User talk:Vahkris
Hey[edit]
Vahkris, an official welcome to GW2W, because it's lacking. :)
That said, I have a question for you all the same; I noticed you moved harpoon gun skills to "speargun" skills. I was wondering when and where the harpoon gun was stated to have been renamed, because it's quite interesting. Thanks in advance! - Infinite - talk 15:17, 23 February 2012 (UTC)
- I'm going based off the press beta videos. All of them state Speargun and Harpoon both in the skill lists, and even the weapons are shown to have Speargun and Harpoon as weapon types (bottom of item, above "(Two-Handed)"). All the information I see says these weapons are called that, not Harpoon Gun and Spear. http://www.youtube.com/watch?feature=player_detailpage&v=JWiwZNY0XPQ#t=212s Vahkris 15:26, 23 February 2012 (UTC)
- I see, thank you. :D - Infinite - talk 15:29, 23 February 2012 (UTC)
- Did you edit all the Mesmer/Thief Gear from Laurel Vendors? 'Cause they now read different numbers of Laurels for purchase: The Table on the Right reads: 5 Laurels for 2, while Acquisition read 2 Laurels for 2. Is this a mass typo? Lancour 19:14, 4 April 2013 (UTC)
- Copy/paste error...although I don't actually know where it came from since the source isn't 2 Laurels. I'll correct it. Vahkris 19:21, 4 April 2013 (UTC)
- Did you edit all the Mesmer/Thief Gear from Laurel Vendors? 'Cause they now read different numbers of Laurels for purchase: The Table on the Right reads: 5 Laurels for 2, while Acquisition read 2 Laurels for 2. Is this a mass typo? Lancour 19:14, 4 April 2013 (UTC)
- I see, thank you. :D - Infinite - talk 15:29, 23 February 2012 (UTC)
if I may direct your attention...[edit]
over here. —Dr Ishmael 01:26, 10 April 2013 (UTC)
dialogue[edit]
I'm happy with how that looks.--Relyk ~ talk < 03:09, 4 June 2013 (UTC)
- So am I, I think it's the best setup. The NPC pages are cleaner and we keep the dialogue in-context and associated with the content itself. I'm not sure how to set up Phase 3, but I'll get it taken care of. Vahkris (talk) 20:07, 4 June 2013 (UTC)
Hey![edit]
I have the dialog for every piece matters - I could paste it in and you could fix it?? --Claret (talk) 21:02, 19 June 2013 (UTC)
- Either way, I'm looking at a video for it too. Easier to clean up than add, though. Vahkris (talk) 21:07, 19 June 2013 (UTC)
off-duty Ellen Kiel[edit]
Where was this image from? The upload date places it with Flame and Frost: Retribution, but she didn't play a role in that storyline.
Also, instead of overwriting images of old NPC appearance, I think we should retain them by moving them to a different name before uploading the new appearance, so we can show how the NPC has evolved over time. See Lady Kasmeer Meade. —Dr Ishmael 15:54, 20 June 2013 (UTC)
- That image of Kiel was taken during Retribution, but yeah she wasn't a part of it. I was exploring Southsun Cove during Retribution because of the changes (due to the whole upcoming refugee situation) and decided to check out all of the NPCs. She was standing in Canach's Folly in that outfit. I think it's less that she was off-duty and more that she resorted to a more casual-ish outfit. I think she had been in that outfit since the end of Lost Shores, but no one who documents the wiki had been out there in months to grab the screenshot.
- I completely agree on tracking the evolution of NPC appearance for characters that do change their looks. Last week I almost added a small gallery to the bottom of Kiel's page to track her armor changes each time they did change, but hadn't worked out whether to just pull from the image archive or use different names and upload them separately. Other NPCs are Kasmeer, Faren, and Canach so far, and there might be a few more as well. I'm sure there's going to be more changes in the future. Vahkris (talk) 16:23, 20 June 2013 (UTC)
- You're right, Ellen never goes off-duty; maybe "work clothes" is a better description. I was thinking of just keeping one image per appearance to show the different looks they've had, not necessarily documenting every time they change. For example, Ellen wears armor as her "standard" appearance, but for a short time she had a different "manual labor" outfit - we'd just use the armor as the infobox image, then use the other image as a thumbnail somewhere in the article with a descriptive caption. Or have a <gallery> of alternate outfits. Something like that, anyway. —Dr Ishmael 16:33, 20 June 2013 (UTC)
- Okay, that works for me. I think "rugged" is a better term for that outfit, but that's just me (we can always rename) I'm thinking, use the best image we have of each appearance, with the most recognizable/current one in the infobox? (a permanent outfit change should change the infobox, IMO) How's this? I'm thinking below dialogue, although if we can get the NPC infobox to have a gallery part that'd be better. Vahkris (talk) 18:20, 20 June 2013 (UTC)
- Scratch that point about a permanent appearance change...not sure what I was reading there on your initial comment. Vahkris (talk) 18:23, 20 June 2013 (UTC)
- You're right, Ellen never goes off-duty; maybe "work clothes" is a better description. I was thinking of just keeping one image per appearance to show the different looks they've had, not necessarily documenting every time they change. For example, Ellen wears armor as her "standard" appearance, but for a short time she had a different "manual labor" outfit - we'd just use the armor as the infobox image, then use the other image as a thumbnail somewhere in the article with a descriptive caption. Or have a <gallery> of alternate outfits. Something like that, anyway. —Dr Ishmael 16:33, 20 June 2013 (UTC)
- Sounds fine to me. Infobox should probably reflect current appearance, and it may be easier to use the image parameter on the infobox and upload new images to an already-descriptive filename (i.e. instead of letting it default to "File:Inspector Ellen Kiel.jpg", force it to "| image = Inspector Ellen Kiel in armor.jpg") - this way there's no need to move a file before uploading a new image, just upload to a new filename and update the image value. Also makes it easy if they switch back to an old appearance, we change the image value and don't have to move files around at all. —Dr Ishmael 20:17, 20 June 2013 (UTC)
Hey you[edit]
Awesome job with the SPoT articles, they're way more in-depth than I was expecting. Especially the dungeon walkthrough. Just fantastic. 17:27, 24 June 2013 (UTC)
- Thanks. That's what happens when you have all weekend to get it detailed. The dungeon article is only based on one play-through, and not from a video, so parts are missing detail that I'm sure will be filled in as people play it (specifically the section right before the final boss). Vahkris (talk) 20:55, 24 June 2013 (UTC)
- Or pull from Dulfy's excessively detailed and written guide that's already up :P--Relyk ~ talk < 22:29, 24 June 2013 (UTC)
- Well god damn it, who invited her? 23:36, 24 June 2013 (UTC)
- I think she was able to go through it at least twice during the weekend. I was only able to once, unfortunately, or it'd be more detailed. Wasn't able to pull together a second group after the initial demo rush was over. It's funny reading some of the walkthroughs because it's obvious either people were told slightly different information, or they didn't absorb the same details I did. Vahkris (talk) 12:59, 25 June 2013 (UTC)
- Well god damn it, who invited her? 23:36, 24 June 2013 (UTC)
- Or pull from Dulfy's excessively detailed and written guide that's already up :P--Relyk ~ talk < 22:29, 24 June 2013 (UTC)
What did I do[edit]
I see I erased a whole bunch of stuff,how please, so I'll learn? --Claret (talk) 19:22, 1 July 2013 (UTC)
- I'm not sure how it happened. This morning I updated the page with all the info from the preview. Previously there had been a stub page. I'm not sure when, but you had essentially done an edit on the stub page instead of the most recent one, which means it overwrote the content with the page you gave it (the slightly edited stub page). Vahkris (talk) 20:59, 1 July 2013 (UTC)
- It wasn't a stub page, it was the full article. Anyway, you fixed it, thanks. --Claret (talk) 23:20, 1 July 2013 (UTC)
- Yeah, no idea. It just resulted in bringing back the page prior to my update, plus your edit. I just undid the edit and added your change in to fix it, no big deal. Like I said in the edit comment, I couldn't exactly point fingers because I did something similar with the Death Shroud page and didn't realize it. :P Vahkris (talk) 17:59, 2 July 2013 (UTC)
- It wasn't a stub page, it was the full article. Anyway, you fixed it, thanks. --Claret (talk) 23:20, 1 July 2013 (UTC)
- I used to do this a lot when I was viewing diffs from RC and unwittingly clicked "edit" at the top of the page. To prevent myself from doing it anymore, I put this in my personal .js:
if (window.location.href.indexOf('diff=') >= 0) { document.getElementById('ca-edit').style.display = 'none'; }
- It hides the "edit" tab if you're viewing a diff or an old version of a page. —Dr Ishmael 19:49, 2 July 2013 (UTC)
- Mine is User:Dr ishmael/monobook.js, yours would be Special:Mypage/common.js. (Prior to MediaWiki 1.17, personal css/js had to be skin-specific, that's why mine is named monobook. Now users can create common css/js that apply to all skins.) —Dr Ishmael 20:05, 2 July 2013 (UTC)
Mai's Words[edit]
I can't work out - sorry figure out - where Mai's words in the short interaction in the cell go. There's not many. --Claret (talk) 13:39, 6 July 2013 (UTC)
- It's not part of any specific event or mission. I think the best place to put it is her page, under the dialogue section. Vahkris (talk) 01:05, 7 July 2013 (UTC)
- Oki --Claret (talk) 02:16, 7 July 2013 (UTC)
New Project link[edit]
Hey, I'm the anon from before. Wanted to let you know personally: Project:Personal storyline. :) --Sacropedia (talk) 16:09, 26 July 2013 (UTC)
ambient dialogue[edit]
Project Eavesdrop, since you have invested interest, were you planning to do something with it already? No discussion on ambient dialogue has hit off on the wiki and more work is needed with Guild Wars 2 Wiki:Projects/Quotes and Dialogues--Relyk ~ talk < 06:48, 16 August 2013 (UTC)
- I only vaguely know about it. I've been mostly sidelined recently due to work, so I haven't really paid attention to it yet other than knowing they're trying to collect the ambient dialogue from around the game. I've been doing a little bit of work recently figuring out a good way to add that stuff so we don't lose it somehow (see Gossiping_Citizen#The_Great_Collapse and Zephyrite (NPC)). You're right, a discussion on all this ambient dialogue does need to take place, especially since some players have begun to document it. Vahkris (talk) 13:56, 16 August 2013 (UTC)
moo[edit]
forums wiki page, stupid long titles.--Relyk ~ talk < 03:06, 29 August 2013 (UTC)"
- I'm shocked it's not stickied...I hope they're not just waiting for me to post it or something (I can, but surprised this one wasn't). Also, I'd probably turn Super Adventure Box into an acronym, so the title would be "SAB: Back to School release page". Sorry I haven't been posting/updating/etc, but wife had a kid on Monday so I've been rather busy in real life this week. :) Vahkris (talk) 16:30, 31 August 2013 (UTC)
Latest release[edit]
Thanks for updating the release pages, and creating One Path Ends. Having the template for the page created before hand helps out a ton! G R E E N E R 16:58, 18 July 2017 (UTC)
Putting this here for my own notes: Theory on Awakened leading up to LW S4?[edit]
- So we first got reports they were in Mt. Maelstrom and now the awakened can be found all over sparkfly fen. Hell i wouldn't be surprised if they were in bloodtide coast soon.
Supposedly the Awakened are appearing in more places over time.
Story instance dialogue[edit]
We always put the name of the speaker (or object that's being described) in front of the dialogue. Whether it is a dialogue box pop up or in the chat log. We also document emotes. Please stop reverting, it is how it is done. See here:
Approaching XYZ: :''XYZ beckons to <Character name>.'' :'''XYZ:''' Non-cinematic dialogue Cinematic with XYZ: :'''<Character name>:''' Player dialogue :'''XYZ:''' Response :<small>'''First dialogue division indicator (what causes dialogue difference):'''</small> ::'''<Character name>:''' dialogue :<small>'''Second dialogue division indicator (what causes dialogue difference):'''</small> ::'''<Character name>:''' dialogue Talking to XYZ after the cinematic: :'''XYZ:''' Dialogue :{{dialogue icon|end}} ''Player response.'' <!-- More complex dialogue with nested responses:--> :'''XYZ:''' Dialogue :{{dialogue icon|more}} ''Player more response.'' ::More dialogue from NPC XYZ ::{{dialogue icon|end}} ''Player end response to nested NPC dialogue.'' :{{dialogue icon|end}} ''Player end response.''
Konig (talk) 18:36, 20 February 2018 (UTC)
- → moved from Talk:Hallowed Ground (story)#Headers
There is literally zero reason to have the name at the beginning of dialogue conversations when only one person is speaking. Zero, especially with a header. The Dialogue project even says to omit the name when only one person is speaking. Vahkris (talk) 18:37, 20 February 2018 (UTC)
- Two, actually. 1) To denote when the dialogue occurs. Without this, there's no indication of when that pop up can occur during the story mission, except "sometime around" the other dialogue its near. Not always clear enough. 2) Consistency. We will group ALL dialogue boxes available at the time together (e.g., "talking to allies" as header or "Tahlking to Dahlah and Nahlah" during Hollowed Grounds). But sometimes there is only one NPC to talk to (or with changed dialogue). Konig (talk) 18:40, 20 February 2018 (UTC)
- The name in front does nothing to denote when the dialogue occurs, that's the purpose of the header above it to give that context. All the name in front does is to be redundant for no reason. Grouping dialogues together feels more inconsistent than consistent because you skip past it easier than when it has headers because they're actually separate conversations. It's plain harder to read and you're not saving much by making it harder. Vahkris (talk) 18:47, 20 February 2018 (UTC)
- I misread the comment due to the original title for the section, I was meaning the individual headers when including the name.
- The point of the headers is to denote who the speaker is so that headers do not have to denote each individual NPC or object, which does nothing but add extra space. Furthermore, headers alone are completely worthless when the speaker changes, which happens a lot (most commonly in S1 and S2, but also in PS and I think once or twice in S3). I actually find it harder to read with countless headers, and IIRC that legibility was why we decided to go that route in the first place years ago. Konig (talk) 18:53, 20 February 2018 (UTC)
- Further guidelines: Guild_Wars_2_Wiki:Dialogue_formatting#Multiple_talkable_NPCs Guild_Wars_2_Wiki:Projects/Quotes_and_Dialogues#Multiple_talkable_NPCs Konig (talk)
- I find it vastly easier to read and track than random names on the lines themselves that just blur it in so I have to re-read it to figure out we moved to a different conversation, so that's what I'm doing. Looks vastly better and far more consistent. Those guidelines only apply to multiple NPCs in a single dialogue, which these are not. Vahkris (talk) 14:18, 22 February 2018 (UTC)
- The first link is specifically about story articles. The second link is specifically about when you have multiple NPC dialogues denoted on an article (e.g., story, event, dungeon, raid, etc.). The third link was supposed to be the same as the second one, I mislinked from the table of contents - was meant to be the next one down. Those guideline and project pages (the guidelines getting them from the project page which was used to determine how to format) talk about both multiple NPCs on a single article having dialogue, and multiple NPCs in a single dialogue branch.
- If you want to change it, please bring it up in the linked guideline pages rather than just changing things. Because even if I didn't come around, someone else would have sooner or later and made the same changes so that the articles fit the guidelines. Konig (talk) 18:02, 22 February 2018 (UTC)
- I find it vastly easier to read and track than random names on the lines themselves that just blur it in so I have to re-read it to figure out we moved to a different conversation, so that's what I'm doing. Looks vastly better and far more consistent. Those guidelines only apply to multiple NPCs in a single dialogue, which these are not. Vahkris (talk) 14:18, 22 February 2018 (UTC)
- Further guidelines: Guild_Wars_2_Wiki:Dialogue_formatting#Multiple_talkable_NPCs Guild_Wars_2_Wiki:Projects/Quotes_and_Dialogues#Multiple_talkable_NPCs Konig (talk)
- The name in front does nothing to denote when the dialogue occurs, that's the purpose of the header above it to give that context. All the name in front does is to be redundant for no reason. Grouping dialogues together feels more inconsistent than consistent because you skip past it easier than when it has headers because they're actually separate conversations. It's plain harder to read and you're not saving much by making it harder. Vahkris (talk) 18:47, 20 February 2018 (UTC)
Banner for Long Live the Lich[edit]
Hey there,
I finally got you the banner way ahead of the release! Here you go: File:Long Live the Lich banner.jpg
Let me know if you need anything else! Thanks for your work on the wiki :) --Stephane Lo Presti talk 22:00, 22 June 2018 (UTC)
Sections and Stubs[edit]
I think you were trying to add the section stub template to some of the pages you've made recently, so I just wanted to let you know that it's {{section-stub}} to do so. Hope this helps! =) - Doodleplex 01:39, 14 July 2018 (UTC)