I just got all of them in a day. It’s easy once you understand the mechanics.
I used Dulfy’s guide to help me figure out what to do.
http://dulfy.net/2016/08/09/gw2-bloodstone-sightings-current-events-guide/
This is the basic process.
1) Go to Verdant Brink Wyvern Cliffs (north area) and get the device.
2) Once you have the device use it and it will show you what is creature is currently up in the rotation.
The order of the creatures are as follows
Moa/Devourer (1hr)–>
Arctodus/Shark (1hr)–>
Wyvern (30 min) –>
Break (30 min)
Notice the timers of each. What that means is that for that hour that creature will be up in all maps which contain that creature.
I will list where I have personally hunted each creature to make this simple.
Moa = Snowden Drifts, Haven Point: [&BLkAAAA=]
Devourer = Dry Top, Repair Station [&BJcHAAA=]
Arctodus = Snowden Drifts: Lornar’s Gate
Shark = Mount Maelstrom: Old Sledge Site
Wyvern = Verdant Brink: [&BPsHAAA=]
3) Hunt the creature according to the device
Now the way it works.
Moa/Devourer are up for 1h then
Arc/Shark the next hour
Wyvern is 30m
Break for 30m
So if moa/devourer is up at 2.
2:00 – 300 = Moa/devourer
3:00 – 4:00 = Arc/shark
4:00 – 4:30 = Wyvern
4:30 – 5:00 = Break
Repeat
The goal is to find a map during these time slots and kill these creatures until the crazed one spawns on the map.
(edited by Icethorn.6570)
Just change the name of every condition applied to inanimate objects to “structural failure” or something like that. Keep the mechanics, dmg and numbers, and change the names so people who need “realism” doesn’t feel wrong by seeing a wall bleed.
For some reason when I read “feel wrong seeing a wall bleed” I lol’ed inside :P
The following setting when checked makes finding things in this game much much simpler. Not sure if its common knowledge but for some reason it’s disabled by default in the General Setting. I suggest turning it on as it will help you find lots of secrets.
“SHOW ALL USABLE OBJECT NAMES”
This is located in General under UI
General -> User Interface
Show All Usable object Names
This is very important. All neutral objects should be able to take damage from condition damage. Otherwise it takes excessively long to kill a neutral target which any standard damage player can kill in a fraction of the time. This is an unfair disadvantage that plays zero bearing on game balance. Mesmsers and necromancers take forever to kill things as a result.
I would recommend that they check how the object is being passed from the TP to the player. It may be that the object is not being instantiated correctly when it is attached. That would result in the player’s link command being a NULL set.
Or possibly a Get/Set command which is meant to pass a member from the TP array to the player. In that case check the GET command from the TP and the SET command to the player object.
Without knowing your layout these are mere guesses, just what I would try checking for first as common debugging.
Which items specifically? This works internally with the random ones I picked.
If they are in your inventory you can shift click and they work fine.
However if you shift click the item directly from the Trade Post screen (not in your inventory), they do not link. instead it links a NULL data set.
Use a Ranger in Bloodstone Fen.
Then glide and use your new abilities.
When you land the pet you have out is usually Pet 2.
Something causes the pet to switch to second slot when you land.
Instead of the current pet you have loaded.
You may want to check the initialization variable to see if it properly passes the pointer of the correct pet object to the player. If it is stored as an array it may be indexing incorrectly due to arrays being a 0…n length.
Junk items waste inventory space. This post is to serve as a list of which items should no longer drop because they serve no purpose in game. Junk items whose value is mere copper only serve to detract from the gaming experience by forcing a player to return to a vendor repeatedly.
Glob of Globby Goop
Stone
Cogs
Chipped Fang
Shocking Crystals
Spike
Barb
Unidentified Object
Broken Lockpicks
Gear
Porous Bone
Dark Stained Claws
Sprockets
Crumbling Bones
When you Shift Click on an item in the Trade Post it should be linked to the Chat Window.
Instead the Chat Window displays a NULL which appears as "".
Please fix this to properly pass the object to the Chat Window so it can be properly shared with other players.
A person who has Commander Tag unlocked should also be able to use them to mark targets and locations in a party. This would be useful to guide players in dungeons/fractals.
You should read the thread that’s on the front page of this forum. It has a dev response as to why they haven’t set up backpieces to be dyeable.
Thanks,
Since I’m a developer I have replied to the artist that responded with some developer style suggestions on how this could be accomplished. I also offered to supply pseudo code or actual code demonstrating how to create a new class and use Inheritance to pass attributes and functionality into the new backpack object.
As a fellow developer I have a few ideas which could be used to make this significantly easier. To accomplish this task you would definitely need to redesign the mechanics behind the backpack.
I would suggest creating a newer backpack object class. To add backwards compatibility the newer class would use a common programming methodology called inheritance to pass all the older properties and functionalities from the old backpack object to the new one.
During this process it would also check for the existence of skin colors. If it found these to be null it would know that the object is older and needs to have these skin set. This could be accomplished by a quick scan of the asset assigned to that object. Once scanned those color values could be then assigned to the skin colors of the newer backpack object.
This would essentially create palette sets for each of the older backpack objects.
Once a palette could be created, UI functionality could be written to directly access and change these palettes using pointers.
I can go into detail with either pseudo code or actual C++/C# code if requested. I would definitely like this feature to be added.
You should add the following options when Right Clicking on another player
“Challenge to a Duel”
Temporarily switch to PvP mode and have players fight until one is in the downed state.
“Inspect Player”
Show a read only version of the player’s Equipment Screen including gear, selected glider, and even build configuration.
If anyone else has great ideas for what else players should be able to do to other players with right click, please add them here.
You should be able to change the color of all back pieces.
For example, in the new White Mantle set I changed my glider colors, but the visual backpack does not match the glider. I should be able to change it with dyes so that it does.
This game constantly fills up bags and as a result I constantly have to put items on the TP to empty my bags. I wouldn’t have a problem with that except that after selling a small amount of items I get an error message telling me I have too many items being sold and I cannot sell any more at this time.
I do understand you are trying to prevent gold farmers from rapidly changing an extraordinary number of items on the TP through bots. However the threshold for the max number of items allowed within a given time period is way too low. I should be able to vendor at least 3 bags worth of loot at any given time. Thus the threshold of items should be set to a minimum 60 (3×20) within a 5 minute period (or whatever the default period is)
We would all benefit from being able to properly sell our items on the TP without having long delays or the annoying error message.
After a given meta event such as the invasion of Tarir in Auric Basin, using the TP is necessary to reorganize one’s inventory. It’s a shame to have to wait to sell items, and hurts the experience of the game.
Now that we have a Salvage All option for gear it tends to leave behind lots of minor runes which are worthless on the TP. It would be nice to have an option to Vendor All Minor Runes after we salvage.
You could also make a threshold for confirming which items to throw away. That way it doesn’t give me a confirmation every time I toss a useless Minor Rune from my inventory.
If you are referring to The Living Story Season 02, you have to complete every achievement in an episode to receive 1 mastery point for that episode.
Which achievement did you complete which should have given you a mastery?
You should list them so Anet can investigate those specific achievements and see if there is a problem or not.
It is working again, whatever changes were made to the server, its active as usual. There will be a patch very soon Ill, just wait, it’s well known. Also the mechanics of it are pretty simple.
Use Radiance Skill Tree.
Have a point in “Renewed Justice”
Hit a nearby mob F1 (Virtue of Justice)
Notice the CoolDown.
Now kill the mob, this should reset the CoolDown.
Previously these steps did not work due to client/server changes.
However they have since been fixed.
(edited by Icethorn.6570)
As of today my Guardian’s “Renewed Justice” trait no longer works.
This is the second tier trait in the Radiance tree which is supposed to renew Virtue of Justice every time you kill a foe. It no longer does this and therefore broken.
A friend was asking if we could have Commander Tags of every color of the rainbow.
Here is a method for ANET to make lots of money through the glider system which all of us would actually enjoy.
Create a glider editing app.
Allow the modding community to create custom gliders out of various materials.
Have weekly or monthly competitions for the best gliders.
Vote on best gliders.
Have those gliders be submitted to the TP so the community can purchase them.
Profit…
I was wondering if it is better to build up a higher magic find before opening Black Lion chests. Does Luck or Magic Find have ANY impact whatsoever on their rewards, or are they purely random?
Different color Quagan plushies.
Plushies of various miniatures.
Ceramic statues of various bosses (Mordremoth, Zhaitan, etc)
Books which intricately detail the lore of various adventurers such as Traherne.
Artwork of various locations and points of interest such as The Pale Tree.
It would be nice if the weapon slots could be reorganized to fit user’s preference.
I like to use buttons 2 and 4 as primary action buttons. However for a Elementalist Staff 4 is set to burning retreat which I don’t use as often. I would like set Burning Retreat as 3 and Flame Burst as 4. That way I can still run away and cast flame burst easily.
While you can remap the buttons 1-5 to a different order, this is NOT a good solution.
The reason being it would remap the buttons for EVERY class. Instead have a class specific drag and drop ability would be more effective. Simply dragging a weapon slot to another slot to swap would be simple UI, and very easy to implement since you are just swapping elements of an array.
There should be a button to save your current specialization to a slot. Then another button to reload that custom spec from a slot.
For example: As an Elementalist you could save a dps spec as Fire/Water/Air. Then with a push of a button you could load Earth/Arcane/Water and go into healing mode.
Similarly, the Equipment screen should be able to save and load gearsets so a player could switch all their gear and accessories on the fly by pressing a loading button and selecting the loadout they want instead of having to manually change each piece of gear. You can’t double click a ring or earing to instant slot it because there are two slots. The game’s AI doesn’t know slot 1 and slot 2.
On the final stage of Mordremoth he remains immune after the rift is opened. This occurs while in a party when any player tries to open the rift. Normally this weakens him leaving him vulnerable to attack. Instead what happened is that he was still unable to be damaged. He still had a shield that should have been removed so he could take damage.
Quest: Hearts and Minds
Could you please link your build?
Warrior is the easiest melee class for a beginner. Greatsword with dual axes is the way to go. Also Guardian is pretty easy melee class in general due to it’s many healing abilities.
For my guardian I use a Greatsword with a mace/shield.
As suggested a Revenent is quite nice as well. A sword/axe with a hammer secondary is the way to go. Basically switch to hammer if you need range or aoe, otherwise stick to sword/axe. Use an assassin stance to maintain dps or go to centaur if you want a healing tank style.
Why not improve the code to the game instead of making a lame excuse saying to use a completely different item (that costs gems). Think of this from a programming standpoint, it’s really simple to implement. You simply make the object a type that has the property isStackable and the max stack size of that object will be player’s maximum stack size on their account. If you want I can write the code for you, it’s something any well versed dev could do in a day.
Yes, you’re 100% knowledgeable about GW2 is coded and how easy it is to make changes. Based on… what exactly? Oh right, nothing. You have no idea how things are implemented or how hard it would be to change things.
As someone who has been developing software for 20+ years and makes $200k annually with his own successful software company I do have some experience in the subject and common coding practices. If this game’s code is organized properly changing the data inside an object of that type of that object should not be a tremendous task. If you know how to create your own typecast method you know how to accomplish this task. For those that don’t I will spell it out for you.
Create a method that passes in the current object and uses inheritance to assume all current functionality.
In the new object add additional variables to allow the object’s stack limit size to be a function of the player’s account stack size.
Alternatively you could just cast the current object to a similar object type already present with newer code which allows stacking based on max stack size. I know you have some object like this because of how your current object array is setup.
Any junior dev should be able to accomplish this task. It’s not rocket science.
(edited by Icethorn.6570)
Why not improve the code to the game instead of making a lame excuse saying to use a completely different item (that costs gems). Think of this from a programming standpoint, it’s really simple to implement. You simply make the object a type that has the property isStackable and the max stack size of that object will be player’s maximum stack size on their account. If you want I can write the code for you, it’s something any well versed dev could do in a day.
Also, that’s not the only item that is not stackable. There are a list of few others which do not share that property as well. This is probably because at one point these object types were older and did not conform to the new standard which by default has a maximum of 250. These objects should be converted as well.
Another example of such an object are the harvesting materials.
Harvesting Sickles, Logging Axes, and Mining Picks
All are these are of a class which does not have the isStackable property.
The objects should undergo type conversion in order to streamline their efficiency.
This is a standard programming practice, as someone who has been in the industry for many years, converting older objects can be a daunting task but always shows benefits in performance. Take pride in your product enough to care to make little changes like this, I urge you.
Some of us don’t want to waste time farming the mats to make the kits when towns sell Mastery Kits for only 15s. It makes more sense just to allow all kits to stack.
25 Mastery kits for 15 silver is instant, can you say the same about the other two methods you people suggested?
Example Object:
Separatist Trebuchet
Location: Dissea Plateau
Region: Reaper’s Corridor
There are lots of buildings and other neutral targets which pets cannot attack.
The pet just sits there and stares at the object but does not take any actions towards it.
This is annoying because you still have to destroy them and it takes forever.
Instead you should be able to target and destroy every neutral target with a pet.
At the very least you should be to use your F1 command and force it to go in and attack.
I’ve tested this and it occurs on both Rangers and Necromancers.
The Wardrobe Tab should only be an appearance. It should not change the actual items.
For example if you want to change a weapon to look like a Zenith weapon, it should not transmute that weapon. Instead it should be a skin stored in the Wardrobe tab. The original look of that weapon should be maintained. A user should be able to quickly switch to various appearances without having to pay Transmutation Charges.
The currency is outdated and inefficient. Many other MMO’s such as SWTOR offer a way to change appearance very quickly without spending a special currency.
Guild Halls should have access to your personal bank and trading post.
Salvage Kits should have the ability to stack just like any other item.
I don’t understand why they cannot combine or stack. They need to be recreated as the correct object type so they have the property of being stackable. That way you could for example make a stack of 100 kits and carry that with you for long journeys.
People always use money in place of skill, that song is as old as time.
Upgrades and unlocks made within Super Adventure Box should be account wide. I should be able to go on any alt and go into SAB without having to start all over.
Quest: Root of Terror
Objective: Talk to Braham
Unable to talk to Braham after defeating all the enemies at the end of the quest.
Braham does NOT path to the usual location. He stops but still has the star over his head. When you walk up to him you cannot click him or initiate conversation.
Something is interfering with his pathing algorithm. As a result the event trigger which allows you to talk to him never occurs.
This is a progression blocker, it is part of the main HoT storyline.
It would be nice to have the option to save multiple builds in the Build Takitten
eason is that some people like to have an offspec like a tank or healer.
You could quickly hit a button and it would change your build accordingly instead of having to manually set it each time.
You could take this a step further and also allow you to save gear loadouts in the equipment tab.
Yet still no word from ANET on this
.
It’s been listed on the Known Issue Tracker for at least a day.
after 8 days you finally notice !
Just because it’s not on the tracker doesn’t mean we haven’t noticed. We’ve been investigating for longer than it’s been on the tracker.
As a fellow programmer I would as a quick fix simply modify the UI.
Change the action buttons to make 1 have a function that knocks out the guard. Since you have a different bar while in stealth mode. Instead of trying to find out which script is halting the event from triggering.
I don’t understand why this feature has not been implemented yet, it’s a basic chat feature.
Please create the ability to highlight and copy text in chat so people can post links in chat. No, this is not for gold spammers. It would be useful for sharing info to guild related website information. As well as guides, etc.
I have a proposal which will both allow for an amazing option to and game and also generate revenue. The idea is to create an editor in which players can design their own custom gliders.
Guilds could create a custom glider that all members use to represent themselves in battles.
PvP groups could create their own gliders to stand out in the crowd.
The gliders could be submitted and then added to the game permanently.
To generate revenue they would appear in the Gem Store for 200 gems (about $5 USD). The low cost would encourage players to collect various custom gliders. Thus creating an ever growing source of revenue.
Things that glider should be able to customize.
1) Shape of the glider (ie wings, triangular, jetpack
2) Textures and colors
3) Particles: what they spew while flying such as the hearts that were used for the Valentines one.
I hope this idea gets some serious consideration as it would be an enjoyable addition to the game as well as make money for the developers.
(edited by Icethorn.6570)
Quest: Silent Warfare
Faction: Durmand Priory
The Dredge continuously spawn every few seconds.
Destroying their housing does not trigger the event to stop their regeneration.
Until this bug is fixed, this character CANNOT continue the rest of the game.
This is a level 30 main story quest for the Durmand Priory, it cannot be skipped.
Therefore it must be resolved immediately.
Progression blocking quests are high priority for any good QA team.
The Black Lion Trading Post is extremely slow. Windows take a while to load and cycle for at least 1-2 seconds. When you click to sell an item there is a delayed response time after. The Constant errors popup saying you have to wait to sell more items.
Please revamp and optimize the trading post system in this game.
There are multiple posts about this issue that has been ongoing for some time now. When are the devs going to address this problem as a real issue?
Other complaints about the TP performance…
https://forum-en.gw2archive.eu/forum/game/gw2/Laggy-trading-post
https://www.reddit.com/r/Guildwars2/comments/1y4kzw/anyone_elses_trading_post_really_slow/
https://forum-en.gw2archive.eu/forum/game/gw2/Trading-post-is-always-lagging
Most classes have a 25% buff which stays on at all times. However the Revenant requires that you apply the over and over again manually. This is annoying, I timed it and it only lasts for about 8 seconds, then wastes another 8 seconds recharging. The way it currently is, you would have to tap this button 3 times EVERY MINUTE. In order to have the same speed as other classes are naturally given.
Instead, treat this ability as a 2 part system
1) Quickness: Skills and action speeds are increased
2) Superspeed: Movement is increased
Apply a buff, the usual 25% increase to movement speed without draining endurance.
If the ability is activated then Quickness is applied to enhance skills.
Doing it this way, only quickness will drain which is a much more enjoyable experience.
Musical Instruments should be improved.
1) Ability to play any song
Additional buttons should allow you to play Sharps and Flats so all notes can be played, not just those of the C Major Scale. I suggest making two buttons change while your instrument is out: SHIFT for flat and SPACEBAR for sharp
2) Instrument Accessibility
All musical instruments should be kept in their own tab in the achievements menu. Once an instrument is purchased it is unlocked for all classes. Just like items like the Zenith Bow Skin, you should be able to quickly access them and add them to your inventory. Or just do away with being an inventory slot all together, from a collections menu allow them to equip the instrument.
I asked GW2 on twitter, a mod told me it was just 1 inventory slot.
The Trading Post should allow more items to be sold without giving a constant error. The threshold for the number of items sold per unit of time is way too low. Not sure if this is a server limitation, but if it isn’t it shouldn’t be that low.