User talk:Linsey Murdock/bugs1
Catacombs of Kathandrax Text error
I realize that text errors are localized and thus not easy to fix. But there is a smallchange in the quest info for Catacombs of Kathandrax, Captain Langmar is called a male, "Captain Langmar made it clear to his troops:" I realize that isn't a simple fix but just something to get on the list of text changes for quests. :)
- Report text bugs at User talk:Bobby Stein/Text bugs and they'll get fixed. :) -- (gem / talk) 16:08, 29 October 2007 (UTC)
Double Salvage disconnect bug
Eastern Frontier
Just remembered another couple of oddities I've come across. When running from Frontier Gate to The Ruins of Surmia through the Eastern Frontier there's a group of Grawl just beyond the wall that occasionally spawns in the middle of a big rock (near Paige Osbourne) - they can't get out and you can't get in. Also, as mentioned on GuildWiki, just east of the entrance to the Ruins of Surmia there's a tall cliff that you can climb, even though it looks like you shouldn't be able to. --NieA7 13:21, 18 July 2007 (UTC)
- Grawl spawning in the middle of a rock is something I could look into, but the pathing issue is not my area. Prophecies has a ton of pathing bugs because at the time we didn't have the ability to actually see where the pathing ribbon is so something like that is fairly common. - Linsey talk 21:31, 18 July 2007 (UTC)
- I took a look at Eastern Frontier and because of the way the Grawl in that area are spawned, it's difficult to really tell where the issue is. Any chance someone could dredge up a screen shot of where the Grawl are getting stuck? Depending on the exact location on the group of problem Grawl, I may not even be able to fix this rare bug without completely redoing the spawns of the all the Grawl in the area. Thanks for the help! - Linsey talk 19:21, 22 January 2008 (UTC)
- Linsey, i saw the bugged spawn a few times over the wintersday, I'll see about going out there tonight and finding a bad one. As a basic description though, the problem spot is right near the opening in the Great Wall, right near a res shrine. There is a second layer of rock that seems to be somewhat hollow and a grawl will find it's way into it occasionally. Also weird is that Ebon Vanguard Assassin Support can shadow step into there, a place where players can't actually walk to. Dargon 18:48, 23 January 2008 (UTC)
- EVAS is creating a creature at target foe's location, not shadowsteping. Lord Belar 22:10, 23 January 2008 (UTC)
- actually, if you use the skill, you'll see the assassin appears at your position and shadowsteps to the target Dargon 22:55, 23 January 2008 (UTC)
- They were decidedly uncooperative tonight and just refused to get into the bad spot, but here's a couple images showing the location they sometimes end up
- The big lump of rock http://img159.imageshack.us/img159/5199/gw129vu7.jpg
- Under here is where one or more sometimes end up http://img144.imageshack.us/img144/4983/gw130fz3.jpg Dargon 02:54, 25 January 2008 (UTC)
- EVAS is creating a creature at target foe's location, not shadowsteping. Lord Belar 22:10, 23 January 2008 (UTC)
- Linsey, i saw the bugged spawn a few times over the wintersday, I'll see about going out there tonight and finding a bad one. As a basic description though, the problem spot is right near the opening in the Great Wall, right near a res shrine. There is a second layer of rock that seems to be somewhat hollow and a grawl will find it's way into it occasionally. Also weird is that Ebon Vanguard Assassin Support can shadow step into there, a place where players can't actually walk to. Dargon 18:48, 23 January 2008 (UTC)
- I took a look at Eastern Frontier and because of the way the Grawl in that area are spawned, it's difficult to really tell where the issue is. Any chance someone could dredge up a screen shot of where the Grawl are getting stuck? Depending on the exact location on the group of problem Grawl, I may not even be able to fix this rare bug without completely redoing the spawns of the all the Grawl in the area. Thanks for the help! - Linsey talk 19:21, 22 January 2008 (UTC)
Flanuss Broadwing
This boss is located in Arbor Bay, but he spawns in a location which gives him a tendency to get caught in a corner of the rocks, where he will stop casting and is just minion and AoE fodder. -- (CoRrRan / talk) 10:53, 8 September 2007 (UTC)
- I just noticed that this boss is patrolling. However, he does seem to be behaving a little bit strange with casting spells, but that's Andy's thing, I believe? -- (CoRrRan / talk) 18:19, 8 September 2007 (UTC)
- Actually this time it's me. I also noticed strange behavior from him. I'll look into it and figure out what the heck is his preoblem ;) - Linsey talk 19:07, 8 September 2007 (UTC)
- I was about to report this and found this section. So I will say instead that I love the spawn of Alitta Guilebloom in Arbor Bay, with all of the smaller plants "worshipping" it. Bcstingg 20:09, 11 September 2007 (UTC)
- Actually this time it's me. I also noticed strange behavior from him. I'll look into it and figure out what the heck is his preoblem ;) - Linsey talk 19:07, 8 September 2007 (UTC)
Fissure of Woe/Underworld bugs: a request for help
As some of you might have noticed, there was a bug fix that went Live recently that I think/hope has addressed the problem of people failing out of Fissure of Woe because some NPC not even on your party bar happens to kick the bucket. Firstly, I'd like everyone to be on the look out for this particular bug happening again since this fix went in. It's pretty crummy to be giddily skipping your way up to that nice shiny chest and suddenly get popped out of the instance. I really don't want that happening to anyone again. Which brings me to my second request. I'd like everyone to be on the look out for any other strange occurrences which cause players to fail out of either Fissure of Woe or Underworld by a factor out of the players control. In addition, anything strange that comes up that prevents people from completing any of the quests that are in these instances, I'd like to know about it. We put in those fabulous end chests so that people can enjoy them and the instance more than ever before, so we want everything to go smoothly with your acquisition of said chest. Thanks for your time! <3 Linsey talk 20:11, 7 March 2008 (UTC)
- There's a thread on Guru about the Tower Mage getting irrevocably stuck preventing completion of Tower of Strength. [1] --Valshia 22:05, 7 March 2008 (UTC)
- Hmmmm. So the Tower Mage isn't set to be a follower, yet they talk about him following them. In fact the Mage is scripted to travel down a path on his own, regardless of what players are doing but only after you have cleared out the Shadow Patrols. Just to make sure I wasn't crazy, I just went in myself and played through this quest real quick and that is how it functions. The path that the Mage takes goes past the cave, but does not enter it. He can't be spawning in there because he doesn't have a variable spawn and will only spawn in the Forge. The only change that I made to this quest as part of the bug fix is making it so that the Mage cannot die and fail you out of FoW. This should have no effect on the path he takes. Which means this was a pre-existing bug. The only thing that I can figure might get him into the cave is if he is freaking out and glitching through the walls when he has trouble pathing to his destination. I can tighten up the pathing on his route to the Tower so he doesn't need to calculate as much on his own and there isn't as much room for error. I think that will fix it. Thanks for bringing this to my attention! - Linsey talk 23:52, 7 March 2008 (UTC)
- Looks like the Tower Mage is also getting pulled away by trying to heal people and monsters. Considering he is a MAGE, I'm going to make him an elementalist so he stops doing that. - Linsey talk 19:56, 10 March 2008 (UTC)
- Linsey, MY idea which would make this easy and eliminate glitching into the wall would be to make the mage like the Ghostly Heroes in Heroes Ascent. Whoever talks to him, the mage follows that charactor until they talk to him again or die.
- Looks like the Tower Mage is also getting pulled away by trying to heal people and monsters. Considering he is a MAGE, I'm going to make him an elementalist so he stops doing that. - Linsey talk 19:56, 10 March 2008 (UTC)
- Hmmmm. So the Tower Mage isn't set to be a follower, yet they talk about him following them. In fact the Mage is scripted to travel down a path on his own, regardless of what players are doing but only after you have cleared out the Shadow Patrols. Just to make sure I wasn't crazy, I just went in myself and played through this quest real quick and that is how it functions. The path that the Mage takes goes past the cave, but does not enter it. He can't be spawning in there because he doesn't have a variable spawn and will only spawn in the Forge. The only change that I made to this quest as part of the bug fix is making it so that the Mage cannot die and fail you out of FoW. This should have no effect on the path he takes. Which means this was a pre-existing bug. The only thing that I can figure might get him into the cave is if he is freaking out and glitching through the walls when he has trouble pathing to his destination. I can tighten up the pathing on his route to the Tower so he doesn't need to calculate as much on his own and there isn't as much room for error. I think that will fix it. Thanks for bringing this to my attention! - Linsey talk 23:52, 7 March 2008 (UTC)
- This would make it nice because it could kinda help you in somke tough groups, but mostly eliminate the crap he does currently. =/--'ÑöẊĭƑý 20:10, 11 March 2008 (UTC)
- That's not something that I can do myself. The Ghostly Hero has a lot of special coding and AI to make him work the way he does, so it would take coder time away from GW2. Doing that would also require text changes to the quest since the quest specifically indicates that you must clear out the groups and then the Mage will go to the Tower. It's a much more complicated change than you think. Besides all that, I would actually prefer to not change the functionality of a quest that has been in the game for almost 3 years all that much. I think that the small changes I am making don't really change the functionality, but just makes it run smoother. It was a nice thought though. :D - Linsey talk 21:18, 11 March 2008 (UTC)
- Hey, I was in FoW HM last night and a mob of Shadows was inside the tower. I don't remember if I've encountered that before, but it was sketchy seeing as how we were 6 ursans and my Summon Djinn saved the day. The tower mage was resultantly late in coming, but I thought I'd pass that on. -elviondale (tahlk) 01:01, 13 March 2008 (UTC)
- That's not something that I can do myself. The Ghostly Hero has a lot of special coding and AI to make him work the way he does, so it would take coder time away from GW2. Doing that would also require text changes to the quest since the quest specifically indicates that you must clear out the groups and then the Mage will go to the Tower. It's a much more complicated change than you think. Besides all that, I would actually prefer to not change the functionality of a quest that has been in the game for almost 3 years all that much. I think that the small changes I am making don't really change the functionality, but just makes it run smoother. It was a nice thought though. :D - Linsey talk 21:18, 11 March 2008 (UTC)
- This would make it nice because it could kinda help you in somke tough groups, but mostly eliminate the crap he does currently. =/--'ÑöẊĭƑý 20:10, 11 March 2008 (UTC)
UW Reaper Bug
We were playing UW once and we got the quest Restoring Grenth's Monuments on and we were heading to the Reaper of the spawning pools. When we were near the monument we rushed in like every ursan does and killed the wrong group on spiders. All other spiders in the room targeted the reaper which spawned and nuked him to death. And quess what we didn't got kicked out of the underworld but we couldn't complere it either. --Fox007 20:56, 10 March 2008 (UTC)
- Hmm, I think I know what happened here. Let me take a look. Thanks for the report. - Linsey talk 22:36, 10 March 2008 (UTC)
- i had a same bug not so long ago, just after it's apperance, the reaper of the forgotten vale get killed really quickly, and we didn't get kicked out, restoring grenth monument was still updated. lussh 22:42, 10 March 2008 (UTC)
Shadow Patrol spawns
Did a FoW run yesterday and we had a ranger and Shadow Patrol spawn within the tower itself. Took about 5 minutes for our Ursan group to be able to kill it as it kited from us continuously until we figured out we could surround it by moving around the tower. Pretty frustrating. --The preceding unsigned comment was added by User:Cgruber (talk).
- I had it happen with an all hero team. (Me + 6 heroes). I almost gave up before managing to get it to stay close for enough time to get killed. Foo 13:15, 13 March 2008 (UTC)
- That's pretty bad luck, I'll take a look but it won't make it into this weeks build. - Linsey talk 17:13, 13 March 2008 (UTC)
- Ok, I see there is one group that is just a little too close for comfort to that door. I'm guessing they were spawning right on the edge of that door but since the door would be closed, they are just popping right inside. Which would explain why it doesn't happen all that often. So, I'm going to tweak the positions of all those groups so they are a nice safe distance for that tower. Thanks for the tip, this should be in the next build. - Linsey talk 22:51, 13 March 2008 (UTC)
- Thanks Linsey- you're awesome. -elviondale (tahlk) 01:46, 14 March 2008 (UTC)
- Ok, I see there is one group that is just a little too close for comfort to that door. I'm guessing they were spawning right on the edge of that door but since the door would be closed, they are just popping right inside. Which would explain why it doesn't happen all that often. So, I'm going to tweak the positions of all those groups so they are a nice safe distance for that tower. Thanks for the tip, this should be in the next build. - Linsey talk 22:51, 13 March 2008 (UTC)
- That's pretty bad luck, I'll take a look but it won't make it into this weeks build. - Linsey talk 17:13, 13 March 2008 (UTC)
Xulani Tournament NPC
Doesn't give the Reward points to my account even though my friend (Who used the exact picks I did) recieved 105 points, normally this wouldn't matter to me but I'm seeing a lot of people being effected by this in a few different Districts. Also before you assume, I have updated my client, I have tried running my client from a different computer, It does not work. Baddock
- Update: It appears you must talk to the agent with the character your account is registered to, but that character has such been deleted causing my other characters not being able to gather the points. I suggest make it account wide (IE Email, not character)
- I believe you can change this character, talk to Tolkano. 81.241.39.107 05:52, 12 July 2008 (UTC)
Which is the problem, I think we should lower or remove that limit to 15 day's. 30 day's is a bit excessive, take this as as example what if someone (like myself) used a PvP character to register my team name and then deleted that character and made him in Prophecies, now at the same time we're using that Character to get LDoA (Legendary Defender of Ascalon) and because of that we cannot get our tournament tokens as there isn't a Tournament NPC in Pre-Searing (Cannot confirm this but there shouldn't be :P), how are we supposed to get the reward points?, A) Leave Pre-Searing and lose the title, B) Delete the Character and make him as a PvP Character so he can go to the Temple of Balthazar, C) Hope we can change our registered character / team name for Hero Battles. Baddock
- You don't have to pick RP's up with the character whose name you registered. It's just the name that shows if you ever enter a tournament. Go try it. -Auron 20:22, 13 July 2008 (UTC)
- That's exactly what I did, and it wouldn't allow me to receive my points so I calmly went back to my character creation screen and re-created the character my account is registered to and then was able to receive my points. Baddock
Map Travel Bug
This happened after the 7/4 party member bug (or completing the Blacktide Den Mission), it only fixed itself by completely logging out of the game but before that I was wondering how I could go to different parts of Guild Wars without being able to travel anywhere but the Sunspear Hall. Map Travel Bug Baddock
- Bugs should be reported on the various bug report pages listed at ArenaNet:Portal. (Aiiane - talk - contribs) 17:46, 21 July 2008 (UTC)
Insatiable Appetite
Chuno will give you this quest, even if you haven't completed the Undead Defenders quest from Elder Jonah. The problem is that Toma doesn't spawn until the Undead Defenders quest has completed, so all that happens is that the clock ticks down from 3 minutes to 0 and you're done. Sadie2k 01:14, 3 September 2007 (UTC)
- I took a look at the way these two quests are set up and unfortunately there is a delicate little web woven between them. All the options that I have to fix the issue would cause other problems with these two quests. So it saddens me to say that this time, I'm going to have to leave this bug as is. =/ -Linsey talk 19:13, 29 January 2008 (UTC)
Secret Lair of the Snowmen
If you get a party wipe during the mission, Koris Deeprunner doesn't respawn, making completion impossible. Is this intentional?--Pyron Sy 12:00, 8 September 2007 (UTC)
- I doubt it. I'll pass it along. Thanks for the report! - Linsey talk 19:08, 8 September 2007 (UTC)
- We double checked this one again since I don't remember if it got fixed and it all looks in order. Does this problem persist? - Linsey talk 19:04, 29 January 2008 (UTC)
- Hi, just found your page here. Just thought I'd say that I haven't had this problem, and I get party wiped often enough to know. --Kyle van der Meer 21:52, 24 April 2008 (UTC)
- We double checked this one again since I don't remember if it got fixed and it all looks in order. Does this problem persist? - Linsey talk 19:04, 29 January 2008 (UTC)
Outcast Boss drops Am Fah Cape
Hi Linsey - I just got an Am Fah Cape from Ilidus of the Empty Palm, who should be an Outcast boss. Unless there's an interesting backstory here, this is probably a mistake. - Lord Ehzed 15:41, 23 November 2007 (UTC)
- Or that Outcast came across the cape and was just carrying it in case he runs into an Outcast merchant ;) Barinthus 20:29, 26 November 2007 (UTC)
- It's also possible that he killed an Am Fah member to get his hands on that cape, and started wearing it because he loved it so much. How's that for interesting backstory? Not interesting enough? Awww. :( -- Elveh 10:45, 27 November 2007 (UTC)
- As we know, the Outcasts and Am Fah Brotherhood are friends. Perhaps this Outcast was playing with his Am Fah buddy, frolicking around and what you have. The Am Fah guy dropped his cape as he left and the Outcast didn't notice until a while later. Picking up the cape, he set out to catch up with his best buddy to return the cape. WHAM! BAM! You show up and slaughtered this cuddly cute Outcast in cold blood and ripped the cape out of his clenched fists. Now you feel all good and tingly all over don't you? ;-) Barinthus 20:06, 27 November 2007 (UTC)
- Yep.. thats probably what happened <.< At least he didn't drop Gwen's cape. -elviondale (tahlk) 20:11, 27 November 2007 (UTC)
- As we know, the Outcasts and Am Fah Brotherhood are friends. Perhaps this Outcast was playing with his Am Fah buddy, frolicking around and what you have. The Am Fah guy dropped his cape as he left and the Outcast didn't notice until a while later. Picking up the cape, he set out to catch up with his best buddy to return the cape. WHAM! BAM! You show up and slaughtered this cuddly cute Outcast in cold blood and ripped the cape out of his clenched fists. Now you feel all good and tingly all over don't you? ;-) Barinthus 20:06, 27 November 2007 (UTC)
- It's also possible that he killed an Am Fah member to get his hands on that cape, and started wearing it because he loved it so much. How's that for interesting backstory? Not interesting enough? Awww. :( -- Elveh 10:45, 27 November 2007 (UTC)
Energy loss after dying with an item
- Sorry but I haven't tested this thoroughly very much, so I hope you get as much out of this as possible.
- Whenever a player dies while carrying an item (like a flag or ritualist ashes) and that player dies, he/she gets resurrected with missing energy the next time they res. I've only had this happen to me as a rit flagger in guild battles, but it seems to be consistent. I will die carrying something, then base res (which is supposed to give me full energy) and the UI will tell me I have like 20/20 energy, but when I ping it (or try to use skills), it will tell me 0/20 and say I don't have enough energy to cast.~Shard (talk) 06:14, 8 April 2008 (UTC)
- I'll pass it along, thanks for the report! - Linsey talk 17:59, 8 April 2008 (UTC)
- This also happened to me with my Ele during a GvG a while back. --Shadowphoenix 18:05, 8 April 2008 (UTC)
- I'll pass it along, thanks for the report! - Linsey talk 17:59, 8 April 2008 (UTC)
Cathedral of Flames
Amusingly people still "Talk" to the Hidden Treasure's in CoF / other dungeons, wouldn't it make more sense if people "Used" the Treasures?. "I'm talking to Hidden Treasure!", Should be changed to, "I'm using the Hidden Treasure / I'm using a Hidden Treasure". Baddock
- It's talking to, cause technically, they aren't items, but rather a special form of mob, which is why they could die back when EotN was released. Dargon 00:20, 6 July 2008 (UTC)
Makes sense, I always thought it was a little weird that you can talk to it. Baddock
- Yeah, they are actually NPCs. Technical trickery ftw! - Linsey talk 16:19, 7 July 2008 (UTC)
- "I am talking to Xunlai Chest!" FTW, also. I guess this would make it very easy to make mimics! Or some kind of "Xunlai Chest comes alive and starts bouncing around inflicting dazed / crippled on people until someone does something to stop it." april fool's event ... >_>. --Star Weaver 17:14, 7 July 2008 (UTC)
- Lol or make the xunlai chest run away when someone clicks on it, It would be hilarious seeing a bunch of players running after the chest so they can access it. --MageMontu 23:19, 16 July 2008 (UTC)
- How about the bug where one of the spirit guys gets "stuck" behind the gate (End of Level 1)...the only way to progress thru to next level is to kill this guy an if no one in team has ranged damage its game over as he cant be melee'd Zilken 15:08, 20 August 2008 (UTC)
- "I am talking to Xunlai Chest!" FTW, also. I guess this would make it very easy to make mimics! Or some kind of "Xunlai Chest comes alive and starts bouncing around inflicting dazed / crippled on people until someone does something to stop it." april fool's event ... >_>. --Star Weaver 17:14, 7 July 2008 (UTC)
Dye Problem with Bows
When you die a bow for some reason it shows the bow in the other hand thus not showing you what the bow would look like if dye'd. Dye Bug or Dye BugLarger Baddock
- You probably want to report that at ArenaNet talk:Miscellaneous bugs. (Aiiane - talk - contribs) 22:29, 10 July 2008 (UTC)
Who ever is responsible
for Gadd, can you tell him to remove Iron Mist from him. ~ SCobra 09:18, 5 August 2008 (UTC)
- Why? This just adds a wee bit of a challenge to some still pretty easy quests, etc. - I suggest leaving it alone. -- Inspired to ____ 13:58, 5 August 2008 (UTC)
- Having the death of one enemy be delayed != challenge. 24.179.144.91 14:47, 5 August 2008 (UTC)
- Its pointless for him to have that skill as most of the time hes going to be the only using lightning dmg. Its just delaying the death of a already dead foe which is pointless and serves on goal at all ~ SCobra 18:58, 5 August 2008 (UTC)
- I am planning to do this, but I think QA will kill me if I try to slip anything else in this weeks build. - Linsey talk 19:43, 5 August 2008 (UTC)
- Awwwww, but we love big updates (at least I do) --MageMontu 19:45, 5 August 2008 (UTC)
- Haha, is it that big? (Oh and when is the update supposed to come out, if you can say of course? >___> sorry i just had to ask <_< XD)--Stu 19:48, 5 August 2008 (UTC)
- Regina said later this week in her Journal. Also, are tournament reward points and the new tonic comming with this one? --Wolf 19:50, 5 August 2008 (UTC)
- I know but I was hoping for a date >_> I am assuming thursday at the minute but maybe friday. just curious lol.--Stu 19:55, 5 August 2008 (UTC)
- Well, I'm sure if they had a definate date we would also have it. --Wolf 19:57, 5 August 2008 (UTC)
- meh, I was just asking, =( I'll never ask anything again--Stu 19:59, 5 August 2008 (UTC)
- Getting an answer you didn't want is not a good enough reason to not ask questions anymore. =D Heck, fi that was the case, I would have left the wiki a long time ago. --Wolf 20:01, 5 August 2008 (UTC)
- Haha,Back onto the original topic since it got a bit derailed there, Iron Mist is annoying, stupid Gadd >_>--Stu 20:05, 5 August 2008 (UTC)
- Never runn into any problems with this before, :P --Wolf 14:34, 6 August 2008 (UTC)
- I honestly never noticed it til I read about it on the wiki page for that mission and then paid close attention to Gadd and what skills he used and how it affected things. It's not that big of a deal though imo, just annoying --Stu 14:48, 6 August 2008 (UTC)
- Never runn into any problems with this before, :P --Wolf 14:34, 6 August 2008 (UTC)
- Haha,Back onto the original topic since it got a bit derailed there, Iron Mist is annoying, stupid Gadd >_>--Stu 20:05, 5 August 2008 (UTC)
- Getting an answer you didn't want is not a good enough reason to not ask questions anymore. =D Heck, fi that was the case, I would have left the wiki a long time ago. --Wolf 20:01, 5 August 2008 (UTC)
- meh, I was just asking, =( I'll never ask anything again--Stu 19:59, 5 August 2008 (UTC)
- Well, I'm sure if they had a definate date we would also have it. --Wolf 19:57, 5 August 2008 (UTC)
- I know but I was hoping for a date >_> I am assuming thursday at the minute but maybe friday. just curious lol.--Stu 19:55, 5 August 2008 (UTC)
- Regina said later this week in her Journal. Also, are tournament reward points and the new tonic comming with this one? --Wolf 19:50, 5 August 2008 (UTC)
- Haha, is it that big? (Oh and when is the update supposed to come out, if you can say of course? >___> sorry i just had to ask <_< XD)--Stu 19:48, 5 August 2008 (UTC)
- Awwwww, but we love big updates (at least I do) --MageMontu 19:45, 5 August 2008 (UTC)
- I am planning to do this, but I think QA will kill me if I try to slip anything else in this weeks build. - Linsey talk 19:43, 5 August 2008 (UTC)
Epic Jahai Rat
My guild and i where vanquishing Vehtendi Valley and we all kept getting this one bug... We would notice that some of the Scytheclaw Behemoths's names where changed to jahai rat. It was quite a funny bug to see lv.26 Jahai rats running around. Just thought you might want to know lol. I have a screen shot you want it, i just wasent sure how to post it on wiki. SweetEscape 18:40, 5 August 2008 (UTC)
- It's an old, known bug. Don't think they're sure what causes it, or how to fix it, as it appears randomly and very rarely. -- Mini Me 18:42, 5 August 2008 (UTC)
- Old, this dates back to Prophecies... Very, very rarely, some monsters will take on the name of another monster, or to be more precise a untamed pet in the area, or some kind of NPC. — Poki#3 18:53, 5 August 2008 (UTC)
- It doesn't effect only monsters, cause once I saw an allied Kurzick Priest named White Tiger once. --MageMontu 19:02, 5 August 2008 (UTC)
- I wonder if it's hash table related. Yseron - 90.15.191.248 20:36, 5 August 2008 (UTC)
Black Moa Chick Scavenger "Bug"
Hi Linsey, I'm sure you're aware of how great an addition to Guild Wars this hunt was and how much players really loved hatching their own little baby Moa's. For these same reasons I was devastated to find out that once you get one of Zho's journals drop you can never get another, even if you delete your first journal. I like many people filled my inventory with many of the new items in EotN upon it's release and on several characters I did the Norn tournament simply to get Xandra, the easiest rit hero to gain. In the process most of them got Zho's journal but because I intended to do the Moa Chick quest later on I deleted the journal as almost every other item can be obtained more than once other than the end game tokens for weapons. Now all my characters are unable to participate in the scavenger hunt because they deleted the book. Had I known the book wasn't replaceable I would have never fought Zho and gotten it as I didn't want it sitting in my inventory forever taking up space until I did the scavenger hunt through to completion. Please Linsey is there something you can do to change this and allow people who unknowingly deleted their journal to obtain it again and take place in this quest too? I suspect this was done to prevent players from obtaining more than one Moa Chick but I can't help but think there has to be a better way than preventing many people who accidentally deleted the journal from doing it too. 122.104.165.13 13:33, 26 July 2008 (UTC)
- agreed a better way to prevent people from making 100's of them would be the part where you need to make the incubator only being able to do that part of the hunt once per ch would be reasonable because at that point you consciously make the effort to go after the mini. 75.165.101.71 20:23, 26 July 2008 (UTC)
- Although, wouldn't it be annoying to trash a journal every time you fight Zho.--Pyron Sy 23:49, 26 July 2008 (UTC)
- well the books were kind of a badly thought out way of doing it. imo it takes up space in storage which i dont know about you but any one who plays pve knows that you have little to no space in pve. a better way to have handled it was to make a section down by skills that held books for you.75.165.101.71 00:25, 27 July 2008 (UTC)
- I would kill for more storage space on my characters. (I suppose we can't because of the "bot" people) The best thing to happen in GW was the Material Storage part of the Xenlai Chest. Personally I wish that Anet would do something like this for each character's armour - kind of like a wardrobe! I, like many people, just have too much space taken up by pieces of armor I rarely wear but cost too much to delete. – josəph 09:30, 24 August 2008 (UTC)
- You can always use Mules, I guess... 190.0.21.127 01:09, 29 August 2008 (UTC)
- I would kill for more storage space on my characters. (I suppose we can't because of the "bot" people) The best thing to happen in GW was the Material Storage part of the Xenlai Chest. Personally I wish that Anet would do something like this for each character's armour - kind of like a wardrobe! I, like many people, just have too much space taken up by pieces of armor I rarely wear but cost too much to delete. – josəph 09:30, 24 August 2008 (UTC)
- well the books were kind of a badly thought out way of doing it. imo it takes up space in storage which i dont know about you but any one who plays pve knows that you have little to no space in pve. a better way to have handled it was to make a section down by skills that held books for you.75.165.101.71 00:25, 27 July 2008 (UTC)
- Although, wouldn't it be annoying to trash a journal every time you fight Zho.--Pyron Sy 23:49, 26 July 2008 (UTC)
- agreed a better way to prevent people from making 100's of them would be the part where you need to make the incubator only being able to do that part of the hunt once per ch would be reasonable because at that point you consciously make the effort to go after the mini. 75.165.101.71 20:23, 26 July 2008 (UTC)
We will be adding a way for you to get Zho's journal. Right now the plan is that you will be able to talk to Zho in the outpost and get a new journal. You will still have to defeat Zho in the tournament to get the journal. - Linsey talk 18:00, 18 September 2008 (UTC)
No counter is no fun
A couple monster skills are quite annoying in my opinion : namely, the Corsair's Corsair's Net and the GW:EN Weavers' Snaring Web. There are probably others that I don't think of right now, but those two are the ones encounter most often.
The problem with these two skills is that they cause an effect that can't be removed from their target. Why doesn't Corsair's Net inflict instead a Cripple condition that could be removed ? Why isn't Snaring Web a hex rather than just a spell ?
Right now, fighting weavers is a pain because of Snaring Web. It's just plain annoying : these critters aren't really challengeful, but this skill makes them a bit longer and less entertaining to kill. The Corsair's Net has, to a much lesser extent, the same effect for melee characters when fighting corsairs. Could you consider changing them into something more interesting, please ? 79.89.235.12 05:26, 7 August 2008 (UTC)
- They are minor annoyances, its not like they do anything terribly debilitating like say, Giant Stomp or tremor.--205.149.142.66 21:03, 7 August 2008 (UTC)
If these were changed to be hexes, would that alleviate the problem? That way you could bring removal. - Linsey talk 18:27, 19 September 2008 (UTC)
- Hi and first, thank you for answering. Yes, that'd be perfect, and a most welcome change. Thank you for considering it ! 82.125.167.45 19:59, 19 September 2008 (UTC)
Glimmering Mark Bug
Hi Linsey. Since the update, Glimmering mark is slightly bugged. Ebon Battle Standard of Honor does not affect the damage (it works fine with intensity and By Urals Hammer though). Have a good day! Terra 00:14, 13 August 2008 (UTC)
- EBSoH has never affected armor ignoring spells. — Teh Uber Pwnzer 02:52, 13 August 2008 (UTC)
- Glimmering Mark's description says it deals lightning damage. -- Gordon Ecker 04:14, 13 August 2008 (UTC)
- Never mind, I didn't notice that it actually deals armor ignoring damage, which is a bug, or at least a text error. -- Gordon Ecker 04:19, 13 August 2008 (UTC)
- Reported at ArenaNet talk:Miscellaneous bugs#Glimmering Mark. -- Gordon Ecker 04:22, 13 August 2008 (UTC)
- The skill description says the target "takes" damage. It has always been my understanding that descriptions which refer to what happens to to the target of the skill ignore things such as armor so I don't believe this is a bug, or even really an anomoly for that matter. -- Inspired to ____ 14:07, 13 August 2008 (UTC)
- The descriptions of Dust Trap and Lightbringer's Gaze say the target "takes" damage, but they don't ignore armour. -- Gordon Ecker 23:41, 13 August 2008 (UTC)
- iirc dust trap does. — Teh Uber Pwnzer 00:16, 14 August 2008 (UTC)
- You're right, I assumed it was fixed due to the absence of an anomaly note, however a number of other elementalist skills use "take" or "takes" rather than "struck" and still respect armor, as does the armor respecting Weakness Trap, and Feast of Corruption deals armor ignoring shadow damage but uses "struck". -- Gordon Ecker 00:53, 14 August 2008 (UTC)
- Fair enough..so much for my understanding. Hard to know what they mean for it to be when terms and damage types are used inconsistently. Anyway, since it does what it says it does, I still don't think it is really a bug (of course only ANet knows for sure, but I don't see how our lack of understanding a game mechanism qualifies us to call it a bug). -- Inspired to ____ 02:50, 14 August 2008 (UTC)
- Only Obsidian Flame specifically states that it ignores armour, and it doesn't mention it in its' concise description. -- Gordon Ecker 03:14, 14 August 2008 (UTC)
- Fair enough..so much for my understanding. Hard to know what they mean for it to be when terms and damage types are used inconsistently. Anyway, since it does what it says it does, I still don't think it is really a bug (of course only ANet knows for sure, but I don't see how our lack of understanding a game mechanism qualifies us to call it a bug). -- Inspired to ____ 02:50, 14 August 2008 (UTC)
- You're right, I assumed it was fixed due to the absence of an anomaly note, however a number of other elementalist skills use "take" or "takes" rather than "struck" and still respect armor, as does the armor respecting Weakness Trap, and Feast of Corruption deals armor ignoring shadow damage but uses "struck". -- Gordon Ecker 00:53, 14 August 2008 (UTC)
- iirc dust trap does. — Teh Uber Pwnzer 00:16, 14 August 2008 (UTC)
- The descriptions of Dust Trap and Lightbringer's Gaze say the target "takes" damage, but they don't ignore armour. -- Gordon Ecker 23:41, 13 August 2008 (UTC)
- The skill description says the target "takes" damage. It has always been my understanding that descriptions which refer to what happens to to the target of the skill ignore things such as armor so I don't believe this is a bug, or even really an anomoly for that matter. -- Inspired to ____ 14:07, 13 August 2008 (UTC)
- Reported at ArenaNet talk:Miscellaneous bugs#Glimmering Mark. -- Gordon Ecker 04:22, 13 August 2008 (UTC)
- Never mind, I didn't notice that it actually deals armor ignoring damage, which is a bug, or at least a text error. -- Gordon Ecker 04:19, 13 August 2008 (UTC)
- Glimmering Mark's description says it deals lightning damage. -- Gordon Ecker 04:14, 13 August 2008 (UTC)
Mirror Of Ice (Bug ?)
Does armor ignoring "cold" damage but please consider a buff instead of a nerf (like glimmering mark was nerfed to the ground). Since it does the extra damage to only the foe who was targeted and not all targets affected by the hex spell, it sucks at the moment and should actually be buffed. Like "For x seconds, all your water magic hexes do +x extra damage (not cold damage)"
- Skill feedback goes on the skill feedback pages. Also, don't vandalise pages. Also, please sign. Backsword 19:47, 20 August 2008 (UTC)
Any thoughts about the farming of Justiciar Thommis' chest?
[2] It's faster than any previous dungeon chest farm. 24.179.144.91 05:39, 4 September 2008 (UTC)
- Another side effect of permanently maintainted Shadow Form --92.235.60.31 07:29, 4 September 2008 (UTC)be
- I'd sooner think this is a side-effect of the wall disappearing, and rather than hitting at Shadow Form again, an easy fix for this would be to keep the wall intact. -- Elv 07:36, 4 September 2008 (UTC)
- Well, then people would just go with their assassins and bring heroes and henchmen. Granted, it would cut down on the number of people doing it simply by limiting to people with assassins that have made it to Umbral Grotto and finished GW:EN, but it would still be farmable. Kokuou 08:10, 4 September 2008 (UTC)
- Invincibility is a bad mechanic. They need to remove it instead of catering around it. With their limited resources, I don't know why they're wasting time/effort reworking entire areas like Underworld just to get around their stupid mechanic of maintained invulnerability. Just make it unmaintainable (like "this skill is disabled for 60 seconds" so things like paradox + glyph swiftness don't affect it). Easy change and doesn't worsen elite areas for balanced teams. -Auron 08:42, 4 September 2008 (UTC)
- Keeping the wall intact would just lead to the team suiciding and the sin using a Scroll of Resurrection or mimicked Unyielding Aura to get them across. 24.179.144.91 08:57, 4 September 2008 (UTC)
- Invincibility existing at all allows the sin to do this. The skill is a bigger problem than the door. -Auron 09:01, 4 September 2008 (UTC)
- ANet think it's fun. Yseron - 86.64.70.44 11:22, 4 September 2008 (UTC)
- I'm not amused. *joins farming teams* No, really, those sins are stealing my CoF clients. Wait, can I find a way to not make this sound bad? lol -- Alaris 13:39, 4 September 2008 (UTC)
- Have any of you ever VS farmed? o.O The Perma sin is far from invincible. They die all the time, whether they're good at it or not. 66.202.1.169 21:19, 30 September 2008 (UTC)
- I'm not amused. *joins farming teams* No, really, those sins are stealing my CoF clients. Wait, can I find a way to not make this sound bad? lol -- Alaris 13:39, 4 September 2008 (UTC)
- ANet think it's fun. Yseron - 86.64.70.44 11:22, 4 September 2008 (UTC)
- Invincibility existing at all allows the sin to do this. The skill is a bigger problem than the door. -Auron 09:01, 4 September 2008 (UTC)
- Keeping the wall intact would just lead to the team suiciding and the sin using a Scroll of Resurrection or mimicked Unyielding Aura to get them across. 24.179.144.91 08:57, 4 September 2008 (UTC)
- Invincibility is a bad mechanic. They need to remove it instead of catering around it. With their limited resources, I don't know why they're wasting time/effort reworking entire areas like Underworld just to get around their stupid mechanic of maintained invulnerability. Just make it unmaintainable (like "this skill is disabled for 60 seconds" so things like paradox + glyph swiftness don't affect it). Easy change and doesn't worsen elite areas for balanced teams. -Auron 08:42, 4 September 2008 (UTC)
- Well, then people would just go with their assassins and bring heroes and henchmen. Granted, it would cut down on the number of people doing it simply by limiting to people with assassins that have made it to Umbral Grotto and finished GW:EN, but it would still be farmable. Kokuou 08:10, 4 September 2008 (UTC)
- I'd sooner think this is a side-effect of the wall disappearing, and rather than hitting at Shadow Form again, an easy fix for this would be to keep the wall intact. -- Elv 07:36, 4 September 2008 (UTC)
Reward system for Factions challenge missions is broken
OK, I haven't done Challenge Missions in Factions for two years, so I decided to try again today to get some Luxon points for Jade (since I am Kurzick) and FA didn't have any players to get a game going. I went to "The Aurios Mines" and tried to defend some mines from invading hordes. After reaching 165 points I thought I might get some Luxon faction...but I was only rewarded with 2 points total. Thinking I must suck so bad, I checked the ladder and discovered I was on 4th place for this day (1st is 2.7k). Puzzled by the low reward I checked how you get points in the Challenge missions:
(2000 * score) / (Quarterly Best #1 score)
The quarterly best score is 145k (with whatever hax or tactic used).
I didn't even qualify for a single piece of gold, since the formula is:
(2000 * score) / (4*Quarterly Best #1 score)
One extremely successful player can deminish the rewards for every other player way beyond fun&usefulness ??
Linsey, are you thinking about making changes to the reward system when overhauling the Luxon&Kurzick points/ranks/rewards which are currently on your "to do" list? --- Gorani 18:21, 25 September 2008 (UTC)
- Yes. ^_^ - Linsey talk 18:24, 25 September 2008 (UTC)
- While doing those can you pls pls pls do something for the factions elite missions? It's sad that those 2 missions are dead, and imo they both r more fun than DoA and Slaver's put together. --MageMontu 18:51, 25 September 2008 (UTC)
- Do you think they aren't as popular strictly because of the rewards? - Linsey talk 18:53, 25 September 2008 (UTC)
- Not really. Just that they are broken, leechers heaven, and all that jazz. Players don't need that big a reward motivation, just bring the faction gain to the same level as AB. -- NUKLEAR IIV 18:56, 25 September 2008 (UTC)
- broken? leechers? In The Deep and Urgoz? - Linsey talk 18:59, 25 September 2008 (UTC)
- Well that and the fact that the drops you get in the deep and urgoz arent great as apart from the end chest everything is none inscribable, which is a bit of a pain. Also the problem isn't really leechers in my experience, the problem is the amount of error 7's people get while playing these areas. They have always been prone to kicking peeps and it still happens today, but yeh I think a greater incentive is needed for these areas. -- Salome 19:04, 25 September 2008 (UTC)
- err 7's huh? hmmm I wonder... are there particular places in the zones that seem to be the most prone to disconnects? Or is it just random. - Linsey talk 19:06, 25 September 2008 (UTC)
- I think its random although I have noticed alot of err 7's in the scorpion aspect room of the deep. Honestly though I think a greater worry is the fact that the reward system for those 2 missions is just sub par when compared to DoA and Slavers. -- Salome 19:08, 25 September 2008 (UTC)
- Here's a list what I think it may improve the missions:
- Add Scythes, spears and paragon shields in d zodiac set.
- Stop the Zodiac Weapons from dropping. Give the Zodiac Weapons to a collector in the Mission Outposts. Give foes from those missions a small percentage of dropping items that can be traded for those weapons.
- Make the new zodiac addable to the HoM.
- Make the chest that appears at the end, drop a greenie for all the professions rather than for Rangers and Warriors only. --MageMontu 19:15, 25 September 2008 (UTC)
- Here's a list what I think it may improve the missions:
- I think its random although I have noticed alot of err 7's in the scorpion aspect room of the deep. Honestly though I think a greater worry is the fact that the reward system for those 2 missions is just sub par when compared to DoA and Slavers. -- Salome 19:08, 25 September 2008 (UTC)
- err 7's huh? hmmm I wonder... are there particular places in the zones that seem to be the most prone to disconnects? Or is it just random. - Linsey talk 19:06, 25 September 2008 (UTC)
- Well that and the fact that the drops you get in the deep and urgoz arent great as apart from the end chest everything is none inscribable, which is a bit of a pain. Also the problem isn't really leechers in my experience, the problem is the amount of error 7's people get while playing these areas. They have always been prone to kicking peeps and it still happens today, but yeh I think a greater incentive is needed for these areas. -- Salome 19:04, 25 September 2008 (UTC)
- broken? leechers? In The Deep and Urgoz? - Linsey talk 18:59, 25 September 2008 (UTC)
- Not really. Just that they are broken, leechers heaven, and all that jazz. Players don't need that big a reward motivation, just bring the faction gain to the same level as AB. -- NUKLEAR IIV 18:56, 25 September 2008 (UTC)
- Do you think they aren't as popular strictly because of the rewards? - Linsey talk 18:53, 25 September 2008 (UTC)
- While doing those can you pls pls pls do something for the factions elite missions? It's sad that those 2 missions are dead, and imo they both r more fun than DoA and Slaver's put together. --MageMontu 18:51, 25 September 2008 (UTC)
The DoA and Slavers reward systems were very thoroughly planned out since we had a dedicated items guy working hard on them. I'll set up a meeting with the good gentleman Hargrove and see if there is anything we can do for The Deep and Urgoz as part of the title changes we are making. However making new Zodiac weapon skins is not something that is a viable option right now. - Linsey talk 19:19, 25 September 2008 (UTC)
- Oh thnx Linsey ^^. Also another thing I forgot to mention, make the end chest drop the item u need, to trade for the weapon. --MageMontu 19:27, 25 September 2008 (UTC)
- Should also make henchmen available for the Deep and Urgoz. Teams are hard enough to make as it is, give people a chance to try it on their own. It might not be possible with henches & heroes but we should get an opportunity to try. Sadie2k 19:43, 25 September 2008 (UTC)
- You can take heroes in the missions, and I would rather stay consistent in not allowing Henchmen into the Elite missions (UW, FoW, DoA, The Deep and Urgoz all don't have henchmen).
- Ok I talked to John and I think we will be making some tweaks. We aren't going to make Zodiac's craftable or model them after Torment weapons in that way. Also, I don't think we can add them to the HoM for technical reasons. Because we don't have any appropriate skins for new green items, I don't think that is on the table right now either. There are a few changes we can make that should help it a little bit. Good discussion guys, thanks for the help! - Linsey talk 19:46, 25 September 2008 (UTC)
- i think adding henchmen available is going to far but i think that people need to know that they can use heroes in those areas. i do how ever agree with all of mage montu said about stopping the drops and making them be there for a crafter. and adding more greens then just ranger and warrior. i think you could easily do a two part design a weapon contest that one would be a spear that and scythe that whet in the theam of zodiac weapons and a contest to add more green drops. you dont realy need new para shealds because you can just use the current skin for that. along with adding the zodiac weps if you also added the deldramor weapons to the hom this would in turn make it so every campaigns and expiation has a set of weapons they can add to the hom and would make it a little more viable and not so expensive. 75.172.44.33 19:53, 25 September 2008 (UTC)
- also i think a little more time on this stuff should be considered ie a few months so its a bigger change., along with the jade quarry.75.172.44.33 19:56, 25 September 2008 (UTC)
- For green skins, is it possible to take some from the last Design a Weapon contest and convert them in greens for those missions? --MageMontu 19:59, 25 September 2008 (UTC)
- Should also make henchmen available for the Deep and Urgoz. Teams are hard enough to make as it is, give people a chance to try it on their own. It might not be possible with henches & heroes but we should get an opportunity to try. Sadie2k 19:43, 25 September 2008 (UTC)
Some ideas on boosting rewards to encourage play:
- Adding a HoM statue for completing the prophecies elite mission, the Tombs would probably encourage more players to visit it. The other Elite dungeons have them.
- An end reward chest could be added to Sorrows Furnace.
- The Factions Elite missions could have a related faction large points reward in addition to the end chest. And rep points per kill.
- The pre eotn elite dungeon end chests could be updated be be more inline with dungeon chests, high level crafting materal, rare skins and green items. With hardmode having more.
- Something that would really make players revisit these zones would be new, rare drops. For example a new unique miniature for each one that has a very small drop rate.
--Just One More Thing 21:57, 25 September 2008 (UTC)
- That's a gr8 idea just, giving rep points to those who finish the missions. I would say 5k points in NM and 10k in HM, after all you are saving the Kurzicks/Luxons from a thread bigger than the opposite faction. --MageMontu 00:21, 26 September 2008 (UTC)
- With such a high faction reward, i would also suggest a change to the Faction allegiance titles to avoid any problems. With each level of the Luxon or Kurzick title you gain, your maximum allowed points cap will be increased by 5k. Same idea as some of the PvP titles that increase the maximum Balthazar faction cap. --Just One More Thing 00:38, 26 September 2008 (UTC)
I'm surprised no one said to make the gold versions of the end-game Faction greens that drop in Urgoz and the Deep stop dropping, and make them the craftable/collector item to put in the HoM. It would be easier then Zodiac because there are skins for every weapon. Only problem I see would be the adding of the item to trade and the collector/crafter. Other then that, I don't see an issue (aside from Zodiac and Celestial weapons being more "prestige" then the end-game gold weapons) Azazel The Assassin 02:30, 25 September 2008 (UTC)
- Since I don't want to really mess with the actual numbers of the Luxon/Kurzick titles, I think the ways in which you gain faction need to become more lucrative. Having such a low faction cap is going to make it difficult to really increase the rate of faction gain; having various ways for players to increase their faction cap is in my opinion, necessary. - Linsey talk 05:04, 26 September 2008 (UTC)
- oh god yes K/L faction cap increase would be so awesome the only problem is the hole owning of towns i think maybe a new system for that....75.172.44.33 23:41, 26 September 2008 (UTC)
- Love a higher faction cap, but the titles in themselves are insanely high, and no one has really given a good reason for this. People can either: do faction's related quests over and over again, or shrines, AB or the more common yet still as boring HFFF. I got to like tier 2 on my kurz title by HFFF until I had to stop. Games are supposed to amuse but Guild Wars, in too many respects, is becoming like a job we don't get paid for. Can you try and make going for titles in general fun? 118.92.147.180 00:06, 3 October 2008 (UTC)
- oh god yes K/L faction cap increase would be so awesome the only problem is the hole owning of towns i think maybe a new system for that....75.172.44.33 23:41, 26 September 2008 (UTC)
- Since I don't want to really mess with the actual numbers of the Luxon/Kurzick titles, I think the ways in which you gain faction need to become more lucrative. Having such a low faction cap is going to make it difficult to really increase the rate of faction gain; having various ways for players to increase their faction cap is in my opinion, necessary. - Linsey talk 05:04, 26 September 2008 (UTC)
Urgoz and the need of a Prophecies only skill
Was that really intended to force players to own Prophecies to finish a Factions elite mission?
- How is that? Do you mean Consume Corpse? If so, arne't shadow steps possible as well? Or am I mistaken? Chfan 16:51, 30 September 2008 (UTC)
- If I'm correct, Consume Corpse/Necrotic Traversal is needed in a room to teleport up on a bridge and pull a lever in order to open the door to d next room. Since there is no direct access to the bridge, i don't think shadow steps work. --MageMontu 16:57, 30 September 2008 (UTC)
- Blocking objetcs bla bla bla they should chance that in PvE. Fox007 17:13, 30 September 2008 (UTC)
- Can't you have someone die under the bridge and use Rebirth to teleport them on top of the bridge (the person casting Rebirth also has to be under the bridge)? I know this works for the bridge outside of Beacon's Pearch. Emissary 19:46, 30 September 2008 (UTC)
- Not if the person using Rebirth is not on the bridge to begin with. The only skills that will work in this area are Necrotic Traversal or Consume Corpse. Kokuou 20:09, 30 September 2008 (UTC)
- Rebirth does work once in a while, but it's too unreliable. Since the game doesn't deal very well with the Z axis, sometimes resurrecting someone below the bridge makes the game mistake at what height the character is, and thus he appears above. Doesn't really solve the problem, IMO. Erasculio 20:14, 30 September 2008 (UTC)
- Really? o_O Never knew that. Although, that would be more likely a bug than an intended mechanic, so like you say, it's still not a solution. Kokuou 09:56, 1 October 2008 (UTC)
- So how likely is it that someone playing a factions elite mission does not have prophecies? How likely is it that a group of 12 people can not find one person with prophecies? On my ToDo list of things to be done in GW, this does not even come close to be urgent. --Xeeron 14:52, 1 October 2008 (UTC)
- It doesn't look to me like the original question in this section was a request for any sort of action. Just a question. It seems odd to me that the mission requires a Prophecies skill -- even though it is likely that some player in the group has access to this skill. So I would like to see the answer to the original question, even if it's just "yeah, we knew it would be restrictive, but went ahead with it anyway" or perhaps "huh, we never thought of it that way" or whatever. --Nkuvu 15:19, 1 October 2008 (UTC)
- Rebirth used to work, but there's been a change in the last year or so that made it stop working on bridges except as noted above...this change also affected mapping in the Great Northern Wall and Raisu Palace areas. Now that Rebirth doesn't work, it is very interesting that you have to bring a Proph. only skill in a Factions Elite mission to move forward.BladeDVD 20:48, 1 October 2008 (UTC)
- It doesn't look to me like the original question in this section was a request for any sort of action. Just a question. It seems odd to me that the mission requires a Prophecies skill -- even though it is likely that some player in the group has access to this skill. So I would like to see the answer to the original question, even if it's just "yeah, we knew it would be restrictive, but went ahead with it anyway" or perhaps "huh, we never thought of it that way" or whatever. --Nkuvu 15:19, 1 October 2008 (UTC)
- So how likely is it that someone playing a factions elite mission does not have prophecies? How likely is it that a group of 12 people can not find one person with prophecies? On my ToDo list of things to be done in GW, this does not even come close to be urgent. --Xeeron 14:52, 1 October 2008 (UTC)
- Really? o_O Never knew that. Although, that would be more likely a bug than an intended mechanic, so like you say, it's still not a solution. Kokuou 09:56, 1 October 2008 (UTC)
- Rebirth does work once in a while, but it's too unreliable. Since the game doesn't deal very well with the Z axis, sometimes resurrecting someone below the bridge makes the game mistake at what height the character is, and thus he appears above. Doesn't really solve the problem, IMO. Erasculio 20:14, 30 September 2008 (UTC)
- Not if the person using Rebirth is not on the bridge to begin with. The only skills that will work in this area are Necrotic Traversal or Consume Corpse. Kokuou 20:09, 30 September 2008 (UTC)
- Can't you have someone die under the bridge and use Rebirth to teleport them on top of the bridge (the person casting Rebirth also has to be under the bridge)? I know this works for the bridge outside of Beacon's Pearch. Emissary 19:46, 30 September 2008 (UTC)
- Blocking objetcs bla bla bla they should chance that in PvE. Fox007 17:13, 30 September 2008 (UTC)
- If I'm correct, Consume Corpse/Necrotic Traversal is needed in a room to teleport up on a bridge and pull a lever in order to open the door to d next room. Since there is no direct access to the bridge, i don't think shadow steps work. --MageMontu 16:57, 30 September 2008 (UTC)
I talked to the designer that worked on Urgoz and it seems like it was merely an oversight. So I'm going to explore options to change that room. I am making a post-it note!- Linsey talk 19:16, 7 October 2008 (UTC)
- I hope you realize what it means for people who complained about this and professions restrictions in urgoz for more than one year. The others will correct me if i am wrong but the same statement a year ago would have had the effect of a bomb. Yseron - 90.9.254.35 19:46, 7 October 2008 (UTC)
Hero AI Issues
Hi, i've been doing some 600 farming, when i die is very difficult to get the hero to cast the rez spell (rebirth), he sometimes starts casting and cancels right away! starts casting again and cancels!!! he does that untils he depleats all his energy! now, i though it was because he coul agro the baddies, but most of the times im clear to be resurrected.
Other issue like that is, when i command a hero to cast a spell on me (lets say Spellbreaker), if hero is outside my bubble agro he runs a bit to get near to me to start casting, then he runs back or he starts casting and cancels right away to run back!. This is very annoying, i cant micro my heros anymore, they act so weird since the last ai update (7th august).
other thing ive observed is when i die i cant make heros to remove their bonds, was not this fixed in the last update?
im sorry for my bad english...i hope you can fix all this stuff. Ty.
--Soulwinter 15:56, 11 August 2008 (UTC)
- Yea, I thought they said they fixed this but I can confirm all of this still happens. DarkNecrid 16:20, 11 August 2008 (UTC)
Actually, the AI seems to be a lot more wonky than before. Maybe it's just that I got used to their past "behaviors", but seriously. Melee hero/hench aggro everything on the map, healers forget they have a res, Minion Masters keep standing behind casters, busily casting enchantments on a minion army that never actually runs forward to engage the enemy...and almost all of them have forgotten how the flags/commands work. (at least it seems so...) I know all of the A-Net staff is extremely busy, and I appreciate all your hard work, so any investigation into this would be awesome. (At least I'd know if I were losing my mind and just imagining it!) Mllepandora 15:38, 12 August 2008 (UTC)
- I can confirm that you're not just making it up. Devona and Olias's minions now seem to have an aggro bubble at least as big as the compass, maybe bigger. I was standing by the res shrine south of Sifhalla and Devona started chasing two Modniir at the very edge of the compass. Something's wonky alright. Crimson 11:00, 15 August 2008 (UTC)
- [nods while hearing familiar things] ohhhhh.... I could tell you stories of recently wonky AI screwed up not letting me complete missions... let me tell you a tale of a near wipe situation to a wipe situation, flagging sturdy, dependable Dunkoro away as our party gets massarced. After I lag out, come back into the mission only to witness my party's near destruction. I manage I let off a few dervish aoes but then are taken down; flagging heroes and the remaining henchmen around as distraction as Dunkoro runs away. All but Dunkoro sampling the unpleasant taste of the cold floor. The patrol leave allowing Dunkoro to stealthfully run back into spell range, but ... what is this, Dunkoro refuses to cast Resurrection Chant, either under his own power or by order... my frustation goes as the dark feels like its closing in, the Envoys calling to me.... then, out of my lack of monitoring the situation after his near 2 minutes of standing there, not casting his resurrection spell he is ambushed and comes under heavy fire. Strangely, as he nears death... what does he cast?... Resurrection Chant.... ressing Devona for some strange reason, but seeing as it was her AI that lead to us aggroing in a previous area there was some strange satification watching the annoying woman die >.< 000.00.00.00 19:53, 15 August 2008 (UTC)
- sooo true 0, though i think its been like that scene they added heroes. my personal favorite hero bug; is the oh you unflaed me and i am too far from where you are so i am going to run the other direction from where you are. oh look seeing that i did that it made you die. im going to flute over here wile you sit there dead.75.172.47.109 06:09, 16 August 2008 (UTC)
- Just curious, when you were ordering Dunkoro to cast Res Chant, was your camera centered on you or him? I had some problems with a hero refusing to cast or drop an enchantment after I died, but it was corrected when I put the camera on myself/clicked on myself in the party window. Then they cast everything I clicked on. Kinda' odd. Perrin42 20:26, 19 August 2008 (UTC)
- [nods while hearing familiar things] ohhhhh.... I could tell you stories of recently wonky AI screwed up not letting me complete missions... let me tell you a tale of a near wipe situation to a wipe situation, flagging sturdy, dependable Dunkoro away as our party gets massarced. After I lag out, come back into the mission only to witness my party's near destruction. I manage I let off a few dervish aoes but then are taken down; flagging heroes and the remaining henchmen around as distraction as Dunkoro runs away. All but Dunkoro sampling the unpleasant taste of the cold floor. The patrol leave allowing Dunkoro to stealthfully run back into spell range, but ... what is this, Dunkoro refuses to cast Resurrection Chant, either under his own power or by order... my frustation goes as the dark feels like its closing in, the Envoys calling to me.... then, out of my lack of monitoring the situation after his near 2 minutes of standing there, not casting his resurrection spell he is ambushed and comes under heavy fire. Strangely, as he nears death... what does he cast?... Resurrection Chant.... ressing Devona for some strange reason, but seeing as it was her AI that lead to us aggroing in a previous area there was some strange satification watching the annoying woman die >.< 000.00.00.00 19:53, 15 August 2008 (UTC)
Since we have done some updates to Hero AI since these posts, what of these issues are still active problems? - Linsey talk 17:42, 29 September 2008 (UTC)
- I uninstalled Guild Wars like a week ago, after a combination of Guild Wars feeling like a job, lag and Dunkoro just not really liking my Dervish. Dunkoro still continues to be a jerk, but less frequently and then not at all when I just gave up on him being reasonable with my Dervish and just put Unyeilding Aura on him - oh, on a side note, restricting it to spell range only >.< ... Kihm didn't want to cast her res for me or the rest of my party of lag issues either, that happened in the Consulate Docks mission the day before I uninstalled; bringing back memories of the first time she really aggrovated me when I first H/H that mission. The Wiki says she's got Renew Life but, even when right on top of me, she didn't want to touch me (or anyone else for that matter, flagged or not). I just put it down to the AI just not liking me cos I say bad words and my build consisted of Wounding Strike and Apply Poison and was concerned she might have caught something by doing so, I don't see her with anything to remove conditions. ^_^ Even if she doesn't have that res I would generally consider a monk to have a res on him/her. All I can think of at the moment. 118.92.234.188 18:26, 29 September 2008 (UTC)
For me personally, I am still getting heros casting/cancelling, aggro bubbles way out so that they will not stay at their flagged positions even when on guard and not being attacked and the over aggressiveness of the war melees running into battles nowhere near to them. I find the examples to be most apparent in Hero Battles (where I hang out mostle these days) - microing has become almost pointless as they literally have a mind of their own. I know it might be considered a step back, but I think the AI before any of the recent updates wwas far superior to what we have now.... --The preceding unsigned comment was added by User:24.251.136.208 (talk).
- The issue that I'm seeing a lot lately is in the case of a hero bonder. I had Tahlkora armed with a disabled Life Barrier and would micro her bar to slap it on two Necromancers we had in the party, a player character and a hero MM. I would force a cast and often this would be while the party was already moving, so the spell target would be moving away from Tahlkora when she repeatedly activated and cancelled Life Barrier. Eventually during the run she would catch up and, green tick still active on her bar, would try casting again. Sometimes the cast was successful, but if we were still moving I could hear more cast cancels from the back. It wasn't until we stopped fully and started setting up for a new battle that she would finally complete her spell cast. -- WarBlade 01:44, 2 October 2008 (UTC)
- Ok, I'll pass this on to Joe, our Live Team programmer. - Linsey talk 18:09, 7 October 2008 (UTC)
- The range that they start canceling at is directly determined by their current AI setting. Bonders tend to be set to avoid combat, which gives them the shortest leash. 66.190.15.232 18:27, 7 October 2008 (UTC)
- Ok, I'll pass this on to Joe, our Live Team programmer. - Linsey talk 18:09, 7 October 2008 (UTC)
The party size breaking bug is back.
Hi, escalating this issue with you. A couple months back you guys fixed the party size bug that allowed for 24+ man parties through a bug which let people beat the party size limit, and it seems to be back. http://www.guildwarsguru.com/forum/showthread.php?p=4213366 has more info, but no one seems to know what caused it, but it is current after some investigation and not from a few months ago.
Hope you'll look into this and fix this issue and with any luck, give me a response :D. DarkNecrid 17:14, 25 August 2008 (UTC)
Why did you fix this.. :P only joking.. But like april fools Ursan - it could be a fun idea for a day to double the party size in Mission areas, and Elite areasNatalie of the west 19:52, 5 October 2008 (UTC)
Bugs in New Update pretty bad ones.
-Told you about this in-game, but Confusing Images doesn't end when the person casts a spell. It's a better daze sans interrupts.
-Glimmering Mark ends whenever you use a skill on that person, instead of spell.
-Vampiric Spirit is bugged and gives you regen equal to the damage it does. So if you do 50 damage, you get +50 regen. This is insane.
-Flashing Blades blocks even when you don't attack.
-Incendiary Arrows sometimes doesn't attack your target but 3 other people near him.
-not-a-bug but WotA is broken as all hell. There's a pretty good reason Assassin's weren't given a class IAS except in PvE, and this is why. Stuff dies. Fast. It's also better than Frenzy (even IAS's faster too...), gives +crit, and has no drawback. At all.
Thanks DarkNecrid 17:55, 8 August 2008 (UTC)
- More bugs:
-Pain of Disenchantment does damage instead of life loss. (it is doubled by Frenzy etc.)
-Xinrae's Weapon crashes game thru Acid Trap (Imp Isle) or Coral (Jade and the Random Arena map). (though you're fixing this in a few minutes as I speak.)
-The guild lords Amulet of Protection gives him ENERGY plus Health. (was this the observer bug...?)
-Someone found a bug with the energy bars. A lot of people have reported it before, but this is the first time someone has found a way to do it out of battle (in battle it's hard to reproduce), and basically the client and server desynch. The client says 35 energy, but the server says 34. The thing is, this isn't lag. None of it ever seems to be lag - I get it in 85ms ping. It's literally an error between the client and server, and this bug sorta shows that. If you could somehow find a way to fix this everyone (especially PvPers since this REALLY sucks there) would love you to death because this bug has been freaking annoying forever. http://pc.rvgate.nl/pics/gw001.jpg is the picture. To reproduce: have 46 energy (+3 with grim cesta), use Balthazar's Spirit, Mending, Blessed Aura, and Essence Bond without stopping. Then have someone else use Blood Ritual twice (letting each one end) on you. You'll display the incorrect amount of energy if you did it right like the screenshot shows. This happens a lot in battles, this is just a good way to show that somewhere along the line it isn't lag but the server and client desynching energy values (happens with Health too). I have no clue why this would happen, and while I know a bit about your client and server infrastructure from research people have made, if I had to take a guess since pips can be done as a decimal, the client and server both reach the wrong number with the same decimals (maybe the client rounds up and the server isn't or something) but that would be a random guess from someone who only has limited knowledge and is assuming the server stores things as decimals/percentiles instead of whole numbers (which would be pretty hard with percentile effects everywhere). (corrected by RvGaTe, for more details and video, look at the forums: http://www.guildwarsguru.com/forum/showthread.php?t=10315413)
-Order of Undeath can target players, if they die while you are casting it, it fails. This is an bug compared to similar spells (which can be activated while you're targeting another player, but they technically change your target to the intended creature so they don't fail if your target dies). Pretty annoying! DarkNecrid 20:40, 8 August 2008 (UTC)
These annoyed me greatly:
-Consume Soul says summoned creature yet it can't destroy minions.
-Tease only steals energy if the interrupted skill is a Spell from each person, instead of stealing energy for an interruption. The key thing behind this is a CoF deals damage to foes if they are doing anything since like CoF it interrupts anything.
-Unyielding Aura doesn't specify that it heals 100% hp and 100% energy from anywhere on the map like other rez's state their effects.
-Technically all the Blessings are weird anomalys. o_O Forms are notable for having a disable of 120 seconds, with a lower recharge. Surely all the Blessings should be 30 second recharge, with the clause of "This Skill is disabled for 120 seconds."? The recharge is used if it gets interrupted, but if it activates it is disabled. This not only puts it in line with the rest of the Forms in the game, but it also prevents abuse with Oath Shot, which I doubt was intended.
-Glimmering Mark and Mirror of Ice do armor ignoring elemental damage. o_O DarkNecrid 12:28, 11 August 2008 (UTC)
- Which of these issues are still active? I'd like to mark everything done to be addressed, but want to make sure they are still issues. - Linsey talk 17:40, 29 September 2008 (UTC)
- Oh I didn't even notice you replied to this, I feel dumb. OK the following are still issues in game as of October 9th, 2008:
- Pain of Disenchantment does damage instead of life loss. (it is doubled by Frenzy etc.)
- The guild lords Amulet of Protection gives him ENERGY plus Health. (NOTE: might have been the observe bug you guys fixed, not sure.)
- Someone found a bug with the energy bars. A lot of people have reported it before, but this is the first time someone has found a way to do it out of battle (in battle it's hard to reproduce), and basically the client and server desynch. The client says 35 energy, but the server says 34. The thing is, this isn't lag. None of it ever seems to be lag - I get it in 85ms ping. It's literally an error between the client and server, and this bug sorta shows that. If you could somehow find a way to fix this everyone (especially PvPers since this REALLY sucks there) would love you to death because this bug has been freaking annoying forever. http://pc.rvgate.nl/pics/gw001.jpg is the picture. To reproduce: have 46 energy (+3 with grim cesta), use Balthazar's Spirit, Mending, Blessed Aura, and Essence Bond without stopping. Then have someone else use Blood Ritual twice (letting each one end) on you. You'll display the incorrect amount of energy if you did it right like the screenshot shows. This happens a lot in battles, this is just a good way to show that somewhere along the line it isn't lag but the server and client desynching energy values (happens with Health too). I have no clue why this would happen, and while I know a bit about your client and server infrastructure from research people have made, if I had to take a guess since pips can be done as a decimal, the client and server both reach the wrong number with the same decimals (maybe the client rounds up and the server isn't or something) but that would be a random guess from someone who only has limited knowledge and is assuming the server stores things as decimals/percentiles instead of whole numbers (which would be pretty hard with percentile effects everywhere). (corrected by RvGaTe, for more details and video, look at the forums: http://www.guildwarsguru.com/forum/showthread.php?t=10315413)
- Consume Soul says summoned creature yet it can't destroy minions. (doesn't make sense from a wording standpoint.)
- Tease only steals energy if the interrupted skill is a Spell from each person, instead of stealing energy for an interruption. The key thing behind this is a CoF deals damage to foes if they are doing anything since like CoF it interrupts anything. (this functionality is not stated anywhere, ergo I am led to believe based on CoF that it is a bug)
- Unyielding Aura doesn't specify that it heals 100% hp and 100% energy (unlike every other rez)
- Mirror of Ice does armor ignoring damage, not sure if this is intended or not.
Thanks! DarkNecrid 20:03, 9 October 2008 (UTC)
- Thanks Dark, one of our lovely QA people took a look and was able to repro and file bug reports on the issues here that aren't already documented. So those should be addressed... at some point...
- The only issue that she could not reproduce is the one on Tease. "Tease returned energy from foes using skills (small s) not just Spells." - Linsey talk 00:10, 14 October 2008 (UTC)
- No problem! :) About Tease, I haven't used it lately (doesn't see play at all in GvG) and I don't really have people to test with, but I read on Guru something about it only giving Energy for the first interrupt (one packet of energy) so maybe if the first thing it interrupts isn't a Spell it doesn't give you the energy? I have to get people to help test it out, because unless if an update fixed it without mentioning it lately, I know it acts kinda wonky. Maybe my eyes deceive me however...oh well, thanks! :) DarkNecrid 04:29, 14 October 2008 (UTC)