(edited by Alfador.7649)
It’s there, sort of. It doesn’t work most of the time though. I’m not sure if it’s broken or there’s specific criteria over when it shows up but this would be hugely convenient for anet to fix and make consistently available.
I’m not sure why people want this so bad aside from the obvious “I want things and I want them for less” mentality. The dye market would be pretty stagnant if people only had to buy a color once for their whole acct. It’s pretty clear in the game descriptions and documentation that dyes are for a single character so I if someone wants to earn it on more than one character, they’d need to put in the work/gold/etc. Seems fine to me as it is.
monthlies have reset at the same time every month. Honestly, the easy solution is to not wait until the last minute to get things done.
Where the hell you people come from? Most people aren’t walking around or playing games with GMT times dancing in their heads.
In the game you have only two choices for tracking time: LOCAL or SERVER.
Guess which one the game actually uses as a a basis for dailies and monthlies? NEITHER!
It just so happens my server time is the same as my local time, go figure. Why in the hell is this so hard for people to at least make an attempt to understand?
I don’t care how long something has been done, if it needs improving, improve it. If KNet is so attached to GMT, then at least f. f. s. let us toggle on the the GMT time in game.
Because right now, server time doesn’t mean anything.
First of all, all NA servers use the same server time. so don’t tell me it’s not based on a solid server time. It’s 4pm server time during standard hours, 5pm server time during daylight. Get used to it.
Second, there are about a zillion things I’d rather anet work on than handholding people who literally wait until the last possible minutes to get things done.
monthlies have reset at the same time every month. Honestly, the easy solution is to not wait until the last minute to get things done.
Topic says it all. It’s fundamentally unacceptable for people guesting to get the server maps while actual residents of the servers in question are being pushed into overflows and missing events. There’s absolutely no excuse for not having this…
https://forum-en.gw2archive.eu/forum/support/tech/Gw2-exe-not-closing/first#post1368376
At least 2 other threads with this issue highlighted, probably many more. It would be nice if anet had the courtesy to at least acknowledge it…
Having the same problem here (another thread with additional people experiencing it: https://forum-en.gw2archive.eu/forum/support/tech/GW2-exe-process-doesn-t-end-when-closing )
Seems like it might be something tied to 64 OS bit since a lot of people are noting that they’re using one.
Any examples of specifically which ones are not tallying?
Why is my computer shutting down when playing
in Account & Technical Support
Posted by: Alfador.7649
If you computer is literally shutting down, something is wrong with the hardware. You’ve either got a bad power supply, something is overheating, or you possibly have bad RAM.
I had a similar problem about a year ago where the computer was fine and then when it tried to write to certain memory blocks on one of my RAM sticks it just died.
I should add that I’m also on 64 bit, but Vista.
I guess a real question would be, has anyone not on 64 bit experienced this? So far it seems like that might be a common factor?
For those of you who can’t find it in the task manager on W7, are you checking the “see processes from all users” button? For some reason GW2 doesn’t always seem to run under the “account” that you’re logged into, maybe because of the launcher.
Like the title said, closing the game frequently doesn’t close the GW2.exe process for me. I find myself frequently having to go into the task manager and close at least one instance of the process down before I can run it again.
It doesn’t actually affect the ability to run the game for anyone who uses the task manager but I’ve heard a few other people mention it so it should probably be looked at.
The rings are labeled as “unique” on their tooltip. Maybe it’s just me but that was a pretty clear indicator that I wouldn’t be able to double up on them.
If you open a ticket and you’re more polite than you were in your post here (understandable given your frustration, but still…), they might actually refund your relics. Just explain that it was an accidental purchase.
T3 cultural being rare is just Anet’s way of forcing players to buy fine transmute stones imo.
They should change it or lower the price, it would be the right thing to do.
The logic here falls flat.
1. No one is “forcing” you to buy anything. Gear at level 80 is primarily a cosmetic decision tree anyway.
2. If you can shell out 20 gold for a piece you can get over it and shell out another gold for gems to buy fine stones.
3. Exotic gear is already easy to get.
It’s pretty disturbing to see people complaining so much that they have tor spend a couple gold and 20 minutes to make their “look at me” set have decent stats.
Better suggestion: Charge the same, make them all skins. That way people can shake the mistaken impression that cultural armor is about stats.
Siege equipment doesn’t move for a reason. Placing it is and should be a tactical and strategic decision. If it makes you happy maybe they can take the wheels off of the models.
Some basic rules to when it works and when it doesn’t…
It works if you attack with 1, are within 900 range, and have not already been hit.
Things that seem to make it fail:
Being hit first
Your pet hitting/being hit first
Using any ability other than #1
Being more than 900 range away
attacking with any pick-up weapon
All identical things should stack to at least the 250 current max regardless of what it is or does. Having certain things stack and others not is just incomplete UI, UX, and mechanics. It is poor form.
It’s not a stack. It’s 1 pick that effectively has 100 charges, or uses before it wears out. And honestly, even if it was actually stacks, the logic that “all identicial things should stack to at least 250 or it’s bad form” makes no sense whatsoever. You want it. You don’t like that it doesn’t have it. It doesn’t mean it’s “bad form.”
Supposedly this is the plan. For some reason they didn’t/couldn’t do it in the lost shores patch but I believe t hey did say it’s in the works.
Please read the actual post first, before replying.
My idea is NOT changing the game from free to paid, the idea is what I wrote it is.
If you don’t want to read the whole thing, then please don’t reply, it’s pointless since
you don’t actually know what you’re replying to.Okay I changed the thread title to avoid this.
I’ve read your post and it’s still fundamentally a terrible idea. Giving anyone content earlier than someone else on the premise of paying extra is exactly what GW is NOT supposed to be. There are plenty of games like that, and in every case, it just causes greif and makes for a sub part gameplay experience for the majority of the population.
Title speaks volumes.
1. Instance immediately kicks someone out upon DC
2. Instance does not allow anyone in if they left for any reason.
3. Instance punishes group for 1 person’s DC by not allowing them to replace said person.
4. If that person was the instance originator, the whole thing seems to come down if they join a new group or log off for too long.
In what universe do any of these things seem like a good idea on their own, let alone together. I get it. AN doesn’t want people leaving the dungeon to repair in the middle of a session. Yeah, ok, whatever. I get what you’re trying to do but just admit it DOESN’T WORK given the simple fact that people do disconnect through no fault of their own.
Edit note: I originally created this post in the tech support forum then moved it because it is clearly a software bug or design issue and not a crashing/hardware problem
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I’m confused. How is BiS gear not already insanely easy to get? I was able to find some generic level 80 exotic with the stats I needed on the TP for very reasonable coin within a day or 2 of hitting 90. I’m less trying to be critical here and more thinking I’m genuinely missing some point.
Allow me to refer you to the following post:
https://forum-en.gw2archive.eu/forum/info/news/A-Message-About-the-Infraction-System/first#post503827
Discussing disciplinary actions on the forums is a surefire way to get your account banned again.
Just thinking out loud here, but with the exception of rogue #3 skills, it seems that every 1-5 skill uses either one specific weapon or the other. I think maybe what should be done on a more specific level is that the #1 skill, which is usually a chain, should have one or more of its subsequent skills dependent on the offhand. For example, on a sword/dagger ranger, instead of multiple sword swipes on #1 auto-attack, maybe #2 or 3 should be a dagger swipe, or at least a different type of sword swipe than if you were holding a warhorn for example.
I saw someone with a PvE skin on a weapon today I swear, just saying not sure if I am correct probably wrong lol
Yes please do not insult the PvP players by saying the gear is junk. Just cause your level 2 PvP rank and your gear looks the same as everyone else doesn’t mean it is junk. Personally I know I don’t care what a persons armor looks like so long as when I shot him with my Bow he goes," Blahhh and dies with a Banner in his forehead"
Looking at the PvP gear, it seems like the vast majority of it shares skins and models with PvE gear. Are you saying you saw someone wielding gear that looked like it in PvP or are you saying they literally had gear in pvp that had an item skin or transmute applied to it from PvE?
The idea is that you would get a variety of different skins for different gear types, and have a variety of different stat combinations on a variety of pieces within each rarity type, and a variety of different rarity types serving as upgrades that you would obtain in a variety of different ways. Therefore, even with levels removed from gear, you would have plenty of opportunities to upgrade and switch around as you played through the game. My biggest points are the following, and to put it bluntly I feel strongly that there isn’t much room for debate on at least these two:
1. It’s useless and wasteful to make tons of iterative, thematically indistinct gear that only serves the purpose of replacing a lower level version of more or less the same piece of gear and giving you a minor boost to the same stats over and over. Every piece of gear should be relatively unique on a conceptual/thematic level, which assuming there was a fairly broad range of gear still left in the game, would make gear acquisition more flavorful and therefore more interesting.
2. Following from the point above, having less gear that focuses more on flavor than on boosting the same stats higher would allow the gear data to be populated with more interesting types of gear that could be distributed in the game world in more interesting ways, such as unique ‘thematic’ zone drops and very hard to find crafting recipes.
Now we’re getting somewhere with the details. I don’t agree with your assessment on the gear being wasteful. I get that you don’t like the idea of small incremental improvements, but as I said, it’s widely demonstrated that there’s minimal impact to not upgrading your gear more often than every 10 levels or so.
To address point 2, I’m going to pose a question again that I still haven’t seen an answer for. How does taking away gear that ultimately takes no meaningful amount of resources to add to the game free up any resources to make more unique designs? They already wrote formulas for stats. At a given level, fine gear of a given prefix is going to give +x this and +y that. It doesn’t take an item designer’s time to do any of that. Given that I see zero correlation between taking this out and in any way empowering AN to add more diverse appearances to the game. No matter what the power structure of gear is, it’s going to take the same creativity and the same amount of man-hours to create a new design. Honestly, the folks who design appearance and the folks who decide gear stats are probably entirely different people working on entirely different teams. I’m sure they collaborate but it’s purely a different set of talents.
Goodness gracious, so hostile from even the kindest of statements.
I’m going to imagine that you aren’t a roleplayer, and thus do not understand the frustration that this issue ensues. That’s alright, but if you don’t have a proper understanding of the target audience, I don’t think you are the most qualified person to answer, or comment, to this inquiry.I disagree with the notion that “the only thing it has ever accomplished is painted a target for grievers”. Community vigilance could pretty easily smash that down. World of Warcraft actually had a pretty well-controlled RP server.
If anything, I understand that this wasn’t a necessary feature to begin the game with, as moderating an RP server is something that isn’t as important as early game bugs. However Its been a few months now and I thought that these concerns should be brought to the table for the necessary part of the community to address.
I can’t say I see where the impression of hostility is coming from. Honestly, I’ve been on the RP servers in WoW. One was actually my home for 6+ years. Despite the tag, half of the people on them weren’t even aware the servers were RP designated, and community vigilance does absolutely nothing against anyone with a mind for griefing RPers, because ultimately the only thing that will ever stop someone is disciplinary intervention, and griefers are honestly very good at walking the line between annoying behavior and bannable rules violations. As an RPer on Tarnished Coast, I’d much rather it stay unofficial for those reasons.
I am just trying to understand how making this re-work of gear as you provided for us is going to make things better? How is it going to make crafting more interesting?
Not sure about the other guy but I seriously want to know. I think I have proven my case just fine as to why levels on gear are no big thing, and doesn’t need to change.
That’s all I’m looking for. I’d like something concrete or specific detailing how this would be a good idea and so far all I’ve seen a vague, unspecific argument ultimately amounting to “it just would.” Any good idea should be easily supportable with clear and specific examples.
I’m not sure I like the idea of incentivising people to not group with strangers. It might make guilds a little tighter, but any good guild should be able to do that on their own. More than anything it seems like it would actually weaken the community outside of guilds, which right now is good and strong on a fair number of servers.
I do recall hearing something about that. allow me to suggest then that for future introductions of new items, they complete that action prior to release. I don’t see a reason why if they are planning on introducing an item in a given patch, that they can’t at that time or before do the groundwork on items like the bank slots.
GW2 was very specifically designed around keeping sPVP and PvE completely separate. Honestly, I’d rather keep it that way. The incentive to pvp or pve should be your own. Play what you want. Nothing is more frustating in other games than having to play a part of the game you don’t like to get value out of the part you do enjoy.
Agreed. It seems out of place that they don’t. I get it with halloween items. They’re event specific, but since the lost shores items are steady-state, it would stand to reason that the basic ones should follow the same pattern as other basic gathered items.
I’m not going to sit here and debate each point with you, your mind is clearly made up that you like conventional MMO loot systems controlling your game experience.
This is something I learned from 4th edition D&D – when you overwhelm a game with gear, especially when a huge percentage of the gear is thematically overlapped and only minor statistical variations exist, it makes the acquisition of gear feel trite and uninteresting in most cases.
As quickly as you level in this game, you should, if you want to, be able to use the same piece of gear for more than 5 levels without it becoming obsolete. It should also be relatively rare (though not too rare) and exciting when you get an upgrade, instead of routinely picking up common weapons and armor +/- 5 levels the one you’re using.
The “well you’ve clearly made up your mind” dodge is about as old and evasive as it gets. If you don’t have good reasons or good answers, just say so. I’m giving you an opportunity here to strengthen your case for these changes. Be specific. How does doing these things actually improve the game?
Part of the leveling experience is the opportunity, on a regular basis, to upgrade. If you don’t like it, I’m not sure why you play loot based games in the first place. D&D is not comparable to video games for the sole reason that the game is run by a dungeon master who can change the pace and difficulty of the game at will to match whatever the heck their party wants. Unfortunately, video games can’t offer us that tailored experience. As others have said, keeping up with your level in gear isn’t so important. Until you hit max level or close to it, you are done no specific disservice by only bothering to upgrade gear every 10 levels or even more.
It seems to me that gear having both levels and rarities needlessly complicates the game, on top of being particularly unrealistic from a simulationist point of view. Loot tables are messy, there’s so much gear in the game that it’s trite and unexciting (at least until level 80), and considering the level speed, number of levels, and build options you have to spend excessive amounts of time updating and micromanaging your gear.
Why can there not just be a rarity system, where the only distinctions between weapons and armor are skin (theme), specific stat boosts (build) and rarity (power)? Whites could be much more prominent and you would only gradually replace white gear with blue, green, yellow, and so on as you progressed through the game, and doing so would be much more exciting.
Such a system would have numerous advantages:
1. You would not be as inundated by gear as you played through the game, which actually makes it more interesting, and gear obtainment more exciting. Despite what MMO designers seem to think, too much gear is too much
2. You could hang on to gear you like (because of the skin or the theme) for longer because it isn’t obsoleted within 3-5 levels.
3. Inventory management would be a lot less messy, you could more easily maintain sets for different builds as you leveled.
4. Loot tables could be cleaned up substantially which would mean they would be easier to make more interesting and diverse.
5. Crafting could be overhauled in ways that could both make it more interesting and positively impact the economy of the game.
6. Development resources could go toward making cooler gear rather than just more gear.Obviously, such a change would require retooling things here and there, but if they didn’t want to go to all the trouble of “fixing” scaling, they could just make it to where the gear’s stats scaled with your level instead of having their own level.
1. No one is “inundated” by gear.
2. That’s what transmutation stones are for.
3. Inventory management would be no more or less messy. You’d still have to keep multiple sets if you wanted multiple purposes.
4. How on earth does “cleaning up” loot tables make them more diverse, let alone more interesting?
5. Be specific. I see no way that severely slashing the volume of gear in the game would make crafting better or more interesting.
6. Gear has already been developed. No additional resources are required because of the level system. Unless you have a time machine…
If your immersion is broken by map chat, you need to hone your imagination a little bit. And honestly, if you think an “official” roleplay server is going to stop people from doing that in map chat, you are sadly mistaken. I’ll tell you right now. Many other games have an RP tag next to some server names and the only thing it has ever accomplished is painted a target for griefers.
Have you switched map? I believe the achievement wants you to earn the XP in one map w/o dying, moving maps, logging out, etc.
That’s probably why yeah. But then again the achievement should tell us this, it only says 500k xp without dying. It should tell us that we can’t log out and switch map etc…
It’s a bug that it resets when you log out/zone/etc. (^-^;)
I fully understand that it’s a bug and not intended, and honestly I’d be ok if it was intended, but either way, until it’s fixed, it would be a good idea if the achievement states this to players. I can’t tell you how many times I’ve explained this to people because not everyone reads the forums every day.
Then get a better job. Where I work, the blood, sweat, and tears doesn’t go unnoticed. I can’t really comment further on this except that it doesn’t have to be that way.
Look, I’m not saying you don’t have the right to be upset, or any one else for that matter, but I think we could all ease up a bit.
If you have a job that accepts failure I wonder how much pride you have in yourself, seriously. I love my job. It’s great, and it’s meaningful. I know it’s meaningful because the quality of my work has consequences. No one’s saying effort put in isn’t recognized, but honestly, if you fail, you fail. And on this one anet FAILED.
Sorry guys, but I hear nothing but kitten here. I understand that everyone is frustrated, so am I. I didn’t get to see the event after being in the overflow for an hour, nor did I get to complete the phase 1 chain.
So we’re establishing that you had to suffer through this crap too, which makes it more mystifying that you’re brownosing anet on this one
But it’s a work in progress. Anet is going out of their way to try new ideas to make our game fresh and exciting. And it’s free.
It is not free. I have 80 bucks sunk into the game on purchasing alone.
Yes, free.
I think math lessons are in order here.
You bought gems? That was your choice to purchase, no one said you had to, to be able to play the game.
People who bought gems did so with the understanding that they’d have a fully functioning product to use them in.
You paid for the game? Show me on the “box” where it says “Lost Shores Content Included”.
Silly me. I assumed a product I purchased would work. I also made the educated assumption based on past experience that in the event of an issue ANET would address it properly with a respectful serviceful response instead of giving us vague misleading directions then blowing us off.
I get everyone is upset, so am I; a lot of you, however, are going a bit far with it. Everyone needs to take a step back and relax. There will be other content down the road, and hopefully Anet uses this as a learning experience for future content pushes.
They didn’t learn from the last “live” event set, and made all the same mistakes here. They clearly have no interest in improving their customer service one bit.
Hell, we still have the last act tomorrow, who knows what Anet has in store for us. It could be the thing that we’re all waiting for. Who, other than Anet, knows?
I fully expect this event to continue not working, and I will not be surprised to miss more content because ANET screws up their execution again. I also fully expect them to spit in our faces with a non-helpful “sorry you missed it, too bad” response when it fails
Remember, this isn’t some faceless organization like EA – these people genuinely love their game, these are people with a passion, working weekends to further better your experience. Lets give them some benefit of doubt before we storm their headquarters.
They are employees, of a company, selling a product to consumers. The pride they take in it doesn’t change a thing. I’m proud of what I do every day, but no one would care how much blood, sweat, and tears I put into my work if I didn’t produce work product that did what it was supposed to.
ABSOLUTELY. I’m sorry, I know AN’s excuses on this matter but there’s no reason not to bring the phase 1 chains back, even if they have to do it after the weekend event is over. People who arranged their time specifically to be here for these events missed out on them from a combination of a buggy game and bad customer service communication. I can cope with the bugs, but it’s patently unacceptable that we were given such misleading and vague information and then had half the quests yanked from us because we’re not fluent in cryptic developer language.
Half are right and half are somewhat right.
While we did pay for a product the fact remains that MMOs ARE a complicated beast and one that can’t be tamed as quickly as we all want it. We paid for a product and the expectations that came with that product yes, but we also willingly paid for a product that comes with certain limitations, such as the inability to be perfect all the time. This is something that everyone knows and understands.
HOWEVER
Noone likes content that’s literally unplayable due to bugs or lag.
PTR
PTR
PTR
PTRArenanet, invest in some sort of PTR.
I’ll say it again,
PTR.
If you want to release content updates at the current rate or even at all, the very nature of your game literally BEGS for a PTR. Almost even requires it.
The events all rely on one another to work properly and if one fails, they all fail.Clearly your in-house testing group can’t get it all done and we don’t expect them to but you really need to bite the bullet and “spoil” the content before it goes live so that we can test it for you.
PLEASE PLEASE PLEASE
Allow some way for your public to test these content patches. I literally see NO reason not to let us save for the threat of spoilers but in all reality, due to the very nature of MMOs and the internet, noone really cares about them anyway.
I can deal with the content bugs. What I can’t deal with is the unacceptable lack of clear communication. All of their prior statements indicated that we should essentially just work up to noll and stop. People backed off of events and are now missing the other event chain because AN’s customer service reps have no idea how to communicate in a clear manner. That’s the most heinous part of all this.
Guys, if your expectations are that high, start paying $30 a month, or else please appreciate what ANet has done and stop complaining that much. They obviously don’t have to bring out new contents in such a short time.
People pay for the game. People also pay for gems. They should get something better than nonfunctional crap.
There were some events that we could not extend past Phase 1, unfortunately. Extending all events in Phase 1 would have been a much more extensive fix, requiring much more time to thoroughly regress. Given the time sensitive nature of the event, we extended what portions we were able to effectively.
Our developers are reading all of your feedback and are taking all the critiques on board.
We apologize that this means that folks are not able to complete the Miyani chain.
You guys clearly didn’t test one thing out on this event, then gave misleading info when it broke. Many people have missed this out because they were effectively told by you "get to noll and then don’t bother with anything because it’s all broken. Way to go. Honestly, the only reason I’m not completely incensed by this is because there’s no monthly fee. I guess it’s a case of getting what you pay for…
Still hasn’t kicked off on my overflow. Just got the travel guy with no actual event. Pretty disapointing. Last time I go out of my way to be around for a live event.
So, on my server, the event went from a constructing catapult, to entering the ship to the island…
Thanks for not giving us an event, and being here 30 minutes for nothing
Agreed. This epitomizes a new level of incompetence.
So basically when you say “its going live 22nd” you need to advertise it to us EU players as “October 23” because basically that’s it – updates like this won’t roll for us when people are playing and its already 3 AM here so might as well go to sleep now lol.
Or you could just use GMT times so people would better understand.
Or they can do what they’ve been doing all along and you should have figured out by now, use Pacific US time.
I have to say I like the idea of making story mode more appealing or less punitive to someone who’s already done it to be a much better idea than giving people even less of a reason to play it.
Ronah…
Why? Please articulate why, other than “I want to be part of the super special max level club,” it adds anything to the game to restrict the explorables to max level.
And you can already choose not to run with people below 80 if you dont like the scaling disparities so that’s not a real answer.
I don’t do dungeons. I don’t enjoy them. They are the ultimate “carrot on the stick” in every MMO. People stop playing anything else when they have unlocked the dungeons
I am sure if they put a dungeon at lvl 1 in the tutorial, most of people will still be in tutorial running that dungeon.
How do you get from "I don’t do dungeons and a logically fallacious argument that makes no sense to “we need dungeons to be level 80?” Back up your “most people” argument even a little bit. Please, I’m begging you to. I’m 100% confident that there is nothing to back it up because it is factually untrue so I’m looking forward to hearing from you.
Ronah…
Why? Please articulate why, other than “I want to be part of the super special max level club,” it adds anything to the game to restrict the explorables to max level.
And you can already choose not to run with people below 80 if you dont like the scaling disparities so that’s not a real answer.
Cause straight up Red Vs Blue was taken
I don’t think they should switch colors and just have a constant “Red and Blue are enemies; Green is always your team.” (I can’t remember, but I think the color is based on the area your server starts in, right?)
I don’t know… green seems fine to me as a “this is your team” color for the score and stuff. It’s not very volatile, so its fairly easy to pick out as friendly team color.
They should probably change it so that whatever your server is, your servers color is always green (If they don’t already? lol idk).
The map is specifically tied to the 3 different colors. It’s consistent in map illustration and marking in the game world.
Red, Green, Blue.
3 Primary Colors
3 Factions in WvW. Not sure what’s hard about it. If you’ve been playing videogames for more than a year you should already be coming to terms with these common color choices.
You list a lot of alternatives but they’re all intermediaries. I shouldn’t have to explain why this is a bad idea. There’s a reason everything important uses a primary color on it in reality. It’s clear and crisp and pops out from its surroundings.
Currently, every dungeon, in both modes, awards you with level appropriate loot, experience, and coin. You are also scaled down to exactly the same level as everyone else.
Aside from being accessible by less people, and having different numbers pop up on your screen, how exactly is the experience for a level 80 dungeon any different than a level 50?
