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Kate Soulguard.7132

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Everything posted by Kate Soulguard.7132

  1. I believe the answer to this is yes, it is okay to use a magnification tool in combination with GW2, but I want to get a community opinion just to be sure. I use a magnification tool to replicate the skill bar on a different part of the screen at double the magnification. This third party window is forced to remain on top of GW2 while the game runs in Windowed Fullscreen. I position the replicated skill bar much closer to the center of the screen, usually just above the center. The third party window does not interact with GW2 in any way. I can't click on the magnified window to use skills, for example. I play PvE content, normally CM-level, and main a Firebrand. Some of the rotations include mantra skills that must not be depleted immediately as part of an optimal skill rotation. In order to avoid depleting them early, I need to look down at the skill bar to catch a glimpse of the charge recovery per mantra. These indicators are so subtle that it requires a bit of concentration to find them. When I try to track that, I lose sight of telegraphed attacks and AoE circles near the center of the screen. Admittedly I find myself needing to look down at skill availability in general due to the cooldown variability caused by alacrity. Mantras are just particularly bad because their charge recovery is a thin white line that draws a square around the skill.
  2. I have the same issue. For Voices Beyond the Veil, the step in the Story Journal shows the medal with the tooltip "You have completed this chapter. Replay it to unlock more rewards via achievements." I have replayed this chapter but it remained unchanged. Over in Achievements -> Story Journal, I do not see any achievements that reference this journal step. It is unclear what needs to happen to complete this. There doesn't appear to be anything else to do. A guildmate suggested this might be a bug.
  3. Howdy! It's solved now. I was not able to test on a different character. Logging in briefly this morning, #34 looked different. In the instance at 23.21.18.247, the animation for the spot was more active. When I stepped on it, the sequence worked correctly. I got to the end and completed #34. I then received full credit for the achievement. So this is solved - it either self-healed or someone was able to intervene in the background. Thank you for the assistance!
  4. Okay, here's a quick update: I've completed a gw2 repair and started the game again. There's no change. My character was standing near the achievement step when I logged out so the objective was clearly in view when logging in. I saw the cloudy-swirl animation showing that this is a good starting spot. Weirdly, for other starting spots, the swirly animation repeats every few seconds. For this particular spot, it does not repeat. Walking to the cloudy-swirl, I don't see the white AOE circle in the distance. The interact key does nothing. I've spammed interact all around that spot to see if something happens. I've also gone ahead to the similar Achievement in Amnytas. Fantastic Flying Foxes played through normally - I completed that zone's version of this achievement without incident.
  5. Thanks AHITCZ! I've located and removed two gw2 folders from the Temp folder. I actually went a step further by rebooting and clearing the whole temp folder. I'm running the -repair now. We'll see!
  6. Quick update - Other players don't have this issue. It feels like a client-side problem. While standing there trying to figure out what's going on, I've seen several players move through this achievement step unhindered. I do use Blish HUD and ArcDPS. I have removed both. Basically I've deleted everything but gw2-64.exe and gw2.dat from the GW2 game folder (and removed all subfolders) and let gw2 rebuild the whole thing to eliminate any trace of those addons. The problem persists.
  7. Hello! I have an issue with the achievement Rise and Shrine. My last one is #34, Wizard's Ascent: Likes exploring the eastern courtyard of Wizard's Ascent. I have confirmed that this objective is not complete in Rise and Shrine; it's the only one I have left to complete this achievement. I've reviewed a few videos on YouTube that cover this Achievement objective and know what to expect. I see the brief swirly animation on the ledge where this is supposed to start. Expected behavior when I arrive at the location is for a sequence of white AOE markers to appear off in the distance. I am to follow those to a destination after traversing the eastern courtyard. However there's nothing actionable when I get to the starting point. The white AOE sequence doesn't start. Interact does nothing and it doesn't start automatically. I have tried the following things: Logging out and back in - the swirling animation on the ledge reoccurs when relogging Closing and re-opening the game Waiting a day Changing instances / server IP addresses (current is 34.197.28.32) Tracing the path despite the AOE spots not appearing Writing an angsty forum post. Any help would be appreciated!
  8. I do not like the new dailies. There are not enough choices.
  9. Please tag the chair's audio / food consumption sounds as Other Players' Unique Item Sounds or something. This will allow players who don't want to hear slurping in a video game to mute it out without zeroing out the entire Effects channel where it currently plays. While you're at it, please move the Lotus chair's sounds out of Environment. It causes a similar issue.
  10. Regarding Mantra changes, particularly for Firebrand: I want to front-load this post with suggestions in case people don't want to read the wall of text. One of these things might fix what was broken with Firebrand mantras prior to May 2021: Develop a block / override system to prevent a player from accidentally consuming the last mantra charge in combat (OR) Reduce mantra preparation cast time by 75% (or some reasonable value) (OR) Allow other skill use during preparation cast (OR) Apply some relevant boons or conditions during preparation cast I really hope that Anet has a complete understanding of why those of us who Quickbrand and Healbrand conserved that last mantra use before the May 2021 update. That update fixed an actual gameplay defect for some of us. Prior to May 2021, the process of getting mantras ready during combat required anywhere from two and a half to to thirteen seconds of downtime. The downtime depended on the number of mantras on the bar but make no mistake: one ill-timed finger roll could wipe them all out. Getting them back online meant that everything else pretty much had to stop at some point. I cannot overstate how frustrating this was. When we committed a rotation error and unintentionally burned the last charge, the interruptions in the near future could be really substantial. I compensated by spending a lot of time staring at my skill bar instead of the actual fight. I played the UI instead of the actual game. I like this game but that part could have been a lot better. Then the May 2021 update happened. It gave cover to my inability to adequately track the charge count. It was absolutely liberating. Suffice it to say, reinstating the old way makes me very nervous. What I've heard and read so far suggest that Anet may not adequately understand the underlying issue that existed before mantras were revised a year and a half ago. Improving the effects on final use and auto-preparation out of combat both sound nice but they don't fix what I believe was actually broken. Thanks for considering.
  11. I created heavy legendary armor first because I regularly play guardian in pve.
  12. I am pretty unhappy about the lack of food items in gifts as well. Removing holiday foods from holiday gifts instead of exempting them from research notes was a very stupid decision that exacerbates a very stupid problem. That said, I wanted to see whether my righteous anger was represented in the market so I jumped jump over into Spidy to have a quick look at gift price changes over time. Dec 2015: 9.04sp December -> 7.13sp January 1 month-to-month -21.1% Dec 2016: [no data] -> 5.89sp Jan 11 m-m [#div/0]%, year-over-year -17.4% Dec 2017: 7.80sp Dec -> 4.62 Jan 1 m-m -40.8% y-y -21.6% Dec 2018: 9.36sp Dec -> 4.91 Jan 1 m-m -47.5% y-y +6.3% Dec 2019: 7.26 Dec -> 4.85 Jan 1 m-m -33.6% y-y -1.2% Dec 2020: 5.94 Dec -> 3.79 Jan 1 m-m -37.4% y-y -22.5% Dec 2021: 4.57 Dec -> 3.04 Jan 1 m-m -31.9% y-y -18.4% Dec 2022: 3.68 Dec -> 2.63 Dec 23 m-m -28.5% y-y -14.3% (to date) A couple of asterisks: First, we don't have a January 2023 price to use for our stats this year. Second, I am using an arbitrary rule for my start dates. I just eyeball the starting prices and decide where I think they're stable. The end date is typically January 1st of the next year. Maths are not my strong suit so I'm sure the statisticians, bean-counters, and sudoku-solvers here on the forum will pick my methodology apart. Who cares, it's Christmas Eve and I've been drinking.b So I guess to conclude... I don't care anymore. I will ignore all statistical indicators that either fail to support or outright contradict my feelings. I will show solidarity with the OP. Wintersday sucks now. A fart on Thomas Putnam. by April 1st, the anet art department needs to modify all character models to be 20% thinner because they ate 80% less calories from holiday food this year. on the plus side i can work on other roleplay goals for my character since she doesn't need to work on a new year's resolution to lose weight anymore. omg is that a plus? thats totally a plus
  13. I posted a display issue with screenshots last night that possibly illustrates the same problem.
  14. Hello, I noticed that Prototype Indigo may turn green in certain situations when attacked during this strike. When all three are in play and the team is making CC decisions, it can be difficult to distinguish Prototype Indigo from Prototype Arsenite when you're called upon to "CC green" very quickly. I believe my squad mates who had postprocessing turned off did not have this issue. I will try disabling in some later attempt and will update this thread unless other folks might have time to confirm. A quick progression of screenshots showing how it changes color. Some stack or combination of conditions is probably causing it. Apologies in advance to the downed and the dead! We were trying the challenge mote. Image 1 is close to the normal color. We're just starting to engage it. https://i.imgur.com/lbiiwDJ.jpg Image 2 is a few steps forward from there. You'll see a bit of movement on the defiance bar, more conditions, and it's definitely green now. https://i.imgur.com/EVNvN11.jpg Image 3 is just a few steps beyond that as we continue to whittle the defiance bar away. Still green. https://i.imgur.com/Lgi6z9h.jpg I'm not sure if these screenshots will work. The forum says the URL is not allowed so I may need to do something else. Thanks!
  15. Hi Vertmont Champlain and Doggie, Honestly it is pretty validating to read your perspective too, since that's why I came to the forums in the first place. Everyone seems to be hitting on valid points. I withdrew my complaint because, in the end, anet did implement what I was asking for. It seemed right to at least acknowledge that. On the other side, there's no denying that the whole thing felt pretty trollish. The player is actively encouraged to go slow and explore. Find nodes. Find investigation pages. None of the nodes prior to #16 have time constraints placed on them. There's no way to get back in to fix it afterward on the first run through this longish story step. In that context, when we are trained to be reluctant to move forward without searching around, the last node is kind of a kick in the kitten. For me it felt so disproportionately weird and punitive and had such an appearance of finality that it motivated a trip to the forums to say something about it. Anyway I really appreciate all the supportive replies and I agree with all of them.
  16. Hello Freya, I like your response. I think you understand what I'm saying, and I do appreciate the effort that you've made to do some coaching here. I think it's very fair to suggest that more preparation for achievements is a good idea. I think you're right and I hope our new friends who have joined GW2 recently take heed of it. I've played GW2 for over ten years now. What you're suggesting is definitely not not new to me. I will admit to this being a bit of an object lesson in staying humble. I hadn't completed all of Flame and Frost before, and went ahead and took care of it all this evening. Repeating that story, I've since learned that those purple replay options are actually available. You can continue from the last boss fight of that story step, repeat the explosives step, and reach the last node without too much extra investment. So there we go! I complained in haste.
  17. Please either... move node 16 so that it is reachable from the elevator shaft after the final sequence do not time-gate the final sequence ...or... provide a repeat-for-achievement option starting from the last boss fight. This story step should be considered too long to force a full repeat for the Ready Ore Not achievement if the player misses that last node. I had a solo run at the story step with the intent to complete it and get the nodes along the way. I got to the end, set the charges, started the end sequence, and didn't see node 16 anywhere. I didn't notice a countdown timer. I took a moment to /wiki. The article was really clear and helpful. I hadn't missed it. It was at the end and it was time-gated. Okay. I ran to the end and started to harvest the node. I missed by about a quarter of a second - it ported me to the elevator shaft. Standing in the elevator shaft, there is no way to get back to the node. I have to repeat the entire story step from the start. This is a 20-30 minute investment for a solo player, basically a run through two of the Dredge fractal sequences together. Thank you.
  18. There needs to be a better balance please. I've bought scrolls and tomes and pages... package them up so I can more easily enjoy what I've earned. I'm here to play the game, not fumble around and play my inventory.
  19. Hi @Roda.7468 I have four settings that I use to kinda implement what you're describing (I think!) Under General Options, Combat/Movement, I have the Ground Targeting dropdown set to Fast with Range Indicator Under General Options, Combat/Movement, I enable Snap Ground Target to Current Target Under Control Options, Targeting section, Snap Ground Target is bound to "Mouse4" Under Control Options, Targeting section, Toggle Snap Ground Target is bound to "." When Snap to Ground is toggled off, targeting follows my mouse. If I mouse4, targeting snaps to target. When Snap to Ground is toggled on, targeting snaps to target. If I mouse4, targeting lets go and follows my mouse! (Its behavior becomes the reverse of what's described for it) When I want to flip/toggle between the two, which is needed situationally, I just hit the . key and the behavior reverses permanently until I toggle it back the other way. Usually I have Snap to Target toggled on and detach using mouse4 as needed.
  20. Hi, I noticed that line-based skills like Thousand Cuts (Virtuoso) and Deflecting Shot (Dragonhunter) are not subject to Snap-to-Target rules. At some point in the future, it would be helpful if there were a way to force those kinds of targetless line attacks to aim collinear to the center of the current target, in keeping with the concept of snapping to target. Is anyone aware of a way to do that for those of us who lose track of the mouse cursor a lot? I do supplement with three things - yolomouse, GW2TacO, and a specific Windows mouse setting, but in raids and strikes they are not as effective as they need to be. Thanks!
  21. Hi, When copying and pasting equipment templates from one tab to the next, the wardrobe selections come across when they're legendary equipment. However, the dye channels do not come over. At some point in the future, it would be a really nice time saver if all dye selections mapped over as well. Thanks!
  22. I also think that while I'm talking about issues in the Dialog channel, the anomaly you're describing is in the Effects or Environment channel. So I think there's some consistency in the way the audio is behaving across several channels. I did some experiments plugging in a set of headphones to one of the other analog outputs on the rear panel and changing the speaker configuration around. If I plug in headphones for the rear speaker output and keep speakers for the front speaker output... Quadraphonic: No change, audio fades when facing away from a sound. 5.1: When facing away from a sound it plays in the headphones correctly as the rear speakers. 7.1: When facing away from a sound it plays in the headphones correctly as the rear speakers. It's like Windows 11 tries and fails to do something spatial with the sound in stereo, like faux surround sound or something, and it's just not cooperating with GW2. Either that or GW2 does implement a change in sound when the sound source is behind us as an intended effect in the game, but there's something about how Windows 11 handles it that makes this less audible than usual? I've toggled the options for full-range speakers and Virtual Surround. They do nothing. Anyway I'm definitely going down the "find better drivers" pathway now. The control panel I'm using for Realtek tweaks is MSI-branded, Audio driver 6.0.8931.1, UI 1.26.249.0.
  23. Okay right, that is the same issue as mine for sure. It happens with sound effects as well as dialogue. Any sounds that originate from a specific object in the world - a gate, etc.
  24. I upgraded to Windows 11. Not bad! I have noticed an issue with NPC voices in the game: Look at an NPC. Let an NPC start talking beyond the maximum zoom distance of the camera. Turn the camera away from that NPC. As the NPC approaches the camera's 6:00 position, the audio fades to nothing, or very faint. It also may have an echo-y effect applied to it. Doesn't matter which way your character is facing. It is only the camera's position that matters. A good test case is the missing-child conversation between the Seraph and the citizen by Cottage Bend inside of the Salma instance since that dialogue repeats pretty frequently. I probably need to do a video unless this is an easy issue, since it's kinda hard to describe. It feels like an errant surround sound feature that's imposing its will on the audio despite the computer not being in a surround sound mode (see specs below). It's like a misconfiguration with my speakers, like Windows 11 doesn't understand my speaker configuration and is trying to send the sound to speakers that aren't plugged in. You hear sort of an echo-y effect-y hint that the dialogue is still playing, as if the speakers are being treated as FRONT speakers and the dialogue would be rendered in rear speakers if they were actually there. The net effect of this is that any dialogue off-camera ->behind<- the camera is inaudible unless the speaking NPC is within visual range. Unfortunately I don't have any surround sound hardware to test this but I'm totally open to suggestions on how to fake it. Other technical stuff: Motherboard is MSI, sound is integrated Realtek Speaker configuration is Stereo, confirmed that it is not quadraphonic, not 5.1, not 7.1. No environmental effects, no Equalizer Room corrections are disabled as I'm not in 5.1 or 7.1 Connection is Analog off of the back panel to a plain old pair of Logitech speakers with a subwoofer. Did not happen under Windows 10. Suggestions? Thank you!
  25. Norn female walking with the greatsword unsheathed resting on the shoulder is an amazing animation loop for walking on patrol.
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