Again, they had it in beta but replaced it with the show only available one. It is a very very simple thing to add back in as it’s just a web interface they simply have to add a check box with a weight parameter for light medium and heavy.
Lol database too large, that’s funny.
How may pets are there? I saw a pretty small list of animals on the list for my ranger. Having a specific slot they occupy makes it VERY easy to associate a name to that slot. There are no technical challenges to overcome to implement this, someone simply has to do it. Just like all other things that are incomplete at the moment, it’ll probably get done eventually.
All identical things should stack to at least the 250 current max regardless of what it is or does. Having certain things stack and others not is just incomplete UI, UX, and mechanics. It is poor form.
I would rather they include new zones in the map completion, at least that makes sense.
Here we have 100% world completion but then add more zones to the world that for some reason don’t count on the world? really? Put Southsun Cove in the world completion, at least it’s part of the real world map and not some mists map that doesn’t exists on the real map.
They recently separated the daily and monthly pvp achievements, now separate the wvw and pve ones.
Ah, I see. Well good work anyway, now how about those item codes so we can see them on our character in game too?
If they allow farewell posts, it will just clog up the forum with useless whining – moreso than exists already.
Also, it would necessitate the inclusion of welcome back posts for those of you who can’t leave properly.
Necro has plenty of options. I haven’t died a single time from a karka, I try not to solo champs but vets and under aren’t that hard.
Dodge when you can, staff fear #5, DS #3 or just absorb it with your hp or lf.
I cycle through the staff and hit #1 at least twice before switching to my dagger and eating his health quickly. I use a well damage build.
Regular karka will take me almost halfway on my health but staff #1 is regen and if I have to I pull out my well of blood but I usually don’t have to touch that.
Just be aware of your surroundings, they’re packed in here like zombies in Orr. Their aggro radius isn’t very big so you’ll mostly be safe if you have to move around.
Necro with staff & damage wells can also handle up to 3 at once with proper DS usage.
Oh, and necro staff also has a longer range than any other long range weapon – it says 1200 but it’s more around 1400-1500.
Karka Hatchlings are facehuggers from the Alien series. But they look like Mites or something.
(edited by Moderator)
He tells it to every single person that shows up in his range. I would consider that a serious oversight in design. I hope they shut him up, he’s not necessary – he can just as easily send us an email when it’s ready.
YAY! I hate those things.
Can you make him automatic and get rid of his interaction capabilities please. He is going to be a severe annoyance in that area. There will always be some idiot there spamming his message and it is loud, obnoxious, and unnecessary.
Thanks,
Concerned Citizen
(edited by Moderator)
Great resource, may I suggest turning on the fxaa for future versions though, seeing all the low quality artifacting is quite distracting and doesn’t show off the armors very well.
It would be pretty special if you would add the chat item id’s to these as well then we can mix and match easier in-game.
If it’s created by a human it can be hacked by a human. You realize bots will NEVER go away right? This is an MMO and the very fact that humans are stupid makes them a viable income resource. They provide a resource that stupid people think they need tons of (gold), and after your purchase they have enough of your info to steal your account thus renewing their botnet and making money at the same time.
The very best that can be done is implementing a reporting infrastructure and automated tagging system – both of which are implemented nicely.
Just because you see 5 bots running around in an area doesn’t mean there are 5 million more in the game. It means there are 5 bots running around in that area that haven’t been banned yet.
All online multiplayer games that have rewards will be botted because someone is dumb enough to purchase those rewards for real money perpetuating the cycle of bot renewal. Accept it, understand it, don’t do it.
Yeah I think they turned diminishing returns up to 11, events are giving half as much karma and coin as usual and it goes down hill really fast after you do it once.
So I’ll add it here too
https://forum-en.gw2archive.eu/forum/support/bugs/Dynamic-event-reward-scaling-broken
Apparently the base rewards for dynamic events has been cut in half and now diminishes VERY quickly. Just 1 hour after I posted that I’m now just getting around 88 karma instead of the pre 15th update rate of 243.
I used to ‘farm’ the events in Wayfarer Foothills because it’s a great zone and there are SOOOO many events that run all the time there and I’d always get 243 karma and 1s 20c for my gold efforts as a level 80, now I barely get anything at all.
Is this just Anet pushing everyone to Orr where no one really likes to be or did they actually break DE scaling and turn diminishing returns up to 11 ?
Last night I was getting 243 karma and 1 silver 20 copper for events in Wayfarer foothills as a level 80, now I seem to be getting more experience but 146 karma and 72 copper.
But occasionally the rewards go up a little, just did one for 155 karma and 76 copper.
(above written before update at 7:50pm pac)
Post update, no change. Still getting very low rewards for events in lower level areas.
It is simply a bug that allows you to place buy orders for things that shouldn’t be listable, nothing more and they are working to correct the issue with a strategically placed IF statement
These kinds of problems with cutoff text is something you can expect from a Korean mmo translated into English, but this is an English company…
If I were to do this kind of thing in the web design world I would be laughed at and be unemployed. I don’t want to see cutoff text anywhere in a game either. I don’t want these to wrap to a lower line or anything, just be one line. It’s not your designers fault that your developers named things that long, but it is the designers fault for not correcting the issue of readability.
There is a massive list of things that are wrong with nearly every piece of text in this game and that is just pathetic. From traits that don’t tell you anything to skills that don’t give you numbers to work with. Some item descriptions with the word ‘consumable’ in them are still messed up.
Then you have the interface that someone decided was a great idea to remove the ability for us to resize them to our liking because they like to use static designs instead of flexible ones.
On that interface alone there is like 100px of margin between the text and the actual useable interface parts on the right. Set that to 80px and we can read them all. Or stop using static designs
Anyway, the parenthesis with the numbers in them will show up in the visible area if you can actually craft one, if you can’t you just can’t read what quality they are so you have no idea if it’s rare or master.
You get 19 characters – probably for chat bandwidth optimization the same way twitter does it. 19 character name + 140 character message = 159 characters which fits in the header so no bandwidth wasted. Or whatever.
I hate decorating a simple name with additional characters like that. I go out of my way to have a creative name that somehow fits into 19 characters without making it all one word in GW2. In GW1 it was just something with Puppy in it. In GW2 I’m trying something different and creating story characters with a theme name.
I know what it’s like to have a name that others have. My real name is very famous, there are 4 other people in my little city that have my name, 2 of them have my middle name so the only thing that differentiates me is my social security number…
It’s really funny however that all of our character names have numbers after them making the assumption that others can use the same name but it isn’t true, those are just arbitrary numbers assigned because someone thought it would be good for some process that doesn’t really care.
Misty Windwalker
Misty the Air Bender
Got a sylvari? look up plant names and mix it with profession synonyms or adjectives.
Rose Thornblade
Norn are all about their story so name it what you like to do.
Wendy Wurmskinner
Jorval the Drunken
Asura are a little more complicated. Mechanics and ’mancies.
Zerk the Redshirt
Charr are all about their warbands so there isn’t that much needed for them.
Grovlak Ironhand
Humans have always been abstract so they’re the most creative but legacy as you can get.
You already know how to name a human…
One of the main CSS files is 404.
Light armor in low level areas will give you plenty of jute. So Son’s of Svanir in the Norn starting areas, and Dredge in same areas.
Separate it between Mists Completion and World Completion and we’ll all be happy. I’m having a hell of a time getting just the POI in WvW and my server is doing pretty good. Can’t do the jumping puzzles without a zerg for backup so I doubt I’ll ever get those done either.
It’s because they scale the UI instead of doing it correctly and resizing the fonts and objects.
Mention on a financial site that Company X is downscaling and watch what happens to their stock prices, mention that Company Y is expanding overseas and watch their stock prices.
Now, do the same with items on the BLTP (bacon lettuce tomato pickle) and prices will fluctuate wildly.
Insider knowledge says that on the 15th(16th?) you will definitely want to have some BL chests, save your unidentified dyes, and stock up on ‘diamonds’ (gems).
Now, is that just me playing with you or is it an event pattern or do I really know something
We’ll see what the market says and what the event really brings hehe
Fog of War is unnecessary in 2012 since we’ve been using LOD (level of detail distance) and selective rendering in games for a while now.
Selective rendering is seen in WvW or when there are lots of players on the field and some of them don’t show up for a while (or ever). This one is for performance reasons so you don’t have to endure 1fps encounters with dozens of players on the screen at once fighting each other with hundreds of animations and particle effects (it’s a catch-22 in WvW though that’ll probably get your killed). The game itself tries to keep the FPS in a range that is optimal for your system, but sometimes it isn’t possible, especially with integrated graphics chips.
Level of Detail simply loads lower resolution textures for items outside of the LOD range to lower memory consumption to allow closer objects to have higher resolution textures on low memory systems.
Anyway, your mention of integrated graphics is your biggest problem, those are not optimized in any way, shape, or form for gaming in most cases. They are designed to do average everyday tasks with decent proficiency.
Shift-click if you want to add text to the message, or Ctrl-click if you just want to link the poi/waypoint.
I wish we could link hearts too, get requests all the time for missing hearts and have to find a poi or waypoint near there and give directions to it – especially if the heart NPC is dead it doesn’t show up on the map…
Would love to ping events too.
Be lucky you get patch notes, we had to fight for them during the early days of GW1.
Don’t forget, they have to transcribe them into multiple languages as well before releasing them.
And there is no ‘standard practice’ for patching games/software, this is completely up to the developers whether to release the information before, during, after the patch goes live or to ‘stealth update’ it and not tell you. With software it is an ‘accepted practice’ of putting in the readme or notes file with the update or linking to a webpage with the info but with games it is a completely different thing that may or may not happen at all.
For the first year of GW1 it was stealth updates, then we asked nicely over and over again for the patch notes so we wouldn’t have to ‘randomly discover’ what was fixed/broken more, and what skills were buffed/nerfed. Anet was nice and started publishing their notes for us to peruse. Now we’re so used to it that we want it before it happens? Just be happy you have them when you get them
I got a Carrion Amulet (level 75 – 47power, 47vitality, 66 condition damage, green masterwork) from the chest in the Hidden Garden jumping puzzle and it is already soulbound and also unsalvageable. I remember having this problem before with this amulet as a random drop as well.
There should be no reason for this item to be soulbound on acquire or unsalvageable.
My question is why the hands make sound in the first place? Sometimes it doesn’t make sound and I’m like “AAHHHH that’s better” and then it comes back and there’s nothing I can do about it
Since no one has posted a screenshot of the interaction area, I thought I would be nice.
Content disabled message is because they haven’t turned on the gambling part of the event yet.
Anyway, stand right there and you’ll be fine after the Mad Mardine turns into a merchant.
I prefer the Norn starting area but the Charr zone is pretty nice too.
Well if they ever get their API in order, we’ll start seeing a lot of variations of this. As a web developer I am also waiting to see what data I will have access to so I can do some really cool visualizations and stuff with it.
Minions do have a maximum distance they can be from you before being teleported to your location, but yeah up to that max sometimes they will go do their own thing and it really sucks.
Arenanet is simply wasting resources by limiting everything – and I mean EVERYTHING – to 250. I mean come on, it’s 250 years farther into the future – see, 250… wtf? They even stack years.
The Charr figured out mechanics, aeronautics, and explosive chemistry, the Asura continue with their alchemical machinations, the Humans have barely moved forward at all, the Norn simply moved, and a new race was born. But with all that advancement Anet kept the stack at 250 knowing full well that we would definitely need more than that during our daily activities. Anet doesn’t learn their lessons very well, 250 wasn’t enough in GW1, it definitely isn’t enough with crafting like it is, and to top it all off, they gave us a trading post which wont take ALL of my stuff at one time.
They want us to play the way we want to but restrict every single action we perform to a rigid standard that no longer holds relevance.
If time = money then they are wasting a considerable amount of our money.
If I have 250 of an item I can just sell it off really quick, but if I have 251 I either have to hold onto that 1, merch it, or sell it in a different transaction costing me a lot more than it’s worth to sell.
In this crafting centric trading post, shouldn’t restrictions be limited as much as possible instead of implemented?
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Lil Puppy.5216
Never said it had to be powerful but yeah I guess Skyrim does do that. Anyway, diversity, environmental effects, and thinking outside the mmo box is nice once in a while.
Gas for my car costs money, I can walk too but it’ll take several times as long to get there. I don’t have a problem with WP costs, it’s like calling a taxi or taking a bus. The problem I have is that if I wait to do my story till I’m level 80, it costs a couple of gold with all the go to home city – go here – go back to home city – go here – go to LA – go here – go to LA – go here – go to Order – go here…. etc. During the story you DON’T MAKE ANY MONEY AT ALL. It is 100% expense.
Anyway, at level 80 it’s pretty expensive to travel for those who don’t farm all day long in a level 80 zone, thus not knowing what it’s like to travel anywhere else
. A flat fee would be great, it’s not like a caravan is going to come pick me up and take me there, this is MAGIC!
I play in the Norn starting area a lot – I just like it, it’s a very balanced and beautiful zone. I’m a necromancer and I find that I can take on as many enemies as I can aggro onto myself with my staff/well build. I can take on the champions without problem and I can handle all the events with ease.
But I also have max/near max level stuff, traits, and all my skills so the question is would a level 1-15 player with max level stuff, traits, and all skills be OP in that area too? The answer is pretty much yes, just like we are. But I would be interested if Anet actually tested this out and what their conclusion was.
I also do my best to not force bronze/silver status on the other players by taking out the mobs completely, I just tag them all with some aoe to help the other players take them out. I haven’t heard anyone complain that they got silver or bronze yet though.
We did it for the farmers so they’d be able to work in the daylight – because you know plants and animals only do their thing in the daylight right? lol. It was stupid then and it’s even more stupid now. But now that we all have accurate enough clocks and our jobs don’t really care about the sunlight, daylight savings time is irrelevant today. But since it’s a worldwide thing now it would take a worldwide uprising to get it changed again.
I lol’d at this. I mean just flat lol.
I know the area is really small but you still get experience reward that isn’t listed either.
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Lil Puppy.5216
Everyone has bleed of some type, why can’t we just poison and inflict vulnerability and fear? I’m so tired of adding another stack of bleed onto the stacks that EVERYONE ELSE put there.
Necromancer is a follower of Grenth, power of the dead, inflicter of cold, and yet we bleed everything… Our freeze and chill is pathetic, our minions aren’t ours, and our fear is laughable.
Grenths’ Anticipation – For every downed/defeated player in 2000 measures our ‘something’ increases by 100%. That is something I would spec into.
Frost Might – While in cold environments our ‘something’ increases by 100%. Yeah!
Nightwalker – When it’s nighttime our ‘fear’ is increased by 200%(2 seconds still sucks though). Here we go!
Necrotic Embrace – When target is undead you have a 5% chance on critical to turn it to an ally with full health – maximum (x) turned – cooldown 90 seconds.
There are so many environmental conditions thing like that that are completely missed opportunities.
Thief in the Shadows – while you’re near (400) a tree/building/other shadow caster or at night your ‘something’ is increased 100%.
Elementalist – while standing on hot/cold your burning/chill lasts 100% longer.
While it’s raining your water skills are improved.
100% is just a catch-all, but these should get your minds flowing on different ways to do things and open up to additional traits.
I have 27k health, my horrors last for 8 seconds (8 bleed pulses) and then it continues to bleed pulse for another 10 or so seconds after death keeping me in combat for longer than it was alive.
It has never once done anything to an enemy.
If it was a moving poison cloud aoe(5 seconds per pulse) minion or had ranged armor avoiding insta-crit every pulse I would be more than happy to keep him around (singular because I’ve never had more than one at a time).
“They’re supposed to last 11 seconds” – yeah that’s useful in any fight. 11 seconds of something that can only attack every 3 seconds with unbelievably small damage and no other affect.
As a trait it is underwhelming at best. Traits are something that I’ve trained my entire lifetime to be good at and 11 seconds of something that can’t do anything is something worth my time to train for right? RIGHT?!
Why does it degen in the first place, it’s not like it’s hard to kill or anything. Why is degen still something that is a required game effect for something that is pathetic in the first place? You’ve already got a hard limit on the number of them I can have at any given time, isn’t that enough?
It’s like sending a chihuahua after a bear – sounds ridiculous right? except that chihuahua’s were bread for hunting bears in the real world and were used to INDUCE FEAR in the bear to trap it in a corner or up a tree.
Our chihuahua horrors are worthless though, they never hit, die too fast, keep us in combat after death, and will probably go after the next piece of meat they find in their travels. They don’t inflict fear on the enemy, don’t bleed or poison it, they just waste 5 trait points.
The designers clearly want this to stay in the game even though it is more detrimental to the class than any other aspect of their design. Make it worth my while to waste those 5 points on it then.
Stop the degen, it already has a hard limit on the total number I can have, give it a condition – NOT BLEED, everyone has bleed – chill, poison, vulnerability, fear, life-transfer, something worth my while with a cool-down or have it hit every 5 or 10 seconds.
I’m running through a zone, my Flesh Golem is out (
), he aggros and kills something and then catches up to me and now I’m running again at full speed – oh wait, I’m not cause it killed something and a horror was spawned which now has aggro on another mob for the next 18 seconds…
The trading post is a web interface, there are only a couple good solutions to providing a preview on it.
1. Use the current Black Lion Trading Post ‘Style’ preview – this is pretty much a copy & paste job.
2. Use a custom webGL preview that does exactly the same thing as #1.
3. Since the web interface and game can communicate, it can use the existing preview functionality that is present in-game and simply sending the itemID back to the game preview interface.
Either way, they’ve already said they’re working on it so be patient.
I just wish they would stop with the preview interfaces being a non-adjustable size or add zoom & pan to them. I can’t see some of the details. Also, having most of the weapons clip through every single dress/skirt means that I can’t see what that awesome dagger is supposed to look like – so add some different poses or get rid of my character and just show me the item.
Armor & dye interface should show my character.
Weapon interface should show the weapon only or give option to just see the weapon.
Also, why does the ‘preview’ tooltip only show up in the lower left part of the screen no matter where it was that I clicked to preview? Don’t they know where the mouse is? Usability Anet, usability.
(edited by Lil Puppy.5216)
Troll’s End Jumping puzzle is not for large characters.
My norn can’t do this puzzle at all (not the old version). The cave is too small, my head hits the top of the cave thus making the camera freak out and partially break free from the environment. It also means that there is absolutely no room for me to make the first platform jump as I can’t jump let alone figure out where it actually is thanks to the camera.
Attached screenshot(1) shows what happens to the camera – that platform should be level not angled. It also jiggles – and not in the fun way…
screenshot(2) again the camera doesn’t work in here – he’s actually laying flat on the ground, not on a wall.
screenshot(3) note that my character isn’t as tall as can be – I think I chose the default height for Norn females. But it is extremely difficult to jump to the platform – there’s only a couple inches of room to move and the camera only has a few inches of movement as well.
— moments after I put the third screenshot I made the first jump and got out of that cave. These camera problems need to be fixed. It glitches through the environment, causes long hitches in camera movement, prevents you from seeing your character. In close quarters we absolutely need first person view (which would solve all of those problems).
The sunken ship in the Sanctum Harbor in Lion’s Arch. You can get stuck in it if you decide to try and explore it through the normal doorways and go into the cargo hold that is sunken into the ground.
There are also major camera issues with it where you get to almost any point in the ship and you can see through it.
Also, not a single one of the ships in the harbor have their anchors actually touching the ground, but they’re all angled and curved like they do and technically have too much slack to be of use
It takes time to rebuild stuff you know, the artisans of Lion’s Arch will get right on recreating it in no time
My 80 is also stuck loading Lion’s Arch. Worked for several hundred hours prior to the Nov. 1st update with current hardware configuration, have not updated any software.
Always loved how tech support(from anywhere) assumes it’s your fault for causing the problems even though it only happens after they have updated their stuff…
Anyway, had fun early this morning on my character playing in LA doing Mad King stuff, loaded the update this evening and now I can’t play my 80.
OOH, just loaded my low level Ele in a different zone, logged out to character select and chose my level 80 in LA and it worked! yay!
The only thing above blue I got from anything event-wise were crafting materials for the event – chattering skulls, nougats, etc. I guess Zommoros did give me a recipe for a hell of a lot of candy that one time for a craft that I don’t do.
The MM:CE has no level requirement so only allows jewels without requirements as well. Look on the web somewhere, I saw something about transmuting it onto the end story back piece to get higher jewels on it.
I’m interested in finding out what Anet does to the botters’ gold selling websites. I consistently see the same website mentioned in Lion’s Arch every single day. Why leave those websites up? Making them spend their money registering and losing domains and accounts all the time seems like a much better option.
I mean, aren’t those considered phishing sites? and shouldn’t they be dealt with too?