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[PROs and CONs] New Trading Post

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Posted by: Kruhljak.2705

Kruhljak.2705

I wish there was a “Show More” button at the end of the Current Sellers (and maybe also Current Buyers) lists of an item.

Often I will undercut by 1c the first seller with a significant amount but ignore all the sellers who only sell a couple of the item.

With only 20 listings showing like it is now they may very well all be from 1x item sellers now. I know having only 20 listings was done to improve TP responsiveness and alleviate stress on the database but having a “Show more” button would be a good compromise I think.

This is precisely what I have advocated once or twice. The best part about this suggested option button is that it removes the issue of the system having to load up extra data that may not be of any use to a large portion of users. It’d serve to provide that data on request for only those that need it which keeps overhead down to a minimum. Win/win.

Some might want a toggle to show longer lists by default, but the problem is that a lot of users (more and more over time) will tick off that box just because they can, not because they really need longer lists, thus wasting resources. I’m guilty of this sort of thing, too.

Critical Chance vs Relative Character Level

in Guild Wars 2 Discussion

Posted by: Kruhljak.2705

Kruhljak.2705

I don’t see in the wiki any mention that Critical Chance increases based on relative character/mob level. Nor do I see that Crit Chance increases vs downed targets. So, I ask:

I understand mobs do more damage based on how much higher level they are than the character, but do they gain crit chance bonuses from that advantage?

I think this is an obvious yes, but with no info in the wiki I remain curious. I’ve been seeing massive crit percentages lately while running a noob character through areas he has no business running through. In most cases, the chances are in the >70% range, sometimes he gets critted 5+ times in a row and the normal attacks are far and few between. This is pretty much typical, and vastly higher than normal for other characters in the same area, same mobs, but “proper” level.

By way of example, here’s his most recent nailbiter vs a Vampire Bat 6 levels above him. There was another crit immediately below the last line shown—that, sniff, was the fatal blow.

Attachments:

Limited results returned?

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Posted by: Kruhljak.2705

Kruhljak.2705

The old interface was less efficient on the back end, but more efficient on the user side as far as I can tell. Since I’m a TP user and not a bandwidth/CPU cycle bean counter for ANet, it’s the latter I care about and the only thing I can validly comment on. Simply put, it takes me longer to do pretty much everything than it did before, and in at least one case, it takes perhaps ten times as long simply because the old interface was less cluttered and easier to manipulate.

I grant that for more casual users, this implementation is probably better if only because it appears better. I don’t expect ANet to add new “power trader” options, however, I strongly dislike the new limitations and removal of useful functionality.

Limited results returned?

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Posted by: Kruhljak.2705

Kruhljak.2705

I’m very, very annoyed. I get two days worth of bought/sold info when isolating those lists, which is all but useless. We don’t even have the ability to manually search deeper than this.

This overhaul looked pretty good in the preview video on Twitch, but in general, it’s just made virtually everything I do slower, more tedious, and less efficient than it was yesterday.

I never would have believed I’d be pining for the old interface.

Pet F3 "return to me" + Autotargeting

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

It’s always been the case that the Autotargeting setting (F11 options) has been attached, pretty much, to EVERY skill whether it makes sense or not: Retreat, Drop Antidote, Summon Minion, everything. And it would cause you to autotarget then initiate an attack if your currently wielded weapon’s #1 skill was within range.

I’ve advocated this be changed to only do what it says, which is to Auto-TARGET, and leave the attacking up to me to initiate. In other words, if I hit a weapon skill or a target-requiring offensive skill and I don’t yet have a target, it should pick the nearest target for me and g’head and attack. With any other skill—barring logical exceptions I can’t think of—it should not be targeting anything at all, much less going above and beyond its purpose and attacking that target.

I’ve made this desire known to ANet in a few ways, but it never got changed, so yay.

As of today’s patch this rebellious behavior is even more of a problem because now when I hit F3 to call my pet back to me while I have Autotargeting toggled on (as I usually do), it targets something and causes me to begin attacking it because I usually have a bow readied.

I use F1/F3 CONSTANTLY to manage my pet, so I know full well this was not the case prior to this mega-patch. Personally, I have issues with not having Autotargeting on due to the difficulties of click-targeting, so I can’t see myself not using it. And I can’t be attacking stuff willy-nilly with skills and now pet commands whose primary purpose is not offensive.

Furthermore, I notice that when I hit F1, my pet will go and attack the nearest target even if I don’t already have one selected. That is to say, it performs “Attack My Target” even if there is no “My Target” to attack. This may have been in place all along and I never noticed it, but it makes no sense either way.

Stuff is just getting messier and messier as things progress, and now my favored Ranger class has become a nuisance despite some welcome improvements.

Please fix this. Please detach all non-attack, non-target-requiring skills from the Autotargeting setting. It is incorrect implementation and causes unwanted side effects in its current form.

Addition: Forgot to mention that this F3 autotarget->autoattack business and the F1 issue only occur when I hit F1/F3 on my keyboard; it doesn’t happen when I click the option(s) on my pet skill bar. Not going to guess why.

(edited by Kruhljak.2705)

"Target Nearest" even worse now

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Posted by: Kruhljak.2705

Kruhljak.2705

Ok, so before using the Target Nearest hotkey would often choose inanimate objects rather than mobs that were closer. But, at least it wouldn’t usually choose objects outside your field of view.

Now, it’s often choosing targets that are completely offscreen and sometimes even directly behind me.

tp selling

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Posted by: Kruhljak.2705

Kruhljak.2705

Looks like it was removed. It was buggy, or at least limiting, since it would/could only look back up to 100 items in your most recently listed list, anyway. However, removing it entirely rather than just fixing it was stupid. Sorry. It’s the right word. Perhaps there was a beneficial underlying reason, but it was one of the bits of info that was actually useful and well positioned. Now it’s gone along with other useful details like this in favor of what we have now: faster, prettier, more complicated, more click-needy, less net information where needed.

Brand New Trading Post!

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Posted by: Kruhljak.2705

Kruhljak.2705

Speak for yourself.

Commander tag overload

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Posted by: Kruhljak.2705

Kruhljak.2705

I’d still like a toggle. I have no need to see them at all, not fifty, not one, most of the time. When I do, I can click a tickbox to make my own choice. Options, are good. I asked for this when CTags originally came out. Needless to say, ANet doesn’t see the idea as having merit.

Commander tag overload

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Posted by: Kruhljak.2705

Kruhljak.2705

Umm…hey, how about adding a toggle in the F11 options so those of us who have no general desire to see 50 commander tags floating around, cluttering up the edges of our minimaps and just being generally annoying, can CHOOSE not to be bothered by them.

Adding an item to my current listing?

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Posted by: Kruhljak.2705

Kruhljak.2705

No, there’s no dynamic updating going on. You now have to manually close and reopen the same panel. I’m already starting to want to take a brick to this thing, despite all the good stuff that’s been added. Too much useful functionality has been axed along the way.

Maximum number of items for sale

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Posted by: Kruhljak.2705

Kruhljak.2705

Yep, I was coming here to bleat about this problem, too, as I can only see 2 days of items when using the sidebar to isolate SOLD items, and I have a ton more than that….

No way to isolate transactions on TP, now?

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Posted by: Kruhljak.2705

Kruhljak.2705

Aha, lovely. Thanks.

Type header sorting is inconsistent

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Posted by: Kruhljak.2705

Kruhljak.2705

If I click the TYPE column header, I don’t always see the same order of items as would be expected when no new transactions have occurred.

For example, I click TYPE once, and I see:

Black Peppercorns selling 23 days ago
Jute Scraps sold 2 days ago
etc.

Click it once more and I see:

Mighty Country Coat bought 3 hours ago
Rampager’s Cabalist Boots bought bought 3 days ago
etc.

Click it once more (to cycle it back to the previous Sold/Selling order), and I see:

Jute Scraps sold 2 days ago
Mighty Soft Wood focus sold 22 hours ago
Mighty Country Gloves sold 8 hours ago
etc.

Instead of the same list I saw previously. Likewise, another click shows me:

Strong Trident bought 19 hours ago
Mighty Country Coat bought 3 hours ago
etc.

Rather than the same order I saw in the previous bought/buying list.

As I continue to click this sort header the listing order keeps changing slightly, but usually keeping the same small set of items near the top of the list.

Something is wrong somewhere.

No way to isolate transactions on TP, now?

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Posted by: Kruhljak.2705

Kruhljak.2705

Ok, so I’ve had a look at the new TP interface, and outside all the good changes, I have a gripe:

In the old TP I could get an isolated list of items sold, selling, bought or buying. Now we get a mishmash that can only be sorted in a stacked list of bought+buying and sold+selling. What we have now is essentially an amalgam of the four lists we had previously. I agree that providing a single interface for them is a welcome implementation, but not at the expense of allowing us to choose exactly what we want to see and what we don’t.

What we need in this new format is a menu attached to the “Type” header that allows us to tick off the four groups we actually want to see listed: Sold, Selling, Bought, Buying. I know I can’t be the only person that dislikes giant blob lists like this.

Perhaps I’m just missing the way this can be done? Anyone?

Suggestion forum

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Posted by: Kruhljak.2705

Kruhljak.2705

Thanks.

15 characters worth.

Key farming changes

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Posted by: Kruhljak.2705

Kruhljak.2705

Also, the personal story being moved to level 10 has nothing to do with key farming since they moved the key to the level 20. This change is in response to complaints about the flow of the personal story. Back at launch for example, the level gaps between steps was a common complaint from people trying to quest their way through the game, since they felt they needed to grind experience to catch up.

Insofar as the early PStory is concerned, it takes very little time to catch up to the level requirement. IMO interspersing some open world experience—in the sense of learning and exploring—with the PStory is good design. Not sure who was complaining about this since experienced players can manage PStory legs significantly earlier than the level requirement, and inexperienced players should be learning the rest of the game in tandem with the PStory. I don’t/didn’t see any need to change the structure.

As far as the key farm is concerned, it’s naive IMO to think this change wasn’t motivated at least in part by it, which arguably takes some money out of or removes certain impetus to spend into ANet’s pockets. I’m far more inclined to think they claim issues with PStory/level + new players as the smiley-face “political” reason (valid in its own right or not) with the key farm nerf being a shadowy “we won’t admit or address this part” rider that kills two birds with one stone.

They must make a good proportion of their gem store income from BLKs, so some sort of change to this was inevitable. I don’t blame them, I just don’t agree this is not at least one of the basic motivating factors to this sort of change.

I just wish they hadn’t essentially yanked the entire carpet out from under players by making BLKs the rarest drop in the game (would be amusing to see the chances of those against the chances of precursors) and just made them rare enough that an active player could expect to see at least a couple times a week. But I suppose there are lots of complicated reasons for them being made nearly absent from standard game play.

Suggestion forum

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Posted by: Kruhljak.2705

Kruhljak.2705

Why has the Suggestions forum been archived? Where are we supposed to post suggestions now?

Key farming changes

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Posted by: Kruhljak.2705

Kruhljak.2705

I’m sure ANet’s bean counters have been chewing their fingernails into bloody nubs waiting for the key farm to get the axe. I’m just surprised it took them so long. Y’know, assuming it’s the case at all…but I’d bet on it.

How do I turn off screen shake?

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Posted by: Kruhljak.2705

Kruhljak.2705

Thanks, Danikat. So much for my “thorough” scan of the options. eyeroll

How do I turn off screen shake?

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Posted by: Kruhljak.2705

Kruhljak.2705

What do I have to do to turn off the screen shake effect caused by various skills?

Lowest listings missing

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Posted by: Kruhljak.2705

Kruhljak.2705

Not to rez an old thread, but just wanted to say thanks for your input. I eventually did post this topic in the bugs thread with some confirmation testing added. Yes, it appears the info only looks 100 entries deep. I’d eyeroll on that but my eyes are tiring more and more quickly these days.

Multiple Guild Creation

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Posted by: Kruhljak.2705

Kruhljak.2705

Thanks for the info, AP. I was hoping it worked this way. I need spaaaaace!

Multiple Guild Creation

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Posted by: Kruhljak.2705

Kruhljak.2705

Is it possible for a single account/player to create multiple discrete guilds with separate stashes, influence counters, etc. and so forth?

BLTC Bug re "Add to my lowest listing"

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Posted by: Kruhljak.2705

Kruhljak.2705

No. That item I used as a test was put up “2 days ago”. Even if so, that sort of information should not be included in that limitation as it can easly produce erroneous information. Not showing very old items you’ve already sold or bought is one thing, ignoring valid information on items STILL up for sale or purchase is another.

A side note: In addition to clipping the list down so the item being tested crosses into the top 100, I can also add enough new items to push it back over the current dead zone line. In other words, I can cause and clear the “error of omission” at will. This is an easy issue to observe.

I’d just like to know if this is the intended normal procedure, as I’ve now had to start using item delimiters to bracket off blocks of time for my Items I’ve Sold list and manually update my own sold items records, just to know what I’ve sold so I can properly determine what I’ve actually still got in the pipeline. 100 items is far too trivial a number to many people—I often have a hundreds of items (at different prices, if not different items which defines a single entry on the list) going up and being sold on any given day or two meaning the vast majority of items I still have up for sale are not being recognized. There has to be a better way—if this is intentional overhead corner cutting—than just shrugging away the data as if it doesn’t matter.

I reiterate that if this is intended to trim server overhead, an optional button to retrieve a list of ALL the items of that type that you have up for sale along with their posted prices would serve the purpose (and be more useful than just info on the lowest listed item), instead of an automatic search of a user’s Selling list for every page request of this type, would (it seems) reduce the overall overhead. Not optimal, but better than bad info.

BLTC Bug re "Add to my lowest listing"

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Posted by: Kruhljak.2705

Kruhljak.2705

The “Add to my lowest listing” entry on an item’s detail page (the one you can reach when right-clicking an item and choosing “Sell at Trading Post”) will only recognize only the first 100 entries in your “Items I’m Selling” list.

I determined this as follows: I had an item that was shown as not having been put up for sale, despite one being in my Selling list at position/entry #102. I removed one earlier item and rechecked. No change. I removed another sub-entry #100 item and rechecked. The previously missing entry then showed up correctly. So, the demarcation appears to be exactly 100 entries.

What this means is that if you have an example of an item up for sale, and it is not currently one of the last 100 items you’ve placed, the entry below the “Match Lowest Seller” will NOT show you your lowest listed item of that type, but will instead erroneously claim that you have no such items listed, whether you actually have 1 or 10000 currently placed for sale.

If this is an intentional limitation, it needs to be reworked. Info on the TP detail pages NEEDS to be accurate. If it’s a matter of reducing server overhead and it can’t be offloaded to the client, then perhaps adding an optional button to request display of this information would serve (or an option toggle, defaulting to off). It would then only create overhead when explicitly requested. Of course, it’d be best to just display the info correctly, and better yet, display ALL items of that item ID we have backlogged for sale rather than just the last one (especially if there are no plans for any sorting options in the Items I’m Selling, etc. lists).

Eagle Eye allows much further range than 1500

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Posted by: Kruhljak.2705

Kruhljak.2705

Did you really expect it to be something else than a hyperbole?

Weird, inconsistent bugs do occur in this game….

Gemstore Pickaxes Becoming Unfair?

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Posted by: Kruhljak.2705

Kruhljak.2705

Personally I think they just should remove the extra-sprockets.
Simply remove them, leave the other gemstore gathering tools as they are and keep it at that, that people choose the tools for their looks, not for their extra goodies.

Umm…no. No, no, no. That’d be the worst thing they could do. Adding this extra perk to just one new infi-tool was, IMO, a misstep. Pulling an all-out bait and switch, which is what you’re suggesting, would anger nearly everyone that bought the pick. And rightly so. It would also set a dangerous precedent in the mind of the player base whenever something with an attractive number-based perk shows up in the gem store. “Will this be nerfed, too?”

ANet can offer an option to upgrade other picks to the Watchwork, or carefuly add bonus item perks to all other picks (if not all other tools), while reducing the odds of the sprocket pops to achieve a lower, less impactful result over time. 15% chance per whack seems reasonable.

They could also just “manage” the value of sprockets in various ways to reduce the value gap between the Watchwork and all other picks. Adding more sources, increasing the amount that pops from sprocket generators, reducing the amount needed in recipes/uses that drive the current value, etc.

It’ll be interesting to see what ANet, or whatever specific element is behind the gem store, does. Obviously, they’re making a lot more revenue by putting this pick up over the other ones, and it’s the sprockets that are doing it. That is to say, this is making them money so whatever they do won’t be pulling money out of their pockets. How they go about keeping this current cash cow safe while adding in more of them without completely fubar-ing the system will be a curious act to observe.

Falling off the Map in Gendarren Fields

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Posted by: Kruhljak.2705

Kruhljak.2705

This sort of thing can be induced in certain ways. What’s more important to ask is what weapon you are using when this happens, and is it consistent regardless of where you are in GF and do the circumstances matter? You make it sound as though you can go anywhere and be doing anything and always end up under the map after hitting #4.

It doesn’t sound like a file corruption thing, but a server side thing.

Eagle Eye allows much further range than 1500

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Posted by: Kruhljak.2705

Kruhljak.2705

The issue he’s reporting isn’t the usual small extra range you can get when spamming vs auto-attacking. You cannot spam Long Range Shot to 5000. Funny…the OP’s username is HARDOFREADING.

However, I certainly don’t get 5000 range when I’m traited with EE. I get what looks to be what I expect, which is 1500 with auto-attacks, and the usual bit extra when spamming.

OP…under what circumstances do you see this massive range increase when using EE?

Fish Slayer

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Posted by: Kruhljak.2705

Kruhljak.2705

You’ll all be getting angry visits from Greenpeace soon…

PvE: Mobs snapback from Knockback

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Posted by: Kruhljak.2705

Kruhljak.2705

This seems to happen most frequently to me on uneven terrain. I suspect it’s a bug tied to the ubiquitous issue with terrain edges or what have you that causes, for instance, Necro minions to vibrate in place instead of attacking, and mobs to not be knocked back at all by skills such as Point Blank Shot where they’ll be knocked down briefly as expected, but stay in place despite the terrain being mostly flat.

I also suspect it may be similar to a Fear bug I’ve noticed with Moas in Queensdale (though not that I can recall anywhere else). When you kill one Moa in a linked group, the others will often flee in Fear (complete with a fear icon floating over them), but after that wears off they’ll all suddenly teleport back to where they started fleeing. The difference is that where this happens the terrain is about as flat as it can get. Reported THIS one the first day I saw it some 6+ months ago. Still happens today.

This knockback bug, however, is IMO, a big issue, and was introduced at some point so it doesn’t appear it’s just because of terrain that’s been in place since launch. Something was changed that caused this to start happening. Knockbacks sometimes failed to occur, but this teleporting trick is (relatively) new and as the OP stated, tends to invalidate the purpose of the knockback element of a skill (to me, it renders Point Blank Shot nothing more than a potential interrupt and gains me no space/distance at all which, to me, is its primary purpose).

Bug Guild UI

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Posted by: Kruhljak.2705

Kruhljak.2705

Me too, ever since the last patch went up. Always so many fun things to discover after a big patch….

Engineer Med Kit Bug

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Posted by: Kruhljak.2705

Kruhljak.2705

Yep, yep. Rather annoying since it cycles so quickly. Beep…beep…beep…beep…

Hmm, just noticed I can now turn off auto-attack on the Med Kit, while retaining it for my normal weapon, and it will honor both settings. This fixes the issue, and is a mechanical improvement overall. Hoping this applies to all kits, environment weapons, etc.

(edited by Kruhljak.2705)

Harvesting tools without obnoxious animations

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Posted by: Kruhljak.2705

Kruhljak.2705

Animations are bling. Bling sells. But I will say that evil jack-in-the-box makes me hate clowns even more than I always have.

How is this possible?

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Posted by: Kruhljak.2705

Kruhljak.2705

This web-based GUI appears to stack certain things and not others. So if one page doesn’t come up before you go on to some other action (you can see this behavior for example when listing your items to sell, then items to buy before the previous command actually returns the page—it will still return the first page, if only briefly sometimes, even though you’ve since selected the other page), things can get messed up. Since this is an annoyingly common problem nowadays, I’m now in the routine of always closing the window and reopening it whenever it fails to respond properly (this is two successive O key presses, not hard, but we shouldn’t have come to this point at all).

Mass buy orders, against ToS?

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Posted by: Kruhljak.2705

Kruhljak.2705

Perhaps the most popular items should use a better algorithm. Something that takes into consideration the ratio of orders that exists at an upper range vs the overall number. I’m not a math-guy, so I don’t know how this sort of magic works, but I’m sure there’s a way to get a better image of real demand vs fake 5,000,000 minimum possible offer orders.

More keys lately?

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Posted by: Kruhljak.2705

Kruhljak.2705

And the most amusing (in a cynical sort of way) aspect of all this is that BL Keys are one of the rarest of all drops, and when you get one you tend to be amazed…yet, they lead to, for the most part, complete junk the vast majority of the time.

Gold disappeared in Trading Post

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Posted by: Kruhljak.2705

Kruhljak.2705

Under some circumstances it can take quite a while for gold from listing removals to show up in the pick up tab. That’s generic information, but it probably applies here and your gold will appear eventually.

Sigil of Perception (possibly others) bug

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Nope, I was just trotting through the caves in eastern Metrica Province. Just regular xp-givin’ spawns. I haven’t been paying attention to this issue as I’d planned, but still might. I have the “evidence” on video, I’m just still wondering if it’s general or only with daggers/two-weapon sets and if it involves any other mobs or affects other sigils. Dry Top has been stealing my time.

Lowest listings missing

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Posted by: Kruhljak.2705

Kruhljak.2705

I’ve started noticing that the data sheet that pops up when you try to sell an item sometimes claims you have no items of that type up for sale, i.e. the “Add to my lowest listing” checkbox/text block is greyed out even though I can see instances of that item in my Item Transactions->Items I’m Selling list.

Is this normal, or a bug? It seems to only affect items that are beyond the top 11 items in the listing when you try to “Buy item from trading post”. One of my items keeps showing up and then not showing up, as if it’s crossing some invisible numerical or positional boundary in the list as items of that type are bought/sold.

I’m going to guess this is an artifact of the update that caused some lists to not show beyond 90 days. But since the claim that “You have not listed this item for sale.” that is part of the greyed out text is not just erroneous but misleading (ok, a flat out lie), it seems to me this problem should be corrected whether it be bug or just sloppy/half-baked code work.

Which brings me to another question: what happens to items that have been on sale for > 90 days? Do they stop showing up in your Items I’m Selling list? If so, how do you continue to manage them, even if only to remove them?

Sigil of Perception (possibly others) bug

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Posted by: Kruhljak.2705

Kruhljak.2705

The mobs I caught on video to review this most recent time were normal mobs, in this case Skritt Lobbers. A few of them gave stacks, a couple didn’t, all the same level and location, so there shouldn’t be any notable differences between them. I’m now keeping my eyes on stack builders to see if I notice any other anomalies. It’s possible this is an artifact of the recent changes to the way these sigils work, and nothing major. Still, not getting stacks consistently is important to clear up.

Sigil of Perception (possibly others) bug

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Posted by: Kruhljak.2705

Kruhljak.2705

Unless I’m not getting how these work now, I’ve noticed (and have recorded an example of two instances on video) that in some cases a stack is not added upon the death of a mob as expected.

This is with dual daggers, one with a Sup. Sigil of Perception, the other with a different non-on-kill-stack sig. I believe it doesn’t matter which dagger hits, if that’s even something that actually is a function in combat. Nor, I think, does it matter if the mob is killed by a condition you’ve applied, as long as you have the weapon equipped at the time.

Anyone else notice this sort of thing happening?

Minions

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Posted by: Kruhljak.2705

Kruhljak.2705

Unless I’m misremembering, there were supposedly some fixes put in months ago with a patch that claimed to clear up some of the problems. I’ve never seen a difference.

What really irks me about this is that the proper functions are already in the game and working just fine: ranger pets. Necro minions are ranger pets with one difference—they don’t come with a control bar (another peeve of mine, but hey, one gripe at a time).

Strip off the control bar, and you have the same function: attack target I’m attacking, use the same pathing.

Seriously, we’re heading for two YEARS and the devs can’t manage to adapt existing code that already works to fix this completely stupid problem? Devs always crow about wanting to foster diversity, yet a build-screwing problem like this continues to plague the Necro. Mind boggling.

Add warning screen

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Posted by: Kruhljak.2705

Kruhljak.2705

I’m not sure about the OP’s particular suggestion, but what I would like to see in a similar vein is an option to set a purchase threshold that causes a popup confirmation if you attempt to make a purchase transaction that exceeds that amount.

I’m usually pretty careful, but today I was peeking at some of the permanent contract items on the TP, curious to see the buy orders, and if not for the mouse cursor being a micron to the left of the “BUY” button, I would’ve bought a perma bank contract for 680g simply because I grabbed my mouse awkwardly (it’d slid slightly off the mat and was tilted and thus in the wrong location for my muscle memory), and I clicked the left mouse with my thumb. There is no confirmation for BUY orders, unless one is actually already built in for very high purchases.

This sort of accident protection already exists when you try to buy items from karma vendors—not sure if it’s global, though—that the purchasing character can’t use (in terms of armor weight or weapons).

I’m not sure how often this sort of accident happens, but I’ve almost clicked on that BUY button a number of times in the past just because it’s packed in with all the other buttons, and right next to the “place custom offer” text ‘button’ which I press a million times a day. When you do something so many times, errors like that will tend to occur, and a user-set purchase threshold wouldn’t be in the way of anyone not interested in using it (there’s a lot of options in the options list I never use; doesn’t bother me that they’re there).

question: salvaging blue and green

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

Mystic’s numbers are, more or less, close to mine after vigorous logging and spreadsheeting. In my experience his numbers are a tiny bit higher than mine, but close enough

As for yields, 5 is the max for cloth/leather coats, 4 is max for other pieces. Metal coats appear to have a 4 ore max, in keeping with their -1 mat average compared to cloth/leather. However, it’s far more rare to get 4 ore than it is to get 5 cloth/leather. I gather the devs figured ore would be the most coveted mat type and acted preemptively to balance things. Of course, it turns out cloth is generally more valuable.

There are a number of peculiarities and inconsistencies involving salvaging which become apparent with lots and lots of observation.

(edited by Kruhljak.2705)

Trading post bug & new patch

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

I’ve had this happen a quite a few times since the Bazaar patch dropped and the TP interface fell from its knees to its face. I never used that inventory list method until then when I got fed up trying to get the usual item listing up after several tries most times. I sold off quite a few items at very low prices (fortunately, at that time they sold to high buy orders so it wasn’t as bad as it would be now), and a number of items were put up for far more than they should’ve causing me to lose money by having to take them down and relist them properly.

Dunno what’s up with that GUI element, but it can’t be trusted. Showing one item’s data, and selling a different one when you hit that button is….not a good thing.

Important TP Reminders (for traders only)

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

And don’t forget the bots.

GW2 Tickets for Review (7 days & older)

in Account & Technical Support

Posted by: Kruhljak.2705

Kruhljak.2705

#612255

Interested in knowing the status of this ticket. It was initially placed on or just before May 14. Later on the 14th, I received an ack-back that it was received. I updated it with additional information a day or two later, and got an ack-back that the ticket was updated with that new information. I inquired about the ticket’s status on May 20 and was given the expected assurances but no actual information. The issue involved continues unabated.

My Transactions Sorting

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

The system is clunky at best (and performance is vastly worse than it was before they limited lists to 90 days—hey Anet…wtf happened?), but frankly, I don’t think it’s in ANet’s interests to spend time and effort making heavy TP players lives’ more efficient. It’s bad enough some of the typical functions and conveniences you’d expect from a basic web-database interface intended for casual users are missing.

I’d be happy with a “sold items” function that didn’t require 8-25 tries to work, or maybe something as mindblowingly exotic as a search function for it. Never have I encountered a web interface with such issues and lackings from a major entity. I expect, and can forgive, this sort of stuff from one-man web endeavors. Hell, we can’t even sort armor weights, nor can we even narrow selections down to frickin’ FOOD. And this interface is approaching two years old. Meh.

Don’t expect much more from this thing. Perhaps Anet will eventually just junk this twisted aberration and create something efficient and fully functional from the ground up.

<breath not being held>