Contacts: Archranis.2375 // Neksis Syxx.6983
Contacts: Archranis.2375 // Neksis Syxx.6983
(1) An unlimited-use wolf logging tool: several wolves appear, run to the tree and howl at it in unison to perform the log gathering (similar to wasp logging tool, but with wolves).
(2) A one-time account upgrade that as map areas are explored, they are revealed for all characters on the account. I’m not talking about completion of vistas, poi’s, etc. — just to remove the fog so all the interesting areas of the map are visible once you explore that area on any character. You can already get this info from various websites, so it is truly a “convenience” item, which is perfect for the gem store.
(3) Account-wide, permanent boosts to magic find, gold find, XP, karma, etc. that stack with the other bonuses of that type. Basically, take the Guild Hall Tavern bonuses, and add a version of each from the gem store that stacks with the other available bonuses of the same type.
(4) Crafting discipline exchange — allow two characters on the same account to exchange 1 profession (and its experience) with each other (or transfer the profession if one of the characters provides nothing to exchange).
(5) Remaining HoT currency nodes for home instance. We already have a way to get an Aurillium node (although it’s not in the gem store). This would provide nodes for Ley Line Crystals and Airship Parts. Maybe this would be better as items for sale at a laurel merchant — or maybe in a way comparable to how we got the Aurillium node.
(6) More shared inventory slots [please, please]
Contacts: Archranis.2375 // Neksis Syxx.6983
I have this option unticked – but it keeps re-ticking itself every time I close the game.
Same for me.
Contacts: Archranis.2375 // Neksis Syxx.6983
I would like to see an increase in the number of shared inventory slots allowed (and make purchase of the increased # of slots available in gem store)? I’ve maxed out, and find I could make very good use of more — like in the neighborhood of 25 total.
Currently have:
1. Home portal stone
2. Royal Terrace pass
3. BL Salvage
4. Silver fed
5. Copper fed
6. Bandit skeleton key
7. Pact crowbar
8. Chak acid
9. Exalted key
10. Machete
11. Level-80 boost
I’d like to use more of them for more account-bound consumables:
1. Zephrite lock picks
2. Silverwastes shovel
3. Keys of greater nightmares
4-10. BL Chest items (Trading Post Express, Revive Orb, etc.)
11-15. A few other things I share between characters on a daily basis.
Contacts: Archranis.2375 // Neksis Syxx.6983
Yep. Not fun at all. Just a grind.
Contacts: Archranis.2375 // Neksis Syxx.6983
Anet, would you please consider implementing these two feature requests:
(1) When right-mouse is held down but the character is not moving, please rotate the character in-place, rather than just rotating the camera. Currently, the character doesn’t rotate its position when right-mouse is held down unless the character is also moving — right-mouse-down and left-mouse-down are identical [or at least seem to be] when the character isn’t moving.
(2) When interacting with a gathering node, please only require me to press “F” one time to completely gather everything from the node (which can be interrupted in the usual ways). Currently, it is necessary to keep pressing F if there are more than 3 ore/wood node hits, or multiple hits on a plant node.
The first would make it much easier to attack intended targets when the screen is busy — I can’t even count how many times I die because I want to turn and attack an adjacent enemy without moving, but all that happens is the camera moves and I can’t target what I want to target.
The second would eliminate a source of unnecessary tedium — would anybody bother to gather from a node without gathering everything at that node?
Your consideration of these requests would be most appreciated.
Contacts: Archranis.2375 // Neksis Syxx.6983
I would like to see an account-wide custom-cursor-pack that could be enabled/disabled as desired. This would be a set of cursors that are resizable (perhaps 6-8 different sizes) so you can make them significantly larger than the defaults, and designed deliberately so they can be more easily seen, particularly when there’s a lot going on at once on the screen.
Perhaps an item that could be placed in a shared inventory slot — double-clicking it would sequence through being disabled and the available sizes. The cursors would be weapon/attunement specific (so for example, it would be some fire-looking thing for an elementalist in Fire attunement, a sword when a great sword is being wielded, a pair of crossed daggers when double-dagger is wielded, etc.).
We’ve already seen a recent change where AOE reticles (which are similar in behavior to cursors) have been given a more profession-specific look, so I think this would be a nice way to further that concept. It would also address the ongoing problem of the cursor getting lost in the fray when the screen gets busy.
Contacts: Archranis.2375 // Neksis Syxx.6983
Some of the JP’s are no fly zones; others allow gliding. It’s inconsistent.
Contacts: Archranis.2375 // Neksis Syxx.6983
I’ve gotten 20-30 of those in the last few days. Talked to the NPC multiple times. Had the story finished long ago too. So tried restarting/quitting chapters — no change.
Contacts: Archranis.2375 // Neksis Syxx.6983
Me too. Not only in LA, but it seems every 60 minutes while I’m logged in. I filed an in-game bug report after I got about ten of them; no word so far.
Contacts: Archranis.2375 // Neksis Syxx.6983
(edited by Archranis.2375)
I’m repping [JUGs], running 64-bit client (did a client repair, as well), all updates to Windows 10 Pro 64-bit. 2x GTX980ti in SLI, windowed mode (almost using whole screen at 3840×2160 resolution).
Problem began middle of this past week. Some members of my guild do not see this problem.
Contacts: Archranis.2375 // Neksis Syxx.6983
I can open the treasury but I don’t see the colored “fill bars” in any items in the last visible row or two right-most columns of the visible area. If I scroll the window contents, it’s still only the bottom visible row (and two right-most columns) that has the issue. It seems that the fill bars are only being displayed in a particular region of the treasury contents window.
Contacts: Archranis.2375 // Neksis Syxx.6983
I have since switched to Windows, but recently played on a Mac. I found a reasonably reliable way to prevent the crashes, although it is very inconvenient.
First, I always try to group with someone so that I have a decent chance of re-entering the same map after a restart.
Then, I always would run GW2 with Activity Monitor open and use the filter to view only GW2 processes. When the memory use of the GW2 process got close to 2.35G, I would exit the client and restart. Then rejoin the map of the people in my group if I didn’t restart to the same map.
Hugely inconvenient, yes. And in HoT maps, it would mean a restart every 5-10 minutes (for me). But I preferred the “controlled” restarts rather than waiting for a crash.
Contacts: Archranis.2375 // Neksis Syxx.6983
Also, it seems impossible to select an individual decoration for removal when it’s close to other decorations. Can we please have a way to target a specific, single decoration for removal? The current AOE-style removals don’t get small enough to target a single decoration when the decorations overlap. If you accidentally place a decoration too close to another one, you’re stuck, and may have to spend hours recreating things because the removals cover too large an area.
Contacts: Archranis.2375 // Neksis Syxx.6983
Guild Hall: Lvl 12 upg requires lvl 22 upg ??
in Guild Wars 2: Heart of Thorns
Posted by: Archranis.2375
Why does the level 12 Guild Hall Upgrade “Scribing: Hardened Gates” require the level 22 Guild Hall Upgrade “WvW Guild Claiming: Keeps”?
How can the prerequisite for something depend on something else that requires a higher level? This looks like a mistake to me; I think either “WvW Guild Claiming: Keeps” should be level 12 (or lower) or “Scribing: Hardened Gates” should be level 22 (or higher).
Contacts: Archranis.2375 // Neksis Syxx.6983
So it seems there isn’t a reliable, predictable way for a guild to successfully complete a rush for the guild and all its members, when another guild is already running the same rush.
I’d suggest an enhancement: Instead of there being a single rush per map, let multiple guilds run the rush simultaneously, and track each guild’s progress separately. When a player goes to join a rush, they’re given a list of which guilds are currently holding the rush, with the time remaining and how many have completed it thus far. They then join the rush they select. But as far as what happens in the map — nothing changes — from an observer’s view, there would be many players from all different guilds doing the rush at the same time.
Credit would be given to individual players based on whether or not they completed the rush in the time allotted (based on the guild whose rush they signed up for), and credit would be given to the guild if they had 15 people who signed up for their rush successfully complete the course.
Contacts: Archranis.2375 // Neksis Syxx.6983
If another guild is running a rush when our guild wants to do it, we can launch it from our guild panel, but the flag at the start of the rush still belongs to the guild that has already started it, and that’s what also shows on the screen (timer, counter of completions, etc.). But our guild panel shows a fresh timer that doesn’t match what you see on-screen.
Also, it seems very inconsistent who is getting credit when our guild starts a rush that another guild is already running — some guild members get the reward, other don’t. Sometimes our guild gets credit when there are 15 completions, other times we don’t. We haven’t been able to discern any pattern to this after trying different things over several weeks.
If no other guild is doing the rush when we start it, things behave as we’d expect — the flag is ours, the guild panel and on-screen timers are in sync, and completion credit happens as we’d expect.
Please tell us how this works so we are doing it properly to get credit for our guild and its members on a rush when another guild has already started one. If the answer is “you have to wait for them to finish”, then may I propose this needs some enhancements because when multiple guilds are trying to do the same rush at the same time, waiting hours for a “slot” to open up isn’t feasible.
Contacts: Archranis.2375 // Neksis Syxx.6983
Can we please get a working Mac Client [Merged]
in Account & Technical Support
Posted by: Archranis.2375
It seems the problem is a bad memory leak. And if that leak is in Cider, then getting it fixed will be an even bigger problem. I’ve been running Activity Monitor while playing GW2 these last few days. I’ve noticed that when “Real Memory” use is in the vicinity of 2.5G, a crash is imminent. I’ve taken to restarting the client on my own when I see it get to around 2.45G to try and manage it.
Last night I was doing the Legendary Wyvern fight. My client crashed 4 times during that single fight.
I use the world map a lot, and I notice every time I display the world map and scroll/zoom/pan it, memory use jumps fast. Wait for the memory use to get to 2.45G, open world map, zoom it a couple times and poof — crash on demand.
This only began with HoT updates over the last weekend. The initial release and betas didn’t have this problem.
Contacts: Archranis.2375 // Neksis Syxx.6983
Updraft height -- diff. for diff. toons. Why?
in Guild Wars 2: Heart of Thorns
Posted by: Archranis.2375
Same exact masteries (Basic and Updraft — no others in Gliding). Both of us notice the same thing at the same time.
Contacts: Archranis.2375 // Neksis Syxx.6983
Updraft height -- diff. for diff. toons. Why?
in Guild Wars 2: Heart of Thorns
Posted by: Archranis.2375
A guildie and I were having a great time playing around with updrafts. We have exactly the same Masteries completed. I’m an Asura, and he’s a Human. Why is it that for some updrafts, when we enter at exactly the same time, he flies up higher than I do? We repeated this over and over getting different heights. Is there some RNG aspect to how far you get lifted by an updraft? Is it based on character model in some way?
Contacts: Archranis.2375 // Neksis Syxx.6983
Please increase contrast of map marker icons.
in Guild Wars 2: Heart of Thorns
Posted by: Archranis.2375
Anet, please increase the contrast of some of the map markers:
(1) The difference between the icons for obtained and unobtained hero point markers is very difficult to see. Rather than having outlined green and solid green for the markers, it would be so much easier to see if they were green outlined by black for obtained, and orange outlined by black for unobtained. The outline will also distinguish it better from the background.
(2) The above/below indicators are great. Thank you. Please differentiate them more — perhaps something like blue outlined by black for one direction; yellow outlined by black for the other. This will also make it easier to see when it’s next to a harvest node (which is already green).
This is already being done for Mastery points — gray/silver for unclaimed, green for claimed. That works great. Could you take the same approach for the remaining map marker icons? With all detail the maps have, the icons with [partially] transparent interiors are very difficult to see.
Contacts: Archranis.2375 // Neksis Syxx.6983
This. Please. Our group spent a couple hours to finally find a way to reach a hero point last night, only to find out that we were “not worthy” and not give a way to activate it.
Contacts: Archranis.2375 // Neksis Syxx.6983
Please, please, please……make the oscillating glare stop. Every second the screen gets glare on it. Back and forth non-stop. Giving me a headache.
Contacts: Archranis.2375 // Neksis Syxx.6983
(edited by Archranis.2375)
My suggestion for a fix:
If there are multiple items within range of “Interact”, then popup a choice list instead of the single “Interact”, “Loot”, “Open”, etc., for the object that’s on top. The “F” key would be bound to interact with the top item, and items below it would be accessed by clicking in the popup. Moving the mouse out of interact range would dismiss the popup (like it does now).
This will eliminate the issue acapela.8215 describes, the portal-to-death thing that seems to be showing up more and more, other ways players are trying to “redirect” the interact behavior, and the times when NPC’s even get in the way of interacting with other items in the environment.
This also has the advantage that if there is only a single item in range of “interact”, it behaves exactly the same way as it does now.
Contacts: Archranis.2375 // Neksis Syxx.6983
(edited by Archranis.2375)
Bump.
Would you please make this behavior an option? It makes me disoriented and dizzy like vertigo. Although it’s definitely not a seizure, it’s similar to how some people with epilepsy are affected by flashing lights — it is really causing a physical response — it’s not simply a matter of “I don’t like it”.
Contacts: Archranis.2375 // Neksis Syxx.6983
It seems straight-forward that to access account information the associated GUID is required; presumably this is why the “account” level permission is required when creating an API Key.
But why does this also include “display name”, “home world”, and “list of guilds”? I don’t see how those are required to access account information, I think they should be allowed/disallowed separately from the account GUID. For example, why would a third-party app need to know my display name — ever? Is it so the author of the app can search my forums postings?
Request/Suggestion: Could the API Key permissions be partitioned a little so that the GUID is the only “required” permission (i.e., “account” permission == GUID) and the remainder of the “account” permissions are broken out into their own group?
Contacts: Archranis.2375 // Neksis Syxx.6983
I would like to see this implemented as some user-defined “favorite settings”, which can be mapped to buttons on the UI (with key bindings). Similarly for access to some number of inventory items.
To be more specific:
(1) Provide a way for users to extend the graphics “Settings Presets” drop-down choices with some number of user-defined favorites. (Personally, I’d like ones for “zergs”, “exploring”, “high contrast”, and a couple others). Also, replicate the “Setting Presets” drop-down box from the graphics options panel as a drop-down attached to the mini-map so we don’t have to keep going in/out of the options screen to change it.
(2) Provide 3 configurable buttons to the right of the elite skill as “inventory slots”. These would be mapped to specific positions from the full collection of inventory bag slots (i.e., if you shuffle the bags around, change their size, or put different items into the mapped slots, the items on the configurable buttons may change). For me, I’d like to put “Fire Elemental Powder”, “Ogre Whistle”, and “Order of Whispers Spy Kit” on them. I keep those items in the same slots in a non-vendorable, non-sortable inventory bag so they’re always in the same spots — this suggestion would just make those slots directly available without having to open the inventory..
Contacts: Archranis.2375 // Neksis Syxx.6983
How to stop auto-direction change after "F" ?
in Account & Technical Support
Posted by: Archranis.2375
I think I’ve figured it out (or at least how to make it more predictable). This is all with “use free camera” turned off.
It seems there is a bit of an inconsistency after interacting with an object — if you move after the interaction is finished, the character changes direction to match the camera; if you rotate, the camera changes direction to match the character.
To get around this, if I want to continue moving in the direction I was facing before interacting with an object, I just continue to move forward (the character will rotate to match the direction he was facing before the interaction started and the camera will not rotate). If I want to change the character’s direction after interacting with an object, I do a quick “move forward” first, which rotates the character to match the direction of the camera, then I rotate the character.
To me, the current behavior is a design flaw (or a bug). If, after interacting with an object, character movement commands operate based on the direction the character was facing before the interaction (as they do now), then character rotation commands should do likewise — but they don’t — they are based on the direction the character was facing after the interaction, and the camera’s angle snaps to that direction.
Contacts: Archranis.2375 // Neksis Syxx.6983
How to stop auto-direction change after "F" ?
in Account & Technical Support
Posted by: Archranis.2375
This may be something specific with the Mac client, but I’d like to know if the behavior I’m seeing is a bug or by design (in which case I’d like to know if there’s a way to make it stop).
I find that the vast majority of the time, when I interact with a stationary object with the “F” key (like gathering nodes, a control console, etc.), the direction I’m facing when I begin interacting with the thing is automatically changed. But the change in direction isn’t updated in the window until I start to move away from the thing I’m interacting with. This is hugely disorienting and costs me a second or two to reposition myself the way I was pointing when I started interacting with the object. In a situation where interacting with something starts a timer (like the control consoles in the Spekk’s Lab jumping puzzle), the delay can mean the difference between success and failure.
Changing the direction the character is pointing automatically when interacting with something is bad enough — but only updating the camera view when moving away from the object is awful.
Is there any way to make this auto-direction-change-without-updating-camera behavior stop? Or any way to predict how the turning is going to happen? What I’d really like is that If I’m close enough to an object to interact with it, I want to remain facing the way I was when the interaction started.
Contacts: Archranis.2375 // Neksis Syxx.6983
I’ve found the same thing. Could make some reasonable tech-level guesses as to how they’ve implemented things which cause this to happen, but that wouldn’t really accomplish anything.
I’ve had a good amount of success disabling auto-attack when this happens. Although I have to press more buttons during the battle, it lets me get those other skills in there — and I can adjust how fast I’m pressing buttons to deal with the lag. Once you get those longer-recharge skills on cool down, yes, you do have to spam your usual auto-attack skill, but it seems to be an improvement (although still leaves much to be desired).
Contacts: Archranis.2375 // Neksis Syxx.6983
I’m playing an Elementalist using a Staff, and most often when I get downed, I’m attuned to Fire. When I try to rally using the #4 downed skill (Bandage) it seems that as soon as I’m up again, I get an “automatic” #4 Staff skill, which is Burning Retreat, when attuned to Fire. This throws me back some distance, and if I’m on a ledge, off I go, and I’m down again. I’m guessing this is because there are still a few #4 key (or mouse) presses in the buffer at the time the rally is successful, and they bleed over into weapon skills. I’ve gotten the same behavior with both key presses and mouse clicks on downed skill #4.
Apart from changing the key bindings, or pressing the #4 downed skill more slowly, is there any way to prevent this? I would say from a dev/implementation perspective that it would be nice after rallying that the input buffer is flushed of any remaining #4 keys before accepting other skill button/mouse presses (which would also make it a lag-independent solution), but that might need to be optional so it doesn’t interfere with somebody who actually does want to go immediately to weapon skill #4 after rallying.
Any ideas?
Contacts: Archranis.2375 // Neksis Syxx.6983
I’m not running Yosemite, so I haven’t been able to verify this, but this article may help (although it doesn’t do specifically what you’re asking, it may be close enough):
https://www.reddit.com/r/osx/comments/2kkwb9/yosemite_multi_monitor_fullscreen_mode_all_other/
Contacts: Archranis.2375 // Neksis Syxx.6983
I’ve also been considering a 21:9 monitor, but it would be for the Mac [Beta] client, so a related, but perhpas more general question — I’d be curious to know if the Cider wrapper provides for all the same resolutions that the native Windows client supports, with the same rendering behaviors, (i.e., black bars, full screen windowed mode, etc).
Contacts: Archranis.2375 // Neksis Syxx.6983
I use a G13 with GW2 (and I’m even using a Mac). It works quite well.
First thing you’ll want to do is to make sure you have the latest drivers from Logitech installed.
Then you’ll want to check the Logitech Gaming application (It’s called “Logitech Gaming Software” on Mac; dont’ know what it’s called on Windows). In there will be a “Profile” setting which governs if the G13 automatically switches to different key mappings when it can detect the game that is running (so you can have different mappings for different games and the G13 will switch between them automatically).
But in the preferences/options settings, you can also override this so that mapping set in a specific profile will apply all the time, or if the G13 can’t find a profile for the active application, etc. The different driver versions may behave a little differently, but this should give you some idea of what to look for.
From what you describe, I suspect that the G13 has found the GW2 application and set up a profile for it, and is using that Profile when you’re running GW2. But the key mappings you’ve configured are not for the GW2 profile, so when the G13 switches to the GW2 profile your settings aren’t defined there. You need to make sure the key mappings you want while running GW2 are being applied to the GW2 profile (or whatever profile you’ve configured to be active when GW2 is running).
Contacts: Archranis.2375 // Neksis Syxx.6983
I’ve been looking at the forums frequently as I learn GW2 and find that I’m reviewing the same posts over and over to see if anything new has been added since the last time I checked. It seems the non-sticky threads are already sorted with ones that have the newest post first. I’d like to request a column in the topics pages that lists the time stamp of the most recent post in that thread. The last poster is already listed; it would be great to know the time (or age) of that post. (Or, if there is a way to enable this and I just haven’t done it, please tell me how).
Contacts: Archranis.2375 // Neksis Syxx.6983
Ok so just tried to mess around with the terminal code to see if I could get it to install and I ran into this:
/Applications/Guild\ Wars\ 2\ Installer.app/Contents/MacOS/tgInstall —use-dos-cwd C:Gw2 — C:\\GW2\\GW2.exe -repair
tgInstall[969:41069] Could not find image named ‘logo’.
Any ideas?? Still seeing this when trying to download:
This message indicates that the Installer is a separate application from the GW2 game, itself. (Game is /Applications/Guild Wars 2; Installer seems to be /Applications/Guild Wars 2 Installer) So perhaps making sure both the game and installer (and traces of them in Preferences and Application Support folders) have been removed before re-attempting download/install might be worth a check.
You might also want to make sure you’ve emptied the trash. If part of the download/install process is looking for parts of the download, and it happens to check the trash folder and finds things which it thinks indicates a finished download/install (which is, I know, not a great thing to do), that may confuse it and prevent a fresh download.
And there’s always the Disk Utility -> Repair Permissions thing -- just in case something got interrupted and permissions were left in a funky state.
I’m not sure if any of these things will help — and you may have tried them all already, but thought I’d throw them out there, anyway.
Good luck. If you find a resolution, please post.
Contacts: Archranis.2375 // Neksis Syxx.6983