Guild Wars 2

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Welcome to c/guildwars2 on the Lemmyverse.

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founded 2 years ago
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Self-confident pricing for two maps.

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It's really nice to be reaffirmed that your favourite MMO is doing well ♥️

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Thought i post the new one here.

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Welcome to the Weekly Question Thread on c/guildwars2!

This post is dedicated to those questions that you might not think is worth making a whole post about, but sure is worth getting an answer to ;)

Remember to also take a look at the links in the sidebar, which holds lots of great resources.

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cross-posted from: https://lemmy.wtf/post/34219

Some instances (JSON) are still working, but probably not for very much longer, e. g.

This may help to get the GuildWars2 community here up and running.

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Is there any particular line of dialogue or phrase that is your favourite and love hearing when you traverse the world? What about a funny conversation between NPC? Let's hear it!

I think most of you know this one:

More violets, I say! Less violence!

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I've just started playing a bit after 6 months absence or so and was wondering what people are playing and having fun with. Are the upcoming balance changes going to change much up for you?

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From the latest newsletter:

Catch your breath fast after the WvW beta, because on June 27 there'll be a new Fractal of the Mists to conquer - Silent Surf. As mentioned in the lastest studio update, this new fractal will deliver a tighter gameplay experience while still providing exciting story content.

Are you ready? A new threat emerges in the aftermath of the Jade Wind. Captain Thess and his Serpent Clan salvage crew arrive at the wreck of a trade convoy that recently departed for the Harvest Temple. Their search for fellow Luxon survivors leads them beneath the petrified sea, unaware of the growing evil that awaits them.

Only 6 more days to go!

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Since there might be some traffic from newer people coming our way, i thought we might make a thread for them.

Comment some helpful things or even links to videos in here if you like.

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As the title says, if you could only pick 3, which tracks are your absolute favourites?

I made it top 3, because I had a hard time only picking one :P

Here is my top 3:

There are so many others and my top 3 will probably be entirely different in a week.

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submitted 2 years ago* (last edited 2 years ago) by Leriel@lemmy.wtf to c/guildwars2@lemmy.wtf
 
 

(this is a copy of a post that was originally posted on guildwars2 subreddit. Reposting to be able to share as i get questions about it)

Hello Gamers!

Recently, apple released Game Porting Toolkit. It's a tool originally for to give game developers rough overview, how their windows game would run when ported to metal (apple graphics framework)

It is a robust extension of wine, which translates directx calls to metal. This means shortest possible translation path from directx to graphics which can be displayed on a mac.

Despite being somewhat hard and VERY long to set up, people have already managed to run lot of games which previously played very poor on mac, could not be ran at all, or could not be ran in dx12 mode. For a bigger list of games that grows daily, check r/macgaming subreddit.

I could not pass up a chance to see how Guild Wars 2 runs on apple silicon mac with it - and results were really really good! But i also recorded and uploaded videos so that you can see for yourself:

Some of them were recorded on power, while some on battery - info is included in each title All were recorded on a mac with m1 max, 10 core, 64gb ram, 32 gpu cores

To be able to use maploadinfo (or other params), i created a gw2.bat file next to gw2-64.exe, with contents:

"C:\Program Files\Guild Wars 2\Gw2-64.exe" -maploadinfo

and ran game via:

gameportingtoolkit ~/my-game-prefix 'C:\Program Files\Guild Wars 2\gw2.bat'

for more info on how to set up this on a mac (ventura 13.4 or sonoma required), please see this indepth article: https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit

For me it feels game runs very very smooth - it feels closest to what can be called "running native on a mac" and i'm sure short metal path is to thank for.

Downsides:

  • i was not able to run arcdps using gameportingtoolkit yet. With d3d11 (dll next to exe and d3d11 builtin,native override) game crashes. With dxgi (dll next to exe and dxgi override) the game either ignores it or crashes. So far i was only able to run arcdps with dx11 on wineskin (zero issues) and parallels (...i think. not super sure if it was dx11 or dx9). Crossover only back in the day with dx9
  • ~~general issue of fullscreen games on a mac - swiping mouse far enough to the edge which has dock (auto hide or not), shows dock. I have not researched this very much yet~~ enough to use game's "fullscreen" or "windowed fullscreen" mode instead of mac green "zoom button" to fix that
  • minor graphical glitches - "strings" in mistlock and oddly looking grass in ebg. I have not raided in this version yet, but concerns for some more intricate effects like instadeath aoes, sh walls, deimos hands or samarog friends, are valid to be had
  • sometimes it takes 3-4 gameportingtoolkit runs to actually start the game
  • gw2launcher: i had high hopes for it (launches in crossover and wineskin, but is not able to actually launch game with "unable to move file" error) since i saw mentions of people having success with it under linux and gameportingtoolkit being in essence, much closer to wine than crossover/wineskin (with their integrations like dxvk). It doesn't even start with gameportingtoolkit. Chances are, this is missing dotnet or other libraries issue, i have not researched this very much yet
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Welcome to the Weekly Question Thread on c/guildwars2!

This post is dedicated to those questions that you might not think is worth making a whole post about, but sure is worth getting an answer to ;)

Remember to also take a look at the links in the sidebar, which holds lots of great resources.

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I'm watching my crafting bar. 2.500 Bowl of Apple Sauce. Afterwards it's 2.500 Bowl of Blackberry Pear Compote, followed by 2.000 Spicier Flank Steak and 5.000 Cup of Light-Roasted Coffee.

Then I'm going to sit there watching my Portable Composter salvage 10.000 items. Then I'll turn them into 500 Pile of Enriched Compost so I have them on reserve, because it's such a fucking pain to craft them.

And that's an easy batch. Ever crafted a gen2 legendary? 20.000 Mithril, 50.000 Elder Wood?

2012 crafting system is no match for 2022+ crafting.

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cross-posted from: https://lemmy.world/post/246230

Part 3/3 - Heavy Armor Professions

Originally posted by @Defaced@lemmy.world on !guildwars2@kbin.social.

Not sure if this is allowed but MT seems to be one of the more influential streamers for the game and I find his takes to be pretty accurate.

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https://wiki.guildwars2.com/wiki/Build_Storage_Expansion

It's been over a year since the last sale & they have discounted literally every other item in the gem store since then.

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submitted 2 years ago* (last edited 2 years ago) by Sillox@lemmy.world to c/guildwars2@lemmy.wtf
 
 

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Wouldn't it be better to merge than to compete?

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Journey to a faster Gear Optimizer (parallelization.discretize-optimizer.pages.dev)
submitted 2 years ago* (last edited 2 years ago) by Princeps@sopuli.xyz to c/guildwars2@lemmy.wtf
 
 

Hey fellow Tyrian Lemmings,

my first Post on Lemmy, hurray \o/ !
I have dedicated a significant amount of time to enhancing the performance of the Discretize Gear Optimizer. It now supports multi-core processing for calculations and heuristics, enabling the simultaneous calculation of large amounts of Runes, Sigils, and Food!

What is the Gear Optimizer? In short, it runs damage calculations in the game using specific scenarios to determine the ideal gear combinations.

Unfortunately, due to known cirucmstances I am unable to provide links to previous Reddit posts regarding beginner-friendly details and explanations. However, there are a few noteworthy videos I'd like to mention:

You can access the work-in-progress version here: https://parallelization.discretize-optimizer.pages.dev/?m=fractals Code is freely available here: https://github.com/discretize/discretize-gear-optimizer/tree/parallelization

The details are technical, so I don't expect individuals without a background in computer science or coding to fully understand them.

Details

Previously, the Optimizer utilized a single-threaded approach that exhaustively enumerated all possible combinations, calculated the damage/sustainability/healing values, and stored the top 50 results in memory. This caused the main thread to be blocked, resulting in a UI update rate of only 15 FPS whenever a progress update was yielded. Far from optimal.

The new approach incorporates three interesting concepts that significantly speed up the calculations:

  • Usage of Webworker (multiple threads)
  • Core calculations in Rust compiled to WebAssembly
  • Heuristics for removing dead weight combinations that likely are not gonna be useful

Various useful options can be adjusted in the optimizer's UI settings.

WebWorkers

Currently, deploying WebWorkers is the most widely available method for websites to utilize additional hardware threads. The old algorithm was designed in a way that prevented parallel processing. Thus, I had to devise a method to distribute the workload among WebWorkers. Each work chunk must be independent to avoid synchronization overhead.

To address this, I introduced the concept of an "Affix tree." Each Gear Slot can accept different affixes. For example, the helm can be Assassin, Berserker, or Dragon, resulting in three valid combinations. When these three choices are added to the next level (Shoulders), we end up with 3 * 3 = 9 combinations. By repeating this process for all 14 gear slots, we end up with 3^14 = 4,782,969 combinations. This may not sound too overwhelming, but let's reconsider it with 5 affixes: 5^14 = 6,103,515,625. Quite spicy, indeed.

However, there are even more combinations for extras. Assuming we choose one rune, one sigil1, one sigil2, two nourishments, and two enhancements, we get 1 * 1 * 1 * 2 * 2 = 4 combinations. For 5 affixes, this amounts to 24,414,062,500 combinations. Although each combination only takes a few milliseconds to calculate, the total time adds up when dealing with billions of combinations. Hence, the need to crunch these numbers using multiple cores simultaneously.

By utilizing the affix tree concept, we can divide the work into multiple chunks. Each layer of the tree contains (previous layer subtrees) * (current layer subtrees) subtrees. We can simply assign a number of subtrees to each thread, allowing for independent evaluation. In the end, we merge the best results from each subtree to find the global maximum. Subtree evaluation employs a depth-first search, as memory allocations must be minimized due to potentially trillions of executions.

Rust / WebAssembly

JavaScript can be slow, especially when code is not optimized. Rust, on the other hand, requires explicit consideration of memory allocation. The Rust implementation is compiled to WebAssembly (WASM), a form of bytecode similar to the JVM that can be executed by nearly all browsers. Initially, I benchmarked a barebones implementation of traversing the Affix Tree without any calculations and found that the Rust implementation is significantly faster. This gave me hope. The new Rust implementation appears to be between 2x and 5x faster than the JS implementation when running with a single thread, depending on the machine and the specific problem. Moreover, when adding more threads, the performance gains scale nearly linearly.

Heuristics

During discussions with some members of the GW2 development Discord (special thanks to Greaka), I realized that computing every combination of extras (sigils, runes, food) is unnecessary. Around 95% of the extras combinations are likely irrelevant. To address this, I implemented a benchmarking phase where 1000 random affix combinations are tested for each extras combination. We retain the 1000 best results and calculate the frequency of appearances for each extras combination. As it turns out, the benchmark quickly converges to the optimal extras combination. Each run has a slight variance of 2-3%, which is not ideal but sufficient to discard combinations that have 0 appearances in the top 1000 extras combinations. This is the reason why after clicking "calculate" now progress appears. Progress is at the moment only calculated for the actual calculation phase, not the benchmarking phase.

Limitations

Currently, the Rust implementation lacks numerous features:

  • Stopping/resuming the calculation is not possible
  • Infusions are not yet calculated
  • Displaying the best results for each combination (as an option in the result table) is not feasible since we don't calculate all combinations.
  • Mobile compatibility may vary

Going further

I plan to implement infusion calculations and the stop/resume mechanism and bring the overall UX up to par to the JS implementation.

Additionally, it should be possible to utilize a regression model to directly calculate the optimal gear without the need for brute-forcing. I have pondered this idea but couldn't come up with the required mathematical models as my expertise is limited in this area. If anyone with a background in ML/math is interested in tackling this challenge, please let me know. I would be more than happy to discuss and implement ideas.

Let me know what you think. Maybe you find a bug or two :)

I am of course available for any questions.

Thank you for reading :)

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This page has all upcoming changes nicely formatted with wiki links.

What do you think of those changes?

  • Ranger: i'm super excited about those changes, particularly druid. Looks like druid will be come super op heal support with those changes and i'm VERY interested in the dps and condi alac options. Curious about quickness untamed too.
  • Engineer - on the fence with quickness via leap/blast. On one hand it's great there is no more need to spam gyros. On the other i very much like the fact that spamming gyros also gives superspeed to allies. Can't have it all i guess
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Mine would probably still be Drydock Scratch aka Retrospective Runaround. I just love these huge caverns. It makes me feel like I'm an explorer uncovering a lost civilization.

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