Showing Posts For Alcarin.9024:

Problems/errors with item_detail.json

in API Development

Posted by: Alcarin.9024

Alcarin.9024

Thank you Dr Ishmael for your very detailed reply. I agree with you that lot of my points are simple anomalies, most of them I think could be fixed very easly, but if nobody know that there is an anomaly nobody can fix it! This is the reason why I opened a topic, from a developer point of view I think could be simple to find a list of problems and choose which to fix based on available resource and time, rather than reading a lot of not ordered and heterogeneous post in a sticky topic.

5. I’ve found on Trinket and Back (I’ve not analyzed Armors and Weapons yet) that the stat bonuses (back.infix_upgrade) sometimes are splitted in attributes and buff, both give bonus to character attributes. Are there any reason for this? It could be very useful to have all bonuses with the same structure of back.infix_upgrade.attributes instead of splitting them.

Two reasons:

  1. The internal mechanics of how the game handles attribute bonuses on equipment don’t recognize Boon/Condition Duration as attributes. Thus Giver’s armor/weapons have to have a buff applied to them in order to modify these attributes.
  2. The baked-in ascended jewel on ascended trinkets/back items similarly has to be added as a buff, rather than being added to the infixed attribute bonuses. This is probably due to how the item creation process generates default attribute bonus values based on type/level/rarity.

In both cases, I doubt it would be possible for the API to combine them.

  1. You are right, boon duration and condition duration buff are always considered a buff and not attributes
  2. There are also a lot of ascended back and trinket with buffs: this is the complete list of buff descriptions on back:
    32 Power\n18 Toughness\n+18 Vitality”,
    32 Toughness\n18 Power\n+18 Ferocity”,
    32 Condition Damage\n18 Precision\n+18 Toughness”,
    32 Power\n18 Ferocity\n+18 Precision”,
    32 Power\n18 Toughness\n+18 Vitality\n+5 Agony Resistance”,
    32 Toughness\n18 Power\n+18 Ferocity\n+5 Agony Resistance”,
    32 Condition Damage\n18 Precision\n+18 Toughness\n+5 Agony Resistance”,
    32 Power\n18 Ferocity\n+18 Precision\n+5 Agony Resistance”,
    32 Healing\n18 Condition Damage\n+18 Toughness”
    and trinket:
    32 Condition Damage\n18 Precision\n+18 Toughness”,
    32 Power\n18 Ferocity\n+18 Precision”,
    32 Power\n18 Toughness\n+18 Vitality”,
    13 Condition Damage\n13 Precision\n+13 Toughness\n+13 Power\n+13 Vitality\n+13 Healing Power\n+13 Ferocity”,
    32 Toughness\n18 Power\n+18 Ferocity”,
    32 Power\n18 Ferocity\n+18 Vitality”,
    32 Healing\n18 Condition Damage\n+18 Toughness”,
    32 Condition Damage\n18 Precision\n+18 Toughness\n+5 Agony Resistance”,
    32 Power\n18 Ferocity\n+18 Precision\n+5 Agony Resistance”,
    32 Power\n18 Toughness\n+18 Vitality\n+5 Agony Resistance”,
    13 Condition Damage\n13 Precision\n+13 Toughness\n+13 Power\n+13 Vitality\n+13 Healing Power\n+13 Ferocity\n+5 Agony Resistance”,
    32 Toughness\n18 Power\n+18 Ferocity\n+5 Agony Resistance”,
    32 Power\n18 Ferocity\n+18 Vitality\n+5 Agony Resistance”,
    32 Healing\n18 Condition Damage\n+18 Toughness\n+5 Agony Resistance”,
    “+1% Boon Duration”,
    32 Healing Power\n18 Toughness\n+18 Power”,
    32 Healing Power\n18 Toughness\n+18 Power\n+5 Agony Resistance”,
    32 Toughness\n18 Power\n+18 Precision”,
    32 Precision\n18 Power\n+18 Condition Damage”,
    32 Precision\n18 Toughness\n+18 Power”,
    32 Toughness\n18 Power\n+18 Precision\n+5 Agony Resistance”,
    32 Precision\n18 Power\n+18 Condition Damage\n+5 Agony Resistance”,
    32 Precision\n18 Toughness\n+18 Power\n+5 Agony Resistance”,
    11 Precision\n8 Ferocity\n+8 Power”

As you can see there are not only boon/condition buff. As an example you can pick item 37002 ( https://api.guildwars2.com/v1/item_details.json?item_id=37002 http://wiki.guildwars2.com/wiki/Sights_Be_True ) this is the infix_upgrade:
“infix_upgrade”:{
“buff”:{
“skill_id”:“15743”,
“description”:“32 Toughness\n18 Power\n+18 Ferocity”},
“attributes”:[
{"attribute":“Toughness”,“modifier”:"24"},
{"attribute":“Power”,“modifier”:"17"},
{"attribute":“CritDamage”,“modifier”:"17"}
]}

attribute bonus on wiki are:
+56 Toughness Toughness
+35 Power Power
+35 Ferocity Ferocity

Maybe you are right with your second hypothesis, but there are also items 46468 (“All Seeing”) and 64196 (“Engagement Ring”) that are not Ascended but have buff property.

Problems/errors with item_detail.json

in API Development

Posted by: Alcarin.9024

Alcarin.9024

Pretty good list. Especially the upgrade component types have been bothering me as well. Not in that it hurts my application, but it’s just weird.

Items have no indication if they are usable by a crafting profession (this info is available in in-game tooltip) and the relative level requirment.

Actually… you can export the data from recipe_details into a database, then filter that data by the crafting material’s item_id. This way, you should be able to get both the minimum required rating as well as all of the professions that have a recipe that requires the material.

Thanks for the info, I’m planning to do a similar post-elaboration to have better formatted attributes info. But the point is: IF those information are easy to give API-side, it should be better to give them instead of forcing a post-elaboration cross-API-function (that must be re-executed on every item update). Just to be clear, I’m going to work to the post-elaboration because I don’t know if those information are really easy to give API-side (only a Dev can say this), but it’s not a bad idea to keep a note on this.

Problems/errors with item_detail.json

in API Development

Posted by: Alcarin.9024

Alcarin.9024

In the past weeks I’ve worked a lot with item_detail.json API and I’ve found some problems and/or errors. I’ve posted some of them on the sticket topic, but I think that should be useful to collect them all (with any other if someone else find something) in a single toipc.

  1. Image errors:
    the following image are 16×16 instead of 32×32 like the others:
    item_id:24695 Major Rune of the Flock
    https://render.guildwars2.com/file/2BA523C17A3BE0D6D2EC773361746A6FE3282E23/222500.png
    https://render.guildwars2.com/file/2BA523C17A3BE0D6D2EC773361746A6FE3282E23/222500.jpg
    item_id:24766 Minor Rune of Dwayna
    https://render.guildwars2.com/file/BC7E4DD2B7717AD7054CAFE103C7BEAC55C8142B/222502.png
    https://render.guildwars2.com/file/BC7E4DD2B7717AD7054CAFE103C7BEAC55C8142B/222502.jpg
  2. Not correct item type (or subtype):
    1. Items 8640, 8897, 8898 are type=consumable, consumable.type=utility. They are Tonics, it should be consumable.type:generic as other tonics
    2. Items 43485, 48951, 45045, 45003, 43996, 19999, 20020, 21268, 42597 are booster like all consumable.type=Halloween items (why booster are halloween consumable?)
    3. Items 43902 (Gift of Quartz), 44884 (Basic Ore Node Pack), 48804 (Gift of Candy Corn), 49825 (Gift of Sprockets), 2 (Assassin Pill) are type=consumable consumable.type=Food, are they really food? Should be they under consumable.type=Generic ?
    4. Item 19984 (Bank Access Express) is consumable.type=Generic , is doesn’t summon an NPC but seem better placed in consumable.type …
    5. Jewels, Infusions, PvP Rune and PvP Sigils, are all upgrade_component.type=Default. Universal upgrades and Gemstones are upgrade_component.type=Gem. Is it possible to have more distinction expacially in the first group?
    6. It could be useful also a consumable.type=MealFeast instead of placing them inside type=Food
    7. items: 64754 ( “Pirate Captain’s Outfit”), 64756 (“Cook’s Outfit”), 65194 (“Executioner’s Outfit”), 65195 (“Bloody Prince’s Outfit”), 65196 (“Mad King’s Outfit”), 65198 (“Fancy Winter Outfit”), 65201 (“Witch’s Outfit”) are type=Consumable, consumable.type=Unlock, consumable.unlock_type=Unknown. Unlock_type=Unknown, is an error?
  3. Minis 21047 (Miniature Rytlock) and 39090 (Risen Priest of Balthazar) are the only two miniatures withouth a description.
  4. Items have no indication if they are usable by a crafting profession (this info is available in in-game tooltip) and the relative level requirment.
  5. I’ve found on Trinket and Back (I’ve not analyzed Armors and Weapons yet) that the stat bonuses (back.infix_upgrade) sometimes are splitted in attributes and buff, both give bonus to character attributes. Are there any reason for this? It could be very useful to have all bonuses with the same structure of back.infix_upgrade.attributes instead of splitting them.
  6. item_id: 2 “Assassin Pill” ?
  7. Antique Gold Dye (item_id 20476) is the only Dye with rarity Basic.
  8. There are about 28 Alcholics (consumable.type=Booze) missing
  9. There are 2125 weapons withouth info about stats (weapon.infix_upgrade), some are correct, but a lot no, I’ve saw a lot of Exotic weapon withouth any info about their stat…

13/05: modified list in ordered list, added items 21268, 42597 to point 2.1, added point 2.7, added point 7 and 8
16/5: added point 9

(edited by Alcarin.9024)

[API Suggestion] Separate Item APIs

in API Development

Posted by: Alcarin.9024

Alcarin.9024

I prefer more functionality (OAuth,TP,megaserver,character,etc..) than have a better organization of the same informations.
I, as a developer, can filter or reorganize data like I want, but I cannot develop a new TP API.
A better distinction could be useful for some items (for example satchel are the same item type than loot bag, it could be usefull to separate in two type of item), but it’s not something critical, it should not reduce ArenaNet development effort on other critical API features!

Undocumented Changes

in API Development

Posted by: Alcarin.9024

Alcarin.9024

Possibly removed constant: armor.weight_class = “Clothing”

Can anyone confirm?

There are still 65 armor with weight_class “Clothing”. This are their id: 20219, 20221, 20222, 20223, 20225, 20227, 20229, 20231, 20234, 20235, 20236, 20238, 20239, 20240, 20247, 20263, 20264, 20268, 20311, 20762, 20854, 36168, 36362, 36363, 36364, 36365, 36368, 36369, 36370, 36371, 36375, 36376, 36377, 36378, 36515, 36709, 37209, 37210, 38052, 38053, 38054, 38055, 38056, 38057, 38060, 39530, 39531, 39532, 39533, 39536, 39539, 39540, 39542, 39543, 41996, 41997, 41998, 41999, 42001, 43087, 43089, 43093, 43094, 43095, 43096.
Their descriptions are all about the same: “Town clothes can no longer be equipped separately.\n\nSpeak to a Black Lion Armor Trader at the trading post in any major city to exchange this item for an outfit wearable in combat.”

So they are still present but are no longer equippable.

API errors & bugs

in API Development

Posted by: Alcarin.9024

Alcarin.9024

API errors & bugs

in API Development

Posted by: Alcarin.9024

Alcarin.9024

In item_detail.json, there are a lot of upgrade_components with:
“upgrade_component”:{"type":“Default”,
Jewels (gemstone are type “gem”), Infusions, PvP Rune and PvP Sigils, are all type “Default”.
Is this an error? If not, is possible to better differentiate upgrade components?

Undocumented Changes

in API Development

Posted by: Alcarin.9024

Alcarin.9024

The “description” property seems to no longer be present on some items (I’m sure for consumable), so it seems that now is optional.

Edit: Also miniature 21047 and 39090 have no “description” parameter.

(edited by Alcarin.9024)

[API Suggestion] Characters

in API Development

Posted by: Alcarin.9024

Alcarin.9024

I would like to have information about the amount of time that the account and/or every character in that account have played the game (the same information that you could have with the command /age ).

[API Suggestion] Trading Post API

in API Development

Posted by: Alcarin.9024

Alcarin.9024

If you just want the basic prices (not top 10 orders) you can call the search function with count=0.

TY but I don’t need basic prices, I need the complete buy/sell list with quantity for every price for every item :-D

90+ days history : export ?

in API Development

Posted by: Alcarin.9024

Alcarin.9024

The fact that you can view only transactions of the last 90 days doesn’t mean that the old data will be lost.
To be able to export your data are needed TP API and OAuth2, so I don’t think it will be possible soon.
I really hope that old transaction will not be deleted, so once OAuth will be released, old transactions can be gathered trough TP API.

Megaservers and API

in API Development

Posted by: Alcarin.9024

Alcarin.9024

[API Suggestion] Trading Post API

in API Development

Posted by: Alcarin.9024

Alcarin.9024

Those are my expectations about a TP API:

  • A way to gather all buy and sell order of an item withouth making 64000 requests on the TP website (with the actual limitation of 5 req/sec it’s really impossible to have a really updated DB). It should be a sort of bulk function, we give a list of item (or, if it is more simple an item type and/or subtype), and we get buy/sell lists and quantity for each price in each list. Number of users with buy/sell orders is also useful but not essential.
  • Number of transactions on the current day (or hour) for each item. It will be an interesting parameter to track and to easly understand “what’s going on?”. The top traded list on TP homepage already do this in some way…

With OAuth I will like to see

  • A list of all item owned by the current user (bank an collectible), to generate presonalized crafting list/guides.

I’m stuck with the development of my website due to the first point in the list. To have a reasonable updated prices DB, I expect to get all prices every 30 min, and with the current hack, it’s really impossible to get those info.

The API, the Wiki, and the Wardrobe

in API Development

Posted by: Alcarin.9024

Alcarin.9024

With all this new features going live on April 15th it is really needed info about what will happen on API side.
I don’t think we will see OAuth, but changes on critical damage, sigils on two-handed weapons, item skins, live events, etc.., will impact the API v1.
Will we have to wait and discover changes? Will we have a period of time with the API not synchronized with updated GW2 data? Will we have to expect other not obvious changes?

API : What's the point?

in API Development

Posted by: Alcarin.9024

Alcarin.9024

There is no API for TP, API are useless for TP (there is a way to crawl TP but is not part of API).
For the moment API are only useful to know items/recipe information, live map event information (including WvW), and to get item icons or map slice images.
We are all waiting OAuth API implementation that should give more information and let developer gather info about an account and characters.
I don’t think that will be a way to calculate DPS or healing, because API are meant to be used to build external services, not real-time dmg calculation.
In any case, is not already possible to calculate damage and healing through the chat? It cannot be automatic, but it should be possible!

Bug in end of Story mode

in Fractured

Posted by: Alcarin.9024

Alcarin.9024

I don’t know if is happened to someone else, but I had to complete two times the story mode, becouse after killing the last boss in story mode the first time, we were not teleported to the chest.
We were 5 in the team and one were out of the fractal, 3 were death and the last standing res the others. We didn’t know what to do, since the chest were unreachable, platforms were disappearing every 30 seconds, waypoint were contested, and there were no way to leave the platform. we stand in the center block for a while (is the only platform block that doesn’t disappear) and then we decided that the only possible solution is to suicide ourself. We’re jumped out of the platform and we were instantly be teleported to Lion Arch, without have the chance to open the final chest…

Italian language

in Suggestions

Posted by: Alcarin.9024

Alcarin.9024

Guys, I want to remember you that this is a game. If you like to studying other languages during game session, or you want to play not in your native language, you are free to do it, but this doesn’t mean that other people must do the same.
Yes English it’s an easy language, but do you know how many different words are used in this game? Do you know that not understanding some words can let you don’t understand a complete sentence or conversation?

Playing a game should be relaxing, not frustrating because you don’t understand what you have to do or what’s happening.
I like to investigate on the history of places inside the game, especially because I’m a GW1 player, but often I have to give up, because It’s frustrating translating wall of text from NPCs.
This is my small experience, but It’s true that there are a lot of people that have bigger problem than mine. I know people that bought the game and don’t play it because they don’t understand the tutorial, skill descriptions, etc…

Last summer, I’ve spent a lot of my free time working on a possible way to manually translate the game. Thanks to the work of other fans, I’ve extracted a lot of texts from gw2.dat file and stored it in an ad-hoc made website, to let Dario (Obi Five Kenobah) and other fans/volunteers translate the game. As already said by Dario, before GW2 launch, in about 2 months we translated about 50% of the extracted texts. Translations were not perfect (although the website embed revision, evaluation and comment features for each text string, it’s needed more time to clean all translations), but our work is stuck because it’s hard to implement translated strings in game and we didn’t receive any help/approval/answer by ArenaNet (we send them 4 or 5 emails).

The worst thing in this story, is that a lot of people have spent their free time to try to translate a sequel of a game that was translated!
I enjoyed GW1 partially because it was in Italian, I can’t enjoy GW2 as much as GW1 because it isn’t in Italian!
I can understand that a full localization is an expenditure of time and money, but how much can cost a text localization?
In one of emails that we sent to ArenaNet, we also proposed to them to create a “fanmade” Italian localization for free, they give us text and we give them translated, it’s not a professional-error-free translation but it something that can greatly help a lot of people. We didn’t want or pretend to translate texts that can spoil story about live events, it is acceptable to not have this event translated if we have dynamic events/UI/personal story/dungeon translated.
We didn’t receive any answer.

It’s very frustrating to not receive an answer when you spent a lot of your free time to help other players, especially when your work can let GW2 sells more…

P.S. I spoke about Italian because it’s my native language, but my arguments can apply to the other “disappeared” languages.