All skins in the game work the same: you get a free application once and use transmutation charges after. (The sole exception being outfits, for which no-cost transmutation is one of the few pros it has compared to pieces of armor.)
Further, transmutation charges are easily obtained from PvP, login rewards, and map completion. Thus, transmuting is very close to free for the vast majority of players.
So not only is the system much better than the one we had at launch, I think it’s extremely fair in its current state.
- Walk onto the ‘floor’ that sits above the water.
- Logout the character.
- When you log back in, the ‘floor’ will be gone and you can proceed as if you placed the statue head in the mortar.
Thank you very much for this! Now I can finally finish Mawdrey
Glad to hear it ! (I’m glad the workaround still does the trick, even though I’m annoyed that this still isn’t fixed.)
There’s no guaranteed way to transfer to a ‘full’ server. Try early and often, meaning:
- try whenever you logon (or your friend logs on, in this case)
- try when you signoff
- try while you’re waiting for the 4th or 5th member of your guild to arrive at a dungeon
- try during off-peak hours, i.e for JQ would be 3-7 am Eastern.
Good luck.
There’s no goggles to do the achievement. Please add some. Thanks.
Did you go all the way the ‘mast’, starting from where the chest is? It was there last time I checked 3 weeks ago.
Before praising or condemning the core specializations, I recommend that folks try playing around with them in game. There are new synergies, making some old builds weak and yet adding to the number of effective and interesting possibilities.
There’s only so much theory crafting can tell us about builds. We really have to play them to see what works. The meta has been stable for a while now, so we forget how different it was before people figured out the techniques we use today.
500 cooking would be nice too. Butter + slab of red meat = legendary food. Make it happen A-net.
Wouldn’t it have to be 5,000 butter + 2,500 red meat + 1,000 walnuts + 100,000 tiny snowflakes?
One reason that folks might think that world completion is important to do now is that there aren’t any current distractions competing with it. After the next content update, we think|hope|expect that there will be enough changes in the game to change our focus.
However, as others have stated, we have no idea if there’s a patch this week, never mind if it will be a content update or not.
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When will this happen?Rangers have been asking to save the names for all their pets since August 2012.
Here are some quotes from other players:
- “ArenaNet could have the pet names stored client-side. "
- “simply …verify the name set by the client… what they already do when we are manually setting it.”
- “Very simple and it doesn’t require any additional storage for ArenaNet.”
Can we get an ETA?
They haven’t promised it will happen at all.
If it were “very simple” to have the names stored client side, don’t you think that ANet would be all over it? Big win on a popularly-requested feature for little effort — seems that would be a no-brainer. That leads me to believe it isn’t anything close to easy to do.
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Two years ago, Regina Buenaobra made this statement: “Thanks for the suggestion. We’re aware of this request from ranger players.” – https://forum-en.gw2archive.eu/forum/professions/ranger/Saving-pet-names/first#post56611
“We’re aware of this request” doesn’t translate to “we plan to do it” or even “we think it’s such a great idea that we plan to prioritize it.” All it means is that they’ve read it. It’s literally the very least they could do besides not doing anything at all.
To be clear, I’d really like this feature, too. I just don’t expect to see it anytime soon.
The most cost-efficient level for masterwork or below is 53-55: salvaging gear yields T4 cloth (linen), leather, and metal, with little chance of getting lower- or higher-level. At that level, you’ll lose the chance of random exotics (e.g. from open world chests), while retaining the chance of named exotics from champ bags. Similarly, while you’ll see roughly the same (low) amount of rares, none of them can produce ecto and they will largely have lesser values.
A compromise is to use an L60 character: some T5 will replace the T4, but the rares will be significantly more valuable, and there will also be a similar chance of exotics.
General, trinkets are best to sell on the TP. (The most valuable ones are ~L30-40 though.)
My estimates of overall value of salvaged green|blue|white:
- Level 30: 150%
- L35-50: 200%
- L55: 250%
- L60: 220%
- L80: 100% (the baseline).
(That doesn’t include rares or exotics, since those ‘rare’ drops don’t affect the overall value much in the long run.)
There are a couple of issues that are getting conflated here, by people proposing a solution before we are clear about the problem:
- Some people hate some mini sounds.
- Others love some mini sounds.
- Some mini sounds are louder than others and/or more noticeable and/or more repetitious.
- Some people enjoy some of the ambient sounds in the game, but not others — the game offers no way to pick & choose.
Thus, the solution of “disabling all mini sounds” doesn’t work for me: I love Gnashblade’s, “I was the favorite!” although other sounds are horrid and some are too quiet.
I’m not against the feature, I just think there are other features that would be more important to have in the game.
Plus, my reliable work-around is that I remember when server reset is in local time. I also use /wiki wb, which brings up the wiki world boss article, which shows the times in UTC and my computer’s local time, plus a count-down. (There are also plenty of good timers and overlays with timers.)
tl;dr an ok idea, although arguably with plenty of existing solutions and therefore not a priority imo.
now with the megaserver system, PvE and PvP players, don’t have server loyalty. Servers now only matter to WvW players. Is that how the cap on servers is determined? Currently Darkhaven and Dragonbrand are full but they are 12-13 on the leader boards for WvW. Why is this? How is server capacity and size determined?
Server capacity and WvW rank are unrelated. ANet hasn’t said exactly what determines the cap; Inculpatus cedo has described the community’s best understanding based on comments from ANet, i.e. some combination of the number of registered accounts and peak concurrency (how many logged at the same time “recently”).
Some of us also think that it can be affected by how many are logged in right now. As evidence, we point to a number of guilds that have helped members transfer by scheduling a moment in time (e.g. 12:03 pm) when all of the guild logs out and their colleagues attempt a transfer. Every time someone has written about doing this, it’s worked.
On the other hand, others have correctly pointed out that this is anecdotal, i.e. there are only a few examples of this. They also (again correctly) point out that this could be explained by natural attrition of people not logging in for months and/or transferring out, i.e. it could just be a coincidence that the servers have had room.
tl;dr we don’t really know what governs capacity. The best advice for those determined to transfer to a “full” server is to try early and often, especially at off-peak hours. Eventually, you will succeed.
She mostly triggers it fine. My guild has been trying to experiment with figuring out what causes her to bug out (or more properly: how to reliably prevent it from happening).
First, a general work-around: if Detha isn’t following you properly (or is dead), have the party waypoint to anywhere (ideally, to Kholer’s location, assuming you killed him). Second, be aware that, like most dungeon NPCs, Detha follows the closest party member to her — if you want her to stay with the group, the group needs to stay together.
There are two ways that seem to be potential reasons for her to bug out. I’ll outline what happens and then explain what we do to work around them.
- In the “pit room,” if you wipe and return, you can sometimes finish the event without trigger all the completion requirements. The surest sign that there will be an issue is that you are able to get the chest by killing either The Breeder alone or the little gravelings alone (but not both at the same time). Another signal is if she fails to announce it’s time to move to the next phase. If this happens, you might as well re-roll the instance.
- In the trap room, if some of your party gets there early and she lags behind, when she arrives (late), she sometimes fails to recognize the trigger spot. (We think the first is more likely the issue.)
Preventing #2 is easy: just stay together and make sure Detha remains with you on the way from the Pit phase to the Trap phase. (Waypointing to Kholer’s location can help.) When you enter the pit room ensure Detha is with you and not out fighting oozes; if she is, you’ll have to help her kill them. Regardless, don’t enter the big orange circle in the trap room until she’s ready.
Preventing #1 is conceptually easy, but sometimes hard to execute: finish killing the Breeder while you still have gravelings to trap. This isn’t necessary to complete the event successfully; it just ensures that nothing goes wrong. If it looks like the party might finish gravelings first and then wipe, I recommend leaving combat or even wiping and starting over — redoing that one fight beats restarting the path.
Of course, another way to prevent potential issues is to run with an experienced group. I’ve never seen a problem if everything dies quickly and on schedule, with the party sticking together.
tl;dr there’s definitely a bug that ANet should fix. My comments are meant as a work-around while we wait for soon™ to happen.
- RPers are people and therefore exhibit human behavior: some are welcoming, some are cliquish, and some are genuine [word redacted]. Just as there are pick-up dungeon groups that welcome all comers and PUGs that kick anyone who doesn’t meet their concept of the meta, there are RPers that welcome newbies or strangers and those that… tell everyone to go away.
- There are tons of RPers around (part 1). Visit the unofficial RP site, http://www.guildwars2roleplayers.com/ or Tarnished Coast’s unofficial non-WvW site, http://forthetoast.com.
- There are tons of RPers around (part 2), just visit some of the usual hang-outs, including taverns (see the wiki’s article on taverns ) and various “hot spots” in the open world.
- There are tons of RPers around (part 3), and they are often spotted outside living story instance nodes (i.e. where you trigger a story or where there are open world NPCs).
While it’s true that megaservers have had an impact on RP, the effect on RP generally has been (in my opinion) grossly exaggerated. On the downside, it’s harder to find RP pick-up groups. On the upside, it’s less common to find RP pick-up groups fighting with each other about the “house rules” governing the “scenes”.
tl;dr before megaservers, you had to go looking for RP that suited your needs; since megaservers, you also have to put in a similar effort.
The issue is that blade shards take up a lot of room. They have only one purpose at the moment, which is forging the various back packs. In theory, that makes them a crafting material (or if you prefer, a forging material) and should perhaps be added to the account vault material storage.
They cannot be used as currency, so I do not think they should go into the currency wallet.
The crafting stations can use items that are in your bank or mat storage but the forge cant.
While true, that misses the point I was hoping to make:
- they are only used in recipes
- they aren’t used as a currency
- they take up lots of room
So of the two places to hide blade shards — the wallet or the crafting materials bin — the latter makes more sense to me. I guess ultimately I don’t care, so long as I don’t have to make room for four stacks while I’m gathering enough to finish an ascended back piece.
Neither.
The description reads:
Contains one random armor dye from a pool of 25 colors that includes 10 exclusive colors.
10 of the colors are shadow dyes; 15 are not. (The drop rate isn’t 40% though — you have a smaller chance of getting the shadow dyes.)
FYI if you have a linked GW1 account, it will also be changed. (If it’s not linked, it won’t be.)
although we’re not sure what’s the purpose of getting Jewellery to 500 when you can get the ascended amulet, ring and accessory by using laurels/commendation. legendary backpiece ?
I’m hoping it will enable us to create infusions and jewels with special effects, like poly-lumi or preserved queen bee. And/or give us tools that allow us to change stats on ascended armor or weapons.
I was in Southsun the other day, and before you ask…yes, I know about the daily limit on passiflora. This isn’t that. Well, while I’m here I may as well mention I think they should lift that.
The main point, however, is that it happened to me with saplings rather than plants. I had been gathering stuff all over the island, and I came to the steam curtain. Within range on my minimap were 3 Cypress Saplings and an Ancient Sapling. I logged one of the Cypresses, and the other 2 disappeared, though thankfully the Ancient didn’t.
Did some wires get crossed and the passiflora limit in that map is affecting other harvestables now?
The logging limit has been on the map about as long as the passiflora limit. It’s pretty high, so I’ve only encountered it a few times.
I suspect it’s a limit that applies to every map, but there are so few maps that can have that many trees of the same sort. Even if it’s a bug, it’s super rare and only affects a few nodes at most.
ANet won’t change their policy unless someone can find a method that hurts RMT selling/buying as much as the current gold-transfer cap. You don’t have to agree with ANet. However, if you want them to implement a new mechanic, you will need to accept that they believe 500g/week has slowed down RMT and has only a minor impact on the community.
Thus, it’s completely moot if dungeon-path selling and guild lotteries are supported or not. ANet has decided that hurting RMT is more important.
First, ANet has never definitively addressed this question (neither in GW2 nor in GW1), so we can only offer you our observations. Here are the things that seem to affect whether you get loot or not (and this does not address the quality of the loot you get):
- Some foes never drop loot — story instance foes and some champs (that are added for scaling purposes only).
- RNG — that is, loot-bearing foes don’t always drop loot for everyone; there’s an element of chance.
- First-to-hit — the chances that you get loot seem to increase if you are the first to tag a foe, especially when there are a lot of other players.
- Amount of damage — this is the one you asked about. There doesn’t appear to be a set number and it also appears to vary with the amount of foe health. So, one glancing hit can be enough for a “trash mob” but usually not enough for a champ.
- Party membership: party member seems to benefit from each other’s damage. So, if Bob gets in the first hit on a boss and Carroll does a single super-crit hit and Ted is able to hit consistently for ok damage, then maybe Alice can get away with a single hit, with everyone getting loot from that foe. There’s no consensus about how much this really matters in the end — probably a lot less than advocates claim and probably a lot more than critics think.
Or put another way, to increase your chances (all things being equal): get there early, do substantial damage, and be in a party. Your stats will ultimately have little direct impact.
Hello to everyone,
I am trying to get the light of dwayna recipe from wintersday gifts since someone in the past farmed the recipe from the tp and now it costs ridiculus amount of money.
I spent over 150gold trying to do just that.
I have a request to make from players if that is possible,stop posting orders for it for above 50 gold,it doesnt worth more and the price is fabricated,GWTP website shows a very suspicious spike in the price of the item,so lets stop paying premium for stuff that doesnt need to be paid so much.
As stated above the price is ridiculus because moreover this is just the recipe,u need to craft the materials that arent cheap as well bringing the cost to crafting this item to a legendary item’s.
I would like to hear your opinion and take on this matter guys,should we pay premium cause someone decided to play god in the tp?
Food for thought.
There are a couple of assumptions in your post:
- “The above price is ridiculous” — why? People are willing to pay it, therefore it’s not crazy to them.
- “we pay premium cause someone decided to play god in the tp” — no, the price is a premium because the demand outstrips the current supply.
Some skins are easily obtained and some are not; this one falls into the latter category. Some skins are exclusive due to content gating and some due to circumstances, including market prices. It’s entirely up to you whether it’s “worth it” (to you) to spend the time, coin, RL cash, and effort.
Just wondering if everything is gonna get completely moved around again… More so, are things getting added? I’m bothered every time I have to revisit maps to recomplete them…
One of the compelling features of GW2 is that things don’t remain the same. I’m sorry you’re bothered by it, since it’s one of my favorite selling points — I only wish it happened more often.
I’m not opposed to the mechanic of rewarding those who complete a collection being allowed to profit from the market in a special way.
In the case of Ambrite weapons, I’m opposed for the following reasons:
- The collection already offers a substantial reward.
- The skins are arguably a reward in and of themselves.
- The skins are obtainable by people playing PvP in the ‘daily rooms’.
- There already is a market for turning geodes into coin, via clay bricks.
- Lots of people would have treated their geodes differently had they known this was possible, and so it would create a lot of unnecessary whinging in the community.
tl;dr No, not a good idea for this particular situation.
i wanted to buy the zodiac armor but it’s gone, why would they remove it..
It’s typical of any cash shop: if stuff is in there all the time, it starts to get ignored and clutters up new offerings. Some people also think that it’s done to create “artificial scarcity” which would also drive up demand.
In any case, I’m happy to see old stuff removed if it means we’ll see a lot more new stuff over the next weeks or months.
seriously? when I go there there’s nothing there but sandstorms and afk people. Is that ‘working as intended’?
I am not sure where you are, but I see people doing events, especially if using the LFG tool to find a group.
Three solutions:
- Ignore the keys, as junk that drops while you pursue the skins that you care about.
- Park a toon in Dry Top with the keys and whenever you happen to be online from
9 – 0:59 of any hour, swap to that toon.
- Pull your hair out trying to figure out an efficient way to convert the keys (which take up only one inventory slot) to something of value.
In your shoes, I’d go with option (1). Since I’m primarily a PvEr, I went with option (2). I do know some people who have chosen (3) and they aren’t happy campers (or, at least, they don’t have any hair left).
Dry Top is Broken, if you want details go spend an hour there and see for yourself.
I went there myself and everything seems to be working fine.
This question asked by the OP was if a 100% rep requirement broke any rules, as their soon-to-be-former guildmate claimed. That question has been answered: it’s not against the rules.
If you guys want to start a new thread about whether it’s a good idea to require representation, please do so.
The theory is that people will do the following:
- deposit mats to the bank
- get bigger bags. 8-slots are practically free. 20-slots can be had for as little as 6g.
- manage inventory better, including salvaging-as-you-go and reducing hoarding
- add new bag slots
By the time you get to the last slot, you “should” be able to manage the slots you do have or be able to afford the upgrade price. Except when I was learning chef (in the days before there were any guides), I never came near needing more than 60 slots (which was 20+10+10+10+10, i.e. the default pack + four 10-slot bags), which was all I could afford at the time. (Gold:gems ratio was low, but it was much harder to acquire coin.)
tl;dr start by reducing the amount of stuff you carry and find some bigger bags.
http://dulfy.net/2014/04/23/event-timer/
Here ya go… Generally speaking you are going to have a wait a bit, but at least this way you should never have to worry not having enough people or missing out on a boss.
Yeah i know the timers but even then there’s never people, i think they’re in another world?
What bosses are you considering that don’t have enough people? If you don’t see anyone, could it be that you are at the wrong place or wrong time?
(And no, people wouldn’t be in another world — the game automatically adds/drops map instances depending on how many are needed, based on population. )
For the purposes of your question, nothing is changing except the name.
Skill Points, as currently in the game, have two functions. Those functions will remain as our SPs are divided into two new currencies.
- Hero Points take the function of skill points used for leveling. Now they are used exclusively for learning skills (and non-challenge unlocks of traits). Going forward HrPts will be used for unlocking specializations.
- Spirit Shards, aka Djinn-gots, take the function of excess skill points that are used to purchase ingredients that Miyani sells exclusively for use in the Mystic Forge. This is not changing at all.
In the past, skill points had a limited use for the first function, since once you unlocked everything, you couldn’t spend them for that function. Going forward, Hero Points will be similarly limited with an acquisition cap: solely from hero challenges (nee skill challenges) and leveling to 80..
In the past, skill points had an unlimited value for Miyani from all sorts of sources. Going forward, spirit shards will also be unlimited potentially, but not from experience (instead, those points will be used for masteries, about which we haven’t learned much).
tl;dr don’t do anything differently for now, unless you want to make sure all your L80s have done 65+ skill challenges before the specialization update.
you very much can create a group, just make sure that you tell whoever joins that you haven’t done the dungeon before, or put that in your description when creating the group.
Alot of people are willing to tell you how to do a dungeon and such if you say it’s your first time ^^.
Heck, a lot of people are willing to tell you how to run a dungeon even if you’re on your 500th run
(More seriously, just be upfront in your LFG advertisement and when the party is formed; there are lots of people like yourself that are first timers and want to do it themselves, rather than paying someone else to do all the work.)
The poly-lumi and Queen Bee jewels don’t provide any more stats than any other jewel of the same tier/rarity. Their only value is the special effects.
My concern is that they can’t be easily applied to a trinket that one could swap around among characters; once they are added, they will soulbind nearly all exotics. I would prefer that the special effect be separated from the stats so they can be added to ordinary infusions (not “agony infusions”); the resulting trinket would still be account bound.
There still is. It’s now a “system message”. If you’re like me, that’s hidden from your primary chat channel (since there are way too many messages that I don’t care about).
There are always grounds to report someone. The question is: is there enough evidence for ANet to take action? In this case, your original evidence was sparse and the other person would probably have gotten away without consequences, as long as they didn’t make a point of treating others the same.
Unfortunately for the scammer, that conversation made it easier for you to provide details to ANet that are now much more likely to result in a response.
As others have said, you still won’t get your coin back, unfortunately.
As mentioned before, provide the screenshots to ANet and stick the non-emotional facts you can provide them (time|date|location(s)|text). You want ANet to focus their attention on the refusal to return the money, not the discussion that followed as a result.
In RL we have cloth coming from plants after all, and having to farm it from unstable sources like bags or gear places cloth users at a pricing disadvantage.
Everyone is a cloth consumer or supplier, so no one is “at a pricing disadvantage.” I also don’t see a problem with cloth being more expensive than metal or leather.
The issue is that blade shards take up a lot of room. They have only one purpose at the moment, which is forging the various back packs. In theory, that makes them a crafting material (or if you prefer, a forging material) and should perhaps be added to the account vault material storage.
They cannot be used as currency, so I do not think they should go into the currency wallet.
I like the idea of additional emotes and idle animations.
There were people who revived to get XP?
Apparently
The thing is: experience past L80 (after acquiring all skills) has had precious little value. Sure, some people do their mystic forge recipes/promotions. Most, however, end up with oodles of skill points and nothing to spend them on.
Maybe you can’t be counted for the achievement if you hang back from the room. There is probably a trigger here involving you entering an area and staying there, or getting involved in combat (less likely)
This is correct. You cannot remain outside the room the entire time. (I don’t remember how it works exactly, only that we restarted a few times to get the chieve for a few guildies.)
PS it’s not “blocking progress” for the game to make it hard to leech an achievement. (I have nothing against leeching — I help people do it all the time — I just don’t think the game needs to make it easy or even possible.)
Working fine for me.
- Try restarting the game.
- If that doesn’t work, try clearing the cache (instructions in the tech support forum and in the game’s knowledge base, which you can find by clicking the “Support” link in the upper left navigation bar).
- If that doesn’t work, contact support (also available via that link).
Good luck.
Yeah, this has come up a few times. Unfortunately, I can’t imagine this would be a priority fix, so it will probably get adjusted when something else gets fixed, with a similar mechanic.
Once you reach L80, you no longer get XP from crafting.
Hey, koxsos, sorry that this happened to you. In brief, this is what I would do in your shoes:
- If you have any screenshots of the agreement you made, collect them and create a support ticket. Keep it simple: just tell ANet that the player borrowed 250g and promised to return it and never did.
- After that (and if you don’t have the documentation), let it go. I know that’s not what you were hoping to hear.
As others have stated, CS can’t help you recover the gold. All they can do is keep track of the player — if that person makes a habit of “borrowing” without returning (aka scamming), CS will take action against them. That won’t do you any good; it will merely make it less likely that the “borrower” can’t scam others, too.
Once again, I’m sorry you lost the gold. It’s a terrible way to be treated, even if Shakespeare was right that one shouldn’t borrow or lend. (I lend all the time, IRL and in game — I just don’t generally expect to see the money again and I’m happy when I do, which turns out to be most of the time.)
They did it just the once, included an item in the gem shop that offered a feature that wasn’t available inside the game itself. There was a strong reaction from part of the community that this was a bad idea, particularly because sprockets are otherwise so difficult to obtain in bulk within the game.
I’d be surprised if they create another gem shop item like it without also putting something similar in the game. The closest so far are the frostbitten tools, that drop tiny snowflakes, and can only be obtained via wintersday gifts (or exchanging ugly clothes).
They haven’t actually said definitely if they will grandfather in existing characters and/or refund coin or skillpoints to characters that spent to unlock traits using the current system.
Linken is most probably correct: every character will be reset, assigned Hero Points according to their level and completed skill challenges, which will enable them to unlock without having to spend any additional effort.
The OP is trying to point out that the Spirit Shards (aka djinngots) won’t be guaranteed drops; they will be RNG. This is already true for many currencies, including Bandit Crests. Coin, like djinngots will be, has some guaranteed sources and some RNG ones.
And, as others have stated, even if RNG, it will still be plentiful, much like Dragonite.