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[SOLVED] Question about linking GW1

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Posted by: MrWubzy.3587

MrWubzy.3587

Well, that’s the thing, on NCSoft’s website it states that it adds a single access key for account creation, and that’s what’s bothering me, really. It’s making me think that I’d have to either make a new GW1 account and re-link or get a new GW2 account.

http://store.guildwars.com/store/gw/en_US/pd/productID.299594700

EDIT: That is, if I can re-link at all?

Your situation has been thought of and will work out like it should.

Ah, so I can just make a new GW1 account and re-link with my current GW2 account?

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[SOLVED] Question about linking GW1

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Posted by: MrWubzy.3587

MrWubzy.3587

Well, that’s the thing, on NCSoft’s website it states that it adds a single access key for account creation, and that’s what’s bothering me, really. It’s making me think that I’d have to either make a new GW1 account and re-link or get a new GW2 account.

http://store.guildwars.com/store/gw/en_US/pd/productID.299594700

EDIT: That is, if I can re-link at all?

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(edited by MrWubzy.3587)

[SOLVED] Question about linking GW1

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Posted by: MrWubzy.3587

MrWubzy.3587

Hello all. I’ve recently gotten into wanting to get the Guild Wars Trilogy (Prophecies, Factions and Nightfall) and was seeking to link those with my GW2 account, along with Eye of the North. Problem is, I already own Factions and it’s already linked to my GW2 account, so, my question is:

If I purchased the trilogy as well as Eye of the North, could I still connect those games with my current linked account, effectively overwriting my current link? Or would I have to purchase an entirely NEW GW2 account just to do it?

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Absolute best gold/hour?

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Posted by: MrWubzy.3587

MrWubzy.3587

That’s a good bit to take in, but helpful nonetheless. I’ll give the SP and karma a shot as I get a ton of those doing map completion as it is.

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Gold / time spent: Orr events or Dungeons?

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Posted by: MrWubzy.3587

MrWubzy.3587

If you want to avoid getting into bad pug, try finding people to do dungeons everyday really help.

or trying to find groups which specify level80, dps, and speed run.

Orr farming is actually decent. But you need to be able to tag monster. The easiest way to do it is play a staff guardian and just keep spaming one.

node farming is very consistent. Meaning you won’t get slowed down because of teamate afking etc. Use www.gw2nodes.com to farm orichalcum or ancient wood. The problem with that is the map isn’t always updated. You can also try farming rich iron or platinum ore. Having a watchwork mining pick really helps for that.

You can also do a bit of dry top farming. Farm geodes and make clay pot to sell.

How viable is Dry Top now with the recent updates, or has it changed at all? I’ve been there once but I don’t have the previous three LS episodes unlocked. Would that affect my farming?

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Absolute best gold/hour?

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Posted by: MrWubzy.3587

MrWubzy.3587

I’m no expert here, but there’s a thread on a very similar question that might help you: https://forum-en.gw2archive.eu/forum/game/players/Gold-time-spent-Orr-events-or-Dungeons/first#post4492084

And I have heard that speed-clearing dungeons is the best money/hour in game, but it’s also one of the most skill-intensive things to do in game too. It might be worth joining a speed-clear guild who are looking to train people who are new to the speed-clear experience.

Any recommendations for a good speed clear guild? I’ve tried two, namely [CLER] and [RIKO] (both based in GOM, fairly small guilds). Also, thanks for the link, I’ll give it a look.

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Stylist Service - Order your Look!

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Posted by: MrWubzy.3587

MrWubzy.3587

Hello,

I have a male Norn Thief and I’m looking for a nice permanent look to him. I want his armor to look Raven-like, but I haven’t the money to purchase the shoulders as the gold is going towards Ascended and Legendary. If you could please make a low cost (10-50g, maybe a bit higher) Raven-like appearance for my male norn I would much appreciate. If you require any information, such as what armors or dyes I have I’d be glad to post ’em here. Thanks!

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Absolute best gold/hour?

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Posted by: MrWubzy.3587

MrWubzy.3587

Hello,

I have taken a small break from the game but am coming back. I hit level 80 a week or so ago and have been aiming for Ascended/Legendary gear, and when asking my guild mates what the average required time for the two they usually say it takes upwards of four to six months. I’m not really that into a grind that’s THAT long, so I considered instead buying most of the materials needed for both as it seems like it would take less time.

So my question is: what’s the best gold per hour in this game? I’ve tried dungeons and, while the gold payout and the chance of rare/exotics is nice, trying to find a decent group with LFG or a good guild to roll with is difficult to say the least. I’ve heard that Orr is decent, but I haven’t been able to try it well enough since the shards I entered there were vastly underpopulated.

I have, on average about 4-6 hours a day to play, and one of those hours are dedicated to daily achieves. If any other info is required please let me know.

Thanks,

Wubzy

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What do I do after level 80?

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Posted by: MrWubzy.3587

MrWubzy.3587

Since I made my account over a month ago, it’s been all about hitting 80. Every day I’d start on map completion, personal story and other scattered things like jumping puzzles to get to max level. So since I’m close now (level 74!) I started to read up on some end-game stuff, and it all boils down to:

-Fractals
-Dungeons
-WvWvW
-PvP
-Grind for Ascended/Legendary
-Map Completion
-Achievements

Since I’m already at 50% map completion I’m already close to finishing that, so it doesn’t really feel like end-game to me. And the idea of running the same small dungeons over and over doesn’t appeal, and neither does WvW or PvP, I’ve never been a huge PvP fan. And achievements I WOULD do, if it weren’t for the rewards being very few and far between each set, and sometimes lackluster.

So that leaves Fractals and Ascended/Legendary. From what I’ve read, Fractal rewards don’t really give you much outside of a RNG drop and some currency to go towards ascended trinkets, and grinding for Ascended armor/weapons and a Legendary takes months of time, prep and sometimes in game gold. And the difficulty of the later fractals puts me on edge, as I’ve already encountered some of the elitism towards them when I attempted to do a level 3 Fractal the other day when my thief was only 68 (insta-kick because I wasn’t using Zerk gear…?).

So, really, what am I to do after I ding 80? Just re-roll another character and do the same thing I’m doing on my 74 thief? Or am I missing some key things? Outside of the new Living World stuff every so often, is there some more content I’m missing? I really, really want to keep playing this, as my guild mates are some of the best friends I’ve had on any MMO, and I need a reason to keep coming back other than using it as a glorified chat-room.

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Honor the dead (Finishers)

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Posted by: MrWubzy.3587

MrWubzy.3587

I haven’t witnessed many finishers, but I do agree that the ones I have seen (maybe around 20 or so) all come down to, “get rekt, noob!”. I would like to see a more respectful finisher as suggested above. It would allow players to show some respect, like, “Good fight!” or, “You did well, let’s fight again sometime!”

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Arabic Language (chat text) in Guild Wars 2

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Posted by: MrWubzy.3587

MrWubzy.3587

I say why not? If it allows people in other regions to enjoy the game and play it as they want, then more power to them.

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Creative challenges

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Posted by: MrWubzy.3587

MrWubzy.3587

I was thinking of starting a Jumping Puzzle run with no boons or speed boosts, no armor or trinkets and only one weapon. I only have a default of 3 lives for each puzzle, and if I fail to complete it in 3 lives, I cannot try that puzzle again until the next day. Was going to go around the entire map and do all of them in a set. I think it would be fun.

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Arena idea

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Posted by: MrWubzy.3587

MrWubzy.3587

If done right with rewards to match time/skill spent I can see this as something I do. But you have to find the balance because if people figure out ways to run through the “hard” mode boss in 5min and redo every min you’ll have people with 1k gold in a week or two lol.

That would be an issue, yeah. Possibly have some achievements tied to it instead of raw cash, or possibly some exclusive skins (or another way to get current skins)? Something to that effect would prevent massive amounts of gold, because let’s face it, people already know how to fight all of these bosses, so it would be a cakewalk for a lot of people.

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Arena idea

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Posted by: MrWubzy.3587

MrWubzy.3587

Honestly this sounds like a REALLY cool idea to put in. It wouldn’t take long, as it uses assets already being used, and developing an arena or “instance” for the boss shouldn’t be that tough either, just use an un-used part of the map or something. I for one would welcome it, it would give challenging PVE content for the people crying for it.

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I appreciate the intricate physics...

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Posted by: MrWubzy.3587

MrWubzy.3587

My apologies, your OP wasn’t as clear. Even so, the best way to stop that is to avoid those areas. If you have a ground targeting skill, and you’re unsure of a steep slope, target the ground and check the steepness of it.

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Skrit burglar

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Posted by: MrWubzy.3587

MrWubzy.3587

Confirmed, Burglars in all areas drop their bags as normal, but I can only pick up half of the bags dropped.

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I appreciate the intricate physics...

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Posted by: MrWubzy.3587

MrWubzy.3587

It’s the risk you run when walking dangerous cliffs or doing jumping puzzles. It’s there for a good reason.

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NPE Feedback [Merged] - Please read 1st post

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Posted by: MrWubzy.3587

MrWubzy.3587

New Patch is out.

For you gate haters.

  • Utility slot skills 2 and 3 now unlock at levels 17 and 19, respectively.
  • The elite slot skill now unlocks at level 31.
  • Elementalist F4 commands, mesmer F3 commands, and guardian F3 commands now unlock at level 17.
  • Mesmer F4 commands and engineer F4 commands now unlock at level 19.
  • Skill Challenges are now visible at level 13 instead of level 15.

Also a number of bugs including the diving goggles fixed.

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-September-9-2014/4420127

WHOO!

Wow, great patch, that! Just a note, though, I was able to see and use the map skill challenges at 13 before, it must have been a localized bug for most players. Thank you guys for listening to our feedback!

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NPE Feedback [Merged] - Please read 1st post

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Posted by: MrWubzy.3587

MrWubzy.3587

Thank you very much for working on a fix for the bundle exploit, it will really help balance the new changes. Also the personal story does need a good fix as well. Please keep us in the loop if you get any more info!

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My Two-Cents (On the NPE)

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Posted by: MrWubzy.3587

MrWubzy.3587

+ The leveling rewards are a great change. They gave me a better sense of progression and allowed my character to feel as if he was growing as I played.

You could craft something useful, or do world-bosses, or jumping puzzles. Those are real rewards that you earn doing something yourself.

New rewards are welfare, that you get just for leveling up.

Old system – you could be strong, or you could be weak, depending on what you do, it had a feeling “You’re on your own, explore the world”.

Now it’s hand-holding and free stuff.

That’s for veteran players. What about new players who don’t have any gold or much mats to craft, don’t know about world bosses, or are unfamiliar with where the jumping puzzles are?

And that is a good point, which is the reason I proposed some tweaks to the new system to better allow veterans and new players to play much the same way.

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[Suggestion]: Revision of Hint/Help system

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Posted by: MrWubzy.3587

MrWubzy.3587

That could work. It would be a bit like the old hint system but less intrusive, but still having players think that, “Maybe I should click that, it seems important”

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[Suggestion]: Revision of Hint/Help system

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Posted by: MrWubzy.3587

MrWubzy.3587

Then the question stands: how do you get the player to know that this button gives you information on what you just encountered without shoving it in their face?

We did have a hint archive before, but it’s suddenly disappeared as of the new update. It was very similar, only popping messages on core mechanics and leaving the rest up to the player if they felt like seeking the information. It would glow with a white circle around it whenever a new hint was come across, so it was easy to tell that a new hint was found.

However your method would allow the player to notice it more readily, but there still needs to be that click where the player thinks, “Hey, maybe I need to click this to find out what this view thing is…”

Possibly have the button located where rewards usually go (such as level rewards or daily chests) so it’s in a familiar location, with a ding noise?

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[Suggestion]: Revision of Hint/Help system

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Posted by: MrWubzy.3587

MrWubzy.3587

I would tweak this to add that the hint or tooltip that shows up is set to show by default (without clicking a button) and can be toggled if the player wishes through the options menu (on/off/minimal). That way every new player can see what they are but veterans can disable it since they already know what they are.

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My Two-Cents (On the NPE)

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Posted by: MrWubzy.3587

MrWubzy.3587

@Leallax: I corrected myself in an above post (in regards to crafting nodes). It may have been a bug for that specific new character, and I will look into it on another alt to see if that’s the case. I disagree with the downed state but I can understand where you’re coming from. I have experienced the down state before GW2 showed it to me, so I was familiar with the mechanic already, so that has colored my opinion on it. Regarding the TP notice, yes, it was a bit silly, but wasn’t anything breaking my game or hindering my progress.

@Halan: I don’t agree on your point that it’s unnecessary hand-holding, as my alt felt as if he was progressing with a different sense of purpose. The leveling rewards didn’t get in the way of my current objective (map completion, a dynamic event and two hearts). I do agree, however that the old system was more encouraging in the exploration aspect.

@DeadPhone: I forget where, but a dev has stated (I think it was Chris, I’m not sure) that the content guide directing players to high level areas is a bug, and not an intended feature. They say they are actively working to fix it.

@pdavis: I’ll get on it as soon as I can, thank you for the suggestion!

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My Two-Cents (On the NPE)

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Posted by: MrWubzy.3587

MrWubzy.3587

Thank you for going about your complaints in a civil manner, rather than just bashing Anet like many others…

1) For the weapon system, I would agree with your suggestion and maybe have each profession have a “primary” weapon (the weapons you get from leveling rewards) that unlocks by the level and other weapons you use use the old system. Although this would obviously be very difficult to implement, so I dunno if Anet can pull it off.

2) For the downed state, I’ve had people be very confused about it even with the “Fight to Survive” text, some because of that text. It gives a sense of unintended urgency, sometimes making new players panic, so much so that they may not realize that they could use the 4th skill to heal up and get back on their feet (or that that skill is meant to be channeled). I’ve had some people who rushed to 80 not realize that they could do that and would panic if they were downed with nothing to kill.

3) The story system is a matter of opinion. While the previous version allowed freedom in doing them, this new one makes the story feel more aligned, so to speak (or at least less disjointed). I will concede to the fact that this may not necessarily appeal to everyone but rarely will you ever find something that does.

4) I think you can gather right from the start (just need to buy the tools) but that the information about it (and the free tools) are given at a certain level. It isn’t gated like weapon skills, but they did sort of move all the nodes to the higher level region of the starter maps (likely not to confuse new players as to what they are).

5) No comments there. Dunno what the purpose of locking that, so…

6) The problem there would be that there wouldn’t be a good time to point them towards a “Oh, and you can fight underwater” part. Doing it that way will sort of feel like you’re making the player decide “Do you wanna spend this level training on your terrestrial weapons, or aquatic ones?”

It was probably just a bug on my end, then, that I could not gather before my level rewards told me. I’ll look into that with a future alt to see if it’s the same or not. I can agree on your points about the story and downed state, but for me the downed state is an integral part of the game that does need more explaining for newbies and a better implementation early on, rather than keeping skills pivotal to survival locked.

I also agree with your addition to my weapon skill suggestion, that’s actually a good way to go about it. It will allow the player to get familiar with that weapon while still allowing a progression similar for veterans, while also introducing another new mechanic to newbies. It might be difficult to pull off, though, having another weapon’s skills unlock in a much different way than previous, though…

On underwater combat, each starting area (AFAIK) has an underwater portion to it. I would say that, as soon as the player nears a heart that requires an underwater section to be done, introduce the player either using the heart’s NPC text or a tooltip that guides them on what to do and how different underwater combat is.

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My Two-Cents (On the NPE)

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Posted by: MrWubzy.3587

MrWubzy.3587

(continued from previous post)

Again, I don’t wish to spread hate or false information. I just want to give some feedback on how to better teach new players the basics of the game and where some of the new additions can improve. In some aspects I have a couple of suggestions:

1. Keep the weapon level gating, but do not allow the player to automatically unlock other weapon skill sets when they equip them after the final weapon-gate level. It will de-familiarize them with the new weapon and they may feel a bit overwhelmed, making them stick with their default weapon, in my opinion.

2. Re-allow the downed state at all levels, and give the players all four downed state skills from the get-go. For me as a new player learning how to utilize the downed state as early as possible was the key to my survival, and gating off many of its mechanics and skills will shock and dumbfound some new players. It can also create a sense of confusion, when they see a friend who goes into the downed state, but they have not unlocked it yet.

3. Disable the level gating on the personal story system. I do understand why you did it, but for me the system is flawed. When before it was all dynamic and felt as if you could do it whenever, now it feels mandatory, and it also promotes grind-like behavior in the players. I have already seen at least three brand-new players run off on a map-wide grind session just to unlock their next personal story steps, when this was not the case before.

4. Re-allow gathering at the outset. It will allow veterans who make alts to gather materials they need and will reinforce the sense of exploration the game is known for. You could, perhaps, add a blip to the content director that points the player to a gathering node with a tool-tip that explains what they are and what happens when you interact with them.

5. Re-allow skill challenges on the map to be completed at any level, but have a toggle to allow them to be shown on the maps (default: off for new players, but it will of course re-enable itself at the appropriate level). This will, again, promote the sense of exploration the game is known for while still allowing veterans to breeze through content they’ve experienced already.

6. Change underwater combat to better fit the current leveling system. Give the players an already equipped underwater breather and weapon, but gate the weapon skills just like you would the on-land skills at the same levels they are currently unlocked underwater (while still giving the players their first weapon skill to fight with).

a. A better way, in my experience, to learn a new MMO was not through tutorials or walls of texts, but with small tooltips about what the various mechanics and items do. For example, having a tooltip show up over the player’s stamina bar after a certain early level that says you can evade enemy attacks. Having these instead of the level gating system for some aspects will allow a player to learn about those mechanics without being interrupted from the content they’re already doing/planning on doing (and of course, you can disable or re-enable this).

Thank you for reading!

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My Two-Cents (On the NPE)

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Posted by: MrWubzy.3587

MrWubzy.3587

Hello forum-goers! This is one of my first posts on the forums, and I wanted to throw in my views on the newly introduced New Player Experience (NPE) being a player of GW2 for over a year on a separate account.

Positives in my opinion:

+ The leveling rewards are a great change. They gave me a better sense of progression and allowed my character to feel as if he was growing as I played.

+The new TP changes, for me, were a great fix and I welcomed it since it was announced. It is much easier now to find the gear I want with what stats I want, and the addition of the upgraded pickup box now allows me to see and sort what items I just bought.

+The Content Director was a really good addition for new players. It doesn’t hold their hand and tell them quite exactly what to do or where exactly the content is (in regards to POIs and Vistas) and it does a great job of giving a player a path to begin with. Having the option to disable it as a veteran player was a welcome addition as well.

+The new miniatures system. Having them as an account-wide wardrobe item is a very nice addition and something I look forward to using.

+The new dodge tutorial is a really nice feature for any new player, and the content director does a good job of pointing a new player to it at the right time. It is also completely optional to do it which is a good change for me playing an alt.

Negatives in my opinion.

-The level gating on weapon skills was a bit of a let down for me. The old system was fine for me and many players, but I do understand why you have implemented it. However, unlocking the weapon skills came about as fast for me with the new system, so the speed of the system is still intact.

-Gating off gathering nodes is also a gripe for me. It can be a bit jarring for a new player to learn that gathering is in-game, just that they couldn’t do it until a certain level.

-Keeping the downed state away from the player until level 5 was a very peculiar decision, but an understandable one. For me starting out it was not hard to grasp that I must fight to get back up, considering that’s the first thing you see on screen once you go down (Fight to survive!), and I immediately recognized that the skills shown to me were used in this process. To add to this you also gate off downed state skills, which severely hinders a player’s ability to survive after entering the downed state at early levels.

-Gating off underwater combat under the same weapon skill gates (see above) was another weird choice, but also understandable. I do remember seeing many new players last year confused as to how to better utilize their underwater skills due to the new axis being added. While the new system does nothing to teach them how to fight underwater, though, is still beyond me.

-Gating the personal story and making it a mandatory level requirement to start and complete the sections is, for me, the biggest complaint I have. Being able to complete my story steps whenever I wanted (regardless of how over-leveled or under-leveled I was) allowed me a sense of freedom that the new NPE does not give, at least, to me. I much preferred the older ‘recommended level’ system rather than the ‘mandatory level’ system.

-Gating off skill challenges on the map was another very odd decision, but an understandable one from a new player’s perspective. Not knowing what they may be they may skip them entirely, as they do not show up on the minimap or the world map. But for a veteran player who just wants to gain the SP early to level their alt faster it feels like back-tracking.

(continued in next post)

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[Exploitable Bug] Unlocking skill slots early

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Posted by: MrWubzy.3587

MrWubzy.3587

Yup I got it. Also, since it could be a exploitable thing maybe you better report it through email too. Report it to exploits@arena.net as it’s the proper way to report exploits.

Will do, thanks for the info. Getting on it right now.

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[Exploitable Bug] Unlocking skill slots early

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Posted by: MrWubzy.3587

MrWubzy.3587

Sounds like a bug to me, you aren’t supposed to get those utility slots that early. If it was introduced with this patch or not I can’t say for sure.

It has been confirmed by many people in various map chats that it is, in fact, a bug. I have seen only one other topic pop up on the issue and was hoping to get them merged so the devs catch it easier. Also re-wrote the OP so it’s easier to understand.

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Unlock utility skills and elites at level 2

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Posted by: MrWubzy.3587

MrWubzy.3587

I can attest to this, I have had it done on my engineer. While I wasn’t able to unlock my elite I was able to get the last two utility slots earlier than intended using my engineer’s grenade kit.

https://forum-en.gw2archive.eu/forum/support/bugs/Exploitable-Bug-Unlocking-skill-slots-early/first#post4401054

I should also mention I have continued play as intended, and I have submitted a bug report with a screenshot attached as well.

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
| Biyx’s All-For-Nothing Challenge |

[Exploitable Bug] Unlocking skill slots early

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Posted by: MrWubzy.3587

MrWubzy.3587

Bumping this, I really do want to know if this is a bug or an intentional feature. I’m too afraid to start doing events or map completes, lest I get banned or blocked for exploiting a bug.

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
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[Exploitable Bug] Unlocking skill slots early

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Posted by: MrWubzy.3587

MrWubzy.3587

((Figured I would rewrite this and see if it can be merged with Michael Walker’s thread so more can see, and so a dev may catch wind of it.))

I found a very exploitable bug that allows a player to unlock their second and third utility skills early by using an engineer’s grenade kit. The process went as follows:

Just the other day I dinged level 13 and unlocked my first utility skill. I went back to a skill challenge in early Wayfarer Foothills and finished said skill challenge and proceeded to unlock my grenade kit as I always do. I logged off for the day and didn’t proceed to play much of the engineer until earlier yesterday when the bug occurred.

I went to a skill challenge a bit higher up on the map and completed it while using my grenade kit, and was surprised to find that, after I used a waypoint to move to a different part of Wayfarer Foothills, my utility skill slot bound to key 8 was unlocked, and I proceeded to slot an elixir there to see if it worked. To my surprise it did, and I decided to further experiment.

I went to another skill point located in the same map and used my kit to finish it (keep in mind ALL of the skill points I finished while testing this bug were ones that required me to fight an enemy) and it proceeded to unlock my skill utility slot bound to 9. I decided to test it once more to see if it unlocked my elite skill, but it happened in a very peculiar way. While it DID unlock the elite skill slot, it only unlocked it while I had my grenade kit equipped. When previously it unlocked each utility slot regardless of what I had equipped. Thankfully I was utterly unable to put an elite skill in that slot due to lack of SP and required prerequisites.

Things to note here:

-It seems to be the general consensus on various map chats that this bug can be exploited using not only engineer kits but any bundle considered a ‘weapon’. I have seen some people claim to have done it using a water bucket with various classes but I cannot confirm.

-I can only change the skills in slot 8 and 9 while having my grenade kit equipped, but I can still use the skills I placed in those slots even without the grenade kit activated.

-The bug occurred just after yesterday’s fixes went live, so it may be an issue with that.

-My engineer’s toolbelt skills corresponding with the utility slots also unlocked after I used the skill bound to the bugged slot.

Please at least consider fixing this bug, as it will give other players an unfair advantage over people of the same level. Also, please consider merging the topic to this one: https://forum-en.gw2archive.eu/forum/support/bugs/Unlock-utility-skills-and-elites-at-level-2/first#post4403255

Thank you.

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(edited by MrWubzy.3587)

Beauty of Guild Wars 2

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Posted by: MrWubzy.3587

MrWubzy.3587

Just thought I’d throw in a couple of my own screenshots here. Of some really great landscapes and areas.

1. An image from the diving platform in the initial area of Dry Top. Beautiful cliffs and cloud cover!

2. A really cool shot of one of the final Personal Story missions (asura, Order of Whispers) where you enter a mech suit and fight a bunch of undead. Amazing visuals!

3. I’m sure everyone knows of this, but it’s an early vista in the norn starting area showing off the four statues of the animal spirits.

4. A shot of my guardian sitting in a Svanir throne near their killing field on the northernmost point in the norn starting area.

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My Equipment Tab Redesign

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Posted by: MrWubzy.3587

MrWubzy.3587

Absolutely adore your new design. It’s very informative but yet minimalistic, and doesn’t take up too much space. +1!

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
| Biyx’s All-For-Nothing Challenge |

Waypoint cost is unnecessary

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Posted by: MrWubzy.3587

MrWubzy.3587

The waypoint cost is a gold sink. Without it everything will cost more. Also the waypoint costs have lore behind it so i doubt they will get rid of it.

Silvercyclone has a point. If waypoints no longer had a base cost then there would be a lot more digital currency floating around the game, which would set a bit of an imbalance in the economy. Besides, the cost is menial (even for a fresh account) and you can easily make the money back, even if you have no knowledge of the TP.

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
| Biyx’s All-For-Nothing Challenge |

The new, now current, Trait system...

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Posted by: MrWubzy.3587

MrWubzy.3587

I can agree with your points, but only to an extent. For me, on my new toons, I actually welcomed the thought of exploring a bit to find a hidden trait. Of course I could skip all that and just buy them, but for me it’s not in the spirit of the game. I’d much rather have another extra reward for exploring.

I have also not noticed my lack of trait skills leveling my new alts; so far they’re either on par, or only slightly below. In other words it’s barely noticeable.

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
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Commander Tag System Has No Limits

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Posted by: MrWubzy.3587

MrWubzy.3587

Anet could have tied colours to wvw ranks. There you go, problem solved, so simple.

Instead they did the normal kitten stuff they always do, so it’s rainbow doritos forever.

Besides that, it’s funny to annoy those people who get annoyed by commander tags in PvE, I mean really, you need someone to tell you were to stand?

We had a total of 6 minutes to burn; however when we returned from the battery event, this commander stayed in his position which was close enough to make people think that this was the stacking position for the burn; however, this wasn’t and I noticed this. People got sucked into the vortex and we failed the burn.

Don’t blame people for making you stand in the wrong place, you have a functioning brain, you can figure out where to stand on your own I’m sure.

I agree on the first and second parts of your post. In fact, to your first point, they could have tied commander tags to WvW rank from the start, making players have to get a specific rank to unlock the tag for use in all maps. It’s annoyed me from the start, but as said above, it doesn’t affect my gameplay. If there are too many for me to handle I’ll simply join the squad and tell the people in the squat my reasons for joining. So far they’ve been generally acceptable of players joining just to get the tags off the map.

And to your second point (in response to RGPrestige) I agree as well. If you already knew that you shouldn’t have stood in that position, the best thing to do would have been to tell the members of your squad/party that it’s incorrect. Best case they’ll agree and move, worst case you’ll have to retry the content again.

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
| Biyx’s All-For-Nothing Challenge |

General class question from returning player

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Posted by: MrWubzy.3587

MrWubzy.3587

For the most part it’s veteran players who have played the classes complaining about bugs that haven’t been fixed (which is especially true for necromancers and mesmers). Thieves and Engineers, from what I understand, just recently got some buffs and tweaks to put them in range of warriors and other power classes, so they’re now more viable in PvE and WvW. But as always I would just go with whatever you like, the classes aren’t too much different from what they used to be. Their core mechanics are still the same.

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
| Biyx’s All-For-Nothing Challenge |

Inquest MKII Golems doing insane damage

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Posted by: MrWubzy.3587

MrWubzy.3587

I can attest to this. I was playing my guardian as I entered the Brisban Wildlands, and went towards the Inquest lab just near the river. As soon as I began combat a Mk II spawned behind a wall and downed me in two hits (from its rapid-fire arm skill). I had a protection boon on as well, so it was a bit baffling. There were no other enemies fighting me at that time, as they were all too far away to aggro me.

Also to note that a couple of the Inquest Engineers did a lot more damage as well. Two of them, with normal auto-attacks, nearly downed me after five hits.

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
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BROKEN: Emote Double Name & Range

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Posted by: MrWubzy.3587

MrWubzy.3587

I totally agree with everything stated in the OP. I just logged in a couple of hours ago and was intent on starting a roleplay session with my guild, but this new way of displaying the custom emotes is really making it hard to focus, and it’s breaking the immersion a bit. And as stated above, the range really does need to be toned down a bit.

Honestly a better fix would be to change the emote text color while still keeping the name click-able, that way the text is easier to read AND you can block annoying trolls. Other MMOs have done it so much better, why not Guild Wars 2?

| Biyx [Guardian] ; Aika Vonelli [Ranger] |
| Proud roleplayer! |
| Biyx’s All-For-Nothing Challenge |

(edited by MrWubzy.3587)