Showing Posts For Tarkaroshe.8370:

So... A.Net... When do we get the ability to purchace/use these?

in Account & Technical Support

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Gaile, is Anet considering providing authentication for those of us who DON’T own a smartphone?

Gmail sends authentication numbers to our registered phones, is that something that Anet could do? Or would physical authenticators be more financially viable?

doest make any sense! lengendary dagger are much higher than others! mcuh higher

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Well, if you guys are correct, then the OP is talking about 2 issues here:

1) The drop rates of ingredients required to make the legendaries and how those drop rates affect the percieved “value” of the ingredients.
2) The amount they are being sold on the TP.

Whilst Anet have a measure of control on the quantities required and the drop rates of items, have less control over how much someone would try to sell the ingredients for on the TP. Sure drops rates are a factor in that, but people may still try to sell them for a higher price than what is percieved to be acceptable.

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I’m not sure I agree. I mean, if the armour sets are generally of the same materials, for example: metal with bits of leather, then is it unreasonable to expect the metal bits on both armour sets to look very similar when the same colour dye is applied to both?

Sure the leather will perhaps look different to the metal (which is where my argument differs to the OP’s), but surely the bits of the same general material type should be designed to be very close.

I think you are trying to simplify things too much. It’s not just a case of metal, cloth, leather. Different metals have different properties, as do different textiles or types of leather.

Just a few examples, compare iron to silver, silk to cotton, hard leather to chamois leather. And so on. Every one of these materials will handle dye differently, handle lighting environments differently etc.

So when you talk of an armour piece being “metal with bits of leather” – what type of metal, what type of leather? Perhaps one chest piece has shiny metal and soft leather but another has dull metal and shiny hard leather. Inevitably they will handle dye differently.

In real life, yes, they do indeed have different properties. But, my whole point is: does the metal on one armour set in an MMO have to “react” differently to the metal on another armour set in the same MMO when the same dye is applied to both?

That’s why I refered to “metal bits” because a developer could (conceivably) use the same texture for both armour sets but call them different things, (e.g. one could be called “Mithril”, one could be called “Silver”, and yet both actually use a Silver metal texture). The intended result being that both armour sets end up with the same shade of colour when the same dye is applied to them.

Would anyone notice there wasn’t a difference in materal texture?
More to the point (assuming that the actual designs where different and therefore pleasing) would anyone actually care?

I’m just offering food for thought. Anyhoo, I’ve said my bit. Stay safe.

(edited by Tarkaroshe.8370)

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Like I said earlier, whilst such a design choice may be “realistic”, it’s not necessarily “fun”.

But I think realism is fun. So does my opinion then nullify yours?

All seriousness, the realistic aspect to the current system is what helps bring the GW universe alive. Unless you want those cartoon aspects, well, you know where to go. =P

A certain degree of realism can possibly add to the level of “fun” that a person experiences, that much is possible.
But there comes a point when designing an MMO whereby too much realism must take a backseat to what is considered as “fun”. That was something that an MMO Game Director once said, and something I happen to agree with.

Let me ask you this, when you’re running past another player, what would catch your eye more: the general design of the armour, or the perhaps very subtle difference in textures? More to the point, would you even notice the different in textures on the armour as you’re running past them?

Just food for thought

Lastly, no, I believe that one persons opinion doesn’t nullify another’s. We are all entitled to voice our own opinions about what we like and dislike. However, there is a big difference between talking about what we like, and then trying to discredit another persons opinion based purely on a dogmatic mindset regarding what can or cannot occur in an MMO.

(edited by Tarkaroshe.8370)

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

They are upset because they’re mixing two different armor sets with two different textures and getting two different colors, demanding that either all armor textures be normalized and identical or all dyes be redone by hand to work differently depending on which dye slot of which type of armor they’re on so that they all match.

Firstly, WeLove, no one is “upset”, please don’t exaggerate.

Secondly, if you think that my argument is the same as the OP’s, then I think you need to re-read the conversation we just had.

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Regardless of how much someone may want to defend the developers design choices on what material textures they used and where they used them, the fact is that some combinations of items of the same armour type result in colour variations even though the same dye is used.

Do you mean same armour type (as in all light armour, all heavy armour etc) or do you mean same armour set?

I think it is fair to expect all armour within a set to react the same way to the same dye. For example, all Gladiator heavy armour, all Noble medium armour, all Masquerade light armour etc. These should share the same texture / material type and respond the same.

But if you start mix and matching sets (eg Gladiator coat with Draconic legs) then you have to expect differences because these sets will have different textures.

I’m not sure I agree. I mean, if the armour sets are generally of the same materials, for example: metal with bits of leather, then is it unreasonable to expect the metal bits on both armour sets to look very similar when the same colour dye is applied to both?

Sure the leather will perhaps look different to the metal (which is where my argument differs to the OP’s), but surely the bits of the same general material type should be designed to be very close.

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

WeLove, perhaps if you did less “education” (which I would actually call something else) whilst trying to understand more about the opposing viewpoint, then that might actually help you in the long run.

Regardless of how much someone may want to defend the developers design choices on what material textures they used and where they used them, the fact is that some combinations of items of the same armour type result in colour variations even though the same dye is used.

And irrespective of your constant repeating of the same argument, I DO understand what happens when you apply the same colour to different textures. But you are failing to listen to the question I have been posing to you.

Like I said earlier, whilst such a design choice may be “realistic”, it’s not necessarily “fun”.

(edited by Tarkaroshe.8370)

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Lets do a quick test here to prove my point. Included in this post is an image of my own character. Now, can you tell just by looking at the textures what material the armour is made from? I’d guess probably not. And that’s my point.

It could be silk, could be gossamer, it could be woven from the strands of hair taken from a unicorns mane.

Whilst a developer MAY think it’s great to use different (yet only slightly) textures between armour sets. In reality the average player wouldn’t notice the difference if the textures were the same. HOWEVER, what they will notice more is a difference when the same shade of dye results in different colour variations because the textures are different (based on your own explanations).

Which brings me back to what I said earlier, sometimes “realism” must take a back seat to “fun”. If the designs are different between armour sets, is it really a big problem if the textures were similar and thus resulted in close matching colours when dyes are applied?

I don’t think it would. I wouldn’t care if two designs used the same texture. Only that the design of the armour looked good and I achieved colour matching between my armour pieces.

Note: I DO agree that it would be essentially ridiculous to apply the same texture to cloth, medium OR heavy armour. However, that’s not what I’m talking about. When you’re talking about items of the same armour type (e.g. light), I don’t think it’s as big an issue to use the same / similar texture across the board in order to achieve very similar results when a player uses a “dye” on the items. Because in the end, I don’t think the “average player” cares as much about the texture, than they do about the overall design of the armour. So long as a cloth item looks reasonably like it’s made of cloth, that’s all that matters. Of course, that’s just my opinion.

Attachments:

(edited by Tarkaroshe.8370)

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Here is a leather texture.

Here is a wool texture.

Here is a metal texture.

If you apply teh exact same color to these, each one is going to look a little different.

You cannot have armor with various types of textures (cloth, metal, leather, etc) apply a specific hue (dye) and look identical without every single one being redone by hand. The system does not work taht way. Making it work that way is an unbelievably huge task.

Firstly, each of those examples are not in game textures.

Secondly, how do you know what the devs are capable of doing or not doing? Again, I come back to what I said earlier, we are talking about pixels on a screen here. They could use ANY texture they like for ANYTHING and call it whatever they choose. A “silk” item doesn’t have to have the texture of silk if (to the naked eye) there is little variation between silk and some other texture that is used in the game.

For example: Let’s assume that there are two items of the same design, but use noticably different textures. One is “Gossamer” and one is “Silk”.

In theory, they could in fact “apply” the same texture to both items and thus achieve the same dye shade when a dye is applied to either. My point here is that you appear to be assuming that a “silk” item must have a different texture than a “gossamer” one. And are therefore arguing that because of this belief the two can never actually disply the same shade of colour when the same dye is applied to both.

(edited by Tarkaroshe.8370)

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Reread my post. I edited it.

They HAVE to look different. You do NOT understand at all. It is not physically possible to have a dynamic 3-part dye system on every single piece of armor without it working like this. Doing it differently would be far too much work for far too small of a problem.

Why do they HAVE to look different? Because a designer said so?

Remember we’re talking about non-tangible items here, pixels on a screen. Cloth items of differing material types could be all the same shade when a dye is applied to them, or completely different, it’s entirely up to the devs.

So no, they don’t HAVE to look different. It comes purely down to a design choice.

(edited by Tarkaroshe.8370)

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I am a cloth wearer. I wear completely light armour. Therefore, by the logic you suggest there should be a consistency when I apply a particular shade to each piece of my “cloth” armour.

You completely, 10,000% misunderstand what I mean by “Material”.

Jute armor is meant to look different than generic cloth armor. Both are light armor, yes. Both are cloth armor, yes. But different armor types have different material textures. Those textures + the dye color = slightly differing shades.

The actual texture for the armor only contains the texture (details) and the shading. Colors are all added later. Dyes are all added in this manner. Each armor has its own unique texturing. Since that texturing is not identical across the board, two different pieces of light armor are GOING TO LOOK DIFFERENT.

No. I understand you completely. Like I said, to a designer it MAY be the right way to do things, but from a players perspective it’s a pain to try to match the colours.

But I don’t completely agree with your generalisation that two different pieces of light armour would have to look different (which seems to be what you are inferring). In reality dyes applied to two pieces of cloth, or two pieces of metal COULD look very similar, it depends on the material being used.

The fact is that sometimes in MMO’s realism must take a backseat to what is considered to be “fun”. Seriously, would YOU really care if the shade of a particular dye used on Jute armour didn’t look different if applied to Silk armour? I know I wouldn’t. All I would care is that the shade is consistent when applied to all pieces of the same “general” material type.

(edited by Tarkaroshe.8370)

DYE COLORS should look consistent VISUALLY across armor/items...

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

The explanation that dye affects different materials differently is lame. This is a game. Make color matching work right.

But this is an explanation, not an excuse. The way dyes work is because the “normal” map of the texture of each skin is different. Different materials look different, this is a fact. There’s not one texture variation for every possible combination of dyes. Dyes are applied to a base texture that is black and white and mapped so the color goes where it is supposed to. It is not configured on a per-dye basis.

If an armor has a material intended to look like smooth cloth, and another area intended to look like smooth metal, no matter what color you put on it, it’s going to look different than that same color would on rough metal or on a more “textured” cloth.

Imagine you have full Jute armor. The colors are consistent. Imagine you have full featherd armor. The colors are consistent. But both armors have different material textures on their normal maps. So when you mix and match, the colors aren’t as consistent.

What you’re asking is for dye colors to work completely differently, not be extremely easily applicable to any and all new armor, and instead to be reconfigured, one by one, by hand, to work differently with an entirely new system for dyeing to keep the color identical across different materials on the many, many models of armor in-game. Each and every dye.

Not reasonable. Get over it and move on. Dyes come in so many variations for a reason. Some are near identical when used on the same material, but quite different on different pieces. There are more than enough to solve your problem by simply getting more dyes.

Whilst I agree that dyes in reality would possibly look different between different material types, to imply that one shade is consistent in the game when applied to all armour pieces of the same material type is incorrect.

I am a cloth wearer. I wear completely light armour. Therefore, by the logic you suggest there should be a consistency when I apply a particular shade to each piece of my “cloth” armour. But it isn’t consistent. A shade that I apply to my chest will be a particular shade, but when I apply it to my “legs” item, the shade can differ even though it’s the same dye colour.

This doesn’t happen in all circumstances, just some. I’ve checked with friends who agree. Which infers that there isn’t just a general “if it’s made of jute, then this shade looks like this” situation, I think it’s more detailed than that.

Which whilst to a designer it may be the right way to do things, to a player is a royal pain in the backside when trying to colour match.

(edited by Tarkaroshe.8370)

Less reliance on HP+Dmg+specific load-outs, more on tactics

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

There’s currently a debate going on in a different section of the forums regarding the use of HP and dmg output in the design of boss encounters. I posted the following in that thread, but realised that it’s possibly worthy of posting in this suggestions forum too:

I agree with others that in a lot of cases the bosses are not very “tactical”, but instead just have their abilities on timers and fire them when not on cooldown. Some of them give enough warning to actually counter their abilities whereas others either have “warnings” that are so subtle they could be easily missed (e.g. a VERY faint thin ring on a textured floor that almost hides it) or there is almost no time at all to react to what the boss is doing.

Yes, there might be a degree of “L2P” involved, but how is anyone supposed to “learn to play” a fight if the indicators and warnings are so easily missed and the fights are so chaotic as a result? I believe that IF those issues where addressed, then there may be less issues with Boss fights in general.

Anet have a measure of responsibility in this situation. So, I propose:

1) The AOE indicators (the AOE rings that you see on the floor) that the bosses put down should be more clearly identifiable. In my opinion, the rings should be thicker, brighter in colour, stand out better against the textures and colours on the floor, and perhaps maybe even look different to the AOE rings put down by players (thus making them more distinguishable).

2) The indicators and warnings that bosses give out prior to some of their abilities should be a little less subtle. For example, they shouldn’t just give a slight “twitch” which a player could only see if they happen to be staring at the boss, but perhaps have less subtle VISUAL indicators AS WELL as perhaps audible (and appropriate) warnings / indicators too.

Blizzard learned that clear audible warnings are a good accompanyment to visual indicators because then players don’t HAVE to be staring at the boss to know that they need to react to what’s coming next. And yet, those fights were still challenging even with such in-game warnings in place (not counting warnings from addons). Such indicators don’t have to be completely inappropriate, they could be lines of dialogue spoken by the boss during the fight (which could possibly add to the “immersion” factor of the encounter too).

3) Design of Bosses should have to rely more on the use of adaptable tactics and less on just slapping more HP and dmg on the mob. Devs should be making more use of the environments. Yes, throwing rocks and stuff is a good step forward, but more could be done. Interactive environments can not only help make encounters more tactical but also possibly add to how “immersed” a player feels.

4) Boss fights should be more “flexible” to different skill / trait / weapon / attunement load-outs.

THEN and only then, can people stand any chance of “Learning to Play”.

Why do bosses have so much health?

in Guild Wars 2 Discussion

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

No, the problem is not that people don’t care and it’s not the downed state either (if anything, the respawn -> run back mechanic letting you zerg it is more to blame then downed state).

The problem is at any given time, from my perspective, the boss is covered by some combination of explosions, turrets, poison gas clouds, flying glowing weapons, 12 foot tall charr warriors, pet dinosaurs, fireballs, meteors, zombies, or people spinning in circles throwing flaming crap everywhere.

Meanwhile my attention is focused not only on the boss but on trying to revive any downed members, trying to aim my ground target stuff, trying to maneuver into position to use my short range AoE support skills (while everyone else is running around like fools away from me), or just plain running away from some add because even the trash mobs kill you in 2 – 3 hits.

Does the boss telegraph his scorpion wire move? probably, but I honestly don’t know because I can never see him clearly through all the spam, and even if he does I can’t spend 100% of the time looking at him alone because I need to pay attention to other stuff too.

(of course the real answer is nobody actually kills that boss anyway because he’s easily skippable and only drops garbage)

I agree. As I mentioned above the entire “warning” system for boss fights needs work (i.e. the visual AND audio warnings used to imply what the boss is about to do next). And ONLY when these things have been addressed can boss fights be shuttered off preventing just a “zerg” tactic being used on them.

Why do bosses have so much health?

in Guild Wars 2 Discussion

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I’d also love to know if Anet intended for these dungeons to be completable using different skill / ability load-outs. Because from what I’m seeing in these forums, it seems to be that in order to complete these dungeons, the following must hold true:

1) All players in a group must over-equip themselves (i.e. wearing items that are already equal or better in stats than what can be gained from these dungeons).

2) Specific skill/ability/trait/item load-outs must be used.

3) Weapon / attunement switching is required.

And therefore, unless the above is followed religiously, then the chances of success are severely diminished. So it becomes a “do this or don’t bother trying” situation.

Which puts the entire viability of having no true “trinity” under scrutiny, because the flexibility created by having no trinity is possibly resulting in an inflexibility on how content is designed and how players are expected to progress through it.

Why do bosses have so much health?

in Guild Wars 2 Discussion

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I agree with others that in a lot of cases the bosses are not very “tactical”, but instead just have their abilities on timers and fire them when not on cooldown. Some of them give enough warning to actually counter their abilities whereas others either have “warnings” that are so subtle they could be easily missed (e.g. a VERY faint thin ring on a textured floor that almost hides it) or there is almost no time at all to react to what the boss is doing.

Yes, there might be a degree of “L2P” involved, but how is anyone supposed to “learn to play” a fight if the indicators and warnings are so easily missed and the fights are so chaotic as a result? I believe that IF those issues where addressed, then there may be less issues with Boss fights in general.

Anet have a measure of responsibility in this situation. So, I propose:

1) The AOE indicators (the AOE rings that you see on the floor) that the bosses put down should be more clearly identifiable. In my opinion, the rings should be thicker, brighter in colour, stand out better against the textures and colours on the floor, and perhaps maybe even look different to the AOE rings put down by players (thus making them more distinguishable).

2) The indicators and warnings that bosses give out prior to some of their abilities should be a little less subtle. For example, they shouldn’t just give a slight “twitch” which a player could only see if they happen to be staring at the boss, but perhaps have less subtle VISUAL indicators AS WELL as perhaps audible (and appropriate) warnings / indicators too.

Blizzard learned that clear audible warnings are a good accompanyment to visual indicators because then players don’t HAVE to be staring at the boss to know that they need to react to what’s coming next. And yet, those fights were still challenging even with such in-game warnings in place (not counting warnings from addons). Such indicators don’t have to be completely inappropriate, they could be lines of dialogue spoken by the boss during the fight (which could possibly add to the “immersion” factor of the encounter too).

3) Design of Bosses should have to rely more on the use of adaptable tactics and less on just slapping more HP and dmg on the mob. Devs should be making more use of the environments. Yes, throwing rocks and stuff is a good step forward, but more could be done. Interactive environments can not only help make encounters more tactical but also possibly add to how “immersed” a player feels.

4) Boss fights should be more “flexible” to different skill / trait / weapon / attunement load-outs.

THEN and only then, can people stand any chance of “Learning to Play”.

(edited by Tarkaroshe.8370)

Bring back the cape??

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Cloaks (with and without hoods) would be nice to have in my opinion.
The hoods could be shown ONLY if the head item visibility is disabled.

Q: Continue developing or rather optimalize current game?

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I get this, and you’re probably right. But why?

Parallel development.

Each team has their specialties.

Content Designers aren’t necessarily programmers. Content Designers (i.e. The Living World Team) say “I need a tool that allows me to do this”, and the programmers (Live Support) then make the tools for content designers to accomplish this. If something has gone wrong (i.e., broken skill points and events), then it’s an issue with the tool made to use it, meaning that the programmer’s are more likely to fix the issue.

However, they can fix issues such as there not being enough room for Norn which, chances are, they have individuals that focus on correcting content.

Bots need monitoring before their banned, meaning someone has to sit there and monitor their activity. That’d be down to Live Security.

TL:DR – Each Team Has Their Own Speciality

QFT. The entirety of the GW2 development staff isn’t just one “team” set on one goal. There are multiple teams, each working on their own goals.

Resource management is a tough gig. Knowing what resources to assign to which goal, and when.

OP, look at this article for more info on the different teams working on GW2:
https://www.guildwars2.com/en/news/colin-johanson-outlines-guild-wars-2-live-game-development/

(edited by Tarkaroshe.8370)

Will there be a customizable UI?

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

In this day and age, to have a UI that isn’t customisable (either by default, or via addons) is ridiculous.

For one thing we should at least be able to swap around where the skills sit in the hotbar slots. Some are more useful than others and therefore you want to keep them together.

For instance:

Weapon hotbar layout (default): A B C D E

Maybe I would like:

Weapon hotbar loadout: A D E B C

Of course, that means there has to be a “loadout” for each weapon type and each attunement (in the case of Elem’s), but surely that isn’t too hard is it?

Rare crafting materials bank tab

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Completely agree, makes no sense to have a tab for crafting ingredients, and then not have a tab for these as well.

doest make any sense! lengendary dagger are much higher than others! mcuh higher

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I think he’s talking about Incinerator: http://wiki.guildwars2.com/wiki/Incinerator

And comparing that to Twilight: http://wiki.guildwars2.com/wiki/Twilight

OP, the intention is (not only this MMO, but others too) that the player shouldn’t just be wielding one single dagger on its own, but to be wielding a dagger + off hand (whatever that might be) to equal the stats that would be gained wielding a 2 handed weapon instead. Notice that the stats of Incinerator are half that of Twilight (it’s like that for a reason).

Op, when you refer to 200gold, are you referring to the cost to buy the Vial on the Trading post? Because from what I can see, the ingredients to make the Vial (via the mystic forge) are all farmable. So I’m wondering where you have gotten the price of 200g from.

Vial of Liquid Flame =

250 Ghost Pepper
100 Molten Lodestone
100 Destroyer Lodestone
1 Gift of Baelfire

Gift of Baelfire = 500 Flame Legion Charr Carvings

You can’t blame Anet if players put items on the TP for large amounts.

(edited by Tarkaroshe.8370)

Ideas for the next Race

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I think Kodan and Tengu are a must really.

Though I suppose Skritt are a possibility but I’d bet they’d have to share the starting zone with the humans (separate “skritt” type home instance and story in DR perhaps). I really can’t see them sharing the newbie areas of the others.

Black lion trade bug

in Black Lion Trading Co

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I am experiencing something similar. I thought that perhaps I was mistaken when i clicked to pickup the amount and my total didn’t change. That has been happening a few times over the last few days.

HOWEVER, tonight I put on a stack of 100 of an item, the total stack then disappeared completely from my bags….and never seemed to materialise in the selling list on the TP. And I never received ANY money. My “What I’m selling list” doesn’t list the stack, but my buying list clearly shows I bought it earlier.

So now I’m out of pocket by 3g.

There’s definately something funky going on with the TP I’m sure of it. I’m going to keep a closer eye on trading now.

Make TP->My Transactions lists timestamps more accurate

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

It’s no just rounding everything down to “a few seconds ago” when you might have sold the item hours ago. It should perhaps show as follows:

“A few seconds ago”
“Less than 15 mins”
“Less than 30 mins” (i.e. > 15mins, but <30 mins)
“Less than 45 mins” (i.e. >30 mins but <45 mins)
“Less than 1 hour” (i.e. > 45 mins but <1 hour)
“Less than 2 hours”
“Less than 6 hours”
“Less than 12 hours”…..etc, etc….

Also, please allow us to sort the “My Transactions” List, maybe even filter it as well?

TP is stealing

in Bugs: Game, Forum, Website

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I just put on a stack of 100 Undiscovered Dyes on the TP and the next moment, the amount shown at that price is lower than the amount I put on, but I haven’t received any money….

My “I am Selling” list doesn’t show the stack, they aren’t in my bags, but the “I Bought” list shows that I DID buy them. I know I didn’t delete them. I know exactly what price I sold them at.

So I am now out of pocket. The items aren’t in my inventory, and not up for sale. So where did they go? Neither the items, nor the money ended up in the “Pick up” list.

EDIT: Just posted about it in chat, it seems I’m not the only one getting “fleeced” tonight by the TP.

(edited by Tarkaroshe.8370)

Separate "Loot" and "Interact" keybindings

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I think this is sorely needed, especially in the case of DE’s with lots of mobs to kill.

What's up with the game crashes?

in Account & Technical Support

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

So, am I right in thinking that your main is now no longer in the same zone but the problem is still occurring in other zones? Or is it still in Maelstrom?

If it’s still in Maelstrom, get a CS rep to move it to Lion’s Arch, then log into it and see if the problem still occurs when NOT in the maelstrom zone.

(edited by Tarkaroshe.8370)

Elementalist weapon swap

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I say no to weapon swapping on the elementalists. However I’d propose something different to the same ends.

You elementalists have summoned weapons. If those summoned weapons lasted a goodly length of time and were good, whilst covering the necessary range of ranges that’d surely suffice? Frost bow long range, use in conjuction with dagger builds. Lava axe short range, use with staff builds. You get the idea. If these conjured weapons were good enough that’s the elementalist fixed really. And that way you don’t have the scenario where you guys get weapon swapping (40 skills).

Anyone else agree here?

I understand what you’re getting at (the ability to swap weapons which are “attunement locked”, without actually swapping them in the normal sense), but the “summoned” weapons use completely different abilities and therefore aren’t necessarily very complimentary with the abilities on the normal weapons.

Of course, another important point is that whilst the conjuring ability gives elem’s a weapon swap of sorts, the downside is that the ability takes up one of the support slots. Something that doesn’t occur with other classes.

(edited by Tarkaroshe.8370)

TP should "remember" what you was last looking at.

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

In my opinion, it shouldn’t reset every time you switch from the Trading Post tab, to another and then back again. It should remember the previous search criteria and page the player was viewing. If the page is no longer available (e.g. if the results of the search is less than it was previously, then the last page should be shown).

Simple Duel Option in Guild Wars 2

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I think dueling really is one of those little must-have
features. It lets players have some fun with each other, without
having to go “all in” PVP wise.

Yep, it’s definately one of those things that players can do without having to dedicate a lot of time to. It’s one more thing to keep them playing the game

More bank slots please....

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I have 2 char at max lvl and 8 low lvls and I already have max bank slots which are all full to include my collectibles. I need more bank slots even if I have to pay for each one, I’m down for that, I just figured anet put a limit for a reason. Therefore by only being able to unlock additional slots with a purchase of 5 extra char first, it makes it more of a necessity plus will make it more for those who are willing to pay for it and more money for anet.

Guild banks only give you 50 slots and I already have 2 small guilds I run and those slots are full and I try not to use them except for food to share with guildies.

I Just want more bank slots no matter how I have to pay for it or how much =(

Erm, I just want to be sure you’re aware of something…

You do know that you can already buy additional bank space for your account don’t you? Just click the little lock symbol in the bottom right of your bank window and purchase gems which you then use to buy additional space on the BLTC.

Or are you saying that you’ve already purchased the maximum amount of bank space allowed for your account, and filled it?

Recurring Monthly Subscription

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Um… have you even looked the options you can do with gems? How about buy $14.99 worth of gems, sell them for gold, theres your use. If you don’t feel right buying in game items, don’t think Anet is gana drag the entire community down with a monthly fee. Horrible Idea, and no I’m not trolling. This game attracted a ton of people because it was subscription free, Anet wouldn’t ruin that.

How would an option to regularly buy gems change anything? It wouldn’t.
The game would still be subscription free.

/resign

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

/suicide and make travel to the closest waypoint while dead, free.

That doesn’t actually address the issue of being in an instance. Besides, rezzing at a WP inside a dungeon is already free.

What's up with the game crashes?

in Account & Technical Support

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

There can be lots of reasons why this happens. Ranging from “one off” random occurances that are beyond your control, to more repeatable occurances that are the fault of the machine’s hardware. Sometimes you will just never know the real reason.

Its possible that there was some form of problem with the part of the zone that your character was in and it has since been “stealth fixed” in a recent patch. Still, glad to see its finally working for you.

You might want to consider doing a “reseat” of your graphics card and memory though. It wouldn’t hurt to do it and you may find the reseat solves a few other “niggles” as well. Of course, such a task should only be undertaken if you know how to do it right.

Dragons in Orr drop down and attack please?!

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I’d prefer more “Claw of Jormag” type fights with the Orr Lt dragons.

Fun way to kick bots in the face: BOT HUNTS

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Would love this, the amount of bots in the game is getting REALLY annoying.

Asura Gates need name on mouseover

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Agreed. Would be nice to have in the game.

Suggestion: Enable first person mode

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Agreed. the game and players could benefit from its inclusion.

Armor Dyes, View More option, Belts

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I completely agree with the suggestions, with the one addition (as mentioned above) that all players should be given the option to prevent others from “previewing” them.

Light Berserkers Exalted Shoulders not sitting correctly

in Bugs: Game, Forum, Website

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

It appears that the model for the shoulders isn’t sitting right on the Human skeleton. They seem to be offset slightly from the centreline of the arm.

It’s perhaps the same for other races too but can’t be sure. Though a friend who plays a Norn says that they fit fine on his character.

Incidentally, the chest is from the Priory Set.

Attachments:

What's up with the game crashes?

in Account & Technical Support

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Hmmm. This is going to be a tough one to nail down.
It’s possible that by some quirk of fate the situation with your main is causing corrupt files. A situation that may never ever occur again with your other characters. It’s therefore possible that if the character was moved to another location the problem may disappear.

Therefore, I’d suggest that you raise a support ticket, explain that you cannot log into your main character because of the crash and request that they move it to Lion’s Arch. I’m sure they have the power to do that (just like if someone was “stuck”).

Then after they’ve move it, log in and see if all is ok.

That might fix it. Just be mindful that going back to maelstrom MAY cause it to happen again. To test that theory you could return at a later date with both of your chars to test it. But Maelstrom isn’t really a good “hang out” place anyhow, so you might not want to bother.

(edited by Tarkaroshe.8370)

cant split stacked items

in Bugs: Game, Forum, Website

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Make sure that you hold down alt button FIRST (before doing anything else) and keep it held down whilst you click and drag and drop, only then do you release the alt button.

If you do it right, you’ll see the box that prompts you for the amount to split.

The alt key is a button that often doesn’t get used much so you may not be aware of the fact that it’s not working. So I’d also suggest that you check that your alt button is in fact functioning. Maybe assign it as the weapon / attunement swap button, just to test.

(edited by Tarkaroshe.8370)

We Need Dungeon Titles

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I agree, more titles would be nice. Not just for dungeons but for lots of things.

It would kind of defeat the point of having a title though. I do have to admit PvP seems to have a lot more titles than PvE. No idea why

Either way it’s silly that you can’t even see the title unless you click on someone first.

Why would having more titles to gain defeat the point of having a title?

I do agree that titles should be shown under players names without having to click on them (with the option to disable it in the options, or just have the title tethered to the option to disable showing players names).

(edited by Tarkaroshe.8370)

Make npcs stood immediately beside merchants / tp non-interactive

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

It is REALLY annoying to be stood near the TP or a merchant, press F and then an npc stood near the one you want to speak to says “Did you need something?”

Please either move the npcs away from the “merchants” or make them such that they don’t try to talk to you when you want to talk to the merchant (which is often surrounded by numerous players preventing you from actually seeing the TP merchant to click on it).

/resign

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Rather than have a / command, the “leave instance” button should be available on ALL instances (including dungeons), not just some of them as it is now. Then all instances would work the same way: if someone wants to leave for whatever, they just click the button.

Of course, there may be consequences to leaving an instance, but that’s a different matter.

Trade Post - "Offer Placed" indicator

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

Please add some form of identification on items on the TP that I have placed a buy orders (“custom offer”) on.

For example:

There could be a “Offer Placed” column in the search list (which players can use to organise the list), and then there could be an indicator in that column against the specific items that I have placed Buy Orders (“custom offers”) on.

Also when i click on the item to show the details, and select “place custom offer”, one of the prices in the list will have that same indicator against it, indicating the price actually I paid for the buy order / custom offer.

In my opinion, this would help tremendously when a player wants to track particular items that they have placed buy orders on. It means that they don’t have to check their “My Transactions” list for the item and the price they paid and THEN go back to the TP to find the item again and then compare the price they paid with the current buy out price.

Full list of skills on NPC's.

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

There seems to be a number of skills on NPC’s that aren’t actually mentioned at all underneath the name of an NPC when you target it.

If you’re going to give players insights into what an NPC does, then I think it needs to be comprehensive yet concise.

For instance, it’s no use telling players that a boss only has a knockdown, when he also does an AOE immediately after that.

Now, from a certain point of view I’m sure someone would say that it’s part of the “fun” finding out. But, listing npc skills under the target name does not follow that mindset.

If you’re going to do something, do it right. If necessary, put the list of skills and abilities on an option on the target portrait right-click menu if necessary. Just ensure that it’s comprehensive.

Buying your own piece of Tyria

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I really hope they have a robust player and Guild housing system. I’d love it if we were given a toolset to create the housing we want. ArenaNet, please look at this video from Trion’s Rift, THIS is the player and Guild housing I would want. I also think it would open up a TON of gem store opportunities for you!
http://www.youtube.com/watch?v=Iszkazbhi-c

As much as I can appreciate the benefits of using instancing for housing, I’m not a big fan of “hiding” player housing in instances because that doesn’t help with making the world “feel” like it is living and breathing and changing based on player actions.

Buying your own piece of Tyria

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I’ve always thought that housing and mounts are two things this game could really benefit from. I’m hoping that we’ll see something in the realms of Vanguard / SWG type housing where people can buy a plot of land in designated areas (not just in the cities) and “build” the house of their chosen design.

The interior could still be instanced (thus keeping pc resources to a minimum) but the exterior could be seen in the world.

THIS is just one of many ways to make the world “feel” like a living, breathing world.

We Need Dungeon Titles

in Suggestions

Posted by: Tarkaroshe.8370

Tarkaroshe.8370

I agree, more titles would be nice. Not just for dungeons but for lots of things.