Jump to content
  • Sign Up

Torben.5628

Members
  • Posts

    21
  • Joined

  • Last visited

Posts posted by Torben.5628

  1. > Might aswell make it a tengu combat tonic then, like the kodan one we got awhile back.

     

    no because I want to customize my tengu and have access to cultural armor that only my tengu can wear. I also want to put armor for my tengu together that looks nice. And armor clipping hasn't stopped me from doing so on my charr. And a tengu dance emoji as well as some funny things they say when they receive buffs and stuff.

     

    A tonic is just not enough. No way.

  2. > Lots of new 3D design needed for all the existing gear

     

    This is mentioned so often.

     

    I rather believe they are pretty much automatically transformed. How would armor fit to different body types otherwise. If they really redesigned all the armor for each class, I guess there would be less armor clipping on Charr, so I don't think that's the case. Also, every armor seems to perfectly move along the body while moving no matter the body shape. Looks more like a case of some more or less basic armature and weight stuff that works exactly the same for pretty much every armor piece. But this claim is exactly as reliable as every other claim on this and I'm also not even into animation. Did ArenaNet ever give insight about how new armor is created? Whatever the case is, making a wild guess is not a good argument for this discussion... for any discussion :)

     

    > just need to sit down and do it

     

    I think pretty much every kind of office work is an act of "sitting down and doing it". The only difference is that stuff has to be redone or changed from time to time because code turned out to be bad and there are some meetings in between. But it's still time you spend in front of your computer to do the tasks that are assigned to you.

     

    > Integrating the new race to the original story + HoT + PoF: now this IMO is a real challenge. The Pact was formed by the coming together of the 5 playable races

     

    There is already at least one tengu in the Pact. The tengu armorsmith Izu Steelshrike joined in "Forging the pact". For some magical reasons everybody agrees that there seems to be only one slot for tengu in the Pact, so it is not possible for a tengu commander to appear. I mean, how ridiculous would it be if there was another tengu besides Izu who happens to be so involved out of personal dedication that they end up becoming the commander? Impossible!

     

    Izu is not the only tengu that runs around Tyria outside of the Dominion of Winds. There is only one realistic option why a tengu playable character would not be able to play in the Pact as part of the story: The Pact is a bunch of racists that already pushed their limits of tolerance by allowing Izu in their ranks.

     

    > Isn't Tengu just charr with a different head?

     

    Also claimed every now and then.

     

    The legs and hands are slimmer. The forearm is more at an angle. The thighs are more at an angle. The tail is different. They have feathers on their elbows.

     

    ---

     

    I think everybody is overthinking this too much. Nobody knows how much work it is. All you can do is tell them that you would like it, but giving them advices on how much work it is or how they should do their job when they are the only ones who know how their stuff works won't help at all. And I think it's annoying.

     

    I would like to see tengu as a playable race.

     

    I would also be fine with the option of having a playable tengu without any story. I don't really care about that, I have one char that I use for story purposes and that's enough for me. Maybe unlocking them by playing the first Cantha mission, similar to how mounts are unlocked by playing the first mission, is an option. Depends on how much other players would hate it if it was like that I guess.

  3. > @"Berobad.4536" said:

    > I've been probing around with the available cpu schedulers a bit and the difference of running around in Amnoon is quite big

    > (12 Core Ryzen 3900X with Navi on 4K)

    >

    > on both FSync and ESync:

    > | | |

    > | -------------:| ----------------- |

    > | _Default CFS:_ | 35-55 FPS |

    > | _Zen Patched CFS:_ | 40-65 FPS |

    > | _PDS:_ | 30-55 FPS |

    >

    > ~~ ~~

    > MuQSS and BMQ don't seem to like FSync

    > | | |

    > | -----------------:| ----------------- |

    > | _MuQSS ESync:_ | 30-45 FPS |

    > | _MuQSS FSync:_ | 15-35 FPS |

    > | _BMQ Esync:_ | 35-55 FPS |

    > | _BMQ Fsync:_ | 30-45 FPS |

    >

    > ~~ ~~

    > But for BMQ limiting GW2 to 6 cores with taskset -c 0-5 does bring it to 40-60 FPS.

    >

    > GPU was forced to high for this test (2GHz shader clock), but a short test againt auto (1.3 to 1.8 GHz shader clock) showed no difference in fps.

    > cpufreq set to _performance_

    >

    > ~~ ~~

    > So at least for an high core Ryzen with AMD GPU the _-zen kernels_ with patched CFS scheduler seem to be the best choice for Guild Wars 2

     

    Could you please add some more info? Like, is using this kernel from the arch repo and booting to it enough? https://www.archlinux.org/packages/extra/x86_64/linux-zen/

    Or do you need to apply some sort of patch yourself to that in order to get the "Zen Patched CFS"?

     

    thanks.

  4. When I hit my keyboard shortcut to switch the armor or skill template, it says "Activating Template"

     

    It might be a bit hard to remember which template is on which key across all characters. Maybe you can show "Activating Template (name)" instead? For example "Activating Template Condi" or "Activating Template xXBerserkersXx3000_".

     

    I would much appreciate that small change

     

    (reposted here after being suggested for this thread: https://en-forum.guildwars2.com/discussion/comment/1235618)

  5. > @"Linken.6345" said:

    > > @"Torben.5628" said:

    > > thanks for the comment. they have to be destroyed as mission target and they are quite close to the border

    >

    > Range weapons exist.

     

    Are you suggesting to use range weapons to destroy the targets so that people are farther away from the map edge?

     

    While I guess it's totally fine that some mechanics might favor ranged weapons and some favor melee weapons, this mission provides you with bombs that can be placed within a close range of yourself to destroy the targets. The mission was designed to go close to those targets. Furthermore, as soon as a bomb is placed, all trebuchets target you at once and you have to get out there fast, which is why the teleportation would be used afterwards.

     

    It doesn't brake game mechanics if either teleportation cannot be used outside of the instance area or if the instance area would be a bit larger. It would only improve user experience.

  6. I hate the names of 2 of my old characters. They actually make me uncomfortable for personal reasons.

     

    The name change contract is super expensive though, but could you please make a bundle for them? Maybe 2 of them for 1000? That would make me really happy.

     

    Thanks.

  7. It says I should hold left or right to dodge debris. All I see is that Aurene tilts, but seriously, I found it hard to tell if I moved at all. Ended up blocking the debris instead.

     

    Am I supposed to hold it right from the beginning or something? When I don't even know yet where the debris is going to be?

  8. In the mission in which one fights Kralkatorrik after the Dredges blew open that door, falling down Rocks crushed and killed me and I was respawned on the south eastern platform. There was no (to me obvious) way to go where I should go. I couldn't use that flying spell anymore or anything.

     

    I basically Jumped down the pit which caused me to be revived on the eastern platform, which was cut off from the north eastern one by branded crystals. I couldn't go any further from there.

     

    Somehow I managed to die on the eastern platform, idk was busy with writing this, which caused me to be revived on the north eastern platform... Which is where I was supposed to be all along, right next to the rocks where I died initially.

     

     

  9. After going to character select and in again I get the following errors, but can play as usual:

     

    "The game client is unable to gain access to the log-in server at this time."

    "Code=42:0:9001:4457:101"

     

    I'll set "Content Streaming" in "General Options" to "Max" and see if it ever happens again. I figured out quite a lot of people have problems like this (https://en-forum.guildwars2.com/discussion/28354/storyline-disconnects-merged/p1). Is there any information I could gather that would help you? Logs? Wireshark dumps?

  10. This is what my internet does sometimes. Also notice the periodic high pings:

     

    ➜ ~ ping 8.8.8.8

    PING 8.8.8.8 (8.8.8.8) 56(84) bytes of data.

    From 192.168.178.27 icmp_seq=1 Destination Host Unreachable

    From 192.168.178.27 icmp_seq=2 Destination Host Unreachable

    From 192.168.178.27 icmp_seq=3 Destination Host Unreachable

    64 bytes from 8.8.8.8: icmp_seq=4 ttl=57 time=23.7 ms

    64 bytes from 8.8.8.8: icmp_seq=5 ttl=57 time=9.54 ms

    64 bytes from 8.8.8.8: icmp_seq=6 ttl=57 time=15.5 ms

    64 bytes from 8.8.8.8: icmp_seq=7 ttl=57 time=9.35 ms

    64 bytes from 8.8.8.8: icmp_seq=8 ttl=57 time=1549 ms

    64 bytes from 8.8.8.8: icmp_seq=9 ttl=57 time=539 ms

    64 bytes from 8.8.8.8: icmp_seq=11 ttl=57 time=2045 ms

    64 bytes from 8.8.8.8: icmp_seq=12 ttl=57 time=1035 ms

    64 bytes from 8.8.8.8: icmp_seq=13 ttl=57 time=21.7 ms

    64 bytes from 8.8.8.8: icmp_seq=14 ttl=57 time=9.87 ms

    64 bytes from 8.8.8.8: icmp_seq=15 ttl=57 time=1860 ms

    64 bytes from 8.8.8.8: icmp_seq=16 ttl=57 time=851 ms

    64 bytes from 8.8.8.8: icmp_seq=17 ttl=57 time=14.2 ms

    64 bytes from 8.8.8.8: icmp_seq=18 ttl=57 time=11.0 ms

    64 bytes from 8.8.8.8: icmp_seq=19 ttl=57 time=2056 ms

    64 bytes from 8.8.8.8: icmp_seq=20 ttl=57 time=1031 ms

    64 bytes from 8.8.8.8: icmp_seq=21 ttl=57 time=18.9 ms

    64 bytes from 8.8.8.8: icmp_seq=22 ttl=57 time=13.1 ms

    64 bytes from 8.8.8.8: icmp_seq=23 ttl=57 time=10.4 ms

    From 192.168.178.27 icmp_seq=24 Destination Host Unreachable

    From 192.168.178.27 icmp_seq=25 Destination Host Unreachable

    From 192.168.178.27 icmp_seq=26 Destination Host Unreachable

    From 192.168.178.27 icmp_seq=27 Destination Host Unreachable

    64 bytes from 8.8.8.8: icmp_seq=28 ttl=57 time=13.7 ms

    64 bytes from 8.8.8.8: icmp_seq=29 ttl=57 time=10.2 ms

    64 bytes from 8.8.8.8: icmp_seq=30 ttl=57 time=11.0 ms

    64 bytes from 8.8.8.8: icmp_seq=31 ttl=57 time=12.5 ms

    64 bytes from 8.8.8.8: icmp_seq=32 ttl=57 time=9.82 ms

    64 bytes from 8.8.8.8: icmp_seq=33 ttl=57 time=11.8 ms

    64 bytes from 8.8.8.8: icmp_seq=34 ttl=57 time=2058 ms

    64 bytes from 8.8.8.8: icmp_seq=35 ttl=57 time=1041 ms

    64 bytes from 8.8.8.8: icmp_seq=36 ttl=57 time=35.2 ms

    64 bytes from 8.8.8.8: icmp_seq=37 ttl=57 time=10.3 ms

    64 bytes from 8.8.8.8: icmp_seq=38 ttl=57 time=11.8 ms

    64 bytes from 8.8.8.8: icmp_seq=39 ttl=57 time=12.4 ms

    64 bytes from 8.8.8.8: icmp_seq=43 ttl=57 time=2044 ms

    64 bytes from 8.8.8.8: icmp_seq=44 ttl=57 time=1027 ms

    64 bytes from 8.8.8.8: icmp_seq=45 ttl=57 time=19.6 ms

    64 bytes from 8.8.8.8: icmp_seq=46 ttl=57 time=10.3 ms

    64 bytes from 8.8.8.8: icmp_seq=47 ttl=57 time=11.0 ms

    64 bytes from 8.8.8.8: icmp_seq=48 ttl=57 time=2034 ms

    64 bytes from 8.8.8.8: icmp_seq=49 ttl=57 time=1011 ms

    64 bytes from 8.8.8.8: icmp_seq=50 ttl=57 time=10.6 ms

    64 bytes from 8.8.8.8: icmp_seq=51 ttl=57 time=2034 ms

    64 bytes from 8.8.8.8: icmp_seq=52 ttl=57 time=1034 ms

    64 bytes from 8.8.8.8: icmp_seq=53 ttl=57 time=21.7 ms

    64 bytes from 8.8.8.8: icmp_seq=54 ttl=57 time=1049 ms

    64 bytes from 8.8.8.8: icmp_seq=55 ttl=57 time=21.0 ms

    64 bytes from 8.8.8.8: icmp_seq=56 ttl=57 time=2053 ms

    64 bytes from 8.8.8.8: icmp_seq=57 ttl=57 time=1030 ms

    64 bytes from 8.8.8.8: icmp_seq=58 ttl=57 time=19.0 ms

    64 bytes from 8.8.8.8: icmp_seq=59 ttl=57 time=10.9 ms

     

    As soon as this happens, skills will forever blink when I hit them, enemies don't move anymore, I can jump around freely, into lava for example, looks like it disconnected and never reconnects again. However, I can still open the trading post.

     

    Especially annoying in an instance. I have to do everything again from scratch each time this happens.

     

    Could you please either make the game reconnect, add checkpoints to instances or keep instances open for a few minutes after a disconnect if the player happens to log back in?

     

    I'm running it on wine on linux, sorry if that may cause some actually existing reconnection procedure not to work.

     

    Thanks.

     

    I'll try to check if maybe my IP changes for some funky reason if that is any help or if that is the cause for no reconnection.

×
×
  • Create New...