Jump to content
  • Sign Up

Hamfast.8719

Members
  • Posts

    199
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Hamfast.8719's Achievements

  1. I play mostly for "Fashion Wars", I guess... mixing and matching armor pieces to create new looks. I learned long ago to keep Transmutation Charges UNconsumed in my Inventory, only adding what I needed when I was ready to actually use them. Otherwise sure enough, I would accidentally apply one now and again and change something that I didn't intend to change. Keeping them in storage unconsumed is my safety net. As I approached 1300 Astral Acclaim, the game forced me to buy something, so I went to look at the rewards. (BAD DESIGN here, by the way. Maybe it's my screen resolution combined with my chosen screen element size, but I thought there were only a couple of things currently available and that maybe you were planning on rotating offerings weekly. Only rolling my mouse wheel by chance revealed to me that there were a lot MORE rewards "hidden" below what turned out to be just the top row of many). Anyway, Transmutation Charges were right on top. So I bought them. It took my Astral Acclaim points, but I still didn't have enough free space in my "wallet" to claim the new ones I had earned. So I gobbled up a bunch more Transmutation charges until I could accept my new reward. Then I looked at my new Transmutation Charge total, and it hadn't changed! Still the same number that I had before making my purchases! I had to ask around in chat... I figured perhaps I needed to go to an NPC somewhere to pick them up. We finally figured out that I DID get them, but they were being AUTOMATICALLY CONSUMED instead of adding to the stack in my Inventory. As I mentioned at the start, this is NOT something I like... it leads to accidents. PLEASE don't sell Transmutation Charges to me pre-consumed! I'm not a baby bird, devouring what mama has pre-consumed. And I don't want to begin transmuting stuff by accident again.
  2. No special birthday-only dye? I still have several to go. Or will we get that when ANet celebrates THEIR birthday?
  3. Need. More. Options. I hate PvP, so I always did the PvE Dailies and the non-PvPish World vs World selections (Kill the Veteran Creature, Capture the Ruins, Stop the Caravan, Kill the Sentry, etc.) to gradually earn reward track items. So when the new system came along I selected PvE and WvW, only to find that I am being assigned much-disliked PvP stuff for the World vs World portion. NO CHOICES! Where are the OPTIONS to choose what I WANT to do? I should be able to select 3 things to do out of at least 6 different options. Telling people what they must do is an excellent way to get them to hate doing it. I have already switched my options to remove WvW for next week (we have to wait a week?!?), but then having no more CHOICES, I don't see myself going back to WvW regularly anymore to work on reward tracks.
  4. I have EVERYTHING on and maxed out (including Supersample). Using 3840x2160 (which IS my native resolution). Got my Hero Panel etc. back just by going back to DX9.
  5. I play full screen 3840x2160 and I get no picture of my character in the Hero panel at all. I get the top left corner of my head at the Makeover NPC.
  6. I have an Asura Virtuoso. If I have more than one dagger up when I activate a light source, it will shed no light. Have tested with the Mad Memories backpack item, the Flames of Kryta "toy", and the Cobalt greatsword, which had been my go-to weapon for years at least partly because it shed so much white light for me. Now I'm left in the dark unless I use Bladesong skill 3 or 4 to wipe out my daggers first, before I activate my light source. (This is a lousy workaround if relying on Cobalt, since I need to repeat the process every time I sheath my weapon. Fortunately, MOST of the pitch black areas of the game don't contain enemies).
  7. Hmm... my graphics settings are maxed out, and I'm also using DX11. You can see in my picture link (a few posts back) what a "faded" turtle looks like to me. Just faded, not invisible. Are other people experiencing different? Dirty glasses bug me. This is much worse. I could live with the "invisible ally" look of "rippling air".
  8. Yes, obviously people are having a problem with it (hence the post and the replies that concur with the issue). Just because you are okay with it, doesn't mean everyone else is. As I mentioned in my initial statement, this has made me seriously consider throwing in the towel due to unplayability in some battles. (I've been a big contributor to their gem store purchases, and have been with the franchise since the GW1 Betas. I've got 17+ years under my belt. So, yeah. It means a lot to me). And yes, even without turtles things have always been cluttered in combat. I DON'T WANT to stop people from having fun with their mount. You wouldn't say that if you'd fully read what I've posted. I very specifically said just the opposite. I'm looking for a solution for everybody here. As things are currently, the TURTLES are reducing fun for OTHER PEOPLE. What I am asking for (a drop-down box to choose the level of true mount invisibility you want to display) will not reduce the fun anybody is having with their Turtle in any way. If you like seeing the turtles, you can see the turtles. If you don't like seeing them, you can make them invisible. Everybody wins. As you said, our vision has always been problematic. We have had to strain to peer through the bushes to see our targets. Now there are whole TREES in the way. The solution is NOT to learn to live with the trees since we've been forced to get used to the bushes. The real solution is to chop them BOTH down to a custom level of our choosing. We need: - A Turtle Invisibility level drop-down choice box. - A Visual F/X level slider (asked for many times probably since launch). ...or whatever other clever solutions you folks can come up with. I like the idea someone mentioned of being in Combat Mode as a possible trigger for Turtle invisibility. Or if a slider is too hard to implement, I'm fine with an extensive item-by-item checklist (other player's spell effects / other player's item effects / Legendary footprints / etc.) And fewer effects will result in less lag. It's high time to do something about all of this.
  9. Clumsy and slow, and doesn't help with placing AoE skills. And it still doesn't address the concern of being able to see my opponent's "tells" to know when I need to dodge or interrupt.
  10. Here's a sample of the "fading"... this is not in combat. It is just my character standing around (in the dashed yellow oval) and a "fully faded" turtle. I can barely see my character at all, much less anything else on the screen. Imagine this in the thick of combat. We need true "invisibility" (as per the standard game effect for invisible allies), and we need an option to have the invisibility "Never", "In Combat Only", or "Always". https://i.imgur.com/5AHmCVw.jpg (Crossing my fingers... I used to post tons of pics, but haven't done so on the new forum yet).
  11. One time while waiting on the World Boss I asked very politely in-game if Turtle riders would please hang back and use RANGED, since (from what I read on the Forum) that's what they're best at. I explained that the rest of us have troubles seeing the target and timing dodges, etc. This immediately resulted in an explosion of Turtles being mounted and running around in an orgy of defiance and laughter at little ol' me. I didn't say another word, not wanting to make it worse, but I did see other players agreeing with me in chat. (I personally LOL offline whenever the Golem Mark II puts up his electric fields, or Tequatl's Fingers launch their poison, which pretty quickly accomplishes what I want anyway. Turtles die or flee the zerg and I can see again). I know "change" fixes take awhile in this game. I've been hanging in there, trying to find ways to live with this since Turtles aren't going to go away. From what I read in the Forums, people understand that for the most part Turtles aren't particularly useful in non-Cantha open world, especially in melee and with no gunner. So I'm hoping the novelty will wear off before I completely give up on the game. There will always be new Turtle riders testing their mount, and there will often be trolls looking to stir up trouble, so this has to be an ANet fix. Any other thoughts on how to fix this without nerfing the Turtle riders' enjoyment? I really want a "Make other players' Turtles invisible" drop-box with choices for "Never/When in Combat/Always". (My preference would be ALWAYS, because they block vision in town just as much as in combat). This needs to be TRUE INVISIBILITY as per the effect, not the "object collision" invisibility. You know... where the Turtle and rider appear as a wavy disturbance in the air, like the movie Predator. Currently, the Turtle fade takes a second or two, which is way too long to be blinded in combat. It's very disturbing, especially now when they're new and running all over the place. What about a "Down In Front!" solution? If someone tall sits in front of me at the movie theater, it would be just as effective if they were shorter instead of invisible. Would it be better if we had a drop-down choice for Turtles to appear smaller instead of invisible? No bigger than a Norn or a Charr? I often throw AoE healing at people when enemy AoE targeting effects appear underneath them. I'm more likely to help a Turtle this way if I can actually see him. Besides, it'd be good for a laugh. The Teeny-Tiny Turtle Toggle! THE TORDIS (Half Tortoise, half TARDIS - bigger on the inside than on the outside).
  12. The addition of mounts put new life into GW2 for me, and significantly increased my game’s lifespan. I haven’t tried End of Dragons yet, but what I do know is that the new Turtle mount is having the exact opposite effect for me. Their appearance in the game is making me want to quit. My problem? Unlike all other mounts, Turtles apparently don’t disappear in combat the way all other mounts do, and they are just to darned BIG to see past. I get the impression they’re supposed to be artillery, but I just spent a miserable evening being totally unable to see my targets past turtles clustering in the middle of melee. I mostly play ranged characters, and need to be able to pick out the most efficient center spot for my AoE attacks. I often can’t see any bad guys at all now, since the turtles are bigger than most enemies. I’m even getting temporarily blinded by the ones who aren’t in melee, as one tramples over my position. I can very well imagine that melee characters would also be seriously hampered from being constantly buried underneath turtles. This is a major, fundamental flaw in the way the Turtles seem to have been designed, and allowing them to remain on the field during combat should never have been implemented in the first place. It’s game breaking for the rest of us ground-pounders. I can’t select targets anymore, and I can’t see visual “tells” when an enemy is getting ready to release his big attack. Something MUST be done about this. They SHOULD disappear when the player enters combat mode, but I fear they were designed otherwise. I don’t want to spoil the fun for the Turtle players, but their sheer bulk is a hinderance for everyone else. I don’t want to complain in-game, because for every Turtle rider who says “OMG! I’m so sorry… I didn’t realize!”, there’ll be one who thinks it’s an awesome trolling opportunity. So those of you with turtles… will it totally ruin their functionality if they disappear when you enter combat mode like all the other mounts? Are they supposed to be GW2’s first combat mount instead of merely transportation with a one-shot first attack? If so, what might be done to keep them playable for you, while not making the fight harder for everyone else? Restrict turtles to Cantha? (Ouch, I know!). What about adding a check-box if you want to make other people’s turtles Invisible to you when they’re in combat mode? Perhaps only allow them to remain active on the battlefield in instances, and not in the open world? Or maybe just make it obvious that they really suck at melee combat, so even a beginner will keep their turtle distant? Like I said, I don’t know anything about the Turtles. Those of you who do will have to figure out the solution. I’m just pointing out what I find to be a major, major problem. I hope a solution can be found, because if this continues much longer I’m afraid I’ll finally have to call it quits. It’s way too stressful being constantly blocked out of the combat by my own comrades. And if not disappearing in combat the way all other mounts do is supposed to be “working as intended”, then I fear they’ve made a fundamental mistake that will be hard to rectify to everyone’s satisfaction.
  13. Reduced clutter also means not losing your mouse pointer as often, less lag/game freeze/disconnects from straining hardware, inability to see the Boss's "tells" when he's ready to perform a special attack, etc.
  14. Filled a bank tab with Zhaitaffy... now what? Any suggestions how to "get something" out of it? This is 7500 Zhaitaffy. At the current price, I could make around 42 gold by instant-trade on the TP. I could trade it in for 7 Jorbreakers (with some taffy left over), but there really isn't anything available at the Jorbreaker merchants that I want/need. (I'd consider putting some towards a Hologram Projector for my Guild Hall, but my guildmates migrated away from the game before I could secure the Hall that I paid 100 gold to start :/ ). Has anyone found a way to turn Jorbreakers into more gold than I would get just by selling the Zhaitaffy straight up? Is there anything else interesting I can do with the stuff aside from cashing it in, or trading for Jorbreakers?
  15. Maybe it's always been like this, and I just never noticed... The Tequatl battle is broken down into 4 stages: he arrives at 100% health. When taken down to 75%, he flies off and we protect the grounds until the Asura gun is ready to take him down. Then it repeats again when he's down to 50% health, and again at 25% health. What I only recently noticed, is that when he lands, he is 5% weaker than when he took off. (He comes back at 70% health, 45%, and 20%). So over the course of the battle, 15% of his health disappears. Is it assumed that he loses 5% health when the gun knocks him out of the sky? Has it always been this way? Or isn't he giving us 100% effort? Or is he bugged?
×
×
  • Create New...