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Can you only change your character’s name once ever? Or could I theoretically buy 1 every month?
Following the DOS window instructions, the number of resources that didn’t load went down to 1, with the link with “reward-monitor” still not loading; the screen ended up looking the same.
Out of curiosity I tried using the google DNS service and that worked (although I’m changing it back).
After trying the suggested method, it still doesn’t work for me (I personally don’t need the calculator though).
If it helps, when I right click the page in Google Chrome, select Inspect Element, and click on the Console Tab I get the errors shown in the screenshot, saying that some resources couldn’t be found.
A “Cancel Action” hotkey underneath the Miscellaneous section of Options->Control Options, similar in functionality to the “Escape key”. It would cancel whatever action/interaction you are doing in the world (movement is unaffected).
The problem with the Escape key is that depending on how you play (ex: left hand on arrow keys, right hand on mouse), it’s not near where your hand is when you need to press it. Also, accidentally pressing it twice brings up a menu (bad if you’re in the middle of combat).
One example of this being an issue is in WvW when dealing with stacks of confusion, where a 1-2 second delay reaching for a key can cost you thousands of health due to your auto-attack.
Adding it as an assignable hotkey would be a welcome convenience for many people. I personally would add it as a mouse hotkey for quick, easy access.
Also, an option to disable interact/attack with right-click would also be great. It is annoying to be rotating the camera (specifically in PvE) and end up attacking a creature that you didn’t intend to attack.
No it’s guesting. A solution would be to reduce the value of loot obtained from these chests while guesting on a server. That way you’re still rewarded for participating, while likely reducing the number of people who swarm to these events just for more chests.
It is only 80g…
Ok nevermind. There was some staff that was 2500g when I last logged on. I thought this was it.
It’s only fair since it’s an unobtainable skin in PvE.
A.Net would have you believe otherwise, though.
It’s called Final Rest in PvE. It’s also one of the most expensive items on the Trading Post. http://wiki.guildwars2.com/wiki/Final_Rest
There was no update that specifically mentioned that this was fixed. Anyways, the current work around is to do other activities or events on that character between dragon events. This bug appears to mainly affect people who park characters at Dragon events and do nothing else on them.
See this thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Dragon-chest-bugged/first
I think it would be a good idea. It would make positioning on the field more tactical and create new strategies. Also, with the lack of dedicated healers, even if someone tried to body block a gate they would still fall pretty quickly if a zerg targets them.
That said, it’s simply not possible at this time. It would create too much lag, require too many computer resources, etc. GW1 had body blocking, but that occassionally caused problems with people not being where they thought were; amongst other things. Those problems occurred with 24 people max (AB, HoH); 100’s of people would be much worse.
Oddly enough, I posted the bankers missing as a bug a while back.
https://forum-en.gw2archive.eu/forum/support/bugs/Different-NPCs-in-Borderlands-Camps/first#post1252670
Somewhat related question Mike, towards the walls/hills in the spawn points of enemy borderlands (can’t recall if its the far left or right) there is a crafting vendor just standing there. Looks quite… random.
Is that expected? At work at the moment so can’t confirm but can recall seeingh him multiple times and wondering what that was for, as he is totally spaced away from he other vendors.
I assume your talking about the crafting suppliers. I found that weird as well.
So is the formula for ratings going to be updated during the same week as the ratings reset? I reread the Anet posts and although they said they were going to change the formula, they never explicitly said when.
I had the falling damage trait, although I can’t recall if it helps or not. I still got 1 shotted with at least 15k health left so I don’t think it did. It would be nice if their was some sort of dialogue hint on what to do. The event said enter portals to fight shades, but the only portal like objects I saw was the green gas before I got thrown into the ceiling.
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TC is on the verge of giving up it seems. (shrugs) have fun in T1 SoR.
I gave up before the week even started. With SoR guaranteed to move up, SBI guaranteed to move down, and TC’s rating practically unchanged regardless of the final score, this week from a score/ranking stand point for TC is irrelevant. That’s why I’m personally using this week to check out PvE stuff (jumping puzzles and Monday’s updates), although I may pop into WvW from time to time.
References: http://mos.millenium.org/matchups#NA
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Although the video is impressive, I’d like to point out a couple of things.
I timed his stealth from the 0-2:00 minute mark and he had stealth up for a minute 1:20 (67% of the time). Add in latency, to some of them it probably appeared like 1:30(75% of the time). He also was able to use shortbow attacks while staying stealthed. On top of that, during the 30 seconds he was visible he was able use dodges to cancel out many of their attacks. Combined with people’s feelings towards stealth finishing (I think it’s fine, others don’t), I actually think that video is a good example of why reviving is fine. If reviving in a fight isn’t fair, then neither is being stealthed 65-75% of a fight; while attacking.
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Ok. I didn’t know, that’s why I asked. I expected most of EB to be green when I logged on.
Does SoR not show up during the day, or is their lead just so huge that they don’t care? I was looking forward to attacking their stuff on EB but SBI took away that option.
If assassins had stealth in GW1 that would have been insanely overpowered. Anyways, ya it is getting out of hand. Stealth should be a mechanic that you use tactically, not spam at nearly every possible opportunity. Increasing the revealed time would fix the problem; that way thieves would have to make more tactical decisions of when to use it.
Thieves are actually pretty balanced, it’s stealth that is the problem. Any class that can stay invisible 50+% of the time is imbalanced. Any game mechanic which has no counter and can be used frequently will be impossible to balance without significant changes. It’s the reason why in GW1 paragon shouts and chants got nerfed, shadowsteps had long recharges, and that there are no skills in GW2 that affect recharge times.
There are different/missing NPC’s between the different borderlands camps (starting camps for invading servers). For example, I’m on Tarnished Coast (red).
The SBI borderlands camp (blue) lacks Bank and Guild Bank npcs, while having 2 Crafting Suppliers.
The SoR borderlands camp (green) has the Bank NPC’s, but lacks the Crafting Suppliers.
Blue’s borderlands is the 1st screenshot, Green’s borderlands is the 2nd.
Personally, I don’t care about the crafting NPC’s, but the bank one’s are helpful.
I’m gonna have to disagree. Players should be able to choose their target, not forced to kill certain targets before others. I would recommend though having a system similar to the Bodyguard – GuildLord system in GW1, where while the guards are alive the Yak takes less damage (maybe like 25% less per guard).
I’m fine with something like an armored yak upgrade though.
Perhaps “not punish” isn’t the right word choice, but what I’m trying to get at is a way to make the matches more competitive without forcing a limit on the leading server. Some of the other suggestions I’ve seen focus on taking points away from the leading team if they have a larger population. To me, I see that as punishing people for participating and also doesn’t take into account the quality of the players. It would lead to situations where folks are discouraging others from showing up because they don’t perceive them as pulling their weight and bringing the team down, thus creating a bad atmosphere all around. So what I’m trying to suggest is a way to avoid capping/punishing the lead team in that sense and simply incentivize the format to be played as it was intended; with the weaker teams working together when their individual forces aren’t enough.
If the matches lasted less than a week or were perhaps in a different format with more teams, I don’t think the score would be as much a problem. However in the current setup, as the week progresses, it becomes a rapidly progressing downward spiral for the 2 weaker teams and thus making the match less competitive. Ideally, the weaker team(s) would work together to counteract this imbalance since that is the purpose of having 3 teams instead of 2, but evidence shows that this is often not the case.
I just want to throw this idea out here. In these week long matches the final standings for some tiers can be determined halfway through the match. One server will have pulled away from the other 2, leaving only a battle for 2nd place with the 2 weaker servers working with the lead server and not each other (1 & 2 v 3 or 1 & 3 v 2, in order to get easier points). This only exacerbates the situation that a 3-team battle is supposed to fix, allowing the lead team to further its lead mostly unopposed.
So as a suggestion: Adjust the scoring so that if your server is trailing the lead server by at least X amount of points, upon capturing a site owned by the lead team your server gains immediate points (perhaps the site’s value or less, so 5 points for a camp).
As an example, if X was 20000 and the scores for 3 servers were:
A: 180,000
B: 140,000
C: 90,000
Servers B and C would have an incentive to team up, at least a little, by focusing on Server A in order to catch back up to a reasonable amount in the score. When Server B reaches within 20000 points of A it no longer receives the bonus points, but B (and C) would be in a better position to compete for first.
The idea is that in this situation the 2 weaker server(s) will be somewhat incentivized to attack the stronger server, which is the intention of the 3 server setup. At the least, it offers a counter-incentive to attacking only each other for 2nd place. This could also help out those servers who have a weaker presence during certain time periods from being completely blown out. This suggestion wouldn’t punish the leading server; only give the weaker server(s) the ability to stay competitive throughout the week. Nor does it force the 2 weaker servers to work together, so if they only want to focus on each other they can still do that.
The reason I chose a high “X” value is so that servers can’t completely sit out for half the week and make it all up in a few days; there’s still a strong incentive to show up throughout the entire week. However, that number isn’t scientifically calculated so it is open to change since 20000 probably isn’t the optimal number.
I’m pretty sure this wouldn’t completely fix match imbalances by itself, but it would make them more competitive (at least score-wise) and interesting.
As a side note, it appears some sort of “get points upon capture” system is already in place since the score increases even when the score timer hasn’t hit 0, so this may just boil down to tweaking the numbers for a certain situation.
Ok I kind of figured out what happened. Somehow I had unlearned Concussion Shot, even though I’d previously had it unlocked and there was no lock/grayed out icon with a progress bar over it. Killing a creature fixed it, showing the skill unlocked text.
The ranger shortbow skill Concussion Shot (slot 5) will not activate. My other slot 5 skills for different weapons work fine. It works in the sPvP lobby, but doesn’t work in PvE or WvW. I tried it with a Carrion Krait Short Bow and a cheap regular short bow off the trading post. I’m using a female sylvari.
Mystic coins now have a collections tab in the bank. When you hit deposit collectibles, it went there.
On rare occasions (I believe during fights) I lose the ability to left-click (select) an object (enemy, ally, NPC, environmental weapon etc) in the world to see its name and health. Instead, I have to use the target closest hotkey to target a foe. Also, during this time my hotkey for stowing my weapon (* on number pad above 9) stops working as well, so it seems to affect some hotkeys but not all. I can still however left-click and select things on the User Interface (skills, inventory, etc). Restarting the game fixes the problem, while just going to the character select screen doesn’t.
I have no idea what causes it and it only happens rarely, but thought it was worth mentioning.
Remove repair bill. From GW1 AB, I like defending, even when outnumbered, since it can slow down your opponent and its fun. But it does not pay for itself, and I often leave within an hour with a large bill because I don’t find the alternative fun at all(zerging an empty outpost).
Respawn timers:
From what I could tell, armor repair’s main purpose was to reduce the quantity of people returning to battle after death by making them consider repair costs. With repair costs gone, a new way of slowing down people from reentering battle will be needed. Using a respawn timer (such as the ones in sPvP) would better fulfill this role. Coupled with the amount of time it would take to rereach the battlefield, the attacking (or defending) side would still have enough time to potentially take advantage of an opponent’s death.
I recognize that in order to make these changes, a couple of other aspects of WvW may have to change as well:
Reduce the quantity and/or quality of drops from PvE monsters.
I highly doubt people would come to WvW to fight solely against PvE monsters, but removing armor repair costs may make this a tempting option for a tiny number of people to farm creatures with little risk (and of course there are better options in PvE anyways). Reducing the drops would probably not have a significant impact on WvW players, since they are busy attacking other players and not PvE monsters.
Resource/Gathering nodes
I don’t foresee this being an issue, but just in case I’ll mention it. If safe resource farming becomes an issue, replace rich nodes with regular nodes and possibly reduce the number of nodes. Again, there are better PvE options anyways so I don’t foresee this being an issue.
Reduce Coin Rewards for Events
With the removal of armor repair, the major cost factor for most WvW players will be removed. Thus, to prevent inflation, the rewards for completing events would need to be reduced. For those players who typically lose money in WvW due to repair costs, this means their budget goes from negative to a very slight positive, without causing inflation. For those players who already made money in WvW, they will continue to make money (at a reduced rate), now without having to worry about armor repair.
The next 2 aspects would need to be balanced with both in mind in a way that doesn’t negatively alter the way WvW is played:
Reduce cost of siege blueprints
Due to the reduced rewards from events, some players may complain that siege blueprints are too expensive. To deal with this, the cost of siege blueprints may need to be reduced slightly. However, they should not be reduced to the point where buying blueprints becomes purely trivial.
Increase health/armor of siege weapons
The removal of armor repair costs may encourage some players to rush in and deal as much damage as possible to siege weapons without concern for survival. Even though protecting your world’s siege weapons is already done by players, extra help may be needed against to deal with these players/strategies. In order to deal with this, the health/armor of siege weapons may need to be increased. This should be done with consideration to the reduced price of siege weapons, to prevent the map from being filled with high health, cheap siege weapons.
Badges and Loot
The rate at which these drop may need to be adjusted should there be a significant change in the number of deaths in WvW.
As for the actual silver cost and stats of siege weapons, loot rate, etc, I will be leaving that up to ArenaNet since they may have the market and battle data to choose the appropriate numbers.
As a fan of the Alliance Battles(AB) and Fort Aspenwood PvP formats in GW1, I personally would like to see some changes to WvW that encourage defending and different play styles, as well as making it more tolerable to continue playing even with little hope of winning. To explain some of the issues I have with WvW, I will use AB from GW1 as an example, which I enjoyed because there was little punishment for experimentation and defeat.
To start off, for me personally, armor repair is my biggest gripe with WvW, which excessively punishes defeat and discourages defensive heroism. Whether its a 2 v 5, 4 v 10, etc, the current system encourages retreating from battle instead of taking a stand against a numerically superior opponent. Repair costs discourage defending when outnumbered, because you risk incurring an armor repair cost should/when you fail and death removes you from the battle for a long period of time due to traveling distances. In AB (at least in the early years), even if you faced an opponent who outnumbered you, you still had an incentive to defend a shrine because it would slow down your opponent and you could return in less than 2 minutes, without worrying about a bill. Now in WvW, if you stand your ground you not only get repair costs/bill (a punishment for death that doesn’t exist in GW1) but it can be well over 5 minutes before you can find, let alone reasonably fight, another opponent.
Also, over the course of a week, it becomes quite clear who will win and who lose a matchup; for various reasons. Because of this, near the end of the matchup for some people it becomes more about the experience than hope of victory. If that experience comes with a repair bill and running around to avoid enemy mobs, it discourages people from coming out, producing a spiral of lessening participation.
As for rewards, the reward of AB during the early years was the experience, win or loss (in my opinion). There were no Zkeys or rankings, and pretty much the only physical reward for winning was that you could donate faction to your guild. If you lost, there was always next time and there was no punishment for failure (aside from the map). However, imagine that if every time you lost you got a bill (armor repair). It would dampen the experience for you, especially if you couldn’t afford it and had to leave to avoid further bills.
From a few of my games in sPvP, I recognized that there were a couple of elements that could be taken from that format and applied to WvW to make it more enjoyable (or at least less painful) for the losing side while still allowing the 2 to be different, distinct PvP formats.
Remove armor repair:
Personally, I feel that the punishment for defeat is defeat and that the reward for victory is victory. You don’t need to punish the loser more by telling them to go pay a bill; that discourages them from playing.
PvP split skills in WvW (optional):
Possibly have skills that were split between PvE and PvP versions have their PvP versions active in WvW. In WvW you are still fighting other players, so I would imagine that skills that are unbalanced in sPvP are also unbalanced in WvW when competing against players. I have yet to notice any of the split PvE skills affect a battle (mostly because I don’t which ones are split), but I imagine that these balance issues could appear amongst an organized guild group. Racial skills (which are banned in sPvP) would still be allowed in WvW.
PvP armor and skill set in WvW (if possible):
I realize that this 1 may be difficult to implement due to the current way PvP armor is handled. To me, 1 of the great aspects of GW1 PvP was that you could quickly create a PvP character and experiment with whatever build and max armor setup you want (assuming you’d unlocked the appropriate items), and if there was something you didn’t like about your build you could change it quickly. If your team had lost a battle in AB, you could stay in the outpost for a couple of minutes and change your builds. Now imagine however, that if in order to do that you had to pay a fee for losing (armor repair) and pay a fee to change your skills (trait retrainer). I doubt that AB would have been nearly as popular under those circumstances.
My suggestion is to allow players to use either their PvE or PvP armor and weapons in WvW (no partial sets; all PvE or all PvP). Upon entering WvW, a player’s build is saved automatically (like a skill template) and restored upon leaving or logging out. While in WvW, players will be free to reassign their traits or change armor types (to PvE or PvP) while in the safety of their world’s main/starting base.
I agree with removing armor repair from wvw. I just did some wvw while naked for about an hour. I probably would have died less with armor on, but anyways:
With a group/zerg I died twice and made 2 silver. Going solo, attacking dolyaks and sentries, I made 8 silver and died about 5 times. However financially, if I did have armor on and died at the same rate I would have lost 1s instead of making 2s with the group, and solo I would have lost 2s instead of making 8s (assuming armor repair is approximately 2 silver).
If a person’s alternative to fighting naked is logging out to avoid the repair costs, the incentive is definetely there in wvw, especially for poorer players. Its like if you’re going to die anyways and rez at the same waypoint, you might as well save on the 2 silver repair costs and spend an extra 10-15 seconds at a loading screen.
When I approach the cannon I get the option to “Use” it. If I select Use it drops the cannonballs at my feet and shows the empty cannon skill bar. If I go around to the front of the cannon the cannonball dissappears and the number above the cannon’s health bar increments by 5 (in the picture its at 25), and I assumed that meant its loaded. I’ve only ever used the PvE cannon which requires no cannonballs, so maybe I’m loading it wrong, or its bugged?
I’m trying to use a cannon in the pvp lobby area. The NPC said bring a cannonball to the cannon to load and fire it. I think I’ve loaded it (5 times) but there is still no fire option. What am I missing?
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This is happening to my guardian’s headpiece as well, while the other armor pieces are fine. The color scheme doesn’t change/reset even when I equip different helmets. None of my other characters are affected by this.
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I was able to finish the instance, but I encountered some other problems that may be related to yours. On my first attempt, I was able to clear the first ship and fell off during the fight, but was able to return normally. When it came time to advance to the second ship though, I noticed that all the gangplanks between the ships were laid down, but if you tried to cross them I fell through (I got to the different ships using the engineer skill Jump Shot). The first 2-3 foes on the second ship spawned in the water, but after that no more enemies could be found in the instance to progress it, so I exited it and tried again.
The second time through the instance, everything progressed normally and was able to finish the instance. The difference was that I didn’t fall off (or die) until the 4th ship, but everything turned out fine. Perhaps falling off the ships messes up the instance?
Also, in your first pic and in the text box, the text “assure you asura never get sick” is from the cutscene before you arrive on the canoe. However the text after it (about the arm) is from the 4th ship, meaning somehow you skipped straight to the final ship. The second time I attempted the instance, I skipped that initial cutscene (and the game didn’t place the skipped, purple cutscene text in the dialog box) but everything worked out fine.
So, try skipping the initial cutscene and also try not to fall off the ships, since those may be bugging the instance.
Good luck
Server: Also Tarnished Coast