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Bellefon.1259

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  1. You can disable the special functions (like mute, volume, screen brightness, etc.) so that your functions keys act like true function keys without having to press the Fn key at the same time. For Mac: System Prefs > Keyboard > check: "Use F1, F2, etc. keys as standard function keys" For Windows 10: Press the Fn key + Fn Lock key to disable the special functions The tradeoff is that you'd then need to then press Fn + F1 to toggle mute while playing the game.
  2. I don’t recommend Boot Camp. It’s going to run very hot (BIOS can’t switch between integrated and discrete graphics, so the fans will run constantly if you have two cards); it’s going to take up a good chunk of drive space; it’s going to require applying constant Windows updates and troubleshooting them; and it’s going to wall you off from all your usual other third-party programs unless you redownload the Windows versions. CrossOver had been working for me since the February removal of the Mac client. But it and other Wine compatibility layers seems to require setup using the 32-bit Windows installer, which will be going away end of August. I don’t have the knowledge to manually create, customize, & troubleshoot a CrossOver bottle using the 64-bit client. Now I’m trying out GFN for the past few days. I don’t think either ANet or NVIDIA is going to provide any guarantees, but short of a business decision or bad corporate relations, there’s no technical-capability reason that GW2 on GeForce NOW would go away. But since ANet doesn’t reassure on these issues, and usually doesn’t provide more than 6-8 weeks notice on technical matters, there’s no need, as a consumer, to pre-purchase any sooner than the day before EoD is released.
  3. A few others, including myself, are getting stuck in a failing patch loop. It may be related to something going on with the 32-bit client. If that applies to you, see this post: Game Starts and Closes and Repeats Over and Over
  4. Thanks for the tip. I'd never created a hard link before, but it saved me 50gb of space. (For anyone else interested who's also inexperienced doing this, the hard link has to share the same name of "Gw2.dat" or the client will begin a full download.) I had gotten Karabiner-Elements to change option-to-alt, but I prefer your idea to edit user.reg since it keeps the alt-key change localized to the bottle running GW2 rather than changing it everywhere. Thanks for the instructions.
  5. Excellent. Thanks for confirming that it worked for more than just me. Maybe it will help others who try CrossOver. I was wondering if Gw2.dat was platform agnostic. I was afraid to copy it in case Windows created a different .dat file than the one Mac created. This will save those with lower bandwidth some time if they can re-use a 50gb file. Hopefully someone with more tech knowledge than me can confirm. My performance with CrossOver is definitely worse than the native Mac client. But it was at least playable in PvE and PvP. I haven't tried in WvW yet, but I'm a little worried by the way my fps can drop to 8 just by turning. My mounts load in, but the movement animations can take 10-30 seconds to load in however. Could this be a difference between Intel vs. M1 given that GW2 was coded using early 2010s technology?
  6. I had the same CoherentUI error at step 4. What worked for me was to navigate to the C drive of the Guild Wars 2 bottle (which was created after steps 2 & 3) and manually open the Gw2Setup.exe instead of letting CrossOver attempt to automatically do it. Because I opened the Setup.exe from within the bottle, and not from some other location, it seemed to work. Two ways to get to the C drive within the bottle: Right-click the bottle in the CrossOver UI > select "Open C: Drive" > look in both Program Files folders for the Setup exe fileManually navigate to the folder: ~/Library/Application Support/CrossOver/Bottles//drive_c/Program Files (x86)/Gw2Setup.exeI'll admit I'm a little unsure after-the-fact how I was able to install the 64-bit version by clicking what appears to be the 32-bit Setup exe, but I just used whatever the CrossOver app placed in the C drive folder after having confronted the CoherentUI error. The end result for me is that using the Gw2Setup.exe within Program Files (x86) installed the Gw2-64.exe, along with the 50gb Gw2.dat file, within Program Files in the drive_c folder. One more thing: After I successfully installed the Guild Wars 2 bottle, launching the app from within CrossOver would give me the CoherentUI error again and fail to launch the game. CrossOver's launcher icons, whether created automatically or manually, aren't working for me. So the workaround is that I navigate to the C Drive folder by clicking the "Run Command…" icon > Browse button > navigate to and select Gw2-64.exe > Run button. Not convenient, but so far has successfully launched every time for me. *note 1: I'm running Catalina on an Intel MacBookPro 16, 2019 -- hopefully M1 w/ Rosetta 2 would behave similarly *note 2: I've only been testing CrossOver for a couple of days now. It's working ok. Biggest annoyance I've found is that the option key does not translate to the alt key, so any control keys I'd set to using opt/alt no longer work, and I had to remap them. However, using alt-drag to split stacks in inventory isn't working, and there's no way to remap it in the GW2 UI. This is not a problem using the native Mac client, and it wasn't a problem when I ran GW2 in Boot Camp three years ago, so I wonder if this is a coding issue in CrossOver's GW2 implementation. If anyone has experience with running CrossOver using other apps – any tips on getting the alt key recognized?
  7. For most gem store offerings, the bottom of their wiki page has a history of when they appeared in the store. The entry for the Istani Isles Mount Select License shows that it’s reappeared in times ranging from two to six months. It’s not predictive, but it seems due soon, if not during Wintersday, then maybe Jan/Feb.
  8. Agree with replacing the mount ability 1 (not to be confused with engage skill 1) default “V” keybind with the “2” key. For anyone using their skyscale often, I’d add the suggestion to replace the mount ability 2 default “C” keybind with the “X” key. Reasons as relates to skyscale:X to descend is a natural fit with default X to swim down in water (and the keybinds won’t conflict/overwrite each other);X is as close to the spacebar as C, allowing your thumb to continue toggling between ascent/descent smoothly; andA bonus is that moving your thumb just above X to S allows you to move backwards to both unstick, or adjust your descent for precise landings, thus consolidating your up/down/back movements to your thumb along a truer diagonal alignment of spacebar/X/S. The “X” keybind logic is not as strong for griffon and beetle. For the griffon especially, the meaning of “rising” after “diving” is the opposite of “down”. Yet X is still not more arbitrary than C, so I see it as a nice refinement for heavy skyscale users. How odd. My 'X' key (default) mounts and unmounts my Mounts. So, overwriting it would surely mess me up, lol. You're right -- my bad. I've changed so many keybinds over the years that I forget Anet's original defaults. Looks like "swim down" is unassigned by default, and yes, X is mount/dismount.
  9. Agree with replacing the mount ability 1 (not to be confused with engage skill 1) default “V” keybind with the “2” key. For anyone using their skyscale often, I’d add the suggestion to replace the mount ability 2 default “C” keybind with the “X” key. [EDIT: apologies — I’ve been reminded that X is Anet’s default for mount/dismount. I’d forgotten the original settings as I’ve been using X to swim down for several years now. Nonetheless, it still works for me.] Reasons as relates to skyscale: X to descend is a natural fit with default X to swim down in water (and the keybinds won’t conflict/overwrite each other);X is as close to the spacebar as C, allowing your thumb to continue toggling between ascent/descent smoothly; andA bonus is that moving your thumb just above X to S allows you to move backwards to both unstick, or adjust your descent for precise landings, thus consolidating your up/down/back movements to your thumb along a truer diagonal alignment of spacebar/X/S.The “X” keybind logic is not as strong for griffon and beetle. For the griffon especially, the meaning of “rising” after “diving” is the opposite of “down”. Yet X is still not more arbitrary than C, so I see it as a nice refinement for heavy skyscale users.
  10. I’ve been trying this. I agree that casting shades makes little to no sense now, except maybe casual open world in specific cases where you can predict npc behavior. However, It’s hobbled and clunky to play as “melee” without melee capabilities. When adopting the no-F1-melee method, you don’t just lose the benefit of both Scourge minors. Two major traits aren’t worth taking as they depend on casting F1 (Desert Empowerment & Sadistic Searing.) And both one minor and one major are less effective as side effects (less Abrasive Grit barrier application, less Demonic Lore torment application.) Also kiss goodbye to the use-shroud-skill-1 in other trait lines. And in-shroud traits are blunted due to scourge-shroud’s short 3.5/6s set duration (e.g. less Shrouded Removal condition removal, less Unholy Sanctuary health regen, less effective Vampiric Presence). These in-shroud traits were true before the shroud change, they just seem more glaring now, and are worth pointing out as built-in trade-offs scourges had already. It was disingenuous of ANet to perform a major change on the mechanic, rather than just shaving numbers if a quick fix was direly needed before their future big balance, without also adjusting the Scourge trait line at the same time (while instead introducing a major update to Death Magic traits.) Yeah, we’re probably stuck with this now, but then they should have leaned into their concept. I’d rather we were all discussing a coherent change rather than a poorly conceived, unintegrated change that conflicts with it’s own elite line.
  11. The terms “build” and “template”, as Anet is using them, aren’t matching common understandings. Many commenters have already caught on to this. Using the UI as a discussion point, Anet should have merged the “Build” tab with the “Equipment” tab to expand their current definition of build beyond just skills and traits, to also include equipment. (Rename a new tab for the nine other non-equipment categories sitting in the Equipment tab.) This enhanced build tab would now match most people’s idea of a complete build. On the right, three static game mode tabs that continue to dynamically adjust to your current mode (as before this update) —> PvE / WvW / PvP. These aren’t saved, as they aren’t now, thus not “templates,” which is tripping people up. Have something you like? Now save it to “Build templates” on the left (“Build template storage”), or apply saved build templates to your character’s mode tabs on the right. I’m aware this doesn’t address all the complexities (like legendaries, or the new equipment storage), but: it’s conceptually easier to understand;it would continue to automatically switch builds to modes (e.g., my most recent of my three PvP builds is loaded for me upon entering PvP lobby);it simplifies the hotkeys to include full build templates for the three modes; andit simplifies the monetization, thus lessening the cash-grab perception, by just selling extra template storage, instead of monetizing three (confusing) components, two of which aren’t actually templates.
  12. Until then, for Mac users, adjust the cursor size:System Preferences > Accessibility > Display tab > adjust the “Cursor size” slider You can make it fairly large, much larger than the similar cursor-sizing option in Windows. And you’ll probably want to scale it down again when finished playing.
  13. Try replacing the default skin with a custom skin -- worked for me, works for many, might work for you. I never have a problem with warclaw no matter how many people are around or how soon I've entered the map or waypointed. Here's more information from ten months ago --> About the Mount bug
  14. Omg, thanks — confusing for veterans, too, lol. Good global change might be “Right-click tocustomize stats”.
  15. Hadn't thought of that -- good idea, cause I keep accidentally casting shades. I propose if you cancel a shade that the time left on the shade goes towards its cool down. So you set a shade and let it sit for 10 seconds and then cancel it you would get a cool down reduction of the percentage left. In this case 33% cool down reduction. That way you could get another shade out more promptly. I think the ammo charge system already accounts for that by wrapping a CD (count recharge) around a CD (skill use). As long as all 3 manifest shade charges haven't been used up, a shade is always ready to be cast. If a scourge casts only one, but then removes it, they've lost the advantage of coverage (which is the problem Anet claims to want to solve?), but can cast a new shade quickly. If all three were cast, removal (of all shades) doesn't need to affect the count recharge -- the scourge has to wait for recharge to cast shades again, using the same system. So it's a tactical choice about where the dmg/support/defense happens, not about being stuck in range vs. melee mode for 15s.
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