So I take it no one else has had this issue? Should I file a bug report?
Neither item is soulbound to another character (both have been worn by the character holding both of them).
Neither item was equipped, and it didn’t work with either item being in the left side.
I have two level 80 armour sets (both light) that I would like to merge for the skin on one, stats on the other. I have the Level 80 Transmutation crystals, but when I place one item in one side, I’m unable to place the corresponding item in the other (when I hover over it with the item, the window turns red).
- The items are the same type (shoulder vs shoulder, gloves vs gloves)
- They are the same armour type (light vs light, not light vs medium)
- They are different rarities (one rare, one exotic)
- One has been previously transmuted
- I am using the appropriate transmute item for level 80
Am I overlooking something stupid? Is anyone else having this issue?
Functions:
- It will save your character’s names automatically via cookies (so be sure they’re enabled!)
- It has Save/Load/Reset functions for the checkboxes, for you to use at daily reset.
- When a checkbox is clicked, the background of that table cell turns green, easily showing you that it’s been done.
-The icons/names of the events each lead to the wiki page (opens in a new window) of the meta event.
Limitations:
- If you want to change anything about the amount/names of your characters, you’ll need to clear the cookies for the page (cookies are saved for a year).
- The save/load function does not affect the table cell background colour.
- The table cell background colour cannot be undone except by refreshing the page. Considering the previous note, this can be a bonus, because you can un-check and re-check your loaded checks to restore both the checkmark and the colour on reload.
- No matter how many characters you have, there will always be five checkboxes.
- Currently no support for more than 5 characters.
Hi all! I hit up a lot of World Events and stuff every day, and I’d been keeping track of what I’d done on which characters in notepad. Obviously, this wasn’t an ideal solution, so I came up with a web app that makes keeping track much easier.
When you first visit the page, it will ask you how many characters you have (it can track up to 5, I figure the chances of doing every world event on more than 5 characters before reset are pretty slim), and asks for their names. Once you enter this, the website will save (locally on your machine, via cookies) the names for a year, so you won’t need to enter them again for a long time.
You use the checkboxes to tick off what events you’ve done on which character. To make it more visually obvious which ones have been done (so that it’s easier to just glance at the page and see if you’ve done X on Y), the cell background behind the character’s name will change colour.
You can save/reset/load your checkboxes. This persists even if you refresh/close your tab, close your browser, or even shut down your computer.
It’s made my life a lot easier, and I sincerely hope that others get good use out of it as well.
(edited by katubug.6378)
I highly suspect that these patch notes are false…but just for the record, this is/would be the first change to ANY class (I play all of them) that I have really minded. I am totally against it.
Bugged after first failure today on Sanctum of Rall.
It really seems like Guild Missions like Rush, Bounty, and Challenge, were not designed with Southsun’s events in mind.
Scouting for Ander (and getting everyone to him when he is chosen) is incredibly difficult when there is overflow to contend with. It’s the same issue with the Challenge, and the Rush for that matter.
Additionally, the end of the Rush has the crabs running through the Steampipe Steading, which is nearly impossible to get through even as a group of escorts, not to mention as a two-hit crab (it’s usually full of crazed karka). It’s frustrating, feels poorly-thought-out, and I suggest it should really be changed.
Since the karka queen meta event is here to stay, I think that at the LEAST the Rush should be edited and rethought.
It’s now 10:47pm CST, and I am STILL at the Taidha Covington meta event. I know it is a pain to get started, so I got together a few friends and did the Bill and Hekja event three times – each time making sure Jenny was alive when the champ died – just like the event requires. That process took about 45 minutes, which really is ridiculous in itself. Then we waited for the North Cannons event to begin, and so on.
When the gate popped up, people finally began showing up en masse because of the API timers (which only show the event once the north cannon event begins), and that’s when kittens got crazy. Taidha’s gate was taking barely any damage, from the players or from the Lionguard ship. Obviously with 50+ people at the event, it was difficult to communicate to people what to do. We tried to let the cannons kill the ship, so that we could use the powder kegs to blow up the wall faster. 20 minutes later, the ship finally died. We then found out that the powder kegs weren’t doing any more damage than the ship was. 20 minutes after that, the gate finally went down. The rest of the event went like normal, with Taidha dying within 45 seconds of spawning, and only lasting that long because of her teleporting.
I’m not sure if this was a scaling issue, or what, but all told, I spent over two hours trying to do this dang event. I think that it would be lovely if the scaling was looked at – perhaps Taidha herself could last a little longer? – and the idea of having Bill and Hekja’s event having to be done three times in a row rethought?
Thanks very much for your time.
South sun cove, north and west of Pearl Islet waypoint, in the trench under the bridge.
Sanctum of Rall.
Essentially all day. I added some of them so I could track them (and report them despite the logout teleport), and they are on every time I check my friends list.
They run or teleport back and forth along that little canal, farming skelks. I’ll continue to report them, as well.
I have only checked once, but SoR had the Bria event working without a hitch a week or so ago. Plenty of ghostly spiders to kill as well, although the loggers were still hit or miss.
Because, yeah, I want to talk about cooking. I’d like to begin by saying that cooking, of all the crafts, is probably the most fun (thanks to the discovery system). It’s a great way to get xp, as well. The good points of cooking as a craft are not in dispute. I have leveled it on more than one character, so I absolutely understand the positives. The negatives, however, do warrant further inspection.
At the beginning, Lachaidh (or whoever you’re talking to) warns you that cheffery is not for the faint of heart – you’ll spend more money on it than on a typical craft, and it will take longer to gather the resources. What they fail to mention is that there is basically no chance to recoup your losses.
Let’s compare. The most expensive food item on the Trading Post (not counting Feasts) sells for 7 silver and 35 copper. The most expensive crafted Jeweling item on the Trading Post costs 66 GOLD. Most of what you’ll make while cooking sells for less than 8 copper a piece. Many of them sell for only 1 copper, or won’t sell at all. Because food items cannot be sold to a vendor, nor salvaged (which would be admittedly silly), you’ll end up having an inventory bloated with a LOT of food that’s not worth eating or selling. Even giving it away is difficult! Much of the time, I’ve just mailed it to random people in Lion’s Arch and hoped that they wouldn’t send it back.
ArenaNet, I know you’ve tried to combat this by making some ingredients, like vanilla beans and cinnamon, harder to find. The price of vanilla beans has adjusted accordingly…unfortunately, the price of foods with vanilla beans in them has, on the whole, not. Most cooking ingredients (harvested or crafted) sell for far more than the finished recipes.
The problem is that there’s no way to realistically cut down on the market bloat. The Trading Post is flooded with foods that people have made while leveling cooking. There’s a ridiculous amount of supply, and the amount of demand is nowhere near high enough to keep up. I could buy a lifetime’s supply of relevant foods for all of my characters for under one gold.
So, my suggestion. I think that making the ingredients harder to find was a good idea in theory (albeit a bit frustrating in practice – if we can buy milk and butter in bulk, I think eggs are a natural addition to that), but what we really need is a way to get rid of all this kittening food. Right now, our options are a) eat it, and b) destroy it, two options which give the crafter little benefit (an ephemeral stats boost quickly overwritten by the next food eaten, or nothing at all, respectively). Or you can donate it to the Lionguard, but even that is barely rewarding, considering the amount of food needed and the current inability to spend Commendations.
I suggest returning the ability to sell food to vendors. That would bring cooking more on a level with the other crafts. If you make a dagger that doesn’t sell for much on the Trading Post, you can salvage or vendor it, in both cases getting something useful in return for your effort, even if the value is diminished from what you put into it. Over time, this will cut the excess supply of unwanted foods, and the market will right itself.
My other suggestion, which is not mutually exclusive with the above, is to make food more worthwhile. Let us have more than one food effect at a time, for example (I’m not suggesting an unlimited amount, but more than one). Or, my favoured idea, increase the stat boost on some of the foods. Many of them are only helpful to low level characters, who, on the whole, aren’t consumers of food (aha, it is a pun). Low-leveled foods could be percentage-based to make them relevant to higher level characters without making them overpowered for the lower-level ones.
In any case, whatever the solution ends up being, it’s clear that something needs to be done about the value of food. It’s drastically out of line with the other crafts, which I highly doubt was your intention, ArenaNet. Thank you very much for your time.
I’ve loved hotw for a long time now, but I haven’t played in a few weeks because of finals and winters day. So, having wave after wave of ice brood spawn when my poor party got to Aldus was a really unpleasant surprise. We were for the most part talented and well geared players, but we wiped multiple times before finally giving up. I don’t see that this is a feasible alteration to his boss mechanic. I preferred it before, but I’d accept ONE vet spawning at a time periodically if Anet felt it was absolutely necessary.
I admit I haven’t read the thread, so I apologise if any of this is blatant reiteration:
- The swamp fractal is kitten. Don’t get me wrong, I LOVE a challenge! But the swamp fractal isn’t challenging, it’s just frustrating. I like puzzles that are overcome by skill or innovation, not by sheer luck. Pros: it deeply encourages communication and teamwork. Cons: it just has TOO MUCH schtick. Timed carrying challenge with extremely small window of completion? Check. Traps that slow or stop your progress during that window? Check. Aggressive enemies that respawn incredibly quickly and are in some cases impossible to avoid? Check. Dynamic terrain that actually seems programmed to block your progress AS you arrive there? Check. Putting all of those things together in the same instance is just, frankly, overkill. And more to the point, it’s not fun. Aside from the very first time doing the fractal, I’ve never had fun doing it. I’ve never met anyone else who finds it fun, either. Every other fractal is, on the other hand, SO RIDICULOUSLY FUN and rewarding, that it’s all people do nowadays! I just wish I didn’t dread getting that kitten swamp.
- Rewards for story mode are pretty pathetic. 10s and some experience? Woo. I feel like story mode should appeal to everyone, so that people who haven’t done story yet have an easier time finding a party to go with. I suggest adding dungeon tokens to the end reward, or upping the monetary reward to 1g (awarded once a day, maybe). Otherwise it just feels barely worth doing the story mode (even though I personally love the narratives).
- Drops are, as your team has acknowledged, bunked up. There have been days when I’ve done multiple dungeon runs, and gotten nothing above a Masterwork item. Even with full magic find gear, and a Sigil of Luck (which I realise many people think is a waste of upgrade space, possibly because of this exact problem), it’s incredibly seldom that I get even a rare, much less an exotic. Due to the fact that dungeons are one of the most challenging activities in the game, this seems like a poor way to reward the effort and skill that go into completing them. However, I feel that drops throughout all of the game feel a tad lackluster, so I won’t go into further detail.
Bugged on Sanctum of Rall, as well. It’s not impossible, as on rare occasions there will be a part of it working. It’s very difficult, though.
Yes, please! I’ve been asking for this since beta…
I absolutely agree! Yes, please!