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I’ve noticed this issue happening briefly on occasion since the ToN update.
For me it seems that the lighting effects generated on the character by my having ‘Shaders’ set to ‘High’ become unapparent temporarily. For you it seems that you have ‘Shaders’ set to ‘Medium’ and temporarily see the effects that would be apparent if you had it set to ‘High’.
You can see the difference between Medium and High in my attached image. The same effects you seem to be seeing temporarily flipping in and out briefly.
The catcher back skin issue was acknowledged and submitted by a dev to be fixed back in mid-August, but it has still not been fixed. The Tybalt back item skin not having a slot has also been reported since it was introduced, but its lack of a storage slot has not been acknowledged by a dev yet.
It seems to be a common issue that really shouldn’t have been an issue in the first place, let alone being one that continues to be an issue with new items that are being released when it has already been brought to their attention with past items. But seeing as the toxic skins are Gem Store items and not “free” items from playing, they may address their lack of deposit slots soon.
What is the model of your laptop? I’ll see if I can dig up anything on it that can help.
While this is my opinion, and I am in no means a music expert, I feel the music in the trailer portrayed “space adventure” more than “a tower of nightmares.” I think a darker, more sinister tune would have fit better. I don’t have any idea what content the tower will showcase, or if it will be “creepy” or “dark,” but metal just doesn’t seem to fit with the overall theme.
Anyway, I just wanted to say good luck to all those music video contestants out there. I can’t even begin to imagine how you are going to use this song.
Also, A-net, could you give a picture of the winnable guitar? I may have missed it, but being able to see what one could win might promote more people to enter.
Here you go: https://www.guildwars2.com/en/community/contests/
It is listed at the “News” link up under “Community” in the links bar, though it is only listed (as well as PAX 2013) from certain pages on the website. Yet another reported website issue that has never been fixed.
Hmm.
What mouse/keyboard are you using?
Did you already re-install the mouse/keyboard drivers?
Maybe one of the ports is not functioning properly. Have you tried plugging the mouse/keyboard into different USB ports to see if that helps?
I believe I have seen a dev respond to a similar situation posted some time ago. They stated that a power outage while updating would corrupt the archive and would need to be started from the beginning. I’ll see if I can dig up the post.
However, you could try running a repair on the game to see if it can recover the damaged data so you can continue where you left off at the time of the outage.
Check the game for errors and repair it
I also highly recommend making a backup copy of your game files somewhere else on your hard drive after you get it downloaded for just this kind of situation in the future, especially since you have limited bandwidth.
Unfortunately, this is not an issue of differing opinion and personal taste, it is an issue of an apparent bug that results in improper scaling on male sylvari wearing the medium armor version.
The skins are meant to be identical across all three armor weight types.
Light and heavy are identical across all species, genders and weight types, but the medium version of both the gloves and shoulders on male sylvari are disproportionately larger in scale by at least 100-200%.
What anti-virus software do you use?
Also try to:
(To others: Yes, I know running as administrator should be enough UAC configuration to prevent this issue, but believe it or not, some users do have to do this setting change in addition to Run As Administrator to get UAC to allow the program to launch)
It makes perfect sense. They’re meant to represent the Toxic Alliance which has a green glow, not the “glowy pink swirl” alliance.
And I don’t think any glowy effects are dye-able on any armor. None of the fire effects are dyable on any of the fire armor, radiant armors aren’t dyable, the Zephyrite helm glows aren’t dyable… its either not possible to dye them, not reasonable (meaning it could be done but it would be a lot of extra work) or they just don’t want them dyable.
Your cited examples are not Gem Store armors, they are armors only obtainable from playing the game. As these are Gem Store armors they should be of premium quality to justify the outrageous price for a single piece.
Also, as these are not fully dyeable and are directly related to a Living Story chapter, they should have been awards for meta achievement completion much like the Molten Gauntlets were from Flame and Frost.
Making LS related pieces of an incomplete armor set that cannot be fully dyed only obtainable via an outrageous price in the Gem Store was not a good idea.
Very glad to have helped out!
First:
If the issue still occurs:
Clear the game cache
In addition to ‘Running As Administrator’ helping with many issues other than just the TP, most TP-specific issues are primarily related to some temporary GW2 files where removing them will allow them to be recreated and the TP to function properly again.
The quickest way to clear the GW2 Cache is to:
If your search for “gw2cache” does not produce the folder I mentioned, then you will need to enable hidden files and folders in order to delete this cache folder.
Make hidden files visible and clear the game cache
—note—
By “window menus” I mean up at the top of the window where it says “File Edit View Tools Help”. If that bar does not display in your window for you along the top, then click the drop-down arrow next to the word “Organize” and then click on “Layout” and select “Menu bar” to enable showing of the menus (attached image #2).
Another way to do Steps 3, 4 and 5 to make hidden folders visible is:
Happy to help.
Also, just to give some more info:
Why the green elements (and black on gloves) are not dyeable makes no sense whatsoever, especially at the outrageous 400 gems each.
Heya, ezd.
Due to the preview screen of the Gem Store only allowing preview of the heavy armor version of the toxic gloves and shoulders, non-heavy armor wearing characters are shown with their armors removed in the Gem Store preview screen. This is the same issue the Radiant/Hellfire achievement armor had that eventually got fixed.
Here are the chat codes for the two items so you can view how they would look with your existing armor since your character is not a heavy armor wearer.
Toxic Glove Skin: [&AgGHvwAA]
Toxic Mantle Skin: [&AgGAvwAA]
The green isn’t dyeable, which is the main reason I’m not even going to consider these. Not sure on the spikes. You can preview multiple dyes from TP after previewing the chat codes to fill out the dye slots of the items.
Good idea, Dingle. Hadn’t thought of trying that out. Thanks!
I’m wondering if these gloves and shoulders in the Gem Store are just a test-market to see if they can get away with charging 400 gems for individual piece armor sales in the Gem Store instead of 800 for a full set.
In my “Gem Store – Armors – Single Pieces” suggestion thread I mentioned I would be willing to spend up to 250 on individual piece purchases. If they start offering armor sets in the Gem Store as purchasable in individual pieces, but at 400 gems per piece…I’ll be done with the gem store for good.
Due to the preview screen of the Gem Store only allowing preview of the heavy armor version of the toxic gloves and shoulders, non-heavy armor wearing characters are shown with their armors removed in the Gem Store preview screen.
Here are the chat codes for the two items so players can view how they would look with their existing armor if they are not heavy armor wearers.
Toxic Glove Skin: [&AgGHvwAA]
Toxic Mantle Skin: [&AgGAvwAA]
Edit
Dye Details For All (L/M/H)
(edited by StinVec.3621)
Antitoxic Fashion
Devs, underwater headgear is considered “Head Armor” and it even states this in the tool-tip of every underwater headgear item.
Q.
Can this gas mask meta skin also be applied to underwater headgear as the description states? Or is this description on the release page just poorly worded?
If it is just poorly worded, will you please correct it so it is no longer stating something that is not true.
Thank you.
(edited by StinVec.3621)
Champion rewards should scale based on how many participate in taking it down. If players still want to run with the train despite the fact that they will receive less reward than if they had few people (or solo), fine. To many it is about more than reward/bag farming and is actually about the socializing and they would have no problem running with the trains even though they will receive less reward per champ kill. But taking this route of penalizing every single player by lessening the reward for killing a champ across the board is a horrible idea.
One way to do this (without scaling rewards as it should be) that I would actually find pretty funny/appropriate, is if players received an image of a pitchfork above their heads (similar to the Kiel/Gnashblade support icons) after they were detected as having killed ‘X’ number of champions in a short period of time. If ArenaNet wanted to lessen the rewards given by champ loot bags to farmers only (without implementing reward scaling) then instead of lessening the champ loot for every champ killed by every person in the game (non-farmers included), this visual ‘Farmer Debuff’ could have served the same function without penalizing every player that kills a champion.
I think ‘farmers’ would have mixed feelings over the debuff as they would be torn between liking and wearing the visual icon as a badge, and hating it for the debuff to rewards it would give.
Of course, this also causes problems of farmers storing stacks of these loot bags until the debuff expired and then opening them. Perhaps limiting the champ loot bag stacks to non-stackable, or to only 5 per stack, would help prevent mass storage of them. If the bags are account bound right now, then another issue is of the ‘farmer’ being able to just switch to another character that does not have the debuff to open the bags. If they are account bound, then making them soul bound could be a solution to this if they are not already soul bound.
Just brainstorming half-thought out ideas that would achieve the same result ArenaNet tried to achieve with their reward reduction, but in a way that does not also penalize players killing a champ that is not part of a group farming them for no-risk rewards.
(edited by StinVec.3621)
Thank you for bringing this up! Our new players should not have to deal with the added difficulty that Hallucinations provide while they are learning the game, we are looking in to getting this fixed.
While you’re at it, you may want to stop sending Scarlet’s letter bombs to new players as well. While it is hilarious to tell them to ‘open it and see’ when they ask in map chat, I’m sure there are some new players that don’t appreciate the joke. Especially since there is no mention of the downed state in the tutorial and often players have no idea what to do when they are fist downed.
I agree with that not being the greatest welcome to the game. However, I believe those mails are only sent out to new characters of players who have completed an achievement related to Scarlet. I don’t remember which achievement it is, but I believe it involved a dungeon. New players would not have already completed this achievement or taken part in any dungeons and will not get the mail bomb. Only new alt characters of experienced players with the achievement get this mail bomb, as far as I know from what others have stated regarding the matter.
Sounds like a solid interesting idea. But do people really get loading screens that are terribly long or total blank screens? I know I do get some pretty long loading screens even just going into Divinty Reach these days but I don’t think I have ever had a blank screen.
Sorry, I used the word “blank”, but I should have said “static”; as in no animation, ambient sounds or music other than the rotating ‘Lord of the Rings’ ring of power in the corner. I can only speak for myself, but I commonly experience some loading screens to take 30-45 seconds to load into the next area. From my experiments with the GW2 process and how memory is used, I suspect much of the time spent at loading screens is actually from purging old data from memory and not from loading new data in. I’m sure this can be much more optimized to allow for quicker transitions.
Ah, this might be a Windows Sticky Keys/Filter Keys issue where key presses/input from mouse may be ignored if too many keys are pressed at the same time.
Perhaps your keyboard and mouse are only allowing so many keys to be pressed at one time before it ignores additional input (many keyboards are known to do this with many games due to a setting in Windows).
You may want to check your ‘sticky keys’ and ‘filter keys’ keyboard settings to see if it is configured to ignore additional input.
I recommend completely disabling all aspects of Sticky Keys and Filter Keys to see if this helps with the problem since it does seem to be related to Windows and not just GW2.
Let me know if this helps get rid of the problem.
Sticky Keys Settings
Windows XP:
http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/access_stickykeys_settings.mspx?mfr=true
Windows Vista/7:
http://etc.usf.edu/techease/4all/input-devices/how-do-i-use-sticky-keys-in-windows-7/#html
Windows 8:
http://www.microsoft.com/enable/training/windows8/change-keyboard.aspx
Filter Keys Settings
Windows XP:
http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/access_filterkeys_settings.mspx?mfr=true
Windows Vista/7:
http://etc.usf.edu/techease/4all/input-devices/how-do-i-use-filter-keys-in-windows-7/#html
Windows 8:
http://www.microsoft.com/enable/training/windows8/change-keyboard.aspx
(edited by StinVec.3621)
Actually I think it’s a technical server thing…..
Each time you go to a new map Anet’s end has to check that “area” to see if it’s full already with people on your server, if so you are then sent to overflow. It’s not as simple as just going to that area.
GW1 worked differently because people only massed at outposts and those areas (maps if you will) were very tiny so I’m sure they allowed for a lot more people to gather there per world (which again we had more choice over picking and swapping to at anytime), possibly even up to thousands at a time. I am sure any map in GW2 at any given time can not hold thousands of people due to the share size of the maps and different various content running in them all at the same time. Look at WvW for example, I’m not sure what the limit is but there is one, thus the queues.
I added an edit to my post while you were responding to it. In my edit I mention the game detecting the rate of speed at which the next zone is being loaded, and if it is not loading quickly enough then it will trigger a local dynamic event or other way to delay the player from getting to the next zone before it is loaded. Following with this idea, if the next zone is detected as being full, then the game can activate a short event that would require a cutscene which will be shown while the player is loaded into the overflow version of the next zone. A blank loading screen is pretty immersion breaking and there is no need for this loading screen to be blank and not a short cutscene. Perhaps the food buff from an NPC I mentioned in my edit would be a good way to have a taste-test cutscene that would take the place of the loading screen to an overflow. The buff could then be an overflow buff as a kind of “sorry, the zone was full, have this buff as a thanks for waiting for the overflow to load”. There are ways around these loading screen transitions, they just need to start thinking outside ‘the box’ (pun intended).
(edited by StinVec.3621)
This is how I’ve spent most of my time in-game since launch. 10 characters (that have survived), 2,417 hours over the past 432 days and there are still entire zones I’ve not even set foot in yet. I want to experience the world and take in all the areas have to offer before feeling the need to move into a new one, not just race through it from one prize/champ to another. 85% of waypoints should not even exist as they only encourage whipping around the world as fast as possible instead of passing through it from one destination to another and actually experiencing the world they spent so many years creating for us.
The plethora of waypoints is definitely a farcry from the first game where none of the zones had WP’s and you had to actually walk from one end of the zone to the other if you needed to for what ever reason. I mean, yes, there were outposts which you could zone to but some zones weren’t connected to any. The excess use of WP’s does kind of make take away a lot of the need to travel on foot (for better or for worse).
“No. Because the loading screens between zones kills it. May was well just TP.”
This is one of the reasons why I dislike the loading screens between zones as it makes each zone feel disconnected from the rest of the world. It’d be neat if you could view parts of Kryta (for example) from a high peak in the Shiverpeaks.
I don’t understand ArenaNet’s implementation of forced zone transition loading screens as the game does not require them to travel to new areas. Transitioning into new zones should be loaded on-the-fly. I imagine that forcing these transition loading screens was either a temporary quick-fix due to the on-the-fly zone transition loading not being ready by launch time, or it was intentionally selected as the method for zone transitioning due to lack of game vision or coder ability and not because of time constraints.
The only purpose these forced loading screens serve is to further compartmentalize the areas of the world off from one another and to destroy any immersion potential traveling the world would offer. Rift does very well with this on-the-fly area transition loading and their areas are often wide open zone transitions and not the clearly defined boxes with very narrow access points poked into the perimeter of GW2. ArenaNet could easily implement this on-the-fly loading as the next zone is already blocked from view by the landscape.
They should model these transition areas to an S-shape/double-dogleg and the on-the-fly loading could easily take place while the player travels through this blind so the next zone is ready by the time it comes into view at the exit of this transition. If the engine cannot load the next zone as quickly as is needed, then they can extend the length of this transition area, thereby also extending the length of time it takes to traverse it. They can even add enemies or NPC roadblocks/gates to delay the player while the next zone is being loaded into memory. An even better option would be to place merchants or access to the trading post to further encourage a delay of the player going to the next zone; this would also offer the perfect opportunity for the player to load up on supplies and to sell off inventory items accumulated during travel.
edit
They can even have the game detect how quickly the next zone is loading. If the next zone is not loading quickly enough so it is ready by the time the player reaches the exit of the transition area, then the game can trigger a small event to hinder the player’s rate of transition. A dynamic event would be great for this purpose. It can trigger a fight between NPCs that the player must then put an end to in order to move on. Another idea, that I like even more, is to place a food cart in with the merchants in this area. When the slow-load is detected, then the merchant is triggered to offer a free sample of a pastry that would give the player a 5 or 10 minute bonus XP (or karma, etc) buff after interacting with the merchant. This would encourage the player to hang back for a few seconds to grab the free buff and will serve as a kind of “thanks for waiting for the next zone to finish loading”.
(edited by StinVec.3621)
Hello all, I looked into this because we intended to have a release note for the changes to the champion loot.
We did modify the gold and bloodstone dust coming from champion bags, and a release note will be added shortly.
What I can tell you is that we made a mistake, this one fell through the cracks and I’m truly sorry. I’ve promised before that we won’t make stealthy economic changes without notes and I mean to stick to that promise.
Thank you all for pointing out the error, we will be more vigilant in the future.
Good luck in your adventures.Hi, John Smith. I just wanted to point out that it has been two days since your comment and, as of this comment, the addition to the release notes has not happened yet.
I see that the addition to the release notes of this missing change has been added:
“This note was inadvertently left out of the original notes
- Adjusted coin and bloodstone dust drop chances in champion bags."
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-October-29-2013/3151720
However, this note is very ambiguous as to the type of change that was made. We all know it was a decrease in drop chance of ‘dust’ and coin amounts, but simply stating “adjusted” could be either increased or decreased. The note should clearly state that the amounts were decreased, not simply “adjusted”. Be clear with the ‘adjustment’ made and stand by this decision, don’t try to downplay it. If you make a change, state the change, leave ambiguous wording out of it. If you intend to inform, then inform. Be professional about it and you will be respected for it, even if the decision is not received well by many. Thank you.
This is how I’ve spent most of my time in-game since launch. 10 characters (that have survived), 2,417 hours over the past 432 days and there are still entire zones I’ve not even set foot in yet. I want to experience the world and take in all the areas have to offer before feeling the need to move into a new one, not just race through it from one prize/champ to another. 85% of waypoints should not even exist as they only encourage whipping around the world as fast as possible instead of passing through it from one destination to another and actually experiencing the world they spent so many years creating for us.
This issue had been reported by others since the change to targeting was made last month.
Reported Functionality Issues (Hover on INFO for issue description)
Pulled from the Tracker: Reported Bugs and Their Status [collaborative effort by players] sticky thread.
Hello all, I looked into this because we intended to have a release note for the changes to the champion loot.
We did modify the gold and bloodstone dust coming from champion bags, and a release note will be added shortly.
What I can tell you is that we made a mistake, this one fell through the cracks and I’m truly sorry. I’ve promised before that we won’t make stealthy economic changes without notes and I mean to stick to that promise.
Thank you all for pointing out the error, we will be more vigilant in the future.
Good luck in your adventures.
Hi, John Smith. I just wanted to point out that it has been two days since your comment and, as of this comment, the addition to the release notes has not happened yet.
(edited by StinVec.3621)
Hey, Slate. Also make sure that your game is set to ‘Run As Administrator’ in the game executable’s or game shortcut’s Properties > Compatibility tab.
That should solve the problem.
However, if it does not, then you may want to run a " -repair" on your installation to see if there is something causing a file to constantly become damaged and needing to be re-downloaded upon each launch of the game.
Check the game for errors and repair it
I’m not sure if you will find anything to your interest, but many creative people post in the Fan-generated Content forum, though it is mostly text and graphical creativity expressed by users.
Can you check if you are able to hit your ‘auto-run’ key (so that you are not holding a key down to run) and are able to rotate your camera while moving.
One cause might be that may need to update/re-install your drivers for your mouse.
First: Check the game for errors and repair it
If that did not help:
Delete the local.dat file
Deleting this file will also cause you to lose your saved game settings (graphics, stored login data, etc.) but may fix the problem. If you rely on your stored login info to log in, make sure you can recall what your login info is as the stored login info is also cleared.
The quickest way to do this is to:
If you purchased it online through the ArenaNet shop, you can request a refund and then purchase the game again to get your heroic items back. It’s a little run around, but it you will get your items back.
Ok, I was wondering, how do you actually get that bow? I can’t find a recipe anywhere online or anything to tell me how it’s obtained.
If you just want that skin, Paxphos, it is the same as Trosa’s Short Bow.
Otherwise, the PvP Dead Bow is a random drop from a Match Win Reward Chest.
While running, are you attempting to rotate the camera with the left mouse button or the right mouse button?
You said you changed the camera settings, but they didn’t help. Are you sure you tried to enable the “Use Free Camera” option?
Having the “Use Free Camera” option un-checked forces the camera to reset behind your character upon movement. I’m not certain, but I think that it would be constantly forcing the camera to lock behind your character while you are moving, thus preventing you from running in one direction, and using your left mouse button to look around you.
Try enabling that option to see if you can now rotate your left mouse button view camera while moving.
(edited by StinVec.3621)
It should not have any problem with being transmuted.
However, the Trickster item you purchased is just a skin that can be applied to an item, no transmutation necessary. Just double click the Trickster Skin Piece you want and then drag the corresponding armor piece into the window to replace only the skin of your current item.
Or are you saying that you already applied the skin to an armor item and you now want to transmute the skin onto a completely different armor item to update the stats while keeping the Trickster skin?
(edited by StinVec.3621)
in Account & Technical Support
Posted by: StinVec.3621
Would certainly be our pleasure, Ms. Gaile.
I would just like to say that, since the LOD option was introduced, the only noticeable thing it has done to reduce on-screen effects while enabled is completely hide my arrows being shot from my short bow (whether in an effect heavy area or standing in a room by myself). That’s all. As I actually like to see my arrows being fired, and their removal being the only noticeable change from my extensive testing with the option, I will not be enabling it until I see an actual effect-limiting system implemented. Thank you anyway.
(edited by StinVec.3621)
Try deleting your local.dat file. It has solved this kind of issue in the past.
Deleting this file will also cause you to lose your saved game settings (graphics, stored login data, etc.) but may fix the problem. If you rely on your stored login info to log in, make sure you can recall what your login info is as the stored login info is also cleared.
The quickest way to do this is to:
It was secretly moved some time ago.
“C:\Users\YourComputerUserName\AppData\Roaming\Guild Wars 2”
Trickster gloves are phenom on male characters. Can’t afford it for my necro atm, but eventually I’d like to get it. If only someone wanted to give me a gift hint hint! :P xD
:D If they would offer them as single pieces I would gift it to you and others in a heartbeat.
(edited by StinVec.3621)
With the recent armor releases, I thought I would update.
Phalanx/Viper/Trickster Armor Sets
8 – # of individual pieces I would like to purchase from the sets
1,600 – # of Gems I’d spend @ 200 Gems per piece
2,000 – # of Gems I’d spend @ 250 Gems per piece
ZERO – # of Gems I will be spending on these armor sets as long as they remain as full set purchases only.
ArenaNet, I would once again like to stress to you the fact that people are more willing to make many smaller amount purchases over a single larger one, even if it ends up costing more in the long run. 99% of marketing is psychology. In an MMO, the majority of players have several characters, especially after over a year of playing a game with multiple classes and races. With the game’s appearance customization options regarding armor styles (mix-n-match), and the emphasis on this appearance customization as being one of the primary content elements of the game, refusing to offer armor sets to be purchased on a per-piece basis goes completely against logic, especially from a marketing standpoint for a company looking to maximize revenue.
I would like to say I would purchase as many individual pieces from these sets as I would from the set mentioned in my OP (and other sets released since then), but most pieces from these sets really are not all that good (in my opinion). Psychologically, this also deters people from making a single large purchase if they are forced to also purchase many items they have no interest in just to get the 1 or 2 that they do. And as mentioned above, with bank space and storage continuing to be such an issue (even with the recent increase to maximum bank tabs), continuing to force players to purchase items they do not want (as they will then be forced to throw them into storage or destroy them) also deters many potential sales. And if they do store these undesired items, every time they see them they will think of nothing but having wasted money on them just to have them sit in storage forever, and this will likely deter them from making future purchases of this nature.
Please see the logic in these statements and make this step toward fulfilling the desires of your players as well as increasing your revenue from more sales.
(edited by StinVec.3621)
Ayrilana, I believe what it means is that the Toxic Field Researcher daily task only advances in percentage upon successful gatherings of pristine spore samples, not from unsuccessful mushed samples or from buying samples from the TP.
Hi, Kristen! Thank you
Sorry, been hopping all around tonight.
Thanks for the compliment! I try to make things as clear and easy to follow as possible so there is less likely to be any confusion for everyone involved.
I had forgotten about that 0kb local.dat file that is inside of the game installation folder and that it would also show up in the search results. I have never figured out why that file exists since it never seems to be accessed or modified by the game. It’s just…there.
What are you using for your anti-virus/firewall?
You can try disabling one at a time to see if one of them is causing issues with the ‘awesomium_process.exe’ program that is required for the TP to function properly.
In the past, some have had to remove the ArenaNet/Guild Wars 2 game executable from the firewall application rules/exceptions list and re-permit the program again to have full connectivity to the internet.
Perhaps it is something quick and easy that can be adjusted in your anti-virus or firewall programs that you’re using.
(edited by StinVec.3621)
Agent of Entropy is capped at 250 achievements points earned through completing it. At 2 achievement points per completion, you can complete it the first time and repeat it 124 additional times before you will no longer receive achievement points from repeating it. Viewing the achievement will show how many times it has been repeated (add 1 to that ‘repeated’ number to include the initial completion of the achievement).
I waited in Metrica Province for a long time as well and finally decided to just go to another zone.
You are right, Metrica Province is incorrectly listed in the release notes. As someone else reporting this issue pointed out, Metrica Province is not listed on the Toxic Global Gardener achievement’s recommended areas.
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