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Meviken.2054

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Posts posted by Meviken.2054

  1. 17 minutes ago, Rubi Bayer.8493 said:

    This is an error with one of our vendors, I'm sorry it's happening! They have let us know that they are aware and working to fix it ASAP.

    It's possibly an error on your servers; the only thing that's changed is the SOTO release. Ergo, irt might be on y'all. And your help files aren't very helpful.

  2. 3 minutes ago, Tiborb.1453 said:

    Sad.
    -Official shop bugged
    -Amazon listed as an official retailer for my country but i can't find SOTO
    -Gamecardsdirect (last official retailer) has SOTO but applies a fee of 1.5% on the transaction 

    Yes, sad. Amazon has Deluxe,  but not ultimate. I thought I'd buy it, but anet's credit card service vendor is failing for some reason. and I just used my card here days ago, so it's not harsh to say it could be Arenanet's fault. The only change was SOTO release, so... QED.

  3. @Jaden.1420 said:I'll try to add my thoughts:

    • Classes like Firebrand, Scourge or Spellbreaker are natural choices for zerg fights and will (and should) stay relevant in the future. I can understand, however, that players get bored with that meta after 2+ years without a new expansion. So I'd propose frequent events that mess with the game balance for a limited time. Like No elite specializations or Every day another class is banned or No boons etc. You could use the following feedback for your balance decisions.

    I think it's a great idea. Even if they're not testing new ideas for balance.

    Like... what if Kralkatorrik owned SMC for a week?

  4. @"Heibi.4251" said:

    1. Pulls need to be more line of sight based. Too many times have I seen people pulled out of a tower or keep when they are on the stairs down below the wall.

    Pulls need to be line of sight (from the character's eyes, not the camera) only, or perhaps a reasonable area of effect with the center of it in line of sight. 1500 is not a reasonable area. 180 might be.

    I think they do this by shifting their camera view to be able to see the character -- it's in "line of sight" from the player's point of view, but not the character's point of view.

  5. @"KablamoBoom.5938" said:All in all, glad to have more versatility, and inventory space. I understand all the angry folks, but it strikes me as quite similar to the levels of hype whenever new stuff drops, so...grain of salt. My thoughts:

    • Templates should be manually saved and loaded, not autosave at the literal drop of a hat. Like the name implies.Correct. That's one reason I'm perturbed. What was promised (templates) is not what was delivered (current loadout = "template").Not so much salt as a grain, though. Many people have very valid complaints. The system as delivered bollixed up a lot of stuff.

    Hopefully we can talk more, as community and devs. I think most angry players just want to be heard.Heard and heeded. Not just heard.A-net got to where it's gotten by heeding the voices of its customers, the players. We (I think most of us voicing our opinions on this matter) would like them to continue that tradition.

  6. @"StrYdeR.2459" said:My biggest problem is that ANet had an "ACTUAL TEMPLATE" of what the community was expecting as a"bare minimum" of build templates if they were to look at the DeltaConnected developed solution (ARC Templates).

    I think an Actual Template would be, at the bare minimum, something deliberately saved as a template, as a "saved configuration." Kind of like a backup. And on load, if all the stuff was in inventory, that would be what was loaded. It would not care what your current build looked like or what changes had been made. What you saved is what you saved.

    Create an ArmoryEach paid account would receive for free a 20 slot Armory - expandable to something like 200 slots via gems at a rate equivalent to bag slot expansion (3-400 gems / 20 slots). This Armory would be the basis for equipment storage, and the means to monetize a portion of the templates. Armory expansion would be the ONLY portion of templates monetized, as it effectually shared storage. The Armory would be account wide storage, and allow for easy sharing of equipment, infusions, runes, etc. between charactersEach piece of equipment, rune, sigil, infusion, etc. when equipped would have an option (via a check-box that you could default to on or off) to be returned to the armory when unequipped. Each equipped item would be able to be edited in the hero panel to change your preference on where the item goes - for example if you change your mind and want your equipped sword to stay in your inventory rather than returning to the armory as you initially selected - you would drill into the item and un-tick the "return to armory" box. Equipment, et al. that is unequipped without being flagged as "return to armory" would be moved to that characters inventory when unequipped.

    I think this is a great idea. 20 slots should be enough to hold an entire set of gear.I would modify it slightly: Just as we use the bank to hold additional stuff we don't carry with us all the time, the bank could hold extra Armories we don't currently carry (perhaps it's a set for that one configuration you almost never play). I think the slot limit could be modified for holding Armories (as some people mentioned, some characters have 12 separate builds). Perhaps they could be named by the player (WvW Condi, Raids Condi, Open World Power, etc).Perhaps an "unequip all to empty armory" would be a good addition, too.

    Release an Actual Build Template SystemBuilds in GW2 are complex, in that a build involve traits, equipment c/w runes, sigils & infusions, and skills. Each of these forms an interlocking part of an actual build - so why separate them?

    If a build was loaded that required equipment, the first equipment pass would look in the characters inventory. The second pass would look in the armory. If the equipment was not found in either - the user would be notified that part of their builds "equipment (XX) could not be located." Honestly - this is a problem for the user to solve - as it isn't up to ANet to manage where the player puts their stuff.

    Absolutely agreed.

  7. @Cal Cohen.2358 said:

    @Turkeyspit.3965 said:So how about ANET decides what the TTK (Time to Kill) should be in WvW, under various situations, and start from there? Once you folks agree on a picture of what that looks like, you'll know right off what needs fixing.

    This is very much what I was talking about for the long-term, and one of the things we want to gather feedback on through this discussion. It's less about the 25% or the 15% for any given skill and more about defining what the power level should be, then adjusting all skills and traits to fit into that paradigm.

    How will you discover where that power level should be?

    Do you have a Beta WvW test environment? Where several hundred players can try out proposed adjustments (without losing their current server affiliation)? Every adjustment should be seriously tested prior to implementation.If you don't have such Beta servers for testing, then the game world is your Beta test environment.

  8. @Azog.6215 said:I think it's better if some of the devs would play WvW intensively for a week... That is, anonymously, without the Anet guild tag.

    This is a good idea.

    Each class, on different servers and different times, too. Maybe join a guild or 5, see what the guild talks about.

    They'd see the cheats, the hacks, the noobs, the experienced -- everything.

  9. They're in the game world. You're part of the game world when you're online, and so are they. It makes perfect sense to me that they can see you just the same as they can see any other player or part of the game world.

    I do think that in WvW, members of the opposing teams should not be able to see the location of an opposing commander is except by direct view.

    If they're doing other things, visual things, to harass you, you can report them. Wonderful recording technology is available to record what they're doing (I use OBS) so you have evidence.

  10. @Jeffrey Vaughn.1793 said:This is still under investigation, but so far we haven't found a consistent common element or any way to reproduce the problem in-house. I'm subscribed to this thread, so I'm continuing to follow it and read all the posts.

    I think there is one common element. It only happens in instances. Instances appear to be served from separate servers. Some report it in PvP, but most seem to report it in the Story.

    So, I looked at one of my own wireshark logs, and I can tell you one thing that's different about the storyline instance. The TLS1.2 packet is sent MUCH MORE OFTEN during normal gameplay. It's possible this is because of the cutscenes being played during story mode (thinking about it, this makes sense). This would seem to be in accordance with the observation by some that ignoring the cut scenes helps to mitigate the DC issues.

    I'm guessing that TLS packet is for authentication to prevent connection hijacking. When it's not sent as often, the instance server may be dropping the connection because it's not getting the response it wants from the auth server in a timely manner. Is there a way to send that auth communication more often automatically from the client in the storyline instance?

    One question: is there a way those who complain about a lot of DCs could add a command-line tag to the executable, so the server would monitor the connection on its side as well? I realizing that's going to take a bit of code, but seriously, the game should have something like that, and only certain users should be allowed to use it (because monitoring will slow the servers if there are too many connections monitored). That at least would give you more data to show what's happening. And with the IP endpoints known, you can use cflowd (or its equivalent) on a router to figure out whether it's an internet issue or a server issue.

  11. < hectoword?

    Liked HoT: +high challenge. Liked the maps. Like 3d maze. Navigation challenging. Liked the Mordrem as foes. Story took time.PoF? PoFui. Not so much. Maps too easy. Foes too easy. Story too easy, except for the fight with Balthazar. Story felt too short.

    Not that there wasn't some challenge; there was. But not what I'd come to expect after HoT. Exploration of PoF areas was easy. Not even all that dangerous (tho some obviously disagree). Soloed the story. Soloed exploration of most of the areas. Very few challenges needed a group.

    Liked mounts, though. Rest was underwhelming. Story was too short. Some (most?) story challenges were too easy. Seriously.

    Griffon quest was tedious & boring. Didn't care for it.

    TL:DR?Much preferred HoT.

  12. Also seeing freezes in GW2.

    As a new player to GW2, this has been rather frustrating.

    The bug is unrelated to GPU temp, CPU temp, and affects no other game I play.It is unrelated to length of time in play during the session. Sometimes 3 minutes, 20 minutes, or more will pass before the freeze/crash. Sometimes 8 hours, no problems.

    Windows 7, updatedAMD FX-8350 4 Ghz, 16GB memory, RX 460.

    I am also seeing Live Kernel Reports that seem to be related to these freezes. The first few lines of a report related to one is shown below. Graphics drivers are properly updated. Is anyone else seeing these dmp files after a GW2 crash? On my machine, the folder is C:/Windows/LiveKernelReports/WATCHDOG.

    An extract from the analysis of the latest dump file, using OSR Online's .dmp analysis (online at http://www.osronline.com):

    Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (http://www.osr.com)Online Crash Dump Analysis ServiceSee http://www.osronline.com for more informationWindows 7 Kernel Version 7601 (Service Pack 1) MP (8 procs) Free x64Product: WinNt, suite: TerminalServer SingleUserTSBuilt by: 7601.23915.amd64fre.win7sp1_ldr.170913-0600Machine Name:Kernel base = 0xfffff800`0301e000 PsLoadedModuleList = 0xfffff800`03260750Debug session time: Tue Jan  2 13:05:44.014 2018 (UTC - 5:00)System Uptime: 0 days 0:29:40.965********************************************************************************                                                                             **                        Bugcheck Analysis                                    **                                                                             ********************************************************************************VIDEO_TDR_TIMEOUT_DETECTED (117)The display driver failed to respond in timely fashion.(This code can never be used for real bugcheck).Arguments:Arg1: fffffa8012ed5010, Optional pointer to internal TDR recovery context (TDR_RECOVERY_CONTEXT).Arg2: fffff8800497a99c, The pointer into responsible device driver module (e.g owner tag).Arg3: 0000000000000000, The secondary driver specific bucketing key.Arg4: 0000000000000000, Optional internal context dependent data.
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