror trait equipped, you will do fear damage to the turret.

For almost every other “thing” in the game that can have confusion applied to it, there’s a way to mitigate the effects of confusion… either through some form of condition clear or by not attacking.

You’ve already stated that boons and healing will not effect turrets, so other than accepting the cool-down penalty (which is generally much longer than the confusion duration) and picking up my turrets, what is my counter-play against an engineer or mesmer applying many stacks of confusion to my turrets?

Gold Transfer Changes

in Guild Wars 2 Discussion

Posted by: coderjoe.7538

coderjoe.7538

  1. We will monitor this system and may make changes to the limits if we find that changes are necessary.

Does this include the possibility of reverting the change if it doesn’t end up curtailing RMT, account stealing, etc?

I’d also be curious enough to read blog posts with metrics surrounding the system’s successes.

[Solved] API Rate Limits

in API Development

Posted by: coderjoe.7538

coderjoe.7538

If we implement rate limiting we’ll announce it, until then have fun.

Thanks Pat!

Hopefully future rate-limit changes should be a non-issue for me.

I recently implemented a policy of setting up a caching proxy sitting between my servers and any 3rd parties which should be limiting my requests based on their endpoints and how often I think the’re likely to be updated (or based on their published rate limiting requests).

As an aside I’m so glad systems like this are so easy to set up these days.

[Solved] API Rate Limits

in API Development

Posted by: coderjoe.7538

coderjoe.7538

Thanks for the updates everybody. I’m not sure why my forumkittendidn’t pick up these duplicate topics all over the place. I must fail at searching.

That said, I really wish they’d publish an official stance on the wiki or even better provide cache hints or etags so I can more accurately expire my caches.

[Solved] API Rate Limits

in API Development

Posted by: coderjoe.7538

coderjoe.7538

I notice that neither the V1 or the V2 APIs list rate limit requirements.

The responses don’t contain caching headers or etags to assist in limiting my requests to appropriate lengths either. Am I to assume there are no rate limit requirements for users of the API?

If not where can I go to get the appropriate request rate limits for each of the API endpoints?

Thanks in advance!

On Swap: Utilities get rocketboots cooldown

in Bugs: Game, Forum, Website

Posted by: coderjoe.7538

coderjoe.7538

As if the bugs with rocket boots weren’t bad enough, here’s another.

If rocket boots are on cooldown they give their cooldown to whatever utility skill you swap out if you swap one out.

Reproduction steps:

1. Use rocket boots
2. Swap a utility skill
3. Notice your utility skill has 18 second cooldown on it potentially blocking an entire kit from use for 18 seconds.

Video example: https://www.youtube.com/watch?v=3uLRYXM7Nd4

This has caused my death in MANY a WvW situation.

PLEASE FIX.

Engineer Rocket Boots bounces off of thin air

in Bugs: Game, Forum, Website

Posted by: coderjoe.7538

coderjoe.7538

The engineer rocket boots bounces off of thin air in certain cases causing death to the user. The best two places to reproduce it are jumping off of:

1. The garrison southern ledge into the water while swiftness is enabled
2. The ledge towards south camp into the water when starting from the south east waypoint.

In both cases the rocket boots start jumping forward, pause mid air, and shoot you back 180%, in both cases there is a small chance that can result in you falling on rocks and dying to fall damage.

OBS isn’t working right now but once I can get it working I’ll get video proof of the problem.

Rocket boots bouncing off of nothing has always been a problem but the problem has gotten much worse since the last patch.

Engineer Grenade Kit Cast Time Incorrect

in Bugs: Game, Forum, Website

Posted by: coderjoe.7538

coderjoe.7538

Note: the youtube video is still uploading. It should be finished uploading in 10 minutes from the time of this post.

Engineer Grenade Kit Cast Time Incorrect

in Bugs: Game, Forum, Website

Posted by: coderjoe.7538

coderjoe.7538

I’ve just managed to record me throwing grenades for 2 minutes.

The video shows that grenades have an activation time of 1 second, not 1/2 second.

Please fix the skill to match the tooltip, or fix the tooltip so it matches the skill.

Video of the test: http://youtu.be/LraNeWdFAYo

Engineer Grenade Kit Cast Time Incorrect

in Bugs: Game, Forum, Website

Posted by: coderjoe.7538

coderjoe.7538

The Engineer Grenade Kit cast time is too long when compared to the tool tip.
I’m not sure if this has always been the case but I only now noticed it.

The tooltip says the grenade cast time should be 1/2 second. But it’s 1 second from the bar appearing to being full. I tested this over the course of a few hours by starting timer for 2 minutes and throwing as many of each grenade type as I could.

In order to confirm that it wasn’t just latency on my part I had some guidmates perform the same test on different ISPs located in different areas of the US in low population areas of the game. We all experienced 1 second cast times on grenades.

I was never able to throw more than 1 per second.

Is the cast time wrong or is the tooltip?

Thanks!

P.S. If I can get OBS working I’ll do the same tests tonight in video so I can record the actual cast times and upload to youtube attaching to this thread.

Stealing siege weapons

in WvW

Posted by: coderjoe.7538

coderjoe.7538

At 20 points you’re suggesting a 60% chance of failure. Lets assume small groups running those 20 points.

That means a 5 man group has only a 7.8% chance of failing to take a single siege at a door.

A 10 man group has less than a 1% chance of failure. At these rates there’s really very little incentive to grab more than 20 points.

Personally I’m not sure I like the idea. If this existed I wouldn’t want to see the success rate at higher than 1%, 2%, 3% for the three tiers.

[API Suggestion] Guilds

in API Development

Posted by: coderjoe.7538

coderjoe.7538

Hi Lolage,

Yes, I expect ultimately we would allow guild leaders to obtain guild representation and other basic guild activity of their members.

Regarding the ‘Eve’ approach to API keys: we instead are going with the OAuth2 approach, in which it is up to the 3rd party app to request required information permissions and the user may allow or deny these permissions en masse.

Every time I hear an update about how this is still in progress I get more and more excited. Even if it takes a while longer to exist pass my thanks along for all the hard work to your team. What you’re working on is EXACTLY what I want.

Suggestion: Game Messages API

in API Development

Posted by: coderjoe.7538

coderjoe.7538

@smiley As I said in my post, you’re already authenticated if you’re logged in and have a log present in memory. There’s no need for authentication because the game is running.

@Pentose hit it right on the nose with the reference to Mumblelink. That’s how that API works and it works great while requiring no authentication at all.

Suggestion: Game Messages API

in API Development

Posted by: coderjoe.7538

coderjoe.7538

My suggestion doesn’t require OAuth at all. It just requires existing data (that you can only see when logged in) be exposed (only after you’ve logged in). :P

Suggestion: Game Messages API

in API Development

Posted by: coderjoe.7538

coderjoe.7538

I’ve been watching over the list of things people want, and the list of things I’d like to develop, and I’ve noticed some interesting things.

Most of the functionality people have requested from an in game API is provided in some way, shape, or form, by the Game Messages that are spit out in the chat window (if the game messages are enabled).

Things this could provide:

  • items acquired
  • damage done per target
  • skill rotations
  • etc..

If the game messages were updated to also list the name of the item salvaged before it listed the items acquired it could even be used to track inventory!

With this in mind I ask you arenanet… PLEASE please please, add item salvages to the in game message log, and then expose the in game message log as something like a text file that is truncated every time you start the game… OR, an windows memorymapped file.

Something that we as developers can read and parse. Nothing more complex needs to be done at this point to enable a wide swath of add-ons to be developed without violating the terms and agreements players agree to!

Connection error(s) detected. Retrying...

in Account & Technical Support

Posted by: coderjoe.7538

coderjoe.7538

The issue is now resolved for me as of approximately 2:10pm EST US ago.

Connection error(s) detected. Retrying...

in Account & Technical Support

Posted by: coderjoe.7538

coderjoe.7538

Every time I start GW2 I get this message starting last night at around midnight.
I can’t log in, it doesn’t download anything, I never even make it to the credential entry screen.

This seems to be the only game or internet based service that is failing on my machine.
Any suggestions?

Any plans for an item to facilitate duels?

in Suggestions

Posted by: coderjoe.7538

coderjoe.7538

The longer I play the game, and the further I get into the endgame the more I find myself in situations where I’d really love to be able to invite a player I’ve met in PvE to a friendly duel.

Unfortunately there’s no mechanism for me to do so. I don’t want to go for sPvP because I’m interested in the effect of another particular player’s PvE or WvW setup would have on my particular build.

When I’m lucky the person I’ve met is guesting from a server I’m fighting in WvW and we can meet up… but that happens so rarely.

It would be really great if I could place a flag in the PvE or at particular spots in WvW that would allow two players to challenge each other to a duel (similar to the belchers bluff table). Durring the battle both players would be friendly to all other players in the area and hostile to each other, and all skills would operate as they do in WvW (even if the players are currently in PvE to allow for balance changes to be in effect).

I’m very interested to hear if anybody else out there is interested in similar functionality. It would be great to know if something similar was in the works or in the pipeline.

As an idea of my interest I’d be willing to pay up to an additional $40 in gems for an unlimited use item of this sort.

Best way to farm Ather keys?

in Twilight Assault

Posted by: coderjoe.7538

coderjoe.7538

I’ve noticed that I average roughly a single key piece per 2.5 hours where my guild mates seem to average 5 pieces roughly every 2 hours. Normally I’d just chalk this up to RNG being RNG but it would be great to hear someone from Arenanet confirm my bad luck.

That said it’s not a huge deal since, as almost everybody has noticed, they’re up on the BLTP.

[API Suggestion] Guilds

in API Development

Posted by: coderjoe.7538

coderjoe.7538

I’m currently working on a support website for my guild which I imagine other guilds might find very useful. It would be amazing if there were an API to allow me to query a guild’s roster and get information about the players in the guild.

The most important pieces of information for me are:

1. Character or Account name
2. A timestamp representing the last login of the account.
3. A timestamp representing the last time any charater on the account represented the selected guild.
4. The current guild rank of each guild member by ID
5. A list of currently configured guild ranks.

A bunch of nice to have information is:

1. All of the information from the current roster page for statistcs gathering.
2. Currently logged in member information.
3. Influence information (ideally with a way to keep track of highest earners).

Right now I’m only looking for read-only data, but in the future it would be awesome if there were a read/write API that allowed a user to authenticate with Arenanet so they could automate some of the guild maintenance tasks that people might want to perform.

Is anything like this on the horizon? Currently guild management is a very time consuming task for me, and I’d really like to simplify my life.