Maybe they should bind event rewards to a chest? That way, farmers can still farm and bots might need recoding, since that’s the issue with open-world farming – that bots can and have an easy time farming with the way rewards are bound to kills.
The issue here stems from the fact that most attacks do not revert the stunned state when using a stunbreaker on air because launch is probably coded as a double stun – stun on air and stun on ground. That’s just my 2c, though.
The thing about grenadier is that more grenades, even though it has lesser damage, ups the chance of condi proccing, which, in turn, is one of the greatest issue of grenades – condi proccing.
Having 25 in firearms (with the proposed changes) simply means that untraited grenades deal 3 stacks of vulne – not to mention increased chances directly from the bleed procs if the bleed proc is taken.
Am I the only one that’s curious of the relationship between the Uncategorized Fractal and the Thaumanova Reactor incident? The wiki says that it (Thamumanova Reactor) was the site of a RUINED Asura City.
Is it possible that the Uncategorized Fractal is the sealed off modern day version… of the city on top of Thaumanova Reactor?
Well… divergent server realities could work, save for the fact that major dungeons should be general. The difference is that dynamic events on one server could be different on another.
How would cloaks look like on charr, anyway?
Server: Piken Square
Issue: Packet losses/retransmission of packets when in Dredgehaunt Cliffs. Extreme network lag on really bad cases, especially around the “In Pursuit of Knowledge” meta event.
Addt’l info: Player from Philippines, network delay usually around 350-400ms.
Basic rule of thumb: if you see a terrain exploit, report it. This trivializes content even further.
I think the issue stems here with connections that have greater than 300ms latency, as the jumps themselves might not be exactly dynamic and parabolic – rather the code is designed with a leap height and a range in mind. This creates issues when you’re jumping areas that are not level, and are of different elevations, as the data needed that is pointed at your screen might not be the same data needed to jump the distance and land on that other platform.
If you have an engineer, try using rifle 5 in place of leaps if the distance is less than 900, as the leap of Jump Shot is rather consistent and not that dependent in terms of latency.
The greatest issue here is that jumps are highly sensitive to network latency. You have a choppy net = you’re dead.
Knowing how the rendering pipeline works means I can see where the bottleneck for performance might be, and how my settings can be pushed to safe limits. I can reduce CPU intensive settings if my GPU bottlenecks it – and vice versa. I’m using an aging machine, and optimizing to the closest I can get to good performance without killing my machine quicker is something I want to have a smooth play experience.
The frustration OP has is that his classes generally can’t have as quick availability has with other classes on specific dungeon runs…. as a joiner.
The problem stems with no people trying to create team comps that work as well as a four war 1 mes party/three war 1 mes 1 guard party.
I can understand the frustration, as I main a bloody engineer (and sadly, sticking to it) and I can’t get runs as quickly as a four war one mes can (RPer here that sadly wants to go dungeoning, since it has a lot of potential, but I simply can’t roll a war since I have RP constraints limiting my time in levelling one). But OP, you have to realize that if you want to break this sort of class-ism that exists in the game, you need to reach out and -do- something about it.
Also, don’t be afraid to start an LFG for all classes. The problem here, as stated by swiftpaw and Broadicea is that you’re not opening doors – you’re waiting for them. Lead and drop LFGs.
What they need to do is optimize GW2 to use the GPU memory and not be CPU bound.
The nature of the game makes it CPU bound.
Extending on Fermi’s quote, the game is mainly CPU bound because the architecture of the game itself means that on screen you might have a thousand objects with low res maps rendered at once. After CPU does the population, it also has to check for hidden objects not seeable in your viewport/draw distance, before offloading the meshes and loading for the GPU.
Aside from object generation in the 3D space, you also have to track objects generated in 2D space (that means your UI, etc). While it may not be that much of an issue, consider the fact that one UI object (your inventory tab) has another inline 3D space to it. That’s another performance hit. There’s also the event tracking, where the CPU has to send to the renderer instructions on what event pointers should be drawn both on screen in 3D and 2D space.
We’re not also touching in the fact that GW2 is heavily compressed, and while I have no idea on how it’s bulk data structure is designed around, uncompressed the entire game bloats to 5x larger, a show on how texture-intensive GW2 is.
Not to mention that with the culling fix, the CPU is even more tasked because the server does not do the calcs anymore – instead, it sends all targets in the immediate and next view distance regardless of target priority.
Offloading it to the GPU sounds nice and all, but to replicate the tasks done by the CPU in GW2 means that most of the GPU calcs will have more number of actions done to it, and that GPU calculation must strike that balance between final size of the engine in the memory, as well as how it uses up the tech embedded inside the GPU.
Edit 1: And I’m still missing how their sound engine is coded, and how it tries to follow the same aspect of GW2’s graphics culling.
Welp. In any case, I was hoping to get a baseline with components to map out how the GW2 rendering pipeline goes about, so that I can optimize my machine/game settings better for it.
Anyone got a clear baseline on what subcomponents the GW2 engine has? I’ve seen that it has Havok for physics rendering, Umbra for occlusion management, aaaand I’m stumped there. Bink, I think, is there too.
I was wondering what kinds of stuff you need for a quick dungeon run, and how much uptime you need for it.
Imma list the stuff I’ve seen that you need for a quick run, aside from basic requirements:
1.) Party might
2.) Party fury
3.) Party quickness
4.) Vulnerability on target
Anything else that I may have missed?
Balthazar is open on Piken Square @ 1745 London time, 0945 server time.
Reactionary bosses might be nice, but IMO the issue here might be that bosses that react too much take up too much AI processing space.
With the official RP stance on servers, I think it’s mainly due to the fact that WvW is part of GW2. The unofficial naming of a server might have unintended consequences to WvW combat, but it’s just a hunch. Other than that, most of the things you’ve outlined seems not just specific to RP, but for a nice sized portion of the gaming community.
The swap heal and util would open up a new can of worms, aside from pros – unless you accept to have your utilities traits, heal and elite having the previous CD if you’ve activated a slot before, or if you have the same skill in a different position on the utility.
Also, this kinda defeats the fact that their are traits affecting weapon swapping. And balance will be a greater issue.
What if quartz was unlike tokens, and every instance of the item quartz was character-bound, with quartz nodes being open to mining once per character? What would be the implications of such?
I have 8 characters which isn’t that uncommon. Many people have 5. I read one post where a guy had 40 something characters. If the quartz is really valuable and you have lots of characters you could make money fast. If is not valuable, then it’s no big deal. So it depends on the value of it.
I was thinking that quartz, the item, was soulbound on acquire, and making the node character-bound – but that would be an issue if quartz can be stored. But what if?
What if quartz was unlike tokens, and every instance of the item quartz was character-bound, with quartz nodes being open to mining once per character? What would be the implications of such?
There’s really some topics that need to be discussed with devs, but most of the people here might direct concepts like rewards, difficulties, etc. A good starting point would be how to balance encounters or players, such as NPC AI dynamics, and encounter design/layout.
There’s still plans. What are the things needed for one?
We’ve seen the PvP side of the game get streams, but how about PvE? Are there any plans for the community to do some Q&A with respect to how PvE is right now?
I certainly wish so – but first they have to improve a lot on the execution of the living story set up.
large wall of debate between you and Vayne
Could be, could be not, multiple factors can cause that.
missing image from previous post
Imma go start responding to this on a semi-technical basis, so this might get deleted because it’s off topic – the reasoning I made was based on that it generally works that way, since GW2, as far as I could see and know, was designed with the concept of stream loading (mesh and physics gets loaded first, while texturing begins after some portion is available). This is why you see missing textures and other objects generally not in the intermediate path your character will take.
Now, how about optimizing this? Since GW2 is so much of a CPU hog, I believe that most of the issues here lie in the idea that there is so much texture and meshing data being decompressed on the fly – add in the fact that the game works by receiving dynamic context from the server – and factor in memory management as well, and you have a game where even high-end CPUs struggle to hit that sweet eye-vision framerate on several maps.
Okay, now on offloading this to GPUs – I have the inkling that Anet is still on the process of redesigning the game engine, since it’s just a modification (as far as some pieces in the internet show) of the GW1 engine. That means any move to offload processing to the GPU must be handled with extreme care otherwise they will kitten off players that have been playing on rigs set for standard run of the mill MMO gaming, and not high-fx gaming (where graphics cards certainly have the cake and eat it).
In the end, the engineering and buggy issue with GW2 stems from the fact that it has so much detailed art that it could offer that the engine itself is tasked to the bone and more, and that it’ll be quite a while before client-side rendering issues might be fixed. The game, while it might not be the best in visuals, tries to impart so much of it as how it would look like in the artist’s perspective once s/he starts sketching on the drawing board.
great programming
Stop generalizing and face the facts.
Imma go out on a limb and say that this is a loading issue, where the total data bandwidth of your system cannot cope up with the total processing speed your computer is doing.
Yeh this trait is ridiculously bad design. Good design = fun for person to play with and against. Making somebody immune to certain builds is NOT fun at all. It is super lame. What next – a new 30 point trait which reads “Under 25% health you take no damage from mesmers”. lol. Ridiculous.
Unfun mechanics to protect players from other unfun mechanics.
^ It is not fun when you are feared over and over (necros can chain it pretty well) this is prolly one of the only builds that directly counters the way the new necro builds/FOTM players are operating there fore it is the last thing that needs nerfed
You know, if you hear this from someone who staunchly is against a certain engineer build, you kinda take a step back and revisit your argument, as an engineer traiting for that setup hits like a wet noodle, even if you can actually might stack him.
Just to ask, what RP server is this? prays to self this is Piken Square with the mention of Seraph
A boss who can shadow step every 5 seconds or so and then deliver at least 10k burst dmg
This is the only problem with this dungeon, and dont forget you cant dodge it
Hu? You can dodge it, you can block it, and she can miss (blindness).
Probably i just suck but i didn’t realize any animation that indicates her teleport-shot.
She aims with her pistol on you
Edit: while she lowers her dagger.. But it’s nearly impossible to dodge, cause it hits even when you evade xD
The shot is an AOE shot, so evades generally still get hit. Blocks (both regular and from aegis) stops the shadowsteps flat, and she won’t SS towards you.
Not sure if it’s been said above, but I figured out the part where the aoe rains down on you between trin’s phases can be easily avoided if your team bunches together tightly and runs around the edge in a circular motion. Maintain swiftness as you go and keep together as tightly as you can, use leap skills if you fall behind. I like to go clockwise, but it doesn’t really matter. This is because all of the projectiles from those invincible cannons are target based and not shot at random. This probably would work for other parts with those cannons also, if you don’t like blind spots/stacking.
Actually, (this is for the boss fight phase) spreading out and hugging a part of the room is generally easier to do. Save your dodges, and go on the safe spots. If you’re not targeted, don’t move once you’ve spread. Maintaining balanced distance to one another is very nice, and dodging only when you can’t move to a close spot is better.
On the smaller room, you can go do the same tactic, but it’s pretty much harder – what you’ve said works better, IMO.
About darn time.
That Static shield change is sexy. Stuns attackers who attack you while blocking, as well as being able to throw it after? Whoo boy.
And SD gets some better love. Though I shall miss Elixir R stunbreak. Oh well.
Actually, the skin models are there because NPCs need them.
Nope, those cinematics are bad.
For the records, this is a good example of how the opinions of players are more often than not misleading. It’s very easy to see the new cinematic system and think “ooooh, shiny!” and go gushing all over it.
There is a huge, critical flaw in them, though: they do not work with our characters. They require premade images showing premade characters, and cannot be adapted as they are to work with variable characters (aka, the PC characters).
So if you people want ArenaNet to keep using them… This means making stories about the NPCs, not about our characters. As if watching Traheanne’s rise to glory wasn’t enough, do you really want to see more stories in which our characters are only footnotes?
This kind of cinematic isn’t even that new to the game – the opening cinematic immediately after character creation uses a much smoother combination of concept art and in-game graphics, in a way that actually can show our characters as a part of the story. Too bad that ArenaNet can’t do much more of that, given how many of the artists involved have left the company.
Actually, I think you can use dynamic characters here. The stock images in the first parts of the cutscene were probably designed on it’s own, but the next few shots are doable with the ingame facial models – they just had newer facial animation added to them, and then rasterized with background models and other 2d options. If you want verification, you can check the ingame dat files for how the cinematic system is rendered (namely through layers and layers of simple textures overlaid against one another)
Programming it to work with dynamic characters might be difficult, but doable.
The issue with dailies that many people gripe about is with laurels and how they are a much needed currency for some parts of the game to get BiS gear (which might affect you by around 5-6% more stat gain).
The daily laurel ingame is just a primary, but not necessarily the only, item that you need to acquire laurels. There was talk a while ago at how achievements could be traded in for laurels. I’m just waiting for that time to come.
Technical issues aside, a Living Story centered on reviving Orr would be a nice continuation to the personal story… or at least an improvement to it.
Jumping in from this forum:
What seems to be the issue with the iZerker? What was it’s intended design?
Was it supposed to be a pin-down weapon skill via cripple, or was it supposed to be a heavy damage skill?
Reviewing the armor sets made me think that it will require radical redesigns to most of the legging/torso armor sets since most armor sets are designed without tails in mind.
If anyone is techminded, can you run a pathping/tracert log on the address assetcdn.101.arenanetworks.com? That is where the launcher usually fails to connect if the error shows up.
For those getting this error: where are you located, and what ISPs do you have?
If it’s the first error screen (the launcher doesn’t load to the login text boxes), then there’s an issue connecting to their content delivery servers (i.e the ones that handle patching and stuffs). Try waiting for a while, since the problems go away after a while (methinks it’s just the CDN overloaded in your region.)
Do note that even if the CDN might be down, the game servers might not be, so your friends in the same CDN region might still be ingame.
…I get the feeling of air combat with this set.
SPECULATION TIME!
I think that with the deleted achievement set earlier, and the similarities to the dredge steampunk’ed designs, methinks we might get aerial places soooon. Or Cantha/Elona accessible by air.
WOOOT!
At least the issues for next gen can be rectified easier since both next gen consoles support base PC architecture, so that should make porting a wee bit easier on the low-level client programming.
On the other hand, inclusion of a next-gen client could, and would, enable PC users to have consolized control set-ups.
With the current rate of in-game development, I’d say that if it would be plausible, it would take a pretty long while to implement.
Addenum 2: https://forum-en.gw2archive.eu/forum/support/bugs/New-PoI/first#post2194321 devs are aware and are pushing a hotfix later.
It is. Check the second achievement (I think it was Hard-Boiled or something) under the Living Story tab. Most probably it’s going to be an instanced POI, similar to the personal story POIs, or it might be hotfixed for people who need map completion to complete Reach before the events are triggered.
More importantly, for people after the event is gone.
I think that once the event is done, players could access it similarly to how you would access Nolan Hatchery/Cragstead.
Edit 1: From https://forum-en.gw2archive.eu/forum/support/bugs/New-PoI/first#post2194321 devs are going to include it in hotfix.
(edited by Advent Leader.1083)
GW1 had Test Krewes four years after the game was launched. With a recent opening of the topic in the Game Discussion subforum, what are your thoughts/plans/suggestions/etc. of implementing a Test Krewe specifically for engineers in GW2?
It is. Check the second achievement (I think it was Hard-Boiled or something) under the Living Story tab. Most probably it’s going to be an instanced POI, similar to the personal story POIs, or it might be hotfixed for people who need map completion to complete Reach before the events are triggered.