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Valandil.6453

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Everything posted by Valandil.6453

  1. I really thought they might've took the hint from last year, all the griping about lack of backpieces being allowed on stage (and as a spectator), but this year they've really lost the plot. They vetoed the whole idea of "fashion" by allowing tonics on stage and leaving backpieces in the cold. Backpieces are still armour, if I'm not mistaken, and they should be allowed as the player's expression of their fashion. I'm still unsure as to why backpieces (of any kind) not allowed in that area during the event. Can we get a word from those who know (not those who guess) as to why backpieces aren't allowed in the event? You made a silly tonic to allow for extra height, but won't include a simple fix like a piece of armour to be displayed.
  2. I was going through my list of materials in the inventory and seeing what's required for Provisioner Tokens. When this system was created, I think the devs might have missed a trick... the idea is about making a material sink (of sorts) and most materials that can be offered to the NPC for tokens in the Outer Ring map are time-gated, but crafted nonetheless. We already offer Obsidian Shards to an NPC in a one-off daily trade for Tokens, but we're using 2 of them per refined Ascended material. Now, regardless of the gated nature of the items that the Outer Ring NPC (Rend Scorchmaul) accepts, from an outsider's perspective at least, it seems that the Refined Ascended items have been overlooked for trades. Not only do they require 100 dust/ore/fragments, but also Thermocatalytic Reagents and two Obsidian Shards per craft. So these are still Ascended crafted items that I believe should have been considered for a trade with NPCs for these Tokens.
  3. I know this isn't a recent problem, but it's still an ongoing (and recently, more vigorous) problem, nonetheless. Map closures are a highly contentious issue, especially when you're being shoved out of one map with a decent amount of players still in it, into another with far less. Recently, I've been farming the remaining materials for Legendary Armour in Skywatch and Amnytas, and being pushed from one map to another seems very unnecessary when so many people are still in the map (mostly farming the same stuff with me), and worse still is having that map closure pop-up come up about 8 times in one hour. Sometimes (rarely) it disappears, but when it comes up a lot of people still get misdirected into a less-populated map, and if they're not in a party they can't get back to where they were before with more players. I really can't see a reason behind this mechanic going off so often, especially when there's supposedly less players in the map (making it activate), but in reality it's above the threshhold. Worse still is if there's a meta happening on that map and the prompt comes up, people will almost automatically want to go to what they think (or what the game is telling them) is a more populated map, but the truth is that it's very likely that map is just being populated and the meta is far more behind than the map they were being pushed out of. I've noticed this in-game mechanic has become far more aggressive since the latest update (Realm of Dreams). It won't really matter which map you're in (Wizard's Tower, Amnytas, Skywatch, etc.) you'll still get the pop-up even if you're just chilling in the tower working on your armours. Now I can understand if that pop-up comes up after a convergence has just gone active and players leave the map, but there's still a lot of inconsistencies in this mechanic to make it seem like it's 'working as intended'.
  4. So I'm doing this Skyscale Medicine Masker achieve (as part of A New Look) where I need to get 250 pieces of wurm meat, but I'm incidentally killing some lesser wurms in the area (Posternus Caverns in Lornar's Pass), and regardless of what actually drops from the kill, there's a steel chest pop-up near the corpse... on EVERY one of them (even the lesser ones/Hatchlings). Typically a Steel Chest is for (but not limited to) an Exotic-level drop - be it the dreaded Ornate Rusted Key or something a bit better. This seems to be some kind of a drop glitch where the chest pops up and it shouldn't because there's nothing new of exotic-level quality in the inventory. Anyone else noticed this, or have any other data where this is happening and shouldn't? (ie. other areas/enemies doing the same thing?)
  5. Yep, tried this multiple times (some up to 10 times) before I just gave up, it kept returning the red error screen at me. I've done everything from closing the entire TP screen to trying a relisting (several times), sometimes it's just a laggy experience, but far more often than not it's a fail listing that has to be re-tried over (and over) again.
  6. Every TP order I've placed today has come back with an error because of this. I can't get anything done on the TP because "The game client is unable to gain access to the login server at this time..." Also, this was happening pre-patch yesterday.
  7. This has happened several times during this year's festival, and it never happened in previous years, so it's something new as far as I'm concerned. So the King Toad will have his Jewel exposed to hit, which breaks pieces off as intended, but when going to throw the jewel into its mouth, it re-targets the Jewel again, and not the King Toad. The Jewel and the King Toad are both targettable. To add to this, when it DOES target the King Toad, I throw the jewel piece and it lands as it should, however it doesn't trigger his dazed state. It acts as if the jewel piece hadn't been thrown. Has anyone else had this issue, and moreover, can it be looked into/fixed for next year's SAB?
  8. I'd like to weigh in on this, as I made a new toon especially for this event. Having read through most of the thread, I'll echo some sentiments by saying we need backpieces to be visible on stage even if you remove them from people in the peanut gallery, I mean, er... crowd. Also, tonics are not fashion. I know this will rub fur the wrong way with some people, but it was meant for those with armour and weapons to show off. What's also needed is for the voting to STOP after the last person has been on stage and the timer has run down. While the "judges are tallying votes" there shouldn't be the ability to vote anymore. Make it a sub-event so the Approve/Wave/Cheer can be removed. I really don't care if I'm late to the party on this, I'm just sharing my sentiments for next year's if they decide to keep it. It needs quite a bit of refinement.
  9. I found the issue - it seems that the Windows clock was losing 6 seconds every minute, and it wasn't a faulty battery. What caused the mistiming of the Windows clock is still a bit of a mystery, but the audio glitches I was having before were attributed to it. So I went and updated the BIOS as that was the only thing I hadn't updated at the beginning of the year. It seems that this was the cause of all the issues from the start. So now, the clock functions normally (doesn't miss 6 seconds every minute anymore), there's no audio clicks/skips while playing back movies or editing, NPCs in game no longer want to teleport around the map, and there's no more audio lag. It appears that so many simple and essential things hinge on the BIOS being up-to-date, so much that the PC starts giving odd issues that would otherwise have you chasing your tail. 😉
  10. I was trying to get some old unused alts through their personal story, when I noticed in the cutscenes that the dialogue didn't match up to the mouth animations. For example, they mouth the words just before anything is heard, then it briefly syncs up, then the animations fall behind the audio. I don't recall anything like this being an issue years ago. So the steps I've taken to track this glitch down locally - I was using a TOSLink cable (optical audio line for digital audio) and alternated between Dolby and DTS encoding, as I thought it might be a digital audio glitch... neither helped, and I turned off all effects that might be causing a problem with potential lag. I swapped over the digital audio back to analog (3x TRS stereo jacks playing through 5.1 surround sound)... this didn't rectify it either. From what I can tell, there's virtually no difference between analog and digital audio playback in this system. Finally, I recalled that in the original Guild Wars there was an issue with cutscenes where if the VSync was deselected, the animations would fly ahead of the audio. I tried putting VSync on here, but to no avail. I'm kind of lost as to what might be causing it, but it's not a critical thing, just annoying that I can't get audio/video synced up like it was earlier. The only changes I've made to the system are from an upgrade earlier this year, but I still kept the SoundBlaster Z card from the last system and still use it for all audio. There are no issues with this that I can see. I'm also using a Logitech Z5500 surround system which has performed flawlessly for over a decade, and has excellent functionality. If anyone has an idea of what might be causing it (something in-game?) please leave a comment, thanks.
  11. First, a hearty thanks to the people who finally decided to release the version of Lion's Arch the way the OG's wanted it for the past 8 years. Feels like being home, and not at Seaworld. Second, I captured an image [seen here https://i.imgur.com/7itBcPp.jpg] which at first I thought was just a graphical glitch as I ran up to it. Walking past the Lion statue heading to Coriolis Plaza (easterly direction) you can see beyond the ramp, the outline of one of the mostly constructed (deactivated?) asura gates. However, if you approach it right, and don't walk too far past the stone rim that connects to the wooden boardwalk just past the lion statue, you'll see that there's a gate activated, but not only that - it's in a waiting/loading state (hourglass icon) and a "do not enter" state (big red circle with slash). But, rest assured, take one more step past where my character is, and the glitch disappears. It returns to a hollow asura portal not yet ready for travel. I thought these gates weren't supposed to be on at all?
  12. Yeah I stay out of PvP because I'm not blessed with sub-100ms ping. I'm in the wrong country for that.
  13. I'm on the east coast, and 250ms used to be normal. Still, depending on the servers, I'm taking not less than 15 hops and about 40 at most. I'm swapping in between my NBN Fixed Wireless (tragic, 25MB/sec because we're rural) and my mobile phone's hotspot (4G at best, similar speeds). There doesn't seem to be much of a difference between the two when comparing speed tests and ping, but the result through to ANet's servers is nearly identical. As mentioned earlier, the lag wasn't anywhere near this bad pre-update. I don't have any trouble buffering up youtube vids or playing other online games, it's just GW2's servers that seems to be posing the biggest problems.
  14. Nah, pointless trying to get help from support as they always try to put it back onto me. Because it's "never them".😂 I'd say it would be something in between me and the servers if the timing weren't the way it was (right after an update). I'm aware of the update changes, and I can't see anything that would cause such a monumental lag issue. I've been in world boss maps before this update, which had FAR more players than what I've been experiencing lately, and still not had anything like the amount of lag. I get the impression that if I find out what's causing the packet loss, then I might be halfway home.
  15. Since the recent game updates my ping has gone from 300ms (common in Australia, in order to reach N/A servers with a lot of server hops/gateways) to over 400ms, which many N/A customers would regard as "unplayable". When world bosses are concerned, it spikes to well over 2 seconds which really DOES become unplayable. Has ANet had a change in servers recently? I've had no changes to my current setup and my speedtests are nominal compared to this time last year. To compound this, there's added lag with anything from a weapon swap to a simple deposit of materials or compacting of inventory bags. Just tried to get a gauge on what's actually happening through pingplottter, and I'm getting 100% packet loss through ALL of the "amazonaws.com" servers. If I hit F11 in the game to see what kind of ping I'm actually getting, some maps won't even report the ping (just appears as '0'). Can we get word on what exactly has happened to make this worse than it already was, if there was anything relatively recent?
  16. Is there any reason why there are so many map changes in End of Dragons? Doesn't matter which map I'm in, it seems I'm only there about 5 minutes before being asked to switch over to another map, which, arguably, is just as populated, if not less so. Come to think of it, I don't think I've seen more than 20-30 players on a non-meta map, which is very thin for a new expansion. Are there too many map instances/IPs causing players to be spread over too many maps, or does the tolerance need to be adjusted to allow more players on the map?
  17. First let me say I'm enjoying the fishing in EoD, but there's one or two flaws which could be easily rectified (the other I'll go into in another topic, as it's most likely a bug). Depth Charges - literally underwater explosives, which are meant to do highly explosive damage by means of an explosion and a shockwave. "Depth Charges" - Sink underwater enemies within range. [Damage: 163] [Sink: 2 seconds] [Number of Targets: 5] [Radius: 1500] I believe this needs to be refined into a much more usable skill. Much like a real depth charge, it needs real damage, not just temporarily sinking enemies. The cooldown is too long - 12 seconds when you're in an area full of naga, risen or krait attacking your boat and not willing to lose aggro when you think you're out of range; it just doesn't cut it. Trim this down to a more usable cooldown like 6 seconds and I think it's more fair. If we're made to believe the depth charges are an actual weapon, and not just a deterrent like what we've been given, these could be a lot more potent. It hurts quite a bit when you've fished up a lot of stacks in your Fishing Party mastery, only to have the boat destroyed when you can't lose the mobs when you need to. It's either that, or drop anchor, get out and manually kill them yourself, which if you spend too long in doing, you'll lose the buff stacks anyway. The skill needs more usefulness, not just CC'ing a Leviathan, which is what it's mostly used for.
  18. The meta for Seitung Province was finally working properly, and I'd joined it to get the special item that's needed for the Tier 3 service chip for my bot. The description of the Miniaturised Skiff Engine (needed for Skiff Supercharger 3) says "Found by defeating the Aetherblade boss in Seitung Province." ... this tells me it's a drop given by the end boss for defeating it. It doesn't say how it's obtained, which as I've since learned, is a random drop from the Bounty of Seitung Province, which is given from the defeat of Renyak, the last Aetherblade boss in that meta event. What's missing here is transparency. It's not as cut and dry as what we're led to believe through that description at the Jade Bot Vendor. It's only IF and WHEN the meta is working (without hiccups, which it still has) that we can get this Bounty, and only then it's a rare drop. None of this is mentioned in how to obtain it. I don't want to speak for anyone else, but this kind of puts me off trying to get the Tier 3 modules for the jade bot. If it's going to be a crap-shoot every time, then I think I'd rather spend my time fishing.
  19. I'm getting a similar issue with mine. I completed the heart needed to unlock the skiff but I'm still getting only the base skin. I bought EoD Deluxe when it was released, and then promptly stuffed all the things I was gonna use in the expansion in the storage. Skiff skin included. Could this be part of the problem? I can dye the Dragon boat skin but just can't use it. Quite frustrating. Edit: cancel that, I found the answer. Need to use the mastery icon with the VERY small arrow (next to skill 1) and select Skiff (provided Skiff and Fishing are given), which will allow you to place a shadow/silhouette of your chosen skin onto the water. After that, smooth sailing - literally. Hope that helps.
  20. So I'll preface this by saying I haven't put a lot of time into discovering what causes these glitches, only that the PC parts are practically brand new and that I've only seen these glitches happen the once. It hasn't happened at all before this upgrade. That being said, going by experience, if I saw it once, it's likely, that unless I know what the cause is (on new hardware, no less), then I will be seeing it again. Yes, the drivers are up-to-date. The issue I've seen - while being in Auric Basin, I've seen these artificial coloured "walls" which don't really exist because my mount can fly right through them. However, turn around and they're not there anymore - they're only seen from one aspect/angle, and thus the glitchiness. This was happening randomly throughout AB, including in the greater explorable part of the map, and many times in the areas where the chests spawn. Unfortunately I don't have any screenies to show, but if it happens again I'll be updating this topic. I'm not running DX11 because of the number of people I've not only talked to in game about it, but also heard horror stories about in the forums. I could give it a try, and know if it crashes, the very likely reason behind it will be DX11. PC specs: - AMD Ryzen 7 5800 - NVidia RTX 2060 6Gb - GSkill 2666MHz RAM (32Gb) - Intel 2TB NVME SSD (actually various SSDs installed too) - Corsair H80i v2 CPU cooler - Asus TUF Gaming Wifi Mobo - Sound Blaster Z sound card - Corsair HX750i PSU Everything but the PSU and the sound card is brand new. I bought these maybe 6 months ago and hadn't had the time to install them and upgrade the PC because of a very hectic time moving at the end of 2021. I searched but didn't find anything - has anyone had this type of glitchy graphical experience from NEW hardware?
  21. Who's arguing? I'm putting a point across, there's no argument to be had.
  22. I did. Most of the botting threads I found with recent dates were to do with PvP.
  23. I'm out farming some materials for my next legendary and I spot greatsword-wielding necros with a minion army just killing mobs for them. The necros never move, and those that do have a skill set to auto-use when it's off cooldown. Other than that, they just stand there. The "players" are all AFK for as long as they want. I'm not sure how many other necro bot threads are already out there, but this is another one to add to the list. I could name about a dozen or so areas with (mostly) necros, just static and taking all the loot the minions kill for them. I could report it but I'm about 99% sure it'll be brushed off by some apathetic Anet person that couldn't be bothered "trimming the weeds" so to speak. After all that's what these bots are, weeds. Remove one, and three more take its place. I don't usually go posting threads like this, but the whole idea of these bots getting 'through the net' just irks me. Normally this kind of thing wouldn't bother me that much, but certain materials are worth a lot more than others, esp. in bulk quantities. I know it's a quaint idea, but in the interests of keeping things fair for all, I'd like to see the playing field levelled. Is there a better way to remove these bots from the game? Should the auto-attack ability (Ctrl-mouse2 if I remember correctly) be removed on certain skills?
  24. It's the way people are - accept it. I have. And I deal with them accordingly. That's not being a "divine right" holier-than-thou attitude leader, it's just fact. I'm on the other end of that argument, obviously. I scour a map to see who's on it first, not just take over the whole map with a self-righteous attitude. Like I said before, if there's other players on the map, I'll ask them to join me. Most clear off the map before I get a group together. Those that are there just grab whatever doors they can - complete and utter disregard for anyone else on the map. It's not like the doors respawn in 5 minutes either, they take a lot longer. Most people who see a map with no doors will have rather short attention spans as well. They'll jump off the map and try to get in on another with more doors available. This is flawed thinking as we can't nominate which IP to go to, not like back in the old days where there were overflow maps and you could jump between them (pre-megaserver), and most of the time we'll land back on the map we jumped out of. This is something else Anet needs to fix. The good commanders will have loads of humility, which is why they get groups quick (like I have). It's those that DON'T join which threaten the play of the map and ruin the run for the others in group.
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