There are two separate mechanics: stealth and rendering. I don’t have a problem with thief stealth: the ones with the most invisibility are weak and can be degen’d quickly. I’ve been surprised by thieves nearly every time I’ve played WvW, but I’ve never been killed by a solo thief and never failed to kill one if there’s been 4+ people in my group. However, the build I used to run would have been an easy victim for a well-played thief.
Rendering might be a different matter. I don’t have enough personal experience to say. Certainly thieves coming out of stealth should render right away.
This is by design (per a developer in a previous comment about the achievement). You only have to find the start of the JP — you don’t have to complete it.
Most software companies have trouble figuring out how to display file transfer progress in a way that’s helpful to end users. I don’t care about number of files and I don’t really care about total transfer size — what I want to know is how long I have to wait. Do I have time for coffee? For dinner? For a movie? For a trip to the Bahamas?
Barring that, the total remaining bytes to download is probably more useful than the number of files.
However, although I’d like to see ANet address this, it’s pretty low on my personal list of priorities. When ANet announces a major update, I assume I might not be able to play for an hour or three, especially if they release it at peak playing time. For unscheduled updates, I assume I need to allow for 20-30 minutes of waiting. I’m okay with that for now. (People with faster connections can reduce those estimates and a few out there might have to increase them. )
I think the OP needs to go back to the problem they want to address. If I understand it correctly, it is something like:
- I don’t have much time to play.
- I had fun leveling up one L80 character, but it’s not so much fun leveling up another
→ with my limited time, I’d like this to be easier.
If that’s the case, there are other ways to address it, instead of offering rewards to people for not playing. For those with disposable income, you can already buy gems, convert them into coin, and use that to buy materials to level up via crafting. That’s faster, more efficient, and (arguably) more fun than double-clicking another consumable.
If you want to offer suggestions to the GW1 developers, you should do so on the Guild Wars Wiki.
http://wiki.guildwars.com/wiki/Feedback:Getting_started
Some keyboard software comes with an option to disable the windows key, either automatically with certain programs running, via a key command, or manually (i.e. toggle off or on for all programs). (I have this on some of my Logitech keyboards.)
However, I think it would be useful to have more options to customize commands, including the one suggested by the OP.
Unfortunately, this feature is working as intended. It’s not clear to me why influence accrues on a per-server basis, but ANet devs confirmed this is the current design.
There are some in-game clues and the wiki has these details. At the same time, I agree with you that you should be warned explicitly before moving that you won’t have access to the improvements you made on the old server.
BTW: none of your stuff is gone. It’s on the old server. There’s also a work-around for getting your stuff to your new server: give a friend on the old server permissions to access the shared bank and have them mail you the stuff. A pain and annoying, to be sure, but perhaps easier than waiting a week to move to grab your loot and waiting another week to move back.
I’ve suggested that guild be allowed to pay to move their improvements, but it didn’t get much support.
https://forum-en.gw2archive.eu/forum/game/suggestions/Move-Guild-Upgrades-to-New-World/first#post1150981
Soule: were you in combat? On some occasions, you’ll get ruined mats, regardless of the tool used.
Add incentives for remaining with the same server. This will artificially increase loyalty to a particular world, thus reducing attrition and indirectly improving teamwork.
Some examples might be:
- Increase the power of the mists based on how long a player has remained on the same world. For instance, +25% better after one week, 50% better after two weeks, up to a maximum of twice the benefit for more than a month. (The initial bonus might need to be reduced or eliminated.)
- Increase the amount of supply that can be carried, e.g. allow newcomers to carry 5 (10 from influence-enhanced forts), short-termers to carry 10 (15 from i-forts), and veterans to carry 15 (20 from i-forts).
- Increase the participation-based influence gains for veterans, perhaps 3i instead of 2i per activity.
- Offer a Power of Loyalty bonus for remaining on the same world, in addition to the Power of the Mists.
The examples above are meant to be illustrative — the idea is simple: offer a reward for sticking with the same server, even though the balancing details might be complicated.
How is wearing MF gear any more selfish than any of the following things which are better for the individual player and worse for the group:
- Using cheaper masterwork, instead of exotic items.
- Using lower-level items, instead of at-character-level ones.
- Failing to use foods or potions/sharpening stones/crystals.
- Failing to optimize one’s build + gear.
- Using a glass canon build, since it relies on others to keep you alive in certain situations.
All of these reduces one’s effectiveness, at the expense of the group.
I apologize, Argus, I meant to begin my post agreeing with you: ANet should rebalance this achievement.
Displaying a title is only one way to do that. Other alternatives include allow the title to include use of tonics or potions or introducing some craftable alcohol that has fringe benefits. Or they could just lower the required number of drinks to something comparable to the ’’AYCE’’ track.
Unlike the “all you can eat” title, this one is pure grind & gold sink. Food provides additional benefits (health, power, MF, …), but I don’t think there is any drinkable item available from a vendor or from crafting that provides a similar benefit. Potions & Tonics do not slake one’s thirst apparently.
BTW: you can tell if a track includes a title: there’s a little crown at the end of the progress bar.
I don’t really see the problem. If I’m trying to run past mobs and I use a speed boost, they aren’t aggro’d and I keep moving quickly. If I hit them with an offensive skill or they hit me, then I am “in combat,” and it’s up to me to break aggro or deal with the foes. Of course, that’s an incentive to refrain from entering combat, as noted by the OP — that doesn’t seem like a bad thing to me.
The original post describes entering combat (and slowing down) as a punishment and treats the current situation as if it’s an unlevel playing field. But, as noted above, the current situation is of benefit to the player.
Acydreign: I recommend that you create a support ticket for them to follow up with you individual. This seems like a problem specific to your character. Good luck.
- If you still don’t have the coin tomorrow, then create a support ticket. Filing a bug report, either in-game or posting on the forums, only notifies the devs that there might be a general problem. But they won’t typically use the report to resolve an individual issue.
- You might have already realized this, but the pick-up window only shows several dozen transactions. If you order a stack of mats and that order gets fulfilled one mat at a time, you might have to press pick up a few times before you see other entries, including coin.
- On occasion, people have reported delays. Reading between the lines, there apparently can be some queuing issues, where the transaction is in the system, but the buy and sell orders aren’t fulfilled. The longest wait period I’ve heard about was less than 48 hours.
I don’t think the amount is that important — the TP is only effective if everyone trusts it and if even 1c is getting lost, it is frustrating.
Good luck and please let us know how/when it gets resolved.
This problem is perspective. The technic is that you move faster out of combat, not that you move slower in combat, which is in place solely for the sake of travel.
I agree. The alternative to slowing down during combat is to move at current combat speed all the time, even out of combat. I prefer the current situation (being allowed to run from WP to WP quickly).
If I recall correctly, there are two trebuchets. I managed to use one of them successfully each time I’ve been in the instance, but not the other.
The short story is that investing in gems is a good long term investment, but usually a terrible short term one (with few exceptions since the game launched). To see historical rates, check out gw2spidy.com
There are two different issues you ran into. The first is that there is an implied tax when you trade coin to gems and gems to coin. Your net loss is approximately 32%, as if you paid the 15% trading post fees on each transaction. In other words, if you start out with 1 gold and buy gems and then turn those gems instantly to gold, you’ll end up with closer to 70s (my math is oversimplified, but it gives the right idea).
The other complication is as you suspected, the rates can change drastically. Over the course of Wintersday, the coin→gem rate varied from as low as ~1g50s per 100 gems to as high as ~2g25s, so there are better times to invest than others. During the same period, conversion in the other direction ranged from 100 gems being worth ~1g13s to ~1g70.
Since many MMO-veterans believe that GW2 economic inflation is inevitable, they recommend that you convert some portions of your coin into gems. That’s good as a hedge against coin decreasing in value relative to its purchasing power.
So, over the course of Wintersday, if you bought 100 gems at the lowest rate of 1g50s and sold at the peak of 1g70s/100 gems, you would have made 20s off your initial investment, a 13% investment. Personally, I never managed to be online for the lowest rates — I managed to buy 100 gems for 1g70s, meaning even if I sold at the highest rate, I would have merely broken even.
Accordingly, my recommendations are:
- If you want to buy something in the gem shop (like a new character slot), then look at Spidy for a good rate over the last few days and try to buy gems at that rate.
- If you want to invest against inflation, buy gems whenever you can afford them and the rate is good relative to recent market.
- Be prepared for spikes as soon as an event is announced or begins and dips as the market adjusts.
Quick Note:
GW2 Spidy is not hacking, they are not doing anything illegal, it’s a fantastic site.May I use similar method to obtain automated info to use in an out of game notification tool?
Spidy has an API that you can use. The advantage is that it means you don’t have to ping ANet’s servers to collect data, which decreases any potential performance hits on the game.
Currently, the Moorwatch/Cattlepult vista suffers from two difficulties:
- There is a narrow window during which people can use it.
- The window depends on NPCs / events progressing correctly.
This creates a lot of confusion over whether the ’pult is bugged or not and makes it more confusing than necessary for people trying to use it. Instead of trying to troubleshoot why it sometimes gets bugged, I propose that the devs make one small modification:
- Allow the cattlepult to be usable whenever it’s not being loaded with cows.
This way, the ‘pult will continue to be usable even if Mardine’s assistant gets confused about where to find fresh test subjects, the harpies make off with the cows, or Mardine decides to launch himself (he’s mad, you know). The use of the ’pult will still be tied to the event/lore, but without the strict dependency and opportunities to get stuck.
I don’t mind investing time & coin into producing multiple equipment sets, but I do wish it was easier to swap between my dungeon build, my PvE build, my WvW build, and my general who-knows-what build. At the moment, I have to:
- Organize my equipment and manually swap up to 12 items (armor, back item, and trinkets).
- Visit the trainer and manually select 7 skill traits again (which sometimes requires writing them down).
- Manually update five slot skills.
I’d prefer to save a build with the gear on the [h]ero panel and then select the combination of gear/traits/skills from a drop-down.
I agree: block should make you invisible to the other player.
Why not? Still, this would be at the bottom of my “wish list for guild improvements” — there are a lot of other simple/complex suggestions I’d like to see first.
So, when ANet just adds health to a boss, people complain the fight needs new mechanics. When ANet adds new mechanics (like health regen via consuming other foes or anti-kiting), other people complain that the fight is unplayable.
Typically, people misunderstand boss mechanics. For example: there’s an imp boss that becomes invulnerable for long periods of time, but all you have to do is destroy a nearby totem and she’s weak — yet nearly every time I’ve been nearby, someone is yelling in /map or /local chat about how invulnerability is broken.
I wouldn’t say that Gargantula is the Best | Boss | Ever, but she’s hardly the worst one.
Of course it needs to get fixed, but it’s just a bug and there’s a viable work-around. Instead of trying to target the cage, just keep moving your character around and spam the action key (default: [F]). It didn’t take very long, although I agree it’s annoying.
- http://www.reddit.com/r/Guildwars2/comments/15den2/dynamic_crafting_guide_with_suggestions_to_buy/
- http://www.errantquest.com/guild-wars-2/
Those are pretty good imo.
Yes, please. I would be willing to pay gems for this, too.
You’ll note in your travels to get map completion that all of the orders are included in the poi map count: Priory, Vigil and Whispers. Because Whispers is a super secret order, it makes sense it’s tucked away/hidden somewhere. Chantry of Secrets is the Whisper of Order’s HQ.
I had wondered this — I like Jayne’s explanation (whether or not it’s official “canon”).
I am not experiencing this issue. I am slowed when in combat (can’t change weapons or skills), but can cast all sorts of skills near foes without aggroing them.
You can already map out sequences of actions, since you can change the keyboard mapping for every keyboard command in the game. Although the UI will always display the skills in the same order, you can choose any keys that you like. You can even have up to two keys.
If your thief commonly uses Shortbow-4 → Shortbow-2, then you can map that to N→J, two unused keys next to each other.
Guilds arent server based. So your guild perks should stay as they are even if memebers switch to new servers.
Guild Perks are server-bound. You have to recreate everything: bank, level upgrades, access to armor/weapon vendor, and even ability to design an emblem.
+1
My current work-around is that once a month, I take a look at karma-only foods in the bank and go on a shopping run until I have about 200+ of each, with maybe some spare bulk packages for heavily-used items (not that there are many of those). It’s fun in a way to go out and visit these areas again, but I’d prefer not to be forced to do this.
Incidentally, sometimes it’s cheaper to buy the intermediate foods that are made with karma-materials, which removes the need to look for the vendor.
The reason unID dyes increased so much was ANet kicked out botters. You can see the spike on Spidy coincides with mass bans: demand stayed about the same, but the supply dropped enormously.
With regard to MF: a lot of people switch to magic find with unrealistic expectations for two main reasons:
- MF has a modest impact on the average value of drops. Over time, it’s a good investment, but not over short runs.
- MF can reduce the number of drops you get, decreasing the value of drops for some players. For example, if you aren’t able to deal as much damage per second, you will tag/kill fewer foes, get fewer drops, and end up with less loot — although your loot has a better average value, the total value can drop.
I would only recommend MF to players that are already tagging/killing stuff rapidly. Most people can earn more by looking for more efficient routes than they could be using MF.
- All You Can Eat would cost 8 silver, since there are loads of food items available for 1c each.
- The cheapest coin-vendor drinks are about 8c/point, or about 80 gold to max Thirst Slayer.
- The cheapest karma-vendor drinks are 7 karma/point, requiring about 700,000 karma.
Interestingly, while there are all sorts of benefits to consuming food, AYCE requires far fewer points than TS, even though drinking alcohol has no in-game benefit.
The trigger points are very specific. It is possible to enter a JP without getting credit, if you do something a bit odd. For example, at the entrance to the Shark’s Maw, you can jump around/past the opening into the pool and miss it.
As Blueshield notes, there are ways to (ahem) ensure that you can complete the monthly achievement.
Account names would be better for all sorts of reasons. “Unknown” usually means that that account hasn’t even been online in a while, so perhaps your “looter” was suspended or banned.
I like the “manufactured by…” idea (but just for really special loot, not for anything less than a named exotic). There’s a title for wielding a legendary — I think it’s fair trade off that someone who wants to sell their product has to give up that title. Then again, I don’t see the harm in offering both titles (crafted and wielded).
1:1 trading hurts the economy; it only benefits a small fraction of the player base, at the expense of the majority. Among other reasons:
- The TP is completely global, so the “invisible hand” adjust prices quickly, since everyone sells to everyone else. 1:1 trading removes people from this global economy.
- The TP reduces the amount of profit someone can make by inequalities in information sharing, whereas 1:1 trading magnifies the benefits to those who know just a little bit more than others.
- The TP prevents almost every type of trade scam: substitutions, misleading sales pitches, and so on. CoD only resolves one type of scam (not delivering what was promised).
I thought I would miss the bartering that goes on in other games (since I met nearly all of my closest gaming friends that way), but GW2 offers many other opportunities to meet people, even those who share an interesting in power trading.
I can’t agree. Yes, some spots are hard to clear solo due to respawns, but that challenges me to figure out what I’m doing and return later. Typically, I find I can clear the spot after gaining a few traits or improving my approach. For some professions, I’m not sure I can solo champions, but it often takes too long to bother, with or without respawning adds.
There are a couple of spots that could be tweaked, but overall, I think the spawn rates are fine.
BTW: typically if I make a request for help in /map chat, I get a few people to help, even in low-pop zones and even for unpopular content.
Suggestion:
- Enable a buy-back option for training manuals.
- Make the manuals account-bound, so people cannot buy them for cheap and resell (exploiting above).
- Change the description of the manual to read: “Used to enable setting of traits at _ level. As a bonus, your traits will be reset without additional fees. (Your trainer can also reset traits at a significantly lower cost.)”
Background:
A small fraction of players end up buying an extra manual for various reasons. For newer players, this represents a large outlay of coin and the player can feel it’s wasted. Further, unless you have an alt, the only way to deal with your mistake is to sell the manual on the TP for a minimum of 20% loss (15% in fees and a few percent in order that someone is willing to buy it, instead of purchasing from the vendor).
Change the system so that people can fix their mistake for no net-cost (without being able to exploit this) and update the description to make it less likely that people will purchase a duplicate manual.
Primary Reasons People Buy Extras:
- They think (incorrectly) you have to use a manual to respec (addressed by updating the description).
- They forget they have already used a manual (could happen to anyone).
My Grandmaster’s Training Manual won’t work either.
I’m level 66, I bought and used the 2 manuals before this one.
I double-click and get nothing.
Check your traits to see if you can use more than 20 points in a line. (The right side will be greyed out if you can’t.)
If you end up with an extra manual, you can sell it on the TP for a small loss, save it for an alt, or trade with a friend.
That will leave you with a spare manual. You can sell it on the TP for a small loss, save it for another toon, or trade with a friend.
Are you sure that’s the last spot you needed? If you run alts, it’s possible there is another one hidden away in a corner.
I found the easiest way to find out which sub-areas I needed was to open the wiki’s map of the each zone in the region, and look for the names in white that don’t have any map completion icons (vista/POI/WP/heart). Those were the most likely for me to have missed…and that worked for Maguuma, Shiverpeaks, and Ascalon.
If you are sure that was the last remaining spot, then I recommend that you create a support ticket — that’s the best way to get someone to look at something like this, which is specific to your account.
https://en.support.guildwars2.com/app/ask
Good luck.
(edited to add link to support)
+1
There seems to be plenty of room on the screen for more alts to show.
I’ll try and get to fixing the information on the wiki.
It really is strange how we can’t get an official response on this. I’ve been trying very hard to get more attention on the issue but there simply seems to be no interest from the devs on clearing this up.
Devs don’t have infinite time; they post when they can. A couple of them have explicitly said that a lack of response doesn’t mean a lack of interest. The devs have also said they read forum posts as often as they can, not just bugs and suggestions, but also the other topics.
So, I agree it would be nice if they could let us know, but I also understand why they might not.
Bots couldn’t care less about pressing [F] over and over again, because they are, well, bots. They are programmed to be as efficient as possible. I can’t imagine that this will speed them up significantly. However, the current setup is terrible for the player. I can’t count the number of times during a big battle when I have to choose between rezzing a player, helping to defeat trash or boss mobs, or grab that drop over in the corner — and if you don’t grab it right away, it disappears.
Yeah, he could have typed an answer in the amount of time it took to tell us that he wasn’t going to but sure.
ANet always prefers somethings to be left for research by players. And some players love figuring that stuff out and posting it on the wiki. So, he “could have,” but I’m glad he chose to leave it up to us.
I’d like to see true auto-looting in the game:
- Auto-looting: whenever a foe dies, items are automatically sent to inventory (with the same pop-up we see now).
- Auto-distribution: that’s the current mechanic: you press [F] and all items available for pick-up are sent to inventory.
- Manual: the current default. Press [F] to make items available for pick-up and manually select which ones to keep.
I imagine that most players will choose the first option, a few will choose the second, and almost no one will select manual.
I don’t like playing thief much, but neither do I want to see stealth removed from the game or changed drastically. It’s interesting finding counters to that mechanic and trying to predict where a thief will go to escape, just as it’s interesting to avoid wasting skills on clones or getting past guardian boons etc.