Jump to content
  • Sign Up

notebene.3190

Members
  • Posts

    1,331
  • Joined

  • Last visited

Posts posted by notebene.3190

  1. It's a great idea. Even if you have expendable income to buy a lot of chests to try to get the rarer items, every chest you buy lets you save up for some guaranteed picks _of your choice_. As someone who does 'not' buy an chest (I farm my free one per week), the model also gives incentive for someone like me to buy 'some' chests, not so much to take a chance on a super nice thing as to supplement my free weekly chest with some statues to get a guaranteed item I might be interested in.

  2. > @"TheQuickFox.3826" said:

    > Ehrm. Just beat them by one copper.

     

    I did, but listed like 1000 things and then 2 stacks sold, so I had 500 left, and then another 1000 things came in at my price, so I was curious as to whether my 500 would go before the new 1000. :)

  3. > @"DebraKadabra.5278" said:

    > > @"notebene.3190" said:

    > > and the ability to automatically sheathe weapons out of combat quickly (your weapons will eventually sheathe now out of combat, but it takes a month of Sundays)

    >

    > You can bind a key in Options to auto-sheathe your weapons. Took me forever to find it, but it is there.

    >

    >

     

    Thank you. I know about that, and have used it since day one. I just feel there are a lot of reasons and situations (some strange) that exist in the game already (even without wanting to see your weapons hidden while sheathed) that could benefit from the ability to set a setting to 'immediately and automatically' have weapons sheathed as soon as you are no longer in combat.

  4. > @"Inculpatus cedo.9234" said:

    > Well, yes. I should have been more specific. Certain Masteries, if not all, aren't usable in most (all?) pre-Mastery-implementation instances. And, of course, it is not possible to have a L1 Character outside the tutorial instance.

    >

    > My bad.

     

    In your defense, it’s been pretty recent they took the ability to use some of our port scrolls to let a level 1 character bypass the tutorial away from us. Sadly.

  5. I have weird feelings about this post. I've had lots of suggestions over the years that are most likely too small for anyone to care about that I think would be good QoL things, or just new neat things (like my idle animations idea), but I'm reluctant to post them hear, as I feel I shouldn't have to pass an arbitrary filter of _you liking it_.

     

    Appreciate your effort, and some of the ideas I see.

  6. When you put something on the AH, is it Last In; First Out or First In; First Out?

     

    Put another way, if I sell something for 28c and you come along and sell something and there are now 2 things for 28c for sale, and someone comes along and buys one of the things for 28c, does mine sell, or does yours sell?

  7. > @"Malediktus.9250" said:

    > > @"notebene.3190" said:

    > > > @"Danikat.8537" said:

    > > > I'm actually more concerned about the security flaw(s) this update is supposed to fix than a potential drop in performance in games (I'm a pretty casual player, so unless it's a drastic change I may not notice things going slower). So I'm going to take the approach of downloading the update, seeing how things go and rolling it back if necessary.

    > >

    > > I have an i7-5820K @ 3.30 and I don't notice anything playing. I did a (sadly) very non-scientific before/after screenshot of what GW2 is using, and didn't take into consideration to where I was in the world and what was going on, so I can't offer anything helpful there. I look at it now, and it's exactly the same as it was before, but I don't know for sure if this is the same character/place/time/situation as when I took the picture. I tested another character in another part of the world under different circumstances, and the CPU/GPU hit was much higher. That could just be because of where I was. Newer land, lot more effects and such going on. I will say that when I look at it now the CPU/GPU numbers match what my before was. I'm not seeing a situation where I'm in a place and the GPU load is the same but the CPU load is a lot higher? Probably means nothing.

    > >

    > > It doesn't 'feel' any different to me, the few games I play. I do play for a long time each day at different times during the day doing a lot of different stuff. SWL seemed fine early today.

    > >

    > > I'm also a 'fullscreen borderless window' person. I don't get why everyone hasn't adjusted their expectations and set that in their minds as the baseline normal these days, but I digress (another thread, I guess).

    > i read on some website that the windows update is not fully activate yet and needs firmware/microcode updates for the CPU and mainboard before it is activated propely. So maybe we see further performance loss when those firmware updates happened.

     

    That could be. I don't have anything from Asus yet on that front. :(

  8. During the gate break-in start to AB, for some reason, maybe half the time, I get kicked out of my gold armor 'right' as the gate comes down. It's just gone and I'm out and have to grab a blue. It's not like I'm being hit by the mobs, I'm at 100% health and my break bar is full. It's just there, and the gate comes down, and it's gone.

     

    Anyone else experienced that, knows what it might be?

  9. > @"Danikat.8537" said:

    > I'm actually more concerned about the security flaw(s) this update is supposed to fix than a potential drop in performance in games (I'm a pretty casual player, so unless it's a drastic change I may not notice things going slower). So I'm going to take the approach of downloading the update, seeing how things go and rolling it back if necessary.

     

    I have an i7-5820K @ 3.30 and I don't notice anything playing. I did a (sadly) very non-scientific before/after screenshot of what GW2 is using, and didn't take into consideration to where I was in the world and what was going on, so I can't offer anything helpful there. I look at it now, and it's exactly the same as it was before, but I don't know for sure if this is the same character/place/time/situation as when I took the picture. I tested another character in another part of the world under different circumstances, and the CPU/GPU hit was much higher. That could just be because of where I was. Newer land, lot more effects and such going on. I will say that when I look at it now the CPU/GPU numbers match what my before was. I'm not seeing a situation where I'm in a place and the GPU load is the same but the CPU load is a lot higher? Probably means nothing.

     

    It doesn't 'feel' any different to me, the few games I play. I do play for a long time each day at different times during the day doing a lot of different stuff. SWL seemed fine early today.

     

    I'm also a 'fullscreen borderless window' person. I don't get why everyone hasn't adjusted their expectations and set that in their minds as the baseline normal these days, but I digress (another thread, I guess).

  10. > @"Einlanzer.1627" said:

    > I'd vote for each piece having a unique built-in rune or sigil in addition to the normal rune/sigil slot. I don't care if this represents a small amount of power creep over ascended - I think the game would benefit from it because it would make them way more interesting to chase after ...

     

    I agree with some of your overall sentiment in your larger post, but not this sneaky rider. I _do_ care about power creep, and would not want to see this.

     

  11. What I’d like to see implemented in the UI to help alleviate the situation is:

     

    1. If the min sell price is greater than the highest offer, default to min sell “and” total number of items in your stack. By default if the “number” of the highest offer is less than the stack size you want to sell, it cuts your sell stack down to that number and that offer price, both of which are annoying “if you have more things to sell”.

    2. Add an option to set what you are selling to the lowest min sell price with a quick click. So I don’t have to type in 28 ?

  12. > @"Zaklex.6308" said:

    > > @"notebene.3190" said:

    > > > @"Zaklex.6308" said:

    > > > > @"Tsakhi.8124" said:

    > > > > I don't think it should be scrapped, rather, as others have said, it should be _improved_ on. I have the reaction time of an uncultured potato and I did okay underwater. My main problem is that my sense of spatial reasoning got messed with something fierce. Like, I was bouncing from one enemy to go towards a weaker enemy so that I wouldn't die. : p

    > > > >

    > > > > (Most of the time it was like "Sayeh, plz." ...*randomly flails about, pretending to do something useful.*)

    > > >

    > > > This person mentions the major problem with u/w combat, and it's not the combat itself or the mechanics....it's spatial recognition, if this many people have issues with spatial recognition that says a lot for the sad state of humanity(at least those that play GW2). It used to be that people where taught how to pick an object as a focus point and use that to figure out your surroundings, you can do the same thing for 3d environments that require spatial recognition, which underwater combat in GW2 definitely does require.

    > > >

    > > > If they could improve the way that people can use spatial recognition to gauge distance to enemies that would be the biggest improvement to u/w combat in this game. Then make sure that all Elite specs have the full complement of 2 u/w weapons and skills, then go from there.

    > >

    > > This is the part that confuses me. I've seen posts (and one upstream here) that simply say, "underwater combat sucks" or "we all know underwater combat sucks" (I guess "we all know" is like "many people", and it just becomes a fact?). So, let's take skills out of the equation. I get why they didn't make some skills work underwater, but let's just for sake of argument say we have all our skills underwater. And let's take away wanting 'more' weapons and skills underwater, because who wouldn't want 'more' of a thing? And finally, the fallacy that the only reason we can't use a spear on land is because underwater combat exists, because really?

    > >

    > > So we have all the same skills we use on land, and we go underwater and fight. What is the problem? Is there something 'else' about fighting underwater that 'sucks'? Is it just this spatial recognition part, and since I don't have any, I demand you remove that part of the game, even if other people have spatial recognition and enjoy that part of the game?

    > >

    > > I enjoy underwater combat. Sure, I wish I had all my skills. Yeah, it would be neat to have more weapons. Yes, a dry-land spear weapon (or 'any' new weapons) would be great. But it would be super helpful when having underwater combat discussions if we could separate the two types of discussions, because it gets muddled when people say 'underwater combat sucks' without any context. Especially the 'i have no spatial recognition, therefore i hate' folks, whether they then add a 'therefore you should remove' on the end or not, as it distorts the greater picture.

    > >

    > > It would be like me participating in a PvP discussion, what is missing, what would make it better, what types of play fields or scenarios would be fun. I have no 'spatial recognition' for PvP (WvW can be fun :p), and wouldn't presume to just drop by a post about that and say 'we all know PvP sucks'.

    > >

    > > So, besides spatial recognition problems, and the fact that combat is three dimensional (which, it is), and for sake of argument, we'll say we have all our skills, what about underwater combat (that we 'all know') sucks?

    >

    > The biggest complaint I've seen from players is that they can't judge distance to enemies and it causes them to waste skills, and with the number of players that complained about that in the past I wouldn't imagine it has lessened any with newer players...that's what spatial recognition is...or using triangulation to determine distance from a particular object. If there's other primary items that make people dislike underwater combat then add them to this thread...perhaps as a group we can come up with solutions that would make underwater combat more palatable to the player base in general.

     

    What if they had some sort of range indicators around skills, kinda like the outlines you get on skills that have ammo? In range, no indicator. Up to X, one color, over X another color? I'm a tab-target player, so not really sure how that would work for action combat people? How does that targeting work? Is there any 'stickiness' to it, like how SWL works? If not, maybe they could add a target stickiness for up to a few seconds on your last target to give you a second or two to judge your indicators?

     

    Or, I suppose they could make it so you can't use skills out of range under water. As an elementalist, that might make me sad, as some abilities (though, not sure if my underwater weapons work that way or not) you can lob for longer than the range and still make contact with a target. :)

  13. > @"Zaklex.6308" said:

    > > @"Tsakhi.8124" said:

    > > I don't think it should be scrapped, rather, as others have said, it should be _improved_ on. I have the reaction time of an uncultured potato and I did okay underwater. My main problem is that my sense of spatial reasoning got messed with something fierce. Like, I was bouncing from one enemy to go towards a weaker enemy so that I wouldn't die. : p

    > >

    > > (Most of the time it was like "Sayeh, plz." ...*randomly flails about, pretending to do something useful.*)

    >

    > This person mentions the major problem with u/w combat, and it's not the combat itself or the mechanics....it's spatial recognition, if this many people have issues with spatial recognition that says a lot for the sad state of humanity(at least those that play GW2). It used to be that people where taught how to pick an object as a focus point and use that to figure out your surroundings, you can do the same thing for 3d environments that require spatial recognition, which underwater combat in GW2 definitely does require.

    >

    > If they could improve the way that people can use spatial recognition to gauge distance to enemies that would be the biggest improvement to u/w combat in this game. Then make sure that all Elite specs have the full complement of 2 u/w weapons and skills, then go from there.

     

    This is the part that confuses me. I've seen posts (and one upstream here) that simply say, "underwater combat sucks" or "we all know underwater combat sucks" (I guess "we all know" is like "many people", and it just becomes a fact?). So, let's take skills out of the equation. I get why they didn't make some skills work underwater, but let's just for sake of argument say we have all our skills underwater. And let's take away wanting 'more' weapons and skills underwater, because who wouldn't want 'more' of a thing? And finally, the fallacy that the only reason we can't use a spear on land is because underwater combat exists, because really?

     

    So we have all the same skills we use on land, and we go underwater and fight. What is the problem? Is there something 'else' about fighting underwater that 'sucks'? Is it just this spatial recognition part, and since I don't have any, I demand you remove that part of the game, even if other people have spatial recognition and enjoy that part of the game?

     

    I enjoy underwater combat. Sure, I wish I had all my skills. Yeah, it would be neat to have more weapons. Yes, a dry-land spear weapon (or 'any' new weapons) would be great. But it would be super helpful when having underwater combat discussions if we could separate the two types of discussions, because it gets muddled when people say 'underwater combat sucks' without any context. Especially the 'i have no spatial recognition, therefore i hate' folks, whether they then add a 'therefore you should remove' on the end or not, as it distorts the greater picture.

     

    It would be like me participating in a PvP discussion, what is missing, what would make it better, what types of play fields or scenarios would be fun. I have no 'spatial recognition' for PvP (WvW can be fun :p), and wouldn't presume to just drop by a post about that and say 'we all know PvP sucks'.

     

    So, besides spatial recognition problems, and the fact that combat is three dimensional (which, it is), and for sake of argument, we'll say we have all our skills, what about underwater combat (that we 'all know') sucks?

  14. Someone commented on one of my posts, and I went to read it, but I don't see it. I see it at the sub-form level, in the last person posted column, but when I open it, I don't see it.

     

    So I clicked on the person, and went to their profile page, and see they have some helpfuls and thumbs and badges and what not, but no discussions or comments? How is that possible?

×
×
  • Create New...