#1: https://forum-en.gw2archive.eu/forum/support/forum/Search-feature-not-working
#2: You can at least display the time of the last message with something like greasemonkey/tampermonkey:
div.topic > span.title > a.topic
holds a dataset value
data-last-message="2014-09-05T18:37:05Z"
see also: https://gist.github.com/codemasher/f8a367b2d202afcc201e#file-ws-forumtweak-js
(edited by smiley.1438)
Improving the visibility of the fees incurred while using the Trading Post was also important. Previously, we’d show you the listing fee and projected profit when selling, but this left out the successful exchange fee that comes out of the seller’s profit on every transaction. Feeding all those birds that shuttle your wares to the Trading Post isn’t cheap, or so Evon claims. It was better than nothing, but we got a lot of feedback that the projected profit was confusing because we weren’t calling out all the fees. The new selling UI in the Trading Post explicitly calls out both the listing fee and the exchange fee, so there shouldn’t be any surprises when selling.
What I find disturbing is that “projected profit” got removed and replaced by two fees. I am afraid that this was done on purpose, to make people do all the math themselves. The main complaint about “projected profit” (as stated in the post) was not that we wanted to see the fees… the complaint was that it didn’t calculate all the fees.
This… I don’t want to math. Just tell me how much I’ll get for selling x item.
BUT. Overall, LOVE this change. So glad the trading post is finally getting fixed. <3
I can’t help but be worried about the big “BUY MOAR GOLD!” Button at the top. Im hoping its just a link to the Currency Converter though.
If it actually makes our fellow players to stop buying from you-know-who who in turn spam us every now and then, I would be happy regardless of where it takes me.
Search item by profession – Finally a filter to keep from clicking NEXT to get past armor I can’t use.
now this is a QoL rework well worth adding. better late than never.
MARA (EU) Gunnar’s Hold
Looks like a nice revamp, especially having the withdrawal box available anywhere in the Post UI. Performance improvements are very welcome as well. Rounds out a solid list of new and improved stuff for this pack, especially with the short turnaround from the first one. Thanks ANet!
(edited by Breckmoney.6387)
Whenever a thread has been deleted, you will get that message. Just by mousing over the link, you can see it goes to the Trash can. They could use a different message for moves to the Trash can, and that would be less confusing.
Problem solved, please delete
I’ll post this in case others are confused about how it works. When you buy a trait from a a skill trainer you are given a book that goes into your inventory. You need to double click the item to unlock the trait.
I’m guessing that’s what you found. It would be helpful for you to post how you solved your problem instead of just asking for the thread to be deleted. That way others who have a similar issue can see the solution in your thread.
Same issues here. I’ve been playing this game since May 2014.
Issues: pressing the tab key to select a target most of the time selects a target that is further. Sometimes the target is close enough to be hit and I end up aggroing something I didn’t want to fight. The same goes for clicking a skill to automatically select a target. I could have an enemy right in front of me attacking me with melee attacks and still end up targeting/hitting something else. Some times I’ll press the tab key again and again to try and target what I actually want to attack but it just cycles through everything further away. I often times have to resort to clicking the ground to deselect the target then left click what I actually want to fight. And often times I just left click what I want to fight ahead of time. It is quite frustrating to say the least.
(edited by Charrbeque.8729)
If you are too low level for monsters, you deal glancing hits. If you attack a monster and it’s invulnerable, it probably mean’s the monster can’t get to you, so the anti-cheat system makes the mob immortal, so you can’t afk-kill
You are a bit under-leveled for Kessex Hills, or at least the area you have entered in Kessex Hills. You can level up more in other starter areas, if you so desire, or by mapping the 6 cities.
Here is some information about being under-leveled against foes: http://wiki.guildwars2.com/wiki/Level#Exploring_high_level_areas
Good luck.
the search function never worked for me
So the argument to search the forum before we make a new thread is a bit brazen in my opinion when cant even search something since…ever.
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
Maybe it’s not a cap on players, but a damage amount requirement. It is known that the damage requirement for Gold in the Event is less than the damage requirement to qualify for credit on the kill.
I thought the same thing myself. That said, there were times that I could group with another thief for the fight and have both of us Backstabbing and Heartseeking as needed the whole battle only to get no champ bag, whereas other times when I was solo using my thief shortbow (not exactly the best DPS) against the Karka Queen and I got her XP and champ bag fine. That made me think it was something else, so I went to test the “first to tag” possibility instead. Whenever I get the credit with the Shortbow is when I happen to fortunately be at the right camp when she spawns to start attacking her quickly.
At Frozen Maw last night, I attended with a friend and skipped the Mists Portal event right before the Svanir Shaman, hanging out right next to the boss instead. My friend, not grouped with me, went to do those portals. When the Svanir Shaman became a valid target after the pre-events ended, I was one of the first to hit him. My friend waited until the rest of the zerg engaged before jumping in himself. During the fight, I held back on my damage, whereas he went all-out. Sure enough, at the end I got the XP/Champ Bag and he got nothing.
With the Megaserver encouraging these 100+ player groups to hunt down world boss champs, it would be nice if this issue could be looked at, so that everyone can get appropriate awards for these massively zerged events rather than the fastest to tag, whether it’s the fastest 50 or 100 or whichever.
Some events have always included champs that don’t drop loot (notably Clawr of Jormag, first phase); ANet added a few champs to several events that won’t drop loot (notably Fire Elemental pre-events).
The reason in both cases was that stuff died too quickly and some people couldn’t get event credit. ANet wanted to make it easier to deliver damage without unbalancing the amount of loot that dropped. My preference is that they call such foes “Chumpions” or “Felites” (failed elites?) or something to identify them as non-loot-bearing foes.
I’d also like to see all such foes be worth 1 experience point, so that on-kill effects properly trigger, e.g. rallying on their death, charging sigils|food, etc. This would be low enough to make farming them worthless, but enough so that instance combat wouldn’t be fundamentally different from that in open-world.
The later example given by Mao is a bit different: first taggers seem to get preferential credit over those who fight later. I suspect this is a client/server issue: your computer believes it’s doing a ton of damage, but the server says, “nope, I’ve already distributed all the loot imma drop.” If that’s so, any fix would require a drastic change to the underlying mechanics behind drop credit and would explain why they haven’t addressed it …yet.
Same here. “Target closest” seems to randomly choose a distant, often out-of-range target. Lame coding.
I do find it rather irritating that issues like these are allowed to persist for so long. I get that they want to focus on new content, but issues like this that players have been asking for a fix for so long should take priority.
Yes, but now there is no reason to keep this, because there is no any compendium to sell so They (Dev team) could safe delete this item from listing and return all gold for ordered items (because there is no way to buy this anymore).
It happened often in the Tower of Nightmares…making it live up to its name! =P
It would be helpful if you posted which Storyline step you are having issues with.
After some research and a few “trial and error” thing I have came to some possible cause or at least I got some light on this. My tests were basically moving and resizing around the window and then relogging. I haven’t tested changing maps or something like. Tests were done on windowed (no border) mode in 1024 × 768 screen res. Inventory window were mostly 10 slots wide. Here is what I have noted:
- #1: While I was doing some tests I noted that if parts of the window would be hover certain areas the window would move to a certain spot after each log on. Also in these cases the window would open by itself after log on. (pic 1)
- #2: Putting the window on a certain area wouldn’t cause the window to move neither reopen itself. (pic 2)
- #3: Putting the window in a way that its borders touches certain areas would cause the bug making the window to shrink by 2 slots less. (pic 3 and 4) The last pic (5) just shows how the window looked like when the bug triggered.
I hope this can help to give some insight or some direction on where to look for a cause. I’ll try to repeat it on a different screen res at some point.
A side note: putting the window in a way that more than half of the achievement UI or mini-map gets covered (but no parts of it gets off-screen) and then closing and reopening the window causes the window to shrink to its minimal size (4 slots wide) as if it went partially off-screen.
Thanks that is massively helpful. This is exactly how I have my inventory window (rows of 10) and it is very noticeable when it shrinks to rows of 9.
At least now I know why it happens more often when I use lower resolutions…
Also thanks for saving me having to take screenshots myself.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
There are a couple of spots around the Chamber where you can stand safely out of reach of all the Dragon’s attacks, except for the map-wide stomp. Pair that up with a 1500 range weapon and the boss becomes a cakewalk; you can just pick off the Tendrils and mobs one at a time, run up to the Dragon for the burn phase, then run back to the safe® spot to repeat the process. Bonus points if you’re a Ranger, turret Engi or a MM necro who can send your pets to draw all the aggro from the Tendrils so you’re never attacked at all.
I found it cool that it was mildly challenging. GW2 is far too easy these days, having something that actually made you move a bit and not stack was a bit refreshing.
Unless there’s a way of stacking this boss i don’t know about…
Stacking tendrils is probably a terrible idea anyway.
I found it cool that it was mildly challenging. GW2 is far too easy these days, having something that actually made you move a bit and not stack was a bit refreshing.
Unless there’s a way of stacking this boss i don’t know about…
I was a bit surprised by this fight actually, particularly the floor. You might be able to jump but it isn’t ‘obvious’ by any stretch of the imagination. Only a handful of attacks in the game can be avoided by jumping and it wouldn’t come naturally to players who haven’t seen the molten fractals. I didn’t really understand what the graphics represented and couldn’t see any color changes mentioned by posters above as hints to timing.
This meant the floor required a timed jump which I think is fine for dungeon runners, who need to time dodges, but is isn’t ok for casuals who may do nothing other than play personal story and living story. The two second timing on most dodges isn’t hidden in the game but it’s not described anywhere either and to my mind it is an exact knowledge of game mechanics that casuals shouldn’t need to know (and from my experiences in CoE I’m guessing they don’t know).
For me personally the difficulty is fine but I can see why some people are having a lot of trouble. Players can always bring a friend along to help them though.
The NPCs also said something about the floor the first time it did the attack. I assumed they were giving hints on how to avoid it. Couldn’t actually make out what they said between all the noise though.
I saw the color change but it also didn’t match anything in the rest of the game.
I probably did the fight in the most boring way possible. Didn’t really bother too much with dodging mostly because I saw they went with the “cover everything with AoE” approach and just healed my way through most of it. Had to swap to range for the second thresher though.
So I finally got around to doing this boss fight. I had anticipated needing to avoid red/orange circles and such from the posts in this thread, and figured success would come down to proper use of dodging.
Finished it first try, no deaths, no downs. It 100% came down to proper use (or not use) of dodges. The only reason you would run out of dodges in that fight is if you were using dodges for every little circle that appeared and for that big ground AoE.
Dodge only when you absolutely have to. If you are close to the edge of an aoe attack, just walk out of it, if you are moving slow, use a skill that increases your speed so you can clear the aoe without needing to dodge. Dodging should be used when you are in the center of the orange and there’s no way you can run out in time. Also, jumping that big AoE works. It charges up, so you can time your jump to avoid it every time.
All-in-all an easy fight IMO.
It’s a medical condition, they say its terminal….
Didn’t die but after 30 minutes of the fight, the boss was still 80% health. Logged off and moved on….
Many of these boss fights are hard for the softer classes. I did with my ele first and she died a lot. I’m not such a good dodger but there is hardly anyplace to dodge to it’s mostly red rings. All of these boss fights are doable but I would say too long and a bit boring once you get the Idea of what to do it’s just a long boring drawn out battle that could be shortened 25%.
My real opinion is they were really intended to so in pairs or small groups. And it’s the devs way of punishing solo play. Like being required to do some fractals to finish the backpiece punishment for solo play.
One of the problems the time gating/hiding in fractals of ascended gears and the new trait system has created is that very few casuals, especially newer players or characters levelled up since the trait changes, have any change of gear, and cannot respect traits on the fly as they don’t have either the gold or skill points available to do so. It’s very easy to forget this if you levelled under the old system and have hundreds of spare skill points, several changes of gear and all traits unlocked.
It took me 10+ tries to finish story mode (yes, I suck big time), but just 3 tries to get all 3 achievements. Yes, I also faced choppy framerates and/or lag.
So, for those who are still struggling with this instance:
i) Prep some condition removal skill/trait, especially for crippling and any other conditions that will affect your mobility;
ii) Move around/strafe a lot, try to refrain from dodging as much as possible – get familiar with the chamber layout, so you will where to go/dodge without falling out of the chamber. Conserve your dodges for the ‘oh kitten! what to do!! what to do!!’ moments;
iii) Familiarize yourself with boss’s AOE fields – each has a distinct area shape and progressing pattern. Try, as much as possible, develop tactics for each of them without resorting to dodge. i.e. for circles ‘donut’ field, I will try to predict where the centre of the ‘donut’ is and move towards there;
iv) Time yourself for avoiding stomp attack – to my best knowledge, timing for stomping is dependent on your ping. For me, I mumbled “lerroy jenkins” twice after the floor glows before I jump/dodge;
v) I prioritize the mobs to be eliminated by the following order:
1) wolf/threshers;
2) (stationary) tendrils that range you with small poison circular fields – only 1 of them will spawn at a time (for solo);
3) healing pods (for challenge mode);
4) small tendrils (dangerous only at melee range);
5) dragon;
Good luck and don’t give up!