Showing Posts For Lunacy Solacio.6514:

Enhanced Squad UI: Update

in Guild Wars 2: Heart of Thorns

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

@Amenaza Considering the damage I put out on ranger in dungeons, I’d know where the problem wasn’t. Then again, you show precisely why I wouldn’t pug on ranger. Both situations are an issue, though, as saying it like that is part of the overall problem. It forces them on the defensive, and would still be missing data. Why were they only auto-attacking? Perhaps the reason was a misguided attempt to use PS optimally?

Yes I get the reason for the example, but it inadvertently illustrates part of a bigger problem. A meter with squadui is unnecessary at best, and potentially a broken crutch.

There is no reason to see the damage others are doing, nor would it even be accurate as you would need to see and know what the player themselves know just to properly analyze the data. Would it count the damage against other mobs that are with the boss? If so, more AoE type classes/builds will appear to be doing more damage against the boss than they really are, unless it’s also supposed to show the damage against each creature, which then just gets plain ridiculous. What about if they ended up with getting cc’d often and kept being stunned, for instance, because someone else didn’t keep stability on them and the class has little access to it’s own? Their damage would appear to be miniscule through little fault of their own.

Would the additional data desired also show what skills they use? What weapons they use? When they used them? If someone wants that much information out of me, to be blunt, I’d tell them where they could put it. At some point, some have to remember that they are playing a game with other people, not some sort of AI that needs a babysitter like a micromanaged GW1 hero (which actually doing so was normally sub-par at best).

@petui involving squads would clutter far too much, and is unnecessary. For rangers themselves, that suggestion belongs elsewhere (and is elsewhere countless times).

@Anet, Quite a few in the game do not want a damage meter. If one is desired, or seen as beneficial for some reason, then a personal only would be an acceptable compromise although in actuality it would still suffer from many drawbacks, or, if it is desired in some form, this needs to be a separate moderated Dev discussion with players elsewhere. There are a myriad of reasons against it, it is not just an argument or fear over ‘it would increase elitism or troll-ing of others’ but those too are very real concerns, especially with how it was seen in other games, and they are not invalid just because some want it to be in the game.

Additionally, I’d expect that Gaile intended to lock this thread as an informative post only, but from what I’ve seen, the official threads for feedback on the squadui saw little activity, and there is the additional issue that ‘raidui’ and ‘wvw squadui’ are one and the same yet fulfill very different roles.

(edited by Lunacy Solacio.6514)

Master's salvage kit disappearing

in Bugs: Game, Forum, Website

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

There’s also a bug:

  • If the bank is open and
  • If you are salvaging repeatedly from your inventory and
  • If you have salvaged at least one item that requires a warning (“are you sure…”) then
    -> the salvage kit will sometimes move to the bank anyhow.

I think the “sometimes” depends on the result of the previous salvage, perhaps you got a sigil or rune — I think that’s when the subsequent salvage will move the kit to the bank.

Could be, although the only time I’ve ever had the kit move to the bank, was when I used the salvage kit from the bank window. I’ll keep that in mind though, too.

Master's salvage kit disappearing

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

^ that. If you salvage with bank open, you have to use the salvage kit from your inventory, and click on the items to salvage in the bank window

Landscape disappears in Dry Top

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

That happens all over the world in many areas. Best thing you can do is to put /bug in game and report the location that way.

Enhanced Squad UI: Update

in Guild Wars 2: Heart of Thorns

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

A dps meter is not needed. It provides no real benefit. It’s beyond pointless except as an excuse to kick players that aren’t outputting the damage someone thinks they should be. Further, it would then devolve into ‘No, your class outputs the least amount of direct damage so you cannot come’. We already have things like this, there is no need for Anet to actively encourage this.

Without a doubt, given the human proclivity to abuse and take advantage of resources alloted to us, it wouldn’t be long before your clever solution devolved into an out burst of “your DPS is slightly behind everyone else’s by 5%(given the ascended boost), clearly you aren’t ready for this” kicked from squad. Now I do know their are those who would gladly responsibly use the device but I doubt you’ll see much of those people outside of organized raiding groups/guilds. Your solution rewards the few and may very well intoxicate the many given the power it alots people. ANet wanted a connected community not a further divided one.

I see those arguments all the time. Why don’t you realzie that this behavior is not new and would certainly not be created by damage meters?
Ppl already get kicked due to AP, weapon set, profession and other bs metrics. There are and will be 3rd party tools that provide more reliable metrics (like gw efficiency) and those will be used by ambitioned players to improve their party/raid and toxic players as a mean to flame, harass and kick. This has already started and you won’t stop it.

Built in metrics (i refrain from DPS meters since there is more info about the raid i am interested in, not just DPS) would not change a thing about toxicity. It would just provide a better tool for everybody to use. I’d rather get my info from an ingame source than to trust a 3rd party regarding correctness and available information. But as long as the former is not available, I will fall back to the latter option, as will every other player that enjoys optimization and strives on personal mastery.

Missed a lot I see. Besides, I clearly stated there already was elitism, but that is no reason to actively support it. Not having a meter isn’t going to stop it, but why should Anet put in something that would have at best a small benefit to a very few, and instead allow widespread abuse.

Additionally, those things already used to enforce elitism are pretty much used before you even start (and in at least some of those cases it isn’t even to be necessarily ‘elitist’) but a meter like that would be used during as such. Could most certainly see people kicking others because they weren’t doing what one person considered ‘enough damage’ at the first boss and instead of continuing, just replacing them.

It is not needed at all for raids or anything else. At best, a personal ‘meter’ that only you can see is the farthest they should go down that road, which itself isn’t going to show everything that everyone wants. That itself comes with issues, but would fulfill that ‘personal mastery’ and optimization (still effectively meaningless as it is highly dependent on other players, the boons you are given, whether or not the boss has 25 stacks of vuln, whether or not you have conditions affecting you, slowing/preventing your actions, or slowing/preventing your movement. Ignoring all of that, already have a combat log that shows your damage output)

Using a 3rd party application is not only unsupported by Anet, it’s risky and depending on what it actually does, could cost you your account.
edit: Yes I know that GW2efficiency uses the api, which shows your build, armor, etc., based on permission given to the apikey, but does not show your damage, etc. Nor should it (api doesn’t do this).

(edited by Lunacy Solacio.6514)

WvW: Rooted in Place

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

And now seeing it badly in pve as well >.>

multiple times in fractal runs, dodging attacks and then rooted. Only way to get unstuck was to use a movement skill (RTL in my case that time, although switching to lightning flash should have worked as well. The old solution of /dance had no effect. Tried everything else since I knew a movement skill would fix it)

Boots become helmets

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

https://forum-en.gw2archive.eu/forum/support/bugs/Pants-on-Head
similar issue. I haven’t seen this myself yet and hope not to.

Enhanced Squad UI: Update

in Guild Wars 2: Heart of Thorns

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

A dps meter is not needed. It provides no real benefit. It’s beyond pointless except as an excuse to kick players that aren’t outputting the damage someone thinks they should be. Further, it would then devolve into ‘No, your class outputs the least amount of direct damage so you cannot come’. We already have things like this, there is no need for Anet to actively encourage this.

IF they were to add a personal meter, that too could be used negatively, albeit it would be a bit cumbersome to do so. This is provided it wouldn’t be added to the API.

edit:
With how GW2 combat is, a dps meter wouldn’t tell you what is actually going on.
You may have a player, that while doing ok damage, is outputting less than everyone else. If they were kicked because of this, could very well end up with 4 others doing less damage because of the loss of that players buffs/traits, and the person replacing would also be missing out on those buffs.
What would the actual benefit to having a meter like that be?

about Raid release: Raids cannot function without the enhanced Squadui. They never said Raids would be turned on 2 weeks after HoT release. They stated it would be a little after. A month would still be a few weeks after release, anyways.

(edited by Lunacy Solacio.6514)

Enhanced Squad UI: Update

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Is there any information regarding boon sharing priorities within a single squad?
Will it prioritize members of the same subgroup or will it be based on proximity and other factors such as before party priorities existed?

Ideally the Enhanced Squad UI represents the possibility for large groups to organize a larger macrocosm into self-sufficient entities in order to culminate into one single organized group. However, if there is a disconnect in such a core necessity for a successful group as boon control, the purpose is then lost.

Subgroups being the priority for boonshare is ideal so that squads can be organized based upon boon/effect necessities (Guardians with other melee to grant Stability in encounters where it is deemed necessary, Mesmers with professions who benefit greatly from alacrity and quickness, etc.).

If this has already been addressed, I apologize.

yes, that is how it’s intended to work. Devs addressed that before the beta weekend actually. It just wasn’t working that way for bwe3.

-_- damage meters… There is a point where too much information is a bad thing.

(edited by Lunacy Solacio.6514)

Enhanced Squad UI: Update

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

The full problem is that squads are trying to recreate parties, yet are missing all the benefits of the entire party system. It’s essentially recreating the wheel.

I hope that threads created specifically for feedback were part of the feedback, like WvW >.> Hopefully all the feedback will help, because as is, it was definitely not something WvW players were looking forward to.

Thanks for the update on this, and the intended plans for it.

Beta Weekend: Enhanced Squad UI

in WvW

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

How do you make new subgroups? I had a go with it and couldn’t see how.

I also had a very hard time getting one person into squad with me, but this is already documented in the bugs, iirc.

The subgroups function wasn’t on this beta,

Strange. I guess we had one rogue commander who had figured out how to do it.

Subgroups were in it. I believe the only thing that wasn’t turned on, was leaderless for raids. Which is how we know the worst flaws with the ui.

Loud random character voices.

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

This is happening randomly (again). So far quite noticeable in WvW.

Just in the past 30 mins or so, I heard a charr, asura, and a couple human voices appearing to come from my character. Same thing occurred multiple times while in wvw last night. I did not notice if my characters mouth was moving, it’s a bit too random to quickly see if that is the case when it occurs. It sounds like it’s coming from your own point of view though. However, at least everyone in the immediate area hears this loudly at the same time.

I believe at least some of the lines are coming from enemies but hard to know for sure.

Posting as I could not find anything recent about this, but it is entirely possible I missed it.

I’ve also made a thread about this. It has gone unnoticed. It started happening to me just before BW3.

I was looking for another so I could bump it, yeah it seems to have started right before bwe3.

Molten fractal bugs at boss room

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

As said in the prior post of mine (from a year ago) do not go in the weapon test area before Braham and Rox do, always make sure all the npc’s are alive before you go through the steam. Went in sometime after this, before they arrived, and it bugged it out. Always wait.

Loud random character voices.

in Bugs: Game, Forum, Website

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

This is happening randomly (again). So far quite noticeable in WvW.

Just in the past 30 mins or so, I heard a charr, asura, and a couple human voices appearing to come from my character. Same thing occurred multiple times while in wvw last night. I did not notice if my characters mouth was moving, it’s a bit too random to quickly see if that is the case when it occurs. It sounds like it’s coming from your own point of view though. However, at least everyone in the immediate area hears this loudly at the same time.

edit because it is: Reason I believe WvW sees it far more, is that the voices are also caused by the enemy, so your potential ‘pool’ of triggers is far increased in WvW than in PvE.

Posting as I could not find anything recent about this, but it is entirely possible I missed it.

(edited by Lunacy Solacio.6514)

Guardian Leap of Faith

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

It isn’t limited to leap of faith. I’m sure it’s an unintended consequence that wasn’t considered, but it is definitely something to keep in mind now.

https://forum-en.gw2archive.eu/forum/support/bugs/Changes-to-judges-intervention

Mesmer Portal Bug

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Only reason I can think of for this to happen, is if you have portal underwater in the same slot as blink. If this is the case, be sure to have portal in the same slot on land and underwater

Still Missing: Healing Ability (at lvl 8)

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Ranger starter heal is now “We Heal As One” I think? (edit for kitten filter being silly)

You should always start with a heal. However… They changed this skill twice in less than 24 hours about a week ago. I know after it was changed the 2nd time, that it unequipped it on my ranger, so I had no heal. I’m assuming same situation? Or had you just created the character? If that is the case, then it’s not giving you a heal because the ‘version’ it’s trying to give you doesn’t exist, I’m not able to test this to see atm, but either way this is how you lost a heal there. You will need to do as suggested to get one back.

(edited by Lunacy Solacio.6514)

WvW: Rooted in Place

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

It’s been more common again lately though. Seen it happen with dodges, teleports, and crazily enough, even while already auto-running… Yes, you just randomly stop moving on your screen. Not sure if this is the same issue where you are moving on other people’s screens but not your own, then will rubberband when you change direction or emote.

Guild Party Map Icon Possible Bug/Oversight

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

How large is the radius on the visible gold dots when working as intended? Will I be able to stand at EB spawn and see gold dots in enemy keeps?

Just like with party members you can see the gold dots anywhere in the world. The rate as which the position updates is much lower for players not in the same map as you (which is also how party dots work currently).

Thanks for the response, Seth. I hope this upcoming feature will have a toggle option, as I imagine people in guilds with 500 members might not want their maps to be obliterated by yellow dots.

Is this something that we’ll be able to toggle off?
Being part of a big guild, Teq will look really cluttered with a whole bunch of yellow dot around a commander tag.

Good feedback, thanks.

I tend to not consider how things will affect larger guilds because things (usually, not always) benefit them already, but that is a very good point. That clutter x.x . Besides, i’m always for having more control and choice, would have to agree having the choice to toggle that would be a good thing. Now, if only could actually toggle the story ui off…

Guild Party Map Icon Possible Bug/Oversight

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Posted by: Lunacy Solacio.6514

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Ok, that makes more sense on how it should work, and clarifies that. Will look forward to it working that way. Will make wvw much nicer, especially with the flaws in the squadui.

Thank you for the response!

Guild Party Map Icon Possible Bug/Oversight

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

The gold ‘guild member’ dot is an issue though. If you are in party, Why shouldn’t they all be blue dots still? You already know who is in your guild, having some party members in blue and some in gold because they are repping same guild, is just plain odd.

The dot at the edge of the minimap has been buggy at times for longer than we’ve had this gold color for guild members.

Edit: Why is this feature needed? Why should party members show as different colored dots?

(edited by Lunacy Solacio.6514)

BWE3 Extension - Raid Availability Open

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

@those asking/begging/complaining (sorry to group all together, there are some legitimate reasons they could, but, they already extended it to try to get more people to test it, at some point you have to stop a test…)

General response, not specifically targeted: Except they worked hard to try to get the problems resolved all weekend, and they already extended it 12 hours. Whatever they do, some people are going to miss out for some reason. “I can’t make it because I had 24 hour shift” “I had to fly across the country” “My timezone was asleep” “My internet went out that whole time” “My dog ate the wifi router, and by the time I got it replaced…” I think the only one I haven’t seen on the forums for this and similar extensions is the dog one, and I"m not even sure on that.

At some point, someone is going to be inconvenienced, or miss out. They didn’t think they could get the squad ui to be stable this weekend, but they appeared to. Yes it was selfish on Anet’s part, because they wanted it tested, to see if something would break, and at least in part to see if difficulty needed changed. It’s a beta test, and as such, nothing is actually guaranteed, things change at last minute.

Sure, it sucks to miss out on something you wanted to test too, and it probably won’t be a big issue to extend it a few hours, but it’s still going to have people miss out. If they are supposed to extend the beta weekend indefinitely to fit everyone’s schedule, they might as well just release HoT now and instead spend the next 2-3 years fixing bugs that could have been fixed before Oct. 23rd. I’m sorry, but I’d rather miss out, than have the rushed mess we had at release. And tbh, even Oct. 23rd feels at least a bit rushed… I mean, some of the elite specs (that are now apparently treated as almost classes? new icons for each? really? but that’s another discussion) were only basically just made, and there is a very big difference between them, balance is very off between specs and between main classes, which is to be expected. I mean, a lot of things that had been nerfed, were given in same or even a more powerful form, to the elite specs. Of course balance isn’t going to be established for a while after release, and Again, I digress… But let them work on HoT instead of working on getting us a continuous Beta that would take time and resources >.>

edited to clarify a few things. And if they do extend it a few more hours, or don’t, gl to those in it, that get in, and test it to not just get to experience it, but help them improve things now and in the future.

(edited by Lunacy Solacio.6514)

Beta Weekend: Enhanced Squad UI

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

So they have turned this back on tonight, and it seems to still be stable, finally.

However, this squad ui, while it has some nice features, is missing a lot of things that make parties far more beneficial than subgroups for those in it, and yet parties are not able to join as such.

  • Party dot change recently if in same guild (that isn’t even consistent though), which has some of the party gold dots, some blue,
  • Those in a squad being blue dots for those not in same subgroup (yet subgroup is supposed to be like a party), and stars if in same subgroup.
  • Cannot see conditions, boons, buffs, etc. in squad. Granted squad ui would get even more cluttered than it already is but, for WvW, this is a big issue. Even something like the simple party ui would be better.

This leads to a question, why did party have to be remade as subgroup for squads? This gives the ‘subgroup’ less information than they would have in a party. Sure it gives the commander more control (which itself isn’t necessarily a good thing. In general WvW, why should the commander be able to dictate what ‘party’ combination I should be with, even able to just randomly reoganize, which can cause confusion. This means there’s less incentive to join a squad. For a guild group, they typically already did something similar in setting up optimal parties. However, it’s very important to know what is happening to your party, not just their health bar. Maybe I’m wrong on this, but I really think, as is, it will not see widespread adoption, and could see less use than currently.

edit: By widespread adoption, I mean besides for raids. Only reason to take it elsewhere is to see party dots of more than a single party, or have non-voice or non-guild chat of more than a a few, but comes with severe drawbacks. Can’t type /p to quickly talk to them, as that’s only party, not subgroup, it’s /subgroup for that.

(edited by Lunacy Solacio.6514)

Raids Temporarily Off-line

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

yep this is why party chat just died. thought it was said no raids?

edit: For those that see this, Every time Anet has enabled the enhanced squad, you have to log out if party chat quits working because you can’t leave party. When you come back, you won’t be in party and can reform.

(edited by Lunacy Solacio.6514)

Raids Temporarily Off-line

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

To be fair Anet charged money for the betas, since there hasn’t been many of them and they also had little content to test having bugs that make what little content we have to test unable to be played is quite the stumble. Some people don’t have all weekend to play yet they paid money to play it, so many people have good reason to be annoyed simply passing it off as its a beta these things happen is kinda lacking.

At this rate 23rd – 23rd nov will be a month long beta. That is a standard I will be expecting. (if you fudge up Halloween well….

Faith….

They charged a price for the expansion itself the beta was just a perk that came with it. Beta testing is testing to make sure things are working. We’ve obviously shown some things are not working and they are working to fix it before the expansion goes live.

How is it an extra feature it was without a doubt the main feature for my purchase and i am pretty positive many others as well. Can you really tell me you would have pre paid if beta wasn’t included and was just random or a portal drop still. So many people pre paid for the beta.

That may be why you purchased, but the beta access is a side benefit, not what was sold. What was sold was Heart of Thorns. What you still have is Heart of Thorns. That said, they want raids tested before release, because they have mor ework that needs to be done on them, and they know it. They NEED it tested on live with lots of people. They are very likely to do a raid stress test if it can’t be launched this weekend.

as for it not being 50 long after launch, it is most likely going to be $50 til after new years. It is doubtful, although possible, for it to drop for christmas, but based on #‘s that must be sold at $50 before new years… I wouldn’t hold my breath. Either way, you’ll have HoT access from release through the price drop. That is the cost of ‘early adoption’.

(edited by Lunacy Solacio.6514)

Raids Temporarily Off-line

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Since quoting is a bad idea, and I hate for everything I typed to be lost, adding back for reference.

MMO’s are big monstrosities. It’s their nature.

No, a CS student is the last thing you want in there, and this is indication.

Just think of how the system works and how it is wanted to work. Just take chat: They could have had chat mostly handled by the map server, but they wanted players to communicate in a lot of ways. It is handled separately from the map server, while the map has to be able to communicate with the chat server. You have mapchat, teamchat (at least in pvp/wvw), whispers, hmm am I missing something? Oh right, Squadchat…

Now, parties, they said days ago that squad and party is going to be exclusive with the enhanced ui because squad subgroups. No I don’t like or agree with this in general (and don’t get me started on the party dots changing color depending on what guild you are in, and then not even being consistent on if it does change color for everyone but that’s a different situation so back to point)

So… since squad was getting changed, and squad touches multiple servers and is touched by multiple servers, umm how could it not affect many things if it failed to work the way it did work in the Dev test environment? They can simulate what effect it will have all they want, but Live servers are going to react differently, especially with how many players there are, doing so many different things.

Please keep in mind, we are not just talking about one application with multiple processes interacting. This is not just your client having a bad day. This is a multi-server (multiple hardware server systems as well as a lot of applications all running, talking to each other, and central servers including the login server, main databases, etc) situation, with each part doing a lot of things.

I would be shocked if something that touches and is touched by most aspects of the entire game did not break something when it freaked out. Wouldn’t you be shocked if a beta for something that changes so much worked perfectly the first time it was thrown to at least tens of thousands of users?

Raids Temporarily Off-line

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

does anet work on saturday? or will it be disabled till beta ends? and if so, is another beta planed where u can test raids? i mean they want/need feedback or not?

Typically, it’s more of a skeleton crew on the weekend. However, it’s ‘crunch time’ with HoT release coming up, they get little time to not work, generally. However, the human body needs rest and sleep. By now they are probably already back in the office, (at least those set to work for this beta weekend) with only I’d guess 5 hours sleep for those that were working last night. If that.

Raids Temporarily Off-line

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Just tried getting a squad together for raids. Ui still not working and cant enter raid. Is anyone else getting this?

You can’t enter raids without the Enhanced squad UI, and they had to keep it disabled (specifically it seems they enabled then disabled again because it wasn’t working). They gave back regular squad ui for now.

Yes this reply is 6 hours later, but the point stands until Anet tries to turn it on again.

Preview on precursor crafting feedback

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

The issue isn’t that there is time investment. At least, that shouldn’t be most people’s concern. The problem would be as someone stated, if it’s 400g (based on current prices) and enough time needed that you could easily earn 400g, that’s an estimated cost of 800g. Now, everyone considers their time to have different value, and that is based on if you are having fun or feel like you are grinding, but still. That is a big cost. And it’s made worse because this is taking additional mats out of the economy on a larger scale, which it appears it’s not necessarily going to use the mats that could really use some kind of sink, like t5/6 leather. Instead it may put additional stress on some more valuable materials. If that is the case, and this ‘requirement’ of ascended needed for raids (use ‘requirement’ loosely as they are apparently balancing raids based on ascended, and some will see this as a challenge to do it only in exotic, especially after the mechanics are figured out), this could put additional pressure on materials if whole new sets are made en masse, as expensive runes aren’t recoverable without spending a high cost to get extractors so converting stats aren’t ideal for everyone (as rune/sigil is lost on forging, so it comes to lose rune, or make new set. That decision isn’t as clear cut as it may seem, there are myriad reasons why someone might make a new set instead of changing stats on a current even if the rune isn’t expensive).

I know John pays attention to it all, and he has a lot of control over the ways these things are implemented, but he’s looking at the health of the economy as a whole. Perhaps having all t6 and silk even more expensive again is a good thing for the economy, it isn’t a good thing for a lot of people that “aren’t swimming in thousands of gold”, which seems to get said a lot.

Short of it is, as some prior posts, if the cost to ‘craft’ the precursors is the same as buying on the trading post, what is the point? Some will do it to feel more like they worked on it, others just for something to do, but if the net cost not counting time is practically the same, or even half of the cost, again I ask, what is the point? I know we are missing a lot of information to make this clear, they might reveal it before HoT, but I know they try to be careful to not shock the market too much in any one direction but…

(edited by Lunacy Solacio.6514)

squad UI

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

There is serious risk of too many options, too complicated and cumbersome of an interface. Those that could benefit the most from those kinds of options, will use it the least, because it’s far easier to tell someone than to deal with a dozen different options.

As it is, it seems that the tag is going to be expected to setup and assign groups (although I don’t know if it has been said if individuals can form their own groups? If so I have seen no information stating). This gets a bit ridiculous tbh. Take WvW for example. People party up for various reasons, anything from wanting to run with friends, to just talking to people that may not even be in the same map, or even same server, which of course a squad wouldn’t want those to join. Others join squads so they don’t see different tags, but should someone that you are somewhat following be able to dictate where you go, who you join with, and whether or not you can essentially follow them?

Oh don’t misunderstand, I know some have wanted some of these features, but a lot of it won’t necessarily benefit the more organized guild groups who are most likely already in voice chat, although can’t deny that some of the new features and behavior will see use, nor will the micromanagement aspect really benefit the random pugs without driving the commander crazier (pug commanding is first sign of crazy, but those commanders are needed, but the good ones are crazy. Which, can you imagine a pug commander trying to micromanage everything the pugs try to do? I’m torn between it turning out like herding cats to being a complete disaster, both might be quite hilarious to watch for a bit).

Is matchmaking always this bad?

in PvP

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Clarification: Professions have their own MMR tracked, but it is not currently used in matchmaking because players can switch professions after a match is made.

So a loophole is disabling a powerful tool to generate good matches?

I’d, uh, kinda close the loophole…

The problem with doing this is that players can no longer switch to a more effective profession once they see the enemy team’s roster which happens quite often.

And they shouldn’t be able to change based on that imo. You should just hide the enemy roster and lock people into their base until the match starts – this allows teams to refine their comps but not to counter the enemy’s comp. Guild wars before build wars.

Perhaps there is a flaw with this, but that seems to eliminate the issues and excuses for changing class, etc. Why not do it this way? Of course one big problem would be yet another UI change, and I don’t think Anet wants to do it…

API Creation Page Input Insertion

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Why force users to use a specific api key name? What benefit does that provide?

Forcing a new unique key name each time has the benefit that we now its a newly created API key for exactly this new app, and not some key someone found on the internet, got from a friend, …. The user owning the account is the only one who could create it, so we know its the right person to register the API key with our app.

That doesn’t guarantee that, though. Sure, can’t use some random key, but how would a random key benefit them anyways? A friend could create it with the key name you want for that matter. For those registering on a guild or server site for home verification, knowing the account name or a character on the account, and knowing the account isn’t already registered should be sufficient for most purposes. Needing more than that, it’s just going to be the risk that you’ll turn off the users. Just seems like a somewhat pointless extra step to complicate things needlessly, although perhaps there are uses that this truly better serves.

idk, this isn’t the place to discuss it really, thank you for the response, though.

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

This has much larger fundamental issues than the simple utility of the ability. The problem is not how practical the ability is or if this elite will even be commonly used; the problem is that with a click of a button this elite can shut down an entire trait line.

This trait line being Shadow Arts, is currently the only viable defensive measure Thieves have available to them. This is an indirect Nerf to Shadow Arts; and not counter play. One ability does not define counter-play.

This type of thought process has led an ugly spiral downward for the Thief and is a large contributor to why the Thief is currently in the position it’s in now.

^ While my posts weren’t really touching on that, it is a very serious issue. With or without the SA trait line, it’s not ‘counterplay’ to have an aoe reveal with no real effort. How would an Ele feel if a class could shut down the Arcana line? If guardian completely lost use of Honors or Virtues trait lines? Kinda similar. Might as well have a skill that can disable an ele’s attunements as well since we are at it.

Herald at least has shorter range, but it is still a problem. I’d personally be a little more comfortable with herald if it was, say, 240 or something, although it’s a bit difficult to use as it is I think. It’s also a slightly shorter reveal. Should be even less as well, though. But this, 900 range. Even if they reduce the range to 450, it will still be far too strong.

(edited by Lunacy Solacio.6514)

Engineer Utility "Sneak Gyro" is outrageous

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

@Lunacy.

Regarding PvE. You skip because it’s faster than killing. Messing around with the function gyro for “stacking stealth” will take at least 3s if not longer to get decent duration. Where as blasting a smoke field provided by the thief by the whole party that is not brain dead will take 2s and give about 15s of stealth. Thief only has competition from Mesmer because they can run ahead and then WP and portal the rest of the party while playing little to no other role than a glorified troop transport.

Additionally I can tell you either didn’t pay attention to or watch the live stream. They explicitly stated the gyro will not be hidden and it certainly looked to draw mob aggro when jebro used it. It may change but we’re not talking about what if, we’re talking about as is.

As for WvW, praying on zerglings, the same type that empower in PvE and proceed to press 1 on guard staff at bosses all fight, isn’t exactly helping your argument. Fighting roamers and people who have some form of individual thought and intelligence you quickly realise what was said on the live stream is true. Stealth puts the terms of the engagement squarely in the hands of whoever has stealth or the longest. They always get to choose to fight or run and it’s always on their terms.

The enemy can’t run as you’re faster and setting themselves up for a backstab. Can’t fight as they’ll just be blowing cool downs. Well that’s what I do when I’m a thief in stealth, I sit and wait to see what people do. I let them waste cool downs, keep extending stealth, then when they try to run, hit them. They weren’t outplayed, they weren’t some noob, they were just destroyed by a mechanic they had no way to really counter other than hit thin air an hope.

Yes I know that people skip rather than kill pointless things, was this up for question? People do the same thing with SR, though. This is no different (well it is, because it’s 4s per pulse instead of 3 for SR’s base). Yes blasting a smoke field stacks stealth, I think this should be a duh? In a ‘perfect party’ where you will need to skip certain spots, a thief can provide more usable stealth, like in CM. How often do people get those perfect parties? Or perhaps it’s even a guild that the one normally running thief is sick of it and wants a change, and no one wants to play thief but hey there’s an engi that can do it. People are saying it will never be used. My point is that, it is viable and it will be used.

Yes I know the gyro will not be hidden. Maybe I did miss it apparently aggroing? Please show me the link you want from the poi on youtube, and the time in it, where it appears to be drawing aggro, because I do want to see where these assumptions are coming from.

Would it not be a thief’s job to prey on zerglings getting back to their zerg? Or those in the back of a zerg? And, do you always know a person is running to their zerg? Didn’t know they had a big sign on them and couldn’t be touched. Does that mean they are supposed to be given free reign to take over an entire borderland too? Doesn’t that sound ridiculous? Then why doesn’t this: “oh hey there is an enemy over there” “Wait that’s a zergling, you can’t attack him til he gets to his zerg”?

Are they boring to fight? Yes, if they won’t fight back, where is the fun? Downing people instantly would get boring. When I mentioned uplevels, and them giving better fights, I wasn’t talking about sitting in hiding by a spawn, ignoring 80’s, waiting on an uplevel so I could strike from the shadows. I have stood there, ignoring uplevels, only to watch them run up and start attacking 3, 4, even 5 people. Are you expected to stand there and do nothing? Even if they don’t hurt, after you finish laughing for 5 minutes, it’s going to get annoying, and much like a fly, you are going to smack them with something. Oh, also let me add not every uplevel encounter was limited to ‘only when on thief’. Sorry, didn’t know I had to write in detail the exact scenarios. Figured my replies were long enough already. But it’s WvW, not don’t touch the zergling or don’t touch the uplevel. Saying that, I have allowed many to live because they weren’t worth the effort. But if they are trying to take something? Why should I let them get there? If they are trying to defend, why should I let them get inside? To allow those is a bit counter-intuitive to say the least. “Sorry tag, you can’t take that keep until you let the entire enemy group inside. Yes, I know you only have 20 people. Yes, I know, they won’t fight you open field even when they have 40 people. No, I can’t prevent people from getting to the zerg, I’m not allowed.” Sounds fun…

If someone is blowing cooldowns wildly, they are being dumb, and they are getting outplayed alright. By themselves, and by proxy, the thief. Just like this example, sadly it happens: If you are a necro, and you drop your wells in the middle of a gate, only to have the zerg pour out the portal, you outplayed yourself. Good job.

Most thieves are very predictable. I have literally stood still, counted to 3, dodged, and see “evade”. Yes, many are really that predictable. Sure, they can just backstab again, but you’ve also thrown the thief a bit offguard, likely frustrated them a bit. Also I’ve let thieves backstab on me intentionally, just so they would reveal themselves, you know, kinda like what some people do with mosquitoes.

The ‘terms of engagement’ do not have to be in the hands of the person with stealth. Use it against them. They stealth, giving the player a little time on cooldowns. The other players aren’t helpless, unless they made their build helpless. If they did, they probably shouldn’t be running alone. I’m sorry but that is the risk you take. If I know I’m weak to thieves on a build, I’m not going to keep running right by where they are sitting! Why put your hand in the fire repeatedly, and cry about it? Why is it, that so many players refuse to learn even a tiny bit on dealing with situations? I know Anet wants this to be casual friendly, but I didn’t know the game was supposed to basically play itself.

The different ways to deal with a backstab thief depends on each persons build and skill. Some are just going to be weak to them, because their build is that glassy. But how far should we really be taking this game of rock-paper-scissors? Maybe it’s just me, but I find rock-paper-scissors boring. Only 3 options to pick from, and only 1 wins. I mean, it was only fun against mad king in gw1. I don’t think the game should explicitly be built around it. It’s an aspect I dislike of pvp. Oh the other team has a thief, i’m getting my engi brb." Think it won’t happen? Because similar things already do. It’s apparently encouraged. Kinda like this: Players all bring knives, one person realizes this and goes to grab a gun right before the fight starts, declaring to the enemy team: “Oh you brought a knife to a gun fight, how quaint.”

I would seriously rather them practically scrap stealth altogether and redesign it, rather than have them put more of these forced reveals in the game. Why? Both accomplish the same thing but one would have the potential to improve things in the long run.

Besides, where is the counterplay to reveal?

API Creation Page Input Insertion

in API Development

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Why force users to use a specific api key name? What benefit does that provide?

Also the copy option has been removed from the API keys page, so now it is really error prone for users to copy the keys

Isn’t the key always the same number of characters? Isn’t it possible to reduce “really error prone” to simply “inconvenient” by enforcing string-length? (Although, I agree: making it easy to copy the API key would be very helpful.)

They just have to highlight and copy. At this point, if the users have an issue doing that… (and yes I am all for making things easier on users, and trying to prevent users from doing anything to break the app but at some point the user has to do something and, to be blunt, you can’t hold their hand for everything),
edit: also, the users should be able to just triple click on the api key, and it highlights everything for them.

and yes, the sites using it should be verifying the length of the key. This should be standard practice…

(edited by Lunacy Solacio.6514)

Engineer Utility "Sneak Gyro" is outrageous

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Some of these reactions are hilarious. Here’s why.

PvE

  1. No-one will ever use this because the gyro isn’t stealthed and so will aggro mobs, usually hitting party members, getting them in combat and defeating the point of a stealth skip.
  2. The gyro doesn’t follow close enough that you stay in the stealth ring while moving.
  3. No-one will use the toolbelt skill unless it is absolutely required to unstealth enemies, even then revenant will become meta and can do this at low to no DPS loss.
  4. Mortar kit is more useful and orbital strike is part of the power meta.
  5. Supply Crate is meta for burngineer in PvE.
  6. Blasting smoke fields is faster and thief not only blasts but provides them better than anyone.

PvP

  1. Both Elixir X and Supply Drop are much, much better options.
  2. Only reason I see to ever take this is if stealth players are REALLY giving you a hard time. As in you’re against a stealth heavy comp.
  3. Very few players in a high skill MMR bracket will take this gyro.

WvW

  1. This is where the reveal will see use as stealth is and always has been stupid in this mode due to lack of PvP constraints such as point capture and time.
  2. The actual gyro will be a poor mans thief, again due to it not being stealthed.
  3. It’ll be useful for ganking (stack stealth, blow up gyro) but then having a thief with you would allow for supply crate and it’s insane lockdown abilities.
  4. This game mode is where a lot of the stealth complaints come from.

Edit: It’s pretty hard to find a compromise actually. I think the best really would be to redesign Thief from scratch.

I think this is top contender for the most well thought out and sensible comment in the thread and no, I’m not being sarcastic.
A thief redesign could allow for thieves to trade mobility/stealth in varying amounts for point holding and team/small scale fighting prowess. Right now you can’t as a lot of that is in some way built into the weapons themselves which always makes the thief more mobile than any other profession with good to great disengage.

As a bandaid though they could change a lot of SA “while in stealth” to be upon entering stealth. You would always get most of the bonuses of the SA line even if you got revealed. It temporarily locking you out of the benefits of a trait line can’t really be avoided but the damage is lessened. Will also be an indirect buff to Jana’s favourite playstyle.

Thing is, if no one uses it in PvE, what are the chances of Anet changing how it works later? We aren’t even to BWE3 yet, what will they change about it after that? If they decide Sneak Gyro is too slow, will they speed it up? Will it really aggro mobs? Ranger pets don’t aggro if you don’t aggro, story/dungeon npc’s do the same thing… I have more questions, but none of them are going to be answered before BWE3, and things will change after that. It is entirely possible that Anet could reduce or change this function, but it is as likely that they will buff it even further.

However, Anet has continued to set this precedence where they keep pushing how far they are going to go with Reveal. Sic’ em was buffed, Engineer got their own version Analyze, (anet freaked out thief by reveal activating on leaving stealth. Probably left over from testing on Dev side but still), Then engineer got Lock On to pull out of stealth on hit, Herald got an aoe forced reveal, and then engineer again got their own version, a bigger aoe forced reveal. What’s next, a map wide instant reveal? (No, they won’t do that, well players won’t directly get a skill or trait like that, mobs could or some gimmick in an area could (‘CYA’ here), typed it though because it’s absurd and because frustration. But would you have said a year ago that we’d have Anet give a class an apparently better version of Shadow Refuge plus a 900 radius 5 target 20s cooldown aoe reveal? and that’s ignoring kinetic battery)

Now, directly responding

PvE

  1. stack stealth first? Not difficult. It stacks the same as a traited thief. You wouldn’t have to be in it for long to get full amount of stealth, then you can destroy the gyro (that is, if you need to) and run off, with superspeed (you can always change trait for this, then change back).
  2. See #1
  3. well that is the only thing that toolbelt does, so that should be without question. Most likely they would swap elite back before it’s really needed again for a boss. Isn’t a long cooldown after all.
  4. eh. I don’t like mortar really, but orbital strike would be more useful yes.
  5. Supply crate won’t go away. But it will be swapped temporarily at times. Sneak gyro will be a niche use, but it will get used.
  6. Perhaps but thief also uses SR to skip, not just blasts, elite gyro fills that role on a shorter cooldown. Primary reason to not use SR is it’s long cooldown, so instead if long skips are needed, start with blasts, then sr part way. Those situations thief will still be better at if the gyro does take aggro. Always a chance that could change either way.

PvP

  • I probably won’t disagree with any of those

WvW

  • It definitely will see use in here. This is where most of the concern is. Stealth has counterplay if the player attempts to learn how thieves (and mesmers) work. If you stand still, do nothing, and let a dagger thief backstab you, you kinda deserved it. Far too many are only comfortable zerging such that they don’t know how to deal with it. Before, I’ve downed people that should have been able to fight back and live, simply because they kept running instead of fighting, or when they did fight, they didn’t know what to do except press 1. And no, I’m not talking about uplevel invaders. In fact I’ve had better fights from some of them, they pressed more than 1! Of course they are the ones more likely to bite off more than they can chew, poor things, but I digress. I’m talking bronze, silver, etc.

Own experience:
I had some issues with thieves when I really got into wvw. Then I played thief. I’ve said it numerous times, that I enjoyed countering thieves, because I knew what they would do next, where they would be. Had guildee accused of hax because he did the same thing. That, and the thief was extremely predictable.

(edited by Lunacy Solacio.6514)

Engineer Utility "Sneak Gyro" is outrageous

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

snipped a lot for ease of reply

Fact: No engineers take utility goggles because reveal isnt worth the better choices for a utility slot.

Except a number have. Oh I agree there are better alternatives, but some do still take it.

Fact: Few engineers take lock on, because its not as good as other traits in the same line.

I have seen way too many with it, in WvW. It is far more annoying and dangerous when the engineer is in a group though, than when they are alone. I would agree that the other traits have their uses. However, if the engineer doesn’t feel that they ‘need’ the swiftness, and doesn’t care about the attack/spell from Streamlined Kits, they are likely to take Lock On, especially if they have had issues with someone in stealth. That’s just running around with the trait. Others will swap to the trait and use it, just as they will with this elite. It is very likely the toolbelt skill will receive the most use, rather than the elite, if they stick to what they have said.

As for herald having a similar reveal: It is a lot shorter range, but still too much range on it. It still has the same capacity to completely negate shadow refuge, and I most definitely disagree with it as well. But still, there is a big difference between 900 range, and 360 range. I don’t think either should be more than 240, but I don’t think these kinds of hard counters should be done either.

Engineer Utility "Sneak Gyro" is outrageous

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

The gyro, however, remains visible and can be destroyed.

As for the reveal pulse, mesmer and thief had really had it good with so much stealth and almost zero counterplay to it – it was time some counterplay became available. Unfortunately its skilled based and really just exists on one class, but in a way that’s good for you guys. Engineer has the only reliable anti stealth tools (though rangers hvae some sorta kinda abilities)

What they should really do is have some kind of counterplay built into the game itself, but not something that easily voids the stealth either. But I doubt that will happen anytime soon.

disclaimer: I’m referring primarily to WvW aspect of things.

Counter-play to stealth was skill. You learn what they would be doing and plan ahead. I enjoyed destroying other thieves, because I knew what they would be doing, where they were most likely to be. Good counter-play is not press a button and effectively shut down their entire build or an entire playstyle. Thing is, without this new source of reveal, it was already possible to completely shut them down.
(I don’t think Herald should have a 360 range similar reveal either. I think a very short range would be more ideal if this kind of reveal is ‘needed’. 360 is ridiculous enough, but 900…. just… wtf. Also, to go back to some old posts made about the goggles… people did in fact run the goggles for the Analyze as well with lock on. Even ignoring the goggles, a lock on engi and a ranger with sic’ em can pretty much destroy a thief relying on stealth in short order). Difference of course is that if an engineer knows a thief is going to be a problem, they can change to lock-on and possibly slot goggles. I had people do it when I was still playing thief.

On thief, yes, I effectively quit playing it because the exact D/D playstyle I enjoyed, isn’t really viable as things are, leaving option as instead doing a gank for a large group. Meh. Which that too could end up being pointless since there’s bound to be engineers blowing this toolbelt skill randomly in zerg fights. Don’t sit and think that they would be more likely to have mortar or crate… I’ve seen charr guardians with warband support (promptly showed them why it was a bad idea, but they didn’t seem to learn), human longbow rangers with reaper of grenth.. think on that. I… I could go on but the scars…. let me forget them.

Bit off-topic below:
Anet, even in GW1, had a bad habit of over-nerfing things. There were a few things they made overpowered and left that way, but for the most part they nerfed one skill of an overpowered build into the ground so the build would no longer work. This of course didn’t solve the root problem, just ended up with people going to the next ‘meta’. Some things don’t change. And then there’s also their ‘buffs’. They also had a habit of buffing the wrong things, causing them to nerf that which they buffed. Oh they do some things differently here, but it just feels like they are following the same base pattern.

Which itself, makes me very worried about Revenant’s future. Loved the class even when people said it was horribly underpowered (it still actually hit fairly hard for it’s stats), and now it looks to be overpowered at release, and therefore destined for a nerf.

Engineer Utility "Sneak Gyro" is outrageous

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

What really sucks is that good Engi’s are saying that they wont even take the Sneak Gyro. They’re happy with the Box Drop or the Elixer. Fair play if you think the Gyro isn’t great.

However, BAD Engi’s who struggle or dislike Thieves will take the Sneak Gyro and now they have the 1-button-press-go-kitten-yourself-anti-Thief ability. Now the bad Engi’s will be able to beat Thieves with another dumb thing that takes out the skill factor and keeps it to a “who’s build is better” orientation.

The skill ceiling keeps getting lower and lower for other Professions where as the bar of requirement for Thieves gets higher and higher. We slowly become a class which is either 100% Glass Cannon so we can 1 shot on a luck based percentage outcome, some form of Trap Bunker Condi or going to the cheesiest of builds in the “Ghost Thief” build (No idea what the “Ghost Thief” is? Click here, sorry for the blatant stream plug).

yeah…. removing damage from the traps allowed this kind of bs. Which is crazy, since Anet added small damage to choking gas so you can’t fire it from stealth on someone.

On ‘good’ engineers not ‘running the Sneak Gyro’, yeah… some won’t but… When lock on was added, so many said they wouldn’t run it, yet what did I see from engineers that were supposed to be good and in a few cases even said they wouldn’t run it? Yep, you got it, they traited it anyways.

Engineer Utility "Sneak Gyro" is outrageous

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Ah ok, I didn’t realize that sneak gyro was an elite skill.

But as I said in my original post, the worst part of Sneak Gyro is Detection Pulse, which you didn’t bother responding to. Frankly I don’t blame you. It is disgustingly overpowered and completely ruins the most important class feature of the thief class.

We are 100% dependent on stealth for

-Condition removal
-Healing & survival
-Positioning & damage

There is zero counter play. It is a free 1800 circle of reveal with absolutely nothing a thief can do to stop it that totally removes all those aspects of the play from our class. Detection pulse needs to be massively nerfed. Cut the radius by 1/3rd and double the cooldown at minimum.

The counter play is destroy the drone.

That counters the stealth application, but I doubt it will reveal those already in stealth within when destroyed. I wonder if they get revealed by walking out like SR. But a short, huge radius 6s reveal is crazy. At this point I’d be fully open to completely scrapping stealth as is, and having it reworked >.<

I had enjoyed destroying stealth players, especially thieves, because I played the class for so long. They probably accused me of hax because I knew where they would be and what they would do. Learning how to counter a stealth player, and negating a lot of their advantage is a good thing. But forced hard counters that have the potential to completely shut down an entire play style? That I believe is going way too far. And engineer gets multiple ways to do so now. I wasn’t happy about herald’s but it was short range.. but this is going way too far in so many aspects.

Play for Free Confirmed [merged]

in Guild Wars 2 Discussion

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

The restrictions for F2P players are significant. I just started playing after F2P and within a day I bought the core GW2 game to get rid of those restrictions.
I still have another free account and after playing the paid version for a week, went back and tried the free account.

1. Only 2 character slots
2. Only 3 bag slots
3. Extremely limited set of items you can purchase from the TP.
4. Same limited set of items that you can sell so forget making any money selling off your extra drops.
5. No mailing of gold or items, ever.
6. You can’t even enter a city until level 10
7. You can’t enter Lions Arch or use Asura gates until level 35
8. No WvW until level 35 I believe
9. No daily login rewards
10. No /map chat
11. No forum posting
12. and the list goes on…

So yea, you can play for free and eventually see all of the same content, but you will do it mostly while broke and with substandard gear.

should change #5 to ‘Cannot send gold or items via mail’ because they can actually receive via mail, and they have to have a character reach level 60 to unlock WvW on the account.

Sound disappears, fps getting lower and lower

in Bugs: Game, Forum, Website

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

The funny thing is that nearly nobody here posted what soundcard / driver
they use, even since this is clearly a problem related to sound.

Most people won’t know how to find that. Answers you are likely to get at best might be a model of a pc or laptop, or could be generic like ‘AMD’ or ‘Intel’, or at best ‘Realtek’. Which is made even more complicated when you realize USB headsets count as sound devices themselves and have their own drivers. Yeah, people won’t think that their headsets could be the cause of their issues. And on top of all that, it is not so easy for the general person to know what their sound hardware is. For instance, I knew mine was Realtek, but I couldn’t remember which one. Of course, I am able to open the Realtek audio application and see that I have ALC887, but not everyone has the actual sound manager application for their audio hardware, and trying to find that out without knowing where to look or how to look… Good luck.

I have only ever had the sudden fps issue occur 1 time, and it is entirely possible it was a result of an overclock that became unstable in summer heat but I forget exactly when it did occur. Sometime earlier this year.

The suggestion to check drivers and update them is precisely what people should do.

Content Streaming needs adjustment

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Also if you’re using Windows 10 (and maybe Windows 8 as well), you can go to Settings->Network & Internet->Data usage tab->Usage details and see what programs are using the most data over the 30 days, to get an overview of what’s using up the most bandwidth on that computer.

I keep forgetting 10 has that now. But 10 is a bandwidth hog itself. As things stand I would sincerely hope no one on a limited connection would use 10 by choice without a lot of research.

I don’t think 8 really has a data usage on it, but don’t quote me on that as I despise 8.

Sound disappears, fps getting lower and lower

in Bugs: Game, Forum, Website

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

lol. 6 month old post merged into this.

It’s not a memory leak but it is some kind of bug between gw2 and sound drivers that is very rare for many, and far too common for some. Overwolf can exacerbate the issue.

At one point it tended to require restarting the computer when it happened, but for those that see this issue, it ‘seems’ that you only need to close the client and restart it.

Alt-tabbing from full screen also exacerbates the issue, playing in windowed ‘seems’ to minimize the chances of it doing it.

Content Streaming needs adjustment

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

It isn’t the streaming client that is using more bandwidth. Once you fully patch that part is done. However, I will say that basic patches are bigger now than they were a year ago. When there is an update, the client downloads an initial file something like 10?16? MB, reloads, downloads something else of similar size ~8 generally I think, could be more, then begins the ‘patch download’ which itself is now bigger as well.

As for ways to save bandwidth:

If you want to basically afk, but want to stay in game to chat, do not sit in LA. Go into an instance: home, hom, etc. Difference in bandwidth while idle from a moderate populated LA near the crafting stations compared to an instance is ~30:1. If everyone moves around and uses skills in LA? could hit 50x the instance usage. Going into an instance and fighting, will still use less bandwidth than afk in LA (which should make sense, there’s fewer people to move around in an instance, up to 5. Every movement of every player that is visible to you is subsequently sent to your client). I have noticed an overall increase in bandwidth usage by GW2, but I believe the removal of culling was by far a bigger impact than what they’ve done to the client since.

Zerg fights in WvW can easily hit 100 KB/s. If you decide to do the world bosses for 30 mins a day? I believe you would only be using 50-150 MB in that time, most likely toward the lower end, but perhaps it could go up to 200 if the fights drag on for a long time, but those kinds of fights tend to have people standing still so usage will still be lower. Run with a zerg in WvW, you could hit as much as 150-300 in that same 30 mins, although that would be near constant fighting.

Additionally, do not leave the trading post open. It now regularly keeps loading.

For other bandwidth saving suggestions:

I’d suggest using chrome if you aren’t, although firefox has similar plugins, and run adblock and scriptblock so webpages can’t generally run videos and ads. This saves bandwidth (although blocking scripts breaks so many sites, but it’s easy to enable them, and pays off to do so in long run). So does not touching youtube, or doing so sparingly. Making sure it doesn’t run videos is a hassle though since it’s html5 now. I think chrome has settings but forget exactly how, could have been another extension. Most youtube extensions do not work now as they were more for non-html5, but however I finally got it working, I have to click for it to play any videos. Make sure it is set for slower connection in youtube settings. Even with that, even a small video can use a lot.

If you use an antivirus (which most people should…) I wouldn’t let it upload files to a cloud if it wants to, or uses a cloud in some way. Would suggest not using anything that uses a ‘cloud’ for that matter, as by the nature of it, it has to transmit a lot of data.

source for advice: limited bandwidth.
Additionally, I would suggest watching your usage with some kind of bandwidth monitor. I’ve used NetMeter for years, although I’m using an older version. http://www.metal-machine.de/readerror/

Sorry for length, hope something can help. And hopefully your limit isn’t as low as 10 GB or less a month…

(edited by Lunacy Solacio.6514)

Mordrem Invasion Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

I wasn’t surprised at the bugged situation when the event was started, as I was waiting to have a look at it. When I finally did go to have a look, I think I waypointed 5 times, only to see the events completed right before I reached it. When I did actually get to one of the events, even the husks would die pretty much immediately, and as that event was about to be completed, I was d/c’d from the game. While I can’t say for sure the d/c wasn’t my provider, everything else appeared to work fine and I rarely get d/c’d. So I’d have to say “I’m not impressed.”

I was hoping for something a little more than ‘tag 1 mob and then go for next event while knowing you won’t make it in time’. I probably won’t bother unless bored. It just seems to be a farming event without the loot. LA invasion was more interesting than this. Rewards are lackluster, but… what is with the increased usage of Gem Store items as available without gems?

(edited by Lunacy Solacio.6514)

Welcome to the Desert Borderlands Stress Test

in WvW Desert Borderlands Stress Test

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

“Keeps will now mark enemy players within their perimeter, for the first 5 minutes, after being flipped.”

Can you just not make that change?

Have you guys never felt the joy of hiding as a mesmer and allowing your team to port in?

Oh it can be annoying, and doesn’t even have to be mesmers or thieves hiding, but if people don’t sweep, then someone trying to hide should have a chance to take an objective. But this as is means it will effectively take stealth teams to be able to ‘hide’ in an objective, and anyone without stealth have no chance at all. I’ve seen non-stealth classes try to hide to take objectives, and I’ve seen them succeed because no one swept. But with this change, you can just look at the map? This seems like another lazy counter…

Stealth/Invisibility Bug

in Bugs: Game, Forum, Website

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

I’m just going to say it.
This is a learn to play issue, not a bug.

Stealth/Invisibility Bug

in Bugs: Game, Forum, Website

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

As for auto-attack, I turn it off on characters that will be stealthing. It already stops the attack when you stealth though, but it helps you to know if you have an attack already in route, because you had to press the button.

For gunk, you are the one throwing the gunk and therefore the damage comes from you. No I don’t think it should really continue dealing damage, but it’s not really generally good to use anyways.

For mesmer, phantasms deal the damage, it isn’t coming from the player, just as Thief’s Guild or mistwolf or hounds or warband support or ranger pet, or rock dog from rune, etc., are the ones actually dealing the damage. If the mesmer hits a shatter, then the damage comes from the mesmer, revealing them, just as if they hit shatter and immediately stealth, the clones reveal them when they actually shatter, again because the damage counts as coming from the player. As annoying as that can be, it’s fair.
Stealth takes effort to learn and play, and it takes effort to counter. Unfortunately far too many don’t want to learn how to counter. If stealth worked better, Anet would end up forced to severely nerf it. As is, people want it severely nerfed already.

Character Stops moving randomly

in Bugs: Game, Forum, Website

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Ah, so this is a bug too. I first thought that the Immobilize condition applied on you is bugged – lasts 10x longer or something. For me dodge doesn’t do anything, since I cannot move from place. I’ll try dancing then. That would explain why I see people dancing randomly, where not necessary. Or maybe they just like to dance randomly…

It used to happen badly after teleports, ele especially would bug out on a lightning flash and be unable to move, only an emote like /dance would fix it. Now it seems to be randomly, even stopping people that are on autorun.