Limit free server transfers to once every two weeks
in Suggestions
Posted by: Illconceived Was Na.9781
in Suggestions
Posted by: Illconceived Was Na.9781
Limiting transfers hurt PvE players, so any solution should address the needs of PvE and WvW The 1x/day cap means I can no longer play with friends who have guilds on different worlds, as was possible during the first few weeks.
If the issue is increasing stability for WvW, then how about limiting the benefits of people who jump worlds.
This prevents griefing and spying, while allowing people to look for WvW servers with reduced queuing time. It also has little impact on PvE.
And it’s completely compatible with guesting.
I think this would be a valuable tool. Right now, I keep track on a spreadsheet, but the game could display this information in the achievement panel, maybe by clicking a button, e.g.
Alternatively, it would be nice if we could download data about our toons that included this (e.g. biography, personal story, dyes unlocked, map uncovered, remaining POI / Vista etc). The game has the data; the idea is to make it transparent to the player.
I agree the display is not perfect, but it finally presents all the data upfront (with some math left as an exercise for the reader). I would prefer to see:
This is overkill, but it ensures that no one will ever be confused by how much they should see available for pick up, how much they are paying in fees/taxes, and whether it’s worth it to them to list.
It’s to be expected that Elder Wood would increase substantially in price:
Frankly, I’m surprised it took this long and that the price is still relatively low.
I am sorry you are having trouble getting 100% on the dailies.
A few “events” do not count towards the achievement, notably skill points. Also, if you join an event late, it’s possible you won’t get credit. And “failed” events do not count; they must succeed (although it’s okay if you get bronze or silver reward).
My recommendation is that you screenshot your daily achievement panel before you start your activities and screen shot each successful event’s medal. Then if/when this happens again, you can file a support ticket. If you provide the time stamps on the images, the devs can figure out what’s going on.
Yeah, my suggestion requires some annoying work on your part. However, I think it’s the only way that ANet will be able to get enough data to try to replicate your experience.
@Jeffrey Vaughan: thanks for the update.
I did the same thing bkonkle describes without success. On one occasion, I ran around to every corner of the map for over 20 minutes. On another, I alt-tabbed to look for solutions on Reddit and this forum. I tossed AOE fields wherever I suspected an escaped foe might be hiding. None of it did any good, except as Metal Wing describes above: one player, watching all the cutscenes.
So, if you are having trouble, try both. It takes a few extra seconds to watch the cutscenes and you can make coffee or clean a few dishes while waiting for the final wave(s) of Risen to appear.
For what it’s worth, I offered the advice in /map chat to someone else who was having the same trouble. And they were successful (first time in four tries). Thanks again to Metal Wing and I hope that the data is helpful to the developers.
So, I took Metal Wing’s advice and stopped skipping the cutscenes. And that worked! Got two more waves of undead at the first gate’s defense and everything else went smoothly after that.
However, I can also confirm that the first time I tried this was with a friend and we did not skip the cutscene. So it seems that, at least for those of us encountering issues, you need to try it solo and watch everything again.
For those who just want to get the POI inside the Fort, you can get close enough to trigger it even if the mission bugs out at the first gate. (I got it by accident as I went searching for potential escaped undead.)
My quest is bugged out on my engineer storyline, I get to where I defend the front gate, kill around 4 guys, then nothing happens. I have around 15 NPCs standing around but that is it, and still have the green circle on my map as to what area to defend.
Funny thing is I zone out back to main world, and there are around 40 hostiles jumping me as soon as I phase in ….
I am experiencing the same thing, whether partnered or solo. I’ve tried looking under every nook and cranny for stragglers, with no results (for good measure, I’ll toss an AOE skill to see if there’s any damage to unseen enemies). In addition this last attempt, I spent some effort running back/forth between groups to make sure that I didn’t miss any. I’m fairly sure that none escaped this time (although it’s possible that some spawned in the wrong spot).
Maybe if you guys cannot replicate the results, you can find a way to allow us to progress the quest anyhow, for example:
Thanks for your attention.
bkonkle: how long is “awhile?”
My friend and I have started this quest together four times now, with the same result: getting stuck after ~2 waves at the front gate. We’ve waited for 15-20, 5 min, and ran around for 15-20 min without any luck. The fourth time, we had the helper leave, with no better luck.
I’ve also started it alone 2-3 x and gotten stuck at the same place. One of those times, tried logging the character out and back in (hoping to be returned to the same mission). When I returned, I was on in the shared instance of Straits and there were a dozen or two undead at the gate, as if the ones that were supposed to spawn during the story had appeared in the wrong place.
The only semi-odd thing the two of did was walk through the storyline together. But since we made separate choices and are playing different races, there wasn’t much overlap. (In any case, the game shouldn’t care what the helper-player has done.)
I couldn’t replicate your results.
I tried this with the unidentified yellow dye (master) that can drop common, uncommon, or rare. I crafted two (all I had the mats for) and ended up with two different dyes, one uncommon and one common.
One thing you didn’t mention was whether you split the stack or not. I did (because I’m afraid of accidentally clicking too many times)
So then I tried with unID orange (plain) (common only), since I happened to have a lot of the mats for that. This time I didn’t separate the stack. I ended up with two different common dyes.
There are 49 brown dyes of which only 27 are common, so the odds of your first dye matching your second are 1:27 for the Far Mountain example. And 1:729 in your Khaki dye production. Given how many players in the game opening unID dyes, someone is bound to see some lucky/unlucky combinations, i.e. it’s not entirely crazy that you had bad luck here.
However, I do agree it’s worth calling this to their attention: easy for them to test and verify if it’s an issue or not.
According to several posts from ANet, the random roll for opening stuff happens when you open it. I believe they specifically mentioned Black Lion Chests, salvaging, and the standard unID dye (I don’t remember seeing them mention crafted dyes, but those should work the same). In other words, if there’s an issue, it’s probably happening when you double-click, not when you create the dye.
Why do you think they haven’t looked into this? They don’t respond to every post; in fact, they respond to relatively few posts. If there’s an issue, it’s exploitable and I’m sure they would like to fix it before confirming it, and thus allowing people to take advantage of it.
I think I have enough mats to craft a few unID dyes, so I might try my own lotto and see if I can duplicate your results.
in Crafting
Posted by: Illconceived Was Na.9781
If you try to farm all the mats required for discovering every recipe for each craft, yes, it will take you a very, very long time. If instead, you chase events and follow Echo’s advice, you can level up with relative ease. There are a number of effective guides available, but the strategy is the same, for each 75 ranks:
There are variations and you can do more discovery or craft tons of one item that grants experience instead of discovering. This also allows you to avoid need to gather 100s of the same fine material.
Also: keep an eye out on the TP for which items for the next rank are cheap and invest in those before you need them, i.e. put in a WTS custom order — that saves you a lot of coin.
You also get a (small) free crafting boost from Power of the Mists, which will be best on Fridays before the WvW match up change.
In other words, it’s possible to manage eight crafts (especially spread across four toons).
The spot where you have to stand is relatively narrow; there are lots of spots that appear to be farther from the NPC than the cattlepult, but will still give you the error message. Make sure you get the “interact” message.
I’ve been there before, during, and after the harpy event and have always been able to use it to get to the Vista. (I haven’t actually tried while the cows were being fired, though.)
It was changed on 1 October.
See the wiki: http://wiki.guildwars2.com/wiki/Game_updates/2012-10-01#Guild_Wars_2_Wiki_notes
(edited by Illconceived Was Na.9781)
http://pendiongaming.com/gw2/dyesearch.php
This site allows you to type in the RGB or html/css code for a dye and it will give you the closest matches (measured four different ways). For example, for #123456, the tool suggests:
Mileage will vary, depending on the armor, material, and location of the dye.
There are separate issues affecting PvE and WvW. Ending free transfers only addresses the WvW concerns. A comprehensive solution requires addressing both sets of problems.
A number of people have offered various creative solutions to address each of the above individually, but I would rather wait and see ANet address all the issues together. For example,
I’m not very good at PvP, but my rate of death in WvW is only slightly higher than my death rate in PvE. (I’m not careful enough in WvW about how far I chase stragglers.)
But even at my worst death rate in WvW (the first few hours of play), my income far exceeded my repair bill. Actually, I’d be willing to pay double that if it meant I didn’t have to run back to my last location from the repair NPC — I believe it costs me more to lose the time spent returning to the battle than I spend on fixing my armor.
in Suggestions
Posted by: Illconceived Was Na.9781
I support this.
There are at least three choices made during character creation that have an impact on what dyes look good later…but there’s no way to predict it in the character creation menu (since you can only color basic armor and only using the default colors).
Those color choices include:
I can see ANet wanting to charge gems for a makeover for things like skin, eyes, or hair, but I don’t see why the accessory is fixed.
Mailboxes were tweaked to have a 9-mail limit (reduces stress on the authentication servers, apparently). You can still unlock the full mailbox message, you just have to go through extra effort. (Empty the mail, have a friend start spamming you mail, start deleting it — some time between 9 and 19 messages, your hint will unlock.)
It’s not a single issue, so it’s probably not simple to fix. It’s also a helpful tool to un-stick event/SP/heart NPCs.
There are a couple of different ways to resolve it, none of them simple: overhaul the skill so it never moves friendlies (that might or might not have been the original design); tweak every NPC so they are unaffected; or start suspending players who move the NPC.
The best way to get ANet to act is to report each example of a moved NPC — if everyone does this, then it will be faster for the report team to find griefers and go after them. It will also give ANet a better idea of how frequent the issue is, allowing them to reprioritize the issue so it’s more likely to be addressed sooner.
This was addressed in the 7 October patch. If you are still having trouble with it since the patch, make sure to file a /bug report in-game, so that the QA team gets the time/date/world data.
No, it does not depend on the event. (At least, I’ve been able to use it 100% of the time.) Just make sure you stand in front of the ’pult and “interact” with it — if you speak to the NPC, you get the disabled-content message.
You get an error message if you speak to the NPC. However, if you walk to the front of the ’pult, and “interact” with it, it will offer you a “use at your own risk” warning and then send you on your way.
I’ve never had a problem getting this to work (tried it multiple times in several different worlds). However, the trigger point for the ’pult and for the NPC are very close together, so you might have to dance around a bit to get the option.
The cattlepult has always worked for me. If you talk to the NPC, you get an error message. If you stand in front of the device, you can interact with it and it takes you to the vista location.
I have tried this on at least three different servers (although none since the patch).
This happened before the patch, too; I haven’t seen it since the patch, so I think it’s situational. I think sometimes there is a nearby creature holding aggro, but they are out of the line-of-sight. This shouldn’t happen, but you can try these work-arounds:
I think I’ve run into this a half-dozen times and only once did I need to resort to the logout version (for a jumping puzzle); I needed to swap skills and couldn’t because a nearby foe thought I still wanted to fight).
This should be fixed by ANet, but here’s an explanation and a work-around.
Explanation: The glitch is probably caused by the change to a 9-mail limit from the original 10 (this was done to help reduce strain on the mail/authentication systems). The hint still reflects the original limit (10), even though the in-box is limited to 9 player-sent mail items.
Work-around:
This worked for two different guildies, but I haven’t tried it recently. Some of the steps might be overkill, but they are so easy that I think it’s worth going through the extra effort.
Good luck and please post if it doesn’t work or you can make this easier.
Well I find it a bit annoying, since I actively completed it on day 1 after the monthly reset. If they really replace it with something event-related I have to whatever it requires me to do, which could be anything from trivial to ultra-annoying. -_-
I was also able to complete it on the first day after the reset, which is why I’m not bothered by the reset — it was too easy for a 30-day long achievement (unless you don’t have any toons above level 40).
It would have been nice if they had made the change in September, so that there wasn’t any confusion. And it would have been sensible for them to rename the achievement from “???” to “October Mystery Requirement” or something like that — a surprise is nice, but “???” looks like a bug.
I’ve experienced this issue.
I also have more trouble addressing in-game mail to people on a world in a different region.
The ??? is not a bug. There’s apparently a special achievement for October’s last monthly line.
See: https://forum-en.gw2archive.eu/forum/support/bugs/Monthly-Survivor-glitched
Posted by: Illconceived Was Na.9781
The rise in price can also be explained by increase in demand, which was predictable. Hardly anyone wanted Ori 3 weeks ago, but now, tons of people think they need it.
The ??? is not a bug. There’s apparently a special achievement for October’s last monthly line.
See: https://forum-en.gw2archive.eu/forum/support/bugs/Monthly-Survivor-glitched
ANet cannot respond to every post, so they might/might not give us some info here. My group is going to try again. It worked fine for me the first time, except that my friend got kicked.
I think we’ll try to keep Treahearne alive, just in case that’s the issue. For example, I’ll suggest that my friend stay further back and let me take more of the aggro. We can also try varying our skills/weapons to be better at keeping NPCs alive.
One of the difficulties is that this is a longer quest than some of the others and it’s hard to know where the issue is. We can’t just get halfway through and decide to restart because there might be an issue with completion.
If we don’t succeed on the next attempt or two, I think I’m going to suggest we just wait for ANet to take another look. It’s a key quest, so I’m guessing if it’s happening to more than just us, they’ll do something sooner rather than later.
“Forging the Pact” appears to be bugged still. A friend & I have attempt the quest together three times with the following results:
A few additional notes.
We’ll keep trying.
I crafted 1-2 lvls last night…..42-44 or so I think, and the bar still hasn’t moved.
The bar doesn’t move at all until you obtain enough continuous experience to surpass the current record.
The game tracks two completely different amounts of survivor experience:
The game only reports (1) (in the monthly achievement panel) and that number will remain the same until you earn enough (2) so that the second number is bigger. As far as I know, there’s currently no way to determine how big (2) is unless you beat (1).
And, as implied by the parentheses, the title is slightly bugged: the amount of (2) resets when you change maps (including logging out or changing toons). That could be a mistake in the description or in the implementation, although I think ANet has commented and said that it’s not working as intended.
I don’t expect this to be changed for another few weeks (at least, ANet hasn’t said anywhere that a fix is imminent). I believe they intend to fix the glitch and make it easier to see how much XP you have earned since the last death.
Are you sure that it’s a game bug and not a sound card or driver issue? I had something similar associated with an entirely different set of programs and it turned out there was a hardware issue with the headphone port (it wasn’t grounded properly and sometimes needs to get discharged, usually by restarting the laptop).
Try the usual stuff: if you are using headphones, switch to another pair or to speakers. Check your drivers: are they the latest version? Change the settings for sound in the control panel. And so on.
Obviously, there’s also some point at which the game is borking, too, since your problem description doesn’t mention any other program. But that alone doesn’t mean the root cause is in the game.
Good luck.
I don’t see a problem with the cooking profession, at least not how you have described it (I tend to buy mats on the TP and go after events, instead of farming specific areas — I really hate doing the same thing twice in a row.)
However, I think your ideas have great merit on their own.
I love the idea of traveling merchants, that maybe follow a specific route. Perhaps they carry Vanilla Beans from the East and return from LA carrying Elonian Rice Wine. Perhaps it takes them more time to traverse the continent when WPs are contested or the roads are held by foes (perhaps some foes trade with them, too). Perhaps their offerings vary depending on what sorts of things players sell to them.
Or perhaps when the trader arrives in Queensdale, the local merchants have exotic items to sell (various new consumables) that aren’t available most of the time. Perhaps their arrival coincides with a festival or other event.
It does flash and it does take up screen real estate. Personally, I prefer the system that Guild Wars 1 offered: all of the panels were customizable and nearly all could be turned off/on at will. I’d like GW2 to offer more options for reshaping the screen, too.
The current restriction means that people cannot play with their friends on different worlds, not realistically.
I have a friend on an EU world and we no longer play together: both of us belong to a guild on our local world and play with them primarily, but sometime we are online when none of the others. Before the restriction, we would switch worlds, play for a few hours, and switch back. That’s not possible anymore, if we also want to play with our guild during their normal play time.
Since WvW matches last a week, why not make the restriction apply for 72 hours just to WvW (and Power of the Mists). That allows PvE people to continue as if there was guesting in place, but prevents people from chasing advantages in WvW.
The guild bank records who has donated. If you feel people aren’t including their fair share, you can kick them.
Italia’s got a good point that it’s tedious to look this up, so I’d rather see better tools in the game for encouraging donations and thanking people than tools for taxing. For example, summary logs of who has donated what in the last X days, who has been logged on (and who not), and (ideally) things like who has been playing WvW vs PvE.
For now, guilds can use the same tools that political parties have always used: the personal touch. Individual block leaders are responsible for their blocks, neighborhood captains for their BLs, and so on. The campaign manager only has to look at the big picture. This would also end up providing a solid structure to the guild hierarchy: guilds that are successful in organizing their people in this way will also be better at organizing PvE and WvW.
I don’t see an issue: people who restrict their build to focus on only one thing have fewer options than those who have a more general build.
I’m not seeing this happen more frequently than before and I use it all the time.
There are still more glitched spots than I would like to encounter, but days can go by before I see the error. I recommend you report (using /bug) as often as possible. ANet will get the location from the logs, so you just have to label it “Phase Retreat Glitch” and let them know approximately when/where to make it easier for them to find the borked texture.
(Yes, that’s annoying, but there’s no other way for these things to get fixed.)
LFG doesn’t allow you to specify what you are looking to do. I don’t know that we need a matching system, but a more robust too would go a long way towards making it easier for people to find each other.
I would spend more time in dungeons if I knew that half my time wasn’t going to spent looking for a group.
in Suggestions
Posted by: Illconceived Was Na.9781
The game was designed to make it easy to group with strangers (at least for WvW and PvE — jury is still out on whether dungeons require a finder system or not). I’m not sure how it’s good for the game or the overall community if there are private worlds that only allow some people to join.
I understand why some people might want the feature, but I think that’s like asking GW2 to be an ordinary multiplayer game (like D3) instead of a massively multiplayer game.
I like Lily’s idea of allowing a customizable home instance for a guild. If I recall correctly, ANet has already said that they are planning to introduce guild halls at some point and I imagine that these would serve a similar purpose.
honestly too much work. Easier to just redye something and see what it changes -_- and i have quite the list of things i’d want to see changed before this
Too much work? All they would be doing is showing us the description that they already use to describe what will be changed. The designers already refer to these things as something (e.g. primary or surface or laces or whatever). All I’m asking is to expose that something to us. I’m not saying it’s “free,” but it’s as easy a change as possible in a game this complex.
My memory is good for some things, but I cannot keep track of which identically sized square applies to which parts of the torso armor’s surface, which for the lining, and which is for the legging surface or lining. Trial and error is, for me, completely and unnecessarily tedious.
I support the idea. It’s very hard for a small guild to group together 8 or 15 at a time.
Yes, there are opportunities for arbitrage, just like in the real economy. But also just like in the real economy, they don’t tend to last for a very long time because wildly incorrect pricing is a problem that gets corrected by the very people trying to take advantage of it.
Exactly what I was trying to say (only phrased more succinctly).
I’m completely confused by what parts of an armor piece are colored by which dye. One set of armor will show 80% one color while another set will be 80% another (in terms of how much of the visible armor has color). Any pattern is lost on me.
However, I think that’s the system that they designed, i.e. it’s working as intended.
I think your best bet is to create an umbrella suggestion that outlines how you think it should work.
The current system for applying dyes to armor is confusing to me; it seems random which colors are applied where. There are up to four squares for each piece and they are unlabeled. Further, while one piece of armor might show 80% of one color, another piece of armor will show 80% of another.
Here’s what I’d like to see:
Thanks for your consideration.
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