Nice tip crochip. I have this problem too, I wish they let you rebind but they don’t so we just have to work around it for now.
With a new account buying I guess u mean spending 40 euro again?
If you’re patient they have been doing 75% off sales relatively frequently.
You can always buy a new account. Short of that you can deposit everything you have in a personal guild bank but all of your account unlocks will always be there.
Oops, missed your level in the screenshot :P
Try Inculpatus’ advice!
It is limited by the highest level character you have on your account, only an account with a level 30+ will have access to all of the dailies. If you think you should be seeing more try logging in with your highest level character just to make sure.
Have you tried leaving and re-entering the instance?
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Any word on this? I’ve been doing the Dredge Commissar every day with a number of characters and one or two don’t get the chest spawn each day but today 4 of them didn’t get it. I assume the chest availability is supposed to reset at server reset (00:00 UTC) though sometimes JP chests don’t seem to reset either, is this assumption correct or am I missing something?
If there were a golf tour of 50 games available, and Player A plays in 25 of these tourneys and and wins 17 of these matches. Player B plays all 50 matches wins 25 of these matches. Which is ranked higher? Of course Player B, he won more matches, It seems no one can agree on what good is, but there are a limited number of matches that can be played in a season, clearly the one the wins the most is rankled no. 1. Not the guy that decided not to play in half the available matches.
Actually, they often assign points for each of the matches and take the top X matches for sports tours.
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I’m not sure honestly. Do you really believe that someone who had 0 games on their account should be matched with people that experienced they make teams and appear in tournies? I do not.
They should not, but this may not be due to MMR. It could be that they were the only available match at the time.
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What I’ve heard is that new players do not actually start on the bottom but somewhere in the middle. Which would match what I’ve experienced. On my other account, I had 0 games played, not even unranked/hotjoin and I got people who appear in tournies every week. This shows how flawed this is. And it wasn’t at odd hours, just normal prime time. So there’s something definitely wrong with matchmaking.
I checked the wiki page and it says default is 1500 out of a range of 100-5000, not sure if this is accurate or what the actual spread of players is but it seems like an okay starting point.
I 100% disagree Kyban. If there was MMR, truly, then I wouldn’t have been matched up against a top 10 player recently. I barely have 20 games played since ladder reset. I had total scrubs on my team and I’m facing a top 10 player and his buddy. In theory, MMR would make it IMPOSSIBLE for me to even match vs anyone who is ranked. Regardless of how long I’m searching based on MMR ranking alone. This is why I feel there is no system and if they have code that goes around the MMR when you’ve searched for too long, then what’s the point? Not to mention comps and skill-level in each match are so slanted it’s disgusting.
I think you’re still confusing leaderboard and MMR, MMR has not reset for a long time so you still have your previous MMR from before the new leaderboard. The match making could definitely use a lot of work but there’s nothing to indicate that the MMR system isn’t working as intended (there’s nothing to indicate it’s not failing either). More emphasis should be placed on the MMR in the match making process but if you have to wait days to get a match people won’t be happy about that either.
Please tell me why we can’t view our actual MMR rating then? Why don’t we lose points based on losses in ladder? A true mmr system would have those functions/features ;-/ .. Saying they have something working behind the scenes, then getting nothing but crappy match-ups 10 games in a row isn’t a real MMR system. Hell, I was up against top 10 people with only 4 matches played. How does that work if MMR exists? LOL .. What a joke
I agree that we should be able to see our own MMR. We do lose points from losses in ladder but not nearly enough to make a difference. The MMR is a measure of your skill and is only one factor in how matches are made, the population queuing at the time has a huge effect on the matches you get and I have no idea what the starting MMR is for a new player. The Glicko2 system has an accuracy rating that hones in on the actual skill of a player as they play more games but the starting MMR could be higher than it should be.
Personally I strongly think there is no algorithm (just have a look at leaderboard). In my opinion, employees often like using fancy words for simple formulas, just to increase the value of their work and look great in front of their boss or support. I think this is the case: there is no special or complex algorithm in GW2 PvP. They should have stayed with Glicko but now is too late to return, while promises for kids and expectations from mature community are high.
They are still using Glicko2 AFAIK for the MMR, the leaderboards are completely seperate though. http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm is out of date slightly but the current leaderboard system uses similar scoring. Points are earned for matches won or close matches with unfavorable odds and the more you play the more points you can rack up as long as you aren’t throwing games.
This game currently doesn’t have a true MMR system and it’s easy to implement in a team setting. It’s all based on personal achievements wins/losses. Not only how many games you win.
Huh? It does have a true MMR system: http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
It uses the glicko2 algorithm which was developed for chess and while it’s technically easy to implement making it accurate for an individual in a team based game is much more difficult.
You can turn off the “say” bubbles in the chat box options.
All those types of achievements show a chest at the end but don’t actually have one as a reward, look at daily completionist. The actual achievement (rather than the bar) will show what reward it actually gives on completion. Most of the older achievements won’t have item rewards.
Your healing signet scales off your healing power, increasing that will make it more effective. As for not dying as much I think PVT gear might help but I’m not sure if that’s the best way to go, I know it used to be popular. Try the Warrior forum for more specific info.
Isn’t that just a mace?
Er… what buff?
Just curious as to the source of this info.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-January-27-2015/first#post4743121
Confusion: The effect of condition damage on confusion has been increased by 33% in PvE.
Two things I’d consider essential in a trait revamp.
- Divorce the acquisition from skill points. Players will no longer gain skill points after 80 and there are not enough in the leveling and exploration processes to fuel the trait hunt as is. Scrolls are not the answer unless you want to force people to EotM/Frostgorge/SW/CS champ bag farm.
- Traits should be X-80 progression, not post-80 as is the case now. This is strongly hinted at in the discussion of masteries and traits as they relate to masteries.
We can only hope.
- I believe they said they’d be adding additional sources of skill scrolls to compensate for that.
- I liked it when you started getting traits earlier, and while I find unlocking them through exploration interesting it doesn’t quite work as well as I’d like now. Definitely agree with this one.
I doubt they would do it on tools since some people may buy multiples but it would be nice on toys and tonics. I’d use them a lot more often if I didn’t have to lug them around and clutter up my inventory.
While the game is fantastic, I feel like the PvP section wasn’t the best place to post this. 
It’s a modified version of what was used in the last test season: https://www.guildwars2.com/en/news/finding-the-perfect-match/
Here’s what we’ve been told about the changes:
https://www.guildwars2.com/en/news/test-your-mettle-in-the-second-player-vs-player-ladder-test-season/
And, while it is currently out of date for this test season, most of the info can be found here:
http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
Dont forget every game you lose, 5 others win. Someone has to lose for others to win.
Exactly! Who is hoarding all of these wins!? :P
In theory MMR works quite well but can be difficult to implement in a team setting, a lot things can throw off the system. Although, even if the MMR system is working great there may be problems during the matchmaking itself depending on the players queued.
It needs to be gone. The issue is with matchmaking. For example, someone typically plays their main and does fairly well. For the daily they play a class they are not good at. They are then matched with people who are way better than them.
It is just a horrible example of the matchmaking system.
No, it’s worse than that. Because then the system thinks, “hey, this player is super good, they can carry these other guys not as good”. So they get marked as the good player on Team B and Team A gets a good player playing their normal class, and Team B has zero chance of success.
IIRC, the professions have different MMRs only slightly affected by a core MMR for the player. So they should not me matched the same as their main.
Since the idea is to encourage players to play professions they normally don’t, why not have it based off their least played professions stats?
https://forum-en.gw2archive.eu/forum/game/pvp/The-Reality-of-New-Leaderboard-Algorithm
Just had to scroll a centimeter down on the first page.
That’s for leaderboards, not matchmaking. AFAIK they haven’t changed the matchmaking algorithm in a while, although supposedly the matchmaking algorithm takes leaderboard standing into consideration.
I’ve been looking around the forums recently at the feedback everyone’s been giving on the the new leaderboard system and it certainly has some problems. I thought I’d take a look at the problems and try to make a system based on the player feedback and here’s what I came up with, not perfect but it covers what people seem to want.
Let’s start with the player requests, no farming points, no camping, more emphasis on higher MMR, and incentive to play as many matches as possible. The current leaderboard system is based almost entirely on games played as long as you aren’t throwing matches and disproportionately rewards lower MMR players. We can’t just use an MMR leaderboard though as that would defeat the point of a tournament season so we need some sort of point based leaderboard that fulfills the criteria.
In order to prevent farming points there must be a limited number of games that contribute to the leaderboard or an average. Since we also want to prevent players from stopping early in the season to preserve their score an average won’t work as well. So we’ll go with a leaderboard that uses the top X number of games to calculate a player’s score, many sports tournaments use this system and it seems to work quite well.
The points each game awards is a lot more tricky though. We’ll make it so that each game can award a maximum number of points that is almost impossible to reach so only the most impressive games provide max points. When awarding points we want to take several factors into account: the opposing team’s MMR, the difference in MMRs, the odds of victory, the score of a match, and your team’s MMR. The higher your opponent’s MMR, the more points the game is worth since you are playing a theoretically more skilled team, especially if your team is rated lower. The odds of victory should play a factor to allow solo queue players to compete, an upset with a bunch of solo queue players against a good premade would constitute a more impressive game and contribute more to their score. The match score is simply how well the match went and is obviously a factor. Your team’s MMR is important because the system I have outlined so far makes it very hard for a premade high MMR team to achieve the max points for a match. If your team is on the high end of MMR you will never have less than a 50% odds of victory and cannot get points for defeating higher MMR teams than you. So if we factor in your teams MMR with a complicated bit of mathematics a high MMR team should be able to achieve max points in an impressive match with another high MMR team.
Hopefully this system will reward people for playing as many games as possible in order to try to get high point games and will punish losses through MMR reduction without directly affecting their leaderboard standing. Theoretically with a lower MMR, players who lose often or throw games will not be matched with high MMR players and their games will not be worth as much and have less impact on the leaderboard.
Let me know what you think of this, did I miss any problems that might crop up, are there any issues with my premises? This is just a rough draft off the top of my head for leaderboards and assumes the MMR system works, though there’s really no reason it shouldn’t.
tl;dr: The current leaderboard is grindy and rewards low MMR. New leaderboard should be top X games with games rewarding points based on MMR and impressive victories. (Read for more clarity.)
I’ve been trying this event for a couple of days – it gets to the “Dredge are driven back to Tribulation rift”, the Commissioner spawns but there is no chest. I have a couple of screenshots of the situation the first is just before he dies and the second is the empty cave.
I’m getting the same thing but it only seems to happen for one of my characters (my mesmer), it spawns fine for my other characters and sometimes for my mesmer but not always.
I got 1-3 all the time but 4 wouldn’t drop, finally got it and then it started dropping just as often as 1-3, if not more :P
My advice would be to read up on them and choose the one that sounds like the most fun. The easiest to play are probably Warrior, Guardian, and Ranger. Though with a little practice all are quite manageable. The wiki has tons of great info on everything: http://wiki.guildwars2.com/wiki/Profession
Glory is no longer in use and Glory Boosters are now useless. You can only destroy them now. http://wiki.guildwars2.com/wiki/Glory_Booster_
Do you know which bag it came from?
I’d like to see dervish added to ele, since they’d have to add a lot of skins and whatnot to make a scythe weapon, maybe make it so the staff has a weapon swap which adds the scythe blade kind of like the necro does. It would give the ele an actual melee ability and could have a long cd or ooc weapon switch.
I’d be up for trying out. I play Ele usually, any weapon set. I’m a quick learner and open to advice.
I think a “historical server” would work well. A server anyone can guest to that runs through the old content, that way you could experience the content exactly like it was the first time, with plenty of other players. It would still keep the achievements and skins kind of exclusive as well while letting players who missed it have another shot at the content each time it cycles through.
Certain bits of LS already got added via FoTM, its kinda obvious that Fractals will serve as the medium that previous content gets included, mostly boss encounters and snippets of what you missed.
Still, it’s not the same. I’d really like to see the actual old content, I think there’d be plenty of people who would go back and do the old events so there should be enough people to populate the server and they’ll be in the same areas as well.
What I don’t understand is why the GW2 “team” seems so lame. Marjory is the only personality that seems “heroic”. I didn’t play GW1, but Destiny’s Edge seems very heroic – what happened?
Well it’s only their first real adventure. Give them some time to grow. Braham and Rox were great during F&F if you ask me.
So can GW1 players tell us: were Destiny’s Edge similarly “normal seeming” at the beginning? I find it hard to imagine any of them being as everyday as most of the GW2 group are.
They’re actually from the book bearing their name, not GW1 (they’d be a couple hundred years old). They started as just some ragtag adventurers that happened to come together and found they made a decent group but weren’t particularly heroic to start with.
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Why not just release it in FotM with the ability down to scale to 5 players? I dont mean in the main FotM but have a separate npc for it in there.
Not a bad idea but it would take a lot more work and modification and a lot of the content wouldn’t really work in that kind of format.
I’d like to see some of the old Living Story content again, and have another shot at the achievements. I thought a good way to handle it might be a “Historic Server” that anyone can guest to and do Living Story content as it runs through a previous season. I feel like it would be pretty easy for ANet to do as long as they kept the previous stuff. Thoughts?
http://wiki.guildwars2.com/wiki/Bloodstone_Dust
http://wiki.guildwars2.com/wiki/Blade_Shards
They do indeed have uses
Talk to Master Huntsman and get the ascended longbow recipe, then choose Zojja’s Greatbow when you use it.
It’s unfortunate that these bugs are happening but I’m sure they’ll have it working in no time. I know launch can be rough on such a short timetable, even with plenty of testing nothing ever goes according to plan. They’ve been really good about getting new content out there for each living story phase and getting all the bugs out as quickly as possible which is extremely demanding, keep up the great work ArenaNet!
Also, multiple roles just don’t work for sPvP. You need your own defined role
It doesn’t work for you. Which probably indicates why you’re having issues with the elementalist.
It’s not a problem with player skill when other classes refer to eles as “free points”
It’s always easier to ‘blame the class’ than to actually improve player skill.
It’s also easier to blame player skill than accept that the class doesn’t function correctly. I love my ele, he’s my main and it sucks that I’m considering giving up on pvp with him. I do really well as my ele but I always end feeling that using another class would have helped out my team more and been more fun. The ele takes more skill than other classes to use but there’s no reward for it, even at the top of your game you still aren’t quite as good as another class’ average.
Eles also lack the flexibility to change their style in battle, sure you can change attunement (and need to just to survive) but your skills are still the same type, other classes can switch from melee to ranged but eles are stuck with one option.
(edited by Kyban.4031)
It’s not a problem with player skill when other classes refer to eles as “free points”
The problem is that eles are just like a really bad heavy armor class, they don’t get any special stuff like the rest of the non-heavys. They don’t have pets (elementals don’t really count), conditions, invisibility, etc… Ele elites are trash and their stats and traits are subpar. They don’t really have a direction or role, it would be nice if ArenaNet put a little work into balancing the class out and adding a little flavor to their existing playstyle.
Still, same effect would be had.
Where does the “Dragon power always corrupts” info come from? I believe you but wouldn’t it have corrupted the bloodstone when it was used to strengthen it. (Though I don’t know where that piece of lore came from either.)
Sounds like you’re trying to imply Zhaitan’s magic helped create undead. That would make them his minions if so, so you can’t be saying that yet saying they weren’t his minions.
I was going for more of Zhaitan’s mere presence twisted the magic of the cataclysm to make it undead inclined.
I wasn’t saying Zhaitan caused it or they were his minions, just that his power had some affect on it. I don’t think they really explained where the Orrian undead came from or how Khilbron became a lich. Did Khilbron use necromancy before the scroll or did Abaddon have something to do with it?