So how hard is it to put a google search on the site? I made geocity/angelfire etc. free websites that had that feature.
My point is, I am a veteran player from gw1 and just am so disappointed that this feature is broken for new players. If they cant code a search bar….how can they code a game??
Just use the proposed “fix”, google:
site:https://forum-en.gw2archive.eu/forum/[DESIRED_SUBFORUM] search term (the site: is important here)
I use it all the time in case i search stuff and it works better than this forum’s search has ever worked (and probably will if it ever gets fixed). Live with it
(edited by smiley.1438)
Okay, thanks for the infraction, but this thread should be pinned since it seems noone at anet cares about this issue.
Please just remove the search box (protip: style=“display:none;”) and add a hint that we should better use the google site search instead. You can also add a google custom search box (https://developers.google.com/custom-search/) to save us the hassle typing site:http://forum-en.guildwars2.com/ into googles search.
Thanks.
Yeah this is broken.Try running CM with a Thief. Kill the Catpurse then go to tele to the Rifleman that’s wrecking the Ele. Whoops. Just jumped into another room and aggroed three more guys.
Plz fix targeting again.
It’s bad enough that our “nearest enemy” (as it is called in the Control Options) has always included non-enemies (yellow targets, specifically designated as neutral).
Oh yeah .. can’t count how often i pulled some Moas in Claw of Jormag fight that were
also nearly out of my view.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
A devs response would be most appropriate.
or in this thread
https://forum-en.gw2archive.eu/forum/support/bugs/Targeting-Still-Broken-Please-Fix-It/page/2#post4441237
The crystal Race and Haze events in Dry Top give credit even to those not doing anything (and standing afk). Because of this there is a large group of people afk’ing around these events, and they do not seem to disconnect over time. As a result these events get scaled up, and people have to do a lot more work in order to make the event succeed while the afk’ers get the chest for free.
All the Charming, Dignified and Ferocious interactions have been removed from starter levels. Obviously this was intentional – new players might suffer a nervous beakdown when confronted by little pictures of hearts, crowns and fists – but the results are even more confusing.
In the Queensdale Heart where one befriends the Ettins, for example, the player is presented with a wall of interaction-text and no explanation. As I said, this is even more confusing than having each response labelled with the appropriate icon.
It’s another case of the NPE cure being worse than what wasn’t actually a problem in the first place. It should be reverted.
….
Megaservers are the worst thing to happen to GW2.I dont think its about doing damage. My guardian does pretty nice damage but if give the zerg a few seconds headstart of doing damage I get no loot, but if I attack early I get loot even if I slack with my dps. Or was I just always lucky/unlucky?
^ He’s on the money, at least from my experiences.
The changes with the megaserver coming into play have made it so unfair for loot distribution as to not bother with the event if you get there a matter of seconds after the boss starts taking damage. That loot drop now has someone else’s name on it. I’ve tried various different methods of why and why I was not getting boss drops from a lot of events, and Malediktus’ appraisal of the situation appears to stick the most.
So it’s like this…
Pre-megaserver – show up, kill the boss even when it’s at half health, get full credit and loot for the kill.
Megaserver – show up on time and start killing as soon as the boss becomes active, or don’t bother showing up and trying to kill at all.
It’s quite simple – I liked the way it was before. The whole system needs a complete loot-drop overhaul though.
“Obtaining a legendary should be done through legendary feats…
Not luck and credit cards.”
Any possible idea when this might be fixed? It is really annoying everywhere.
Fixed.
“Obtaining a legendary should be done through legendary feats…
Not luck and credit cards.”
Another way you can check to see if a map has been completed is to zoom out the World Map and then hover your mouse over the map names. Doing this will bring up the WPs/POIs/SP/Vistas in each map, and you can check to see if any particular map is missing your one POI.
OK, so I know I’m a little behind on this. I recently started a new semester at school and haven’t been able to play for a while. But, as a long time player(from gw1) and a gem buyer I have to say that I am thoroughly upset at the way guildwars has handled this. I’m aware that some people may find in frustrating to not be able to keep playing the story quest. My answer to them is to hold off on the story quest if you want to play it in clumps. Do not force the rest of us who enjoy intermingling story and the mmorpg world to play like these impatient gamers. This is would be like giving loud soccermoms the right to run the town council. It would lead to all of us playing their game….not soccer. I implore…neigh I beg you guildwars…Do not let wining get in the way of freedom. Lest soccer turn into checkers….with pads.
ANet has an issue with inconsistency in design.
Trait Points were consolidated and “lessened” in gradients:
14 points to assign instead of 70
The reason for doing so was to reduce complexity and “improve” the player experience.
Currently, with 80 levels, the problem now is the choppiness of level progress due to the way attributes are allotted:
Level Increase Total
1 24
4 +30 54
10 +35 89
16 +35 124
22 +40 164
28 +55 219
34 +60 279
40 +70 349
46 +73 422
52 +80 502
58 +80 582
64 +82 664
70 +82 746
76 +85 831
80 +95 926
This creates counter-intuitive peaks and valleys of difficulty that can be out of sync with the map the player is playing. One wonders why ANet didn’t choose to compress 80 levels into 15…
Additionally, since Trait Unlocks are also “out of sync” with player progression, this compounds the flaw further.
Before the April and September 2014 changes, if a character simply followed their Personal Story, they would always be guided to appropriate level maps. (Notably, prior to September, the player would be warned if a Personal Story was at a higher level.)
Now the situation comes about where Trait Unlocks are located in maps that are often at complete odds with the character level., maps that the player would not go to normally if they were using the Personal Story as their guide.
Additionally, seemingly arbitrarily placed attribute gains create a fairly unsatisfying progression experience for players who wish to solo level. In many respects, while this encourages more zerg-group leveling (EotM, Champ Trains, etc) play-styles, it also helps mask the character’s growing pains because players funnel their activities into the more efficient methods.
With Trait Point and Trait Unlocks gating and limiting customized progression to a large degree, and attributes being rationed in tiered levels, much of the player’s sense of freedom is curtailed because the inconsistency of design elements impacts the progression.
Malchors is a level 75-80 zone. Most of the creatures in the zone past the entrance will be a higher level than you. You don’t really need to go to Malchors at level 74. I’m almost 100% positive that a reasonably competent player at level 74 could get through most of Malchors without experiencing what you have.
It may very well be a learn to play issue. Stats are important in this game…but not that important.
13 level 80s, playing for over 2 years. The main difference to normal is that I was levelling using only pick up gear where usually I gear up with rares every 10 levels, and the NPE.
Thanks for the condescending tone, however.
Fast leveling is not about Anet thinking that the early game isn’t fun, it’s about Anet fully accepting that leveling, in GW2, is nothing more than a form of tutorial, and expanding on it.
In this sense, the NPE is clearly superior than the old experience, because it accepts, with full honesty, what leveling is and has always been in GW2.
There ARE problems that come to (a greater) light from this, like for example, the underwhelming sense of character progression, but those problems always existed since launch. Underdeveloped horizontal progression, easily obtainable vertical progression (+ gear grinding since ascended) and lack of customisation outside of traits. Gaining 1 trait point per level was nothing but an illusion, but now that the illusion is stripped off, the problem is clearer.
To be honest, from the very little that I’ve played out of the NPE, the early game is more addicting. More addicting in the sense of instant gratification and clearer (unlocking) progression. What were before, to the new user, obscure and overwhelming options all spread through the UI to be ignored, are now layered, “exciting” level unlocks. It was a smart thing to do by Anet, because it introduces them better to the new user while giving a stronger sense of progression.
But I do agree there are some flaws with the system. Based on my short experience:
- Weapon skill unlocks is weird. Way too restricting at the start of the game, way too overwhelming when the new user gets a new weapon and suddenly he has the entire skillset unlocked. It needs a middleground somewhere here. Perhaps one solution, is to reward to the new user one weapon for each type very early in the game. This adds more skills to experiment with,when you have access to few, but also softens the moment where you get a weapon type for the first type and have most of it unlocked already.
- The first story instance should start earlier, I agree. Perhaps at level 5. This would add more options to a new player, so they could start the game and jump (almost) right into the story if they wish too.
- Dumbing down the game does NOT makes the game more interesting. Some of my favourite details, when I started playing GW2, were those that made the world feel more interactive when completing hearts. In addition to, there are players who love (slightly) challenging content right on the beginning, because losing gives them motivation to get better, and enhances the psychological feeling of leveling up and becoming stronger.
I love streamlining. But I hate when developers think that streamlining = dumbing down. Games do NOT need to be boring and shallow, to appeal to the masses. There are many good examples out there that prove my point.
(edited by DiogoSilva.7089)
REPOST:
So I am level 74/75 in Malchor’s Leap, wondering why every Risen Chicken and trash mob is melting my face, when I hit level 76 and get a sudden attribute boost.
I’d forgotten about the idiotic stepped attribute system. And if it is this frustrating and annoying to me, think about what it is like for new players who don’t fully know the system.
Almost everything in NPE other than the guide compass for the starter zones is counter-intuitive and counterproductive to the experience for newer players.
Leveling is funnier, if becoming stronger has a meaningful impact on combat. Which it is something that won’t happen, if the game is so easy already.
New users should be educated to face the failure every once and then, and there’s nothing wrong with that. Anet does not needs to be afraid of it, as long as they pace it right. A new user might get frustrated, the moment they lose a battle, but it only makes them more motivated, on the longer term, to go back and complete what was left unfinished. The sense of satisfaction that comes from this is unique to challenging content, and there ARE a lot of players who LOVE a game like this right from the beginning.
(BTW, I’m not talking about “super challenging” content. Just content that’s a bit more demanding out of the player.)
The fast leveling lasts for 15 levels. During that time you get to the fun part of the game, but you go through a tutorial experience. Are you suggesting the tutorial experience go slowly?
I think they should lose the level boost and put the fun stuff they took out back in. If this is supposed to be a ‘tutorial experience’, why accelerate the leveling so a new player will zip through it before they have time to absorb it?
Please everyone, this isn’t a thread for bashing on each other and arguing, this is a thread for telling Anet what we think needs fixed. Arguing with each other is not giving Anet any useful information on what needs fixed, what we want fixed, and what’s fine. With that said, Anet please fix the personal story at least, make it the way it was before in terms of order. I can’t even play the PS on the remainder of my level 80s yet because i want to go through the greatest fear plotline again, and fight the Eye in the epic battle right before going off to kill Zhaitain. The length of time it’s taking to fix it has me worried you’re just hiring new voice actors and changing up dialogue to give the plot holes a band-aid, which will not help one bit.
I’m demanding nothing. If a new player is experienced in MMOs they’re going to level relatively fast. If they’re new to MMOs they’ll need the time to get used to stuff.
You accused me of spreading misinformation. You’ve now accused me of demanding someone play like I do.
If they follow the arrow, which is what most new players would logically do, they’ll level fast.
If you don’t agree, that’s fine. But stop trying to twist what I’m saying. It doesn’t help your argument at all.
And you are assuming that a new player will automatically know what that arrow is for and follow it. I have heard of some players(not new but veteran) who it has taken 3-4 hrs to hit 15 in the “NPE”. I think Chrispy’s point is that not everyone will follow that arrow and get to 15 in an hr.
Level 10 in an hour is what I’m arguing about actually, based off of what was posted earlier.
also, @Vayne, if a new player (to gw2) is experienced in MMO’s then this so called ‘new player experience’ isn’t even needed. Anyone experienced in MMO’s will have a basic knowledge of most of the working systems with a few exceptions (like dodging). By that point, it turns into a tired, extended tutorial in explaining things that should’ve taken about an hour in an optional tutorial instance, like most other games.
(edited by Chrispy.5641)
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
You may get it an hour later, but many players don’t. It’s reasonable to say that new players will take significantly longer to reach the next part of the story.
Not if they’re following the arrow they won’t. It really is that fast. I can get to level 10 much faster than an hour. An hour isn’t an unreasonable time frame for a new person to get to the story.
New Players aren’t going to hit level 10 in under an hour because they don’t really understand what they are doing. Even experienced players aren’t going to hit level 10 in under an hour. Only those who 100% know what they are doing will ever level that fast, and even then, you’re probably skipping a lot of stuff in order to get there, stuff that a new/mildly experienced player isn’t going to skip over.
Vayne, I know you like defending Anet. 99.9% of your posts do only that, but, giving out misinformation isn’t the best way to go about it.
I’ve tested it on two professions so far and hit level ten in under an hour on both of them. That’s not misinformation, that’s a fact.
And are you a new player? Try reading what I wrote.
I also wasn’t rushing. Some new players will hit in in an hour and if it takes them an hour and ten minutes, what’s exactly the big deal. It’s not going to take them four hours.
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
so your demanding that new players level the same way you level so they can level in an hour? They can’t go towards that windmill in the distance? They can’t mess around because they discovered underwater combat for the first time? They can’t talk to the vendor to see what they are selling? They can’t go to that fort that Centaur are attacking and help? These are just some of the things that a new player will do when playing for the first time.
You’re still basing a new player’s experience off of yourself, which means, you’re still lying about the new player experience.
I’m demanding nothing. If a new player is experienced in MMOs they’re going to level relatively fast. If they’re new to MMOs they’ll need the time to get used to stuff.
You accused me of spreading misinformation. You’ve now accused me of demanding someone play like I do.
If they follow the arrow, which is what most new players would logically do, they’ll level fast.
If you don’t agree, that’s fine. But stop trying to twist what I’m saying. It doesn’t help your argument at all.
And you are assuming that a new player will automatically know what that arrow is for and follow it. I have heard of some players(not new but veteran) who it has taken 3-4 hrs to hit 15 in the “NPE”. I think Chrispy’s point is that not everyone will follow that arrow and get to 15 in an hr.
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
You may get it an hour later, but many players don’t. It’s reasonable to say that new players will take significantly longer to reach the next part of the story.
Not if they’re following the arrow they won’t. It really is that fast. I can get to level 10 much faster than an hour. An hour isn’t an unreasonable time frame for a new person to get to the story.
New Players aren’t going to hit level 10 in under an hour because they don’t really understand what they are doing. Even experienced players aren’t going to hit level 10 in under an hour. Only those who 100% know what they are doing will ever level that fast, and even then, you’re probably skipping a lot of stuff in order to get there, stuff that a new/mildly experienced player isn’t going to skip over.
Vayne, I know you like defending Anet. 99.9% of your posts do only that, but, giving out misinformation isn’t the best way to go about it.
I’ve tested it on two professions so far and hit level ten in under an hour on both of them. That’s not misinformation, that’s a fact.
And are you a new player? Try reading what I wrote.
I also wasn’t rushing. Some new players will hit in in an hour and if it takes them an hour and ten minutes, what’s exactly the big deal. It’s not going to take them four hours.
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
so your demanding that new players level the same way you level so they can level in an hour? They can’t go towards that windmill in the distance? They can’t mess around because they discovered underwater combat for the first time? They can’t talk to the vendor to see what they are selling? They can’t go to that fort that Centaur are attacking and help? These are just some of the things that a new player will do when playing for the first time.
You’re still basing a new player’s experience off of yourself, which means, you’re still lying about the new player experience.
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
You may get it an hour later, but many players don’t. It’s reasonable to say that new players will take significantly longer to reach the next part of the story.
Not if they’re following the arrow they won’t. It really is that fast. I can get to level 10 much faster than an hour. An hour isn’t an unreasonable time frame for a new person to get to the story.
New Players aren’t going to hit level 10 in under an hour because they don’t really understand what they are doing. Even experienced players aren’t going to hit level 10 in under an hour. Only those who 100% know what they are doing will ever level that fast, and even then, you’re probably skipping a lot of stuff in order to get there, stuff that a new/mildly experienced player isn’t going to skip over.
Vayne, I know you like defending Anet. 99.9% of your posts do only that, but, giving out misinformation isn’t the best way to go about it.
Perhaps you guys haven’t noticed the numerous threads posted by people who didn’t like the personal story or never did the personal story.
You know, I am one of those story people and the personal story is important to me. But I’m pretty sure I’m not a majority
I’d guess that more people are attracted to this game by the smoothness of the combat than the personal story.
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
Yeah, I got no problem with that myself. Which leaves the fixing of the story chapters to be done which from the looks of the last patch seems like they are working on it. Though judging from Chapter 8, there is still some stuff that needs serious fixing.
Yeah, you just can’t make changes like that, without going back and redoing other scenes that refer to missing scenes. It’s a mess.
I agree. Unless you found a way to tie them together, then rearranging the story chapters is just gonna make the game feel more confusing. I got 2 other characters waiting to have their PS finished and the last thing I want from them is to experience a broken story.
I am curious though, assuming PS has been fixed, is there a way for Customer Service or a GM to have a character do back a chapter or two and do the quests again? Because I’d like to have my Ele go back in time a bit and do my quests all over again. :/
(edited by Malkavian.4516)
Yes, it has improved a great deal, there’s no doubt about that. It just seems to trip over itself if you try to do things too fast. I think the problem is that it shouldn’t allow you to sell before it’s actually ready, it’s a classic problem that reminds me of my old widget-designing days lol 
But you’re right Krypto, it’s still a ton better than the old TP 
Yes, I’ve had this happen when selling from my inventory and TP is loading up. The button actually will say “List this item” briefly. If you click it at that moment, it sells for the minimum like Megumi said. I’ve learned to not, what I call, “speed sell” from my inventory. And it’s all good.
OP, funny it happened to you with silk scraps because that’s exactly the item that I sold 30 of for 9c (or whatever) by mistake when I first encountered this situation a week ago.
All in all, I can deal with this little problem with all the TP advancements. TP has improved greatly overall imo.
I think this is one that is affecting the MAC client. I play on Windows 7 and I don’t get this bug, but my boyfriend is playing on his MAC and only sees the IIS7 landing page. You guys should really switch to Apache. ;-)
Phoenix Ascendant [ASH] | Rank 80
My map is not showing skill point locations, points of interests, or vistas. On top of that, I can not initiate skill challenges. However, if someone else initiates I can join in and get credit.
Any advice?
I thought this problem was solved quite a while back, but it does indeed feel like somone forgot to commit those changes to the branch being developed for the Chinese version. this, and many other functionality changes.