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Are you sure you are not trying to list them while they are in an invisible bag? This would prevent them being listed in the Sell tab on the TP and right-clicking them will not give you the “Sell At Trading Post” option. You would need to move them to a non-invisible bag to sell them.
Well, yesterday I saw the Boombox and Moto backpack added to the Gem Store, so I figured nothing would be going on sale any time soon, let alone character slots, so I bought 800 gems and grabbed a character slot.
Guess what is on sale for 600 gems not 24 hours later…
pfft…
So I bought another
Makes 11 now. This extra one will be saved for whenever a new species is added to the game…which had better be before halloween.
(edited by StinVec.3621)
Can you include a screenshot that shows what you are trying to describe please?
I’m not going to do the new Tequatl encounter. I don’t care what is on his loot table. I don’t do lasers, non-class specific gimmicks and abilities, duration timers, playing with 80+ people in a tiny area, etc.
I’m right there not doing it with you my friend.
You mention “focus” in the thread title, and mention “bow” in the post, neither of which include the names of the item(s).
Also, that appears to be a preview screenshot where…whatever it is…is not displayed properly, yet you mention “in combat” in the post.
Definitely need more details on what exactly you are trying to report as being a bug.
While you are escalating these bugs Josh, check on the 6th bonus of Lyssa Rune please. Would help not only engineers, but EVERYONE out to not waste their money with this rune until fixed since practically game release its been bugged. (Last I checked on these forums, for engineers in particular Supply Crate)
He has mentioned previously that they are working on the Lyssa runes. Now it is a game of patience for the fix to go in.
https://forum-en.gw2archive.eu/forum/support/bugs/Runes-of-Speed-not-giving-6-piece-bonus/2788751
:) Happy to help.
:) Happy to help.
Hi, AsteroPe.
Auto-Attack is saved for both Weapon Set #1 and Weapon Set #2. When you swap to your second set it sounds like you have your heal skill set to automatically fire off immediately after it is off of cooldown instead of the default Weapon Skill #1. Try to reassign your Auto-Attack to another skill or at least disable it from your heal skill. You can tell which skill currently has Auto-Attack enabled on it by the ‘refresh’ arrows border around the skill.
Auto-Attack
http://wiki.guildwars2.com/wiki/Auto-attack
You can also have Auto-Attack disabled from all skills if you prefer, though most prefer Weapon Skill #1 to remain on Auto-Attack.
If auto-attack is off, the above combination will re-enable it for that skill. If it was already on then it will no longer be on auto-attack. Repeat to re-enable auto-attack on that skill. Only one skill can have auto-attack enabled on it at a time for each weapon set.
If you notice a small lock above a skill that you have enabled Auto-Attack on, combined with the auto-attack ‘refresh’ arrows being grayed out, this means that auto-attack does not work with that skill since that skill requires ground targeting to deploy.
This should have solved your issue, but if you need more help then please update your thread
(edited by StinVec.3621)
Thanks for the report, I will investigate this.
According to Josh Davis, this was already in your bug tracker as he noted on September 5th.
(edited by StinVec.3621)
Your character that has more Magic Find than your others probably has Magic Find food or guild banners active on them.
There are two areas to view the current amount of Magic Find, one is in the Hero Panel with all stats pertaining to your current character, the other is in the Achievements Panel that shows the rewards across the account.
If you look at your Hero Panel and see a Magic Find of 50% and then look in your Achievements Panel and see an Account Magic Find of 30%, then this means you currently have 20% Magic Find that is dedicated to that character only…likely from food, banners, WvW Bonuses, etc. Food Buffs are per character and do not persist across all characters on the account like the Account Unlock Attributes do.
Overwolf is an overlay program similar to Steam, skype, teamspeak and other programs that offer social overlays. Overlays do not interact with the game executable in any way as they are external applications that simply run on top of the game screen. Overwolf overlay does not go against the 3rd party mod rules as it does not provide an unfair advantage in the game over other players and does not alter the game executable or other game files.
They seem to have it configured so zoning is like a reset. If you are on your Weapon Set #2 and zone, then you are placed in the new zone back on Weapon Set #1. Same thing for bonuses you have stacked from sigils (bloodlust, etc.) getting removed upon zoning, mini pets getting despawned, and transforms being removed. I haven’t tried, but I wouldn’t be surprised if you zone in towns clothes, yet come through back in your armor. However, I have noticed that skill cooldowns persist across zone transitions…so I guess the ‘important’ stuff doesn’t get reset. -_-
It seems the entire concept of zone transitioning is just poorly implemented with little thought or concern to consistency or the player. I suppose it was just easier and took less time and code to simply reset the player to a default state upon zoning than to actually do it properly.
(edited by StinVec.3621)
Items: All of the Asura Cultural Tier 3 Medium ‘Prototype’ Armor
Issue: Incorrect Item Icons
Description:
All of the Asura Cultural Tier 3 Medium ‘Prototype’ Armor has generic icons instead of custom icons like other cultural gear. Would Maryeli happen to have time to create some beautiful icons for the gear?
(edited by StinVec.3621)
Items: All of the Asura Cultural Tier 3 Medium ‘Prototype’ Armor
Issue: Incorrect Item Icons
Description:
All of the Asura Cultural Tier 3 Medium ‘Prototype’ Armor has generic icons instead of custom icons like other cultural gear. Would Maryeli happen to have time to create some beautiful icons for the gear?
(edited by StinVec.3621)
Species: Asura
Gender: Male and Female
Class: Medium Armor
Item: Auxillary Powered Boots (Asura Cultural Tier 2 Boots)
Issue: Incorrect Dyeable Area Inclusion
Description:
The boots contain two dyeable areas:
However, the upper half of the front of the boots that should be tied to the Lower Dye Slot (front of boots), is incorrectly tied to the back of the boots (Upper Dye Slot). This issue leads to incorrect dying of the item.
ALSO
All of the “Auxillary Powered” items have “Auxiliary” spelled incorrectly.
I’ve noticed this excessive beckoning as well. This annoyance led to my disabling emotes while in The Grove as this Mist Warrior floods my chat with their incessant calls.
I do not craft, but I selected a profession to learn just to keep the Crafting Crier from running up and shouting in my face every 3 seconds and then proceeding to chase me around all the while yelling at me. Is there any way to get the Mist Warrior to no longer insist I listen to what they have to say, just as choosing a profession finally led the Crafting Crier to leave me in peace?
(edited by StinVec.3621)
I believe that you must not currently be representing any guilds to create a new guild. Try to “Stand Down” from representing any guilds and then talk to the Guild Registrar to see if you are offered the option to create a new guild.
The first thing to try is to make sure the anti-aliasing setting in your CCC is set to Application Controlled. It normally fixes black screen issues for those that encounter them.
1. Right-click on your Windows desktop and select “Catalyst Control Center.”
2. Click the “Preferences” button in the top right.
3. Change “Standard View” to “Advanced View.”
4. Click the “Gaming” tab.
5. Click “3D Applications Settings.”
6. Change the “Anti-Aliasing” option to “Use application settings”
7. Click “Apply.”
Once completed, please try launching Guild Wars 2 again.
If this does not work then there may be other things to check.
Kyllaa has a good idea of changing the interface text to another language like French and see if the text is visible. Then change back to English to see if the text returns as normal.
1. Open your trading post (leave this open until finished)
2. Open your options panel
3. Change the language to French
4. Wait for the trading post to reload in French
5. Change the language back to English (anglais)
6. Test trading post
(edited by StinVec.3621)
Heya. It’s been reported recently and a dev has also responded on the matter that they are aware of it and will look to fix it.
That’d be pretty cool
Though Mesmomancer makes me think of a Sphygmomanometer.
Some nights I fall asleep working out details on a Chronomancer class, primarily on skill development and the viability of some time-delayed, multi-staged, cross-skill activation animation effects and mechanics without them locking character’s movements for their durations. It’s a trip.
…don’t judge me!
:D
That is really interesting. I wonder if the bug is that the previous set bonus #6 of the Lich set is still active on the armor despite having been replaced with a Perplexity runeset.
If no other possible cause for this occurrence can be determined, and with this not really being mentioned as being an issue before, this may be a possibility. I may look to test this with other Superior sets to see if other #6 bonuses of runes remain functional after being replaced with another runeset.
I wonder if it has something to do with all of the broken Superior #6 bonuses or the recent work they’ve been doing involving the implementation of the Transmutation Splitter. Perhaps they left a potential hole in code that allows the #6 bonus of runes to remain functional after being replaced as the items not selected during transmutation don’t really go anywhere and are stored for if a transmutation splitter is used later.
Out of curiosity, did you use transmutation stones on the “Khilbron’s Attire” armor set when you acquired it along with applying the Perplexity runes? If so, did you replace the Lich runes with the Perplexity runes manually before transmutation, during transmutation with Perplexity applied on the old gear, or manually apply them after the transmutation? (edit – I see your added pic shows that they are not transmuted, ignore this then)
Other than all this, I’m really out of ideas. It may just be a really weird and obscure bug that they introduced. Hopefully a dev can chime in sometime.
(edited by StinVec.3621)
The only way I see Jagged Horrors as being summonable by non-necromancer classes (if it is not a bug) is if you are using the Superior Rune of the Lich runeset.
(1): +25 Vitality
(2): +4% Condition Duration
(3): +50 Vitality
(4): +6% Condition Duration
(5): +90 Vitality
(6): 5% chance to summon a minion on hit. (Cooldown: 60s)
You mentioned that you went to condition based, are you sure you have armor on with the Perplexity set and not an armor set that has the Lich runes on it?
(edited by StinVec.3621)
You may instead want to post this issue in the appropriate “Issues with character art, weapons, or armor” sticky thread that is dedicated to this type of issue so Josh Davis can direct it to the appropriate department for attention and correction. It would also be a very good idea to include a screenshot of the issue in the post made there.
Just so you know, the makeover/hairstyle kits only offer the starter colors available during character creation to re-dye the accessory color, and not any dyes you’ve unlocked on your character. Many expect unlocked dye colors to be available to them in the makeover/hairstyle kits, but this is not the case.
…….Never did I believe it would give me unlocked colours either. I have used the kits before. What I would do with it in this case would be to change the rings to a normal gray colour so I can get rid of the bright purple they have been turned into.
I did not mean to imply that you believed this or that you have never used a kit before, just that others who purchased a kit for this purpose have expected it.
Also, I understand your reasoning for wanting to use the kit to correct the color to one you would prefer other than the incorrect purple it has been changed to without your consent. However, in the portion of my comment that you clipped I stated that the issue may be deeper than simply replacing the color, that no matter what you select it might result in the incorrect color being displayed. If the situation is deeper than a simple issue of an undesired and forced color change, then your reasoning for using a kit to replace the purple color might result in yet another undesired color being given to the accessories. Just trying to potentially save people from wasting a kit to change the accessory color by stating that, until this issue is addressed and corrected, using a makeover/hairstyle kit may not produce the desired results of correcting the accessory color. Nobody really knows yet.
If you do use a kit, would you please update with a screenshot that shows the end result with whether it fixed your accessory color or if it still resulted in the wrong color for the accessory? It would definitely help nail down what I stated as possible causes for the issue as actually being possible causes for the issue. Hopefully Josh Davis will be able to acknowledge and give us more info on this bug soon.
You may want to post this issue in the “Wrong Item Icon Thread” so Maryeli ‘Goddess of Icons’ Rodriguez can address it, or in the “Issues with character art, weapons, or armor” sticky thread so Josh Davis can direct it if someone else needs to correct it.
Would really like to know if this change is intentional or not, so I know if I have to buy a hair style kit or just wait for it to be fixed.
Just so you know, the makeover/hairstyle kits only offer the starter colors available during character creation to re-dye the accessory color, and not any dyes you’ve unlocked on your character. Many expect unlocked dye colors to be available to them in the makeover/hairstyle kits, but this is not the case.
Even still, there is no guarantee that re-selecting the dye for the hair accessory that was chosen during creation will lead to it once again looking as it did when you originally created the character.
I believe the issue is much deeper than simply being a dye replacement issue. I believe it is more along the lines of texture files being improperly called and/or missing. On the Asura female hair style with the ribbons, the black squares with an orange/yellow border at the end of the streamers signifies in many game engines that there is an improperly referenced texture, missing or incorrectly assigned shader definition, an incorrect or incompatible texture resolution or image format, or even a flat out missing or corrupt texture file. This leads me to believe there is likely an issue of at least one texture missing, as well as there being a broken shader reference that would be causing the inconsistent and illogical changes to accessory color appearance.
Graphical
I also have this issue listed here with some other reported bugs and their status:
“Tracker – Living World/Game Update Bugs”
I’ve now also included a link to your thread on this issue as you have a screenshot showing the issue.
(edited by StinVec.3621)
I run an HD 5750 at near max settings both in-game and in Catalyst Control Center, as well as an additional tweak program to boost graphics even higher, and I get between 40 and 60 fps most anywhere I go in the open game world.
You’re quite welcome.
All of the pop-ups explain exactly what trait points and manuals are. If one reads the informational pop-ups, one will not become confused or ill-informed.
When a player gains their first trait point it tells them exactly what it is, how they are acquired, and that the player must visit the appropriate trainer for their class to purchase a manual “to unlock each tier” at the appropriate level to allocate these earned points.
If your manual is unable to be consumed, and you are currently level 11 or higher, then you probably purchased two Adept Manuals and already unlocked your Adept Trait Tier with the first manual. The second manual will not get consumed if you already unlocked that Trait Tier and currently have zero trait points allocated.
You can either save the second manual for another character for when they need it, sell it on the Trading Post, use it as a much more expensive trait reset tool instead of resetting your traits at your trainer for less than 4 silver, or delete it.
No problem.
I recommend that you do not give in and make comments yourself that could be reported for their content. You could bring this person’s behavior to the attention of the guild leader and request their being instructed to behave themselves and mind their comments or risk being removed from the guild. You could also report their messages for their content directly with the in-game report tool if they warrant it as perhaps going to a higher authority with stricter penalties would stop their behavior.
If a player you have chosen to block is also in your guild, then their messages will not be blocked from being seen.
It has been requested to be fixed many times, but this and the many other issues with ‘block’ not really working have still not been addressed.
This has been an issue of great concern for many players.
There are Pre-Patch skins, and Post-Patch skins.
Newly acquired (post-patch) Specialty Skins have been made tradeable on the BLTP.
However, the issue that has many rightfully upset is the fact that Specialty Skins that were acquired prior to the change in tradability (pre-patch) remain untradeable and account bound, despite the tool-tip no longer stating that they are.
So, if you acquired this skin prior to the change (pre-patch) then your skin is account bound still and will not be sellable despite the skin tool-tip not stating this fact. If you acquired the skin recently and after the restriction change (post-patch) then it will not be account bound and is sellable.
There have been many threads and discussions on this unfair issue, but it does not look like the tradeability restriction will ever be lifted from specialty skins acquired pre-patch.
:\
However, if you did recently acquire this skin, and it should be the sellable version, ensure that it is not stored inside of an Invisible Bag on your player. Being inside an Invisible Bag prevents the item from being displayed on the TP Sell tab and right-clicking the item will not offer the “Sell At Trading Post” option. Move the item to a non-invisible/restricted bag to be able to sell it. I hope this is the case and that you are not stuck with the skin due to it being the pre-patch version.
(edited by StinVec.3621)
It has been bugged since they were introduced but have not been acknowledged or fixed yet.
I also have this issue listed here with some other reported bugs and their status:
“Tracker – Living World/Game Update Bugs”
I’ve now included a link to your thread on this issue as well as you have very good screenshots showing the issues.
You may also like to add your report to the “Issues with character art, weapons, or armor” sticky thread at the top of the Bugs forum and include a link to your thread as well.
Correct, this was an issue over a month ago, but the August 6th Patch had corrected it.
Perhaps it was re-broken in the September 3rd game update.
Can anyone else confirm that this issue has returned?
edit
Apparently the confusion being applied to the player instead of the enemy was fixed back then, but they failed to take into account the situation of being hit by a non-killable enemy. World elements that can damage you, such as these spikes, seem to cause the player to acquire the confusion instead as the condition cannot be applied to a non-targetable, non-killable object.
I’ve re-added this issue to my “Tracker – Living World/Game Update Bugs” thread and linked it to your thread on this issue.
(edited by StinVec.3621)
Dev responded on both issues.
Just wanna ask if this bug had been noticed by the authority?
I tested this rune last week with auto attacks under ‘for great justice’
6 rune and 5 rune got the same average damage (deviation about 1%)
plz fix it : <
“Dev Response” in another thread on this issue. This rune and the Superior Rune of Rage are added to their tracker for being looked at and fixed.
Is the issue that you are right-clicking the dye to “Sell on Trading Post” but that option is not given to you in the right-click menu for the dye?
If the dye resides in an invisible bag on your character then it will not give an option to sell it on the TP and it will not be listed in the ‘Sell’ tab on the TP. Move it to a non-invisible bag to regain the option to sell it on the TP.
Shrine of the Six, Divinity’s Reach
This is not map related, but it is a pretty serious art bug. There are 6 stained glass windows inside the Shrine of the Six (one for each God), but when you go outside there are only 5. The stained glass window for Grenth has mysteriously disappeared when you view the shrine from outside.
I’ve attached a picture of the inside and outside for comparison. Notice how Grenth is between Lyssa and Balthazar on the inside of the shrine, but the outside stained glass panels skip from Lyssa directly to Balthazar. This does not make any sense at all and should be corrected.
The Balthazar stained glass is also not reversed when viewed from outside. It looks the same whether you look at it from inside or outside instead of being reversed.
The vendor mentioned above is the Black Lion Weapon Specialist that is next to all of the Trading Post guys in the major cities. Just cycle through the tabs until you reach the Jade Skins for Jade Tickets list.
Functionality
It has been this way since the back items were introduced. It has not been fixed yet, though it was acknowledged and submitted to be fixed on August 26th. May need to be patient on the fix going in with a future patch.
Also listed here with some other reported bugs and their status: “Tracker – Living World/Game Update Bugs”
If you are using Windows 7:
After logging into the launcher and clicking play, the GW2 window should be returned to the default window position of the uppermost left corner of your active monitor.
Just updating that this issue seems to have been fixed.
Just updating that this issue seems to have been fixed.
That does sound right, and pretty good actually, but that was on Masterwork quality items.
However, I thought the issue you outlined in your main post was that you had salvaged many Fine quality items without a single Essence dropping from them. That this might have been due to Basic Salvage Kits being bugged when salvaging Fine quality items with it.
Are you actually saying that you do get Essences from both Fine and Masterwork quality items with the Basic Salvage Kit? Is your main question actually about the quality of the Essences dropping from Fine and Masterwork items? If so, all variations in quality (not including Legendary +500 quality) of Essences drop from both Fine and Masterwork items. Yes, it is random and you will get different quality Essences from both Fine and Masterwork items.
(edited by StinVec.3621)
I’ll look to try using some Basic Salvage Kits to see if I experience the issue of no Essences dropping as well on Fine quality items.
I got myself to 70% Account Magic Find earlier today on Fine quality items only.
It has been stated by ArenaNet that the rate at which the Essences of Luck drops from items does not change no matter which salvage kit is used to salvage the item.
However, perhaps there is a bug with the type of salvage kit you used to where it is not working properly.
I used Fine Salvage Kits acquired from the Cultural Weaponsmith right outside the Trading Post in the Black Citadel and bought with Karma so I had an endless supply of them.
Appears to have been corrected.
I really love the appearance of the Asura Cultural Tier 3 Medium Helm (Prototype Armor), but I feel the attachments on the helm being forced to be visible really limits the viability of the helm across many appearance preferences.
Chat Link: [&AgEjDgAA]
I’ve edited out the optics attachments in these photos to show how great it could look without them.
This option can also be added to many of the cultural armor items where there are additional elements in the design that are not necessary and only limit the interest in, and viability of, the items. These ‘extra detail’ elements are a design choice of the creator, but they really restrict the potential appearances players may desire for their characters. Limiting player interest in the items due to their excess bits clashing with the desired appearance of a character, certainly decreases the variations of available appearances. If players could choose to hide the excess artistic elements of cultural gear then these expensive, cultural appearances would offer more viable options for a wider array of character appearances.
I feel that Tier 3 Cultural Armor should be more special than ordinary armor, just as Legendary Weapons have special appearance attributes over ordinary weapons.
Ideally, I request it to be where each item can have an alternate form by disabling the excessive artistic detail on the item through a show/hide checkbox, though an alternate pattern or reversing of the item on the body would be alternate options for some pieces (single shoulder armor on left or right, T3 human female chest flipped – underboob on right instead of left and skirt on left instead of right, etc).
(edited by StinVec.3621)
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