Official Feedback Thread: Episode 3 -- A Crack in the Ice
in Living World
Posted by: Silmar Alech.4305
(edited by Silmar Alech.4305)
in Living World
Posted by: Silmar Alech.4305
It’s not possible to follow any dialog or explaining chat text during the ice beast fight, because all my attention is 100% absorbed with constantly kiting/evading the red fields on the ground.
Either the mechanics are told explicitly in advance, or the fight gets a prelude where you learn what to do without being in danger, so you can turn your attention to what is being explained.
I saw the (real) connections from the elementals to their ice core, but I did not see any connection (virtual) to the ice beast. I thought I had to kill the elementals myself to severe their connection to the ice core, so the ice beast was able to stomp on the core. Now I am told that the ice core explodes by itself, after the ice beast stomps on the elementals. That’s good, but I thought the elementals were going down just as collateral damage when the ice beast stomps on the core.
This is all in all not the best design.
(edited by Silmar Alech.4305)
in Living World
Posted by: Silmar Alech.4305
The final mission is doable solo with something squishy such as an Ele. I did it with complete berserk gear (1000 vitality, 1000 toughness, results in about 12000 hitpoints), no problem. Was down once, but avoidable after I saw which enemies spawn and how they fight.
What’s not so good is the mechanics of the ice beast. I understand that I must make the ice beast destroy the ice piles by luring it into them, but sometimes all explodes, and sometimes not. I’ve yet to detect what additional thing is necessary to make it actually destroy the pile.
Also not understandable is the 98%-less-damage buff on the ice beast. At the end all piles were destroyed, but the ice beast still had the buff, so I started looking around for something that can remove it. I found nothing, so I started to fight it anyway and prepared for a looooong fight. To my surprise, after the first attacks the buff was suddenly gone and the ice beast was down in a few seconds. But why the buff was suddenly gone escaped my attention. Did I do anything to make it go away, or is it automatically going away after the first attack after destroying all piles? I don’t know.
Please make the mechanics of such fights understandable. It’s the same with the torch events in the new map: something happens, but you don’t see why it happens and what you should do in contrast to what scripted thing will automatically happen and you don’t need to take care about.
(edited by Silmar Alech.4305)
in Living World
Posted by: Silmar Alech.4305
The new map: I don’t understand the torch events. They seem to be connected to each other, but I was not able to figure out how.
There are events to defend the torches, but it isn’t clear why you are defending the torches. For the chests you can open with the portable torches? For some general goal of a meta event? Or simply to hand out event bounties?
Lit torches are counted, but it isn’t clear what happens if they are all lighted or are all out. Champions do spawn, but it isn’t clear when they spawn. Is it scripted on a timer, or is it when all torches are lighted or all torches are not? Are torches lighted by lightening them with a portable torch? Or scripted? Or if a defense event was successful? And if the champions are defeated, is there something that happens because of that? Or does something happen if the champions are not defeated within some time frame?
It is all very confusing. In the current state, I run around and hit some defense events, but I don’t stay, because they are way too long. I hit some champions, but only because they are champions and not because of some greater purpose or progress in some meta event. Is there even a meta event chain?
(edited by Silmar Alech.4305)
They are not afraid… ts ctually much easier to say raids are hard and complain about it rather than actually sacrifice some time studying the encounter builds rotations etc. to be able to do the raids.
I’m more than willing to sacrifice my time with playing the game. I do it for fun. But with raids, you sacrifice your time with searching for other people, waiting for other people, and with wiping and trying again and getting absolutely nothing out of it but a headache. That’s not fun. If you close your game after a 4 hour raid session that consisted of effectively waiting 2 hours for people gathering and getting ready and 2 hours of wiping, you feel you just lost 4 hours of your life.
The whole world and all your game progress is the same as 4 hours before – it’s depressing you just lost 4 hours. I don’t know how many hours you must lose before you are awarded a success, but I’m not willing to try and count. This time is better spent with everything else, be it ingame or real life, because my free time is rare and precious.
I’m not afraid of raids. I don’t have the time to practice. It’s not that I play seldomly, it’s the other way round with my 5500+ hours. But my playing hours are fixed, because I have a job that’s priority. I can never play before 20:00, but then I play almost open end. At weekends, often something else from real life has priority. But if not, I can play 8 hours without break. All in all, it’s next to impossible to find capable teams with these time constraints. First it’s all good, but sooner or later all of them require a date and time where I’m simply not available, and then I’m out.
There’s another thing why I don’t feel the urge to raid. It’s the mechanics. I thought highly of raids and their challenges, until I saw my first two raid bosses.
I was taken aback when I saw that raids are only short glorified boss fights. No challenging way to get to the end, no interesting puzzles to overcome. Just straight to the boss. So short fights: you fail fast, you run back to the boss fast, you try again fast. wipe, run, try again. wipe, run, try again. Over and over again for hours. That’s stupid. For enduring this you get the the bling bling best and only legendary armor the game has to give?
They are not even interesting fights, because the whole challenge is to stack up as much damage and boosters as possible to the point, while avoiding the death traps during the fight. This is the whole raid mechanics. It’s so scripted. It’s so shallow. You are racing against a machine, not fighting a threatening enemy. It has no soul.
Both items are available. I definitely saw them within the last week. One time we played with the challenge mote, another time we had a player who interacted with the mist geyser.
My observation is that you can get back in if you first run to the portal (which doesn’t let you in) and than run back down to the spawn point. At that point you are teleported into the arena.
I assume we now finally have all the owners of fractal tonics gathered in this thread.
Excluding me, I expect this tonic drop for me in the next 1000-2000 years. I also expect that Arenanet will soon double the drop rate, so it will drop for me in the next 500-1000 years – assuming I do every T4 daily every day for the next 500-1000 years.
The situation is even a security threat to game accounts. I witnessed now 2 persons who were so desperate that they gave their login data to other people, and these did the adventures for them to unlock what is locked behind the adventures. I don’t know if money was involved. One employed some stranger, the other someone from his guild.
Such things can only happen because there is absolutely no regular way that someone else help you.
(edited by Silmar Alech.4305)
I don’t feel Arenanet doesn’t listen at all.
I made many complaints over the last 4 years, mostly in the german forum, and if I review my complaints, I see some of these complaints resulted from my misunderstanding of game mechanics, some were just rants, and some were valid.
Many, perhaps even most of the valid complaints were dealt with and the game was changed. I remember update notes with half of it looked like a list of fixes answering my complaints.
I was not the only one with these complaints, of course. The same was voiced by many players as well.
My only complaint with this is that it often took much too long with the changes. Half a year or longer between report and change of the game. In this time, new players come, join the game, and leave again – they may have stayed if some of these fixes were in place sooner.
Also, some things were changed more than once, because the first change wasn’t good. Here is my complaint that Arenanet could have made it better, if they knew their players better.
Many of such complaints contained proposals how to change things, and after 2 updates the last update actually contained what was proposed in the first place. Arenanet tends to try every wrong way first and only after that they take the most apparent (and right) way. I call this trolling the players. The history of the changes with the traits that now became specializations is such an example – remember you weren’t able to change your traits as you like at game release? That you were forced to buy a reset at a NPC in a main city? As far as I remember it took more than a year to free the trait changes.
Trahearne is not disliked by me. It’s a pity that he’s dead, but he died a honorable death while fighting an elder dragon. He should be honored. If there is someone from the old NPCs who I don’t think has honor, then it’s Logan Thackeray. I would not mind if this character dies. Trahearne has accomplished something good, Logan Thackeray not. In fact, I don’t know what Logan Thackeray actually does besides groveling before Queen Jenna.
I don’t feel the core Tyria mastery points are worse than the HoT mastery points, because you can do all of the core Tyria mastery points with the help of other players. Do them with your guild, do them with your friends, ask for help in the open world: there is always some mesmer portal ready if you play together with people.
But with the HoT mastery points that are locked behind the adventures, no one is able to help you. You MUST do them ALONE. No chance to get help from your fellow players. This is the worst thing ever in a MMO that is designed to play together with your fellow players.
(edited by Silmar Alech.4305)
Here is an update. It includes the forum reaction to LW3.
I am still convinced the forum activity somewhat resembles ingame activity – not exact, but in general – so I hope the upcoming addon has a bigger scope and bigger pre-sale marketing activity than HoT to revitalize the game and bring more new players into our community than players are leaving.
It would be nice if a small shrine of Trahearne will grow somewhere in the grove. A small alcove with a living tree stump or a shrub that looks like the torso of him.
5100 hours played
drops: 2 (Zap, from fractals trashmob; The Chosen, from Golem Mark II event trashmob)
mystic forge: 1 (The Bard; after using up about 200 rares/exotics from regular drops. Never did use the MF again for precursor gambling)
I guess with that I am one of the lucky ones. And I never skip trashmobs of course, which seem to annoy some fellow gamers. But the precursors tell me what’s up with trashmobs.
You are completely right. Every time I log on to Guild Wars, which is about once a month, the first thing I am greeted with is a RMT advertisement in chat. It’s a shame for Guild Wars 1 and a shame for Areananet to let this fine game get so neglected.
Choose “Standard” as refresh rate in GW2, and additionally disable the frame limiter in GW2. Then GW2 will use the maximum refresh rate it can produce – according to the monitor refresh rate.
In case it still doesn’t run smoothly, activate double buffering in the settings of your graphics adapter. This mitigates some fps decreases due to activated vsync.
In case even this doesn’t help, get some system diagnosis programs and verify the temperatures of cpu and gpu. Maybe cpu or gpu gets too hot and throttles.
That’s interesting. With one exception, I never detected that a side-story started in an instance is continued in the open world. It’s obvious now you say it, but I almost never felt it myself. The only exception is the Dragon Stand map with its meta event.
There is something missing in the storytelling mechanics: it should somehow connect the two story parts. In a game with a quest log, an additional secondary quest would open while you play the instance, and if you review the quest log afterwards, you see that there is some continuation of that part of the story in addition to the main quest.
In HoT, you are thrown back into the open map, with their difficult enemies, and most certainly the Pale Reaver event chain is not in a stage where you can just continue that part of the story. There are probably no Pale Reavers at the moment and no immediate event pending, so you move on with the next instance and forget about the Pale Reavers. Later, if you do more exploration of the map, you certainly get back to the Pale Reavers, but in the meantime I forgot about their part in the story instance.
I captured some of these on video, in the guild hall. They appear for about one second, then vanish.
In my opinion, you have two totally different experiences with HoT these days:
If you enter HoT for the first time, your experience is (still) awful. You are crippled in every way due to missing masteries which are essential in the HoT areas, and very hard enemies that thwart solo exploing. You feel crippled almost the whole time until you max most of the masteries, and you don’t find your path in the confusing maps. Progress is tedious and not fun.
But if you enter HoT with maxed masteries and a bit of map knowledge, HoT is really fun. The maps are designed to be played this way.
The spring update changed one thing: it lowered the barrier between the beginner experience and the veteran experience. It shortened the time required to get your masteries high enough to not completely feel crippled. It shortened the “no fun” time, but it’s still there if you ask me.
(edited by Silmar Alech.4305)
To answer the OP: Yes, the gem exchange is fair, because it exchanges gem and gold between players. It doesn’t create gold or gems out of thin air.
It doesn’t flood the ingame economy with artificially created gold. Every gold you get from there was obtained by a player by playing the game, and he sold it to the gem exchange for gems. And every gem you get from there was bought by a player with real money with a gem card or in the shop, and he sold it to the gem exchange for gold.
Arenanet only arranges the exchange, they don’t create gold or gems within the exchange.
There is a tax, though. Not all gold that was paid is sold back to the players. 27,75% of the gold is removed during the transactions. I assume this is to prevent gem trading and to have an additional gold sink.
(edited by Silmar Alech.4305)
1. build and equipment templates for pve.
With this, the ability to change attribute combinations and runes for our armor and weapon. Let us unlock attributes and runes/sigils on our existing armor and weapon pieces. So any template can be loaded on the current armor, as long as the requested attribute combination is unlocked. You unlock a combination by obtaining armor pieces with the desired combination and quality and merge it with the other armor pieces, so it has no impact on the economy.
2. lfg tool remembers the last position.
It should display the last page that was active when you closed the window. It’s annoying to always navigate back to the page you was before, only because some enemy starts to attack you and you have to fight it off, and you closed the lfg tool to do that.
I bought the pass with the assumption that when […] it would […]
It is naive to assume something for a product, if it is not included in the product’s description. Buy things only with the assumption that the thing includes exactly the features that were documented at that time, and nothing more.
Since its release, the airship pass includes exactly the features documented in its mouseover popup. Nothing less, nothing more. The game has changed around it, but the pass and the airship is still the same.
in Guild Wars 2: Heart of Thorns
Posted by: Silmar Alech.4305
Yes, been there, had the same problem like you. Follow my “event train” advice the posting above you. Your experience will change radically.
Don’t walk around the map alone until you know the ways. There are many dead ends. They only come alive for a short time for the event that is supposed to happen there.
in Guild Wars 2: Heart of Thorns
Posted by: Silmar Alech.4305
The map is very difficult to explore on your own, because you don’t know the paths, and the minimap doesn’t help a bit.
I suggest this to learn this map:
Don’t explore alone.
Instead, find a TD map with an “event train” on lfg and join the commander.
Ususally, these start right after a Chak Potentat meta event, because at this time all the event chains start from the beginning. The commander and his zerg will run through several events and event chains. He will run around half of the map and show you “unexpected” ways to get to locations. Keep an eye on him, he will jump occasionally some time to another location with waypoint or Nuhoch Wallow. Always follow him close.
You will get huge amounts of events, achievements, XP and loot. More than on most other map.
Ideally, at the end of the event train is the next Chak Potentat meta event, which you should participate as well. Look for maps that developed 4 commanders for the 4 lanes.
After a few days in an event train, you know your ways across the map! And the map begins to make some sense and some fun finally. This worked for me.
Everyone with multiple monitors and running the game fullscreen has this problem. GW2 isn’t able to keep the mouse inside its screen area under certain circumstances, even if it is running true fullscreen.
Some rightclick/leftclick/mouse movement combinations near the window border allow the mouse to escape out of the fullscreen application. If you now press a mouse key while the mouse is escaped, the app under the mouse is activated. Since that is on another monitor on the desktop, that app or desktop gets activated and GW2 deactivated. Since GW2 was running fullscreen, it is minimized.
Many games have this problem. I also tried some monitor lock applications. One of them even worked really well, but the hotkey handling was cumbersome. So I made my own cursor locker, very simple, in autohotkey script. It monitors the Windows message queue for mouse movement messages, and if GW2 is active and a message is encountered and that message would move the mouse outside the window, it is dropped. So the mouse isn’t able to leave the window, since the message about this never arrives.
If you want to try another locker, this is it:
http://www.wombaz.de/uploads/2016/07/gw2-helper.ahk
Instructions on how to use are in the script comments at the top. With it, I never have any of the glitches you describe.
in Account & Technical Support
Posted by: Silmar Alech.4305
Since a few weeks, I encounter long lags and about 1 disconnect per day. Never had any before. The frequency seems to increase.
The symptoms are always the same: at one time I realize all characters around me are standing still or running away in a straight line. I can move but all my activated skills are spinning, and after 20 or 30 seconds I get 7:11:3:191:101 and I’m back at the character selection.
The strange thing about it is that I am able to relogin immediately and I’m always back in the open world instance I was before (and Fractals → LA). Even if the open world instance was full. It seems that the server didn’t knew I were disconnected. Friends told me that my character was still moving according to the keys I pressed. So it seems the data transfer was suspended only in one direction but not the other.
Encountered this with Tequatl and with the new super-zerg Ley-events.
Will open support tickets with details if it happens from now on.
I have one of the last disconnects on video and have the IP addresses of the map (-maploadinfo) – are you interested although it is 2 days ago?
I made a video from two runs and here are a few pictures extracted from it without UI. The Anomaly has flowers in it while it runs away!
In case you consider the upgrade extractor: for almost all runes, the extractor is more expensive than any rune you want to salvage. So it is cheaper to buy the rune again.
Even if you buy gems with real money and buy the extractor with the gems and extract a rune with the extractor, it would be cheaper to instead buy gold with the gems and buy the rune again with this gold!
The extractor costs 250 gems. Currently, this costs 79 gold if bought with gold. So unless your rune is more expensive than 79 gold, it is cheaper to not extract but buy the rune again.
If you buy 250 gems with real money to get the extractor, then you can exchange these 250 gems for gold instead, which currently yields 50 gold. If the rune you want to extract costs less than 50 gold, you can buy the rune with this gold and keep the surplus, which is a better deal than to waste all 250 gems on the extractor.
I miss hardmode vanquishing from GW1 for sure. This turned every map into its own special dungeon-like experience and kept me and many people of my guild busy for a few years.
Unfortunately, it’s incompatible with the open world maps we have in GW2.
Even if you create personal vanquish instances, the maps are far too big to vanquish them in 1-2 hours. The enemy KI is much too simple to lead to interesting fights where you have to “break” the enemy mob group. Vanquishing would probably be boring. In GW1, the mobs were interesting and self-contained groups with different team builds, while in GW2 the mobs are simply canon fodder with only 1 or 2 damage skills and more or less hitpoints.
Look at the ascended crafting table of gw2efficiency and compute the values for yourself:
https://gw2efficiency.com/crafting/ascended
As far as I see it, there is currently a difference of about 8 gold between directly crafting Yassith’s (Viper) and the cheapest other (Ferratus’). But the Viper’s Intricate Gossamer Insignia required for the conversion costs about 9 gold itself, so it’s cheaper to directly craft Yassith’s.
It was explained by the devs some time ago that there are technical limits in cutscene skipping. If NPCs move during the cutscene, this happens in the real map as well. The cutscene is just a fixed camera perspective of that scripted movement.
Now if you could skip that cutscene, you would have to place all stuff that was moved or created during the cutscene to the endpoint of the cutscene. This was tried by the devs as far as I understand, but bugs in the mission further down appeared, because that placement was never the same as in the cutscene movement. Additionally, environmental changes (walls breaking, gates smashing open) that appeared during the cutscene were not there after skipping.
So there are some skippable cutscenes in the game where only talking is skipped, but cutscenes with movement isn’t.
For my part, activities feel almost as bad as adventures. Now you bring up this topic, I feel they are some kind of team version of adventures. Similar general concept.
I visit activites only, if they are daily and the 3rd pve daily is worse in regard to time effort. Daily adventure is something I never visit.
As hater of both, I cannot see where activities have something to gain from parts of the adventure system. In the contrary, if similarities in design were removed from activities, they would be more appealing to me.
I feel sorry for my team mates, because I am the one who make them lose. The best is southsun survival, because here I can just immediately die and wait until it is over to get the daily achievement. There is no team to grieve. But these 5 minutes being dead is still better to waste 20 minutes with running behind some 4 events in Snowden Drifts or a world boss event that just happened without me.
If the daily achievement requires a win in the activity, I would skip them just like the adventures and rather get no 3rd daily achievement at all.
If I were without guild and looking for a guild, I would say to myself: “hey, why not?” and I would join. Always a chance to get to know more people.
I tested these kind of invites with a mule account back in GW1 and found that they are usually recently created short-living guilds with lots of beginner players. They are “fresh meat”. The beginners of the beginners.
For guilds created just a few days ago, I observed this: The guild leader eagerly invites people until the guild has about 20-30 members and then stops inviting. He encourages the 2 officers to invite instead, but the officers don’t invite. From these 20 players, only 2 still log regularly on after one week. Another week later, everyone either left the guild or didn’t log on for a week or two – not even the leader himself.
But it doesn’t hurt to accept an unexpected invite. You can join, look around, and you can leave it if doesn’t suit you! You don’t pay anything, and nobody is holding you back. It is certainly better than not looking around at all.
The first few times I encountered such an NPC I did all he said. Now I ignore them and only feel guilty when I visit WvW in my berserker gear.
OBS is very lightweight, if it is able to use some hardware encoder. For me it has approx. 8-10% CPU usage recording a 1080×1200 video at 30 fps. Quicksync for Intel CPUs (even if you use an extra graphics card), NVENC for Nvidia GPUs. It is available, if you can choose it in the encoder dropdown box.
Ramp up the bitrate for local recordings to get a good quality, or better use a quality-based encoding method instead of bitrate-based.
From the information from gw2efficiency it can be guessed that probably not more than a few 100 tonics exist in the whole game.
This item is so rare that it is irrelevant if you play 1 fractal or 1000 fractals. The thousandfold probability is still so small that it doesn’t make any difference in comparison to all players. So having one doesn’t tell anything about the time and effort someone put in fractals.
It’s completely luck instead. You can even give it out in whole tyria with the same rarity to anyone who ever played at least 1 fractal in the past: the actual distribution of fractal tonics will not change very much.
Whatever purpose the tonic has, in the intention of the developers: it’s not to reward some frequent fractal players with a super rare item. It’s just to distribute a super rare item to random players, and most of them probably don’t even know what they got.
Hard adventures are fine for me as long as they don’t gate general progression behind them: the mastery points. Solo mini-games like adventures are not fun for me, so I don’t like playing them. But I am forced to practice them to get these mastery points. One whole evening lost to only practice to get silver for one new adventure that I will definitely never ever visit again. For me, that’s not fun. I didn’t buy GW2 to do something like this.
With previous minigames, they were completely optional, and I skipped all of them – you can check my account, I really did.
Now there are these adventures, where you MUST do these to silver solo and nobody can even help you. Study youtube videos don’t really help much, and that’s not really the way I consider fun with games. I’m furious about this.
In old Tyria, all of the explorer achievements were in the open world where you are able to get friends help you: they show you the way ingame or help with portals. I got all of the Tyria mastery points one or the other way. That’s fine and worthy for a MMO: doing stuff together with people. But being forced do progression-related tedious and (for me) unbeatable content is not worthy content.
So: nerf the adventures into oblivion. Or better: free the mastery points and move them to somewhere else. That will not spoil the adventure achievements for the players who actually enjoy them.
Yes, please free the mastery points!
It’s not the XP or “the grind” alone. It’s the whole mastery system.
There are two totally different experiences within the HoT maps (at least for me):
I gave up playing HoT about 1 month after release. I was not able to overcome the barrier of the first topic. I was close, but I didn’t know this. I thought I were still miles away from having fun. Playing with a bunch of started masteries was no fun, so I left HoT alone.
After the spring release, I gave it another try, because it was said the XP gain was raised. It was still awfully slow, so I considered giving up a second time. By chance, I detected that there were event trains in Tangled Depth that did more than these stupid farm trains in Cursed Shore that were running around in predefined circles. They actually did play the game! They did whole event chains, so the achievements and mastery points that were connected to them were unlocked automatically. With all my XP boosters, I was able to max out about one mastery XP bar a day playing this way. That was visible progress, and I didn’t get lost in a confusing map by following a commander.
I assume I was playing the maps the way they were designed. For the first time – 7 months after release. It was fun. I enjoyed it. After enabling the endless gliding, HoT wasn’t the same. And with itzel poison lore, I wasn’t suddenly dropping dead without clue in certain areas any more. Before, I was furious about that.
Based on this experience, I have two major complaints about HoT:
If you play the maps as they were designed, you get XP “by the way”. But you don’t know neither how you should play nor that you will get enough XP this way. You only see a barrier and turn away.
The second thing is the mechanics behind the masteries. They are the second barrier. The HoT maps are beautifully designed with all their events. But as a new player, you are taken away the ability to actually play them. You are crippled and have to unlock even basic and essential mechanics before even start playing there.
How to avoid that players have no fun with content:
(edited by Silmar Alech.4305)
Yes, HoT ruined the game as a whole, because it made the playerbase as a whole shrink instead of grow. By its new and totally unexpected harder play style it drove away many veterans and only left the more hardcore and grind-orientated people. For these, the game is certainly better than ever. But for the probably much larger group of casual and lazy gamers, HoT meant goodbye.
I assume this loss of player support cannot be healed. Not with any HoT fix, not with any new expansion, because the players already left and moved on. They did not leave for the moment, as if they are done with existing content and waiting for a new expansion. Instead, they left forever.
An additional hard requirement: You MUST have AR 150 at Mai Trin @100, because there is the instability “Social Awkwardness”, which gives you Agony while you are near your teammates. This happens too frequently to ignore it.
If you didn’t get past 60, you only played Mai Trin @50, not even @75. 50 is a breeze in comparison to 75 or 100. So I suggest you advance least to 75 and practice this level a bit to see how it feels, before you try 100.
Thank you so much for your list of adventures with all the videos and rating. Much appreciated. I still need 12 Mastery points for the non-raid masteries, only 2 or 3 points left available from regular achievements, and I hope I can get enough silver to get them. I hate every second doing these adventures. I know you love them, but really, I hate every second I waste my time with them. In the videos, all looks so easy, but with some adventures, I don’t even get bronze. It’s so bad that the game forces this upon me.
This problem is reproducible, and it has to do with looking up the guild membership history list.
As a guild leader, you are probably looking frequently at the history list who joined and left your guild. If you open the list, there are normal entries and some with “…”. These are from ex-members who left some time ago. If you watch the list, every 10-20 seconds one of these “…” entries turn into text and show who joined or left. The delay seems to be connected to some name caching system: the names of the people still in your guild are cached, and their entries are shown immediately. The names of the people who left are not cached any more and have to be looked up, and only after the lookup the entry turns from “…” to text.
Now, while the system is internally still looking up these names, you are unable to change to the whisper chat. As soon as all pending “…” entries are looked up, your whisper chat actions are suddenly performed.
If you saw 2-4 “…” entries, the lookup takes 1-3 minutes. If you scroll through a few pages of the list, it takes many minutes. It doesn’t matter if you close the guild window – the lookup of the names is somewhat queued internally and performed anyway. You are able to whisper only after all name lookups completed.
So the workaround is:
Don’t look at the guild membership history page. And if you must look, don’t scroll down. Look only look at the first page, then the delay with the whisper chat is only a minute or so.
I would like a gemstore item, a consumable that gives 49.530.000 XP for HoT masteries. That means it maximizes the XP of every HoT mastery. No mastery point, only XP. I would pay 600 gems for it.
I did not manage to collect that much XP in HoT since release, although I play GW2 almost every day. But I failed – even after the recent HoT patch it is not enjoyable to play the HoT areas without the masteries. The double grind of first the XP and on top the mastery points does not work for me. XP only or mastery point only can probably work.
In case you are interested in an update that includes 2016 and the spring update, here it is.
Get a replacement mouse. This is most likely due to your right mouse button wearing out. It might still recognize a click, but probably don’t hold the contact for a longer time if you hold the button down for longer than a click.
I had once a similar problem and it was instantly gone after I replaced the mouse. The replacement was even the same model. I plugged out the old mouse, plugged in the new mouse, and instantly the problem was gone. So the culprit was definitely the mouse hardware.
This evening, I created some lfg’s in quick succession to taxi people on my SW map. As soon the group was full, everyone joined the map, and the lfg was removed automatically from the lfg tool (a matter of seconds), I left the team and relisted my lfg on the lfg tool to taxi more people in.
Starting with the 3rd listing (I think), the resulting lfg on the lfg tool got an empty description and in my chat a system message appeared that due to chat limits, my message was suppressed.
I tried to edit the lfg description and insert real text, but when I saved the new description, the chat spam notification was repeated and the lfg entry was still empty. I removed the listing from the lfg tool and tried to relist it again with description, but the resulting lfg still got an empty description in combination with the chat spam notification again, just as before.
There is something wrong here. Either I must be able to create any lfg with description, or I must be denied to create an lfg entry altogether. But let me create the lfg with empty description and with a chat spam notification is wrong.
If recording hotkeys don’t work, it may be due to starting the game in admin mode (as Administrator). The fix is to start GW2 as ordinary user and without elevated privileges.
Why is this so: any program that is running in admin mode in foreground doesn’t let other programs not in admin mode “steal” keypresses like hotkeys. It’s a security feature, so non-admin programs cannot inject keypresses in admin-mode programs.
in Guild Wars 2: Heart of Thorns
Posted by: Silmar Alech.4305
There’s no way for me to answer this yet, since we know absolutely nothing about the next expansion.
I was able to answer, because a crucial question for me currently is: “is it like HoT?” This question cannot not be answered in the press before release, so I have to wait for the release to find out myself. A similar worded question may be answered as part of a marketing campaign of course, but I am quite sure marketing will not read and answer the question like I meant it.
For example, if Arenanet will say “less grind” as part of the answer, I will ask myself: “but how much less?” If they only cut 10% of it, it will still be too much to be acceptable for me, but they will never actually say how much in numbers they changed some aspects of the game. Such things can only be determined after release by playing the game. Even beta weekends cannot tell about this. How the game or expansion feels.
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