Showing Posts Upvoted By RLHawk.3290:

Traidingpost Flipping should brought in line

in Black Lion Trading Co

Posted by: John Smith.4610

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John Smith.4610

Flipping does not increase any price, in fact, without flippers sell orders could be higher, if you don’t understand this, then you don’t understand how it works, plus with the gold sink it creates its actually helping reduce inflation, which is good for everyone.

Sorry for my spelling

yeah… no. How, in gods name, should people who buying cheap and selling expensive help keeping the prices down? It makes no sense.

When a player adds velocity or liquidity to a market, the result is often lower prices and often prices closer to equilibrium.
Given recent feedback let me try also this in other terms (I’ve tried this before and failed so bare with me).

Supply and Demand curves can also be called Willingness to Pay and Willingness to Sell curves. Essentially they are the shape of what people are willing to pay or how much people are willing to sell for. If everyone is will to pay $5 then the “demand” curve would be a flat horizontal line at $5.
In real markets the curves end up being curves because people have different preferences or costs. I might be willing to pay $100 for a new video game and you may be willing to pay $50 and yet another person $30. When you extrapolate this out you get a smooth curve of what people are willing to pay (it works the same way for the willingness to sell).

Balance (or equilibrium) occurs when those two lines meet, and people are willing to pay the same amount people are willing to sell. This price is decided by the market as a whole. Given the “freeness” of our market in GW2 people can sell for more or less than this price. In a textbook this would never happen because people always want to be in that balanced state. In real life though, especially in video games, people have different preferences outside of that market equation. Time is a major factor of this equation in real life. Imagine you could instantly sell items to a vendor for 1 gold or you could place them on the TP for 1gold 5 silver; some amount of player would be willing to sell straight the the vendor and save the time because their preference for time or convenience makes that a good trade off for them and that’s awesome, people should be allowed to make that trade off if they want. Now let’s say people instead just place everything on the TP for super cheap instead of vendoring because it’s easier. The prices these items are placed at are often placed below that equilibrium price which leaves room for someone to purchase those items and sell them at equilibrium price earning some profit per item. The person who purchases and resells values that trades and so does the individual selling easily, in this case both parties match what they want. Now the market has items placed at the equilibrium price for the standard buyers/sellers that sell at that equilibrium. Those sellers cannot change that equilibrium price and placing items above that price will result in the items not selling. They cannot raise the price, the market has decided the price and other people have decided their willingness to sell.

The first question to ask here is, “Isn’t the profit of the reseller directly equivalent to how much people are willing to trade off money for time or other preferences?”
The answer is yes, and more than that, the potential profit is split between all the different individuals attempting to buy and resell. Since the profit is finite and will become distributed between players, why wouldn’t people begin doing that until everyone only made little to no money? If everyone was the same person they would, but there must be some barrier to entry to that activity, there must be something that stops people from jumping in and distributing some of that profit to themselves. The most common and the most correct (but not complete) is that it takes time and skill, if it did not there would be almost no profit in the activity because the potential would be split between too many different individuals.

(Hello again econ and business people, I’m aware that this is very simple, but I’m attempting to introduce people to the ideas and attempting to explain complex concepts right away turns out poorly)

Traidingpost Flipping should brought in line

in Black Lion Trading Co

Posted by: Miku Lawrence.6329

Miku Lawrence.6329

This is totally not a good suggestion.

Snow Crows [SC]

WvW Tournament Rewards Distribution Delay

in WvW

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Guys, the last update was on Friday. Today is Monday. Contrary to popular belief, our developers have lives and families that they would like to live and see respectively.

Believe me when I say that we will provide an update as soon as we have an update to provide. Until that time, your continued patience is appreciated.

My friends need help!

in Account & Technical Support

Posted by: Chris Cleary

Chris Cleary

Game Security Lead

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Thank you for appealing for your “friend” that was responsible for Payment Fraud. Please do not attempt to appeal on these forums, we take Payment Fraud very seriously.

Closing this thread, your account, and your 384 other accounts.

Professor of Bearbow Math @ Tyria State // @Shazbawt // “The Crippler”

Zephyr Sanctum has no energy now :(

in Festival of the Four Winds

Posted by: MatthewMedina

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MatthewMedina

Content Designer

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mtpelion is correct. There are only the two events that were cut this time around, and two of the events from that original chain that were reworked. The two events that were cut were unfortunate, but due to the nature of this release’s development cycle, we just didn’t have the resources to go through and overhaul all of the events.

The level drop on the map from 80 to 15 was definitely done so as to not throw our new players from China into the “deep end of the pool” just a few days after the game opened to all on 5/15.

Game Update Notes – May 20, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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May 20 Content Release Notes
LIVING WORLD
Festival of the Four Winds
Scarlet Briar’s attack devastated Lion’s Arch, but Tyria’s best and brightest are rallying to support the stricken city. The Zephyrites and Queen Jennah will both offer their finest festival amusements to boost morale and offer support. Visit Labyrinthine Cliffs and experience the rush of Aspect movement skills, take part in the Sanctum Sprint, or enjoy one of the brand-new events; then take a hot-air balloon to Divinity’s Reach and enjoy the reopened Crown Pavilion, including a new version of the Queen’s Gauntlet, the Boss Blitz.
Join Braham, Rox, Marjory, Kasmeer, Taimi, and Scruffy as they enjoy the festivities and usher in the return of Lion’s Arch services!
Story
The Zephyrites have returned to Labyrinthine Cliffs in their large-sailed flying ships to support Lion’s Arch in its time of need. Although Lion’s Arch suffered a devastating blow as a result of Scarlet’s nefarious plans, Captain Ellen Kiel of the Captain’s Council is grateful to see the Zephyrites return with their generous offer of materials and moral support. And to help reinvigorate trade and provide some joy to its citizens, the Zephyrite Master of Peace and Queen Jennah of Kryta are hosting a festival to honor Lion’s Arch. Join Kiel and the adventuring group of Rox, Braham, Marjory, Kasmeer, and Taimi in Lion’s Arch at the Claw Island Portage Waypoint to meet the Zephyrite leader and kick off the start of the festival.
Labyrinthine Cliffs
Players can travel to Labyrinthine Cliffs to partake in all of the fun and excitement of the festival by speaking to the transport facilitator in Lion’s Arch, or by hopping in a hot-air balloon in Divinity’s Reach. Once there, players will find the exhilarating Aspect movement skills perfected by the Zephyrites, enabling them to dash, leap, and tether to all corners of the map.

  • The Zephyrites and the strange denizens of the bazaar have not been idle since the last time the Zephyr Sanctum was docked. Players can participate in an all-new scavenger hunt for sky crystals, with new, harder-to-access locations.
  • Two of the locals, Barkeep Ixcic and Trader Owens, have also put together two brand-new events designed to delight the entire bazaar!
  • Players can participate in the Sanctum Sprint, a competitive race of up to 12 participants, where they’ll need to use Wind, Sun, and Lightning movement skills to complete the course.
  • Players interested in the competitive use of the Zephyrite fighting skills can join the Aspect Arena PvP activity.

The Crown Pavilion
The Crown Pavilion in the human city of Divinity’s Reach has once again opened its gates. Join the golem Heal-o-Tron in assisting the city of Lion’s Arch. Donate enough money and he’ll kick off the all-new Boss Blitz in the trenches of the Pavilion. The champions are back and have learned a whole new set of skills. The faster players can slay the mighty champions, the greater the rewards. But beware! The champions are sharing the secrets of their training with each other. As each one is defeated, others increase their power!
The Queen’s Gauntlet
Enter the Queen’s Gauntlet to battle mighty representations of humanity’s most vicious enemies.

  • Face increasingly difficult challenges in single combat against a variety of unique bosses.
  • Take a risk with special gambit conditions to earn even more prestigious rewards.
  • Each entry and gambit costs 1 Queen’s Gauntlet Entrance Ticket.
  • Earn a new title for defeating Liadri: “The Blazing Light”.

Lion’s Arch
Some of the Captain’s Council still oversee the refugee camps at the Vigil Keep, Durmand Priory, and Stormbluff Isle, while the rest have returned to Lion’s Arch. As a result, most of the services that were previously relocated at the Vigil Keep have returned to Lion’s Arch, and the balloons of Kryta that connected the refugee camps have departed. Several access services have also relocated.

  • Coriolis Plaza, in the Eastern Ward, is the new home to the asura gates connecting all the major cities of Tyria.
  • Asura gate connections to the Mists have been reestablished at Fort Marriner.
  • The Consortium operations have moved to Postern Ward, including access to Fractals of the Mists and Southsun Cove.
  • A new rope bridge helps connect the Eastern Ward to Postern Ward and its recently added portal to Lornar’s Pass.

Merchants have also returned to Lion’s Arch, creating new locations from which to sell their goods.

  • Players can find that the bank and trading post have reestablished their services at the Canal Ward, flanking the exit to Gendarran Fields.
    • These commerce services have set up additional outlets for banking and trading at Fort Marriner as well as at the Eastern and Western Wards.
  • Crafting disciplines, along with the Mystic Forge, have been relocated to the Western Ward.
    • Fort Marriner and Postern Ward also have crafting services.
  • Guild services can be found at the Trader’s Forum.
  • The activities director can be found at the Grand Piazza.

Returning citizens and visitors are advised to take care among the wreckage of the Breachmaker, whose debris is embedded throughout the city and beneath the waters of Sanctum Harbor.
Rewards

  • Participating in festival content will earn players festival tokens, which can be spent at the festival reward vendor in the Labyrinthine Cliffs for a wide array of returning rewards from the first season of Living World content.
    • Examples include the Hot Air Balloon Souvenir from Queen’s Jubilee, the Gift of Candy Corn from Blood and Madness, and the Fervid Censer from the Secret of Southsun.
  • All activities and events in Labyrinthine Cliffs and the Crown Pavilion have a rare chance of dropping a Favor of the Bazaar or Favor of the Pavilion, respectively. Combining one of each will yield a Favor of the Festival, which can be used to purchase two new rewards—a Mini Panda or an Endless Dolyak Calf Tonic—from the reward vendor. Alternately, a Favor of the Festival can be used to purchase one of the returning Sovereign weapon skins from a vendor in the Crown Pavilion.
  • The Zephyr Sanctum Supply Box traders have returned, once again giving players the opportunity to obtain quartz and recipes for Celestial armor in Labyrinthine Cliffs. The boxes now also have a chance to contain a set of rare returning rewards from season one, such as an Air-Filtration Device from the Nightmares Within or a Wind Catcher Skin from the original Bazaar of the Four Winds.
  • Standing with the supply box traders near the docks in the Labyrinthine Cliffs is an asuran merchant who accepts spare piles of Blade Shards in exchange for Equipment Bags, each containing a piece of masterwork or better gear.
  • Participating in festival content will also earn players Queen’s Gauntlet Entrance Tickets, which can also be purchased in the Crown Pavilion. Winning fights in the Queen’s Gauntlet will award players with Gauntlet Chances, which have a rare chance to drop a further set of rare returning rewards, such as a monocle from the Sky Pirates of Tyria. Furthermore, Gauntlet Chances have a very rare chance to drop a recipe for crafting the new Chaos of Lyssa ascended back piece.

Achievements

  • Completing the Festival of the Four Winds meta-achievement will yield a bounty of festival tokens, as well as a single guaranteed Favor of the Festival for players to spend as they please.
  • Players who didn’t complete the Queen’s Gauntlet achievements from the original Queen’s Jubilee release have another chance to do so.
    • Those champions who can best the epic final fight of the gauntlet will also be rewarded with a new title: “The Blazing Light.”
  • The Festival of the Four Winds achievement Aspect Arena Regular is returning with previous progress saved and five new achievement points added.
  • Added two more achievements to the daily achievement category.

BALANCE, BUG-FIXING, POLISH
General

  • The in-game clock’s server time feature is now displayed in UTC time and is now much more accurate to the server’s actual time. Daily resets will now occur at midnight as it appears when the clock is set to server time.
  • Guild “Last Online” times will no longer display as over 100 years ago if the system clock is behind the server.
  • Flame Legion Blademaster:
    • Shield Bash: Fixed an animation bug that caused NPCs using this skill to slide about awkwardly.
  • Blast Finisher:
    • Area Healing: Increased the culling priority on this combo’s effect. Reduced the size of the wave effect by 25%.
  • Waterfalls everywhere have undergone audio redesign.
  • Added messaging to clarify when PvP reward tracks were getting capped.
  • Fixed a bug that was causing the Delete button in the Mail UI to show up as “Delet.”
  • Fixed a bug that was causing party members’ blue location dots to persist after they log out.
  • Precision Adept Trait 5: This trait has been moved from Bloodtide Coast map completion to the defeat of Sharky the Destroyer in Arca Lake of the Harathi Hinterlands.
  • Precision Adept Trait 6: This trait has been moved from Fireheart Rise map completion to the defeat of Captain Jayne in the Brigantine Isles of Gendarran Fields.
  • Toughness Adept Trait 6: This trait has been moved from Iron Marches map completion to the defeat of the giant blood ooze in the Challdar Gorges of Bloodtide Coast.
  • Vitality Adept Trait 5: This trait has been moved from Timberline Falls map completion to the defeat of Gargantula, the spider broodmother in the Wynchona Woods of Harathi Hinterlands.
  • Vitality Adept Trait 6: This trait has been moved from Mount Maelstrom map completion to the defeat of the krait witch of Nonmoa Lake in Timberline Falls.
  • Profession Adept Trait 5: This trait has been moved from Sparkfly Fen map completion to the defeat of the Champion Ice Wurm at Venison Pass in Lornar’s Pass.
  • Profession Adept Trait 6: This trait has been moved from Frostgorge Sound map completion to the defeat of Lord Ignius the Eternal of Lornar’s Pass.
  • Profession Adept Trait 13: This trait is now awarded upon preventing the statue of Lyssa from being retaken by the Risen, as well as defeating the corrupted high priestess of Lyssa.
  • Skill description damage indicators are now much more accurate for damage influenced by all types of owned minions.
  • Gadgets can no longer be the target of stealth.
  • Stability: Updated the description to include “pull” in the list of things that are ignored.
  • The Great Jungle Wurm in Caledon Forest no longer does full damage to itself from reflected projectile attacks. A certain number of the projectiles are no longer reflectable.
  • Fixed an issue that prevented new enemies from spawning at the Renown Heart to “Kill the ghostly spiders and shadow fiends attacking loggers” in Iron Marches.
  • Fixed several issues in the event chain regarding the necromancer, Bria, in Iron Marches.

Guild Content
Guild Challenge Success and Reward Sharing

  • Guild Challenge success and rewards functionality has been brought in-line with other mission types.
    • Mission rewards are no longer limited to the triggering guild. All participants with the mission active will receive commendation rewards upon success.
    • Upon success, participants from non-triggering guilds with the mission active will be prompted with the option of accepting mission success. This prompt is currently limited to guild members with “Mission Control” permissions.
  • Fixed an exploit that allowed players to log into the treasure room of Angvar’s Trove.

Events
Champion Event Conversion on Starter Maps
Many champion events in the starter maps have been converted into veterans. This change is being made to ensure new players focus on learning the core game experience. The following events are affected:

  • Plains of Ashford
    • Defeat the Flame Legion Shaman.
    • Defeat the Ascalonian soldier, Ivor Trueshot.
    • Defeat the Ascalonian soldier, Armsman Pitney.
    • Defeat the Ascalonian soldier, Farrah Cappo.
    • Defeat the Ascalonian soldier, Horace.
    • Defeat the disturbed shade of Grazden the Protector.
  • Caledon Forest
    • Locate and kill the transformed krait witch.
    • Defeat the Risen monstrosity.
    • Defeat the krait neoss that’s strengthening Slaver’s Deeps.
    • Defeat the jungle troll champion.
  • Metrica Province
    • Defeat the giant ooze at Doctor Bleent’s camp.
    • Defeat the Imbued Mark I Golem.
    • Defeat the enlarged Inquest agent.
    • Defeat the champion spider queen near the Muridian Uplands.
    • Defeat the champion troll near the Luminates Plant.
  • Queensdale
    • Destroy the wasp queen.
    • Eliminate the bandit lieutenant.
    • Slay the enraged champion cave troll.
    • Hunt and slay the giant boar.
    • Liberate Shaemoor Garrison. (Removed a champion Tamini chieftain that spawned at certain scaling.)
    • (Converted the elite forest spider in the Queen’s Forest to veteran.)
  • Wayfarer Foothills
    • Kill the dredge commissar overseeing the mine.
    • Kill the Son of Svanir and his corrupted wolf pack.

Dungeons
Fractals of the Mists
Underground Facility Fractal
Based on the recent Collaborative Development Initiative (CDI), we’ve revisited the dredge factory fractal with intent to improve the overall experience. Too many dredge at high scales caused the play experience of this fractal to suffer both in terms of length and difficulty. With these two things in mind, we’ve redesigned a few core encounters in the instance to ease the burden of these symptoms.

  • Pressure Plates
    • Removed scaling spawns. A set number of dredge will now spawn at each key location in this puzzle regardless of scale.
  • Bomb Path
    • Removed scaling spawns.
    • Introduced a stealth mechanic: All players, regardless of profession, will now be able to acquire stealth to complete this puzzle. Beware the dredge security countermeasures!
  • Turret Path
    • Removed scaling spawns.
    • Turrets will now fire in set patterns to discourage pesky players from progressing further into the facility.
  • Rabsovich Encounter
    • Removed additional spawns as a requirement for completion of the event.
    • Reduced Rabsovich’s health by 15%.
    • Rabsovich now appropriately telegraphs his shock wave attack.

Dungeon General

  • Adjusted the drop rates for ascended weapon and armor boxes in higher-level fractals; drop rates now scale better with each fractal level.
  • Fixed a bug that allowed players to damage the Thaumanova Anomaly from below its platform.
  • Fixed a bug that allowed players to engage Bloomhunger from a spot that the boss could not see.
  • Fixed a bug that allowed players to attack Rabsovich without taking damage.
  • Fixed a bug in which some krait would block player progress by pathing outside the map and becoming unreachable.
  • Fixed a bug in which players could avoid combat by standing on certain terrain in the Ascalon fractal.

Items

  • The ascended back piece Light of Dwayna can now be infused in the Mystic Forge.
  • The ascended back piece Shadow of Grenth can now be infused in the Mystic Forge.
  • Lunaria, Circle of the Moon (Infused): Increased the stats by 2 to match the stats of the non-infused version.
  • Solaria, Circle of the Sun (Infused): Increased the stats by 2 to match the stats of the non-infused version.
  • Sigil of Fire: Increased the culling priority on this sigil’s effect. Reduced the size of the flame effect by 20%. Fixed a bug that caused the size of the flame to rapidly scale up with monster size.
  • Sigil of Water: Fixed a bug in which the superior and major versions of this sigil had a longer cooldown than intended. Fixed a bug that caused this sigil’s effect to be centered around the player with an incorrect radius, rather than around the target.
  • Rune of Balthazar: Fixed a bug on the 6-piece bonus that caused the burning effect to go through blocks and evades.
  • Major Rune of Scavenging: Fixed a bug that caused the 3-piece bonus for this rune to grant 50 condition damage instead of 30.
  • Major Rune of the Afflicted: Fixed a bug that caused the 3-piece bonus for this rune to grant 50 condition damage instead of 30.
  • Major Rune of the Privateer: Fixed a bug that caused the 3-piece bonus for this rune to grant 39 power instead of 30.
  • Major Rune of the Mad King: Fixed a bug that caused the 3-piece bonus for this rune to grant 35 power instead of 30.
  • Accessories no longer show stat suffixes.
  • Sigils: Duration-increase sigils now have their full benefit when starting a PvP match, rather than needing to weapon swap to receive the bonus.
  • Exotic dungeon-reward weapons and armor are now account bound on acquire and soulbound on use. This does not affect any weapons and armor players currently have, only newly created items.
  • The legendary greatsword Eternity:
    • Added a new projectile replacement effect.
    • Added new weapon-drawing effects.
    • Enhanced the footfall effects.
    • Enhanced the drawn-state effects to further distinguish it from the legendary greatswords Sunrise and Twilight.

Profession Skills
Human

  • Avatar of Melandru—Oakheart Swipe: Added a skill fact for number of targets.

Elementalist

  • Added a skill fact for number of targets for skills that strike more than one enemy. (Underwater skills not included in this update.)
  • Phoenix: Fixed a bug that caused this skill to occasionally hit a target multiple times when a large group of enemies were stacked together.
  • Evasive Arcana: Fixed a bug that prevented this trait from working under water.
  • Vigorous Scepter: Added a combat only skill fact.
  • Evasive Arcana: Added a combat only skill fact.
  • Arcane Abatement:
    • Healing Wave: Renamed the water skill for this trait to Cleansing Wave for consistency.
    • Cleansing Wave: Fixed a bug that prevented this skill’s visual effect from playing.
  • Rock Barrier: Updated the skill description and buff description to clarify that this skill no longer uses rock charges.
  • Rock Barrier—Hurl: This skill no longer triggers full recharge for Rock Barrier when the last rock is fired. Instead, the skill begins its recharge when the skill begins.
  • Magnetic Aura: Added a protection skill fact when traited with Elemental Shielding. Added fury and swiftness skill facts when traited with Zephyr’s Boon.
  • Frost Armor: Added a protection skill fact when traited with Elemental Shielding. Added fury and swiftness skill facts when traited with Zephyr’s Boon.
  • Fiery Greatsword:
    • Fiery Rush: Updated the damage skill fact to display a more accurate estimate of the damage dealt.
  • Arcane Wave: Added a skill fact for number targets: 5.
  • Arcane Shield:
    • Added a skill fact for number of targets: 5.
    • Changed the radius skill fact to an explosion radius skill fact.
    • The explosion portion of this skill is now referred to as Arcane Shield, rather than Arcane Wave.
  • Meteor Shower: Added a toughness increase skill fact when traited with Obsidian Focus.
  • Cone of Cold: Added a toughness increase skill fact when traited with Obsidian Focus.
  • Stone Shards: Added a toughness increase skill fact when traited with Obsidian Focus. Fixed a bug that prevented Zephyr’s Focus from working with this trait.
  • Cleansing Fire: Added skill facts for conditions removed (3) and number of targets (5).
  • Glyph of Renewal: Fixed an issue that caused this skill to be ground targeted while under water. This skill now revives allies in an area around the player when cast under water. (Exact effect depends on current elemental attunement.)
  • Conjure Earth Shield: Fixed an issue in which the conjured shield wouldn’t appear at the targeted location, but at a random offset instead.
  • Tempest Defense: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Fire Shield: Fixed a bug that caused this skill to apply the fire aura in a smaller radius than expected when traited with Powerful Aura.
  • Soothing Mist: Changed the description to clarify that it also affects allies.
  • Powerful Aura: Updated the description of this trait to clarify that the shared auras only apply when the source is a weapon skill.
  • Added a skill fact for number of targets to all elementalist skills that affect multiple targets but were missing them.
  • Magma Orb: Added an explosion damage skill fact.
  • Tidal Wave: Removed an erroneous wave damage skill fact.
  • Sunspot: Fixed a bug that caused the damage skill fact for this trait to be inaccurate.
  • Electric Discharge: Fixed a bug that caused the damage skill fact for this trait to be inaccurate.

Engineer

  • Turrets: Fixed a bug that caused turrets to display incorrect damage facts.
  • Inertial Converter: Added a recharge trait fact.
  • Poison Grenade: Added an unblockable skill fact.
  • Grenade Barrage: Fixed a bug that caused the skill fact for the untraited version of this skill to display an incorrect explosion radius.
  • Toss Elixir U: Added a duration skill fact. Fixed a bug that prevented this toolbelt skill from activating Static Discharge.
  • Elixir Gun—Fumigate:
    • Fixed a bug that caused this skill to hit 8 times instead of 5 when under water.
    • This skill now functions correctly with Deadly Mixture.
    • Fixed the skill fact so that it is now accurate when traited with Deadly Mixture. (This previously indicated 10 times the intended damage.)
  • Bunker Down: Fixed a bug that caused the damage skill fact to scale incorrectly when Explosive Powder was traited.
  • Shrapnel Grenade: Fixed a bug that caused the skill facts to behave oddly when the Grenadier and Shrapnel traits were equipped.
  • Rifled Turret Barrels: Fixed a bug that caused several turrets to lose the extra range granted by this trait when reverting to their basic attacks after an overcharge.
  • Flame Turret: Fixed a bug that caused the attack range skill fact for this turret to be incorrect when Deployable Turrets was traited.
  • Net Turret: Fixed a bug that caused the attack range skill fact for this turret to be incorrect when Deployable Turrets and Rifled Turret Barrels were traited.
  • Elixir X: Updated the skill facts.
    • Plague (Underwater): Fixed the incorrect duration value.
    • All transforms: These skill facts now properly update when traited with Potent Elixirs.
  • Autodefense Bomb Dispenser: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Blowtorch: This skill now lists the maximum number of targets that it hits.
  • Booby Trap: This skill now functions with the Steel-Packed Powder and Shrapnel traits.
  • Floating Mine: This skill now functions with the Steel-Packed Powder and Shrapnel traits.
  • Detonate Rifle Turret: Fixed this skill’s damage skill fact when Explosive Powder is traited.
  • Box of Nails: The visual effect of this skill now only lasts for 4 seconds to match the actual damage effects of the skill.
  • Shrapnel Grenade: Increased the culling priority on the explosion effect. Reduced the size of the explosion effect by 20%.
  • Flash Grenade: Increased the culling priority on the explosion effect.
  • Freeze Grenade: Increased the culling priority on the explosion effect.
  • Scatter Mines: Fixed a bug that prevented this skill from benefitting from the Shrapnel trait. Fixed a bug that prevented this skill from benefitting from the Steel-Packed Powder trait and the Forceful Explosives trait.
  • Static Discharge: Fixed a bug that caused the damage skill fact for this trait to be inaccurate.

Guardian

  • Added a skill fact for number of targets for skills that strike more than one enemy.
  • Tome of Wrath—Smiter’s Boon: Rescaled the size of the targeting icon to match the area the skill affects. Fixed a bug that caused the skill to grant boons to a wider angle than intended.
  • Tome of Courage—Protective Spirit: Rescaled the size of the targeting icon to match the area the skill affects. Fixed a bug that caused the skill to grant boons to a wider angle than intended.
  • Battle Presence: Fixed a bug that caused this trait to only work on allied guardians 50% of the time.
  • Signet of Mercy: Fixed an issue that caused this skill to be ground targeted while under water. This skill can now revive an ally in an area around the player (radius of 240) while under water.
  • Retaliatory Subconscious: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Signet of Resolve: Updated the description and skill facts to be more clear. Skill facts will now update when Perfect Inscriptions traited.
  • Healing Breeze: Added a skill fact to display the amount that it heals per pulse to allies.
  • Added a number of targets skill fact to all AoE guardian skills that were missing them.
  • Mighty Blow: Increased the culling priority on the impact effect. Reduced the size of the impact effect by 10%.
  • Zealot’s Defense: Updated the description of this skill to clarify that it doesn’t block projectiles, but rather destroys them.

Mesmer

  • Added a skill fact for number of targets for skills that strike more than one enemy.
  • Time Warp: Added a skill fact for number of targets: 5. Added a skill fact for pulses: 11.
  • Mass Invisibility: Added a skill fact for number of targets: 10.
  • Mantra of Recovery: Added a description to the Power Return buff granted by this skill.
  • Phantasmal Mage: Fixed an incorrect number of bounces skill fact. This skill bounces 2 times (hits 3 targets).
  • Phantasmal Disenchanter:
    • Fixed an incorrect number of bounces skill fact. This skill bounces 4 times (hits 5 targets).
    • Fixed a bug that caused this skill to fail to hit its fifth target.
    • Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Magic Bullet: Updated the skill facts.
    • Added a skill fact for number of bounces: 2.
    • Updated the skill facts to show increased bounces when traited with Illusionary Elasticity.
    • Added a skill fact to show the confusion duration on the fourth target when traited.
  • Mirror of Anguish: Updated the description of this trait to indicate “pull” in the list of triggers. Fixed a bug that prevented this trait from working under water.
  • Phantasmal Swordsman: Updated the skill facts to have the appropriate damage indicator. (Separate from the general fix to minion skill damage.)
  • Illusionary Mariner: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Illusionary Whaler: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Phantasmal Duelist: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Phantasmal Rogue: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Phantasmal Defender: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
  • Illusionary Riposte: Changed the blocking skill fact and the buff gained while blocking to display the correct duration.
  • Chaos Armor: Increased the culling priority on this effect.
  • Far-Reaching Manipulations: Fixed a bug that caused this trait to reduce the cooldown of Arcane Thievery by 5 seconds.

Necromancer

  • Added a skill fact for number of targets for skills that strike more than one enemy.
  • Spectral Wall: Added an unblockable skill fact.
  • Reaper’s Protection: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Signet of Undeath: Fixed an issue that caused this skill to be ground targeted while under water. This skill now revives allies in an area around the player (240 radius) while under water.
  • Reaper’s Touch: Corrected the skill fact to indicate that this skill has 4 bounces (5 hits).
  • Wicked Spiral: Updated the skill fact to show that this skill hits 6 times in succession.
  • Life Leech: Updated the skill fact to show that this skill hits 20 times in succession.
  • Well of Blood: Fixed a bug that caused an unusual blue visual effect to occur on the necromancer after casting this spell.
  • Summon Blood Fiend: Fixed a bug that caused an unusual blue visual effect to occur on the necromancer after casting this spell.
  • Death Perception: Fixed a bug that prevented this trait from updating the critical chance display in the Hero panel.
  • Reaper’s Mark: Updated the fear duration on the skill fact to accurately reflect the boost from Master of Terror.
  • Summon Flesh Golem: Updated the damage skill facts to scale with Training of the Master.
  • Charge: Updated the damage skill facts to scale with Training of the Master.
  • Life Blast (Underwater): Enabled Dhuumfire with this skill. Added a healing skill fact when traited with Renewing Blast.
  • Reaper’s Touch: Fixed a bug that caused this skill to have a larger bounce range than intended when the necromancer did not have the Spiteful Talisman trait.
  • Well of Suffering: Fixed a bug that caused the kills from this skill to count towards the Sword Master achievement.

Ranger

  • Signet of the Hunt: Reduced the duration of the Attack of Opportunity buff to 30 seconds to match the skill’s recharge.
  • Shared Anguish: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Hide in Plain Sight: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Malicious Training: Pet condition skills will now have a blue tint to indicate when this trait is equipped. The pet still needs to be in combat in order to receive bonus condition duration.
  • Signet of Renewal: The active buff of this skill will now have the correct icon and description.
  • Entangle: Fixed a bug that prevented this skill from working with Survival of the Fittest.
  • Spirit of Nature: Updated the interval skill fact from 3 to 1.
  • Companion’s Defense: Added a combat only skill fact.

Ranger Pets

  • Ranger pet special (F2) skills are now significantly more responsive.
  • Blue Jellyfish—Chilling Whirl: Fixed a bug with the damage and chill facts to display the proper amounts. Added a number of targets skill fact.
  • Rainbow Jellyfish—Chilling Whirl: Fixed a bug with the damage and chill facts to display the proper amounts. Added a number of targets skill fact.

Thief

  • Resilience of Shadows: Fixed a bug that caused this trait to display the trait facts for Venomous Aura.
  • Shadow Shot: Updated the description to specify that only the first part of the attack is unblockable.
  • Hard to Catch: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Concealed Defeat: Added an unblockable skill fact.
  • Smoke Screen: Added an unblockable skill fact.
  • Nine-Tailed Strike: Decreased the initial multi-hit strike damage by 38% to match the intended skill fact numbers. Increased the final strike damage by 100%.

Warrior

  • Signet of Stamina: Added a passive endurance regeneration skill fact and a conditions removed skill fact.
  • Signet of Rage: Added a passive adrenaline skill fact.
  • Dolyak Signet: Added a passive toughness skill fact.
  • Deep Strike: Fixed a bug that caused this trait to grant players the bonus from Signet of Might when they had Healing Signet equipped.
  • Flurry: Updated the skill fact on the level 3 adrenaline skill to display the proper number of hits.
  • Last Stand: Updated the description of this trait to indicate “pull” in the list of triggers.
  • Mariner’s Frenzy: Updated the skill fact to better indicate the actual damage dealt at the end of the skill.
  • Tremor: Added a number of targets skill fact.
  • Heightened Focus: The bonus critical chance provided from this trait will now correctly display on the Hero panel.

World vs. World

  • Fixed a bug in which Ballista Mastery V wasn’t working while operating a superior ballista.
  • Updated the text for WvW-related daily achievements.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • New Phoenix weapon skins are available at the Black Lion Weapons Specialist for the introductory price of 1 Black Lion Weapon Ticket for the next four weeks. Black Lion Weapon Tickets can be found in Black Lion Chests.
  • Three new faces have been added for every race and gender and are available exclusively in Total Makeover Kits that can be purchased for 350 gems from the Services category of the Gem Store.
  • The Bazaar Quaggan Mini Pack has returned for a limited time. Poowulpi the Persnicketous, Peggellegg the “Pirate”, and Kookoochoo the Incredulous can be purchased for the total price of 500 gems in the Toys category.
  • This week only, a cute Mini Piglet is available in the Toys category for 400 gems.

Improvements

  • Kill streak boosts have been redesigned (and had their icon changed). The boost now lasts for one hour and adds kill streak bonuses separately. Kill streaks last 60 seconds from the most recent kill and stacks 10% bonus experience (up to a maximum of 100% bonus experience). Kill streaks can be restarted as often as necessary within the hour.
  • Transmutation Crystals in the player’s inventory can now be double-clicked in groups of 25 and 5 to speed up placing them in the wallet.
  • Spider Tonics—Costume Brawl: The Web skill description has been corrected to indicate cripple instead of knockdown. The target ring has been reduced in size as the skill does not have an AoE component.
  • Trait NPCs in the Havoc’s Heir airship and the Royal Terrace will now sell trait books.

Logan Thackeray is Zhaitan

in Lore

Posted by: MatthewMedina

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MatthewMedina

Content Designer

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That’s it…OK everyone, shut it all down, they’ve found us out. :-P

Transparency!? It was here - now its gone!

in PvP

Posted by: Branden Gee.2150

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Branden Gee.2150

PvP Gameplay Programmer

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Call me crazy, but I do believe some info about the next update, even if it’s just “hey, we’ll give you a potato in 4 weeks” would calm down the people impatience… such is the gw2 community hunger.

While we’d love to give you a time and date of when we’re sending out the potato, remember that during the development process we may discover that a baked potato would be even better. So instead of getting the potato of your dreams you end up with something completely unexpected.

It often happens that a mashed potato with gravy is even better still, unfortunately gravy requires more dev time. So we end up shipping a mashed potato without gravy to meet our promise of ship time or we push back the time and date of when we are shipping again and again. You get your mashed potato with gravy but it is delivered much later than it was expected.

Worst of all that is when we realize that potatoes are way too mainstream and that yams are where it’s at now. And I think we all know how reactions seem to go when we ship yams instead of potatoes.

So in a lot of cases the best we can do is tell you that we are still in the kitchen cooking things up, we’re reading your feedback, and that we’re excited to get the meal out to you soon™.

About China the Trading Post

in Black Lion Trading Co

Posted by: John Smith.4610

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John Smith.4610

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Dusk sold for over 5,000g over there…
The game was out only 8 days when someone bought the dusk for 5,000 gold.

That didn’t happen.

Weapon Skins Going away!!

in Black Lion Trading Co

Posted by: Curtis Johnson

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Curtis Johnson

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We at the Black Lion Trading Company agree it’s clearly Ellen Kiel’s fault.

Weapon Skins Going away!!

in Black Lion Trading Co

Posted by: Curtis Johnson

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Curtis Johnson

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https://www.guildwars2.com/en/news/incredible-new-items-in-the-gem-store-4/

There’s your official announce.

They’re not permanently gone (probably) , but they will be off the vendor for quite a while. Long enough i wouldn’t even hazard a guess at a bring-back date.

Like any store, we’ll be regularly rotating out sets that are out of season or not popular to keep the vendor from overloading too many tabs.

No need to take away zones introduced

in Living World

Posted by: MatthewMedina

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MatthewMedina

Content Designer

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The content in the Cliffs last year was all very specifically designed to support the story of the election that was happening between Ellen Kiel and Evon Gnashblade. It really wouldn’t have made sense to keep the map open without turning much of that content off, and that would have left the area feeling very empty and lifeless. There are other reasons beyond this, but for maps like this, which are based around a festival or a special event like the election, it just couldn’t have worked to keep it open year round. It’s only a few more days until you all get to play in the map again. I can’t read into the future, but we love the gameplay and the bizaare atmosphere of the bazaar, so I believe it will continue to be a setting we can return to when it fits with the story we’re trying to tell. :-)

Unlock the Hunter Skin & Never Had It?

in Guild Wars 2 Discussion

Posted by: Michael Henninger.7451

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Michael Henninger.7451

Game Support Lead

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Hello!

We’ve been getting a lot of players asking about having ‘The Hunter’ skin and don’t recall ever having this precursor rifle.

Fear not, you haven’t deleted a precursor. The skin was unlocked in your pvp locker at some point prior to April 15, 2014 and is now available in your wardrobe.

Also, if you haven’t visited The Heart of the Mists since the 15th and had previously participated in sPvP you should do so. We’ve seen some fantastic skins coming out of there!

GM Delicious Intent
Twitter: @ANetCSLead
GM Delicious Intent.5928

Possible Compensation?

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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On the positive side, you’ve been playing longer and have amassed more in-game items and wealth.

I’m sorry we can’t offer extensions on sales such as you are requesting and hope you’ll understand why that is so.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Possible Compensation?

in Account & Technical Support

Posted by: Smooth Penguin.5294

Smooth Penguin.5294

A couple weeks ago I purchased the digital heroic edition of Guild Wars 2 via PayPal, being recommended to the game by a friend who has been playing for some time now. Since then I have put in hours of gameplay and enjoyed it all thoroughly. The friend and I recommended the game to another friend and when he bought the game he informed us that he bought the game not a week after I did for half off. Had I known there was going to be a sale, I would have waited another few days before purchasing. Do you think it would be possible to provide me with compensation for the sale or at least upgrading me to the digital deluxe edition?

Let me give you a real life analogy to help you out. I bought a carton of Milk last week, and enjoyed it thoroughly. Then this week, the market has a big sale on Milk. Am I entitled to a refund for the Milk that I purchased for full price, and enjoyed it for a week?

In GW2, Trading Post plays you!

Balthazar Back Piece on Trading Post

in PvP

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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After this week’s update, it came to our attention that the Balthazar back piece was not account bound when it went live and players have been selling it on the trading post.

This was not intended and will be fixed in the next hotfix. To prevent players from continuing to sell the item, it has been removed from the trading post. Existing orders and sells have been canceled and will be available in your pickup tab.

Megaserver Rollout Update

in News and Announcements

Posted by: Martin Kerstein.3071

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Martin Kerstein.3071

Head of Global Community

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Greetings!
We want to give you an update on our rollout of the megaserver technology. It is progressing nicely, and we have turned it on on the following maps:

  • The Grove
  • Heart of the Mist
  • Black Citadel
  • Timberline Falls
  • Southsun Cove
  • Rata Sum
  • Straits of Devastation
  • Fields of Ruin
  • Brisban Wildlands
  • Hoelbrak
  • Iron Marches
  • Blazeridge Steppes
  • Dredgehaunt Cliffs

As a reminder – once we turn megaserver on for a specific map, you will not be automatically placed in the new map. You have to leave the map and enter it again. You will also not be able to join your friends until they do the same.

We are continuously monitoring the process and will continue rolling the tech out to more maps based on that. Have fun playing!

Megaserver Rollout Update

in News and Announcements

Posted by: Samuel Loretan.8601

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Samuel Loretan.8601

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Hello everyone!

MegaServer rollout is continuing, and in addition to the maps listed by Martin, those maps are now also under the new system:

  • Lion’s Arch
  • Lornar’s Pass
  • Kessex Hills
  • Diessa Plateau
  • Metrica Province

We’re keeping our focus on the monitoring, and we will let you know when more maps are added.
— Samuel

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Content Marketing Manager

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Bug Fixes

  • Fixed a bug that prevented some players from using chat.
  • Fixed a crash when interacting with the hint UI panel.
  • Fixed a bug that would complete Guild upgrades prematurely.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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April 15 Content Release Notes

Jump to the following topics:

NEW FEATURES AND CONTENT

PvP Reward Tracks

  • Added a new reward system to structured PvP. When playing structured PvP, players will select a single reward track to be active at a time and earn a variety of rewards as they progress through the track.
  • To progress reward tracks, players need play PvP in a match that has progress enabled.
  • All eight dungeon reward tracks will be available on a biweekly rotation, one at a time. Alternatively, each dungeon reward track can be permanently unlocked on an account-wide basis by completing the corresponding story mode of that dungeon.
  • The reward track system will have both repeatable and non-repeatable tracks. We will be shipping with five region tracks, eight dungeon tracks, and one Balthazar Back Item track that has a unique back item skin, which can be equipped and used in PvE, PvP, and WvW with the new wardrobe.
    • Five Repeatable Region Tracks—Shiverpeak Mountains, Ascalonian, Ruins of Orr, Krytan, and Maguuma Jungle.
      • These tracks contain region-based weapon skins, Dragonite Ore, Empyreal Fragments, Obsidian Shards, and champion bags.
    • Eight Repeatable Dungeon Tracks—Ascalonian Catacombs, Caudecus’s Manor, Twilight Arbor, Sorrow’s Embrace, Citadel of Flame, Honor of the Waves, Crucible of Eternity, and the Ruined City of Arah.
      • These tracks contain your choice of dungeon armor and weapons, dungeon tokens, and champion bags.
    • One Non-Repeatable Balthazar Back Item Track
      • This track contains the unique Fires of Balthazar back-slot skin, Dragonite Ore, Empyreal Fragments, Obsidian Shards, champion bags, and Mystic Clovers.

PvP Gear Unification

  • All PvP equipment (armor, weapons, amulets, etc.) can no longer be obtained or equipped.
  • Upon entering Heart of the Mists, players will have their PvP items removed from their character inventory, character equipment, PvP locker, and account bank. This includes PvP chests.
    • All removed items will have their appearance unlocked in the account wardrobe.
  • Characters in PvP will use the same armor and weapons from PvE.
    • All items give zero attribute, rune, sigil, or infusion bonuses in PvP.
    • All items function as level 80 exotic-quality items.
    • Chest, leg, and boot armor still contribute to the total defense value.
    • All attribute values are consistent with the old system.
    • PvP gear now includes unique rune, sigil, and amulet slots.
  • Players now have access to a new build-editing UI.
    • While in structured PvP, there is a new quick-launch bar at the top of the screen to access the new PvP Build panel and the game browsers.
      • There is also a new hotkey option for the PvP Build panel in the Control Options menu.
  • PvP build components are no longer items but are chosen from a constantly available list of options.
    • Sigils are selected without having to apply them to weapons.
    • Runes are selected without having to apply them to armor.
      • Only one rune set may be chosen at a time, giving the full six-piece bonus.
  • Players can do a search for specific runes, sigils, amulets, and weapons.
    • Players can sort by category (attribute or sigil archetype).
    • Underwater weapons have been removed since underwater aspects of maps, or maps containing a large underwater portion, have been removed from rotation.

PvP Ranks Updated

  • Changed the required rank points needed to level for PvP ranks 40 through 80. Each of these ranks now requires 20,000 rank points.
  • This changes the maximum required rank points needed to obtain a Dragon rank from 8.9 million down to 1.1 million.
  • Some high-ranking PvP players will be moved up the ranks due to the rank rebalance. These players will receive rank rewards based on their new rank.
  • With the new PvP rank rebalance, some players will be moved to rank 80. They will be able to get rewards by progressing through rank 80 after they’ve initially achieved it. Each time rank 80 is completed, additional rewards will be awarded.

PvP Map Updates

  • New Courtyard Map
    • This map is a special treat for the PvP community. Player-created spin-offs of the game have been very enjoyable for the team, and this map was created to help support those efforts. The Courtyard is a pure team deathmatch map designed especially for smaller encounters but is still fun with standard-size groups. The Courtyard map is not a fully supported game mode and is only available in player-owned custom arenas. We are really looking forward to seeing this map used for some of the 2v2, 3v3, and other styles of play that the community has come up with.
    • This is a small map with no capture points.
    • This map will only be available for custom arena owners.
    • Players will be able to progress toward ranks and reward tracks in the Courtyard.
  • Removing Raid on the Capricorn
    • Raid on the Capricorn was created to test the waters with underwater combat in PvP, but it is not something that the team would like to continue. Raid on the Capricorn has been removed from PvP along with the underwater training areas in Heart of the Mists. Underwater weapons were subsequently removed from the revamped build UI.

(edited by Moderator)

Dolyak Express - March 28, 2014

in Guild Wars 2 Discussion

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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Thanks for waiting everybody. We have gathered questions from this thread, other threads on the forum and from our other language forums and passed them along to the teams for answers. Below you can read the great responses we have received from the developers. Namely, Associate Game Director John Corpening, Gameplay Programmer Bill Freist, Server Programmer Samuel Loretan and Game Designers Curtis Johnson and Matt Wuerffel.

Trait Changes

Q: What about PvP-only players who have low-level characters for PvP? Does the new trait system mean we won’t be able to experiment with builds any more unless we start playing PvE?

John Corpening: In PvP players have access to all skills, runes, sigils and traits from the “core” set. The core set is everything the game launched with. New traits and other items that are added to the game will require players to unlock it. So there should be plenty for players to play with. And with all the gold, loot, tomes of knowledge and skill points that players are earning from playing Reward Tracks unlocking the new stuff will be fairly easy.

Q: With the way getting trait points is changing and having to be level 30, does this mean that we can only get 50 trait points?

John Corpening: Trait points will be condensed from a total of 70 points into 14 points. Each one of these new points is essentially worth 5 of the ‘old’ points. This way each time you spend a point you will unlock a minor or major trait slot and 50 points of each stat in the line which will feel much more rewarding as well as prevent build errors when setting up your character. These points will begin to be awarded at level 30 and continue to be obtained every 6 levels. Once you reach level 66 it will continue at a pace of 2 points every 6 levels until 80.

Social Play and LFG Changes

Q: Last login for guilds, does that mean last represented login?

Bill Freist: Last logout time for the account – regardless of what guild they were representing.

Q: So is it only guild leaders who have access to seeing when members last logged on, or can the entire guild roster see it?

Bill Freist: The entire guild can view this information.

Q: Is last login retroactive? Will we see actual last login dates on April 15th or do we start our clocks from April 15th?

Bill Freist: This feature was deployed at midnight PST on Mar 12th. Players that log out after that time will start recording their last online time. So the maximum last online time will be just over a month when this feature ships. Player that haven’t logged in between then and the build will display as “Unknown” for when they were last online.

Megaserver

Q: Will language grouping only work for officially supported languages (EN, FR, DE, ES)? If not, how will players who speak unsupported languages (Polish, Russian, etc.) be grouped?

Samuel Loretan: To determine a player language, MegaServer uses the language of that player’s home world (or the world currently guested to, if any). That means that only official languages are being supported. All servers marked with a specific language are using this language, while servers without an explicit language are using English by default. Players who speak unsupported languages will be grouped using those criteria.

Q: How will this affect the people I’ve blocked? Will they be shuffled to another map unless someone in my guild has them unblocked?

Samuel Loretan: The MegaServer system currently doesn’t use the friends list nor the blocked list information. This might be something that will change in the future: as we’ve stated, the MegaServer system is just the beginning, and we are exploring all sorts of approaches in creating meaningful and solid social units for the system to use.

Q: What is happening with guesting?

Samuel Loretan: On April 15th, the guesting feature will still exist. If you guest to a specific world, this world will be used to sort you, instead of your home world. That doesn’t mean that you will necessarily end up in a different map copy, but you will be counted as a member of your guested world by the MegaServer system.

Universal Timers and Guild Events

Q: Will existing Influence, Merits, Consumables, and Unlocks across all Worlds be merged into the new unified chapter?

Samuel Loretan: We are still working on the details of the guild merging, but the general goal is to avoid losing anything in the process, when feasible, and without going over the currently defined maximal capacities for each of those elements (the 250 Merits limit, for example). Keep in mind that this will evolve, and that we will let you know the specifics of the guild merging as soon as practically feasible.

Q: How will Guild Banks from different Worlds be resolved and merged together? In order to avoid items/gold being destroyed, will guilds have to empty their guild banks in preparation for a merge?

Samuel Loretan: As previously said, the specifics of the merging are still being worked on. Guild banks are a difficult problem to solve, but we’re currently targeting a solution that wouldn’t require any preparation from the players. That being said, nothing is set for sure here, and you will be informed of the details as soon as they’re defined for certain.

Q: Since the megaserver changes will initially affect a few areas, will the World Boss schedule table be true just for the light yellow bosses or are the rest of the World Bosses also going into the new schedule even if their areas are still not part of the megaserver?

Samuel Loretan: No, the World Bosses schedule will be released globally on April 15th. Note that the order of rollout of the MegaServer system may still change, as we’re still conducting tests, and as we will be adjusting the parameters depending on our monitoring. While I know that it isn’t what was in the blog post, we’re adjusting this to ensure the best experience for everyone, and the smoother possible rollout of this feature, which has a very large scope and requires careful operation.

Wardrobe and Dye Changes

Q: Will all the gems armors we have bought or earned be unlocked even if we salvaged some of them?

Curtis Johnson: Only skins you currently have equipped or in inventory will be unlocked automatically. Any piece from a complete gem store armor set will unlock the whole set for your account. So if you salvaged everything but still have the primeval glove skin you will unlock the whole armor set.

Q: Speaking of the gas mask — what about it, or Mask of the Queen, or other items that currently can be applied to any weight of armor but then get locked to that weight? Will they remain free-for-all in terms of armor weight once in the Wardrobe?

Matt Wuerffel: Items that could be applied to any weight of armor (the gas mask, Mask of the Queen, Radiant and Hellfire armor) will unlock their skin for all armor types.

Q: Do racial and weight restrictions still apply to the wardrobe system?

Matt Wuerffel: When you are transmuting looks to a character, racial and armor type restrictions still apply. Any character can unlock those skins to the account (e.g. your Mesmer can acquire heavy armor and unlock the skins to your account, which you could then apply to your Guardian’s appearance).

Q: Does the number of transmutation charges required depend on anything?

Matt Wuerffel: All transmutations cost one charge per item, with the exception of skins from the Hall of Monuments and the achievements system, which are free to apply.

Q: Once I unlock a skin in the wardrobe, am I free to delete the actual item while still using the appearance from the wardrobe in the future?

Matt Wuerffel: Yes. In fact, deleting the item will actually unlock the skin in the wardrobe as a safeguard.

Q: Are we going to be able to use town clothes as armor from now on?

Matt Wuerffel: All outfits will be usable in combat.

Q: Why not simply convert town clothes into armor skins and keep the costume pieces separate?

Curtis Johnson: Some town-clothes are not compatible in tech and art style to mix with all the existing armors and thus were not eligible for conversion.

Q: ‘Outfits’ are all or nothing. What about items that were sold as individual items?

Curtis Johnson: Town clothes sold individually were either converted to individual armor skins available to any weight class or endless tonics.

Q: What happens to the extra items that came with the costumes, like the broom you fly on or the black cat?

Curtis Johnson: All toys will still function from inventory and can be used with armor or outfits. Toys will still un-equip automatically in combat.

Q: Will this be enabled in WvW? What about the various toys that got costumes and such banned from WvW?

Curtis Johnson: WvW equipment and wardrobe will all be usable the same as PvE. Toys that are not allowed in WvW will be individually disabled.

Q: Will a transmutation charge “unlock” the skin already in our locker for unlimited use?

Matt Wuerffel: Skin unlocks are permanent, free, and account wide by account binding the item or salvaging it. Each time you transmute a skin from the wardrobe onto an item, it will cost one transmutation charge with the exception of skins from the Hall of Monuments and the achievements system will remain free to apply to as many items as you like. Once transmuted the item can be equipped and unequipped as often as you like and will keep the skin.

Q: Unidentified dyes are required for the Gift of Color. How are we going to get them now?

Matt Wuerffel: Unidentified dyes will be obtainable from the Mystic Forge, from select in-game rewards, and from the trading post. Also, the number of unidentified dyes required for the Gift of Color will be reduced.

Q: When unlocking a Legendary appearance, will I also unlock the visual effect that comes with it (footsteps and aura). If so, would it take 1 transmutation charge to apply those to the account or will I need to pay gold?

Matt Wuerffel: All visual effects that are associated with a Legendary weapon will apply to any weapon transmuted to an unlocked Legendary skin. The cost of transmutation is always one charge per item, with the exception of skins from the Hall of Monuments and the achievements system, which are free to apply.

Q: If I’ve already reskinned my legendary with something else would I still be getting the legendary skin when we get the wardrobes? Also, what will happen to transmutation splitters?

Matt Wuerffel: Items that have been transmuted will unlock the skin of the base item used for stats and the most recent item applied for appearance. Transmutation splitters will still be available to use on transmuted items to separate the base item used for stats and the most recent item applied for appearance.

Q: What about backpieces (be it the Jetpack, Dwayna, Ascended, etc.): will these be converted into skins too?

Matt Wuerffel: Backpiece skins can be added to your account wardrobe, and backpiece items can be transmuted through the wardrobe in the hero panel, just like other pieces of equipment.

Q: Will there be an opportunity to earn transmutation charges as in game rewards for events, or will access be strictly gem purchases?

Curtis Johnson: Transmutation charges can be earned as part of map completes and will occasionally be included in other rewards. Gold can also be exchanged for gems to purchase anything in the store.

Update on the MegaServer roll-out plan

in Guild Wars 2 Discussion

Posted by: Samuel Loretan.8601

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Samuel Loretan.8601

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Hey everyone!

I’m very glad and excited with your overwhelming responses regarding the MegaServer system. We are still working on establishing the best roll-out plan for this feature. I’d like to provide you with an update on our plans. It was announced on the blog post that we planned to start with the PvP Lobby, the level 1 to 15 maps, as well as the cities. As MegaServers evolved into a finished product, we have changed our initial roll-out plan.

We are now planning on releasing the system starting with the PvP lobby and low population maps, and incrementally moving onto the maps with high populations. With this approach, the behavior on level 1 to 15 maps won’t change until we’ve seen the positive confirmation from the community as well as from our metrics that MegaServer is working as expected on lower population maps.

MegaServer is a complex system, so we will be closely monitoring its deployment. We will make adjustments to our plan in accordance with the results of the roll-out. Our Quality Assurance team have performed a great job in doing an extensive testing of the game under this new paradigm, but nothing can stress out a system like a huge amount of players rushing through Tyria to rediscover the world with fellow adventurers. Which is why we’re extremely careful about that.

Please keep voicing your questions and remarks about MegaServers! We’re excited to bring out this new way of fostering our game community, and your comments are greatly helpful in doing so.

See you in Tyria!
— Samuel

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

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ColinJohanson.2394

Game Director

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To maximize your odds of running into other RP players more often, you’ll want to make sure you’re on the same world (generally TC and Piken are viewed as the RP worlds), and in guilds with other RP members also on that same world. For example, everyone from TC currently will be set to high priority to sort together, same thing goes with people who are all a part of the same guild (so guild up RP folks!)

We’ll continue to monitor, adapt and update the system as we go forward as well, for now I’d suggest seeing how it works once we enable the mega server system across all maps and then giving comments and feedback when you see it in action!

(edited to add Piken!)

(edited by ColinJohanson.2394)

Dev livestream: Ready Up: Mar 21 @ 12pm – New Traits & Map

in PvP

Posted by: Josh Davis.6015

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Josh Davis.6015

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Larp? Nay, I say! I shalt not be convinced to doeth so against my own will!

Please stop with the sPvP unlocks

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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You really think if a new player is able to select from a pool of traits he is fine but if he gets 1 new trait per line he is lost? Come on.

Again, this system is forward looking. If we just unlocked the 40 new traits now, what about next time? It will always just be X more. We have to draw a line somewhere, and here is probably the best place to start.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

Please stop with the sPvP unlocks

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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No. If you have more options than your opponent, then you are potentially more powerful because at worst you can have the same build as him.

That isn’t the worst case scenario, you could just as well have an inferior build because you chose options that don’t work well together or with your play style. More options make coming up with good builds increasingly difficult, especially for beginners, because there are so many more things to consider and each must be weighed against alternative choices (opportunity cost.)

Plus, “barring any balance issues” is actually a big deal. You can bet these will cause balance issues (unless they’re intentionally bad like the new healing skills).

Definitely a concern, but that will mean little to new players who don’t know the current state of balance anyways.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

Please stop with the sPvP unlocks

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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PvP gives us a tiny bit of coin. No matter how much you play pvp, you won’t be able to make as much as your average pveer. What’s the point in implementing “horizontal” progression when pveers can unlock the new traits multiple times faster than pvpers?

That is a valid concern, one worthy of its own thread. I should mention that this is only part of the rewards we have planned. We should have a blog post about that coming out soon™, but I’m not sure where it is in the schedule.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

Please stop with the sPvP unlocks

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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snip.

Please do not presume to speak for all players. As a PvP player, I disagree with you, and I know others that do as well.

If you want to turns this into a numbers game, please do keep in mind that the vast majority of PvP players play PvE and WvW as well. We definitely want to make the game fun and enjoyable for PvP-only players as well, but we need to keep a broader context when designing systems.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

Please stop with the sPvP unlocks

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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So Justin just confirmed that sPvP will be vertical progression. You need to unlock abilities. I’m sorry, but unlocking new traits = vertical progression to me.

I have to disagree. If it meant more skills available to you at one time while you are playing, then yes it would be vertical, but that just isn’t the case. You get more trait choices, not more traits applied to your character.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

Please stop with the sPvP unlocks

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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Then why make a distinction? If PvP can happily go along with players getting 12/13 traits per line, why add an extra layer of frustration and difficulty instead of giving them 13/13 traits per line? It’s obviously nothing to do with easing new players in.

If it were only an additional trait, you’d more of a have a point, but we’re introducing this system with the future in mind. I can’t speak for the Skills and Combat teams long turn plans, but I know I would be disappointed if we stopped with just these new traits.

Horizontal progression is a nice concept… but it’s one that I’ve never seen mentioned on the PvP forums, only the PvE ones. If you want to get more players in to PvP, somehow I don’t think keeping back build options is the way to go about it.

Horizontal progression is very common, even in PvP games. Personally, I think one of the reason’s PvP rewards seem somewhat hollow is that we have no real progression beyond looks. I think you would be hard pressed (outside one-off games like most FPS and RTSs) to find a successful game without progression. As a PvP player, I love this change (disclaimer: I had no design input) and can’t wait for the 15th.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir