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Valandil.6453

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  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.
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