This is possibly just a case of content being weird — the API dumps out the data as it is. It’s a bit annoying that the API exposes achievement bits that are culled in the in-game UI, but they’re technically still there — since they’re cross-referenced by index in /v2/account/achievements removing them would be tricky (and potentially break things).
Yeah, i guess documenting those “oddities” somewhere is the best solution and to just ignore them in apps.
Thus, even though some bits are unused, you can still be awarded the achievement.
Yeah, I know
I’ll poke someone about the Brigantine Isles dupe bit though — that seems like a bug.
That would be really nice as there are quite a few bug-reports and threads where people ask where to find the areas for those duplicate entries.
My game was crashing up until couple of hours ago. Got a toon into Hoelbrak and now it just crashes before login. I was told 64-bit exe might cure the problem but no forum search with “64-bit” or “64 bit” leads me to this start.exe. Perhaps someone who knows where that is can put a link in here to it. You would think Anet would make that download a little more obvious for people to find. Until then or until Anet actually fix the problem this game is no longer playable & I am sick of repeatedly running repair.exe which solves nothing.
https://account.arena.net/content or https://account.arena.net/content/download/gw2/win64
IDK if these have already been reported, but a lot of the “Explorer”-Achievements return wrong (? or unexpected) data. Orr for example: https://api.guildwars2.com/v2/achievements?ids=103&lang=en
There are multiple entries in the “bits”-structure with an empty text. As far as I have seen, those do not show up in game in the achivements-tab – only in the API (5 for Orr, 9 for Ascalon, 1 for Kryta and 3 for Maguuma).
And if you take a look at https://api.guildwars2.com/v2/achievements?ids=100&lang=en you’ll see that “Dredgehaunt Cliffs: Tribulation Caverns” and “Timberline Falls: The Foundation Stones” show up twice (as do “Bloodtide Coast: Moriarity’s Hold” and “Gendarran Fields: Brigantine Isles” in the “Krytan Explorer”). This seems to be a more serious bug as those dupes show up inside the game if you look at the achivements (I have 100% map-completion and while both Tribulation Cavers show up as already discovered, only one of the Brigantine Isles entries shows up as discovered)
(edited by Tiscan.8345)
A somewhat related bug:
IDK if this is still an issue (as I can’t remember exactly when it happened the last time – probably 1 or 2 weeks ago!?) but it happened that people from the Overgrowth-Team in EotM could for example join the Badlands team and then show up on the map (in the Squad-UI they were listed “correctly” as something like “Overgrowth Bronze Champion”)
I’ve got exactly the same problem.
So yesterday i spend roughly 90 minutes doing the “Dragon’s Stand” event-chain… and of course i got disconnected when the final boss was at ~50% … i then spent the next 10-15 minutes clicking on the “join”-button to get back to the rest of my anti-dc-group (I finally managed to get back to the “right” map seconds before the event finished…).
And this is the reason i’m bumping this posting…
With an event like “Dragon’s Stand” which easily takes 90 minutes to complete and the current problems regarding memory leaks (a lot of players keep crashing over and over again since the HoT-release), ANet should really start thinking about adding a reliable way to rejoin certain map-instances when a user crashes/gets dc-ed.
Still happening.
Still happens at the spawns from time to time.
More than a year and still bugged
IDK if its only happening for me or if its just a WvW bug (as i’m currently not playing anything else), but since tuesday, all sound-fx caused by other players/siege weapons/etc. seem to be kinda “muffled”. If I run around in a zerg, i can hear only very few fx and the more players are around, the quieter it seems to get.
And at least since yesterday, i’m also experieng another sound-bug – when i’m in WvW, i sometimes hear those phrases that chars say when they use certain skills pretty loud from very far away (more or less the same bug as we had a few months ago).
Another bad thing: due to this feature/bug, you can’t hear flame rams very far… until that patch, when enemies used a flame-ram, you could hear them from far away… now, its pretty much enough to be like 10-15m away and you don’t hear them anymore.
All bridges at the red keep in the Edge of the Mists map are pretty much broken.
Whoever had the “great” idea of adding invisible “barricades” to the ends of the bridges when they are broken did an awesome job in breaking them entirely from a gameplay point of view.
When the bridges are destroyed by an attacking zerg (which happens most of the time since the changes), red must repair them or take huge detours. For example its now impossible to get easily from the spawn to the gate/wall above the airport. You have to run all the way to the worm and then run south from there as its impossible to just jump from the broken bridge to the reactor (as it was easily possible before).
And of course its impossible to even repair the bridges from the keep facing side at all as people can’t reach the repair-points (or they are probably broken !?). So red must repair all bridges from the far side of the bridges (the side facing the outer walls).
This is even more annoying because its very easy for people to break those bridges using the mecha siege devourers (and its happening a lot lately). So red has to waste tons of supps on repairing the bridges over and over again… and can’t even do it easily but has to run huge detours (at least if only few people are repairing the bridges).
so please, rollback the map to the old version… I know it probably sucks if some players get stuck in the bridges from time to time, but right now, they are just plainly broken.
There already was a large thread regarding this problem a few weeks ago. Unfortunatly, some moderator merged all postings to a totally unrelated thread.
Other reports on that bug:
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5262113
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5264106
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5235363
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5235892
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5235913
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5236693
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5237390
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5239802
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5243178
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5243599
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5244032
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5247798
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5250044
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5255413
Btw. i had the same problems on a couple of chars 3 weeks ago and when i tried it again later (~2 weeks ago), i was able to do the quest without any further problems on 5 different chars… very strange.
Dear Moderator!
Please don’t merge TOTALLY UNRELATED threads together!
Whats the point in merging several postings regarding people unable to leave (thus “being stuck”) a PvP map and people not being able to progress (thus, “being stuck”) in the “Victory or Death” personal story step into a thread regarding Map-Art and Terrain issues!?!?
Those things have absolutely nothing to do with what this thread here is about.
It would be nice if you either restore those threads or merge them with appropiate threads:
Postings from the "Stuck on the airship in “Victory or Death”"-Thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5262113
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5264106
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5235363
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5235892
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5235913
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5236693
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5237390
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5239802
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5243178
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5243599
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5244032
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5247798
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5250044
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5255413
Postings from Meridius’ “Stuck in PvP”-Thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5241539
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5241978
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5242111
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5243628
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5249408
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5254311
https://forum-en.gw2archive.eu/forum/support/bugs/Stuck-in-the-map-or-seeing-map-art-issues/5260117
Thanks!
(edited by Tiscan.8345)
Tried again on my mesmer today to see if the patch changed anything but it failed exactly the same way as before (got some damage, particles moved like crazy, Rytlock didn’t say a thing, etc.).
Funny thing (but probably totally unrelated) is, that Logan briefly appeared on the airship right after the cutscene where the airship takes off ended.
Multiple people already reported the same problem (being stuck on the airship): https://forum-en.gw2archive.eu/forum/support/bugs/Victory-or-Death-stuck-on-airship
Got stuck there a couple of times, too (on 2 different chars).
When I tried it for the third time, I tried to see if I can spot anything strange… there were four things I found odd:
- Eir’s dialog (“He had to stay behind…”) already started while the Logan-cutscene was still playing (right before the screen fades to black when the airship is seen flying away)
- 1:16 after the game switches from the cutscene to the airship, i took damage (nothing appeared in the combat log) and all particles from particle effects (like those golden particles when you gain swiftness) moved really fast (as if i or the airship started moving really fast … IDK – probably due to the falling damage glitch!? is the airship probably moving down a bit before approaching the giants!?)
- the giants were totally stuck… no animations were playing or anything
- the dialog that Rytlock should say (“A good death…but too soon.”) is missing
So it looks like something breaks the script before Rytlock can say his line… probably the damage?
Hope this helps…
(( Btw. on one char it worked after restarting the mission ))
IMHO, querying Chars by their name is a very bad idea. Not only is there a huge potential for messesd up queries (i know lots of players using strange unicode-stuff in their names – and we all know how “well” a lot of proxies/http-libs handle that stuff) and its making managing characters a major pita because people can always change their name using a name-change contract (which means: they are changing the “primary key” by which you can find their data in your database).
It would be nice if you could add a GUID for the characters as well and probably add the possibility to query by that GUID instead of the charname.
…huh, that’s super weird. I’ll see if I can fix that next week.
Just add a trim() But it looks like that it is mainly a localization error as the line break is visible in-game, too. Probably somebody pressed enter while entering the data where he wasn’t supposed to press enter
(edited by Tiscan.8345)
In Goemm’s Lab, somebody moved one of the floating isles (if you enter the stormy station and look to the right -> screenshot 1) farther away…
The problem is: while doing so, they ignored the fact that you have to use one of the branches connected to it to get to the portal.
So by fixing the old shortcut, you are now forcing people to use a different shortcut as the JP is otherwise not doable (at least i couldn’t make the jump – no matter how often i tried).
Edit: Looks like the TP is bugged at the moment (2015-05-13, 11:00 GMT) and its not a problem with my code.
I’ve got some problems accessing some endpoints… if i use https://api.guildwars2.com/v2/commerce/transactions or https://api.guildwars2.com/v2/commerce/transactions/current I get the same results as shown in your posting.
But using https://api.guildwars2.com/v2/commerce/transactions/history/buys?page_size=2 or https://api.guildwars2.com/v2/commerce/transactions/history/buys (or anything else i tried) returns either a 502-HTML Error-Page or a JSON-Object stating “ErrTimeout”.
My very simple PHP-Code:
$token = ‘INSERT TOKEN!!!’;
$ch = curl_init();
curl_setopt($ch, CURLOPT_URL,“https://api.guildwars2.com/v2/commerce/transactions/history/buys?page_size=2”);
curl_setopt($ch, CURLOPT_RETURNTRANSFER, true);$headers = array();
$headers[] = ’Authorization: Bearer ’.$token;curl_setopt($ch, CURLOPT_HTTPHEADER, $headers);
$server_output = curl_exec ($ch);
curl_close ($ch);
if (is_json($server_output)) {
print_r(json_decode($server_output));
} else {
var_dump($server_output);
}function is_json($str){
return json_decode($str) != null;
}
Did I mess up or is there a problem with the API?
(edited by Tiscan.8345)
Example, if OG has 100 and FR has 100 but BL has 8 players then anyone joining OG/FR should be sent to the overflow until BL has 100 players. Then when everyone has 100 players on a team raise the count to a shared 200 or send to overflow, etc.
This doesn’t solve anything as this would lead to other odd combinations. The only at least somewhat feasible “solution” (in terms of: avoiding players from the same server in different teams) to this problem would be to group servers by average playerbase and not their current “color”.
So lets say you’ve got 9 servers with the following average population (average population = people actually playing EoTM):
Server 1 – 1446
Server 2 – 508
Server 3 – 1181
Server 4 – 159
Server 5 – 31
Server 6 – 489
Server 7 – 115
Server 8 – 869
Server 9 – 164
So we’ve got an average of 4962 people playing EoTM. Optimal team-size would be 4962 / 3 = 1654 players.
So instead of grouping the servers by color (1,4,7 – 2,5,8 – 3,6,9) we group them like this:
Team “green” -> 1651 Players (99,82 % of optimal distribution)
- Servers (4) : Server 8,Server 2,Server 4,Server 7
Team “blue” -> 1641 Players (99,21 % of optimal distribution)
- Servers (3) : Server 1,Server 9,Server 5
Team [red] -> 1670 Players (100,97 % of optimal distribution)
- Servers (2) : Server 3,Server 6
That way, at least in theory, each team has roughly the same number of players at their disposal.
Another random example with 27 servers:
Server 1 – 766
Server 2 – 923
Server 3 – 920
Server 4 – 1116
Server 5 – 700
Server 6 – 949
Server 7 – 747
Server 8 – 213
Server 9 – 1040
Server 10 – 1042
Server 11 – 164
Server 12 – 374
Server 13 – 1219
Server 14 – 518
Server 15 – 1492
Server 16 – 1353
Server 17 – 562
Server 18 – 371
Server 19 – 169
Server 20 – 1083
Server 21 – 1099
Server 22 – 225
Server 23 – 837
Server 24 – 1071
Server 25 – 75
Server 26 – 307
Server 27 – 333Total players: 19668
Optimal team size: 6556Team [green] -> 6596 Players (100,61 % of optimal distribution)
- Servers (8) : Server 21,Server 20,Server 24,Server 10,Server 3,Server 5,Server 12,Server 26
Team [blue] -> 6571 Players (100,23 % of optimal distribution)
- Servers (6) : Server 15,Server 16,Server 13,Server 2,Server 23,Server 7
Team [red] -> 6501 Players (99,16 % of optimal distribution)
- Servers (13) : Server 4,Server 9,Server 6,Server 1,Server 17,Server 14,Server 18,Server 27,Server 22,Server 8,Server 19,Server 11,Server 25
The average playerbase for each server would be calculated every friday for the last 7 (or 30 or whatever works best) days and based upon those numbers, the servers are assigned to teams for the next matchup.
(edited by Tiscan.8345)
It would be awesome if the API would return detailed informations on all achivements. For example it would not only be nice to see what paths of a dungeon a person has already completed (personally, i don’t care how often a certain path was completed but if it was completed at least once) but also which diving goggles he already used, what badges he collected in the SW, etc.
Lets face it… its a major PITA if you have to run to all goggles and use them again just because you can’t remember which ones you already completed… or to have to recheck all badges in the silverwastes just because you can’t remember which one was missing.
If these informations were available, it would be easy to write an external tool which could display details on what is missing to complete a certain achivement.
(edited by Tiscan.8345)
The NPCs at Tytone Perch are bugged since the March, 16th patch (probably even longer).
They only build one of the two cannons and are telporting between various places inside of the tower. I made a little video where you can see this behaviour:
I don’t know if anyone notice this, but i think i should spread the word,
in the past few weeks, I’ve noticed that sometimes, the characters got stuck nowhere and when you try to walk it stays completely standing but with no animation, fortunately the solution is easy, stop walking and try again, and that’s it, but sometimes is kinda annoying.
I notice that most of the time it happen when you character is standing and then you start to walk again,
Actually, that bug is around since release and was reported over and over again… one of the earliest reports i could find (Nov. 2012) : https://forum-en.gw2archive.eu/forum/support/bugs/Character-freeze-during-movement
Disabling camera shake may help.
Actually, disabling the UI helps a lot more… FPS increases A LOT if you disable it.
Wheter the #1 plaque works or not seems to depend on what overflow you are on. Looks like its broken on some while its working on some others.
Actually, pretty much all marriner plaques that were moved after the destruction of LA can currently be found twice (once at their old location and once at their new location).
And at least the plaque at the statue (#1 on the wiki-map: http://wiki.guildwars2.com/wiki/Marriner_Plaque) stopped working as you can’t read it (pressing “F” when “read” is displayed does nothing).
Some Screenshots:
(edited by Tiscan.8345)
This is still broken. Tried it multipletimes with my char. I can’t access Glint’s Lair as the “normal” dialog-window pops up, then closes immediatly and is replaced with a new dialog where you can only ask lore-specific stuff.
Btw. Goemm’s Lab is still bugged (but the workaround still works, too -> if you get ported back to the beginning, just go back trough the first portal, talk to the golem and he will port you to the right portal).
Wow… after messing up the client with random crashes, they at least seem to have fixed the issue with the coin… was just able to get it…
(( This is a translated version of a posting I wrote some time ago on the german forum ))
One of the things that are really annoying about this forum-software are all the broken Textile- and BB-Codes. And I’m really wondering if everybody ever tested this stuff.
Its really disappointing as it makes stuff like creating nice looking guides pretty much impossible or unnecessaryly difficult.
Lets start with some BB-Codes that should work according to the Forum-FAQ:
[sub]subscript text doesn’t work[/sub]
[sup]superscript doesn’t work[/sup]
images don’t work anywhere: [img]https://d2bdvqr0jmx8mi.cloudfront.net/assets/mail_icon-b68bc917946751406ebc889f00446e43.png[/img]
/\
pre doesn't /__\
work | |
at all |__|
One thing that should work (even though it isn’t mentioned anywhere) are YouTube videos. All you got to do is writing the link (and ONLY the link) in a line.
Unfortunatly, this doesn’t work:
The reson for this is pretty simple… the link above is a HTTP-link but the forum is running on a HTTPS server… but even if you change the http to https, the forum does this:
(if you quote this post, you’ll see, that the link is actually a https link but the forum modifies it to http – braking it)
If the forum wouldn’t do this, at least embedding youtube-videos would work.
Another “totally useful” feature is the replacement of multiple line breaks with a single one:
Text followed by 5 linebreaks…
…but as you can see, they get replaced by a single line break …pretty annoying if you want to emphasize something by adding some line breaks before and after it
Another funny thing is: a lot of stuff actually “kinda” works… at least the forum parses the codes correctly… but the Stylesheet of the forum is missing proper formatting for the resulting html-code:
Some “special” formattings:
Code for example
or pre
Tables:
name | age | sex |
joan | 24 | f |
archie | 29 | m |
bella | 45 | f |
Headings:
Header 1
Header 2
Header 3
Header 4
Header 5
Header 6
Definition Lists:
- AC
- Ascalonian Catacombs
- EotM
- Edge of the Mists
- CM
- Caudecus Manor
It would be really nice if the forum would get (at LEAST) an update to its CSS-file to support those formattings…
Just for fun i injected the default Bootstrap CSS into the site (and i didn’t change a single line of HTML!) – check out the attached image for the result.
The master tailor STITCH-3488 in Fort Marriner has gone missing. There is a tailor crafting station but the little guy got removed.
Lagging is getting worse again… hadn’t got much problems for a couple of days but since 3-4 days, the whole game is very often lagging… most of the time its just like everything has a small delay… but sometimes, the epic lag and DCs are back again… like:
Location:
Germany
Time & Date:
2014-10-17, ~22:07 CEST (Skill lags / Rubberbanding)
Game World:
Abaddons Mouth (Server at that time was: 206.127.159.225)
Description:
Mostly skill lags but also the “usual” stuff (you see everybody else running away in straight lines and suddenly they are back around you, moving normally again, etc.)
And as usual, it happened to multiple players at the same time.
Lets face it… a LOT of people are currently really annoyed because pretty often you get disconnected due to lag/routing problems/whatever and upon re-entering the game you end up on a different (much worse) instance of the map than the one you played before. For example:
- you get disconnected from a “good” TEQ-map and upon rejoining you are on a “failing” map
- you get disconnected from a EotM-map with a good commander and upon rejoining you are on an “outnumbered” map
- you get disconnected from a map where a champ you need for unlocking traits is killable and upon rejoining you are on a map where the champ is nowhere to be seen
- SPECIAL CASE: you get disconnected from a regular WvW-map after spending hours waiting in the queue
All those things are very annoying… and could easily be made more “bearable”…
If I’m not mistaken, the server already keeps track of certain user-data… most importantly:
- what map is a player currently on (like “Sparkfly Fen”, “Edge of the Mist”, …)
- what instance of the map is he using (i guess every instance/copy of a map has a unique id like “1284”, “13”, whatever)
- where on the map is he (X/Y/Z)
- what character is he using
So… whenever a player logs out “on purpose” (like pressing “Alt+F4”, using the “X”-button on the window, Idle-Kick, using the ESC-menu to logout/go back to char-selection), the client should send a message to the server telling it “Hey Server, I’m leaving on purpose!!!”.
Every time the player enters the character-selection, the server should check if the player exited the game on purpose… if NOT, the client should display a dialog like
It seems like you got disconnected from the game. Do you want to continue playing as <character name> on the map <map name>?
YES —- NO
If the player clicks “YES”, the server uses the stored data to allow the player to rejoin the exact same map he got disconnected from!
(( If he clicks “NO”, the game would pretty much behave the same way as it does now ))
So if the player was online on instance #13 of “Edge of the Mist”, he rejoins instance #13 of “Edge of the Mist” (using the same character he used before) after clicking “YES”.
This should work for.. IDK.. 3 minutes (or 5?). If the user takes longer to relogin, the “Rejoin”-dialog would not be displayed and everything would work the same way it currently does.
Of course, “regular” WvW-maps should treat the disconnected player the same way as any logged in player -> for example: if there is 1 player in the queue and 1 player gets disconnected, the waiting player cannot join unless the disconnected player doesn’t rejoin within 3 minutes. After 3 minutes the disconnected player is treated as if he left on purpose and a new player can take his place.
(( And of course, when rejoining WvW-maps the player will always start at the spawn! ))
This might not fix all problems (like getting disconnected 10s before TEQ dies and rejoing 10s later without getting any rewards) but at least some.
And the next (more awesome) step would be to record rewards and giving players boss-chests and stuff like this upon relogin even when they get DCed right before the boss died.
The server could just treat every player that got disconnected during the last 90s before a boss dies as if the player just didn’t do any damage during that time. So if I get disconnected 1 minute before Tequatl dies, I would still get my rewards upon rejoining the map even if he is already dead (and the “big” boss chests should despawn after 5-10 minutes so players have enough time to get to the chest upon rejoining the map even if they died and have to run a bit to get back to the chest).
Yeah – i know! Some of these problems can be “fixed” by joining a group -> but this doesn’t always work and IMHO the problem should be fixed by fixing it and not by finding some workarounds that sometimes work.
Edit: Added a simple mock-up of the relogin-dialog.
(edited by Tiscan.8345)
Location:
Germany
Time & Date:
2014-10-01, ~21:00 CEST
Game World:
Abaddons Mouth (Server at that time was: 206.127.159.224 / EotM)
Description:
Skill lag, looked like other players just ran away in straight lines just to reappear somewhere else, etc. → according to the chat, lots of people had lag at the same time.
Thanks for the reports guys. We’re still looking into this.
Would be nice if you could post to this thread, too: https://forum-en.gw2archive.eu/forum/support/tech/Latency-Lag-for-EU-Players-merged
Its kinda disappointing to report lag over there and don’t get any feedback for 10 days.
Location:
Germany
Time & Date:
2014-09-26, ~17:40 CEST (Skill lags / Rubberbanding / Chat not responding)
Game World:
Abaddons Mouth (Server at that time was: 206.127.159.230)
Description:
Severe skill lag (30s +), rubberbanding and chat wasn’t responding (took like 2 minutes until it responded to my “/ip” command)
Lots of other players had lag at the same time, some got disconnected.
The quest Escort Scholar Riagan to the ritual location is (can be) broken. Sometimes Riagan dies and can only be revived by AoE-revive skills like battle standard.
Btw. this bug is even mentioned in the wiki.
The quest Protect Scholar Breandan while he examines the seabed near Broken Spit is broken. Breandan isn’t moving, hence the event can’t be finished and its impossible to buy the Orrian Pearl from him for the Treasure Hunter collection.
Location:
Germany
Time & Date:
2014-09-22, ~20:27 CEST (Disconnect)
2014-09-22, ~20:30 CEST (Skill lags / Rubberbanding)
2014-09-22, ~20:42 CEST (Disconnect)
Game World:
Abaddons Mouth (Server at that time was: 206.127.159.233)
Description:
Got disconnected from Edge of the Mist like a lot of other people at the same time (upon relogin I got to the same EotM-overflow and people were complaining that they just got disconnected).
The routing or the servers must be seriously broken as pretty much everybody i know gets a lot of DCs lately and if you just look at what people from all over europe are writing in the EotM-chat it becomes very clear that it can’t be an issue with local providers or the players as very often huge groups of people from different countries get disconnected at exactly the same moment. Its really “funny” to read in the chat that some people could see 30-50 people run off the map because of lag/DC while they hadn’t got any problems.
(edited by Tiscan.8345)
Steps to reproduce:
- use a mortar (the siege weapon)
- press “5” for “concussion barrage”-skill
- aim somewhere to the side so the mortar has to spin sideways
- when the mortar starts turning, press “^” to leave the mortar
- if you now interact with the mortar, “concussion barrage” is on cooldown (~25s)
- if you wait till the cooldown has run out, all skills except “concussion barrage” are gone
- you now have to use “concussion barrage” to make the other skills re-appear
•stacking in the guild bank should be possible without first moving it to your own inventory.
Not possible for technical reasons – multiple people may be manipulating the guildbank contents at the same time. The current system prevents that from going horribly awry or being purposefully manipulated.
Basically all it would take is a form of locking → http://en.wikipedia.org/wiki/Lock_ → it shouldn’t be that hard to lock slots upon interaction for all other guild members and unlock them when everything is “done”.
Lets say I double-click an item (a stack of 100 ACs) to store it in the guild vault:
- I double click it
- my client sends a request to the server saying “Hey, I want to store these 100 arrow-carts”
- the server checks for “free slots” (meaning: it checks if the ACs can be stored in other stacks that aren’t full or if there is an empty slot)
- the check showed that we have a stack of 200 ACs on “Slot 10” and that “Slot 23” is empty → so the server broadcasts a message to all clients using the bank declaring slots 10 and 23 are now “locked”
- 50 ACs are added to slot 10 and 50 to slot 23 (the database is updated)
- my inventory and database-record on the server are updated (the 100 ACs are removed)
- a message is send to my client telling it that my ACs were deposited
- the server sends a broadcast to all clients using the bank telling them to update the contents of 10+23
- another broadcast is send telling the clients to unlock slot 10 and 23
Thats more or less it. Of course the communication could be a little bit different depending on what happens (for example if there isn’t enough room for my ACs, etc.)
Drag&Drop would work similar… the moment I start dragging a stack in the guild vault, it must be locked. And the moment I drop it, the “target-slot” must be locked until all database-activity is done.
Its probably one of the most “dangerous” parts to program (screwing it up could lead to nasty dupe-bugs) but its technically possible.
Thanks…
Honestly… i haven’t read the CDI-thread as i’m not very active on the english forum… I mostly posted it here so there is at least a small chance that an ANet-Dev will see it as posting on the german forum always feels like a waste of time as we pretty much never get any kind of “official” feedback.
Bonus-Features:
While re-doing the gfx and writing the thread i had two little additional ideas…
Commanders should be able to open a “real” dialog (“real” = like the hero-panel, the inventory, etc.) giving them additional capabilities.
Upon opening it he should see a list of all players in his squad / nearby (Attachment D). The list should display all basic data that is useful for the commander – like Level/Supplies/Class/etc.
By right-clicking on a name he should be able to kick players from his squad (for example if they are offline, switched maps, etc.). By using the combo-box at the bottom of that dialog he can also decide which players he sees (only those in his squad or all nearby players).
(( Another possibility would be to split that list into 2 seperate tabs of that dialog… the first tab could show only squad-members while the second tab shows all nearby players. ))
The second part of the dialog would be a “Siege Calculator” (Attachment E) … its basically a screen with a single textbox where the commander can enter the number of supplies his zerg has (upon opening the dialog, the textbox should be automatically filled with the number of supps of all nearby players) and an overview showing all siege weapons the zerg could build.
I know that most experienced commanders do those calculations in their head but it would be a nice little helper for new commanders.
Thats pretty much it… please keep in mind that the goal of those ideas is not a total overhaul of the existing system but mostly just a new way of displaying things the client already knows today.
Just a short info why this thread was created:
Somebody on the german forum started a discussion about the visibility of commanders in PvE. During that discussion, I commented that the whole commander-gui needs an overhaul as currently pretty much no GUI exists at all.
So I wrote a small posting and added a few graphics i slapped together to show what changes should be made as a first step towards a better commander-gui.
After posting those screenshots some people asked me to create an own topic for my ideas as they liked it.
So I decided to redo the graphics and start an own thread. I posted it on the german wvw-board and again was asked to translate it because people on the german board (including me) thought that it won’t reach the devs if we didn’t post it on the english board.
First I didn’t want to translate it (yeah, i’m lazy) but finally decided to do it…
So here we go…
WARNING! -> the following changes are NOT the huge changes some people want to see (sub-squads, etc.) !!! The stuff i’m proposing are mostly minor changes to the existing system (or the system coming on September, 9th) which should be “easy” to add.
The main reason for this is, that I didn’t want ANet to be able to say “Hey, nice – but we can’t add those changes as it would require 2 coders working on them for 4 weeks”
Changes for commanders
So far, there is virtually no UI for the commander. He can use the “/squadinfo” and “/supplyinfo” chat commands but thats about it. The only squad-related UI-elements are “hidden” in the “Groups” dialog where most people wouldn’t really expect them.
My first suggestion is to add a new button to the gui for all players who bought the commander-tag. That button would be displayed the same way the small group-button is displayed on the left side of the screen and it would show a black or grey commander-icon while the player isn’t using his commander-tag.
If the player clicks it, a small pop-up dialog appears (Attachment A) -> this dialog contains all GUI-elements necessary to manage the commander-tag. The commander can choose a color, an icon and he can decide who can see his tag (all players / only guild-members).
After creating a squad, the icon of the button changes to a colored version – so the commander gets a visual feedback he is using his tag. At the same time, a new window appears below the button (Attachemnt. Its a very minimal display of the squad-stats (number of players, supplies, squad-members by class, how many of them are upscaled).
One thing i forgot in that dialog is a combobox which allows the commander to switch between “Show stats for squad-members” and “Show stats for all nearby players” (lets face it: most of the time people don’t join squads).
That way, commanders get a simple way to “manage their tag” and can easily see the basic stats for their zerg.
Changes for “normal” players
The changes for normal players are pretty small. The only “obvious” change for them is a missing button in the “party” dialog. They still see the Join / Invite / Leave Party buttons, etc. – but the “Create” button should be removed from that dialog.
The other change involves the mini-map… right now, if the mouse-pointer hovers over the minimap, 5 icons are displayed to zoom in/out, jump to the personal story, etc. -> there should be a new button looking like a white commander-tag. If the player clicks on it, a new pop-up dialog is shown (Attachment C).
Using this pop-up, players can configure what commanders they’ll see on the minimap.
The three settings on the left are used when the player has joined a squad, the three on the right when he hasn’t.
- “show all” -> all commanders on the map are displayed (of course taking into account the visibility-setting the commander choosed (guild only / all))
- “show none” -> never display any commander (if the players joins a squad, THAT commander is ALWAYS displayed – no matter what)
- “show selected” -> only display “selected commanders” -> commanders can be selected by using “show all”, then right-click all commanders you want to see and then switch to “show selected” -> probably not the best / most userfriendly way to do it but we couldn’t come up with a better idea so far)
By default, those filters would be set to “show all”.
Just tested it – the IP changed to 206.127.146.85 and it works now….
They should really add some kind of watchdog so at least the tutorial-instances should never be able to get stuck like this…