ha, the exact same thing i thought when i saw that whole 2.0 thing apart from the content of the blog post itself. they did it for skins, so i dont see why there wouldnt be, say, a finisher api, or something. Here is hoping v2 finally comes around and doesnt keep us waiting for another year or so.
Hey there,
there is this very, very nice API someone posted a few days/weeks ago https://forum-en.gw2archive.eu/forum/community/api/List-of-apps-websites-using-the-API/page/3#post4298516
I want to make a suggestion to further improve this brilliant app, although I have no experience at all in such things and I also have no idea if it’s possible at all. So: is it possible to extract the info which event is currently running on the current mageserver map I am currently active on?
For example: I go to Malchor’s Leap and start harvesting wood. The API in the background permanently checks for quests on the current magaserver map and creates an up-to-date list of currently active events. There used to be this homepage once where you could see (back then with “real” servers) which events are currently active (€dit: found 2 of those…not active anymore ofc: http://gw2.thelazy.net/events.html or http://www.reddit.com/r/Guildwars2/comments/1f3nhx/tool_gw2state_realtime_event_maps_templesbosses/). Is it possible to implement an own point for such currently active quests? That’d be an IMMENSE improvement of that API.
Thanks anyway for all your efforts, API builders
sadly, the events api is currently pretty much dead because of the megaserver.
if they ever decide to release the v2 apis with oAuth2 involved, I would think that the might make it possible that you can login and get information about where your character currently is.
I dont see why you all expect Halloween to come back. If the Super Adventure Box didnt come back because, and i quote, “it didnt fit into the current living story”, I dont see how it would fit to suddenly celebrate Halloween while Mordemoth is out and about, tendriling our beehinds.
That hate-bandwagon is quite toxic, I can’t stand it. People gonna hate anything Anet announces at the moment, it seems. BAH. It’s SO easy to hate… >:(
It also seems easy to push out kittenty content nobody wants and that ruins a big part of what we are used to and enjoy by a long shot over the suggested new approach…
I truly hope that’s not the case. Getting sucked into the early missions of Charr PS right away was what convinced me to stay in the game.
well, even if we point out our concerns, i dont think they are going to care or do anything about it and hammer it onto the live server, not caring what they are doing with it.
Clearly, instead of addressing the many topics about this issue, they spend their sweet time responding to a Happy Birthday Topic. that is beyond infuriating.
While they are porting things over from the Chinese Client, they were very specific about locking the WvW and PvP buttons on the tool bar until level 18 and 22. Making such a dramatic change to the PS unlocking at level 10 without so much as a whisper doesn’t fit into their MO. Yes the blogs tend to be a bit vague, but with changes of that magnitude they are very upfront about it.
True, they don’t specifically say but they have that system already made and set up in China. They just need to port it in, not completely remake it for our client.
It’s also in the words they use:
“story chapters become another big moment to look forward to earning and unlocking as your character levels up.” Here they are saying that they are something you will be looking forward to. If you get the first section immediately after reaching level 2, then you haven’t spent any time “looking forward to it”.
and thus ruining the immersion of the story, unless they change it severly. “should have reported back to my friends to let them know i am okay, leveled to 10 and let them worry instead, kitten em”.
True Hero. 10/10 would unlock downstate at level 5 again.
If this is going to be coupled with changes to make it faster to level to 10, then I suppose it’s not a terrible plan, it gets people out in the world and trying dynamic events and trying out weapons and what not. Like an immersive tutorial before the game really starts up.
But man, the personal story was the fastest way to level! If that’s gone, then it’s going to be a huge grind unless they are going to make the first 10 much easier to get through.
Exactly. Asian people seem to love this grindy crap though. I personally dont. but hey, it works in China, so we can just port that over to US/EU and they will love it, right? …right?
Follow up question: What use is it to make a blog post that only really affects people who don’t yet play the game?
As you noted, it is mainly targeted at new players, those that need it the most. We want their learning experience to be better so that they, too, can become veteran players of Guild Wars 2 one day! Learning to play a brand new game, and MMOs tend to be more on the more complex side of videogames, can be a daunting and hard task.
So the people that need new things/assistance to enjoy a game the most are the ones that have not touched anything regarding the game at all, instead of the people that have been burnt out through the whole thing time and again?
What is with your management assuming people require everything being a hand-holding trip in the park. It is as if nobody in a game-making company understood people that play games, which is fairly alienating.
Failure to communicate with their community about what it wants and needs. Nothing new around here, sadly. Although, they are atleast trying to communicate with us now, even if horribly uneffective, so i give them that atleast.
Also there is no confirmation, only speculation, that the PS story will be locked until level 10. There is no such statement or hint in the blog post about it, and there has been no red post to confirm this.
That seems to be the way things are on the Chinese Client though, and they are simply porting it over here. I dont see that changing too much. Then again, once again, blog post fails to be specific with relevant information, thus resulting in poop storms you see all over this forum right now.
Follow up question: What use is it to make a blog post that only really affects people who don’t yet play the game?
Hi Puddles,
First of all, we at ArenaNet very much appreciate the support that all players that have played the game for so long have given us. Without you guys, your love of the game and how you spread the word around you, things would clearly not be the same.
Today’s blogpost about the New Player Experience will not have as many visible effects to you specifically as it would have for a brand new player, that knows very little about the game. The new direction system should help you get a clearer and more useful top-tight UI, but also give your new characters better rewards.
As you noted, it is mainly targeted at new players, those that need it the most. We want their learning experience to be better so that they, too, can become veteran players of Guild Wars 2 one day! Learning to play a brand new game, and MMOs tend to be more on the more complex side of videogames, can be a daunting and hard task.
We want more people to be able to walk this path you walked and this is why we implemented the New Player Experience system, to create a route that new players can walk and feel rewarded along the way.
Again, thanks for your support!
I dont think new players are mentally handicapped, though. I personally had no trouble figuring out how downstate works after getting downed ONCE. I dont need someone to hold my hand and tell me i am a very special player and have such a simply game mechanic pushed back to level 5. Is jumping and dodging locked to a level too, or do you have to go through some kitten military training course before you are actually allowed to do the first story bit after character creation? You dont seem to realise that the Asian Market is entirely different from the Western one.
And of course you communicate this with us, who will ultimately have to live with it anyways because you are going to release it no matter what, BECAUSE YOU ARE GOING TO RELEASE IT NO MATTER WHAT, anyways.
thanks for the “appreciation” and “excitement” all these blogposts havent given me.
I tip my hat to you for 2 more years of disappointment to come.
Let alone that pushing it back to Level 10 adds more awkward confusion than it would remove. I mean really, you take your sweet kitten time to let your friends know you are back under the living and let the worry about it until level 10? what a great hero you are!
You claim that the changes to the personal story will make it less awkward inbetween because you can do chapters all together without breaks, but do you realise that it makes the story feel…
beyond stupid? As a human character, you get knocked out for 2 days and nights and then you are told your friends took care of you during that time. Good idea to be a horrible person and NOT LET THEM KNOW YOU ARE OKAY, until you hit Level 10.
Same goes with charr reporting back to their respective warband. it makes zero sense. I cant think of a good example for other races, except for being even more confused about what you actually are supposed to do.
Furthermore, why are we getting things from the Asian market thrown at us? you should be aware that the Eastern and Western Market in terms of MMORPGs are ENTIRELY different. they prefer grindy games, we dont, to my knowledge.
Also, dont hype minor “features” to oblivion and make it seem like its even remotely something for veteran players to look forward to, because its not.
I have played this game since launch, and this change that rewards only new players, if at all, as a veteran, i feel insulted.
The Game is far from hard to learn. Downstate unlocks at level 5? excuse me? who takes until level 5 to learn that they have to press freaking 4 to get back up, huh? you get knocked down once, you get it. easy.
Locking Weapon Skills behind Level restrictions is also bad, horribly bad. It makes the leveling experience even more grindy and annoying than it already was.
TL;DR After 2 weeks of “very excited” blogposts, I am getting the feeling that you dont seem to have any idea what you are even doing anymore. you are clearly not with what players want or need. You are only catering to new players, while neglecting what your existing players want. That is NOT the way you should go.
Compared to April Feature Patch, this one is a joke.
There was a GM with us last night at the reactor shield and he said that (at that time) you had to have ‘completed’ the Mysterious Vine Backpiece in order to infuse the chaos orb at the steam minotaur. It didn’t matter where the backpiece was located, but you had to have finished it. Basically, ‘progress-gated’. He did say that they were going to be removing this restriction very soon.
why add it in the first place, is what i am wondering about.
The person responsible for the Item Database done kittened up big time here. How can this happen? The only explanation i as a fellow developer can come up with is that you overwrote the entry for that specific item id. fair and square. If i had the data from the api from before the patch around, i could probably make sure if thats the case.
I honestly see no other way how you could magically change an item in my inventory without exactly that happening.
but for the record, Yes i did create the backpiece before the patch, I had the seed in my inventory, no i only charged the pieces i got from the story.
who said the SAB is not going to come?
Feature patch = features
SAB = content
Content previews always occur on the Tuesday the week after the previous patch.
Wait until Tuesday to vent.
I am not exactly venting, kind sir. My tone should obviously be very calm, if you hadnt noticed. I am merely wondering what people think, because that is what happened last time a feature patch came out, too. an extended break with nothing new to play inbetween.
I mean, really. It has been ages since the last time the super adventure box has been around. An entire year, to be precise. it was skipped in april when most expected its return for the sake of the feature patch, and now this seems to be the case once more. Why extend episode 4 until the feature patch and dont give us the SAB inbetween? Some People Love it, Some People hate it, but please. Bring it back to Us. or back to me, to be political correct. I cant speak for everyone afterall.
I just really expected it to return during the break of the midseason finale, and seeing the feature patch on the horizon my hopes are kinda fading once more, as was the case in april.
Added restriction Mesmer to the documentation along with possible future values of the other classes, since the items using them are the Trait guides and hence will likely be used as they are discovered in the api.
Added two more WeaponTypes to the API documentation TwoHandedToy and LargeBundle.
EDIT: Never mind, someone else beat me to it. not taking credit in that case. :P
EDIT2: Added Unlock_Type Unknown to the documentation.
(edited by AysonCurrax.3254)
Thanks. Are you converting the flags to bit flags in your code? That’s usually what makes my program crash whenever they add a new value. I wish they would announce these changes, so I don’t have to.
I have a table in my database where i map an id to each flag. since i added those manually, if the flag isnt in there because i couldnt find it in the documentation before, my code tosses errors at me when parsing all items into my database. another thing that caused problems for me in the past was the missing “bonuses” property on upgrade components which i also added to the documentation back then.
I added MonsterOnly to the API documentation just in case because it messed with my program. Also added WeaponTypes Toy and SmallBundle.
(edited by AysonCurrax.3254)
I guess the shrinking inventory that he is talking about is when you open it up and it has gone to its smallest size. You have to grab a corner and pull the inventory to a larger size again.
This started a while back and seems to happen at random times. Has nothing to do with Cursed Shore or any particular map.
happens for me everytime i login or switch characters. I tend to have my inventory set up with 15 slots per row, and each time this happens it shrinks down to 14slots per row. It does not however shrink any smaller than that, except for extremely rare cases where it randomly shrinks down to 2×2 for no given reason.
I had that happen before twice now. Seems that Guildwars2 starts a second Gw2.exe process, which somehow messes with your audio even after you restarted the client. The only solution i found was killing that particular process to get my sound back.
I dont see what the big problem is here. The thing at fault is clearly the fix to stacking sigils, in the sense that if you switch to a set that doesnt have a stacking sigil or unequip your weapon that has it you will lose all your stacks.
Since underwater equipment is treated seperately from your on-land stuff, in theory, as you jump in the water, your Headgear will be replaced with a Waterbreather, and your on-land weapons will be swapped with your underwater weapons, so technically, it does remove your stack set and replaces it, which means the mechanic is working exactly as intended. Infact, the Waterbreathers have worked like that for the longest time that a rune on it would count towards the rune set of your other armor.
Everytime i log in or switch characters my inventory resizes itself.
I normally have my inventory size set up so each row consists of 15 item slots, however, when i login or switch characters, it resizes it down to 14 for no given reason.
It may not be a major bug, but seeing how i first reported this when the april feature patch hit and it still hasnt been fixed (could be i posted it in the wrong section so human error on my part is not unlikely). 4 months of something so annoying that happens on a daily basis, or even multiple times per day, gets really frustrating over time.
I would really appreciate it if this issue would be fixed.
I think that might be possible to do once the v2 APIs get released, seeing how they will enable access to account information by having the user login with their account pretty much. the friendslist could be something that might be accessible through that particular API. sadly, nothing detailed is known to this point.
well, they would just have to take the ingame map as it is now and cut that up into 2^n by 2^n pieces.
That’s already how the map is stored in Gw2.dat. Sometime last year I had gone to the trouble of extracting all the tiles and setting up my own custom map using the Google Maps API, but it was too much work so I mothballed the project.
if they already got it stored the way they need it, i dont get why they are too lazy to just update the folder where they drop the tiles for the tile service off to. I guess that shows just how much they care about the api and the developers using it at the moment. I highly dislike that my “live” map has a waypoint sitting in a covered part of dry top, because for some odd reason they updated that part of the api, but not all of it. :/
It’s not that easy, for three reasons. First, the in-game map is actually two sets of tiles: the painterly background and the detailed foreground. Second, the detail textures are set up with transparency layers necessary for the underwater areas. Third, the detail textures extend beyond the in-game boundaries.
So that’s three steps necessary to transform the textures into map tiles: 1) remove the underwater transparency from the detail textures and overlay a solid blue/green color on the underwater regions; 2) enforce the zone boundaries on the detail textures; 3) overlay the detail textures onto the background textures.
while that does sound like some work, only very few tiles would have to be updated. then again, just updating a few of them instead of all of them might be another issues. But one way or another, It has been 3 weeks now since that map has been added. Isnt there an api specific dev team, or are they all working on the living story at the moment? rhetoric question to some degree i suppose since you prolly wont know either.
Fun fact: the official Atlas has the same problem: http://atlas.guildwars2.com/en/#/map
That’s because the Atlas uses the tile service.
well, they would just have to take the ingame map as it is now and cut that up into 2^n by 2^n pieces.
That’s already how the map is stored in Gw2.dat. Sometime last year I had gone to the trouble of extracting all the tiles and setting up my own custom map using the Google Maps API, but it was too much work so I mothballed the project.
if they already got it stored the way they need it, i dont get why they are too lazy to just update the folder where they drop the tiles for the tile service off to. I guess that shows just how much they care about the api and the developers using it at the moment. I highly dislike that my “live” map has a waypoint sitting in a covered part of dry top, because for some odd reason they updated that part of the api, but not all of it. :/
SPOILERS
I don’t like to defend bad writing, but I don’t think this WAS bad writing. (Bad events, maybe.)
When he sends you after the crown, Rytlok says “The crown was designed to break into four parts. When the fragments are separated, they’re hard to see. This was a safeguard to keep this powerful item from falling into the wrong hands.” To me, that sounds like it’s actually enchanted to not be noticed when it’s separated. You break it apart, and hide it in plain sight.
He also says “The fragments work like magnets to each other. Once you have one, you’ll feel a pull towards the others.” That explains why you knew where to go, and about where to look.
It’s all spelled out for you why it’s like this, right before you go looking for the parts. It surprised me to see people complaining that we somehow knew where to look for it and how the parts were in more or less plain sight.
I am not complaining about the writing, I am glad to see it finally going back to some solid lore. But the way we handle the lore, the events, everything…is just bleh
I can understand them being veiled and hidden, even when in plain sight, but they just appear after an event in a pile of rubble….
In Guild Wars 1 (a little taboo around here) there was a quest in the Tarnished Coast I can remember doing, that involved using a meter, to hunt an area, and use proximity to try and find Facets to defeat.
http://wiki.guildwars.com/wiki/Divination
Even if the part will have commander tags all over it…why the hell could it have not been like that?! at LEAST >.>
Same goes for the items for the new backpiece. Oh the item description contains a hint about where i might have to take it, better just double click to have it show me the exact spot i have to go to on the map. meh… I d much rather would have had a proper scavenger hunt like the black moa pet one from Gw1, or heck, even the Mad King Memoire Ones from the first halloween. that was fun and enjoyable, going by hints alone. I dont need arenanet to take my hand and guide me to EVERYWHERE because i am THAT kind of special snowflake.
@AysonCurrax
The Dry Top submap is a giant LeafletJS marker with the screenshot as its Icon image. I had to stitch together screen caps of the ingame map because Anet takes forever to/doesn’t update the Dry Top zone tileset. The event locations themselves though are from API’s coordinates.
Thats what i thought. I never questioned the fact that the event locations are from the api. I was just a little suspicious because you said the map was from the api aswell. And yes, they do indeed take forever to update the tile service, which feels incredibly silly considering you have all other information from Points of interests over waypoints to vistas and what not about every single map including dry top, but not the actual map. technically speaking, it shouldnt even be hard for them to do either. Just needs some chopping of the world map into 2^n x 2^n pieces, or, more precisely, 256 × 256 tiles at different zoom levels. not to mention they would only have to update 16 tiles at best around drytop. but eh…
The map and event locations are straight from ArenaNet’s API.
You sure you didnt just use a screenshot there? Because otherwise i would like to know what kind of black magic you used to magically make the second half of dry top appear in the tile service, as it currently does not include that part of the map. Just being nosey as a fellow app developer. :P
The bit with the pieces of the crown was good? are you kidding me? If anything, fishing a supposedly legendary, magical item out of piles of rubble ABOVE GROUND is very poor, lazy story telling that feels like a filler at best and as if it was thrown in there at the last second. That should have been instanced aswell and take place in actual ruins of some sort. Because it would actually make sense to find them in such a place rather than in something that might aswell have been a trash can for all i know. The instanced bits were actually quite nice. The whole zerging, boring stuff not so much.
There would literally be nothing positive about killing Trahearne story-wise, lol. Let’s just kill the marshall thats immune to non-Mordy corruption, is order neutral and respected by all 3 Orders due to him spending his whole life studying, knows a load about dragons, planned everything for you in Orr and trusts your judgements enough to let you do the sword waving, let’s just lose our driving force in dragon slaying knowsn as the Pact because they sure as hell aren’t letting the order biased first commander lead it… And all just bc some 15 year olds are mad they didn’t get the Skyrim Dragonborn level credit in PS lol. ITS SUCH A GOOD IDEA GAIZ
That you hate a character doesn’t mean killing them off would be awesome or beneficial. You’re just being a baby.
that he is knowledgeable about dragons is a new one. Last time i heard, he was an expert on Orr and thats it, because it was his Wyld Hunt to cleanse it. He, by far is a driving force, as all you ever see him do is taking credit for what you did, while he is sitting there is his nice, cozy camp. He is just written in a horrible way to begin with, and that is why so many people dislike him. You complain about “15 year olds”, but going by the way you wrote that post, you dont seem to be much wiser. No offense.
i’d rather see trehearne revamped into a believable character
hire a new voice actor if you can’t get the previous person.. just do Something arena net,
he can always become corrupted later
well, yeah. its either death, of finally having him grow out of that emo phase of his he seems to have been stuck in for a good decade or two. hehe…grow out of it…-snort-
plus, if you move your cursor over the Regions category it clearly states “Achievements related to new regions.” so thats why they are where they are.
The other two were Soundless, trahearne isnt. I want him to die anyways for the lulz though.
If there is a technical reason, it has to be because Dry Top was released in two parts. I guess they never tested for that scenario when they designed the backend for the tiles service.
Fun fact: the official Atlas has the same problem: http://atlas.guildwars2.com/en/#/map
well, they would just have to take the ingame map as it is now and cut that up into 2^n by 2^n pieces. shouldnt take that much effort. plus, if it was an issue, i dont think we would have the first half of the map in there either. I find it kinda silly when the api provides the poi and waypoints for that area, but you dont have the map for it. :/
“How does that actually go past a quality gauging group?
I don’t know, maybe if Roy would stop taking selfies and stopped hungrily staring at sheets of paper during ready up live streams, he would have time to “assure quality”. :P
But in all seriousness; I would be kind of disappointed if they didnt atleast put a “caution wet floor” sign next their slip up and atleast fix it in retrospective, if time allows it. I would do the Lore a big favor. Especially since things arent “in the past and forgotten about” anymore, because the content is here to stay now. that doesnt however have to mean that the content has to stay flawed.
As for the whole scarlet fiasco; I do believe they are taking rather good care of that so far. I quite enjoyed that little Quote of Varesh Ossa in one of the books in her lab about making minor groups working together and make them think they are working for their own good when they are just being used, which is exactly what happened with some of the centaurs in Nightfall. So it does make sense, in a way. I also quite enjoy that, even if its rather late at this point, that the information that was previously only available in blog posts has made it into the game in the form of scarlets lab.
It is definetly a step in the right direction, despite the M-bombing reveal fail-of-sorts.
However, I am sorta confused why this talk only popped up in Episode 2, when i am pretty sure Mordemoth was also mentioned in the very first Instance of Episode One with the Seraph camp, though, none of the NPCs seemed to have paid much attention to that. Then again, I could be wrong and there was just something along the lines of “what is with these vines?” and your character just goes “its the dragon” or “its mordemoths doing.” but as i said, i could be wrong.
The Pale tree better be prepared for a proper intervention later tonight, atleast my lore-hungry expectations are quite high after having my mind kittened by that fancy cutscene.
Despite the slip up, this Season is Miles better than the previous one.
I noticed that the part of the map added in Episode 2 of the Living Story has not been added to the Tile Service yet. is there a reason behind it? if so, i would like to know whats going on with that, since that part is kinda missing for my live map as of now.
I know it was discussed here, but i can’t find the right topic anymore because reasons.
Anyway, i think this might help: https://forum-en.gw2archive.eu/forum/community/api/Event-Details-API-location-coordinates/first#post3546948 (have a look at the whole tread)
thanks you. I already found that one earlier though which helped with translating map_rect into continent_rect, but i dont remember seeing anything about radius on there, sadly.
project and unproject only work on specific coordinates, though. once i unprojected the value to fit on the map I cant seem to use the adjusted value for others calculations it seems.
I tried something along the lines of unproject([continentX + radius, continentY]) – unproject([continentX, continentY]), but nothing works.
Does anyone know how i can convert the radius for an event from the event_details api so that i can properly use it on a leaflet js map? I am sorta failing to figure it out so any kind of help would be much appreciated.
I would like to know if there is any news concerning the broken world_names.json api yet, since it has been quite a couple of months now since it has been shut down.
I would eventually need to make use of it, and i d really like to avoid hardcoding the id to worldname mapping.
I too, noticed that exceeding 65535 ids borked up my previous code where only the 3rd and 4th byte were depending on the item id. The first byte indicates whether it is an item, skin etc. the second byte, atleast for items, indicates the amount of items (which is why its normally set to 1). the last 4 bytes consist of the item id in little endian order.
This is how i did it in Java :
private String encodeBase64(int itemId) {
byte[] temp = ByteBuffer.allocate(4).order(ByteOrder.LITTLE_ENDIAN).putInt(itemId).array();
StringBuilder result = new StringBuilder();
result.append(“[&”);
byte[ ] bytes = new byte[ 6 ];
bytes[ 0 ] = 0×02;
bytes[ 1 ] = 0×01;
bytes[ 2 ] = temp[ 0 ];
bytes[ 3 ] = temp[ 1 ];
bytes[ 4 ] = temp[ 2 ];
bytes[ 5 ] = temp[ 3 ];
result.append(Base64.encodeBase64String(bytes));
result.append(“]”);
return result.toString();
}
i noticed because i wanted to test my chat code for light of dwayna (infused) which resulted in some blue item. the cause was the fact that all chat codes with an item id below 65535 would end in AA, but since this one is above that limit, it should have ended in EA. I hope this helped.
the overlay is fine to use, it doesn’t give people an advantage because it’s US against the mobs
but if you feel you can beat a world boss solo…and keep the spawn a secret, more power to ya.
OH and Thanks Anet for the API in the first place, awesome stuff
sadly they butchered the dynamic events and the corresponding api when they introduced the megaserver system. it makes me a very sad panda.
well, bosses only spawn twice a day now at 12/hr intervals, one per hour
and therefor they butchered the dynamic event, pretty much. It now is pretty much static.
so much for the “living world” eh
sort of, yeah. I am the most upset about the fact that a good working api had to die because of a system that doesnt even has its kinks all worked out yet :/
the overlay is fine to use, it doesn’t give people an advantage because it’s US against the mobs
but if you feel you can beat a world boss solo…and keep the spawn a secret, more power to ya.
OH and Thanks Anet for the API in the first place, awesome stuff
sadly they butchered the dynamic events and the corresponding api when they introduced the megaserver system. it makes me a very sad panda.
well, bosses only spawn twice a day now at 12/hr intervals, one per hour
and therefor they butchered the dynamic event, pretty much. It now is pretty much static.
the overlay is fine to use, it doesn’t give people an advantage because it’s US against the mobs
but if you feel you can beat a world boss solo…and keep the spawn a secret, more power to ya.
OH and Thanks Anet for the API in the first place, awesome stuff
sadly they butchered the dynamic events and the corresponding api when they introduced the megaserver system. it makes me a very sad panda.
Now with the new wardrobe system you can compare and find skins you want to search out and acquire with relative ease. Finding a match on the TP not so much.
Put in the TP the ability to search for the skin name and all pieces on the tp that use that skin will list.
If this is already a possibility, please enlighten me on how its done.
I am actually working on a website that shows a list of all existing items with a specific skin if that helps. Something of the sort already exists, but i could give you the link once everything is working properly.
That’s good news for people who will defiantly find great use from it until this small suggestion for the addition to the TP along with searching between Light, Medium, and Heavy armor could be added in the future. Please come back and link when you get it up.
will do
I just always search “skin” in tp when I want to look for them. Not so hard to find the skin you are looking for, I just organize from high to low price, most sets are around same prices.
But more options very welcome.
But would rather have the choice to search for light/medium/heavy armor only, now that we are talking about things that needs work on tp :P
He doesnt mean actually “Skin” items, but an option to find Items that have a specific skin, if that clears the confusion a bit.
Unless I’ve missed something they haven’t even said this is going to be added, so I don’t see how anyone could possibly know what would be required.
We could guess. For example it would be for making ascended accessories, so it would require the ascended crafting materials. Maybe Crystalline Ore and Ingots (which as far as I know aren’t in-game yet).
But that’s all it is, a guess.
It is pretty much implied if not confirmed by the one ascended Crafting material that is still not in the game. actually, 3 of them. Crystalline Ore for instance.
Crystaline ore and ingot which are probably the jewels and the xunlai electrum ingot which is probably silver, gold and platinum. This is of course just speculation. At some point they pretty much have to release it because you can’t gain certain stat combinations from drops/fractals/laurel vendor (magi’s comes to mind as one that has no ascended equivalent for rings, accessories, amulet, but backpack is obtainable through the means of crafting/mystic toilet).
yeah, no idea why build diversity isnt something in focus to be honest. Considering how long it has been now since they added Armor and Weapons and there still is no way of obtaining the same stat combination on rings such as Assassins and Sentinels(or whatever they renamed it to).
The whole “play the way you want” only works if you have every stat combination available for EVERY SINGLE PIECE OF GEAR which anet I guess failed to realize it.
Or that lovely chat filter that disables me from combining whatever client language i prefer with my native language, german and therefor entirely crippling communication unless i actually change my client language and there for change playing how i want. thanks anet.
oh, and lets not forget about the water breathers that STILL havent made it to Exotic rarity, let alone make more than 1 stat combination available for them for their currently highest available rarity.
Now with the new wardrobe system you can compare and find skins you want to search out and acquire with relative ease. Finding a match on the TP not so much.
Put in the TP the ability to search for the skin name and all pieces on the tp that use that skin will list.
If this is already a possibility, please enlighten me on how its done.
I am actually working on a website that shows a list of all existing items with a specific skin if that helps. Something of the sort already exists, but i could give you the link once everything is working properly.